World Tour Cheapness FAQ by Kain

Version: 1.0 | Updated: 01/01/70 | Printable Version

The Cheap-Ass Guide to Winning the World Tour in Street Fighter Zero 3
Version 1.0 by Zhou Tai An (

Disclaimer : Want to use this document for anything? Mail me first.

Second Disclaimer : I'm not a great fighting-game player. To tell the truth,
any combo I do that scores more than 2 hits (and isn't a Super) earns gasps
of pride and admiration from anything watching. (Yes, I'm that bad.) So it 
was kinda obvious that I would have trouble beating the World Tour - hence
this guide.

Oh yeah, and you can use all these cool cheap trick on your friends, too. ^_^


Basics : 

I'm going to assume you all know the difference between Z, X and V-isms. 
Here are my opinions on them anyway :

1. Z-ism. Best one to play with. Gives you good range of options and with
Gauge Power, you cna continually throw Level 1 Supers at your opponent with

2. X-ism. About the only good option this one has is the damn long Guard Bar;
besides that, give it a miss. Charging for a Super takes far too long and
unless you're turtling, you won't need the Bar. (You can always use Infinity
Guard anyway...)

3. V-ism. Guard Crusher! Because each hit you do in an Original Combo counts
as three (or more, in some cases) using this one will allow you to bust 
opponent's Bars with ease. Add Gauge Power Plus for more fun. On the down 
side, V-isms aren't too great since they remove your ability to use Supers.

Of course, you'll be trying to get to the fabled Level 32 all Isms mastered
level, so you'll have to take all of them. In that case, get X and V to Level
2 first. They give free Ism Pluses, thereby heightening the chances that the
Isms you receive from normal levelling-up will be useful stuff like Gauge 
Plus instead of Zero Counter Plus (arrgh). Also, use the Isms you're not good
at during the early parts of the game, since you can get more Perfects there.

Now for character selection. I've only tested out my strategies on three 
characters, but hopefully whoever you select will benefit from them. The
only thing you really need to decide when picking a character is whether 
he\she will be an offensive or defensive one.


Strategy Section : Alright, this is the nitty-gritty. 

1. Sweep Fury. Yes, this is EXTREMELY cheap in practice, but any decent human
opponent will foil this with no problem, so use it against the cheating
computer with no qualms. (After all, THEY get the infinite Super Combo Meters,
Survival matches and not to mention don't scream in fury after the 2400000
mark is missed by 10 points...)

Anyway, what you do in this style is simply go use to the enemy and sweep.
And again. And again. When they wake up, just keep sweeping. On later 
opponents, they'll block the first sweep, so use a medium or light kick and
then sweep again. This alone should guarantee you about 10 Perfects, and is
excellent to use during Survival matches.

2. Guard Crushing. Gauge Power Plus is essential for this. Grab it and V-ism,
then jump towards your enemy, medium kick twice and finish with sweep. 
(Depending on your character, you might have to use punches or alternate the
flow, but the principle remains the same.) This will force your opponent to
block the first two hits and maybe the third. Oh, look, the Guard Bar's been
halved! Repeat. Very soon, your unlucky foe should have a Guard Bar of only
one notch. Great for Timer Matches (you know, only damage from a certain Ism
works) In case you don't have V-ism, simply use a Super when your opponent's
Guard Crushed.

3. Double Heavy Kick. Designed back in the early days when fireballing Ryus
were in vogue (we've since gone on to Gouki) the technique is simple yet
effective. Jump over any fireball and heavy kick twice. Tada - instant 2
hit good damage. Hey, I SAID the guide was cheap.

4. More on Perfects and scoring. Some things you should know\do :

a) Set your Power Balance fully towards Power, no Defense. Why? Because once
you're hit, there goes your Perfect. It makes more sense to dish out as much
damage as possible as quick as you can. The only times you should relax this
rule are when you're facing people like Vega (Psycho Crusher) and Infinite
SC Gauge Ryu.

b) Timing. Try to win Time Attacks as fast as possible and with a Super. You
get a double Time Vital bonus. On the same note, Survivals of more than 2
people, when won with a Perfect Super Finish, net you loads of points. (My
personal record is a whopping 90000)

c) Against fast, agile opponents with high priority attacks, consider using
lots of light attacks to counter their's. Alternatively, you can turtle and
watch for opportunities.

d) Hard Body. Pick this if you want to be safe. The reason should be 
obvious - one blocked special move, even with full Defense, spells doom for
your Perfect. 

4. Gauge Plus. Absolute best Ism Plus in the game. There might be a certain
something that you've noticed about this option - IT REGENERATES YOUR GAUGE
IN THE MIDDLE OF A SUPER COMBO. Yes, you heard me - it actually continues to
charge when you're executing an SC! So throw plenty of Level 1's to harass
your enemy and cause Guard Damage with this thing on.

5. Turtle well. Against some tough opponents, you'll have to be very defensive
and exploit your enemies' weaknesses. For example, Vega is vulnerable to a 
sweep the moment he teleports, Guy and Ken love to do multiple anti-air moves
in a row etc. Do cheap things like sweep after jumping. Throw a lot. Block
like crazy and rip out lots of Level 1 SC's with Gauge Plus. (See above.)
Stuff like that.

And that's about this. This is like my Saga Frontier Combo Guide (which
unfortunately didn't work too well in the US version, I hear) short, simple
and hoepfully sweet. Enjoy.