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    Akuma by Videogameman

    Version: 1.5 | Updated: 11/17/99 | Printable Version | Search This Guide

    
    
                               The Unoffical
    
      
                                   AKUMA
    
    
                                   GUIDE
    
                                    FOR
    
                          Street Fighter EX + Alpha
    
                                     BY
                                Videogameman
                         (Videogameman2000@yahoo.com)
    
                     Version 1.5 (11-17-99) for Playstation
    
        This guide should not be reproduced in any way except on the web.
    It cannot be reproduced on the web without my say so. You must also
    give the author (me) full credit and nothing may be changed. Books
    and other media cannot use anything from this guide. This cannot be
    reproduced in books or any media like it. This guide is copyrighted.
    All the word art is also mine. That cannot be reproduced on the net
    without my say so. 
    
    This Character Guide can be found at:
    
    GameFaqs - GameFAQs.com
    Game Domain - gamedomian.co.uk/
    
    Update History:
    
    1.5 - Did the Cycloids, possibly done
    1.3 - Sakura done
    1.2 - Skull-o-Mania done and added a throw section
    
    II. Table of Contents
    
    I. Intro
    II. Table of Contents
    III. Buttons and Movements
    IV. Things to Know
    V. Regular Attacks and Analysis, and Throws
    VI. Special Move List
    VII. Special Move Analysis
      A. Fireball
      B. Dragon Punch
      C. Hurricane Kick
      D. Teleport
      E. Red Stun Fireball
      F. Diving Kick
      G. Roll
    VIII. Super Move List
    IX. Super Move Analysis
      A. Super Fireball
      B. Super Air Fireball
      C. Super Dragon Punch
      D. Raging Demon
    X. Combos
    XI. Vs.
    XII. Other 
    
    
    III. Buttons and Movements
    
    Here are the default button and movement.
    
    
    Square - Jab    Triangle - Strong    R1 - Fierce     
    X - Short       Circle - Forward     R2 - Roundhouse
    
    
    F - Forward         D - Down         B - Back
    DF - Down Forward   DB - Down Back   
    J - Jumping         D - Ducking      S - Standing
    XXX - Super Canceled 
    
    
    IV. Things to Know (by John Culbert, see credits)
    
    ---------------------------------------------------------------------
    
    THROWS AND GRABS:
    
    A Throw or Grab (including SPD or other Special Move Throw) must be
    done right up close, and is unblockable; it can only be avoided (some
    exceptions, like Zangief's Running Bear Grab, and Cracker Jack's Lazy
    Buffalo do exist). 
    
    ---------------------------------------------------------------------
    
    TECH HITS:
    
    To perform a tech hit, hold B or F and hit Strong or Fierce (or
    Forward or Roundhouse if your fighter has a Throw with those buttons)
    just as the opponent grabs you; basically, you perform a Throw at the
    same time the enemy tries to Throw you. YOU CANNOT TECH HIT SPECIAL
    MOVE THROWS (eg. Zangief's SPD)
    
    ---------------------------------------------------------------------
    
    BLOCKING:
    
    To block an oncoming attack, hold in the opposite direction. To block
    a low attack (i.e. the enemy hits low, like a sweep), hold D/B to
    crouch and block. There is NO Air Blocking SFEX!
    
    ---------------------------------------------------------------------
    
    GUARD BREAKING:
    ---------------
    
    The only truly new (non-combo) feature of SFEX is the Guard Break;
    taking up one level of the Super Meter, a Guard Break will break
    through an enemy's block, and stagger them for QUITE a long time,
    allowing you to set up some devastating combos. To perform a Guard
    Break, press Fierce+Roundhouse, or Jab+Short, or Strong+Forward.
    
    ---------------------------------------------------------------------
    
    TICKS:
    
    A tick is an attack that, if you connect with it, you can go into a
    combo or some other follow-up of your choice, and if blocked, you
    will recover in time to throw another attack before your opponent
    can; note that they also recover from their blocking frames at
    relatively the same time, so they will also be able to block the
    follow-up. But, since Throws are unblockable, you can nail them with
    a Throw! 
    
    ---------------------------------------------------------------------
    
    SUPER METER:
    
    Underneath your Health meter is a meter which will fill up when you
    perform Special Moves or when you hit the enemy. Once filled to one
    level, it will flash and you can now perform one SC (or one Guard
    Break). It can also continue to be filled to a max of 3 levels.
    
    ---------------------------------------------------------------------
    
    SUPER COMBOS:
    
    Your fighter has the ability to perform a powerful multi-hit attack
    known as a Super Combo (SC). You will know a character has executed a
    Super Combo because the screen will grow dark for a moment as they
    gather "chi" (spirit). ALL ANIMATION except for the gathering of the
    character's energy will stop, so your opponent cannot move. If you
    finish your opponent with an SC, the screen will flash brightly, and
    for some ODD reason in SFEX, a METEOR will fly through the screen! 
    
    (if you finish them off with two supers then four meteors with fly
    past you, and if you finish them off with three then you will see the
    meteors hit them Earth in the background)
    
    ---------------------------------------------------------------------
    
    V. Regular Attacks and Analysis
    
        Each normal attack has a different usage (jumping, standing, or
    ducking).  And ever different attack has a different damage.
    
                   ------ ------- ------
                  | Jump | Stand | Duck |
                  |------|-------|------|
            JAB   | 6-8  |  3-5  |  4   |
                  |------|-------|------|
         STRONG   | 7-4,5|  15   |  16  |
                  |------|-------|------|
         FIERCE   |  21  |  21   |  23  |
                  |------|-------|------|
          SHORT   |  8   | 7-10  | 1-4  |
                  |------|-------|------|
        FORWARD   | 12-13| 13-17 | 13-15|
                  |------|-------|------|
     ROUNDHOUSE   | 17-20| 21-24 | 21-23|
                   ------ ------- ------
    
       -Jab-
    
    Jumping: I have yet to find a purpose for this attack except to stop 
             a slow jumping attack like a Jumping Fierce. You should 
             never combo off of this attack. NEVER.
    
    Standing: A good, fast attack that does little damage. This is great 
              for stopping incoming attacks like you Raging Demon or 
              a Guard Breaker. You can use this in combos, but it is much
              better to start a combo off of this attack rather then to 
              use this attack in a combo (i.e. Jab, Jab XXX Super 
              Fireball (good), J. Jab, D. Jab, Jab Fireball (BAD)). I 
              usually don't use this attack a lot out side of that or in 
              ticks.
    
    Ducking: You should never use the ducking jab unless you are stopping
    
             an incoming attack (i.e. Raging Demon or Guard Breaker). 
             Never use this in a combo unless you start the combo off of 
             this attack.
    
       -Strong-
    
    Jumping: Unlike Ryu and E. Ryu this attack only hits once.  The 
             damage is just as much but without the extra hit.  You 
             should only use this attack as a quick air attack to knock
             your opponent out of the air.  You should not use this
             attack in combos.
    
    Standing: This attack has a small range but it is fast. I have been 
             knocked out of the air by this attack, but that takes 
             precise timing. You can use this attack in combos, but a D. 
             Fierce does much better. 
    
    Ducking: I love to use this attack in combos. You can link this 
             attack to a D. Forward for massive damage. You can also use 
             this to hit opponents while they are using a high attack 
             (some Fierce or Roundhouses). The damage is pretty good, 
             but not near as much as a D. Fierce.
    
       -Fierce-
    
    Jumping: This is the best ducking attack for combos for Akuma.  It
              does great game and is easily comboed off of.  The only
              problem is that it is a little slow.  But besides that you
              should always use it or the Roundhouse.  Another problem
              with this attack is that it is short.  Akuma doesn't get
              his hand out very far, so you must be close to your
              opponent in order for the attack to make contact. 
    
    Standing: The standing fierce is an extremely powerful, yet slow 
              attack. It is by far to slow to use for a counter attack. 
              It can not knock opponents out of the air. And can not be 
              used in combos unless you are a master combo person. The 
              only time I use this attack is when opponents are walking 
              up to me. When they do that they are just asking for it. 
              Other then that you should use the S. Roundhouse or some 
              ducking or jumping attack instead.
    
    Ducking: This is an extremely powerful move that can be comboed off 
             of very easily. You can use it for air defense or in one of 
             Akuma's easy yet damaging combos. It is a little slow, but 
             the combo ability makes up for that. 
    
       -Short-
    
    Jumping: The only time that you should use this attack is to knock 
             opponents out of slow jumping attacks. Other then that the 
             damage stinks and you should never use this attack in 
             combos.
    
    Standing: I like to use this attack as a pecking attack. You can stop
    
              some attacks, but not all. Once you land from a jump then 
              hit then with this. Most of the time they will try to hit 
              you with some sort of slow Fierce or Roundhouse attack. You
    
              will knock them out of there attack AND if timed properly 
              you can follow up with the deadly Raging Demon. So over 
              all, a great pecking attack that does decent damage.
    
    Ducking: This is by far the worst ducking attack that Akuma has. 
             Even though it is fast it does hardly any damage but can be 
             comboed off of. You can use this to stop some incoming 
             attacks, but most of the time it is just better to hit the 
             with a Jab.
    
       -Forward-
    
    Jumping: Unlike your Jumping Roundhouse this attack can cross-up 
             an opponent (hitting them in the back of the neck, a great 
             set-up for a combo). This attack is just a little faster 
             then Roundhouse, but does less damage. So it is a trade off,
    
             great speed but low damage.
    
    Standing: Never use this attack. Use the Roundhouse instead. They 
              both have the same speed (or close to), but the Forward has
    
              a major lag time while the Roundhouse recovers pretty fast.
    
              You can knock opponent out of the air with a well timed 
              Forward, but you can do the same thing with a Roundhouse. 
              You also can not use this attack in combos (you can, but it
    
              is not advised).
    
    Ducking: I like to use this attack because you can combo off of it 
             and because you can stop attacks as well as counter attacks.
             This attack is just a little faster then the Roundhouse,
             but you can not combo off of a Ducking Roundhouse because it
             sweeps your opponent. You can also use this as a link in a
             combo (between a D. Strong and a special attack), which does
    
             more damage then a Ducking Fierce. 
    
       -Roundhouse-
    
    Jumping: This has the edge on the jumping fierce because it has
             better range.  It does just a little more damage, but not
             enough to make a big difference.  It is also a little
             slow, but all roundhouse attacks are. I don't use this
             attack in combos as much as I use the fierce, but you can
             always use this attack instead.  
    
    Standing: This attack is better then the Standing Fierce because it 
              is a little faster and is does a little more damage. It can
    
              also knock your opponent out of the air, unlike the Fierce.
    
              You can also use this attack in combos, also unlike the S. 
              Fierce. So, as you can see this attack is much better then 
              the S. Fierce. 
    
    Ducking: Akuma's sweep. This attack si great. He ducks down low 
             enough to duck under fireballs and the speed is great. You 
             can use this attack to counter missed attacks and it is 
             great in those annoying two hit combos. Use this attack like
    
             crazy. If you are walking away from an opponent and they are
    
             getting to close then sweep them. If they miss with a 
             regular attack, sweep them. If they miss with a Dragon Punch
    
             then hit them with a Super Hurricane Kick to show them real 
             pain. Overall, a great attack. 
    
    
    **************
    ****Throws****
    **************
    
        Akuma has two different throws.  Each one does the same amount of
    damage (30 DMG) and basicly make your opponent land is the same area.
     But there are some tactics to be used with each throw.
    
    
    Hip Toss (F+Fierce or Strong Punch)-  This throw is a little better
    if you like to keep your opponent close to you.  As you have probably
    already guessed, this throw keeps your opponent a little closer to
    you then Rolling Stomach Throw.  This is good because you can then
    shoot a fireball at you opponent as they get up or you can launch a
    jumping attack or start off a combo while they raise.  
    
    Rolling Stomach Throw (F+Forward or Roundhouse Kick)-  This throw
    throws your opponent a little farther away from you then the Hip
    Toss.  So you should use this throw if you like to turtle.  Once you
    have thrown them then you will have time to jump back (or teleport)
    and out of the line of fire.  
    
    
    VI. Special Move List
    
        You have to know how to do Akuma's Special Attacks to do some
    damage. So here they are.
    
    Fireball - D,DF,F,P (can be done in the air)
    Dragon Punch - F,D,DF,P
    Hurricane Kick - D,DB,B,K
    Teleport - F,D,DF,F,3P or 3K OR B,D,DB,3P or 3K
    Red Stun Fireball - F,DF,D,DB,B,P
    Diving Kick - D+Forward (in air)
    Roll - D,DB,B,P
    
    VII. Special Move Analysis
    
    -Fireball (20 DMG)-
    
    (Akuma goes into the famous fireball position then releases a burst
    of fire while grunting "Go-Hadoken")
    
         This is Akuma's least damaging special attack (unless you don't
    connect with all of the Hurricane Kick hits).  It doesn't have a big
    purpose like it did back in SSF2, but you can still use it for traps
    and in combos.  This is Akuma's best counter at mid range.  If your
    opponent misses with a regular attack then nail them with this, if
    they miss with a special then hit them with this, if they miss with a
    super then laugh at them.  This is also Akuma's best special for
    combos.  It is easily super canceled out of giving you an lots of
    super link choices.  This attack is also good for annoying opponents.
     For example, if they are C. Jack and they are doing his Dashing
    Straight from the opposite side of the screen then knock them out of
    it with this special attack.  Of course you should super them, but we
    don't always have a Super Bar full do we?  Here are the different
    versions of this attacks.
    
    Jab: This is the slowest of all the fireballs.  Use it to confuse
    your opponent.  Doesn't knock your opponent down (just like every
    other fireball).  Shoot it after a sweep.
    
    Strong: A little faster then the Jab version.  Not as good for
    confusing opponents as the jab, but it is right in there.
    
    Fierce: The fastest of all the fireballs.  I always use this one. 
    
    
    -Air Fireball (15 DMG)-
    
    (While in the air Akuma shoots a fireball down at an angle)
    
        This is a great attack to annoy your opponent with.  For example,
    Hodoka does her reversal while you are in the air.  Instead of
    landing just nail her with this attack.  She can't reverse it and you
    can start a combo once the Air Fireball connects.  You can also knock
    opponents out of their special or even super attacks with this.  Some
    opponents will like to wait for you to jump then they will do an
    anti-air attack like a Super Dragon Punch or a Super hurricane Kick
    to name a few.  If they get over excited and do the attack too soon
    then you can stop them with this or the Super Air Fireball.  
    
    Jab:  Akuma shoots the fireball down at a 25-35 degree angle.  This
    is the main some starting Air Fireball for Akuma. 
    
    Strong/Fierce:  Akuma shoots the fireball at a 45 degree angle.  Use
    this version to keep opponents away.
    
    -Dragon Punch (45 DMG)-
    
    (Akuma does a three hit Dragon Punch that we all love)
    
        I love this move.  You can use it to get out of miss timed combos
    (they hit you too high with a J. Roundhouse, etc...).  This can take
    some time to learn, but it is well worth it.  Of course there is the
    wack them out of the air tactic, but that isn't fun AND THE DRAGON
    PUNCH *DOESN'T* DO AS MUCH DAMAGE (usually around 10 DMG).  But that
    doesn't mean that you should never do it.  One of the best examples
    of when to do this attack is when M. Bison tries to hit you with his
    Head Stomp (but it is blocked), then he usually floats down right in
    front of you. What should you do besides block the incoming attack. 
    Dragon Punch him.  Not only do you hit him, you will stop a mean trap
    in his favor.  Unlike Ryu, Kairi, and Evil Ryu, your Dragon Punch
    hits your opponent three times (if you use the Fierce version) and
    can easily do 45+ damage.  Overall, a great attack!
    
    
    -Hurricane Kick (7-26 DMG)-
    
    (Akuma jumps into the air and spins and kicks his opponent, keep
    repeating the button sequence for more kicks (for a total of four))
    
        Unforunatly the damage isn't all that great, but it is easy to
    combo off of.  This attack is great for covering ground and building
    your super bar.  This attack can be ducked and you can be knocked out
    of it, but this is OK.  If you have one super bar then try this
    attack. If it is blocked nothing happens, if you hit them with any of
    the hits then super cancel the attack into the Super Hurricane Kick
    or land and hit them with your Super Fireball/Super Dragon Punch. 
    You can also use this after a successful air Guard Breaker (you hit
    your opponent out of the air with it) for some easy damage.  But you
    don't have to hit your opponent with the Guard Breaker first, you can
    just hit them with the Short version.  Since it does up diagonally
    you are sure for a hit unless your opponent is attacking. 
    
    Short: This version will juggle your opponent.  Akuma kicks
    diagonally forward (higher with each kick).  The first hit will knock
    them down so this is a perfect set up for a Raging Demon.  But if you
    don't have three super bars then just complete the more or super
    cancel into a Super Air Fireball.  You can also use this attack to
    get over opponents (but it isn't as good as the Roll or Teleport).
    
    Forward: This is a mix between the Short and Roundhouse versions. 
    The first two kicks will hit standing opponents but the next two will
    miss because they are above your opponent's head. 
    
    Roundhouse: This goes parallel with the ground.  All the kicks will
    hit the opponent, the only low point in this attack is the fact that
    if you hit them with the tip of your foot then you will not be able
    to super cancel into the Super Hurricane Kick.
    
    -Teleport-
    
    (Akuma gets onto one foot then glides across the floor)
    
        This is a great move but there are some negatives to it.  First
    off you can get hit just before you teleport (when you get into the
    stance).  The other is that you DO NOT gain any super bar energy from
    this attack. Anyway this move is great for dodging incoming air
    attacks and fireballs.  You can either increase or decrease the space
    between you and your opponent (this is good depending on your
    fighting style). 
    
    F,D,DF,P: Akuma glides back and into the forward ground for a little
    while. 
    
    F,D,DF,K: Akuma glides back and into the background.
    
    B,D,DB,P: Akuma glides forward and into the foreground at the same
    time.
    
    B,D,DB,K: Akuma glides forward and into the backgrounds.
    
    
    -Red Stun Fireball (30 DMG)-
    
    (Akuma does into his fireball position but waits about three-fourths
    of a second then shoots out a three hit fireball)
    
        Unlike his regular fireball this one hits three times and does
    more damage.  But it is also very slow and can only be put in one
    combo.  This attack is great for keeping opponents away, but never do
    this attack at close range, you will get hit by something.  You can
    only use this attack in combo that have the ducking fierce in it
    (i.e. J. Fierce, D. Fierce, Red Stun Fireball).  If you use any other
    ducking attack your opponent can block the incoming fireball.
    
    
    -Diving Kick (17 DMG)-
    
    (While in the air Akuma stops, points his leg at 45 degrees, then
    shoots downward)
    
        There are lots of things that you can do with this attack.  You
    can start or keep a combo going, you can set your opponent up for a
    super, or you can use this attack you get behind your opponent.  If
    you choose to use it in combos then try one of these combos (Diving
    Kick, D. Forward, Hurricane Kick x4 or for the more advanced player:
    Air Fireball, Diving Kick, D. Forward, Hurricane Kick x2, Diving
    Kick, D. Forward, Hurricane Kick x4 XXX Super Air Fireball).  The
    only difficult part of the first combo is the Diving Kick to D.
    Forward.  You must hit your opponent around there bottom part of the
    leg and then quickly hit D. Forward or else Akuma will hit them too
    high and then they can block the rest of the combo.  The next combo
    uses the Diving Kick twice (after the Air Fireball and after the
    Forward Hurricane Kick x2).  After you shoot the air fireball quickly
    hit down and forward kick.  You must hit the bottom part of your
    opponent's leg or they will be able to block the D. Forward.  After
    you connect with the Diving Kick quickly do the D. Forward then you
    can buffer that attack into the Forward Kick Hurricane Kicks.  At the
    top of the second Hurricane Kick you can do a Diving Kick.  Once you
    do that you must again quickly hit D. Forward and then buffer that
    attack into four Roundhouse Hurricane Kicks and then quickly do a
    Super Air Fireball to snag them with the last five hits.  Okay, other
    things you can do with this attack are to set up your opponent for a
    Super.  First off this doesn't always work.  Anyway, do a Diving Kick
    and let your opponent block it.  Once they do they will usually try
    to hit you with a regular attack like a sweep.  Once they start to do
    it do your Super Dragon Punch to counter them.  Overall, there are a
    lot of diferent things that you can do with this attack (and I
    haven't even written half of them), so use it to the fullest.
    
    
    -Roll (0 DMG)-
    
    (Akuma rolls forward)
    
        This is a good attack to dodge fireballs and high attack while
    your are close to your opponent (if you are far away then just
    Teleport or jump over it).  The downfall to this move is that you can
    get hit out of it.  So do over use this attack (aka don't use it
    every ten seconds).  If you do then they will catch on and either
    sweep, throw, or non-fireball super you.  But this doesn't mean that
    you should never use it while you are close to them.  If you are
    right in their face and they throw out a fireball and you roll under
    it then you will recover before they will and you will be behind them
    (a perfect place for a combo or a Raging Demon, hehehe).  
    
    
    VIII. Super Move List
    
        Akuma has the most damaging attack in the game.  Remember, you
    must have at least a super bar to do the first three super moves (and
    three super bars for the last one).
    
    Super Fireball - D,DB,B,D,DB,B,P
    Super Air Fireball - D,DF,F,D,DF,F,P (in the air only)
    Super Dragon Punch - D,DF,F,D,DF,P
    Raging Demon - Jab, Jab, F, Short, Fierce (level 3 only)
    
    IX. Super Move Analysis
    
        Know that you know how to do each super learn how to use them.
    
    -Super Fireball (50 DMG)-
    
    (After the screen darkens Akuma does his regular fireball animation
    but he shoots out a deadly eight hit fireball)
    
        This is Akuma's most used Super.  If you want damage this attack
    has it.  It also combos extremely easy.  I like to hit opponents just
    as they are landing or starting to jump.  When they are doing this
    they can not block, but you might miss (and it is hard to super combo
    off of).  Be careful, your opponent can sweep you when you preforming
    the attack, and get hit.  You should also never shoot this attack off
    after a Dragon Punch because you will only get four hits in and
    basicly waist a super bar.  Also, never shoot it off while your
    opponent is on the other side of the screen, they will dodge it (boy,
    that ways hard to figure out).  You should also always use this super
    in combos, not any of the others because they don't do as much damage
    as this one.  Overall, a great super.
    
    
    -Super Air Fireball (40-50 DMG)-
    
    (While in the air Akuma shoots a five hit Super Fireball down at an
    angle of 45 degrees)
    
        This attack is a little better for countering misses ground
    attacks while you are in the air then the regular Air Fireball
    because this one comes out instantly, unlike the regular version.  If
    you want to add this super into a combo then you only have a few
    choices.  The first being a J. Fierce, Air Fireball XXX Super Air
    Fireball.  This one is a little hard to pull off and doesn't do a lot
    of damage but it will make your opponent think twice about you.  This
    next is after the final hit of the Hurricane Kick.  After the final
    hit you must imput the button sequence extremely fast or else you
    will miss them.  This final is after a Dragon Punch/Super Dragon
    Punch.  You can hit your opponent with the Super Air Fireball just
    after the final hit of the regular Dragon Punch.  This is extremely
    hard to do, but it is worth it if it works.  The only time you can
    hit them with it after a Super Dragon Punch is when he is at the top
    of the first Dragon Punch.  No later, no earlier.  
    
    
    -Super Dragon Punch (10-55 DMG)-
    
    (Akuma does a two hit Jab Dragon Punch then goes into a three hit
    Fierce Dragon Punch)
    
        This Super should only be used to reverse attacks.  I really like
    to hit people out of sweeps or even special/supers (even another
    Super Dragon Punch, but this is extremely hard to do).  If you hit
    your opponent out of the air then you will cause minimal damage, so
    try to hit opponents who are in the ground.  For beginners this is a
    great second super in a super combo.  The timing is extremely easy,
    and you can add a Super Air Fireball after you are at the top of your
    first Dragon Punch; if you have the skill that is. For experts you
    should be able to nail you opponent with this attack whenever they
    try a normal move at close range. Hay, you can even hit your opponent
    out of a special, or even a super move. This really gets on your
    opponents nerves.
    
    -Raging Demon (150 DMG)-
    
    (E. Ryu glides forward like he is teleporting then grabs then, next
    the screen turns white while he beats them down)
    
        The only problem with this attack beside the fact that it takes
    up three super bars is the fact that you can never hit anyone with
    it.  They will always jump or knock you out of it. Sure you could
    Guard Break them but then you would only have two super bars left, so
    you must hit them after they make a mistake.  Some setups are: after
    a successful sweep, after anything that knocks them down, after they
    miss with an attack (must be pretty close), while they are sweeping
    you (you must do it just before the sweep actually touches you and
    you must be right in their face), and after a block stun or special
    move lag time (such as Allen's Justice Fist).  Now that you know when
    and where to use this attack you should always think, is it worth it?
     You could always use those three super bars in one of you monster
    combos.  The answer should be yes because E. Ryu's most damaging
    combo doesn't take off 150 DMG (his combos damage is lower then
    Ryu's).  Now if you were Akuma you could take off 190 DMG, but you
    are not. There are other problems with this attack like: I never have
    three super bars or it is hard to pull off the button sequence.  But
    those are things that you have to live with.  If you don't want to
    build up three super bars then play Time Attack Mode.  You will go
    against an opponent(s) and you start with three super bars (you
    should only use the Raging Demon if you are on the last opponent or
    if you are only going against one opponent).  
    
    X. Combos
    
        A combo is when you hit your opponent with two or more attacks in
    which they can not block or reverse any of the attacks.  Combos have
    been around since the original Street Fighter 2.  Back then you would
    hit your opponent with three hit you take half of their life away. 
    Now is Street Fighter EX + Alpha combos do less damage.  Now that
    same combo (say a simple J. Fierce, D. Fierce, Fireball) now does
    only takes away a third of your opponents life; instead of a half.
    
        Most combos start with a jumping attack followed by one or two
    ground hits (Bison can do three, isn't he special), then buffered
    (we'll talk about that later) into a Special attack, and finally (if
    you have a super bar) a Super Attack.  You can super cancel a super
    into another super, then into another super is you have the skill
    also.  
    
        First off, most of the jumping attacks must hit your opponent
    deep or a cross up to finish the combo.  Deep means that you hit them
    just before you touch the ground and cross up means to hit them in
    the back of their neck (E. Ryu's cross up is his jumping forward, his
    roundhouse won't do it).  The ground hits are easy to do.  As soon as
    you land hit the button.  If the combo calls for more then one hit
    (i.e. D. Strong, D. Forward) then you must press one button after
    another in perfect timing or else the first hit high make contact but
    the second may be blocked or it might not even come out.  The only
    way to learn the timing is to try it for yourself.  After the ground
    hit(s) you should always buffer (or cancel) into a special move (look
    at the buffering section for more help).  Then you can super cancel
    into a super or two.
    
        There are some restrictions on combos.  First off you must be on
    the ground to super cancel (unless the super can be done in the air;
    like you Super Hurricane Kick).  For example, you can not hit your
    opponent is four successful Hurricane Kick then shoot your Super
    Fireball in the air (I know this seems silly, but some people need to
    know this stuff).  This also means that if you want to super cancel
    off of a Dragon Punch you must do the Super Dragon Punch while your
    feet or still on the ground or else you won't be able to do the Super
    Dragon Punch at all.
    
        The second restriction is that you can't do two of the same
    supers in a row (this means no Super Fireball XXX Super Fireball). 
    Most people already know this, but others don't.  Simple enough.  Now
    onto buffering.
    
        Buffering has been around since SF2.  It is the act of doing two
    attacks with one button motion. Here are some of the ways to can
    buffer attacks.
    
    1.  D. Fierce, Fireball
        This is done by pressing D. Fierce then rolling from down to
    forward and pressing any punch button (instead of pressing D. Fierce
    then D,DF,F, Fierce).  
    
    2.  D. Fierce, Red Stun Fireball 
        Start to roll from forward to down to back.  Press Fierce while
    you are pressing down then complete the motion and press fierce (this
    is harder to do then number one).
    
    3.  Fireball XXX Super Dragon Punch
        All you have to do is shoot a fireball but then do another
    fireball motion at the same speed as the first and press any punch
    button.  Another way to say this is to do the Super Fireball motion
    but press punch after the first fireball motion and before you start
    the second one (it is easier then it sounds).
    
    4.  Standing Fierce, Sonic Boom
        Charge back and hit fierce then quickly press forward and fierce.
     One of the easiest ways of buffering.  You can also do this by
    charging down and pressing an attack then buffer into a Flash Kick.
    
        Here are some combos for E. Ryu.  The are divided into Level 2
    and 3 Super Cancels (Supers that can be canceled into each other),
    then non-super combos, and finally Level 1,2, and 3 combos (1,2, or 3
    super bars required).  Enjoy!
    
     
      ~~~~~~~~~~~~~~~~~~~~~~
       ~Level 2 Super Cancel~
       ~~~~~~~~~~~~~~~~~~~~~~
    
    1. 70 DMG: Super Dragon Punch XXX Super Air Fireball
    2. 80 DMG: Super Fireball XXX Super Dragon Punch
    
       ~~~~~~~~~~~~~~~~~~~~~~
       ~Level 3 Super Cancel~
       ~~~~~~~~~~~~~~~~~~~~~~
    
    1. 90 DMG: Super Dragon Punch XXX Super Fireball XXX Super Dragon
              Punch
    2. 90 DMG: Super Fireball XXX Super Dragon Punch XXX Super Air
              Fireball
    
        ~~~~~~~~~~~~~~~~~~
        ~Non-Super Combos~
        ~~~~~~~~~~~~~~~~~~
    
    1. 25 DMG: Air Fireball, Diving Kick
    2. 35 DMG: J. Fierce, Air Fireball
    3. 45 DMG: J. Roundhouse, D. Roundhouse
    4. 55 DMG: Air Fireball, Diving Kick, D. Forward, Fireball
    5. 60 DMG: J. Fierce, Dragon Punch
    6. 65 DMG: J. Fierce, D. Fierce, Fireball
    7. 65 DMG: J. Roundhouse, D. Forward, Hurricane Kick x4
    8. 70 DMG: J. Fierce, D. Fierce, Red Stun Fireball
    9. 70 DMG: J. Fierce, D. Strong, D. Forward, Fireball
    10. 70 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x4
    11. 70 DMG: J. Roundhouse. D. Forward, Hurricane Kick x4
    12. 75 DMG: Air Fireball, Diving Kick, D. Forward, Dragon Punch
    13. 80 DMG: J. Fierce, D. Strong, D. Forward, Hurricane Kick x4
    14. 105 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving
                Kick, D. Forward, Fireball
    15. 110 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving
                Kick, Hurricane Kick x4
    16. 110 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick
                x2, Diving Kick, D. Forward, Fireball
    17. 115 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick
                x2, Diving Kick, D. Forward, Hurricane Kick x4
    18. 125 DMG: D. Roundhouse, D. Forward, Hurricane Kick x2, Diving
                Kick, D. Forward, Dragon Punch
    19. 130 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick
                x2, Diving Kick, D. Forward, Dragon Punch
    
       ~~~~~~~~~~~~~~~~~~~~~~~
       ~Level 1 Super Cancels~
       ~~~~~~~~~~~~~~~~~~~~~~~
    
    75 DMG: J. Fierce, Air Fireball XXX Super Air Fireball
    85 DMG: J. Fierce, Dragon Punch XXX Super Fireball
    95 DMG: Air Fireball, Diving Kick, D. Forward, Dragon Punch XXX Super
           Fireball
    105 DMG: J. Roundhouse, S. Roundhouse XXX Super Fireball
    105 DMG: J. Roundhouse, S. Roundhouse XXX Super Dragon Punch
    105 DMG: J. Roundhouse, D. Forward, Hurricane Kick x4 XXX Super Air
            Fireball
    105 DMG: Air Fireball, Diving Kick, D. Forward, Fireball XXX Super
            Fireball
    105 DMG: Air Fireball, Diving Kick, D. Forward, Fireball XXX Super
            Dragon Punch
    110 DMG: J. Fierce, Dragon Punch XXX Super Dragon Punch
    115 DMG: J. Fierce, D. Fierce, Fireball XXX Super Fireball
    115 DMG: J. Fierce, D. Fierce, Fireball XXX Super Dragon Punch
    115 DMG: J. Roundhouse, D. Forward, Hurricane Kick x3 XXX Super
            Dragon Punch
    115 DMG: J. Roundhouse, D. Forward, Hurricane Kick x3 XXX Super
            Fireball
    120 DMG: J. Fierce, D. Fierce, Red Stun Fireball XXX Super Fireball
    120 DMG: J. Fierce, D. Fierce, Red Stun Fireball XXX Super Dragon
            Punch
    120 DMG: J. Fierce, D. Strong, D. Forward, Fireball XXX Super
            Fireball
    120 DMG: J. Fierce, D. Strong, D. Forward, Fireball XXX Super Dragon
            Punch
    120 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x4 XXX
            Super Air Fireball
    120 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x3 XXX
            Super Fireball
    120 DMG: Air Fireball, Diving Kick, D. Forward, Hirricane Kick x3 XXX
            Super Dragon Punch
    120 DMG: J. Fierce, D. Strong, D. Forward, Hurricane Kick x4 XXX
            Super Air Fireball
    120 DMG: J. Fierce, D. Strong, D. Forward, Hurricane Kick x3 XXX
            Super Fireball
    120 DMG: J. Fierce, D. Strong, D. Forward, Hurricane Kick x3 XXX
            Super Dragon Punch
    135 DMG: Air Fireball, Diving Kick, D. Forward, Dragon Punch XXX
            Super Dragon Punch
    145 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving Kick,
            D. Forward, Dragon Punch XXX Super Fireball
    145 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving Kick,
            D. Forward, Fireball XXX Super Fireball
    145 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving Kick,
            D. Forward, Fireball XXX Super Dragon Punch
    145 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x2,
            Diving Kick, D. Forward, Dragon Punch XXX Super Fireball
    150 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving Kick,
            D. Forward, Hurricane Kick x4 XXX Super Air Fireball
    150 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving Kick,
            D. Forward, Hurricane Kick x3 XXX Super Fireball
    150 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving Kick,
            D. Forward, Hurricane Kick x3 XXX Super Dragon Punch
    155 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x2,
            Diving Kick, D. Forward, Fireball XX Super Fireball
    155 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x2,
            Diving Kick, D. Forward, Fireball XXX Super Dragon Punch
    160 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x2,
            Diving Kick, D. Forward, Hurricane Kick x4 XXX Super Air
            Fireball
    160 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x2,
            Diving Kick, D. Forward, Hurricane Kick x3 XXX Super Fireball
    160 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x2,
            Diving Kick, D. Forward, Hurricane Kick x3 XXX Super Dragon
            Punch
    160 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving Kick,
            D. Forward, Dragon Punch XXX Super Dragon Punch
    165 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x2,
            Diving Kick, D. Forward, Dragon Punch XXX Super Dragon Punch
    
    
       ~~~~~~~~~~~~~~~~~~~~~~
       ~Level 2 Super Combos~
       ~~~~~~~~~~~~~~~~~~~~~~
    
    1. 100 DMG: J. Fierce, Dragon Punch XXX Super Fireball XXX Super     
          Dragon Punch
    2. 105 DMG: Air Fireball, Diving Kick, D. Forward, Dragon Punch XXX
               Super Fireball XXX Super Dragon Punch
    3. 135 DMG: Air Fireball, Diving Kick, D. Forward, Fireball XXX Super
               Dragon Punch XXX Super Air Fireball
    4. 135 DMG: J. Roundhouse, S. Roundhouse XXX Super Dragon Punch XXX
                Super Air Fireball
    5. 140 DMG: J. Roundhouse, S. Roundhouse XXX Super Fireball XXX Super
               Dragon Punch
    6. 140 DMG: J. Fierce, D. Fierce, Fireball XXX Super Dragon Punch XXX
               Super Air Fireball
    7. 140 DMG: Air Fireball, Diving Kick, D. Forward, Fireball XXX Super
               Fireball XXX Super Dragon Punch
    8. 145 DMG: J. Fierce, D. Fierce, Fireball XXX Super Fireball XXX    
           Super Dragon Punch
    9. 145 DMG: J. Roundhouse, D. Forward, Hurricane Kick x3 XXX Super
               Fireball XXX Super Dragon Punch
    10. 145 DMG: J. Roundhouse, D. Forward, Hurricane Kick x3 XXX Super
                Dragon Punch XXX Super Air Fireball
    11. 145 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x3
                XXX Super Dragon Punch XXX Super Air Fireball
    12. 145 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x3
                XXX Super Fireball XXX Super Dragon Punch
    13. 145 DMG: J. Fierce, D. Fierce, Red Stun Fireball XXX Super Dragon
                Punch XXX Super Air Fireball
    14. 145 DMG: J. Fierce, D. Strong, D. Forward, Fireball XXX Super    
            Dragon Punch XXX Super Air Fireball
    15. 150 DMG: J. Fierce, D. Fierce, Red Stun Fireball XXX Super       
         Fireball XXX Super Dragon Punch
    16. 150 DMG: J. Fierce, D. Strong, D. Forward, Fireball XXX Super
                Fireball XXX Super Dragon Punch
    17. 160 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2,Diving     
           Kick, D. Forward, Dragon Punch XXX Super Fireball XXX         
       Super Dragon Punch
    18. 165 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving    
            Kick, D. Forward, Fireball XXX Super Dragon Punch XXX        
        Super Air Fireball
    19. 170 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick   
             x2, Diving Kick, D. Forward, Dragon Punch XXX Super         
       Fireball XXX Super Dragon Punch
    20. 170 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick   
             x2, Diving Kick, D. Forward, Fireball XXX Super Dragon      
          Punch XXX Super Air Fireball
    21. 170 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving    
            Kick, D. Forward, Fireball XXX Super Fireball XXX Super      
          Dragon Punch
    22. 175 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving    
                        Kick, D. Forward, Hurricane Kick x3 XXX Super
    Dragon             Punch XXX Super Air Fireball
    23. 175 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick   
             x2, Diving Kick, D. Forward, Fireball XXX Super Fireball    
            XXX Super Dragon Punch
    24. 180 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving    
            Kick, D. Forward, Hurricane Kick x3 XXX Super Fireball       
         XXX Super Dragon Punch
    25. 180 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick   
             x2, Diving Kick, D. Forward, Hurricane Kick x3 XXX Super    
            Dragon Punch XXX Super Air Fireball
    26. 185 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick   
                         x2, Diving Kick, D. Forward, Hurricane Kick x3
    XXX Super             Fireball XXX Super Dragon Punch
    
       ~~~~~~~~~~~~~~~~~~~~~~
       ~Level 3 Super Combos~
       ~~~~~~~~~~~~~~~~~~~~~~
    
    155 DMG: J. Fierce, D. Fierce, Fireball XXX Super Fireball XXX Super
            Dragon Punch XXX Super Air Fireball
    155 DMG: J. Roundhouse, S. Roundhouse XXX Super Fireball XXX Super
            Dragon Punch XXX Super Air Fireball
    160 DMG: Air Fireball, Diving Kick, D. Forward, Fireball XXX Super
            Fireball XXX Super Dragon Punch XXX Super Air Fireball
    160 DMG: J. Fierce, D. Fierce, Red Stun Fireball XXX Super Fireball
            XXX Super Dragon Punch XXX Super Air Fireball
    160 DMG: J. Roundhouse, D. Forward, Hurricane Kick x3 XXX Super
            Fireball XXX Super Dragon Punch XXX Super Air Fireball
    160 DMG: J. Fierce, D. Strong, D. Forward, Fireball XXX Super
            Fireball XXX Super Dragon Punch XXX Super Air Fireball
    165 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x3 XXX
            Super Air Fireball XXX Super Dragon Punch XXX Super Air
            Fireball
    190 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving Kick,
            D. Forward, Fireball XXX Super Fireball XXX Super Dragon
            Punch XXX Super Air Fireball
    195 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x2,
            Diving Kick, D. Forward, Fireball XXX Super Fireball XXX
            Super Dragon Punch XXX Super Air Fireball
    195 DMG: J. Roundhouse, D. Forward, Hurricane Kick x2, Diving Kick,
            D. Forward, Hurricane Kick x3 XXX Super Fireball XXX Super
            Dragon Punch XXX Super Air Fireball
    200 DMG: Air Fireball, Diving Kick, D. Forward, Hurricane Kick x2,
            Diving Kick, D. Forward, Hurricane Kick x3 XXX Super Fireball
            XXX Super Dragon Punch XXX Super Air Fireball
    
    
       ~~~~~~~~~~~~~~~~~~~~~~
       ~Guard Breaker Combos~
       ~~~~~~~~~~~~~~~~~~~~~~
    
    1. 50 DMG (OiA): Gaurd Breaker, J. Fierce, Air Fireball
    2. 80 DMG: Guard Breaker, Gaurd Breaker XXX Super Dragon Punch
    3. 80 DMG: Guard Breaker, Gaurd Breaker XXX Super Fireball
    
    
    
    XI. Vs.
    
    Akuma:  A mirror match.  He has everything that you have, so be ready
    for anything.  Also watchout for his combos, just like he should
    watchout for your's.  
    
    Allen:  Allen is just a power copy of Ken.  All he does is Dragon
    Punch, shoot off lots of fireballs, but he does use his Justice Fist
    to hit you every once and a while.
        I like to sit back and wait for him to come to me.  You may want
    to go after him, but he will usually Dragon Punch you out of the air
    with his powerful Dragon Punch.  If you wait for him then he will
    usually Jab or Strong Dragon Punch to get close to you then he will
    bust out with this Fierce Dragon Punch.  Once he gets close start to
    walk back.  If you get out of the range of the Dragon Punch then hit
    him with a Super Hurricane Kick or Super Fireball if you have a Super
    Bar, if not then a regular Dragon Punch will do.  If he gets smart
    then he will stop with that tactic and shoot fireballs.  Shoot
    fireballs back.  Once you gain a Super Fireball then shoot it through
    his Fireball to hit him.  Be careful, unlike Ken, Allen has a Super
    Fireball, so he may use the same tactic against you.  If he gets
    close he usually Justice Fists you.  This attack can reflect
    fireballs, so don't shoot fireballs while close to him.  
        His Supers are not the best.  He does have a Super Fireball which
    is always a plus, but his second Super is not very damaging, but can
    juggle your opponent.  The second super is the Triple Break.  He does
    three kicks while jumping up.  If this connects then he can jump up
    and hit you with a J. Roundhouse or he can juggle you with a Super
    Fireball.  He can also Super Cancel into this attack from all of his
    Special attacks (Dragon Punch, Fireball, or the Justice Fist) or his
    other Super, the Fire Force (a flaming fireball).  The best part
    about this Super is that it does less damage then his Dragon Punch. 
    This means that he basicly wastes a Super every time he uses this
    attack (unless he uses two it in his J. Fierce, D. Strong, D.
    Forward, Justice Fist XXX Fire Force XXX Triple Break XXX Fire
    Force).  If he misses with it then you can nail him out of the air
    with any of your attacks.  
        Allen's combos are extremely powerful if he uses his Justice Fist
    (which takes off around 50 damage).  His Gaurd Breaker is also tough
    to dodge because he jumps at you and screams.  If you have quick
    reactions then you can hit him out of the air with just about any
    attack.
    
    
    Bison:  The boss of the tournment.  Unlike prevoice games he isn't as
    hard to beat.  The has two supers and three special moves and a
    teleport.  He also is the only character who can do a  D. Strong, D.
    Strong, D. Forward ground chain.  And one last thing, he can not
    super cancel out of Scissor Kick but can out of his kick throw (which
    is very hard to do).
        Bison has air control.  He can knock anyone out of the air with
    his Head Stomp.  This is very annoying, so try to stay grounded.  If
    you block this attack then hit him out of the air with a Dragon Punch
    before he lands.  You can still jump at him if you have fast
    reactions and can hit him out of the air with an Air or Super Air
    Fireball.  What would Bison be without his Psycho Crusher?  Not much,
    anyway he still has that attack.  Most people doesn't use it a lot,
    but when they do block it then super or throw them before they can
    recover.  Bison's Scissor Kick doesn't have the range that it used
    to, but he loves to use it in combos and to capitalize on your
    mistakes (never leave yourself open).  It does a good bit of damage,
    so watch out.  Bison still has his Teleport from what, Street Fighter
    Alpha?  Anyway, this Teleport is the best teleport in the game.  It
    is fast and Bison is invincible during it.  Most of the time Bison
    will Telport two or three times before he wants to fight some more,
    just incase you wanted to know.  
        Bison's supers are pretty good.  His Knee Press Nightmare does
    decent damage, but he will only complete the super if the first two
    Scissor Kicks connect.  He can hit you with this attack after his
    Kick throw, but that is very hard to do, so most players don't do it.
     His other super is used in combos and for air defence.  It is the
    Psycho Cannon.  Once he starts to form the Psycho energy into a ball,
    he can release it or he can keep charging it to form a huge ball. 
    Bison likes to start to charge the ball while you are jumping at him
    (this is the way he gets all the hits in).  You will have no choive
    but to get hit by it.  This is another reason you should never jump
    in on him.
        Bison only does a couple combos.  They are: D. Forward, Scissor
    Kick and J. Roundhouse, D. Strong, D. Strong, D. Forward, Scissor
    Kick XXX Knee Press Nightmare XXX Psycho Cannon.  Every once and a
    while he will do another combo, but that is just about it.
    
    
    Blair:  This character is fast, and she is an anti-fireball character
    (not a good combo).  She can slide under all of your fireballs and
    can combo off of anything.  If you jump in she can hit you out of the
    air with two different attacks.  If you walk in she can hit you with
    seven or so attacks.  If you play defense she will come to you.  So
    overall, a very tough character, but you can beat her by...
        Playing defensively, because if you jump in she has two ways to
    knock you out of the air.  If you walk in she can hit you will all of
    her four special and two super moves.  So stay away from her!  Once
    at a safe distance start to shoot fireballs.  She will most likely
    jump or slide under all of them, but she might mess up and get hit. 
    If she jumps just Dragon Punch her out of the air, but watch out, she
    is fast.  If you don't Dragon Punch her she can combo you for around
    75% of your life.  Whatever you do, don't shoot fireballs or even
    your Super Fireball when you are close to her.  She will always slide
    under them, and hurt you.  She can combo off of any of her special or
    super moves except for her Slide (which knocks you down).  If she
    does her Triple Kick always hit her with a fireball or Super
    Fireball, and do it fast, or else she will hit you with the second or
    third part of the attack.  Her Slide attack is pretty easy to see
    coming, so block it or jump over it with the first kick or the
    Hurricane Kick or reverse the attack with your Dragon punch or Super
    Dragon Punch.  Her Double Uppercut looks just like her regular
    uppercut.  The only difference is that she slides forward while doing
    the first uppercut.  If she misses with this attack then hit her with
    a fireball or super fireball.  Since the only way for her to get out
    of that attack is to buffer the attack into a Super.  If she does
    that then she will get hit with the fireball and loose a super bar.
        She has extremely damaging combos, so watch out.  If she connects
    with a deep jumping attack then you can kiss that round goodbye
    (unless she doesn't have any super bars, then you with only loose 35%
    of your life (70 DMG)).  I can't really help you block her combos
    because she is unpridicable.
        So overall, stay away and play defensively.
    
    
    Chun Li:  The fastest character in the game.  Unlike the previous
    games she doesn't have any fireballs, but she does have a deformed
    Super Fireball.  She still has her Lightning Kick and her Spinning
    Kick (which is done in a fireball motion, not a Flash Kick motion). 
    Her combos are pretty damaging, but she can only use her Lightning
    Kick in combos, she can not use her Spinning Kick because the start
    up is to slow (yah!).
        She loves to do her Birdie Kick (the new one, where she jumps up
    and lands on your head, not the now Spinning Kick).  She will do this
    attack two or three times in a row.  What do you do? Dragon Punch
    her.  After she takes a couple hits she will stop using that attack. 
    Chun Li does use her Spinning Kick a lot because she can get hit out
    of it very easily.  If she does it nail her with a Fireball or Super
    Fireball.  If you do this she will never use this attack again.  Chun
    Li has a air throw but she doesn't use it (even though it is the most
    damaging air throw).  Instead she likes to use her Diving Kick.  If
    you see this attack coming Dragon Punch her.  If you don't have
    enough time to do that then just block.  She will bounce off of you
    and she will be too far away to hit you with any of her supers.  
        Chun Li has two supers.  The first is a deformed Super Fireball. 
    When she does this she forms are huge fireball but it never leaves
    her hands.  It does lots of damage but doesn't last very long.  One
    of the main tactics she uses is to do this super as you jump at her. 
    If she misses you will be free to hit her with an attack, but if she
    doesn't then you will loose about 60 life.  Her second super is a
    ground based super.  She starts out with two kicks then goes into a
    multi-hit Lightning Kick.  If she misses try to hit her with a super.
     If she hits you then she can easily Super Cancel into another super,
    so watch out.
        Chun Li doesn't have a lot of combo (or she does but never uses
    them).  She does have a couple HUGE combos, but that is it.
        If you want to beat this character then keep Dragon Punching her
    until she walks in, then super her to death.
    
    
    Cracker Jack:  This guy is powerful!  He has charging and Red Stun
    Fireball attacks (Red Stun Fireball: B,DB,D,DF,F,P).  He even has a
    Final Punch, which is great for comboing (but bad for you).  His
    supers are also pretty good.  
        Cracker Jack likes to do his Dashing moves (Dashing Straight and
    Dashing Uppercut).  If you see one of these coming then hit him with
    a Fireball or Super Fireball.  You can expect to see a Dashing move
    whenever he starts to walk back.  So when you she hit do this, super
    him. If you try to jump in on hit then he may hit you out of the air
    with his Dashing Uppercut.  If he doesn't then pound him down with
    your strongest combo.  Every once and a while he will do his Batting
    Hero (he pulls out a bat and hits you with it).  He does do this a
    lot, but the Jab version is very quick and damaging.  He also has a
    Soccer Kick, but that attack is useless for him.  
        This supers may be the worst part about this guy.  First off he
    has the Crazy Jack (this is where he starts to punch at you like
    crazy).  If he catches you with this in a combo you will loose some
    major life.  If he misses then try to super him before he hits you. 
    Don't try to hit him after he stops with the attacks because he
    recovers very fast and can block the attack.  His other good super is
    hit Home Run Hero (this is where he does a HUGE uppercut that will
    send you flying, but he stays on the ground.  He can super cancel out
    of the Crazy Jack and hit you with this attack, then hit you with the
    Batting Hero, then hit you with the Uppercut version of his Crazy
    Jack (he CAN combo).  His last super is slow but damaging.  It is
    called the Raging Buffalo.  He runs forward and grabs you.  Once he
    does he will start to punch the life out of you (which looks like two
    of his punch throws put together).  The only way he can hit you with
    this attack is after a Guard Breaker or after a blocked Crazy Jack
    (He can grab you just before you recover).
        He also has very powerful combos.  Just try to block them.  Most
    start with a jumping attack, so block.  After a low attack he will
    either do into a Dashing Straight or a Batting Hero.  He will not be
    able to continue to combo you if he hits you with the Batting Hero
    (just a little side note).  After the Dashing Straight he can hit
    Super Cancel into a Crazy Jack then a Home Run Hero to Batting Hero
    (and possibly another Crazy Jack if you are going agianst a good
    player).  Most of the time you opponent won't continue on after the
    first Crazy Jack, so try to hit him with a Super Dragon Punch
    inbetween the punches just to annoy them.
        Overall a tough opponent unless you know his weaknesses.
    
    
    Cycloid Beta:  This Cycloid is the rolling Cycloid.  What I mean by
    that is that you do it's special attacks by rolling, not charging. 
    Beta also has four supers and can combo off of just about anything.
        Cycloid Beta has five special attacks.  They are the: Beta Justic
    Fist, Beta Shoot Upper, Beta Purin Kick, Beta Hurricane Kick, and
    Beta Hienshu.  Just like Allen's Justic Fist, this attack is slow but
    does less damage then Allen's.  If he misses then pummel him before
    he recovers.  Cycloid Beta's Shoot Upper is still damaging and is
    still easy for Beta to combo off of.  It is pretty easy to see
    coming, so always block then attack. And for some reason it looks
    like it doesn't go as far as Blair's.  This may not be true, but it
    is something to look into.  Cycloid Beta doesn't use it's Purin Kick
    as much as Pullum does (this is to your advantage).  This attack only
    hits on the way up, so Beta must time it or else it will miss (and
    another chance for a free hit).  Cycloid Beta's Hurricane Kick isn't
    as good as your's because it can't do in any direction besides
    forward and it can not be delayed.  Anyway, it will still use this
    attack in combos and to build up it's super bar.  It's last special
    attack is it's Beta Heinshu (aka Birdie Kick).  Cycloid Beta will use
    this attack then roll and do it again (one of it's many tactics).  It
    is pretty easy to see, so you should always super it out of the
    attack.
        Cycloid Beta also has four specials: Beta Death Thump, Beta
    Garyu-Messyu, Beta Super Hurricane Kick, and the Beta God of Dragon
    Punch.  Use the same tactics as you would for if you where fighting
    against their owner.  The Beta Death Thump can still cut through all
    regular attacks as can the Beta Super Hurricane Kick (which can not
    be done in the air).  Beta Garyu-Messyu will still cut through all
    air attacks and regular attacks and Beta God of Dragon Punch isn't
    used a lot.  This was a breif run throught of what each super can do,
    if you want more information on them then please read each characters
    section.  Thank you.
        Overall, this thing can be very hard to go again and it has tons
    of combos, but doesn't use them a lot.  
    
    
    Cycloid Gamma:  This is another addition to the charging character
    family (Guile, C. Jack, Bison).  This character has seven special
    attacks and four supers and can be a pain.
        Gamma has Chun Li's Lightning Kick, your Diving Kick,
    Skull-o-Mania's Skullo Crasher, Blair's Sliding Arrow, C. Jack's
    Final Punch, Bison's Head Stomp, and Guile's Flash Kick.  If you
    indepth information on these attacks then please read the vs. section
    on them.
        Gamma also has Pullum's Res Arcana, Guile's Double Flash Kick,
    Garunda's Gauga (a super version on it), and a three flip version on
    Bison's Knee Press Nightmare.  If you want more information on these
    attacks then please read their owner's vs. section.  
        The only combo that Cycloid Gamma likes to do is this one: Gamma
    Diving Kick, Gamma Flash Kick XXX Gamma Double Flash Kick.  If you
    learn to block that combo then you are on your way to success.
    
    
    D. Dark:  One of my favorite characters.  This guy fights like Ryu
    and yourself, but he doesn't have the fireballs.  He is also
    extremely fast.  His Supers are great but his Dragon Punch doesn't
    have the power of your's; this is to your advantage.  Instead of
    fireballs he has his Wire and instead of Hurricane Kicks he has
    explosives; which he uses way to much.
        Use lots of fireballs against him.  Most of the time he will just
    sit back and lay Explosives down (he will block most of the fireballs
    or stop them with his Wire).  After a while he will come after you. 
    When he does get ready, he usually jumps in, so Dragon Punch him out
    of the air or hit him with a Super Dragon Punch if you have plenty of
    super bars.  Never jump in because he can hit you with his version of
    a Dragon Punch or Super Dragon Punch. If he doesn't do that then he
    probably have an explosive already on the ground, ready to blow up in
    your face.  His explosives are timed, but you never know when they
    will blow up.  Another word about his explosives is he can only lay
    one down at a time.  Every once and a while he will throw out a wire.
     If he hits you with then he can pull you up to him and then combo
    you or he can send a very weak spark through the wire that lights you
    on fire and gives him lots of super bar energy.  If you can feel this
    attack coming then throw out a fireball or Super Fireball to stop it.
     
        D. Dark has some of the best supers in the game.  For one he has
    his Dark Thump (a version of your Super Dragon Punch) which he can
    use for the same purposes as your's. He also has the ultra cool Dark
    Shackle. This takes off a lot of life.  After he swings his knifes
    around and will lift you up, slam you back down, and then he will lay
    an explosive on you that blows you sky high.  This is extremely
    damaging, but you can stop it with just about special or super move. 
    he may Super Canel attacks, but it doesn't do him any good damage
    wise. 
        D. Dark's combo ability isn't very good.  He can cancel regular
    moves into his version of a Dragon Punch or an Explosive, but not a
    wire.  This is very good because he can not go extremely power combos
    (i.e. J. Fierce, D. Strong, D. Forward, Wire to Wire Pull, S. Jab, S.
    Roundhouse XXX Dark Thump (Super Dragon Punch)).  
        Overall, stay back and shoot fireball all day until he comes to
    you.
    
    
    Darun:  The other big guy.  Unlike Zangief, Darun is more of a combo
    person.  His combos are pretty damaging and he doesn't have to have
    three super bars to do his most damaging combo, only two.  Also, his
    Lariat doesn't go through fireballs, but can reflect fireballs.  He
    also has a air throw and he can throw people out of the air.
    Fortunately his grabbing range in smaller than Zangief's. 
        Rule number one: never jump in. He can grab you right out of you
    attack (or Super Indra Bridge you) or he could block and throw you
    for a fourth of your life.  So just keep shooting fireballs at him. 
        If he gets close to you and reflects your fireball (with his
    Lariat) then he can hit you with the second hit or the Lariat.  If he
    jumps over your fireball then he can hit you with his Super Brahma
    Bomb, which takes off 70 damage.  So be ready to Super Dragon Punch
    or Super Hurricane Kick him out of the air. 
        When he does his Dusk Lariat he can super cancel into a Super
    Indra Bridge then Darun Catch.  This is extremely damaging, so always
    try to block the attack.  This is not always the best solution
    because once you block the Dusk Lariat he can super cancel into his
    Super Brahma Bomb.  If you try to jump in he can hit you out of the
    air with his Super Indra Bridge, then he can grab you out of the air
    with a Darun Catch.
        His Dusk Lariat is extremely damaging and he can buffer out of
    that attack into his Super Indra Bridge.  After he does that he can
    catch you and toss you out of the air.  But if you are going against
    a better player then they will probably hit you out of the air with a
    D. Fierce the super cancel out of that attack into another Super
    Indra Bridge then throw you out of the air for an extremely damaging
    combo.  
        Overall, try to stay away, but if you get close that is okay,
    just don't get thrown.
    
    
    Dhalsim:  The Yoga guy is back and worse then ever!  All of his
    attacks are slow and his supers are shorest range and don't do a lot
    of damage.  So overall, an easy fight, but here are some tips to help
    you.
        All of his regular attacks are slow and can be easily dodged. 
    And for some attacks you don't even have to try to dodge, all you
    have to do is stand right up to him.  His long limbs will just fly
    right past you.  So you don't really have to worry about his regular
    attacks.
        His special attacks are slow and don't do a lot of damage.  His
    fireball is slow but will knock you down if you get hit by it.  His
    Flame lasts a long time, so hit him with your Super Fireball while he
    is doing it.  Dhalsim has an Upward Flame.  This will knock you out
    of the air, but since the start up time is so bad you can easily hit
    him with a Super Air Fireball before you get hit by it.  Dhalsim
    still has his teleport.  This time it is slow and you can hit him
    just before or after he teleports.  
        Dhalsim's supers aren't all that good.  First off, his Super
    Flame has a very limited range, so be ready to hit him with a
    fireball once he misses.  This attack can knock you out of the air,
    but most Dhalsim player's don't use it that way.  This next super is
    his Super Drill Kick.  Depending one the kick used Dhalsim will spin
    forward and an angle and will hit you eight to ten times.  He can use
    this in combos and will knock you out of the air if you aren't
    careful.  His last super is his Yoga Legend.  All Dhalsim will do is
    slide forward and try to kick you up into the air.  This super has
    short range but does great damage if it connects.  If it does you
    will fly high into the air.  Then he will teleport up and start to
    pummel you with punches and kicks, then he will teleport again to
    catch you just before you hit the ground and hits you a couple more
    times.  Dhalsim should never use this super on you because you should
    never give him the chance.
        Dhalsim can not combo if his life depends on it.  Sure he can
    pull off a 30 hit combo, but 27 hits are his multi-hitting supers.  
        Over all an easy fight.  If you loose to him then play pinball
    for the rest of your life.
    
    
    Evil Hadoka:  She is one of the hardest characters in the game to
    beat!  Her attacks are very damaging but she lacks in combos.  Her
    supers out number her special attacks, but they are very powerful. 
    Unlike Hadoka, she doesn't have her reversal but she has a fake
    Raging Demon and a Super Uppercuts.  Overall, a tough fight.
        Hadoka has only three special attacks (or two, depending on how
    you look at it, excluding her special throw).  Her first is her
    Chugeki-Hoh to Kyaku-Geki.  This attack is very dangerous.  It is an
    elbow to a glowing double palmed attack.  This attack can do 50
    damage and will cut through your regular attacks.  On a side note it
    is also very fast and can travel some distance.  If you block the
    first attack wait a little before you attack because she may bust out
    with the Kyaku-Geki (she can delay that attack).  The only way to
    really avoid this attack is to keep jumping and Super Hurrican
    Kicking.  Her Shorin-Geki is basicly her Kyaku-Geki without the
    Chugeki-Hoh infront of it.  This attack is also very fast and does
    around 25 damage.  It can also cut through your regular attacks and
    she may use it as a reversal.  If she misses with this attack then
    make sure to pummel her with anything.
        Evil Hadoka has four supers.  Her fireball type is he major
    anti-air attack.  When she does it a fireball forms around her hand. 
    Once it does she can throw it or she can charge it.  This is where it
    becomes an anti-air move.  When she charges it it will grow and can
    hit opponents (you) out of the air.  After she stops charging it she
    has to throw is.  If she times it right she can hit you while you
    fall out of the air (this same thing happens with Bison's Psycho
    Cannon).  In her other super she pulls out two fans and swings then
    around.  This is her more damaging super if all the hits connect
    (which they shouldn't, you should block or reverse it with your Super
    Dragon Punch).  She also has the Super Uppercuts.  This is where she
    just does two uppercuts that send you flying.  She can hit you out of
    the air with either a Kiren-Eki (fireball type super) or just a J.
    Roundhouse.  She usually does this attack in combos as the combo
    finisher (which it does look pretty cool).  This attack doesn't do a
    lot of damage (around 30) so you don't really have to worry about it.
     Her last is her fake Raging Demon called the Rinbu.  It is the same
    as Kairi's demon and does the same damage.  This attack can cut
    through sweeps and other attacks.  The only way to dodge it is to get
    out of the way.  
        Overall, this is a very tough fight.  Just try to stay in the air
    and combo she to death.  Or you can become a turtle and just block
    all of her attacks then attack, but where is the fun in that.
    
    
    Evil Ryu:  Since he can do everything you can just block and attack
    and hope you are better then they are.  Also, he has a Super
    Hurricane Kick.  He can use this attack while in the air or on the
    ground, so watch out.  This super is mainly used to reverse attacks. 
    It is usually used to reverse air attacks, but can reverse all
    standing and some ducking attacks.  So plan your attacks wisely
    (always air fireball him). If you ever get cought in this then you
    will loose around 60 damage.
    
    
    Garuda:  Mr. Cheap.  He is very damaging and can combo off of just
    about anything.  He can knock you out of the air with two different
    special attacks and has plenty of ground specials.  His supers are
    not as damaging as they should be (but they are when he is Super
    Garuda, oh yah).  Overall, a very tough character.
        For begginers, try not to jump in.  He will have two different
    anti-air attacks waiting for you, both of which he can super cancel
    out of.  I'm not saying that you should never jump in, but only do so
    if needed.  If he jumps then nail him out of the air with Dragon
    Punch, just make sure that the jump is not his Ja Zan.  Talking about
    the Ja Zan, if you ever see it coming just block then Dragon Punch or
    Super him out of the air.  He also has his Shuga.  This is where two
    BIG blades pop out of his chest.  This can do up to eight hits and is
    pretty damaging.  It comes out fast, but if it is blocked you can
    super him before he can recover.  He also has a very damaging (40
    DMG) Gouga, this is where Garuda lunges at you with two spikes coming
    out of hit shoulder blades (this is not the Ja Zan mind you).  If he
    messes up and does this attack to early then just block it then sweep
    him while he is on the ground for some easy damage.  He also has some
    other attacks (the Zanki (Two punches) and he Kyaia (triple kick)). 
    Garuda players love to do his Kyaia, so get ready to block it then
    attack.  There is one more special attack that he uses.  It is his
    Kizen (his form of a Dragon Punch with spikes).  When he preforms
    this attack he jumps into the air with four spikes sticking out of
    him.  He jumps up like in a Dragon Punch (the type of jump, not
    formation, he doesn't have his fist sticking out).  If you get cought
    in this attack you can get hit ten times.  While you are getting hit
    he can hit you with any of hit supers.
        Garuda's supers are decent.  His first is a super version of his
    Kizan.  It can do six hits and 50 damage.  He doesn't to this attack
    a lot, so you don't really need to worry about it.  The attack that
    you should worry about is his Kienbu.  This is where he starts to
    spin like a Top with spikes.  It can hit you nine times as does
    around 50 damage.  He can also do this attack while in the air, which
    makes it THE super to follow up with after a Kizan (so don't try to
    get hit with the Kizan).  He can also hit you out of the air or while
    you are one the ground.  Beware: he can move around while doing this
    attack (forward or backwards).  
        Since Garuda can combo off of just about anything, you should
    always hit him out of the air with you Dragon Punch or other Supers. 
    
    
    
    Guile:  This guy loves to sit in the corner and throw Sonic Booms out
    and hit you out of the air with his Flash Kick.  So what do you do?
    You build up your super bar by shooting fireballs then shoot a Super
    Fireball just as he is shooting a Sonic Boom.  You fireball with go
    through his and hit him four times. 
        If he catches on then he may come to you.  When he does hit him
    out of the air with a Dragon Punch or Super Dragon Punch.  If he just
    walks up to you sweep him.  If he misses with his sweeps the hit him
    with a Super Fireball.  His sweeps will not go under it since it is a
    two kick sweep (one kick then another), he will not be able to do
    anything.  Just watch out, once he misses with the first kick don't
    walk up to him because you will get hit with the second. 
        His supers are not very good.  For one thing his Open Gambit can
    be easily dodged and if he misses with it you can hit him out of it
    with anything from a Fireball to a timed Raging Demon.  His Double
    Flash Kick does lots of damage and has great range, so watch out.
    This is the better Super, but is harder to do so most humans will not
    use this a lot (unlike the computer).  If he misses then just block
    the attack then hit him with a Dragon Punch before he lands. 
        His Gaurd Breaker is fast but doesn't have a lot of range.  He
    may hit you with it while you are getting up, so watch out. 
    
    
    Hadoka:  This is a character that is always on defense.  If you jump
    in she can hit you with he Fireball type super or she can hit you
    with her reversal.  Speaking of her reversal she is the only
    character to have a REAL reversal (many character like you can
    attacks that can do through other attacks, but in her reversal she
    grabs her opponent's limb(s) then elbows then).  If she catches you
    in one of these then she can hit you with her Fireball type Super.
        I almost always jump in one her.  If you don't then you usually
    get kicked in the mouth or sweeped.  If you keep attacking her with
    regular moves she will do her reversal. If she messes up and does is
    before you start your attack animation then you will have the rare
    chance at a Raging Demon.  If you time it right you can hit he just
    before she can dodge (Raging Demon or any regular attack).  If you
    don't have three super bars then you can hit he with a Fireball or
    Super Fireball.  She likes to do her reversal when you jump at her. 
    When she does this you must NOT attack her.  Instead land and get
    ready to combo her just as she leaves he reversal pose.  She also has
    two side step attacks.  All she does us back up then flies forward
    and kicks you in the head or trips you.  If you sense one of these
    coming then do your Super Dragon Punch.  Be warned, she can get out
    of this little trap of yours by stopping after the side step. She
    likes to do this a lot also.  She also has a special throw that just
    turns her opponent (you) around, but it doesn't do any damage and she
    never does it.  So don't worry.  Her last special attack is her
    Chugeki-Hoh to Kyaku-Geki.  This is where she elbows you then hits
    you with both of her palms.  This attack does around 50 damage and
    she can super cancel off of it.  She can also do this attack in
    combos, making it her best attack and you nightmare.  If you manage
    to block this attack then be sure to make her pay, but not to fast
    because she can delay the Kyaku-Geki.  If she is smart you will only
    have less then half a second to pummel her with supers before she can
    block again.  This attack is also fast and can cut through your
    regular attacks, so watch yourself and plan your attacks wisely.
        He supers are pretty good.  Her fireball type is he major
    anti-air attack.  When she does it a fireball forms around her hand. 
    Once it does she can throw it or she can charge it.  This is where it
    becomes an anti-air move.  When she charges it it will grow and can
    hit opponents (you) out of the air.  After she stops charging it she
    has to throw is.  If she times it right she can hit you while you
    fall out of the air (this same thing happens with Bison's Psycho
    Cannon).  In her other super she pulls out two fans and swings then
    around.  This is her more damaging super if all the hits connect
    (which they shouldn't, you should block or reverse it with your Super
    Dragon Punch.  
        She doesn't really combo.  The only special attack she can combo
    into is her Chugeki-Hoh to Kyaku-Geki.  After that she can hit you
    with any of her supers (which isn't very damaging).  That is all of
    her combos.
        If you want to beat her do not fall for any of her reverse
    tactics.  And also block all of her side step attacks. They are very
    damaging and she can make you go into a guessing game.
    
    
    Kairi:  He is basicly the original Ryu (Street Fighter 2) with two
    air supers, a crazy ground super, and a fake Raging Demon.  He can
    combo off of just about anything, just like you.  He has a couple
    ways to keep you away, but not as many as Allen.  
        Never ever jump at him while he is in the air.  He can hit your
    out of the air with a Super Fireball or his Garyu-Massyu.  If he
    doesn't jump then he an still hit you with a Dragon Punch or his
    Sairou-Kyousyo.  The Sairou-Kyousyo doesn't do a lot of damage, but
    he can hit you with two other Supers after it.  If you walk in then
    you can hit him with a Super Fireball or a Super Dragon Punch is he
    starts to move.  This is extremely hard to do unless you are good at
    predicting attacks.  Do not try to start combos off with a air
    attack; instead hit him with a ducking forward then buffer that into
    a Fireball or Hurricane Kick.  This works very will.  If he catches
    on then don't combo, but jump in.  
        Kairi's last super is just like you Raging Demon but it does less
    damage and only takes off one super bar.  His Guard Breaker is pretty
    fast, so keep your eyes open.  If he connects with a Guard Breaker he
    can hit you with his version of a Raging Demon.  This is a pretty
    powerful little combo, so always try to dodge or knock him out of his
    Guard Breaker.
        Since Kairi can combo off of just about anything, never let him
    land a jumping attack.  If he lands a deep Roundhouse for example he
    can do this combo: J. Roundhouse, D. Forward, Hurricane Kick x3 XXX
    any of his two air supers.  This is pretty powerul.  If he lands a
    ducking attack ha will have a chance to do that combo (without the J.
    Roundhouse of course). 
         Overall, watch out for this guy, he is dangerous.
    
    
    Ken:  The worst character in the game.  All he does is Dragon Punch
    and Dragon Punch some more.  He will shoot fireball and will do his
    Hurricane Kick.  He only has one decent super (which is your Super
    Dragon Punch).  
        If you jump in on him he WILL hit you with a Dragon Punch.  Even
    if you don't jump in then he will start Dragon Punching anyway.  Just
    block it then show him what a real Dragon Punch is; before he lands
    of course.  After you do this to him a couple times he will usually
    start to shoot fireballs like crazy.  By now you should have an extra
    super bar or two, so shoot him with a Super Fireball (just as he
    shoots a fireball).  Ken has been known to do his four hit Hurricane
    Kick just to close the gap between you.  When he does this hit him
    out of the air with anything from a fireball to a Super Fireball.
        Every once and a while Ken will just throw out his Super Dragon
    Punch.  If he does this then hit him with your own Super Dragon
    Punch.  Ken has been known to use it to stop regular attacks, so
    watch out.
        Ken's combo abilities are not as good as your's, but he will
    still combo you if you give him a chance.
    
    
    Pullum:  She is the most annoying character in the game!  She does
    too much damage and never stops moving.  If you even try to attack
    her you usually get hit, but there are some cheap ways to beat her.
        Pullum loves to do her Pullum Kick (her version of a Dragon
    Punch).  If you jump she will do this attack.  If you don't jump, or
    if you are not even close to her she will still do this attack.  Why?
     If you start to move in and attack the kick will hit you.  If you
    don't she will get super bar energy.  So what do you do?  Hit her
    with a super or special attack is you are close enough.  If not then
    just walk up to her and attack.  Don't sit back and shoot fireballs
    because she has a couple attacks that are made to stop fireballs. 
    The first is her Tel' Kick (spelling?).  This is where she jumps up
    and spins and kicks you.  It does good damage and is pretty fast (not
    good for you).  Plus she can super combo off of it (even worse).  But
    luckly she does super cancel a lot, but still likes to do this
    attack, even if you aren't shooting fireballs.  Her other
    anti-fireball attack is her air Drill Kick.  It is pretty fast and
    she can combo off of it (see the combo paragraph below).  There is
    some wierd animation before this attack (she stops in mid-air and
    then shoots down at you).  If you see it then block then super.  She
    also has a ground Drill Kick.  And boy does she like to do this
    attack.  But it is to her undoing.  Once you block this attack she
    will bounce off of you then flip and land.  This takes a long time to
    do, so in that time you should always hit her with a fireball or
    super fireball.  Even if she does hit you there still is a little lag
    time before she can attack again, so take that time to your
    advantage.  
        Her supers are decent.  The super she uses the most is basicly a
    Super Hurricane Kick.  It does about the same amount of damage and
    hits and can be buffered into after a Tel' Kick.  She can also buffer
    into this attack after a successfull Pullum Kick.  Her other super is
    a one of a kind super.  She starts to flip around and kick you. 
    After three flips she does a back flip that knocks you away.  Anytime
    in this super she can super cancel into her Super Hurricane Kick, so
    be ware.
        The most famous Pullum combo is her Air Drill Kick, D. Forward,
    Pullum Kick.  She loves to do this, so be ready to block it.  Besides
    that she doesn't have any other major combos.
    
    
    Ryu:  He fights just like you but without a Teleport, Super Dragon
    Punch, Super Air FIreball, and a Raging Demon.  You should be able to
    beat him unless you are going against a pro or master.
    
    
    Sakura:  This little girl is a very annoying person.  Her attacks
    just get on your nerves and her screams just make you want to kill
    her.  But overall, it should be an easy fight.
        Her fireball is slow and it doesn't even reach the other side of
    the screen.  She can also charge up the fireballs, which makes them
    more powerful but decreases the range of the fireball.  She can use
    the fireballs in combos, but that is pretty hard to do.  Sakura
    doesn't use this attack a lot so you really don't have to worry about
    it.  Sakura has a multi-hit Dragon Punch.  Unlike all of the regular
    Dragon Punches, she runs forward then does it.  The damage isn't all
    that good and she can't use it as an anti-air attack (because of the
    little dash at the start).  But she will still use this attack to
    annoy you and to set you up for one of her long super cancel combos. 
    She also has a really Hurricane Kick (well, sort of).  Her Hurricane
    Kick is like the original Hurricane Kick for Street Fighter 2, but
    she jumps up a little while doing it.  
        Sakura has four supers.  The first is a Super Fireball.  Nothing
    new about this attack, basicly a bad rip off of your's.  This
    fireball is also larger then your's, but the damage is about the
    same.  She also has a Super Dragon Punch.  All this is is a jab
    followed by a fierce Dragon Punch.  This attack can cut through all
    of your regular attacks, but she usually doesn't use it.  She also
    has the Haru Ichiban.  Basicly Sakura ducks down, spins around with
    one leg out (like a Hurricane Kick), and moves forward.  After
    several spins she will end the attack final kick to the side and a
    yell.  This is her only good super (all the others have lots of draw
    backs that you should know of by know, if not then e-mail me).  It
    can cut through some of your attacks and does decent damage.  She can
    also use this attack in combos for some major damage.  If you want to
    dodge it then just jump over in.  Her last super is like a Raging
    Demon.  She runs forward and pummels you.  You can knock her out of
    this attack with anything from a ducking jab to a Super Fireball. 
    Even if she does hit you with this attack it will only take away 55
    damage, so don't worry.
        Overall, an easy fight.  She can combo, but usually doesn't.  If
    you get close then she may try to hit you with a Dragon Punch, so be
    ready.
    
    
    Skull-o-Mania:  This is a tough fight.  He has three different ways
    to dodge your fireball (all of them with a hostile intent).  He also
    has great supers but can not combo with them.  
        First off lets talk about his Skullo Slide.  He will do this
    attack if you shoot a fireball at close range or even mid range.  His
    Roundhouse version of this attack travels about half the screen and
    is pretty hard to block as it just comes out (unlike at the end of
    the attack).  This is also his best attack in non-super combos.  It
    does decent damage and really gets annoying.  This next fireball
    dodging attack is his Skullo Dive.  This is where (depending on what
    version he does) he jumps into the air then falls at an angle and
    then slides on the ground once he lands on his chest (once you see it
    you will know what I'm talking about).  He can use the Jab version to
    jump over fireballs, so once again: don't shoot fireballs at close
    range.  This is another hard to block attack because it happens
    pretty fast.  His last fireball dodging attack is his Skullo Head
    Stomp (don't know why, but it is).  Skullo jumps forward in the air
    and flips then graps your shoulders then... well, you'll have to see
    it for yourself (it is way too hard to explain).  This attack does 40
    damage and can not be be reverse like a regular throw.  This is yet
    another fast attack.  Just like you Skullo has a anti-air attack. 
    This attack is his Skullo Head (he sure does use his head in a lot o
    attacks).  Skullo can't combo off of this attack (this is to your
    advantage).  Another attack he has is his Skullo Crasher.  This is
    where Skullo lunges forward and headbutts you.  This attack is very
    annoying, but luckly he can not super cancel off of this attack. 
    Skullo might do this attack when you are jumping or when you are just
    walking forward.  If you block it then he will bounce back (out of
    your throwing range).  But this takes a little time to do so make
    sure to punish him with a Super Fireball, if you are fast enough. 
    Skull-o-Mania is the only character in the game that has a forward
    and backward dash.  His backward dash is when he does a back flip.  I
    can't hurt you but he can dodge a couple of your attacks with it. 
    His forward dash can hurt you on the other hand.  Skullo sharts to
    charge at you with his head out.  If you don't stop him with an
    attack he will plow right into you.  You should be able to stop him
    from doing this, but it might suprise you when you see him doing it.
        Skull-o-Mania has three supers.  His first is a Super Crasher. 
    Skullo lunges forward and starts to spin.  During this he can hit you
    up to eight times, causing decent damage.  Skullo can not super
    cancel off of this attack unless he hits you with the final three or
    four hits.  This can only happen when he starts this attack on the
    other side of the screen.  If he is any closer then he will not be
    able to super cancel into his other super.  Talking about his other
    super (his Super Slider); this attack is great.  Skullo starts off
    like a regular Skullo Slider but starts to spin around like he is
    break dancing.  This attack can go under fireballs only at the very
    beginning and does around 50 damage.  He can super cancel this attack
    into the Super Crash with ease.  His last super is a rip off of a
    raging demon.  Skullo runs forward and then grabs his opponent and
    starts to pummel them.  This does around 70 damage and can not be
    blocked.  You can stop it with a regular attack but it is better to
    use a super. 
        Skull-o-Mania can not combo.  He can do a three-hit wonder, but
    that is just about it.  You should many watch out for his Special
    attacks and his messed up supers.
    
    
    Super Akuma: First off, you can only go against Super Akuma if you
    are in Time Attack Mode or if you earn the fight in Aracde Mode (or
    you friend is him).  
        Super Akuma loves to Teleport.  He will do it when you shoot your
    super from far range or if you are jumping or walking in.  He usually
    Teleports two or three times, making him a very hard to hit target
    (and the fact that he is invincible doesn't make it any easier).  
        If you jump in he will usually Dragon Punch you or at best just
    block your attack.  But once in a while he will just take the hit(s).
     This is why you should always try to combo (preferable an easy and
    damaging combo, you don't want to mess up the chance) when you jump
    in.  If you try to combo and mess up then you will usually get the
    very deadly Super Dragon Punch in your mouth. This rule also applies
    with misses attacks or sweeps (I put sweeps in another category
    because even if you could make contact you will usually get hit).  If
    you are a skilled player then you should do the same thing to him,
    because he likes to sweep.  
        Next up, his combos. He loves to do an Air Fireball, Diving Kick,
    D. Forward, Fireball XXX Super Fireball.  You must memorize how to
    block this combo because it takes off a ton of life and is
    humiliating. He also likes to use small combos like a D. Forward to
    Fireball.  He uses this one a lot.  Super Akuma also likes to use his
    Hurricane Kicks to close the gap between each other and because if he
    hits then he will fire off a Super Air Fireball.  This to does a lot
    of damage.  
        Just like you he loves to shoot fireballs.  He will teleport then
    shoot one or two then teleport again.  Your answer to this is a
    Teleport.  You can get away from him and shoot one yourself.  The
    only attack that Super Akuma doesn't use is his Raging Demon.  This
    is mainly because he never has three super bars because he always
    uses them in combos or to reverse attack.  Since you start with three
    super bars (in Time Attack Mode) you can try to hit him with your
    Raging Demon, but I have never been able to because he doesn't fall
    for most of your traps and because most of his attacks (well, all of
    his attacks) will stop it.  
        He will use his Guard Breaker every once and a while, don't
    worry, you can stop it with a Jab or a Short (use the Short, it does
    more damage). 
        So overall, use you Teleport a lot along with your reversal
    skills and always try to get this first hit (that way he won't get
    extra super bar energy).  Also remember to use "safe" combos (your
    200 damage combo is not "safe").
    
    
    Super Bison:  The boss of the tournment.  This is the character that
    we all hate.  He does too much damage and is just hard. He has two
    supers and three special moves and a teleport.  He also is the only
    character who can do a  D. Strong, D. Strong, D. Forward ground
    chain.  And one last thing, he can not super cancel out of Scissor
    Kick but can out of his kick throw (which is very hard to do).
        Super Bison has air control.  He can knock anyone out of the air
    with his Head Stomp (unless you hit him with a Super or regular Air
    fireball).  This is very annoying, so try to stay grounded.  If you
    block this attack then hit him out of the air with a Dragon Punch
    before he lands.  What would Bison be without his Psycho Crusher? 
    Not much, anyway he still has that attack.  Most people doesn't use
    it a lot, but when they do block it then super or throw them before
    they can recover (this is risky though because he might throw you
    first). Super Bison's Scissor Kick doesn't have the range that it
    used to, but he loves to use it in combos and to capitalize on your
    mistakes (never leave yourself open).  It does a good bit of damage,
    so watch out.  Super Bison still has his Teleport from what, Street
    Fighter Alpha?  Anyway, this Teleport is the best teleport in the
    game.  It is fast and Super Bison is invincible during it.  Most of
    the time Super Bison will Telport two or three times before he wants
    to fight some more, just incase you wanted to know.  
        Super Bison's supers are pretty good.  His Knee Press Nightmare
    does nighmarish damage, but he will only complete the super if the
    first two Scissor Kicks connect.  He can hit you with this attack
    after his Kick throw (watchout, major damage), but that is very hard
    to do, so most players don't do it.  His other super is used in
    combos and for air defence.  It is the Psycho Cannon of Death (okay,
    the real name isn't Psycho Cannon of Death, but just Psycho Cannon). 
    Once he starts to form the Psycho energy into a ball. He can then
    release it or he can keep charging it to form a huge ball.  Bison
    likes to start to charge the ball while you are jumping at him (this
    is the way he gets all the hits in).  You will have no choice but to
    get hit by it.  This is another reason you should never jump in on
    him.
        Super Bison doesn't combo a lot, but here are some just in case:
    D. Forward, Scissor Kick and J. Roundhouse, D. Strong, D. Strong, D.
    Forward, Scissor Kick XXX Knee Press Nightmare XXX Psycho Cannon. 
    Every once and a while he will do another combo, but that is just
    about it.
    
    
    Super Garunda:  The REAL Mr. Cheap.  He is way too damaging and can
    combo off of just about anything (usually killing you).  He can knock
    you out of the air with two different special attacks and has plenty
    of ground specials.  One of his supers can take off over 100 damage
    (as I said, way too damaging).  Overall, a very, very, very, tough
    character.
        For begginers, try not to jump in.  He will have two different
    anti-air attacks waiting for you, both of which he can super cancel
    out of.  And now I'm telling you to never jump in unless you want to
    lose 50+ damage.  If he jumps then nail him out of the air with
    Dragon Punch, just make sure that the jump is not his Ja Zan. 
    Talking about the Ja Zan, if you ever see it coming just block.  But
    what ever you do don't try to attack him while he is landing because
    he will teleport way and Ja Zan you.  This isn't very damaging but it
    gives him super bar energy, which will be used to kill you. He also
    has his Shuga.  This is where two BIG blades pop out of his chest. 
    This can do up to eight hits and is way too damaging.  It comes out
    fast, but if it is blocked don't super him because he will teleport
    and Ja Zan you.  He also has a very damaging Gouga, this is where
    Super Garuda lunges at you with two spikes coming out of hit shoulder
    blades (this is not the Ja Zan mind you).  If he messes up and does
    this attack to early then just block it but DON'T sweep him while he
    is on the ground or else you will be loosing some more life.  He also
    has some other attacks (the Zanki (Two punches) and he Kyaia (triple
    kick)).  Super Garuda players love to do his Kyaia, so get ready to
    block it then attack.  There is one more special attack that he uses.
     It is his Kizen (his form of a Dragon Punch with spikes).  When he
    preforms this attack he jumps into the air with four spikes sticking
    out of him.  He jumps up like in a Dragon Punch (the type of jump,
    not formation, he doesn't have his fist sticking out).  If you get
    cought in this attack you can get hit ten times.  While you are
    getting hit he can hit you with any of hit supers.  He also has a
    regular teleport (that doesn't hurt you, unlike his reversal
    teleport).  He can use this to do through any attack, but he can not
    attack you while he does it.
        Super Garuda's supers are excellent.  His first is a super
    version of his Kizan.  It can do six hits and 70+ damage.  He doesn't
    to this attack a lot, so you don't really need to worry about it. 
    The attack that you should worry about is his Kienbu.  This is where
    he starts to spin like a Top with spikes.  It can hit you sixteen
    times (!) and does over 100 damage.  He can also do this attack while
    in the air, which makes it THE super to follow up with after a Kizan
    (so don't try to get hit with the Kizan).  He can also hit you out of
    the air or while you are one the ground.  Beware: he can move around
    while doing this attack (forward or backwards).  
        Since Super Garuda can combo off of just about anything, you
    should always hit him out of the air with you Dragon Punch or other
    Supers.  
        You can never get any free hits on him because he has that
    reversal teleport to Ja Zan.  This is the hardest character in the
    game to beat, hope you are up for it.
    
    
    Zangief:  How to beat the big guy?  If you shoot fireballs then he
    just Double Lariats right through them (unless they are Air
    Fireballs).  If you jump in or get close he will throw you.  The
    answer is NEVER JUMP IN.  If you walk in you have a fighting chance. 
    If you jump he will either knock you out of the air with this Lariat
    or block you attacks and throw you for a fourth of your life or worse
    (Final Atomic Buster Level 3).  So your only choice left is to keep
    shooting him with fireballs.  He will Lariat through most of them but
    if you gets close to you and Lariats then you can sweep him before he
    recovers.  Better yet you should hit him with the Super Dragon Punch.
     This attack goes right through hit Lariats and his Super Stomping
    (if timed right).  If he does his Running Suplex then hit him with a
    Fireball or Super Fireball.  You can hit him with a Guard Breaker
    then combo him, but that is almost too risky.  If he ever gets close
    then just Teleport away.  If you time it right you can dodge his
    Lariat or Super Stomping.  You should be able to beat him as long as
    he never gets close to you.
    
    XII. Other
    
    ***************
    ****Credits****
    ***************
    
    John Culbert (tigeraid@fightersnet.com) - A Word About section and
    for inspiring me (he's the one who made me start writing for
    GameFAQs, thanks)
    
    GOD (no known e-mail address) - For giving me my skills, in
    videogames and for writting.