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.