------------------------------------------------------------------------
 STREET FIGHTER EX 3 FAQ v0.1
 for the PlayStation 2 (US version)
 by Chris MacDonald
 ------------------------------------------------------------------------

 Unpublished work Copyright (c) 2004 Chris MacDonald

 The guidelines for using this faq are simple; don't sell it or give it
 away, don't reprint it without obtaining permission, and don't bother
 posting it on a website (I'm only releasing it for www.GameFAQs.com to
 host).  You may not incorporate any part of this FAQ into your own guide
 without obtaining my express written permission.

 Game magazine/guide/site authors are not allowed to use this FAQ, the
 following in particular: Ziff-Davis Video Game Group (publishers of
 Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd.
 (publishers of PlayStation Power, Official UK Play Station Magazine),
 Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com,
 Guardcrush.com, Kibagami, and IGN.
 
 The Street Fighter EX series is (c) Capcom and (c) Arika.


 =================
 TABLE OF CONTENTS
 =================

  1. AUTHOR'S NOTE
       - Revision History
       - Special Thanks
  
  2. BASIC INFORMATION
       - FAQ Notation
       - Basic Commands
  
  3. MAIN CHARACTERS
       - Balrog
       - Blanka
       - Chun-Li
       - Cracker Jack
       - Dhalsim
       - Doctrine Dark
       - Guile
       - Hokuto
       - Ken Masters
       - Nanase
       - Ryu
       - Sakura Kasugano
       - Sharon
       - Skullomania
       - Zangief
  
  4. HIDDEN CHARACTERS
       - Area
       - Darun Mister
       - Garuda
       - Kairi
       - Pullum Purna
       - Sagat
       - Shadow Geist
       - Vega
       - Vulcano Rosso

  5. OTHER CHARACTERS
       - Ace
       - Chi wo fuuin tokareta Hokuto    (aka "Evil Hokuto")
       - Satsui no hadou ni mezameta Ryu (aka "Evil Ryu")
       - Vega II
       - True Vega

  6. SECRETS AND TRICKS
       - Unlock The Hidden Characters
       - Fight A Secret Character
       - Fight Vega II
       - Fight True Vega
       - Unlock "Vs. Vega" Modes
       - Medal Collecting Rewards
       - Alternate Medal Unlocks
       - Unmask Balrog
       - Alternate Endings
       - Partner Intros
       - Name Censor
       - Powering Up Ace's Moves
       - Ace's Move Origins
       
  7. GAMEPLAY NOTES
       - Canceling
       - Change
       - Critical Parade
       - Emotional Flow
       - First Attack
       - Meteor Combos
       - Meteor Tag Combos
       - Modes of Play
       - Momentary Combo
       - Recovery
       - Reversals
       - Super Combos
       - Surprise Blows
       - Throws and Tech. Hits
                  
  8. TRIAL MODE MISSIONS
       - Normal Mode
       - Hard Mode
       - Maniac Mode

  9. MEDAL MODE MISSIONS
       - Notes
       - Stage 1
       - Stage 2
       - Stage 3
       - Stage 4
       - Stage 5
       - Stage 6

 10. MISCELLANEOUS
     - Translations
                           

 ========================================================================
 1. AUTHOR'S NOTE
 ========================================================================

 Hi, welcome to my SFEX3 FAQ.  I know this game is kind of old, but I've
 always been a fan of the series and I figured maybe I could include some
 info. that other FAQs have missed.

 If you have any comments, or if you'd like to contribute some info.,
 you can always reach me at <k.megura (at) eudoramail (dot) com>.

 Although this FAQ is based on the US version of the game, I have kept
 the Japanese names intact, like so:

     Japanese           English         Notes
     --------------------------------------------------------------
     Balrog             Vega            Mask and claw
     Vega               M. Bison        Psycho Crusher guy with hat
     Vega II            Bison II        Black + Orange Vega
     True Vega          Shin-Bison      White + Purple Vega
     "Satsui..." Ryu    Evil Ryu        Ryu with glowing eyes
     "Chi..." Hokuto    Evil Hokuto     Hokuto with flaming hands

 I've also kept the move names in their original Japanese format.  I
 know it clashes with the game's built-in moveslist, but I just can't
 stand the thought of putting those mangled English names in my FAQ ;)
 If you familiarize yourself with the moveslists in Sections 3-5, you
 shouldn't have much of a problem using the FAQ.

 However, I have kept the commands for the basic moves the same (such as
 writing "Surprise Blow" instead of "Hard Attack" for the MP + MK move),
 because that just makes the FAQ plain difficult to read. ;D


 ------------------------------------------------------------------------
 REVISION HISTORY
 ------------------------------------------------------------------------

 Version 0.1  (February 12, 2004)
  - The first release.  Basic moveslist and other info. finished.
    I haven't finished the Maniac Trials and Medal Modes yet, but
    they're pretty difficult ;)


 ------------------------------------------------------------------------
 SPECIAL THANKS
 ------------------------------------------------------------------------

 This FAQ would have not been possible without help from the following
 people:

 <http://www.arika.co.jp/product/sfex3/chara.html>
  - For their character moveslists (though they added a lot of errors
    and mispellings after the site got rehauled). >_<;

 <http://homepage2.nifty.com/kodou/urawaza/ps2/sfex3.html>
 <http://www.g-res.com/Playstation2/Sa/SA-SFEX3.html>
 <http://www.geocities.co.jp/Playtown/4479/SF_EX3.html>
 <http://www.arika.co.jp/product/sfex3/himitsu.html>
  - For some of the info. in the "Secrets and Tricks" section.

 <http://weapon.org/game/ps2/urawaza/su/
 g1iDZ4OKgVuDZ4N0g0CDQ4NegVuCZIJ3glI=.html>
  - For some of the info. in the "Secrets and Tricks" section and
    other misc. moveslist info.

 <http://homepage3.nifty.com/gore/stex3/ace.html>
  - For moveslist info. on some characters and Ace.

 <http://members.at.infoseek.co.jp/touri/sei.htm>
  - For information about Ace's moves and powering them up.

 <http://members.at.infoseek.co.jp/touri/tei.htm>
  - For other miscellaneous info.
                      
 <http://www.google.co.jp/search?q=cache:sBUipBbW2NoJ:game4.2ch.net/
 test/read.cgi/arc/1073430588/l50+%E3%81%8C%E3%82%93%E3%81%A>
  - For some of Darun's move names.

 <spanish.realdictionary.com>
  - Used to look up some of the Spanish translations.

 <http://italian.realdictionary.com/>
  - Used to look up some of the Italian translations.

 <http://latin.realdictionary.com/>
  - Used to look up some of the Latin translations.

 <http://www.csse.monash.edu.au/~jwb/wwwjdic.html>
 <http://linear.mv.com/cgi-bin/j-e/dict>
 <http///www.njstar.com>
  - Used for some of the Japanese translations.


 ========================================================================
 2. BASIC INFORMATION
 ========================================================================

 ------------------------------------------------------------------------
 FAQ NOTATION
 ------------------------------------------------------------------------

 All commands are entered assumed you are facing towards the right.  If
 on the 2P side, reverse your controls.

 ub   u   uf            Up-Back         Up         Up-Forward
   \  |  /
 b -- n -- f            Back          Neutral         Forward
   /  |  \
 db   d   df            Down-Back      Down      Down-Forward


 The button layout is as follows:

 LP   MP   HP           Light Punch     Medium Punch    Heavy Punch

 LK   MK   HK           Light Kick      Medium Kick     Heavy Kick


 [ NOTATION ]  ----------------------------------------------------------

 Here's a list of some of the notation used in this moveslist:

 P / K                  Punch / Kick
 PPP / KKK              Press all three Punch or Kick buttons
 a-u                    Any direction but directly up.
 qcb                    Input "d,db,b"  (quarter circle back)
 qcf                    Input "d,df,f"  (quarter circle forward)
 hcf                    Input "b,db,d,df,f" (half circle forward)
 hcb                    Input "f,df,d,db,b" (half circle back)
 Rotate 360             Spin joystick in a full circle (360 degrees)
 Rotate 720             Spin joystick in two circles (720 degrees)
 ub~db                  Can use ub / b / db
 dir.                   Press in any direction
 Charge                 Hold in first direction for two seconds
  _                     optional additional input
 (air)                  Can perform while jumping
 in air                 Must perform while jumping
 (hold)                 Can hold button down
 rapidly                perform repeatedly and quickly
 (x#)                   Can perform listed number of times
 when near              Perform when next to your opponent
 when near in air       You must both be in mid-air and near each other
 <name>                 The official name is unknown
 S^                     Super Combo move (requires 1 level to use)
 M^                     Meteor Combo move (requires 3 levels to use)
 SC                     Super Cancel
 SCG                    Super Combo Gauge
 "overhead"             An attack that must be blocked high.
 "reversal"             A move that catches incoming attacks.

 For combos:

 c                      Crouching (so c HP is crouching HP)
 s                      Standing (so s LK is standing LK)
 j                      Jumping (so j MK is jumping MK).


 For the cancelable attack list:

 C                      The attack is cancelable and super cancelable.
 S                      The attack is super cancelable only.
 s                      The attack is super cancelable before it hits.
 H                      The attack is Surprise Blow cancelable
 h                      The attack can only be canceled into a
                        Surprise Blow during the first few frames.
 -                      The attack is not cancelable.
 /                      Divides hits

 Therefore, an attack labeled as "CH/S-" is cancelable and super
 cancelable on the first hit, and can also be canceled into a Hard
 Attack.  On the second hit, it is only super cancelable and cannot
 be canceled into a Surprise Blow.  Likewise, "-h" would be an
 uncancelable attack that can still be canceled into a Surprise Blow
 during the first few frames.


 ------------------------------------------------------------------------
 BASIC COMMANDS
 ------------------------------------------------------------------------

 Hold b when attacked               Standing Block
 Hold db when attacked              Crouching Block
 Perform a move as you recover      Reversal
 Make the first hit in a round      First Attack
 LP + LK when near                  Basic Throw Attempt
  _LP + LK when grabbed             Tech. Hit
 MP + MK                            Surprise Blow
 HP + HK when "Stand By" is shown   Change
 qcf + HP + HK                      Critical Parade
  _perform during a certain super   Critical Parade Starter
 P / K as special move hits         Momentary Combo
 (i.e. f + MP)                      Command Attack
 (i.e. qcf + P)                     Special Move
 (i.e. qcf,qcf + P)                 Super Combo
 (i.e. qcf,qcf + PPP)               Meteor Combo
 Meteor Combo w/ certain partner    Meteor Tag Combo


 ========================================================================
 3. MAIN CHARACTERS
 ========================================================================

 Characters are listed alphabetically.  Each list is arranged in the
 following order: Basic Throws, Surprise Blows, Command Attacks, Special
 Moves, Super Combos, Meteor Combos, then Meteor Tag Combos.  After
 that is a list of each characters Momentary Combo and Critical Parade
 Starter (the move they use upon performing a Critical Parade).  After
 that are some notes on that character, if applicable.

 To the far right of every move is a note on whether or not you can
 Super Cancel out of it, indicated by a "S" (super cancelable), or a "-"
 (not super cancelable).  In some cases, this ability is determined
 by different factors, so please refer to the notes at the end of the
 moveslist for more detailed information.


 ------------------------------------------------------------------------
 BALROG
 ------------------------------------------------------------------------

 LP + LK when near                  Wire Smash                        -
 b + LP + LK when near              German Suplex                     -
 a-u + MP / HP when near in air     Whirlwind Suplex                  -
 MP + MK                            Trueno Claw                       -
 Press KKK                          Backslash                         -
 f,d,df + P                         Attaching Claw                    S
 Charge b,f + P                     Rolling Crystal Flash             S
 Charge d,u + P                     Sky High Claw                     -
 Charge d,u + K, move b / f         Sankaku Tobi                      -
  _press P                          Flying Barcelona Attack           -
  _a-u + P when near                Izuna Drop                        -
 Charge b,f,b,f + P              S^ Ground Crystal Flash              S
 Charge b,f,b,f + K              S^ Scarlet Terror                    -
  _hcf + P                          Spinning Izuna Drop               -
 Charge db,df,db,uf + P          S^ Sky High Illusion                 -
 Charge db,df,db,uf + K          M^ Sankaku Tobi                      -
  _move b / f, press P              Barcelona Attack Special          -
  _move b / f, a-u + P when near    Rolling Izuna Drop                -

 Momentary Combo (P)                Sky High Claw                     -
 Momentary Combo (K)                Flying Barcelona Attack           -
 Critical Parade Starter            Ground Crystal Flash              S

 Momentary Combos
  - Attaching Claw                     -> P / K / MP + MK
  - LP Rolling Crystal Flash (1st-3rd) -> P / K / MP + MK
  - MP Rolling Crystal Flash (1st-5th) -> P / K / MP + MK
  - HP Rolling Crystal Flash (1st-7th) -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      CH      SH
 crouching      CH      CH      SH      CH      CH      Sh

 - You are invincible during the Backslash, at least until Balrog comes
   out of the flip and is starting to stand.  You can even avoid throws
   with this move.
 - Unless you are right next to your opponent, Balrog may miss the first
   hit of the Rolling Crystal Flash.  This also seems to happen more
   often when your opponent is in the corner.
 - The direction used at the end of the Sky High Claw or Sankaku Tobi
   determines what wall Balrog flies to.  ub or uf makes him fly to the
   respective wall, while u makes him fly to whatever wall is behind
   him.
 - When you use the Sankaku Tobi, the button used determines how high
   Balrog leaps after reaching the wall (LK is lowest, HK is highest).
 - All of the "Izuna" moves are unblockable.
 - You can juggle an opponent after the Scarlet Terror.
 - The Spinning Izuna Drop will only work if the Scarlet Terror hits,
   and you input hcf + P as you recover from the move (it won't come
   out if you input hcf + P after completing the Scarlet Terror).
   Surprisingly, this move does the same amount of damage as a
   Whirlwind Suplex (which you could just jump up and perform on your
   falling opponent anyway).
 - When you perform Balrog's Meteor Combo, he loses one level of SCG
   energy.  He then loses the remaining two levels once you perform
   either the Barcelona Attack Special or Rolling Izuna Drop.
 - Balrog can lose his claw if takes too many hits, but he can replace
   it using the Attaching Claw.  Of course, getting hit during the
   Attaching Claw will also mafke you lose it ;)
 - Surprisingly, without your claw, all your normal Punches do _more_
   damage, as does the Flying Barcelona Attack.  Only the Rolling
   Crystal Flash does less damage.  You can regain your lost claw by
   using the Attaching Claw, or performing any S^ or M^ move, or by
   initiating a Critical Parade.  You will not regain it by performing
   Vega's Meteor Tag Combo, however.


 ------------------------------------------------------------------------
 BLANKA
 ------------------------------------------------------------------------

 LP + LK when near                  Wild Fang                         -
  _tap dir. + any rapidly           <damage increase>                 -
 MP + MK                            Raging Nail                       -
 f + MP                             Rock Crush                      CH/SH
 df + HP                            Amazon River Run                  Sh
 Press KKK                          Surprise Forward                  -
 ub~db + KKK                        Surprise Back                     -
 Tap P rapidly                      Electric Thunder                  S
 qcf + P in air                     Aerial Rolling                    S
 Charge b,f + P                     Rolling Attack                    S
 Charge d,u + K                     Vertical Rolling                  S
 Charge b,f + K                     Backstep Rolling                  S
  _hold b / f                       Kidou Shuusei                     -
  _press P before move starts       Chuudan                           -
 Charge b,f,b,f + P (hold)       S^ Ground Shave Rolling              S
 Charge b,f,b,f + K              S^ Jungle Beat                       S
 qcf,qcf + P in air              S^ Beast Hurricane                   S
 qcf,qcf + KKK                   M^ Super Electric Thunder            -
 Charge b,f,b,f + PPP            M^ Meteor Tag Combo with Dhalsim     -

 Momentary Combo (P)                Aerial Rolling                    S
 Momentary Combo (K)                Vertical Rolling                  S
 Critical Parade Starter            Ground Shave Rolling              S

 Momentary Combos
  - Electric Thunder -> K / MP + MK
  - Rolling Attack   -> P
  - Vertical Rolling -> P
  - Backstep Rolling -> P

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      SH      SH      CH      SH/-H   Sh
 crouching      CH      CH      SH      CH      CH      Sh
 jumping        C       C       C       C       C       S

 - The Amazon River Run is a low attack.  It can be used to pass under
   attacks, such as projectiles.
 - You can perform the Surprise Forward by pressing KKK, or you can
   use u / uf / f / df / d + KKK.
 - You are invincible for a split-second during the start of either
   "Surprise" move.  This means that although you can use these moves
   to evade attacks or throws, you have to have very precise timing
   to do so.  The "Surprise" moves can also be used to move through
   your opponent, or to cancel out of a blocked attack, etc.
 - The button used for the Aerial Rolling determines your trajectory.
   LP is horizontal, MP is diagonally downward, and HP is downward.
 - Delaying the Ground Shave Rolling increases the damage it inflicts.
 - The Jungle Beat can be used to leap over attacks.  It is unblockable.
 - Blanka will not finish the Beast Hurricane if it is blocked.
 - The Super Electric Thunder can negate some normal, S^, and M^
   projectiles, but multi-hit projectiles may still be able to pass
   through and hit  Blanka without proper timing.
 - The Meteor Tag Combo is unblockable.  Blanka will home in on his
   opponent's location when this move is used.


 ------------------------------------------------------------------------
 CHUN-LI
 ------------------------------------------------------------------------

 LP + LK when near                  Koshuu Da                         -
 b + LP + LK when near              Koshuu Raku                       -
 a-u + MP / HP when near in air     Ryuusei Raku                      -
 MP + MK                            Sen'en Shuu                       -
 f + MP                             Soushou Da                        Sh
 f + HK                             Tenkuu Kyaku                      Sh
 d + MK in air                      Yousou Kyaku                      -
 qcf + K                            Kaiten-teki Kaku Kyakushuu        S
 qcb + K                            Hien Shuu                         S
 Tap K rapidly                      Hyakuretsu Kyaku                  S
 Charge b,f + P                     Kikou Ken                         S
 LP,LP,f,LK,HP                      Gomen ne!                         S
 qcf,qcf + P                     S^ Kikou Shou                        S
 qcf,qcf + K                     S^ Senretsu Kyaku                    S
 qcb,qcb + K                     S^ Hazan Tenshou Kyaku               S
 qcf,qcf + PPP                   M^ Kikou Shou: Kyoku                 -

 Momentary Combo (P)                Kikou Ken                         S
 Momentary Combo (K)                Hien Shuu                         S
 Critical Parade Starter            Senretsu Kyaku                    S

 Momentary Combos
  - LK Hien Shuu (must hit as low as possible)  -> P / MP + MK
  - LK Hyakuretsu Kyaku (1st-4th)               -> P / K / MP + MK
  - MK Hyakuretsu Kyaku (1st-4th (not 5th?)     -> P / K / MP + MK
  - HK Hyakuretsu Kyaku (1st-3rd (not 4th-6th?) -> P / K / MP + MK
  - Kikou Ken                                   -> K / MP + MK
  - Gomen ne!                                   -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      SH      SH
 crouching      CH      CH      SH      CH      CH      Sh
                                                 
 - The Tenkuu Kyaku is an anti-air attack, although it can hit some
   tall opponents (like Zangief).
 - You can follow the Yousou Kyaku with an attack, or even another
   Yousou Kyaku.  In air, you can repeat this move for a three hit
   combo.
 - You can juggle your opponent after the Kaiten-teki Kaku Kyakushuu.
 - You can follow the Hien Shuu with an attack upon landing.
 - The LP Kikou Ken has the longest range, but travels slowly, while
   the HP Kikou Ken has the shortest range but travels the fastest.
 - After the Hazan Tenshou Kyaku, you can juggle your opponent if you
   super cancel into a move upon landing.
 - Alternatively, if you hit a mid-air opponent with the Hazan Tenshou
   Kyaku, you can juggle them with an attack as they fall.
 - The Kikou Shou and Kikou Shou: Kyoku can destroy some normal and S^
   projectiles.  The Kyoku can also destroy some M^ projectiles.


 ------------------------------------------------------------------------
 CRACKER JACK
 ------------------------------------------------------------------------

 LP + LK when near                  Power Hunter                      -
 b + LP + LK when near              Power Lift Throw                  -
 MP + MK                            Double Arm Punch                  -
 f + MP                             Angry Fist                        s
 Charge b,f + P                     Dash Straight                     S
 Charge b,f + K                     Dash Upper                        S
 qcb + P                            Feint Dash                        -
 hcf + P                            Batting Hero                      S
 hcf + K                            Soccer Ball Kick                  S
 Rotate 360 + P when near           Jackhammer                        -
 Hold PPP / KKK, then release       Final Punch                       S
 qcb,qcb + P                     S^ Home Run Hero                     S
 qcb,qcb + K                     S^ Grand Slam Crusher                S
 Charge b,f,b,f + K              S^ Raging Buffalo                    -
 Charge b,f,b,f + P              S^ Crazy Jack                        S
  _hold K                           ~Crazy Upper                      S
 qcf,qcf + KKK, press P          M^ Home Run King                     -
 Charge b,f,b,f + PPP            M^ Meteor Tag Combo with V. Rosso    -

 Momentary Combo (P)                Feint Dash                        -
 Momentary Combo (K)                Dash Upper                        S
 Critical Parade Starter            Crazy Jack                        S

 Momentary Combos
  - Dash Straight    -> P / K / MP + MK
  - Dash Upper       -> P / MP + MK
  - Batting Hero     -> P / K / MP + MK
  - Soccer Ball Kick -> P / K / MP + MK
  - Final Punch      -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      CH      Sh
 crouching      CH      CH      CH      CH      CH      SH
 f + MP         sh

 - The Angry Fist is an overhead attack.
 - The Dash Upper is a knockdown attack.  It can also be used as an
   anti-air move.
 - The Batting Hero, Soccer Ball Kick, and Grand Slam Crusher can
   deflect projectiles.
 - The Jackhammer and Raging Buffalo are unblockable.
 - The longer you delay the Final Punch, the further it travels.
   Delaying it also increase it's damage potential.
 - You can juggle an opponent after the Home Run Hero.
 - During the Crazy Jack, you can hold K to perform Dash Uppers
   instead of Dash Straights.
 - When you use the Home Run King, Jack will kick his opponent into
   the air, then strike them with his baseball bat.  If you want to,
   you can manually swing by pressing P.  This can have four results;
   either you miss, you hit the enemy and they are knocked away, you
   hit the enemy and they bounce off of Mars (the normal result if P
   isn't pressed), or you hit them and they bounce off of Mars, shown
   in a horizontal view rather than first person (the best result).
   The "horizontal view" hit does the most damage, while the "knock
   away" hit does the least damage.


 ------------------------------------------------------------------------
 DHALSIM
 ------------------------------------------------------------------------

 LP + LK when near                  Yoga Smash                        -
  _tap dir. + any rapidly           <damage increase>                 -
 b + LP + LK when near              Yoga Throw                        -
 MP + MK                            Yoga Shock                        -
 d + HP in air                      Drill Zutsuki                     S
 d + K in air                       Drill Kick                        S
 qcf + P                            Yoga Fire                         S
 qcb + P                            Yoga Flame                        S
 qcb + K                            Yoga Blast                        S
 qcf + K                            Yoga Catch                        -
  _hold K                           Yoga Contact                      -
 qcf + hold KKK                     Yoga Fake                         -
 f,d,df + PPP / KKK                 Yoga Teleport (Mae Idou)          -
 b,d,db + PPP / KKK                 Yoga Teleport (Ushiro Idou)       -
 f,uf,u,ub,b + K in air             Kuuchuu Fuyuu                     -
 qcf,qcf + K in air              S^ Yoga Drill Kick                   S
  _hold d / u                       Kidou Shuusei                     -
 qcb,qcb + K                     S^ Yoga Legend                       S
 qcf,qcf + PPP                   M^ Yoga Inferno                      -
  _hold in any dir.                 <floating>                        -

 Momentary Combo (P)                Yoga Fire                         S
 Momentary Combo (K)                Yoga Blast                        S
 Critical Parade Starter            Yoga Legend                       S

 Momentary Combos
  - Yoga Fire  -> K / MP + MK
  - Yoga Flame -> P / K / MP + MK
  - Yoga Blast -> P / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      Sh      Sh      SH      Sh      Sh
 crouching      Sh      Sh      Sh      CH      CH      Sh
 jumping        C       C       S       S       S       S 
 (b + any)      CH      SH      -H/SH   CH      CH      Sh
 (db + any)     CH      CH      SH      CH      CH      CH

 - The Drill Zutsuki and Drill Kick are super cancelable, though you
   have to hit your opponent right after inputting the d + HP / K
   command if you want to cancel. 
 - The button used for the Drill Kick and Yoga Drill Kick determines
   Dhalsim's trajectory.
 - The LP Yoga Fire will not knock down a hit opponent.
 - The Yoga Fire, Yoga Flame, and Yoga Blast can negate normal
   projectiles.
 - The Yoga Blast is an anti-air move, though it can hit some tall
   opponents (like Sagat).
 - The Yoga Catch is unblockable.
 - You can combo your opponent off of the Yoga Contact (for example,
   you could follow with a standing LK into Yoga Legend).
 - When you use the Yoga Teleport, Dhalsim will warp to one of the
   following locations:

      f,d,df + KKK            A few steps behind your opponent.
      f,d,df + PPP            Further behind your opponent.
      b,d,db + PPP            A few steps in front of your opponent.
      b,d,db + KKK            Further away from your opponent's front.

   Obviously, the spot where you reappear will change if your opponent
   is in the corner or is too far away for you to warp to their other
   side.
 - The Kuuchuu Fuyuu is a mid-air taunt.  You can use it to avoid
   attacks on the ground.
 - You can float around during the Yoga Inferno by holding in any
   direction.  This move can destroy some normal, S^ and M^
   projectiles, though multi-hit projectiles have an easier time
   passing through the flame and hitting Dhalsim.


 ------------------------------------------------------------------------
 DOCTRINE DARK
 ------------------------------------------------------------------------

 LP + LK when near                  DEATH Moment                      -
 b + LP + LK when near              DARK Throw                        -
 MP + MK                            SHUDDER Blade                     -
 f + MP                             KNIFE Nightmare                   -h
 f + MK                             DEATH Spin Kick                   Sh
 qcf + P                            DARK Wire                         S
  _b + P                            DARK Hold                         -
  _do nothing                       DARK Spark                        S
 qcf + K                            EX-plosive                        S
 f,d,df + P                         KILL Wire                         S
 qcf,qcf + P                     S^ KILL Trump                        S
 qcf,qcf + K                     S^ DARK Shackle                      S
 qcb,qcb + K                     S^ EX-Prominence                     -
 qcb,qcb + PPP                   M^ DEATH Trap                        -

 Momentary Combo (P)                KILL Blade                        S
 Momentary Combo (K)                EX-plosive                        S
 Critical Parade Starter            KILL Trump                        S

 Momentary Combos
  - DARK Wire  -> P / K / MP + MK
  - DARK Spark -> P / K / MP + MK
  - EX-plosive -> P / MP + MK
  - KILL Wire  -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      CH      SH
 crouching      CH      CH      SH      CH      CH      Sh

 - The KNIFE Nightmare is an overhead attack.
 - If the DARK Wire hits, Doctrine Dark will perform the DARK Spark
   after a moment.  Otherwise, you can press b + P to reel your opponent
   in, leaving them open to attack momentarily.
 - When you lay an EX-plosive, it will sit for a few moments before
   detonating (HK lasts longer than LK does).  It also detonates if
   your opponent gets too close to it.  You can use this move to set
   up combos (i.e. knocking them into a waiting Explosive, then hitting
   them while they are staggering forward from the explosion).
 - The KILL Wire can hit some standing opponents, but it's real purpose
   is as an anti-air attack.  When it his an airborne opponent, they
   will spin while falling to the ground, leaving them open to juggles.
   HP makes them fall from a further height than LP, leaving them open
   to attack for a longer period of time.
 - The DARK Shackle will not continue if the 6th attack doesn't hit
   "deep" enough, so you need to make sure you're close to your opponent
   when using this move.  This seems to happen more often in SFEX3 than
   it did in previous games, so use caution.
 - You can juggle an opponent after the EX-Prominence.
 - The DARK Wire and DEATH Trap can negate some normal projectiles.
 

 ------------------------------------------------------------------------
 GUILE
 ------------------------------------------------------------------------

 LP + LK when near                  Judo Throw                        -
 b + LP + LK when near              Dragon Suplex                     -
 a-u + MP / HP when near in air     Flying Buster Drop                -
 MP + MK                            Elbow Stamp                       -
 b / f + LK                         Knee Bazooka                      Sh
 b / f + MK                         Rolling Sobat                     Sh
 b / f + HK                         Heavy Stab Kick                   Sh
 f + HP                             Spinning Back Knuckle             Sh
 Charge b,f + P                     Sonic Boom                        S
 Charge d,u + K                     Somersault Kick                   S
 Charge b,f,b,f + P              S^ Opening Gambit                    S
 Charge db,df,db,uf + K          S^ Double Somersault Kick            S
 Charge b,f,b,f + KKK            M^ Sonic Boom Typhoon                -
 Charge b,f,b,f + PPP            M^ Meteor Tag Combo with Chun-Li     -

 Momentary Combo (P)                Sonic Boom                        ?
 Momentary Combo (K)                Somersault Kick                   S
 Critical Parade Starter            Opening Gambit                    S

 Momentary Combos
  - Sonic Boom      -> K / MP + MK
  - Somersault Kick -> P / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ------------------------------------------------------------
 standing       CH      CH      SH      CH      Sh      Sh
 crouching      CH      CH      SH      CH      SH      SH/--

 - The Jackknife Kick can be used to avoid low attacks.
 - The Sonic Boom Typhoon can negate and pass through just about any
   kind of projectile, be it S^, M^ or otherwise.


 ------------------------------------------------------------------------
 HOKUTO
 ------------------------------------------------------------------------

 LP + LK when near                  Kyaku                             -
 b + LP + LK when near              Keishu Kou                        -
 MP + MK                            Bukyaku Zan                       -
 f + HP                             Chuuhou                           -h
 f + HK                             Gaishuu                           Sh
 qcf + P                            Chuugeki Hou                      S
  _f + P                            Shou Gekiha                       S
  _b + P                            Shinkuu Geki                      S
  _b + K                            Shinkyaku Geki                    S
 qcb + P                            Shinkuu Geki                      S
  _b + any                          Shin                              -
 qcb + K                            Shinkyaku Geki                    S
  _b + any                          Shin                              -
 b,d,db + P                         Gokyaku Kou                       S
 Rotate 360 + P when near           Ryuusui                           -
 qcb,qcb + P (hold)              S^ Kiren'eki                         S
 qcb,qcb + K                     S^ Kyaku Hougi                       S
 qcf,qcf + K                     S^ Kakusei                           -
 qcf,qcf + KKK                   M^ Shirase Gatana                    -

 Momentary Combo (P)                Shinkuu Geki                      S
 Momentary Combo (K)                Shinkyaku Geki                    S
 Critical Parade Starter            Kyaku Hougi                       S

 Momentary Combos
  - Chuugeki Hou             -> P / K / MP + MK
  - Shou Gekiha              -> K / MP + MK
  - Shinkuu Geki             -> K / MP + MK
  - Shinkyaku Geki           -> P / MP + MK
  - Gokyaku Kou (sweep hits) -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      Sh      SH
 crouching      CH      CH      SH      CH      SH      Sh

 - The Chuuhou is an overhead attack.
 - The Shinkyaku Geki is a low attack.  The LK version will not knock
   an opponent down, while the MK and HK versions will.
 - You can press b + P / K during the (qcb + P / K) moves to make
   Hokuto spin in place instead of attacking.  You are immune to
   attack during this time.
 - You can pass through attacks during the intial "twirl" of the
   Shinkuu Geki or Shinkyaku Geki.  You can also pass through high
   attacks (and projectiles) during the forward sweep of the
   Shinkyaku Geki.
 - The Gokyaku Kou is a reversal move.  From up close, Hokuto will
   perform the Kyaku if the reversal is a success.  From further
   away, she will perform a very quick sweep similar to the LK
   Shinkyaku Geki.  Against an anti-air attack, she will perform
   a lunging elbow strike.
 - The Ryuusui is unblockable.  It does no damage, but switches sides
   with your opponent and leaves them open to attack, if you are quick
   about it.
 - Charging the Kiren'eki will increase its' size and damage potential.
   This move can negate normal and S^ projectiles and can even outlast
   S^ projectiles.
 - Using the Kakusei turns you into "Chi no fuuin wo hokareta Hokuto."
   See her moveslist in Section 5 for more information.  You will remain
   as "evil" Hokuto until you perform her Renbu or Tenkyou Satsu moves.


 ------------------------------------------------------------------------
 KEN MASTERS
 ------------------------------------------------------------------------

 LP + LK when near                  Seoi Nage                         -
 b + LP + LK when near              Jigoku Guruma                     -
 a-u + MP / HP when near in air     Jigoku Fuusha                     -
 MP + MK                            Inazuma Kakato Wari               -
 qcf + P                            Hadou Ken                         S
 f,d,df + P                         Shouryuu Ken                      S
 qcb + P                            Zenpou Tenshin                    -
 qcb + K (air)                      Tatsumaki Senpuu Kyaku            S
 qcf,qcf + P                     S^ Shouryuu Reppa                    S
 qcf,qcf + K                     S^ Shinryuu Ken                      S
  _tap dir. + any rapidly           <damage increase>                 -
 qcb,qcb + K                     S^ Shippuujinrai Kyaku               S
  _qcb + K before 3rd hit           Chuudan                           -
 qcb,qcb + KKK                   M^ Kuzuryuu Reppa                    -
  _tap dir. + any rapidly           <damage increase>                 -
 qcb,qcb + PPP                   M^ Meteor Tag Combo with Ryu         -

 Momentary Combo (P)                Zenpou Tenshin                    -
 Momentary Combo (K)                Tatsumaki Senpuu Kyaku            S
 Critical Parade Starter            Shippuujinrai Kyaku               S

 Momentary Combos
  - Hadou Ken                 -> P / K / MP + MK
  - LP / MP Shouryuu Ken      -> P / K / MP + MK
  - HP Shouryuu Ken (1st/2nd) -> P / K / MP + MK
  - HP Shouryuu Ken (3rd)     -> K

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      SH      Sh
 crouching      CH      CH      CH      CH      CH      CH
 jumping        C       C       C       C       C       C 

 - It doesn't seem like the Tatsumaki Senpuu Kyaku is super cancelable,
   but in fact, you can cancel out of the landing animation.  It will
   combo into any S^ or M^ move, as well as his Meteor Tag Combo.
 - You can use the Zenpou Tenshin to avoid high attacks and to roll
   through your opponent, but you are not invincible during this move.
 - Ken will not finish the Shippuujinrai Kyaku if the last ground
   hit misses (the near-vertical kick).
 - You can juggle your opponent after the Chuudan.
 - During the final part of the Kuzuryuu Reppa (when Ken is doing a
   Shinryuu Ken), you can tap the buttons and shake the joystick for
   added hits).
 - The Meteor Tag Combo will not work unless Ken's opponent is in the
   air when they are kicked.


 ------------------------------------------------------------------------
 NANASE
 ------------------------------------------------------------------------

 LP + LK when near                  Kyaku                             -
 b + LP + LK when near              Keishu Kou                        -
 MP + MK (hold)                     Suikazura                         -
 f + MP                             Tou Chuuhou                       -h
 d + MK in air                      Raku Shichigeki                   S
 qcf + P                            Sanren Kon                        S
  _f + P, f + P                     <additional attacks>              S
 qcb + K,K,K                        Kasumi Oroshi                     S
 f,d,df + P                         Tenshou Kon                       S
 b,d,db + P (hold)                  Gekkyou Botan                     S
 Rotate 360 + P when near           Ryuusui                           -
 qcf,qcf + P                     S^ Izayoi Rekkon                     S
 qcb,qcb + P (air)               S^ Yayoi Toukon Gi                   S
  _move in any dir.                 Kon no Kidou Shuusei              -
  _PPP before staff hits            Meigetsu (Kon no Idou Teishi)     -
  _KKK before staff hits            Ariake (Kon Rakka)                -
   _qcb + P                         Kon wo Modosu                     -
 LP,LP,f,LK,HP                   M^ Machiyoi Tenkyuu Geki             -
 LP,LP,b,LK,HP                   M^ Meteor Tag Combo with Hokuto      -

 Momentary Combo (P)                Tenshou Kon                       S
 Momentary Combo (K)                Kasumi Oroshi                     S
 Critical Parade Starter            Izayoi Rekkon                     S

 Momentary Combos
  - Sanren Kon (1st)                        -> P / K / MP + MK
  - Sanren Kon (2nd)                        -> P / K / MP + MK
  - Sanren Kon (3rd)                        -> P / K / MP + MK
  - Tenshou Kon                             -> K / MP + MK
  - Gekkyou Botan (input when they hit you) -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH/CH   SH      CH      CH      SH
 crouching      CH      CH      SH      CH      SH      Sh
 jumping        S       S       S       S       S       S 

 - Holding MP + MK during the Suikazura increases the range of Nanase's
   weapon.
 - The Tou Chuuhou is an overhead attack.
 - The button used for the Sanren Kon and Tenshou Kon determines the
   range of Nanase's attack.
 - The button used for the Kasumi Oroshi determines the direction Nanase
   will attack in.  LK is forward, MK is straight down, and HK strikes
   behind her.  You can change between attacks during this move, or
   just tap the same button for all three hits.
 - The Gekkyou Botan is a reversal move.  If you hold P before this move
   is triggered, Nanase will knock her opponent in the air, leaving them
   open to attack.  If you want to Momentary Combo out of this move, you
   must press P / K when your opponent attacks you and their hit is
   blocked, _not_ when you counterattack and strike them.
 - The Ryuusui is unblockable.  It does no damage, but switches sides
   with your opponent and leaves them open to attack, if you are quick
   about it.
 - Nanase will not finish the Izayoi Rekkon if it is blocked.
 - After using the Yayoi Toukon Gi, Nanase will throw her weapon into
   the air. You can direct it by pressing in any direction, and make
   it hover in place by pressing PPP.  If you press KKK, it will drop
   to the ground and will remain there for a short period of time.
 - You can retrieve it off the floor by entering qcb + P, and it will
   fly to you (hitting an opponent in the process, if they're in it's
   way).  It remains flying around Nanase for a moment, allowing you
   to hit your opponent if you get too close to them.
 - You cannot use the Yayoi Toukon Gi while your weapon is still on
   screen after using the Yayoi Toukon Gi, Meigetsu, or Ariake.
 - There are two versions of the Machiyoi Tenkyuu Geki.  The least
   damaging version occurs if you super cancel into the move.  In this
   case, Nanase flies up into the clouds and then dives down.  The
   "normal" version of this move occurs when you don't super cancel
   into it, in which case Nanase flies into outer space.
 - In SFEX2P, there was a third version that occured randomly when
   this move was performed normally.  Nanase would fly much higher into
   the air, and the camera angle would change to show her from various
   angles as she fell.  Obviously, this hit for more damage than usual.
   I don't know if she has this move in SFEX3.  Considering I only ever
   saw it twice in SFEX2P, it may be just as rare an occurance in this
   game as it was back then.
 - Any attack involving Hokuto's cane can negate projectiles, except
   the Suikazura and Gekkyou Botan.


 ------------------------------------------------------------------------
 RYU
 ------------------------------------------------------------------------

 LP + LK when near                  Seoi Nage                         -
 b + LP + LK when near              Tomoe Nage                        -
 MP + MK                            Sakotsu Wari                      -
 f + MK                             Senpuu Kyaku                      Sh
 f + HP                             Hatobi Kudaki                   Sh/S-
 qcf + P                            Hadou Ken                         S
 hcb + P                            Shakunetsu Hadou Ken              S
 f,d,df + P                         Shouryuu Ken                      S
 qcb + K                            Tatsumaki Senpuu Kyaku            S
  _press K                          <knockdown kick>                  S
  _b + K (x2)                       <additional kicks>                S
   _press K                         <knockdown kick>                  S
 qcf,qcf + P                     S^ Shinkuu Hadou Ken                 S
 qcb,qcb + K (air)               S^ Shinkuu Tatsumaki Senpuu Kyaku    S
 qcf,qcf + KKK                   M^ Shin Shouryuu Ken                 -

 Momentary Combo (P)                Shakunetsu Hadou Ken              S
 Momentary Combo (K)                Tatsumaki Senpuu Kyaku            S
 Critical Parade Starter            Shinkuu Hadou Ken                 S

 Momentary Combos
  - Hadou Ken                  -> P / K / MP + MK
  - Shouryuu Ken               -> P / K / MP + MK
  - Shakunetsu Hadou Ken (2nd) -> K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      SH      Sh
 crouching      CH      CH      CH      CH      CH      CH
 jumping        S       -/S     S       S       S       S 

 - You recover from the Hatobi Kudaki before your opponent does,
   allowing you to follow it up with most any attack.
 - The LK Tatsumaki Senpuu Kyaku is a knockdown attack.  However, like
   the MK version, Ryu moves upward while using this move, so it's
   possible for the follow-up hits to miss if you do the move too fast.
   During the HK version, on the other hand, Ryu stays at roughly the
   same level, so you can input the move as fast as you want.
 - With good timing, you can land from any of the first three inputs
   of the HK Tatsumaki Senpuu Kyaku and perform a combo.  An example
   might be (qcb + HK -> b + HK > b + HK -> Shinkuu Hadou Ken).
 - If the first blow of the Shin Shouryuu Ken connects fairly well,
   Ryu does a very damaging Shoryuu Ken.  Otherwise, if the first
   hit just brushes an opponent or hits them on an extremity and not
   their actual body, he does a less-damaging multi-hit Shoryuu Ken.
   However, you can juggle your opponent as they fall from the
   multi-hit Shouryuu Ken.
 - The Shinkuu Hadou Ken can negate normal and some S^ projectiles.


 ------------------------------------------------------------------------
 SAKURA KASUGANO
 ------------------------------------------------------------------------

 LP + LK when near                  Sakura Jime                       -
  _tap dir. + any rapidly           <damage increase>                 -
 b + LP + LK when near              Sailor Shoot                      -
 MP + MK                            Flower Kick                       -
 qcf + P,P,P                        Hadou Ken                         S
 f,d,df + P                         Shou'ou Ken                       S
 qcb + K                            Shunpuu Kyaku                     S
 hcb,ub,u / hcf,uf,u + P            Ahaha                             S
 qcf,qcf + P                     S^ Shinkuu Hadou Ken                 S
 qcf,qcf + K                     S^ Midare Zakura                     S
 qcb,qcb + K                     S^ Haru Ichiban                      S
 LP,LP,f,LK,HP                   S^ Shungoku Satsu                    -
 qcf,qcf + PPP                   M^ Nekketsu Hadou Ken                -
 hcb,ub,u / hcf,uf,u + PPP       M^ Genki Ichiban                     -
 LP,LP,b,LK,HP                   M^ Meteor Tag Combo with Ryu         -

 Momentary Combo (P)                Shou'ou Ken                       S
 Momentary Combo (K)                Shunpuu Kyaku                     S
 Critical Parade Starter            Haru Ichiban                      S

 Momentary Combos
  - Hadou Ken (1st press only) -> P / K / MP + MK
  - LP Shou'ou Ken (1st)       -> K / MP + MK
  - MP Shou'ou Ken (1st-5th)   -> K / MP + MK
  - HP Shou'ou Ken (1st-6th)   -> K / MP + MK
  - Ahaha                      -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      Sh      CH      Sh      SH
 crouching      CH      CH      CH      CH      CH      SH

 - Tapping P during the Hadou Ken increases the size of the fireball
   but dramatically reduces it's range.
 - The Ahaha is a taunt, but it can hit your opponent, like Chun-Li's
   Gomen ne!
 - The Shinkuu Hadou Ken can negate normal, S^ and even some M^
   projectiles.
 - The "spinning" hits of the Haru Ichiban are no longer low attacks.
 - The Shungoku Satsu and Meteor Tag Combo are unblockable.
 - The Genki Ichiban looks like a taunt, but it is actually an
   unblockable move that does heavy damage.  While Sakura is walking
   forward, any projectile attack will be negated if it touches her
   (even S^ and M^ projectiles).  She can be hit while taunting, though.
   This also works against some energy attacks (like Pisa no Shatou or
   Yoga Inferno).


 ------------------------------------------------------------------------
 SHARON
 ------------------------------------------------------------------------

 LP + LK when near                  Bloody Mount                      -
  _tap dir. + any rapidly           <damage increase>                 -
 b + LP + LK when near              Bloody Choke                      -
  _tap dir. + any rapidly           <damage increase>                 -
 a-u + MP / HP when near in air     Flying Neck Drop                  -
 MP + MK                            Spinning Double Knuckle           -
 f + MP                             Step Combo Punch                Sh/--
 f + MK                             Step Combo Kick                 Sh/--
 f + HP                             Crash Punch                       sh
 df + HK                            Sliding Sweeper                   Sh
 qcf + P                            Gale Hammer Punch                 S
  _f + P                            Double Hammer Punch               S
  _df + K                           Bermuda Symphony                  -
  _ub~db + K                        Half Moon Kick                    S
   _d + K when near                 Prisoner Scissors                 -
 qcb + K                            Half Moon Kick                    S
  _d + K when near                  Prisoner Scissors                 -
 f,d,df + K                         Bermuda Symphony                  -
 Rotate 360 + P when near           Crimson Terror                    -
 qcf,qcf + P                     S^ Load                              -
  _qcf,qcf + P                   S^ Hellfire                          S
 qcb,qcb + P                     S^ Shuttle Combination               S
 qcf,qcf + K                     S^ Sharon Special                    S
  _qcb + K after 1st hit            Chuudan                           -
 qcf,qcf + PPP                   M^ Assault Rifle                     -

 Momentary Combo (P)                Gale Hammer Punch                 S
 Momentary Combo (K)                Bermuda Symphony                  -
 Critical Parade Starter            Shuttle Combination               S

 Momentary Combos
  - Gale Hammer Punch   -> K / MP + MK
  - Double Hammer Punch -> K / MP + MK
  - Half Moon Kick      -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      SH      Sh      CH      CH      Sh        
 crouching      CH      CH      SH      CH      CH      Sh

 - The Crash Punch is an overhead attack.
 - The Sliding Sweeper is a low attack.
 - The Bermuda Symphony is unblockable.  You can juggle your opponent
   as they are falling, although this prevents them from taking damage
   when they hit the floor.
 - If you press d + K before the Half Moon Kick hits, Sharon will perform
   the Prisoner Scissors on her opponent.  This is an unblockable attack.
 - The Crimson Terror is unblockable.  It does no damage, but switches
   sides with your opponent and leaves them open to attack, if you are
   quick about it.
 - Using the Load will equip Sharon with a handgun for the rest of the
   round.  You can "fire" the gun by inputting qcf,qcf + P to perform
   the Hellfire, although this costs an additional level to use.
 - You can juggle your opponent after the Chuudan.
 - The Assault Rifle becomes an unblockable attack (with a different
   animation) if performed from up close.
 - The Hellfire and Assault Rifle shots can negate normal projectiles
   and most S^ and M^ projectiles.  Additionally, the Assault Rifle
   shot will travel through these attacks and can still hit a target.


 ------------------------------------------------------------------------
 SKULLOMANIA
 ------------------------------------------------------------------------

 LP + LK when near                  Skullo Stunt                      -
 a-u + MP / HP when near in air     Skullo Space                      -
 MP + MK                            Skullo Punch                      -
 f + MP                             Step In Upper                     Sh
 f + MK                             Dangerous Heel                    sh
 Tap b,b                            Skullo Back Ten                   -
 Tap f,f                            Skullo Dash                       -
  _dash into enemy                  Skullo Tackle                     S
  _f + P                            Skullo Crusher                    S
  _f + K                            Skullo Slider                     S
  _u + P                            Skullo Head                       S
   _press P                         Skullo Dive                       S
    _Skullo Dive onto floor         Skullo Save                       S
  _u + K                            Skullo Tkatchev                   -
  _d + P                            Skullo Shock                      -
  _b                                Teishi                            -
 qcf + P                            Skullo Crusher                    S
 qcf + K                            Skullo Slider                     S
 f,d,df + P                         Skullo Head                       S
  _press P                          Skullo Dive                       S
   _Skullo Dive onto floor          Skullo Save                       S
 b,d,db + K                         Skullo Tkatchev                   -
 hcb,ub,u + P                       Skullo Shock                      -
 qcf,qcf + P (air)               S^ Super Skullo Crusher              S
 qcf,qcf + K                     S^ Super Skullo Slider               S
 qcb,qcb + P (x2)                S^ Skullo Ball                       S
 qcb,qcb + K                     S^ Skullo Energy                     S
 LP,LP,f,LK,HP                   S^ Neo Skullo Dream                  -
 LP,LP,b,LK,HP                   S^ Shin Skullo Dream                 -
 LP,LP,d,LK,HP                   S^ Skullo Dream                      -
  _hold d + LP + MK                 Final 95 Kai                      -
 qcb,qcb + KKK                   M^ Super Skullo Energy               -

 Momentary Combo (P)                Skullo Head                       S
 Momentary Combo (K)                Skullo Slider                     S
 Critical Parade Starter            Super Skullo Slider               S

 Momentary Combos
  - Skullo Head   -> K / MP + MK
  - Skullo Slider -> P / MP + MK
  - Skullo Tackle -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      SH      Sh
 crouching      CH      CH      CH      CH      CH      Sh
 jumping        S       S       S       S       S       S 

 - The Step In Upper can negate normal, S^ and M^ projectiles, with
   proper timing (though it can't outlast Guile's Sonic Boom Typhoon).
 - The Dangerous Heel is an overhead attack.
 - You can avoid attacks with the Skullo Back Ten.
 - You can perform a variety of attacks during the Skullo Dash just
   by using a direction + the appropriate button.  If you Skullo Dash
   into your opponent, Skullomania will tackle them.
 - The Skullo Slider is a low attack.
 - The Skullo Head does more damage if it hits when Skullo is leaning
   his head forward, rather than when he is rising into the air.
 - The Skullo Shock is a taunt move.  You can interrupt it after it
   begins with any other motion.
 - During the Skullo Dive, Skullomania will slide forward head first
   upon hitting the floor.  This part of the attack hits low.
 - The Skullo Tkatchev is an unblockable attack.  The button used
   determines how far he leaps forward (LK is shortest, HK is longest).
 - The mid-air Super Skullo Crusher does less damage than the ground
   version.
 - The initial "sliding" hits of the Super Skullo Slider hit low.
 - When used, the Skullo Ball launches a ball of energy into the air,
   which comes down a while later.  The button used determines how long
   it stays in air (LP is shortest, HP is longest).  You can combo off
   of this move as it is hitting your opponent.  You can have two
   Skullo Balls launched at any given time.
 - The Skullo Ball can hit a mid-air opponent when launched, but in
   this case, it only hits once for less damage than usual (although
   you can super cancel out of it).
 - The "Skullo Dream" moves are unblockable.  The Neo version does the
   most damage, while the other versions all do the same amount.
 - The "Skullo Energy" moves can negate normal, S^ and M^ projectiles.
 

 ------------------------------------------------------------------------
 ZANGIEF
 ------------------------------------------------------------------------

 LP + LK when near                  Iron Claw                         -
 b + LP + LK when near              German Suplex                     -
 b + LP + LK when behind foe        Stomach Block                     -
 MP + MK                            Russian Suplex                    -
 d + HP in air                      Flying Body Attack                -
 Press PPP, move b / f              Double Lariat                     S
 Press KKK, move b / f              Quick Double Lariat               S
 Rotate 360 + P when near           Screw Piledriver                  -
 Rotate 360 + K when near           Atomic Suplex                     -
 Rotate 360 + K from afar           Russian Suplex                    -
  _press P before grabbing          Bear Hug                          -
   _tap dir. + any rapidly          <damage increase>                 -
 Rotate 720 + P when near        S^ Final Atomic Buster               -
 qcb,qcb + K                     S^ Aerial Russian Slam               -
 qcf,qcf + K                     S^ Super Stomping                    S
  _qcb + K before 5th hit           Chuudan                           -
 Rotate 720 + PPP when near      M^ Cosmic Final Atomic Buster        -
 Rotate 720 + KKK when near      M^ Meteor Tag Combo with Darun       -

 Momentary Combo (P)                Glowing Fist                      S
 Momentary Combo (K)                Quick Double Lariat               S
 Critical Parade Starter            Super Stomping                    S

 Momentary Combos
  - Double Lariat       -> P / K / MP + MK
  - Quick Double Lariat -> P / MP + MK
  - Glowing Fist        -> K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      CH      SH
 crouching      CH      CH      SH      CH      CH      Sh

 - In previous games, performing the Stomach Block was a simple matter
   of stunning your opponent with a Guard Break and then leaping over
   them.  In this game, getting behind your opponent is much more
   difficult, and given the damage this move does (5 points more than
   a normal throw), it's not really worth it, either.
 - You can avoid mid-level attacks with the Double Lariat, while the
   Quick Double Lariat will avoid low attacks.
 - The Screw Piledriver, Atomic Suplex, Russian Suplex, Bear Hug,
   F.A.B., Aerial Russian Slam, C.F.A.B., and Meteor Tag Combo are
   all unblockable throws.
 - You can juggle your opponent as they are falling after the Bear Hug.
 - The Aerial Russian Slam is an anti-air throw.
 - If the Chuudan is used, Zangief stops after the fourth stomp of the
   Super Stomping.  He recovers just before his opponent does, leaving
   them open to attack.  You could even follow it with a standing MK
   canceled into another Super Stomping, for example.
 - If the Super Stomping is blocked, you can super cancel the fourth hit
   into the FAB, CFAB, or Meteo Tag Combo, and it will connect.


 ========================================================================
 4. HIDDEN CHARACTERS
 ========================================================================

 Characters are listed alphabetically.  Each list is arranged in the
 following order: Basic Throws, Surprise Blows, Command Attacks, Special
 Moves, Super Combos, Meteor Combos, then Meteor Tag Combos.  After
 that is a list of each characters Momentary Combo and Critical Parade
 Starter (the move they use upon performing a Critical Parade).  After
 that are some notes on that character, if applicable.

 To the far right of every move is a note on whether or not you can
 Super Cancel out of it, indicated by a "S" (super cancelable), or a "-"
 (not super cancelable).  In some cases, this ability is determined
 by different factors, so please refer to the notes at the end of the
 moveslist for more detailed information.

 ------------------------------------------------------------------------
 AREA
 ------------------------------------------------------------------------

 LP + LK when near                  Transmission                      -
 b + LP + LK when near              O.C.R.                            -
 MP + MK                            Hard Crash                        -
 d + HP in air                      Head Crush                        S
 f + MK                             Job Step                          Sh
 f + HK                             Pulldown Leg                      ch
 df + MP                            Shift Stamp Punch                 CH
 df + HP                            Shift Club Upper                  SH
 f + HP                             Shift Club Straight               Sh
 qcf + P                            Humming Rush                      S
  _press PPP during final hit       Cancer Shell                      S
 qcf + K                            Jackson Kick                      S
  _f + LK                           Pop-Up Knee                       S
  _f + MK                           Partition Break                   S
  _f + HK                           Pulldown Heel                     S
 hcb + K                            Alternative Catch                 -
  _b + K                            Front                             S
  _f + K                            Rear                              S
 b,d,db + P                         Emulator                          S
  _qcb + P (air)                    Reverse Gear                      S
 Press PPP in air (hold)            Upload                            -
 Press PPP (hold)                   Download                          -
 LP,LP,f,LK,HP                      Chouhatsu 1                       S
 LP,LP,f,LK,HK                      Chouhatsu 2                       S
 qcf,qcf + P (hold)              S^ Great Cancer                      S
 qcf,qcf + P in air              S^ Kuuchuu Great Cancer              -
 qcf,qcf + K                     S^ Five Star Raid                    S
 qcb,qcb + PPP                   M^ Final Cancer                      -

 Momentary Combo (P)                Humming Rush                      S
 Momentary Combo (K)                Alternative Catch                 -
 Critical Parade Starter            Great Cancer                      S

 Momentary Combos
  - LP Humming Rush (1st-3rd)  -> K / MP + MK
  - MP Humming Rush (1st-4th)  -> K / MP + MK
  - HP Humming Rush (1st-5th)  -> K / MP + MK
  - Jackson Kick               -> P / K / MP + MK
  - Partition Break            -> P / K / MP + MK
  - Pulldown Heel              -> P / K / MP + MK
  - Emulator                   -> P / K / MP + MK
  - Reverse Gear (ground only) -> P / K / MP + MK
  - Chouhatsu 1 / 2            -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      Sh      CH      CH      SH
 crouching      CH      CH      SH      CH      CH      Sh
 jumping        CH      CH      CH      CH      CH      SH

 - The Pulldown Leg and Pulldown Heel are overhead attacks.
 - The Head Crush is not an overhead attack.  If it his low enough, you
   can land before your opponent recovers and combo into another attack.
 - You can juggle an opponent after the Pop-Up Knee.
 - The Alternative Catch is unblockable.  This move does no damage
   normally, but it does switch sides with your opponent and allow
   you to combo them before they recover.  Otherwise, you can follow
   it with the Front or Rear attacks.
 - The Emulator can hit opponents for as long as it is being held
   outwar.  You can use it near opponents as they get up to out-hit
   their attacks.
 - The Emulator can also absorb projectiles, which can then be fired
   back using the Reverse Gear.  Note that you will fire back the
   same projectile you absorbed, regardless of the button used (so
   if you absorb a LP Hadou Ken, firing it with HP still produces
   an LP Hadou Ken).
 - Here is a list of how the Emulator reacts against various attacks:

   Can be absorbed and fired back using the Reverse Gear:
    - Hadou Ken, Shakunetsu Hadou Ken, Yoga Fire, Tiger Shot, Shinki
      Hatsudou (either version), Sonic Boom, Kikou Ken.

   Can be absorbed, but cannot fire back using Reverse Gear:
    - Vulcanus, DARK Wire, DEATH Trap, Hellfire, Assault Rifle, Soukon
      Dan, Tiger Cannon, Ground Tiger Cannon, Gradu-su Pa-ru, Nekketsu
      Hadou Ken.

   Absorbs one hit, but can still be hit by the remaining hits:
    - Shinkuu Hadou Ken, Yoga Inferno, Shouki Hatsudou, Psycho Cannon,
      Kiren'eki, Yayoi Toukon Gi, Massive Missile.

   Cannot be absorbed at all:
    - Death Government, Sonic Boom, Typhoon, Ace's Ground Tiger Cannon,
      Denjin Hadou Ken.
 
 - When the Upload is used, Area will fire her weapon.  It will remain
   in place if PPP is held; otherwise, it faces upward and flies into
   the air.  Given that it's a mid-air anti-air attack, this move seems
   pretty useless.
 - The Download travels under the ground as long as PPP is held.  When
   released, it will emerge from the floor and fly into the air. You
   can use this move to set up combos.
 - Both Chouhatsu moves are taunts that can hit an opponent (the
   Chouhatsu 1 is an anti-air attack, while the Chouhatsu 2 hits
   directly in front of Area), and they are both super cancelable.
 - The Great Cancer can negate normal and some S^ and M^ projectiles.
   Delaying this move increases it's hit count and damage potential.
 - It's possible for the remaining hits of the Five Star Raid to miss
   after Area kicks her opponent into the air.  If this happens, she
   falls onto her rear and is incapacitated for a moment ;)
 - After using the Final Cancer, Area loses her weapon for the rest
   of the battle.  This move can also negate normal and S^ projectiles.
 - When unarmed (such as immediately following an Upload or Download,
   (or anytime after using the Final Cancer), Area will not be able to
   use the following moves (and any of their follow-ups):

   O.C.R., Hard Crash, Head Crush, Shift Club Straight, Shift Stamp
   Punch, Shift Club Upper, Humming Rush, Emulator, Upload, Download,
   Great Cancer, Kuuchuu Great Cancer, Final Cancer, Critical Parade
   (though she can still join in if she is the backup partner and not
   the initator of the CP).


 ------------------------------------------------------------------------
 DARUN MISTER
 ------------------------------------------------------------------------

 LP + LK when near                  Backdrop                          -
 b + LP + LK when near              German Suplex                     -
 f + MP / HP when when near in air  Ganges DDT (Kuuchuu Nage)         -
 MP + MK                            Ganges Chop                       -
 qcf + P                            Lariat                            S
 f,d,df + K                         Ganges DDT                        -
 b,d,db + P                         Darun Catch                       - 
 Rotate 360 + P when near           Brahma Bomb                       -
 Rotate 360 + K when near           Indra Bashi                       -
 Press PPP                          Daikaku                           S
  _PPP if Daikaku triggers          Jouju                             S
 qcb,qcb + K                     S^ Indra~ Bashi                      -
 Rotate 720 + P when near        S^ Chouzetsu Kishin Bomb             -
 Rotate 360 + PPP when near      M^ G.O.D. (Gamble of Darun)          -
  _Rotate 360 + P / K               Buddagaya                         -
   _Rotate 360 + P / K              Gandara                           -
    _Rotate 360 + P / K             Mandara                           -
     _Charge u,d,u + P / K          Basara                            -
 Rotate 720 + KKK when near      M^ Meteor Tag Combo with Zangief     -

 Momentary Combo (P)                Lariat                            S
 Momentary Combo (K)                Ganges DDT                        -
 Critical Parade Starter            Tasogare Lariat                   S

 Momentary Combos
  - LP Lariat                -> K / MP + MK
  - MP / HP Lariat (1st-2nd) -> K / MP + MK
  - Daikaku (if triggered)   -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      Sh      CH      SH      SH
 crouching      CH      CH      SH      CH      CH      Sh

 - The LP Lariat can negate normal and S^ projectiles.
 - If the MP or HP Lariat is blocked, you can super cancel after the
   first hit (when Darun starts to turn around) into the Chouzetsu
   Kishin Bomb, G.O.D., or Meteor Tag Combo.
 - The Ganges DDT is an unblockable throw, although it will not hit
   a crouching or jumping opponent.
 - The Darun Catch is an anti-air move.  If his opponent touches him
   while in air, Darun will throw them aside.  This can also be used
   after juggle set-ups such as following the Indra~ Bashi super
   combo.  It can even catch characters who are barely off the ground
   (like Ryu during his Senpuu Kyaku).
 - The Brahma Bomb, Indra Bashi, Chouzetsu Kishin Bomb, G.O.D. and his
   Meteor Tag Combo are all unblockable throws.
 - The Daikaku makes Darun thrust his chest out.  It has the useful
   function of "snubbing" an opponent's attack, even special moves.
   It can also negate projectiles.  What's more, it is super cancelable,
   so you could (for example), stop Ken's Shouryuu Ken and then cancel
   into the Chouzetsu Kishin Bomb.  Since this move makes a hit opponent
   stumble away, you can also follow it with an attack while they are
   recovering, such as a Brahma Bomb, Indra Bashi, Chouzetsu Kishin
   Bomb, Indra~ Bashi, G.O.D., or Meteor Tag Combo (not to mention a
   quickly-timed Punch or Kick).
 - If you're blocking a multi-hit attack with the Daikaku, you can
   press KKK to "thrust" away the attack and recover, instead of
   sitting there guarding all the hits.  The Jouju is also super
   cancelable (at least into the G.O.D., it seems).
 - You can juggle an opponent after the Indra~ Bashi super combo, even
   with another Indra~ Bashi.  Other options include following with the
   mid-air Ganges DDT throw or using the Darun Catch.
 - When the G.O.D. is used, you will be asked to input 360 + P / K at
   certain points during the move in order to continue it.  If you don't
   input a command, the move ends.  After doing this three times, you
   will be shown three question marks.  At this point, you can input
   (charge u,d,u + P / K) for the final command.  A fully-completed
   G.O.D. does enough damage to kill any opponent outright.
 - However, each time you input a command, your opponent has the option
   of pressing P or K as well.  If the commands match up (for example,
   if you enter 360 + P and your enemy presses P, or if you charge
   u,d,u + K and they press K), then they will break out of the G.O.D.
   The timing on this is lax, so they don't need to press P or K
   precisely as you enter the command, they just need to do it before
   Darun starts the next set of attacks.  You can tell when a player
   has entered their command, as the little "360 + P / K" or "P / K"
   icon will move to the bottom of the screen.
 - A rather funny scene occurs if your opponent breaks out of the
   G.O.D.  They will backhand Darun as they escape, but this does no
   damage ;)
 - If the Tasogare Lariat is blocked, you can super cancel the fifth hit
   into the Chouzetsu Kishin Bomb, and it will connect.
 - Darun's my favorite character of all time.  The Indra Bashi is still
   the coolest throw in the world to me ;)


 ------------------------------------------------------------------------
 GARUDA
 ------------------------------------------------------------------------

 LP + LK when near                  Shouki                            -
 b + LP + LK when near              Satsuga                           -
 a-u + MP / HP when near in air     Shuuki                            -
 MP + MK                            Saiga                             -
 f + HP                             Zanki                           SH/--
 f + HK                             Kyouja                          --x3
 qcf + P                            Shuuga                            S
 hcf + K                            Gouga                             S
 f,d,df + P                         Kizan                             S
 f,d,df + K                         Raiga                             S
 b,d,db + P                         Jazan                             S
 b,d,db + K                         Ranzan                            S
 f,d,df + PPP                       Bu                                -
  _press P                          Teishi                            -
 PPP when damaged (CPU-only)        Gen                               S
 qcf,qcf + P                     S^ Kienshou                          S
 qcb,qcb + P                     S^ Kienbu                            S
  _move in any dir.                 Houkou Tenkan                     -
 qcb,qcb + P in air              S^ Kuuchuu Kienbu                    S
 qcb,qcb + K (hold)              S^ Soukon Dan                        S
 qcb,qcb + KKK                   M^ Kyoujin Senshuu                   -
  _qcf,qcf + K                      Daikyou Rasen Shou                -
   _qcb,qcb + P                     Daikyou Senpuu Shou               -
   _tap dir. + any rapidly          <damage increase>                 -
    _qcb,qcb + P                    Daikyou Senpuu Shou               -

 Momentary Combo (P)                Kizan                             S
 Momentary Combo (K)                Raiga                             S
 Critical Parade Starter            Kienbu                            S

 Momentary Combos
  - LP Shuuga (2nd-4th) -> P / K / MP + MK
  - MP Shuuga (1st-6th) -> P / K / MP + MK
  - HP Shuuga (1st-8th) -> P / K / MP + MK
  - Gouga (1st)         -> P / K / MP + MK
  - Kizan (1st)         -> K / MP + MK
  - LK Raiga (1st-5th)  -> P / MP + MK
  - MK Raiga (1st-7th)  -> P / MP + MK
  - HK Raiga (1st-8th)  -> P / MP + MK
  - Ranzan (1st-3rd)    -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      SH      Sh
 crouching      CH      CH      CH      CH      CH      Sh
 jumping        S       S       S       S       S       S 

 - The first hit of the Zanki can negate normal and some S^ and M^
   projectiles.
 - Garuda will be left open to attack if the Gouga is blocked, as he
   ends up lying face-down on the floor.
 - The Raiga is an anti-air move.  It can hit standing opponents, but
   may only hit once as a result upon occasion.
 - When the Jazan is used, Garuda leaps into the air and dives down.
   The button used determines how far forward he leaps (LP is shortest,
   HK is longest).
 - The Ranzan can be used as an anti-air attack, but it also hits
   opponents who are near Garuda.
 - Garuda is invincible while transparent during the Bu.  However, he
   can still be hit at the start and end of the move (even if he uses
   the Teishi to stop in mid-move).
 - The Gen is a CPU-only move; there's no way for you to perform it
   when playing as Garuda.  It's that annoying reversal of his where
   he vanishes when hit and performs a mid-air Jazan dive. ;)
 - On the ground, you can move in any direction during the Kienbu,
   even "in" or "out" of the foreground and background.  In the air,
   Garuda's Kienbu is not controllable.
 - The Soukon Dan makes Garuda throw some green flames across the
   screen.  You can charge this move to increase the number of hits
   and damage done.  Also, charging it allows Garuda to recover from
   the move while it is still hitting, leaving his opponent open to
   attack.  This move can negate normal projectiles when charging or
   thrown, and S^ projectiles only when thrown.
 - The Kyoujin Senshuu is actually a string of Hayate's Super Combos
   from SFEX2.  


 ------------------------------------------------------------------------
 KAIRI
 ------------------------------------------------------------------------

 LP + LK when near                  Kutei Kaku                        -
  _tap dir. + any rapidly           <damage increase>                 -
 b + LP + LK when near              Ura Jigoku Guruma                 -
 MP + MK                            Bukyaku                           -
 f + MK                             Ryoubu                            --
 d + MK in air                      Ryuujin Kyaku                     S
 d + HK in air                      Ryuujin Kyaku                     s
 qcf + P                            Shinki Hatsudou                   S
 qcb + K                            Mouryou Kasen                     S
  _press K                          <knockdown kick>                  S
  _b + K (x2)                       <additional kicks>                S
   _press K                         <knockdown kick>                  S
 f,d,df + P                         Maryuu Rekkou                     S
 b,d,db + P                         Mekkuu Zangeki                    -
 qcb,qcb + P                     S^ Sairou Kyoushu                    S
 qcf,qcf + P in air              S^ Shinki Hatsudou Kai               S
 qcf,qcf + K in air              S^ Garyuu Messhuu                    S
 LP,HP,MK,f,LK,MP,HK             S^ Maki Hatsudou                     -
  _qcf + P                          Shinki Hatsudou (Maki ver.)       S
  _f,d,df + P                       Maryuu Rekkou (Maki ver.)         S
 LP,LP,f,LK,HP                   M^ Kyouja Renbu                      -
 qcf,qcf + PPP                   M^ Shouki Hatsudou                   -
 
 Momentary Combo (P)                Shinki Hatsudou (or Maki ver.)    S
 Momentary Combo (K)                Mouryou Kasen                     S
 Critical Parade Starter            Sairou Kyoushu                    S

 Momentary Combos
  - Shinki Hatsudou                   -> K / MP + MK
  - Shinki Hatsudou (Maki)            -> K / MP + MK
  - Maryuu Rekkou                     -> P / K / MP + MK
  - LP Maryuu Rekkou (Maki) (1st-2nd) -> P / K / MP + MK
  - MP Maryuu Rekkou (Maki) (1st)     -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      SH      Sh
 crouching      CH      CH      CH      CH      CH      CH
 jumping        S       S       S       S       S       S

 - The Ryoubu can be super canceled, but only into the Shinki Hatsudou
   Kai.
 - The MK Ryuujin Kyaku can be used to start combos, as Kairi will
   recover before his opponent does if he hits them low enough.  The
   HK version, on the other hand, causes him to flip over his opponent
   after hitting.  You can perform another Ryuujin Kyaku or any other
   mid-air move after flipping.  Note that you won't flip if your
   opponent is in the corner, however.  The HK Ryuujin Kyaku is only
   supercancelable before it hits.
 - The Shinki Hatsudou makes a "blast" appear at a certain point
   onscreen, unlike normal projectiles.  LP is closest to you, while
   HP is furthest away.  You need to get familiar with the distances,
   as it's easy to misjudge the range during a combo.
 - If you travel high enough into the air during the Mouryou Kasen
   follow up kicks, you can then use the Ryuujin Kyaku.  Generally,
   qcb + LK / MK, b + LK / MK will get you high enough, while using
   qcb + HK and any follow-ups or qcb + LK / MK, b + HK will not
   do the trick.
 - The LK Mouryou Kasen is a knockdown attack.  However, like the
   MK version, Kairi moves upward while using this move, so it's
   possible for the follow-up hits to miss if you do the move too
   fast.  During the HK version, on the other hand, Kairi stays at
   roughly the same level, so you can input the move as fast as you
   want.
 - You can use the Ryuujin Kyaku if you go high enough into the air
   during the Mouryou Kasen.  Generally, qcb + K -> b + LK / MK
   will take you high enough, while qcb + HK -> b + HK (or even
   (qcb + HK -> b + HK -> b + HK) will not.
 - With good timing, you can combo after the 2nd or 3rd input of the
   Mouryou Kasen upon landing, into the Sairou Kyoushu.
 - The Mekkuu Zangeki makes Kairi re-appear in mid-air.  LP makes him
   fall slightly backward, while MP is straight down and HP is forward.
   You can perform any mid-air attack after using this move.
 - You can follow the Shinki Hatsudou Kai with the Ryuujin Kyaku.
 - With proper timing, you can super cancel the Garyuu Messhuu into
   a ground Super Combo (like the Sairou Kyoushu) by performing the
   command when Kairi touches the ground, just before doing the
   leaping knee attack.
 - The Kyouja Renbu is unblockable.
 - When Kairi's SGC reaches Level 3, his blue fire will emit from his
   hands, and he will have a new standing pose.  During this time, his
   attacks cause more damage (except S^ and M^ moves, which drain the
   SGC), and his Maryuu Rekkou can negate normal and S^ projectiles.
   Once he uses any of his SGC power, he loses this ability until he
   once again reaches Level 3.
 - The Maki Hatsudou costs one level to use, like any other Super Combo.
   However, it can only be performed if Kairi's life has dropped to 1/4th
   or less.  When used, Kairi will float for a moment, then his chest
   will glow orange.  His life will then begin draining, but until it
   drains to zero, he can use the "Maki" versions of the Shinki Hatsudou
   (which, like his original version, is a real fireball and not a blast
   that appears in air), and the Maryuu Rekkou (which becomes a multi-hit
   uppercut that can destroy normal and S^ projectiles).
 - Another odd aspect of the Maki Hatsudou is that while Kairi's attacks
   will set an enemy on fire (as if his SCG was at Level 3), they don't
   actually do any extra damage.
 - Once Kairi's life reaches zero, the Maki Hatsudou ends.  This will
   not kill him, but obviously taking any block damage will finish him
   off.  You can only use the Maki Hatsudou once per battle, and after
   using it, gaining 3 levels of SCG energy will not cause any fire
   to appear around your hands.
 - When the Shouki Hatsudou is used, Kairi loses half of his Life Gauge
   (or it drops to zero, if you have less than 50%).  After using this
   move, he cannot use it again, nor can he use the Maki Hatsudou.
   What's more, gaining 3 levels of SCG energy will not make his hands
   glow.
 - If you have any life left after using the Shouki Hatsudou, then Kairi
   will automatically perform the Maki Hatsudou.


 ------------------------------------------------------------------------
 PULLUM PURNA
 ------------------------------------------------------------------------

 LP + LK when near                  Ordence Foot                      -
 b + LP + LK when near              Neck Factor                       -
 a-u + MP / HP when near in air     Dance Wind                        -
 MP + MK                            Alacer Ankle                      -
 f + MP                             Alacer Wrist                     -h
 d + MP in air                      Alacer Wrist (Kuuchuu)            S
 b + MK in air                      Reverse Ankle                     C
 qcf + K                            Drill Purus                       S
 qcf + K in air                     Kuuchuu Drill Purus               S
 f,d,df + K                         Purim Kick                        S
 qcb + K                            Tener Kick                        S
 qcb + P in air                     Femina Wind                       -
 qcb,qcb + K                     S^ Praec Larum                       S
 qcf,qcf + K                     S^ Res Arcana                        S
 qcf,qcf + P in air              S^ Kind Wind                         S
 qcf,qcf + PPP                   M^ Gladius Par                       -
 qcb,qcb + PPP                   M^ Meteor Tag Combo with Darun       -

 Momentary Combo (P)                Femina Wind                       -
 Momentary Combo (K)                Kuuchuu Drill Purus               S
 Critical Parade Starter            Res Arcana                        S

 Momentary Combos
  - Drill Purus              -> MP + MK
  - Kuuchuu Drill Purus      -> P
  - LK Tener Kick            -> P / K
  - MK Tener Kick (1st)      -> P / K
  - HK Tener Kick (1st-3rd)  -> P
  - HK Tener Kick (1st-2nd)  -> K
            
 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      CH      Sh
 crouching      CH      CH      SH      CH      CH      Sh
 jumping        C       C       C       C       C       C 

 - The Alacer Wrist is an overhead attack, as is the Kuuchuu version.
 - The Reverse Ankle can be used to hit an opponent when you jump over
   their heads.  If you cancel or super cancel it, you must perform the
   command in reverse in order for it to come out.
 - The button used determines the trajectory of the Kuuchuu Drill
   Purus.  You can start combos off of this move, since you will
   recover first with proper timing (this is easiest when the move
   hits an opponent low on their body, such as around the knees
   instead of chest or head).
 - The Femina Wind is a double-jump move.  You can actually use this
   move to do simple combos, like a deep jump-in HP > HP Femina Wind >
   jumping HP on Sagat.
 - The Gladius Par and Meteo Tag Combo can destroy normal projectiles,
   as can the Kind Wind.
 

 ------------------------------------------------------------------------
 SAGAT
 ------------------------------------------------------------------------

 LP + LK when near                  Tiger Carry                       -
 b + LP + LK when near              Tiger Rage                        -
  _tap dir. + any rapidly           <damage increase>                 -
 MP + MK                            Tiger Break                       -
 qcf + P                            Tiger Shot                        S
 qcf + K                            Ground Tiger Shot                 S
 f,d,df + P (or after Tiger Fake)   Tiger Blow                        S
 f,d,df + K                         Tiger Crush                       -
 b,d,db + P                         Tiger Fake                        -
 qcf,qcf + P                     S^ Tiger Cannon                      S
 qcf,qcf + K                     S^ Ground Tiger Cannon               S
 qcb,qcb + K                     S^ Tiger Raid                        S
 qcb,qcb + P                     S^ Tiger Genocide                    S
 qcf,qcf + PPP                   M^ Tiger Storm                       -
  _press P                          Tsuika Nyuuryoku                  -

 Momentary Combo (P)                Tiger Shot                        S
 Momentary Combo (K)                Ground Tiger Shot                 S
 Critical Parade Starter            Tiger Raid                        S

 Momentary Combos
  - Tiger Shot          -> K / MP + MK
  - Ground Tiger Shot   -> P / MP + MK
  - LP Tiger Blow       -> P / K / MP + MK
  - MP Tiger Blow (1st) -> P / K / MP + MK
  - HP Tiger Blow (1st) -> P / K / MP + MK
       
 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      SH      SH      CH      CH      SH
 crouching      CH      CH      SH      CH      CH      SH

 - As Sagat "winds down" from the Tiger Fake, you can cancel it into a
   Tiger Blow.
 - During the Tiger Storm, Sagat makes three attacks before creating a
   large ball of energy and hurling it at the opponent.  If you press P
   at the instant each attack hits, the energy ball will become larger
   and do more damage.
 - Unlike as in SFEX2P, there is no "meter" to tell you win to hit the
   buttons.  I can only seem to get 27 hits maximum, (21 hits occurs
   when P is not pressed, 25 hits is when one hit is timed successfully,
   27 is when two hits are timed successfully), so it would seem that
   you can get even more hits if you time all three hits correctly,
   though I just can't seem to pull this off.


 ------------------------------------------------------------------------
 SHADOW GEIST
 ------------------------------------------------------------------------

 LP + LK when near                  Death Stunt                       -
 a-u + MP / HP when near in air     Death Space                       -
 MP + MK                            Death Flip                        -
 f + MP                             Step In Upper                     Sh
 f + MK                             Death Heel                        sh
 Tap b,b                            Death Escape                      -
 qcf + P                            Death Crusher                     S
 qcf + K                            Death Break                       S
 b,d,db + K                         Death Press                       S
 qcf + K in air                     Death Sword Kick                  S
 qcb + K in air                     Death Somer                       S
 hcb,ub,u + P                       Death Shock                       -
 qcf,qcf + P                     S^ Death Government                  S
 qcf,qcf + K (air)               S^ Super Death Crusher               S
 qcb,qcb + K                     S^ Death Energy                      S
 LP,LP,f,LK,HP                   S^ Death Dream (Chijou)              -
 Rotate 720 + P when near in air S^ Death Dream (Kuuchuu)             -
 qcb,qcb + PPP                   M^ Super Death Energy                -

 Momentary Combo (P)                Death Crusher                     S
 Momentary Combo (K)                Death Press                       S
 Critical Parade Starter            Death Government                  S

 Momentary Combos
  - LP Death Crusher (1st-3rd)                     -> K / MP + MK
  - MP Death Crusher (1st-4th)                     -> K / MP + MK
  - HP Death Crusher (1st-5th)                     -> K / MP + MK
  - Death Break                                    -> P / K / MP + MK
  - Death Sword Kick (must hit as low as possible) -> P / K / MP + MK
     
 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      CH      Sh
 crouching      CH      CH      SH      CH      CH      Sh
 jumping        C       C       C       C       C       C 

 - The Step In Upper can negate normal, S^ and M^ projectiles, with
   proper timing (though it can't outlast Guile's Sonic Boom Typhoon).
 - The Death Heel is an overhead attack.
 - You can avoid attacks with the Death Escape, although you are
   vulnerable as the move ends.
 - You can dodge high attacks during the start of the Death Break.
   This move can negate projectiles.
 - The button used for the Death Press determines how far Shadow Geist
   flies forward (LK is shortest, HK is longest).  If this move hits
   low on an opponent (knees instead of head), you can follow it with
   an attack upon landing for a combo.
 - You can combo an opponent after the Death Sword Kick, if it hits
   low enough (so that you recover first).
 - The Death Shock is a taunt move.  You can interrupt it after it
   begins with any other motion.
 - The Death Government travels low to the ground, so it will actually
   pass under most projectiles instead of negate them.
 - The last hits of the Super Death Crusher hit low.
 - The Death Energy will "suck in" your opponent when used.
 - The Death Dream moves are unblockable.
 

 ------------------------------------------------------------------------
 VEGA
 ------------------------------------------------------------------------

 LP + LK when near                  Deadly Throw                      -
 b + LP + LK when near              Death Suplex                      -
 MP + MK                            Psychic Crush                     -
 Charge b,f + P                     Psycho Crusher                    -
 Charge b,f + K                     Double Knee Press                 S
 Charge d,u + K, move b / f         Head Press                        -
  _press P                          Somersault Skull Diver            -
 f,d,df + PPP / KKK                 Vega Warp (Zenpou Idou)           -
 b,d,db + PPP / KKK                 Vega Warp (Kouhou Idou)           -
 Charge b,f,b,f + K              S^ Knee Press Nightmare              S
 Charge b,f,b,f + P (hold)       S^ Psycho Cannon                     S
 Charge b,f,b,f + PPP            M^ Psycho Break Smasher              -
 Charge b,f,b,f + KKK            M^ Meteor Tag Combo with Balrog      -

 Momentary Combo (P)                Psycho Crusher                    -
 Momentary Combo (K)                Head Press                        -
 Critical Parade Starter            Knee Press Nightmare              S

 Momentary Combos
  - Double Knee Press (2nd) -> P / K / MP + MK
           
 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      SH      SH      CH      SH      SH
 crouching      CH      CH      CH      CH      CH      SH

 - You can juggle your opponent after the Death Suplex (example, with
   a crouching HK slide).  You can even use the Knee Press Nightmare,
   although it feels like you're inputting the move backwards once your
   opponent is on the other side.
 - When you use the Vega Warp, you will warp to the following locations:

      f,d,df + PPP            A few steps behind your opponent.
      f,d,df + KKK            Further behind your opponent.
      b,d,db + PPP            A few steps in front of your opponent.
      b,d,db + KKK            Further away from your opponent's front.

 - Charging the Psycho Cannon increases it's size and damage potential.
   You can juggle your opponent while they're being hit by this move.
 - The Meteor Tag Combo will home in on an opponent's location.


 ------------------------------------------------------------------------
 VULCANO ROSSO
 ------------------------------------------------------------------------

 LP + LK when near                  Digestivo                         -
 MP + MK                            L'espresso                        -
 Press KKK                          Regalo                            S
 (b / f + ) press PPP               Aeol no Tsubasa                   -
  _press K                          Etna no Ikari                     S
 qcf + P                            Vesuvio no Ikari                  S
  _qcb + K                          Canossa no Kutsujoku              S
  _f + P                            Chuugeki                          S
   _qcb + K                         Canossa no Kutsujoku              S
   _f + K                           Dragon Kick                       -
 qcf + K                            Hibashiri                         -
 qcb + P                            Vulcanus                          -
 qcb + K                            Canossa no Kutsujoku              S
 qcf,qcf + P                     S^ Tameiki no Hashi                  S
 qcb,qcb + P                     S^ Pisa no Shatou                    S
 qcb,qcb + K                     S^ Accelerando                       S
 qcf,qcf + KKK when near         M^ Shikei                            -

 Momentary Combo (P)                Aeol no Tsubasa                   -
 Momentary Combo (K)                Hibashiri                         -
 Critical Parade Starter            Accelerando                       S

 Momentary Combos
  - Regalo (when you hit)                             -> P / K / MP + MK
  - Vesuvio no Ikari                                  -> P / K / MP + MK
  - Chuugeki                                          -> P / K / MP + MK
  - LP Vulcanus (2nd)                                 -> P / K / MP + MK
  - MP Vulcanus (1st-3rd)                             -> P / K / MP + MK
  - HP Vulcanus (1st-4th)                             -> P / K / MP + MK
  - LK Canossa no Kutsujoku (input when they hit you) -> P / K / MP + MK
  - MK Canossa no Kutsujoku (1st-2nd when triggered)  -> P / K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      CH      Sh
 crouching      CH      CH      SH      CH      CH      Sh

 - The Regalo is a projectile counter.  When triggered, Vulcano Rosso
   does a lunging attack, which is useful if you're within range, but
   leaves you open to attack if you're not ;(
 - The interesting thing about the Regalo is that it can be used to
   counter just about any energy-based attack.  See below for more
   information:
        
     Moves that the Regalo can fully counter:
      - Kikou Ken, Kikou Shou, Kikou Shou: Kyoku, Yoga Fire, Yoga Flame,
        Yoga Inferno, DARK Wire, EX-plosive, DEATH Trap, Sonic Boom,
        Kiren'eki, Yayoi Toukon Gi, Hadou Ken, Shakunetsu Hadou Ken,
        Shinkuu Hadou Ken, Nekketsu Hadou Ken, Hellfire, Assault Rifle,
        Skullo Ball, Soukon Dan, Shinki Hatsudou (either version),
        Shinki Hatsudou Kai, Kind Wind, Grad-usu Pa-ru, Tiger Shot
        (either), Tiger Cannon (either), Tiger Storm, Psycho Cannon,
        Vulcanus, Pisa no Shatou, Massive Missile, Denjin Hadou Ken.

     Moves that will outlast the Regalo:
      - Sonic Boom Typhoon, Death Government.

 - You can use the Aeol no Tsubasa to avoid low attacks.
 - The Etna no Ikari is an overhead attack.
 - In SFEX2P, you could cancel the Vesuvio no Ikari and Chuugeki
   into the Canossa no Kutsujoku by inputting b + K.  In this game,
   however, you must input qcb + K in order to cancel.
 - Rosso is not invincible during the Hibashiri, even though he turns
   transparent.  You can still use this move to get around quickly or
   pass through your opponent.
 - Although the Vulcanus has a sizable start-up delay, you will
   recover from it before it finishes.  This means you can hit your
   opponent before it finishes, and use it to start combos.
 - The Canossa no Kutsujoku is a reversal move.  LK reverses jumping
   attacks, MK reverses standing and mid-level attacks, and HK reverses
   low attacks (such as sweeps).
 - The Shikei is an unblockable throw.


 ========================================================================
 5. OTHER CHARACTERS
 ========================================================================

 Characters are listed alphabetically.  Each list is arranged in the
 following order: Basic Throws, Surprise Blows, Command Attacks, Special
 Moves, Super Combos, Meteor Combos, then Meteor Tag Combos.  After
 that is a list of each characters Momentary Combo and Critical Parade
 Starter (the move they use upon performing a Critical Parade).  After
 that are some notes on that character, if applicable.

 To the far right of every move is a note on whether or not you can
 Super Cancel out of it, indicated by a "S" (super cancelable), or a "-"
 (not super cancelable).  In some cases, this ability is determined
 by different factors, so please refer to the notes at the end of the
 moveslist for more detailed information.

 ------------------------------------------------------------------------
 ACE
 ------------------------------------------------------------------------

 LP + LK when near                  Meishou Fumei                     -
 b + LP + LK when near              Meishou Fumei                     -
 MP + MK                            Trick Kick                        -
 f + MP                             DARK Elbow                        CH
 f + MK                             Ryoubu                            --
 qcf + P                            Rolling Attack                    S
 qcf + P                            Hadou Ken                         S
 qcf + K                            Sliding Arrow                     S
 qcf + K                            EX-plosive                        S
 qcf + K in air                     Kuuchuu Drill Purus               -
 qcb + P                            Zenpou Tenshin                    -
 qcb + K                            Tatsumaki Senpuu Kyaku            S
 qcb + K                            Hien Shuu                         S
 qcb + K                            Canossa no Kutsujoku              ?
 qcb + K                            Shoot Kick                        S
  _b + K, b + K                     <additional kicks>                S
 f,d,df + P                         Shouryuu Ken                      S
 b,d,db + P                         Justice Fist                      S
 hcb + K when near                  Vaulting Kick                     -
 Rotate 360 + P when near           Screw Piledriver                  -
 Charge b,f + P                     Sonic Boom                        S
 Charge d,u + K                     Somersault Kick                   S
 Tap K rapidly                      Hyakuretsu Kyaku                  S
 LP + MP                            Hagan Shou                        S
 LP + MP + LK                       Geifuu Danjin Soushou             ?
  _b,df + LP + MP                   <second input>                    ?
   _b + LP                          <third input>                     ?
 f,b + LP + LK                      Junsui Suishuu                    -
 Hold PPP / KKK, then release       Final Punch                       S
 qcf,qcf + P                     S^ Healing                           -
 qcf,qcf + P                     S^ Fairy Gift                        S
  _tap LP,MP,LP,MP,LP...            <added hits>                      -
 qcf,qcf + P                     S^ Aragyouji                         S
  _hold P after grabbing            Chikara Tame                      -
 qcf,qcf + K                     S^ Senretsu Kyaku                    S
 qcf,qcf + K                     S^ Triple Break                      S
 qcf,qcf + K                     S^ Ground Tiger Cannon               S
 qcb,qcf + K                     S^ Spin Side Shoot                   S
 qcb,qcb,qcf + P                 S^ Giga Gladiator                    -
 hcf,d,df + P                    S^ Shouran                           S
 Charge b,f,b,f + K              S^ Raging Buffalo                    -
 Charge db,df,db,uf + K          S^ Double Somersault Kick            S
 Charge db,df,db,uf + K          S^ Killer Bee Assault                -
 LP,LK,f,MP,MK                   S^ Massive Missile                   S
 qcf,qcf + PPP                   M^ Denjin Hadou Ken                  -
  _hold PPP, tap dir. rapidly       <charge time reduce>              -
 qcf,qcf + PPP                   M^ Nekketsu Hadou Ken                -
 qcb,qcb + KKK                   M^ Galaxy                            -
  _b,d,db + P                       <second input>                    -
   _f + P                           <third input>                     -
    _qcf,b + K                      <final input>                     -
 Rotate 720 + PPP when near      M^ Cosmic Final Atomic Buster        -

 Momentary Combo (P)                None.                             -
 Momentary Combo (K)                None.                             -
 Critical Parade Starter            None.                             -

 Momentary Combos
  - Hadou Ken                                               -> MP + MK
  - LP / MP Shouryuu Ken                                    -> MP + MK
  - HP Shouryuu Ken (1st-2nd)                               -> MP + MK
  - LK / MK Sliding Arrow                                   -> MP + MK
  - HK Sliding Arrow (vs. crouching foe)                    -> MP + MK
  - Justice Fist                                            -> MP + MK
  - EX-plosive                                              -> MP + MK
  - LK Hien Shuu (must hit as low as possible)              -> MP + MK
  - Sonic Boom                                              -> MP + MK
  - Somersault Kick                                         -> MP + MK
  - Hagan Shou                                              -> MP + MK
  - Final Punch                                             -> MP + MK
  - Hyakuretsu Kyaku (1st-4th)                              -> MP + MK
  - Geifuu Danjin Soushou (1st)                             -> MP + MK
  - Shoot Kick (1st-5th)                                    -> MP + MK
  - LK Canossa no Kutsujoku (when hit or when you hit back) -> MP + MK
  - MK Canossa no Kutsujoku (1st-2nd when triggered)        -> MP + MK


 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      SH      Sh
 crouching      CH      CH      CH      CH      SH      Sh
 jumping        C       C       C       C       C       C 

 - Ace begins the game with only the first five moves on the list.  In
   order to use the other moves, you must "purchase" and equip them in
   the Character Edit mode.  See Section 8 for more information.  Ace
   can only equip 3 special moves, 2 Super Combos, and 1 Meteor Combo
   at any given time, and the commands for the moves may not overlap
   (so you couldn't equip both the Hadou Ken and Rolling Attack at the
   same time).
 - I'm not going to include information on the moves that Ace shares
   with other characters, because they function the same.
 - The Sliding Arrow is a low attack.  The MK version knocks down,
   and the HK version ends in a throw, but only if your opponent isn't
   crouching.
 - When using the Shoot Kick, finishing it with b + HK for the final
   input will launch Ace's opponent into the air, leaving them open
   to juggles.
 - The Justice Fist can deflect projectiles.
 - The Vaulting Kick is an unblockable throw.
 - The Hagan Shou is a knockdown attack.
 - The timing on the Geifuu Danjin Soushou and Galaxy is very difficult.
   Even with practice, I still have difficulty pulling them off.  Does
   anyone know of an easier way to perform them?
 - You have to press (f,b) very quickly when attempting the Junsui
   Suishuu, or you will just perform Ace's b + LP + LK throw.  This
   move leaves your opponent in a crouch, but they're still able to
   block, so you can't combo after this move.  I can't figure out what
   good this move is for.
 - When the Healing is used, Ace will regain some lost life.
 - While you can tap P to increase the number of hits during the Fairy
   Gift, it works differently than it does for most characters.  What
   you need to do is tap LP and MP while alternating between the two
   buttons (so, LP,MP,LP,MP, etc.)
 - Ace sometimes mistimes his landing from the Fairy Gift.  This
   seems to happen most often when you don't go for the added hits,
   or if the move misses some hits.
 - If the Aragyouji connects, you can hold down the button used after
   Ace headbutts his opponent.  This will make him "charge up" prior
   to the final blow, increasing the amount of damage it does.
 - You can juggle your opponent after the Triple Break.
 - The projectiles fired during the Massive Missile will home in on an
   opponent's location.
 - The direction used at the end of the Killer Bee Assault determines
   what wall Ace flies to.  ub or uf makes him fly to the respective
   wall, while u makes him fly to whatever wall is behind him.
 - The Denjin Hadou Ken is unblockable.  Delaying it increases it's
   damage and range, and it also increases the amount of time that it
   stuns your opponent.  At full power, your opponent will be stunned
   for quite a while.  You can shake the joystick while holding PPP to
   decrease the amount of time it takes to fully charge.


 ------------------------------------------------------------------------
 CHI NO FUUIN WO TOKARETA HOKUTO                      (aka "Evil Hokuto")
 ------------------------------------------------------------------------

 LP + LK when near                  Kyaku                             -
 b + LP + LK when near              Keishu Kou                        -
 MP + MK                            Bukyaku Zan                       -
 f + HP                             Chuuhou                           -h
 f + HK                             Gaishuu                           Sh
 qcf + P                            Chuugeki Hou                      S
  _f + P                            Shou Gekiha                       S
 qcb + P                            Shourin Geki                      S
 qcb + K                            Shinkyaku Geki                    S
 Rotate 360 + P when near           Ryuusui                           -
 qcf,qcf + P                     S^ Renshou Geki                      S
 qcb,qcb + P (hold)              S^ Kiren'eki                         S
 qcb,qcb + K                     S^ Kyaku Hougi                       S
 LP,LP,f,LK,HP                   S^ Renbu                             -
 qcf,qcf + KKK                   M^ Tenkyou Satsu                     -
 LP,LP,b,LK,HP                   M^ Meteor Tag Combo with Kairi       -

 Momentary Combo (P)                Shinkuu Geki                      S
 Momentary Combo (K)                Shinkyaku Geki                    S
 Critical Parade Starter            Kyaku Hougi                       S

 Momentary Combos
  - Chuugeki Hou              -> P / K / MP + MK
  - Shou Gekiha               -> K / MP + MK
  - Shourin Geki (qcf+P ver.) -> P / K / MP + MK
  - Shinkyaku Geki            -> P / MP + MK
  - Shinkuu Geki              -> K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      Sh      SH
 crouching      CH      CH      SH      CH      SH      Sh

 - To play as this version of Hokuto, you must pick Hokuto and perform
   her "Kakusei" Super Combo during a match (input qcf,qcf + K when
   you have at least 1 or more SCG levels).  She will remain as "evil"
   Hokuto until you perform the Renbu, Tenkyou Satsu, Meteor Tag Combo,
   or until the round ends.
 - The Chuuhou is an overhead attack.
 - The Gaishuu is super cancelable.
 - The Shourin Geki cannot deflect projectiles anymore.
 - The Shinkyaku Geki is a low attack.  The LK version will not knock
   an opponent down, while the MK and HK versions will.
 - You are immune to attack during the intial "twirl" of the Shinkyaku
   Geki.
 - You can pass through high attacks (and projectiles) during the forward
   sweep of the Shinkyaku Geki.
 - The Gokyaku Kou is a reversal move.  From up close, Hokuto will
   perform the Kyaku if the reversal is a success.  From further
   away, she will perform a very quick sweep similar to the LK
   Shinkyaku Geki.
 - The Ryuusui is unblockable.  It does no damage, but switches sides
   with your opponent and leaves them open to attack, if you are quick
   about it.
 - You can juggle an opponent after the Renshou Geki.
 - Charging the Kiren'eki will increase its' size and damage potential.
   This move can negate and even outlast S^ projectiles.
 - The Renbu and Tenkyou Satsu are unblockable.  Using these moves turns
   you back into normal Hokuto, even if they miss.


 ------------------------------------------------------------------------
 SATSUI NO HADOU NI MEZAMETA RYU                         (aka "Evil Ryu")
 ------------------------------------------------------------------------

 To unlock Evil Ryu, you must have earned all the Gold Medals, or beaten
 Original Mode with Ryu eight times.  To pick Evil Ryu, highlight him
 as your first or second character and hold Select.  This will make his
 portrait change color.  Then, press P / K while holding Select.

 LP + LK when near                  Seoi Nage                         -
 b + LP + LK when near              Tomoe Nage                        -
 MP + MK                            Sakotsu Wari                      -
 f + MK                             Senpuu Kyaku                      Sh
 f + HP                             Hatobi Kudaki                   Sh/S-
 qcf + P                            Hadou Ken                         S
 hcb + P                            Shakunetsu Hadou Ken              S
 f,d,df + P                         Shouryuu Ken                      S
 qcb + K (air)                      Tatsumaki Senpuu Kyaku            S
 qcf,qcf + P                     S^ Shinkuu Hadou Ken                 S
 qcf,qcf + K                     S^ Messatsu Gou Shouryuu             S
 qcb,qcb + K (air)               S^ Shinkuu Tatsumaki Senpuu Kyaku    S
 qcf,qcf + PPP                   M^ Denjin Hadou Ken                  -
  _hold PPP, tap dir. rapidly       <charge time reduce>              -
 LP,LP,f,LK,HP                   M^ Shungoku Satsu                    -

 Momentary Combo (P)                Shakunetsu Hadou Ken              S
 Momentary Combo (K)                Tatsumaki Senpuu Kyaku            S
 Critical Parade Starter            Shinkuu Hadou Ken                 S

 Momentary Combos
  - Hadou Ken                  -> P / K / MP + MK
  - Shouryuu Ken               -> P / K / MP + MK
  - Shakunetsu Hadou Ken (2nd) -> K / MP + MK

 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      CH      SH      CH      SH      Sh
 crouching      CH      CH      CH      CH      CH      CH
 jumping        C       -/C     C       C       C       C 

 - You recover from the Hatobi Kudaki before your opponent does,
   allowing you to follow it up with most any attack.
 - Evil Ryu's Tatsumaki Senpuu Kyaku hits multiple times.
 - You are invincible during the Ashura Senkuu, but only once Ryu
   turns invisible.  He can still be hit at the start and end of
   this move.  Then used, (f,d,df) moves you forward, and (b,d,db)
   moves you backward.  PPP carries you further than KKK does.
 - The Shinkuu Hadou Ken can negate normal and some S^ projectiles.
 - The Shungoku Satsu is unblockable.


 ------------------------------------------------------------------------
 VEGA II
 ------------------------------------------------------------------------

 To unlock Vega II, you must have earned all the Silver Medals, or beaten
 Original Mode with Vega eight times.  Vega II is only usable in Original
 Mode.  To pick him, highlight Vega as your first character and hold
 Select.  This will make his portrait change color.  Then, press P / K
 while holding Select.  Vega II cannot have a partner, which prevents him
 from using the Tag or Critical Parade features.
                        
 LP + LK when near                  Deadly Throw                      -
 b + LP + LK when near              Death Suplex                      -
 MP + MK                            Psychic Crush                     -
 Charge b,f + P                     Psycho Crusher                    -
 Charge b,f + K                     Double Knee Press                 S
 Charge d,u + K, move b / f         Head Press                        -
  _press P                          Somersault Skull Diver            -
 f,d,df + PPP / KKK                 Vega Warp (Zenpou Idou)           -
 b,d,db + PPP / KKK                 Vega Warp (Kouhou Idou)           -
 Charge b,f,b,f + K              S^ Knee Press Nightmare              S
 Charge b,f,b,f + P (hold)       S^ Psycho Cannon R                   S
 qcb,qcb + P (hold)              S^ Psycho Cannon G                   S
 qcb,qcb + K                     S^ Psycho Cannon B (Front)           S
 qcf,qcf + K                     S^ Psycho Cannon B (Behind)          S
 Charge b,f,b,f + PPP            M^ Psycho Break Smasher              -

 Momentary Combo (P)                Psycho Crusher                    -
 Momentary Combo (K)                Head Press                        -
 Critical Parade Starter            (Cannot use.)

 Momentary Combos
  - Double Knee Press (2nd) -> P / K / MP + MK
           
 Cancels        LP      MP      HP      LK      MK      HK
 ---------------------------------------------------------
 standing       CH      SH      SH      CH      SH      SH
 crouching      CH      CH      CH      CH      CH      SH
                           
 - You can juggle your opponent after the Death Suplex (for example, with
   a crouching HK slide).  You can even use the Knee Press Nightmare,
   although it feels like you're inputting the move backwards once your
   opponent is on the other side.
 - When you use the Vega Warp, you will warp to the following locations:

      f,d,df + PPP            A few steps behind your opponent.
      f,d,df + KKK            Further behind your opponent.
      b,d,db + PPP            A few steps in front of your opponent.
      b,d,db + KKK            Further away from your opponent's front.

 - Charging any of the Psycho Cannon moves increases their size and
   damage potential.  You can juggle your opponent after they're hit
   by these moves.
 - When using the Psycho Cannon B, (qcf,qcf + K) puts you in front
   of your opponent, while (qcb,qcb + K) puts you behind them.  If
   you are hit after warping in (but before this move begins), it
   will end prematurely.
                        

 ------------------------------------------------------------------------
 TRUE VEGA
 ------------------------------------------------------------------------

 True Vega is not playable, unfortunately.  You can only fight him in
 Original Mode (or in Arena Mode, once you've unlocked the vs. True Vega
 option).  See Section 6 for details.

 True Vega plays like Vega II, but with these differences:

 - He has an infinite Super Combo Gauge.
 - He has a different platte (white outfit and purple skin, instead of
   Vega II's black outfit and orange skin).
 - Can cancel normal attacks into each other, sort of like he's in a
   permanent Excel Mode from SFEX2.  He can do this even if the attacks
   miss. He tends to use the following combos:

                c LK > c MK > c HK
                c LK > c MK > Psycho Break Smasher
                c MP > s HK > c HK > c HP > Double Knee Press

 - His Knee Press Nightmare is a Meteo Combo (M^), and when he uses it,
   two clones appear next to and above him and imitate the first knee
   press (think of Vega's Knee Press Nightmare in the VS series--it's
   basically the same thing).  This doesn't increase the hit count,
   but the shadows seem to be able to hit you (or at least, the move
   has an increased range).
 - He tends to use this move on reaction to an attack of yours, so you
   have to be careful about attacking him.
 - He can cancel the same Super Combo into itself (i.e. no super cancel
   limit).
 - Tends to follow any juggle opportunity with a Psycho Crusher (usually
   after one of the "Psycho Cannon" moves).

 True Vega seems to have the same moveslist as Vega II (aside from Knee
 Press Nightmare becoming a second Meteo Combo).  However, I've never
 seen him use a Momentary Combo, though (and considering how aggressive
 he is, it seems like he'd use them if he could).


 ========================================================================
 6. SECRETS AND TRICKS
 ========================================================================

 ------------------------------------------------------------------------
 UNLOCK THE HIDDEN CHARACTERS
 ------------------------------------------------------------------------

 Every time you beat Original Mode, you will unlock a hidden character.
 They are unlocked in this order: Sagat, Vega, Garuda, Shadow Geist,
 Kairi, Pullum, Area, Darun, and Rosso.  It does not matter what
 difficulty you play on or whether or not you continue.


 ------------------------------------------------------------------------
 FIGHT A SECRET CHARACTER
 ------------------------------------------------------------------------

 In Original Mode, you can fight a secret character on Stage 5 instead
 of your normal opponent (Sagat).  To do this, you must finish the first
 four stages with a Meteor Combo, Meteor Tag Combo, or Critical Parade.
 It's okay if you have to use continues.  Depending on who you are 
 playing as, you will fight these characters:

   - Hokuto or Nanase will fight Kairi at Stage 5.
   - Skullomania or Sharon will fight Shadow Geist at Stage 5.
   - Ken, Sagat, Sakura, Vega, or Vega II will fight "Satsui no hadou ni
     mezameta Ryu" at Stage 5.

 Note that this trick only works with the characters listed above.  If,
 for example, you played as Jack and fulfilled all the requirements, you
 would still only fight Sagat at Stage 5, even if you picked up one of
 the above characters as a partner (such as Nanase).  Also, even if you
 meet the requirements to fight a hidden character, you still have the
 option of fighting Sagat if you want.

 Note that if Ryu is in your party (not as your main character), you
 will not fight Evil Ryu at stage 5 (instead, you will fight normal
 Ryu).


 ------------------------------------------------------------------------
 FIGHT VEGA II
 ------------------------------------------------------------------------

 To fight Vega II, choose Original Mode and set the difficulty to Normal.
 By the time you reach the final stage, you must have earned 500,000 or
 more points, not used any continues, and finished off each character
 with a combo.

 To fight Vega II on Hard difficulty, you must have not used any
 continues by the time you reach the final stage.

 Sometimes, Vega II is your only opponent, while at other times, you
 have the choice of choosing between fighting him or normal Vega.


 ------------------------------------------------------------------------
 FIGHT TRUE VEGA
 ------------------------------------------------------------------------

 Play Original Mode with the difficulty set to Hard.  By the time you
 reach the final stage, you must have earned 500,000 points and not used
 any continues.  Personally, it seems like the actual point amount needed
 is more like 600,000 or more, but that's just my opinion.

 In addition, you must finish each round with a Meteor Combo, Meteor Tag
 Combo, or Critical Parade (this is really the only way to earn that many
 points in five rounds anyway).


 ------------------------------------------------------------------------
 UNLOCK "VS. VEGA" MODES
 ------------------------------------------------------------------------

 If you beat Vega II in Original Mode four times, you will unlock
 "vs. Vega II" in Arena Mode.

 Similarily, beating True Vega in Original Mode four times will unlock
 "vs. True Vega" in Arena Mode.

 Both modes are also unlocked if you collect all Platinum Medals.
              

 ------------------------------------------------------------------------
 MEDAL COLLECTING REWARDS
 ------------------------------------------------------------------------

 The following features are unlocked when all Medals of a certain color
 are earned:

  - All Bronze Medals: Highlight Sakura and press Select.  You will
    hear her laugh.  Then choose any character.  All of the announcer's
    comments will be said in Sakura's voice.
  - All Silver Medals: Highlight Vega and hold Select, then press any
    button to choose Vega II (this only works in Original mode).
  - All Gold Medals: Highlight Ryu and hold Select, then press any
    button to choose "Evil Ryu."
  - All Platinum Medals: Unlocks the "vs. Vega II" and "vs. True Vega"
    options in Arena Mode.
 

 ------------------------------------------------------------------------
 ALTERNATE MEDAL UNLOCKS
 ------------------------------------------------------------------------
 
 Instead of earning all the Bronze, Silver, and Gold Medals, you can
 simply beat Original Mode 8 times with Sakura, Ryu, or Vega to unlock
 their respective rewards (Sakura as narrator, Satsui no hadou ni
 mezameta Ryu, or Vega II).

 What's more, you can play through Original Mode on any difficulty and
 even use continues.  If you choose this method, you can always put
 the damage on maximum to make playing through the game faster.


 ------------------------------------------------------------------------
 UNMASK BALROG
 ------------------------------------------------------------------------

 To play as Balrog without his mask on, you need to collect all the
 Medals of a certain type first (such as all Bronze, Gold, Silver, or
 Platinum medals).  Then, choose Balrog as your first character (not
 as a tag partner), and hold down Square + Circle + R1 before the round
 starts.  Keep holding those buttons until the match begins.  Note that
 you must use those buttons even if you've altered their function in Key
 Config.  

              
 ------------------------------------------------------------------------
 ALTERNATE ENDINGS
 ------------------------------------------------------------------------

 Some characters have more that one Original Mode ending, depending on
 who has joined your party by the time you beat the last boss.  For
 example, if you are playing as Pullum and Darun has joined your team,
 your ending text will be different.

 Here are some of the alternate endings I've seen:

        Ryu + Sagat
        Pullum + Darun
        Bison + Vega
        Hokuto + Kairi
        Nanase + Kairi + Hokuto


 ------------------------------------------------------------------------
 PARTNER INTROS
 ------------------------------------------------------------------------

 Certain partners have special intros involving each other (i.e. Ken
 and Ryu), and some have more than one (Darun and Zangief have several
 intros, all of them disturbing). ;)


 ------------------------------------------------------------------------
 NAME CENSOR
 ------------------------------------------------------------------------

 If you try to enter certain names after getting a high score, they will
 be replaced with ARK.  Words include SEX, FUC, FUK, and ASS, among
 others.


 ------------------------------------------------------------------------
 POWERING UP ACE'S MOVES
 ------------------------------------------------------------------------

 By using a move a certain number of times in Original Mode, it will
 "level up" and gain a star next to it's name (this only appears if you
 view the move while in the Purchase or Edit modes).  Only moves that
 you buy can earn stars, and all moves can earn up to three stars total.

 In most cases, moves are powered up simply by performing them a certain
 number of times.  Throw moves (i.e. Vaulting Kick), must hit in order
 to count, although Ace's counter move (the Canossa no Kutsujoku) doesn't
 need to actually reverse a move in order to count (if it misses 20
 times, you'll still raise to Level 1).

 You'll know when you raised a level during battle, as there will be
 a dissonant sound, sort of like a cymbal crash (not an "okay!" sound,
 which I guess is what you here in the Japanese version).  It can be
 hard to hear if you're not paying attention.

 Below is a list of how many uses it takes for each move to raise a
 level.  The numbers are not culmulative, so (for example), it takes
 70 uses to raise the Zenpou Tenshin to Level 2.

 I think there may be a random element to exactly when you raise a
 level.  The difficulty doesn't affect it, but I've noticed that moves
 that can hit seem to fluctuate in value depending on whether they hit,
 miss, or are blocked.  For example, I've managed to get the Sliding
 Arrow to Level 1 in 17 or 23 uses (some hitting, some blocked, some
 missing) instead of the normal 20 (which seems to always happen if you
 perform 20 missed Sliding Arrows).  I can't really explain why this is.

 That being said, here are rough estimates of how many uses are required
 to raise a level:

                Special Move     Super Combo     Meteor Combo
   ----------------------------------------------------------
   Level 1           20               7                4
   Level 2           50              17                8
   Level 3          100              32               17

 Again, take the numbers with a grain of salt.  I honestly think there
 is a different requirement for each move, but that would take forever
 to write out (I was trying to do it, trust me) ;)  These numbers are
 just general averages from what I have tested.

 So what is the point of leveling-up moves?  Some of them get new effects
 at Level 3.  I haven't figured these all out, yet, but some of them
 include:

        Hadou Ken                 Becomes Zankuu Hadou Ken in air
        Fairy Gift                Can be used in air
        Tatsumaki Senpuu Kyaku    Can be used in air
        Rolling Attack            Can be used in air
        Shouryuu Ken              LP version can juggle

 The Shouryuu Ken upgrade is really odd.  If it's done properly, stars
 surround Ace as in the Fairy Gift, and his opponent flies straight up
 into the air, high enough for you to juggle as they fall.  However,
 actually getting the LP Shouryuu Ken to do this seems virtually
 impossible.  A site I read said it involves hitting the "df" press of
 "f,d,df" + LP at the same time, but it seems a lot harder to do than
 just that.  There's probably some trick to it, but I've only gotten it
 to come out a handful of times.
       

 ------------------------------------------------------------------------
 ACE'S MOVE ORIGINS
 ------------------------------------------------------------------------

 Incidentally, while most of Ace's moves are taken from other characters,
 some seem unique.  However, they are actually from other video games, as
 listed below:

 Sliding Arrow          Blair Dame's Sliding Arrow (SFEX)
 Shoot Kick             Blair Dame's Shoot Kick (SFEX)
 Spin Side Shoot        Blair Dame's Spin Side Shoot (SFEX)
 Fairy Gift             Blair Dame's Fairy Gift (Fighting Layer)
 Vaulting Kick          Allen Snider's Vaulting Kick (SFEX)
 Justice Fist           Allen Snider's Justice Fist (SFEX)
 Triple Break           Allen Snider's Triple Break (SFEX)
 Healing                Gill's Ressurection (SF3)
 Giga Gladiator         Rugal's Gigantic Pressure (KOF '98)
 Shouran                Roy Bromwell's Touchdown Wave (Rival Schools)
 Killer Bee Assault     Cammy's Killer Bee Assault (XvSF)
 Massive Missile        Morrigan's Finishing Shower (Vampire Savior)
 Hagan Shou             ???
 Geifuu Danjin Soushou  Xiangfei's Chou Pai Long (RBFF2)
                        (or Akira's Bonken > Youshi Senrin > Soushou
                        combo from the VF series)
 Junsui Suishuu         ???
 Aragyouji              Tetsu Katou's Aragyouji (Fighting Layer)
 Galaxy                 ???


 ========================================================================
 7. GAMEPLAY NOTES
 ========================================================================

 ------------------------------------------------------------------------
 CANCELING
 ------------------------------------------------------------------------

 There are several types of cancels in this game:

 NORMAL CANCEL
 -------------
 This occurs when you interrupt a P or K attack into a special move or
 Super Combo.  An example would be c MP into Hadou Ken.  Only certain
 Punches and Kicks are cancelable.  Note that a normal attack must
 hit or be blocked before it can be canceled.

 SUPER CANCEL
 ------------
 This occurs when you cancel a move that is normally not cancelable into
 a Super Combo, Meteor Combo or Meteor Tag Combo.  There are four types
 of moves you can use for Super Cancels:

   - Uncancelable Punches or Kicks, like Ken's standing HK into his
     Meteor Tag Combo.  These do not have to be hit or blocked in
     order to be canceled.
   - Uncancelable command attacks, like Ryu's Senpuu Kyaku into Shin
     Shouryuu Ken).  They also can be SC'd even if they miss.
   - Special moves (like Sharon's Gale Hammer Punch into Shuttle
     Combination).
   - Super Combos (like Hokuto's Kyaku Hougi into Kiren'eki).

 In the case of Super Combos, you cannot SC into the same Super Combo (so
 Senretsu Kyaku into Senretsu Kyaku is not possible).  You can turn this
 feature off in Training Mode only by setting "Super Cancel Limit" to
 OFF, however.

 Also, you can SC from a Super Combo into a Meteor Combo, but only if
 your partner is dead (since you will gain the ability to hold more than
 3 levels, which is required because any Super Combo into a Meteor Combo
 costs at least 4 levels).

 SURPRISE BLOW CANCELS
 ---------------------
 Most normal attacks and some command attacks can be canceled into a
 Surprise Blow, by pressing MP + MK.  The move doesn't need to hit in
 order for you to cancel, but you can only SBC out of missed attack
 during it's early frames (usually before it has any potential to hit
 in the first place).

 In most cases, if a normal attack or command attack is not SBC'able
 when it hits or is blocked, it can still be canceled during it's
 early frames, simply by pressing MP + MK immediately after performing
 the attack / command attack.

 CHANGE CANCELS
 --------------
 Practically any move that is not a Meteor Combo or Meteor Tag Combo
 can be canceled into a Change attempt (press HP + HK) or a Critical
 Parade (qcf + HP + HK) once the move hits or is blocked.  This applies
 even if the move is not normally cancelable (like Chun-Li's Soushou Da).


 ------------------------------------------------------------------------
 CHANGE                                                     Press HP + HK
 ------------------------------------------------------------------------

 You can only use this move if you have a partner, they are still alive,
 and the "STAND BY" message is being displayed.  If you can meet all
 these conditions, then you can use the Change.

 When HP + HK is pressed, your character will pose for a moment, and
 then your partner will run in.  Until your partner is fully in place,
 you can still control your old character, whether this means blocking
 an attack or making one of your own.  If you perform a Super Combo
 and attempt to super cancel out of it with a command that is shared
 with your partner, they will do the cancel instead and your original
 character will run off-screen.

 If you are hit immediately after pressing HP + HK (while you are
 posing), the Change will not take place.  Otherwise, getting hit after
 you pose will not prevent you from changing characters.

 Like the Surprise Attack, you can cancel most normal Punches, Kicks, and
 some command attacks into the Change.  This even applies to moves that
 are normally not cancelable, like Chun-Li's crouching HK or Soushou Da.

 After using the Change, the Tag gauge will deplete.  You must wait for
 it to refill and display the "STAND BY" message before you can use
 another Tag.
               

 ------------------------------------------------------------------------
 CRITICAL PARADE                                      Input qcf + HP + HK
 ------------------------------------------------------------------------

 The Critical Parade costs two SCG levels from both characters to use.
 Trying to do it with, say, 3 levels on one character and one on the
 other will not work.  Also, the "STAND BY" message must be displayed
 before you can use this move.  You can cancel into a CP as if it were
 a S^ move, meaning it can be used as a super cancel from a special
 move or uncancelable attack, for instance.

 When performed, your character will automatically perform a Super Combo
 as your partner runs on screen (unless you're using Ace, who merely
 poses for a moment as the Critical Parade begins).  For the next few
 seconds, both you and your partner will have infinite Level 1 energy.
 This means that you can perform any Super Combo you want, but you
 won't be able to use Meteor Combos or Meteor Tag Combos.  After time
 runs out, you will end up in control of your partner, and both
 characters will have one level of SCG energy remaining.

 Another benefit of using a Critical Parade is that you don't need to
 "charge" for charge moves.  For instance, you could perform Vega's
 Knee Press Nightmare as (b,f,b,f + K) instead of (Charge b,f,b,f + K).

 When you pick your characters during a new game, you are asked to
 adjust your partner's intelligence.  This affects how they act during
 a Critical Parade.  If you choose MANUAL, then you will control both
 your character and them at the same time during a Critical Parade.
 If you choose SEMI-AUTO, then the CPU controls your partner, and they
 will perform attacks and combos of their own accord.  If you choose
 MANUAL 2P, then the second player will control your partner (note that
 you cannot choose this option in a 1P vs. 2P match).  The MANUAL 2P
 option makes the 2nd player control your partner for the whole match,
 not just during a Critical Parade.

 After using the Critical Parade, the Tag gauge will deplete.  You must
 wait for it to refill and display the "STAND BY" message before you can
 use another Critical Parade.


 ------------------------------------------------------------------------
 EMOTIONAL FLOW                        Occurs when your tag partner dies
 ------------------------------------------------------------------------

 This is a goofy name for a pretty simple feature ;)  When you are
 playing a standard tag match and your opponent is killed, you will be
 able to use their Super Combo gauge, which means you can hold up to
 six levels of SCG energy for the rest of the round, and any SCG energy
 they had earned is added to your total.  When this happens, the
 remaining character will pose for a moment, with a yellow aura around
 them.  During this time, they are completely invincible.

 
 ------------------------------------------------------------------------
 FIRST ATTACK
 ------------------------------------------------------------------------

 If you are the first person to successfully land an attack during a
 battle, you will get a small bonus (+25 points) to your SCG.  This
 doesn't apply to blocked attacks, even those that inflict block damage.
 It's possible for both players to hit each other at the same time, in
 which case both of them get the First Hit bonus.


 ------------------------------------------------------------------------
 METEOR COMBOS
 ------------------------------------------------------------------------

 These function like Super Combos, but cost 3 levels of SCG energy to
 use and are more powerful.  If you can hold more than 3 levels (via
 Emotional Flow), you can supercancel into a Meteor Combo from a Super
 Combo (i.e. Skullomania's Super Skullo Slider into Super Skullo Energy).

 However, you cannot super cancel out of a Meteor combo, so a combo
 such as Kuzuryuu Reppa -> Shippuujinrai Kyaku is not possible.


 ------------------------------------------------------------------------
 METEOR TAG COMBOS
 ------------------------------------------------------------------------

 These cost 3 levels of SCG energy from your current character (your
 partner loses no energy).  Only certain characters can use Meteor Tags,
 and even then, only with certain partners (for example, you must have
 Jack and Rosso in order to use their Meteor Tag Combo).

 What's more, you must have a certain character in the lead in order
 to use a Meteor Tag Combo.  In the above example, Jack must be the
 current character, and Rosso must be his partner.  The only exception
 to this is Darun and Zangief, who can go either way.  The Meteor
 Tags are as follows:

   Pullum + Darun                             qcb,qcb + PPP
   Ken + Ryu                                  qcb,qcb + KKK
   Chi wo fuuin wo hokareta Hokuto + Kairi    LP,LP,b,LK,HP
   Nanase + Hokuto                            LP,LP,b,LK,HP
   Sakura + Ryu                               LP,LP,b,LK,HP
   Jack + Vulcano Rosso                       Charge b,f,b,f + PPP
   Guile + Chun-Li                            Charge b,f,b,f + PPP
   Blanka + Dhalsim                           Charge b,f,b,f + PPP
   Vega + Balrog                              Charge b,f,b,f + KKK
   Zangief + Darun or Darun + Zangief         Rotate 720 + KKK when near

 You can supercancel from an uncancelable P or K or from a special move
 into a Meteor Tag, but you cannot supercancel a special move or S^
 move into a Meteor Tag.
                        

 ------------------------------------------------------------------------
 MODES OF PLAY
 ------------------------------------------------------------------------

 In Original Mode, the last character you defeat in each round can join
 your party for subsequent battles (obviously this excludes the final
 boss you fight, namely Vega or Vega II).  Once they've joined, you can
 then choose whether or not you want to use them in the next round by
 selecting them or choosing "Fight Alone."  You can have up to three
 people join you, so after getting a full four, no new defeated enemies
 can join you.

 Although your main character's life is fully restored after each stage,
 your partner's life is only partially refilled, and if you lose and
 continue, it will remain at a lower amount than usual (this is why
 the little Life Gauges are shown for each partner at the Partner Select
 screen).

 Also note that each battle in Original Mode is not fought the same
 way:

  - Stage 1 is always one player (you) against three foes at once.
  - Stage 3 is always two characters vs. Garuda (or one player, if
    you haven't had a partner join your party).
  - Stage 5 is always vs. Sagat (unless you've met the requirements
    to fight Shadow Geist, Kairi, or Satsui no hadou ni mezameta Ryu--
    see Section 6 for details).
  - Stage 7 is always vs. Vega (unless you've met the requirements to
    fight Vega II or True Vega--refer to Section 6 again).  If you
    are playing without any partners, Vega's stage will be colored
    blue, and you will start with 3 SCG levels already.  Otherwise,
    it is gold and you both start with no levels.
  - If you're fighting Vega II or True Vega, they will start with a
    full SCG.

 Stages 2, 4, 5, and 6 are Tag Battles, meaning they are fought normally
 (2 characters vs. 2 characters tagging off, not at the same time).


 ------------------------------------------------------------------------
 MOMENTARY COMBOS                      Press P / K as a special move hits
 ------------------------------------------------------------------------

 Momentary Combos occur when you press P or K as your special move hits
 or is blocked.  If done correctly, you will see a green burst and your
 character will cancel into that move.  The timing for Momentary Combos
 is admittedly very strict.  I found them to be virtually impossible to
 perform at first ;)  A good way to "train" yourself is to practice
 Momentary Combos in Training Mode, by looking at the hit counter and
 not watching the characters.  Pressing the button when the hit counter
 changes is a fairly reliable method for learning when a Momentary
 Combo is possible.

 You can't Momentary Combo into some special moves (including those that
 do not hit), nor can you Momentary Combo into the same move (so pressing
 P during Sharon's Gale Hammer Punch will have no effect, since her
 Momentary Combo with P is the Gale Hammer Punch).  This also seems to
 affect follow-up inputs as well (which is why you can't momentary combo
 the Double Hammer Punch into the Gale Hammer Punch, either).

 One interesting note about Momentary Combos is that they have all the
 same effects as the special moves they are based on.  So, if you
 Momentary Combo into Hokuto's Shinkuu Geki, you can cancel it with the
 Shin, just as you could with a normal Shinkuu Geki.  Likewise, you could
 follow Ryu's Tatsumaki Senpuu Kyaku with the additional hits even when
 it is performed as a Momentary Combo.

 You even string together Momentary Combos.  For example, Sagat's MCs
 are the Tiger Shot and Ground Tiger Shot.  This means a combo such as
 (qcf+P,K,P) is possible, although you must do it from up close (since
 you can only MC out of a projectile if you are still in the "recovery"
 animation as it hits).

 Finally, you can Momentary Combo into your Surprise Attack by pressing
 MP + MK as your special move hits.  This is particularly useful for
 Ace, who has no normal MC's of his own. ;)

 Each character's Momentary Combos are listed in Sections 3 through 5.


 ------------------------------------------------------------------------
 RECOVERY
 ------------------------------------------------------------------------

 Some throws will perform more damage if the buttons are tapped and the
 joystick is shaken when they are performed (such as Blanka's Wild Fang).
 You can avoid taking these extra hits by tapping the buttons and shaking
 the joystick yourself.  This ONLY applies to hold-type moves and not
 other "hit-increasing" moves like the Shinryuu Ken or Fairy Gift.
 

 ------------------------------------------------------------------------
 REVERSALS
 ------------------------------------------------------------------------

 Technically, a reversal occurs when you are coming out of any kind of
 stun (hit stun, block stun) and perform an attack immediately upon
 recovering.  However, the game is a little picky when awarding the
 "Reversal" status to players in situations like this.

 Reversals also occur when you perform a special move, S^, or M^ move
 while getting off the ground after being knocked down.  Thankfully,
 these are much easier to earn.

 You will get a small bonus to your SCG when you successfully perform
 a Reversal (+15 points).


 ------------------------------------------------------------------------
 SUPER COMBOS
 ------------------------------------------------------------------------

 Super Combos cost 1 level of SCG energy to use.  See Sections 3-5 for
 a list of each character's Super Combos.  You can cancel both special
 moves and uncancelable Punches and kicks into Super Combos (this is
 where the term "super cancel" comes from).  It is also possible to
 cancel a Super Combo into a different Super Combo (such as Cracker
 Jack's Crazy Jack into Grand Slam Crusher).


 ------------------------------------------------------------------------
 SURPRISE BLOW                                              Press MP + MK
 ------------------------------------------------------------------------

 The Surprise Blow replaces the "Guard Break" system from SFEX2P,
 although you'll notice that most character's Hard Attacks resemble their
 old Guard Break animations from previous games.  You can perform a Hard
 Attack even when crouching, although it results in the same animation
 as a standing Surprise Attack.

 Surprise Attacks do not cost any SCG levels to use, so you can perform
 them any time, as often as you want.  While you cannot cancel or super
 cancel out of a Hard Attack, you can cancel into them from most Punches
 and Kicks, and some command attacks.  This includes attacks that aren't
 normally cancelable (such as Balrog's far standing HP or the 2nd hit of
 Blanka's Rock Crush).  You can also cancel out of the starting animation
 of a Punch or Kick before it hits.

 When used against a standing opponent, a Surprise Attack simply acts as
 a normal attack with no extra features.  If your opponent is crouching,
 the Surprise Attack acts as an overhead attack, and a hit opponent reels
 back for a moment, much like the old Guard Crush effect from the
 previous games.  If your opponent is in mid-air when they are hit by a
 Surprise Attack, they are knocked to the floor, but not fast enough for
 you to follow with a combo.


 ------------------------------------------------------------------------
 THROWS AND TECH. HITS
 ------------------------------------------------------------------------

 Every character has a normal throw performed by pressing LP + LK.  This
 will make them whiff unless they are next to their opponent.  Most
 characters also have a different throw with (b + LP + LK).  Both types
 of throws can be escaped from with the "Tech. Hit," which is performed
 by pressing LP + LK as you are grabbed.  You will receive a minor bonus
 to your SGC (+15 points) when you escape from a throw successfully, but
 your opponent gets a bonus as well, for doing nothing ;)

 Some characters also have special move throws (like the Vaulting Kick),
 or S^ or M^ throws.  These cannot be escaped from.
 

 ========================================================================
 8. TRIAL MODE MISSIONS
 ========================================================================

 ------------------------------------------------------------------------
 TRIAL MODE QUICK GUIDE
 ------------------------------------------------------------------------

 This is a brief walkthrough for the "Character Edit" mode.  Trials are
 listed in my suggested order:

 [ NORMAL TRIALS ]  -----------------------------------------------------

  1  Block db when they try to sweep kick you.
  2  Block b for the jump kick, then db for the sweep.
  3  MP + MK when near, then c HK before they recover.
  4  j HK > c HK.
  5  LP + LK when near.
  6  s HP > MP + MK when near.
  7  j MK > c LP > c LP.
 11  MP + MK when near, then LP + LK.
 13  Block b, then hit them with a c LK.
 14  j HP > s HP > MP + MK.
 15  s LP as they fall, then jump uf + LK.
 **  Or, j MK as they touch the ground so they remain standing > s LP.
 **  Or, late j LK, then jump uf + LK before they flip around in air.
 **  Or, use a move that juggles, like Fairy Gift.
 17  Use s HKs (they have a long and wide range) on groups, and try
     using j HK > c HK against lone enemies.
 **  Buy and equip Sliding Arrow, Tatsumaki Senpuu Kyaku, Justice Fist,
     Fairy Gift, Raging Buffalo.
  8  Input qcf + K.
  9  Input qcb + K.
 10  Input b,d,db + P.
 12  When near, input qcf + LK > qcf + P (Sliding Arrow into Fairy Gift).
 **  Or, use qcf,qcf + P for the Fairy Gift.
 16  Use Fairy Gift, tap (LP,MP,LP,MP....) repeatedly for more hits.
     You need to actually use your index and middle fingers to tap the
     buttons quickly enough and not just slide your thumb back and
     forth.  Don't tap the d-pad or other buttons, as this will prevent
     you from earning more hits.
 19  Input qcf,qcf + P.
 20  Charge b,f,b,f + P  (or db,f,b,f + P from a crouching position).
 22  s MP > qcf + LK > qcf + P (s MP into Sliding Arrow into Fairy Gift).
 **  Or, use qcf,qcf + P for the Fairy Gift.
 23  qcf + LK > MP + MK (Sliding Arrow into Surprise Blow).
 24  j HP > c HP > HP Justice Fist > Fairy Gift (tap LP,MP,LP,MP....)
 25  Same as #16.
 26  Use HK Sliding Arrow as they land (as it ends in a throw).
 **  Or, use c LK to ground them, cancel into HK Sliding Arrow.
 **  Or, use Aragyouji as they land.
 **  Or j LK as they touch the ground so they remain standing > LP + LK.
 27  Use Justice Fist to "punch" an incoming Hadou Ken.
 **  Buy and equip Hyakuretsu Kyaku, Denjin Hadou Ken, Shoot Kick, Triple
     Break (keep Fairy Gift equipped).
 18  Tap K rapidly.
 21  Fairy Gift (1st) > Triple Break.
 28  Input qcb + K.
 29  Input qcf,qcf + K.
 30  Input qcf,qcf + PPP.

 [ HARD TRIALS ]  -------------------------------------------------------

 **  Equip Sliding Arrow, Justice Fist, Fairy Gift, Triple Break, and
     Denjin Hadou Ken.
  1  c MP > c MP when close.  You need to input the 2nd c MP as you
     recover from the first one.  Try timing it when the first hit
     spark "blooms" into a circle, if you need help.
  2  Walk up to foe and press LP + LK when near.
 **  Or, let them come to you and press LP + LK when grabbed.
  3  Block b, then quickly input c LP / c LK.
 **  Or, block b, then use Fairy Gift or Triple Break.
  4  Use an HP Justice Fist, wait for enemy to block and attack, then
     cancel your JF recovery animation into Fairy Gift or Triple Break.
  5  MP + MK when near > c MP > LK Sliding Arrow.
  6  LK Sliding Arrow > Fairy Gift (1st) > Denjin Hadou Ken.
  7  s HK > Fairy Gift or Triple Break.
  9  Same as Normal #17.
 11  j MK > c MP > c MP (you don't need to cross up with the j MK and
     in fact, shouldn't).
 12  j HK > c MP > LK Sliding Arrow > Fairy Gift (1st) > Denjin Hadou
     Ken.  It's a lot like Hard Trial #6.
 17  Repeatedly use the b + LP + LK throw when near--the normal LP + LK
     throw doesn't do enough damage.  Watch out, the enemy may Tech. Hit
     or attack you.
 18  Triple Break > Fairy Gift (1st) > repeat for 10 seconds.  The timing
     takes a little practice at first.
 20  Same as Normal Trial #17.
 **  Buy Final Punch, EX-plosive, Hagan Shou, Senretsu Kyaku, Double
     Somersault Kick, Aerial Drill Purus, Hien Shuu, Giga Gladiator, and
     Shouran.
 **  Equip Final Punch, Hien Shuu, Hagan Shou, Senretsu Kyaku, Shouran,
     and Denjin Hadou Ken.
  8  Back off and use Hagan Shou to deflect Hadou Kens.  You need to use
     it sooner and sooner as you get closer to your opponent.  Then knock
     them down with a Hagan Shou, back off, and repeat.
 10  Hold PPP / KKK until Final Punch is maxed out (should do 86 damage).
 15  LK Hien Shuu > s HK > Senretsu Kyaku > Shouran.  Make sure your foe
     is in the corner and cancel on the 3rd hit of the Senretsu Kyaku
     (the 6th overall hit--you can always go by the hit counter in the
     corner to make timing easier).
 22  LP + LK when close, then c HK upon recovering.  Don't use the
     b + LP + LK throw, as it knocks them too far away.  The timing on
     the c HK is to do it as soon as possible after the throw.  It will
     hit the opponent on the ground.
 23  Denjin Hadou Ken x3.  To do this, get next to your opponent, then
     input qcf,qcf + hold PPP to charge the Denjin Hadou Ken.  Hold down
     PPP until Ace fires it.  Now quickly input qcf,qcf + hold PPP again;
     you should start the move before the original DHK has completely
     vanished.  This time, tap the d-pad rapidly to charge up the DHK
     faster, until it reaches Level 2 (each time the DHK ball gets
     bigger and you hear a sound like thunder, that means it's raised
     a level).  Then release it.  It should hit 3 times if you charged
     it up far enough.  Now, perform qcf,qcf + PPP as you recover from
     the 2nd DHK.  It doesn't look like it wouuld combo, but it will.
 24  s HP > c LK > Senretsu Kyaku > Denjin Hadou Ken.  Input the c LK
     as (qcf,d + LK), so you can just input (df,f + K) for the Senretsu
     Kyaku.  The timing on the s HP > c LK may take some practice.
 29  Same as Normal #17, but you only have 20 seconds.  You can always
     use special moves or Supers if you want, but this leaves you open
     to attack if the move takes too long.  I prefer the plain old
     s HKs and s HK > c HK combos.
 30  Like Normal #17, but you have to kill the large boss character.
     The other enemies will keep regenerating when killed, so focus
     your attacks on the boss.  You have plenty of time, so don't worry.
     Try to keep the enemies in front of you, instead of letting yourself
     get surrounded.  Since I primarily stick with Kicks, I like to
     charge the Final Punch and use it on the boss, then cancel into
     Senretsu Kyaku > Shouran not in danger of being attacked.  In a
     tight situation, you can always use the Hagan Shou to knock down
     a bunch of opponents at once, though it has a slow start-up.
 **  Equip Hyakuretsu Kyaku, EX-plosive, Double Somersault Kick, and
     Giga Gladiator.
 13  j HP > c LK > Hyakuretsu Kyaku > Double Somersault Kick.  The catch
     to this mission is that you have to tap LK very fast, or the c LK
     will not cancel into the Hyakuretsu Kyaku and it will be blocked.
     Once the Hyakuretsu Kyaku starts up, there's no need to tap LK
     anymore, and you can concentrate on canceling the 3rd or fourth
     kick into the Double Somersault Kick (you should start charging
     db for that move as soon as you leave the ground for the j HP).
 27  c MK > EX-plosive > Giga Gladiator.  Drop an HK EX-plosive in
     front of your opponent, jump over them, input (qcb,qcb,d + MK)
     for the c MK, then (df,f + P) for the Giga Gladiator.  The c MK
     will knock them into the waiting EX-plosive, and the Gladiator
     will catch them as they stumble forward.  Remember, if the
     EX-plosive is laid too close to your foe, it will go off when
     you jump over them, so leave a little distance.  At the same
     time, don't forget that the EX-plosive will vanish if scrolled
     too far off the screen (and it shouldn't be _that_ far away).
 **  Equip Aerial Drill Purus, Shoot Kick.
 16  Aerial Drill Purus > c LK > Shoot Kick > j HK.  Use a HK Drill Purus
     in mid-air.  You should be slightly away from your foe, so that you
     hit his shins and not his upper body.  Then perform a c LK upon
     landing into the LK Shoot Kick, and add (b + HK > b + HK) for the
     extra kicks.  The final input of the Shoot Kick will launch your
     opponent into the air, so immediately jump uf and press HK as soon
     as possible.  It will hit your foe as you're rising into the air.
 **  Buy Canossa no Kutsujoku, Hadou Ken, Sonic Boom, Nekketsu Hadou Ken,
     Shouryuu Ken, Somersault Kick, Geifuu Danjin Soushou, Aragyouji,
     Ground Tiger Cannon, and Galaxy.
 **  Equip Raging Buffalo, Aragyouji, and Galaxy.
 21  Perform the Galaxy.  The full chain is as follows:
     qcb,qcb + KKK > b,d,db + P > f + P > qcf,b + K.  The timing, quite
     frankly, is hellishly difficult for the 2nd input.  Here's how I
     do it:

      - Input qcb,qcb + KKK when near.
      - Input b,d,db + P after the orange "start-up" phase, _right_
        when the explosions appear in the background.  You want to
        input as quickly as possible (as if you were trying to
        complete the move before the 1st hit of the Galaxy ended).
        Don't try to complete the move as the explosions appear,
        _start_ the move when they show up.  Otherwise, you'll just
        overlap the end of the "start-up" phase, when no controller
        inputs are recognized.
      - Input f + P just before the (b,d,db + P) animation begins (the
        one where he steps forward and delivers a straight punch).
      - Input qcf,b + K so that I'm pressing K right as the (f + P)
        elbow hits.

     Trust me, it takes a lot of practice.  Don't worry if it seems
     absolutely impossible at first ;)  I personally find it easier to
     do when on the 1P side (facing right).  If you perform the move
     properly, Ace will perform two punches, a straight punch, an elbow
     blow, and then a goofy full-body kick.
 26  Aragyouji > Raging Buffalo.  Perform the Aragyouji and hold b to
     charge.  After the headbutt (when Ace is charging up for the final
     punch), input f,b,f + P for the Raging Buffalo.
 **  Equip Somersault Kick, Double Somersault Kick, and Nekketsu Hadou
     Ken.
 14  Somersault Kick > Double Somersault Kick.  Charge db,uf + K for
     the Somersault Kick, then press (db,uf + K) to combine it with the
     Double Somersault Kick command.  I sometimes find it helps to cancel
     an attack into the Somersault Kick (like a c MP) first. 
 19  You have to knock out all enemies in 1 second.  Use the Nekketsu
     Hadou Ken, and start the command before the "Ready" message
     vanishes.  Your timing should be such that you're actually
     starting the move a split instant before the message vanishes
     (yes, this is possible).  You'll end up with anyhwhere from
     0:03 to 0:08 of a second left over.
 25  j HK > s MP > Somersault Kick.  There's no trick to this one, you
     just need to hold d or db immediately after jumping.  Keep holding
     in that direction even after the j HK hits, until you land.  Then
     release the controller and press MP for the s MP.  Immediately press
     u + K for the Somersault Kick (don't wait for the MP to connect).
     You will have charged just long enough for the Somersault Kick.  I
     find this mission works easier with your opponent in the corner.
 **  Equip EX-plosive, Sonic Boom, Hadou Ken, Ground Tiger Cannon, and
     Nekketsu Hadou Ken.
 28  Sonic Boom > EX-plosive > Hadou Ken > Ground Tiger Cannon >
     Nekketsu Hadou Ken.
 **  (Still working on this one.)

 [ MANIAC TRIALS ]  -----------------------------------------------------

 **  Equip Justice Fist, Fairy Gift, Triple Break, Hadou Ken, and
     Geifuu Danjin Soushou.
  1  Perform the Geifuu Danjin Soushou.  The full command is as follows:
     LP + MP + LK > b,df + LP + MP > f + LP.  However, it seems that
     if you perform it as df + LP + MP + LK > b,df + LP + MP > f + LP,
     it's much easier to do (I was able to do it virtually every time
     this way).  Just press or hold df, press LP + MP + LK, then input
     the rest of the combo (you should be finishing the f + LP just as
     the shoulder slam part hits).
  2  Hadou Ken > Triple Break > MP Justice Fist > Triple Break >
     HP Hadou Ken.  Use MP for the Justice Fist or the last Triple Break
     kick will miss.  
  3  Same as Hard Trial #18, but you must juggle them for 30 seconds.
     Triple Break > Fairy Gift (1st) > repeat works here as well.
 **  Equip EX-plosive, Senretsu Kyaku, and Nekketsu Hadou Ken.
  4  j MK > c MP > c MP > EX-plosive > EX-plosive > Super Combo >
     Meteor Combo.  This one can be annoying if you try to perform it
     as you normally would.  Set an HK Explosive in front of your enemy,
     but leave a little space (about one character width).  Then jump
     over their head and hit with a cross-up MK.  This should cause your
     opponent to turn arond, not stumble away (which is what happens if
     you mistime it).  You'll land on the other side of your opponent
     and can combo into c MP > c MP.  It's important that you NOT cancel
     the 2nd c MP into the EX-plosive (see below).
 **  What should happen is that the 2nd c MP pushes your opponent back
     into the first EX-plosive you laid (if it explodes before then,
     when they just starting to move back, it was set too close.  If it
     doesn't combo off the c MP, then it was set too far away).  Now,
     wait for Ace to recover from his c MP, THEN throw a LK EX-plosive.
     It will combo for 5 hits as your opponent stumbles forward from
     the first EX-plosive blast.  Now quickly cancel into a Super Combo
     and then a Meteor Combo.  Fairy Gift or Triple Break or Senretsu
     Kyaku > Nekketsu Hadou Ken works well.  If you use the Triple Break,
     remember to let your opponent fall a ways before using the Nekketsu
     Hadou Ken, as it comes out very quickly.  I prefer the Senretsu
     Kyaku myself.
  5  Shouryuu Ken > Shouryuu Ken > s LP > Shouryuu Ken
 **  (Still working on this one.)
  6  Perform a 60 hit combo.
 **  (Still working on this one.)

 I've only done the first four Maniac Trials.  Hopefully, I can add
 the rest in a future revision.


 ========================================================================
 9. MEDAL MODE MISSIONS
 ========================================================================

 ------------------------------------------------------------------------
 NOTES
 ------------------------------------------------------------------------

 Here is a short guide of the Medal Mode goals.  If you play Original
 Mode with the difficulty set to Normal, you can earn Bronze or Silver
 Medals.  If it's set to Hard, you can earn Gold or Platinum Medals.
 You cannot earn medals in Easy mode.

 The designations (Alone) and (Partner) refer to whether or not you've
 had a partner join you or not.  If you have a partner, the Medal
 missions for Stages 2 through 5 will be different.  Note that if you
 have a partner join you but choose not to have them fight with you,
 you will still be given the (Partner) medal missions.

 You can see which Medals you've earned in the Options Menu, under the
 "Database" entry.  Please see Section 6 for more information on what
 prizes you get for collecting Medals.

 It's also worth noting that no attack performed on a dead character
 counts towards getting a medal.  So, if you kill someone on the fifth
 hit of a combo, then juggle them for 20 hits, you will not earn a
 medal if the objective was to perform a 20+ hit combo.


 ------------------------------------------------------------------------
 STAGE 1
 ------------------------------------------------------------------------

 * Fight three opponents at once.

 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Bronze                 Kill last opponent with a S^ move.
 Silver                 Kill last opponent with a M^ move.
 Gold                   Get all three Gauge Bonuses.
 Platinum               Kill all opponents in five timer counts.
 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 Bronze    Just defeat the last opponent with a Super Combo.
 Silver    You'll probably need to back off so you can build up enough
           power using whiffed special moves to earn three levels.
           Try setting the damage to 1 to make this easier.
 Gold      For "F. Attack," get in the first hit.  Then try to kill
           your opponents with basic throws (LP + LK or b + LP + LK).
           If the enemy breaks out of it, you'll get the "Tech. Hit"
           bonus.  Finally, kill off all but one character, and let
           them knock you over.  Then, perform a special move, S^,
           or M^ move upon standing up.  This will get you the
           "Reversal" bonus.  Now go on to win the round.
 Platinum  Set the damage to eight, and the time to "slow" (infinite
           will not work, sadly).  It's possible to perform a combo
           ending in super combo (since you'll earn enough power by
           hitting multiple enemies at once), such as Sagat's
           j HK > c MK > HK Ground Tiger Shot > Tiger Raid, or you
           could just do something easy like Vega's HP Psycho Crusher,
           then repeatedly hit your enemy as they get up.  You have
           until the timer reads 93 to win the round.


 ------------------------------------------------------------------------
 STAGE 2
 ------------------------------------------------------------------------

 * Fight against an opponent and his/her partner in a tag battle.

 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Bronze    (Alone)      Perform a Momentary Combo.
 Silver    (Alone)      Hit opponent with a Momentary Combo.
 Gold      (Alone)      Perform 2 Momentary Combos in succession.
 Platinum  (Alone)      Perform 3 Momentary Combos in succession.
 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 Bronze    It's okay if the MC is blocked or it misses.  All you have
           to do is perform one.  Just press P, K, or MP + MK as a
           special move hits or is blocked (see Sections 3-5 for a list
           of which moves can be used for a Momentary Combo).
 Silver    Only the 2nd part of the Momentary Combo (the move you
           cancel into) has to hit for this to work.
 Gold      Not all characters can do this.  You might try:

                Sagat           Tiger Shot > P / K
                Garuda          Shuuga > P / K

           See Sections 3-5 for details on each character's Momentary
           Combos.
 Platinum  This one is only possible with a few characters.  I found
           it was easiest with Hokuto, using the following method:

                         Chuugeki Hou > LK > P > K

           The LK produces a Shinkyaku Geki that will not knock down,
           so that when you press P, the resulting Shinkuu Geki will
           combo.  Then, you can press K for a Shinkyaku Geki.  Even
           if any of the hits don't connect, all you need to do is
           perform 3 Momentary Combos in a row to get the medal.  You'll
           probably need to practice this series in Training Mode first,
           to get the timing down.


 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Bronze    (Partner)    Perform a combo using the Change.
 Silver    (Partner)    Perform a 20 hit combo using the Change.
 Gold      (Partner)    Perform a 100-pt. damage combo using the Change.
 Platinum  (Partner)    Perform a 30 hit combo using the Change.
 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 Bronze    Use the Change (press HP + HK), then quickly attack your
           opponent before your character exits.  The enemy will still
           be in hit stun when your partner comes in, allowing you to
           combo off them.  Even a 2-hit combo will work.
 Silver    As above, but have the incoming partner combo with (or
           eventually cancel into) a Meteor Combo.  Many Meteor Combos
           can do 20 hits or more.  Examples include Garuda's Kyoujin
           Senshuu, or Ken's Kuzuryuu Reppa.
 Gold      Set the damage to eight.  This way, it doesn't take much
           effort to do 100 points of damage or more.  You can even
           repeat the Silver requirement for most characters (since
           Meteor Combos do so much damage).
 Platinum  Again, using the Silver method with a M^ move that has a
           high hit count is the easiest way to earn your medal.
           I suggest Garuda's Kyoujin Senshuu.


 ------------------------------------------------------------------------
 STAGE 3
 ------------------------------------------------------------------------

 * Fight against Garuda (or Hokuto, if you're playing as Garuda).
 * If you have a tag partner, you will fight together at the same time.

 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Bronze    (Alone)      Perform a reversal.
 Silver    (Alone)      Perform 2 reversals.
 Gold      (Alone)      Perform 4 reversals.
 Platinum  (Alone)      Kill opponent just after a reversal.
 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 Bronze    To perform a reversal, input a special move, S^, or M^ move
           as you are getting up off the floor.  Generally, the rule
           is to do it not the moment you start to rise, but as you're
           getting up.  This is easiest with simple-to-perform moves
           like Zangief's Double Lariat or Darun's Daikaku.  There are
           other ways to perform a reversal (such as when coming out of
           hit stun) but this is the standard method.
 Silver    You can set the damage to 1; this way, the opponent can knock
           you down a lot without your taking much damage.
 Gold      You pretty much have to set the damage to 1 if you want to
           survive long enough to do 4 reversals, I'd guess.
 Platinum  I take this to mean that you must kill your opponent with a
           move comboed off your reversal, such as reversing with a
           special move, then super canceling into a S^ move.  I haven't
           done this yet, though.

 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Bronze    (Partner)    Perform a 30 hit combo.
 Silver    (Partner)    Get a Perfect win.
 Gold      (Partner)    Use 2 Meteor Combos.
 Platinum  (Partner)    Perform a 100-pt. damage combo.
 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 Bronze    Try Garuda's Kyoujin Senshuu for an easy 30 hits.  Or,
           play as Garuda, so that your opponent is Hokuto.  You can
           then trap her between you and your opponent, and use
           repeated c LPs for a simple infinite combo.  Don't try
           this against Garuda, has he can use the Maboroshi to
           escape in mid-hit.
 Silver    I recommend playing as Garuda, so that Hokuto is your
           opponent.  This way, you don't have to worry about Garuda's
           Maboroshi.  Also, do not allow your partner to fight with
           you--that way, you only have to worry about yourself.  You
           can set the damage to eight to make this mission much
           easier.
 Gold      Try playing as Darun or Garuda, who have low-damage M^ moves.
           Ace's Denjin Hadou Ken would also work, if you had it.  Use
           the M^ move on your enemy once, then back off and raise your
           power before performing the second M^ move.   You can set
           the damage to 1 and give yourself infinite time to make this
           mission easier.  I think it's easier to do this mission by
           yourself rather than with a partner, myself.
 Platinum  Set the damage to eight.  It's easy to do 100 points of
           damage or more.  Most M^ moves will do this much damage
           with no hassle, so you don't even need to do a real combo.


 ------------------------------------------------------------------------
 STAGE 4
 ------------------------------------------------------------------------

 * Fight against an opponent and his/her partner in a tag battle.

 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Bronze    (Alone)      Perform a 10 hit combo.
 Silver    (Alone)      Perform a 20 hit combo.
 Gold      (Alone)      Perform 2 Meteor Combos.
 Platinum  (Alone)      Get a Perfect win.
 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 Bronze    This is easier with some characters than others.  Most
           characters have multi-hit S^ or M^ moves that you can use
           to fulfill this requirement (or try using Garuda, since
           almost all of his attacks do multiple hits).
 Silver    See the "Bronze" entry, since this is basically the same.
 Gold      Again, set the damage to 1 and the time to infinite, so
           that you'll have plenty of time to raise your SCG levels
           high enough.  Use Garuda or Darun, since their M^ moves
           do little damage (or Ace's Denjin Hadou Ken, if you have it).
 Platinum  Set the damage to eight so that you can kill your opponents
           faster.  If you get hit, kill yourself off and continue.

 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Bronze    (Partner)    Kill last opponent with a Critical Parade (CP).
 Silver    (Partner)    Perform a 20 hit combo using the Critical Parade.
 Gold      (Partner)    Perform a 100-pt damage combo using the CP.
 Platinum  (Partner)    Perform a 40 hit combo using the Critical Parade.
 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 Bronze    Just build up 2 levels of power for you and your partner,
           then kill your last opponent with a CP.
 Silver    Try to pick a character (and get a partner), who have
           multi-hit S^ moves.  Then cancel into them repeatedly for
           20 hits or more.
 Gold      If you set the damage to eight, you can easily do 100 points
           of damage during a CP.
 Platinum  I would recommend practicing your Critical Parade combos in
           Training Mode first, until you work out some practical 40-hit
           combos.  Try to develop one with several partners, since your
           partner will be random in Original Mode.


 ------------------------------------------------------------------------
 STAGE 5
 ------------------------------------------------------------------------

 * Fight against Sagat.
 * If you've met the right conditions, you can fight Shadow Geist, Kairi,
   or Evil Ryu here instead (see Section 6).

 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Bronze    (Alone)      Kill opponent with a Surprise Blow.
 Silver    (Alone)      Kill opponent with a Momentary Combo.
 Gold      (Alone)      Kill opponent just after a reversal.
 Platinum  (Alone)      Get a Perfect win.
 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 Bronze    Just use MP + MK to perform the final blow.
 Silver    It's the 2nd hit of the Momentary Combo that has to kill
           your opponent, not the special move you're going to cancel
           out of.  For example, in the Momentary Combo of Sonic Boom
           to Somersault Kick (press K), it's the Somersault Kick
           that would have to be the finishing blow.
 Gold      I take this to mean that you must kill your opponent with a
           move comboed off your reversal, such as reversing with a
           special move, then super canceling into a S^ move.  I haven't
           done this yet, though.
 Platinum  Set the damage to eight so that you can kill your opponents
           faster.  If you get hit, kill yourself off and continue.

 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Bronze    (Partner)    Use a Meteor Tag Combo.
 Silver    (Partner)    Kill opponent with a Meteor Tag Combo.
 Gold      (Partner)    Perform a 10 hit combo, then use a M^ move.
 Platinum  (Partner)    Perform a 16 hit combo, then use a M^ move.
 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 Bronze    This requires you to have randomly gotten a partner whom
           you have a Meteor Tag Combo with.  Try picking someone
           who can have multiple partners, like Ryu (he has a Tag
           with Sakura or Ken) to increase your chances.  All you
           have to do is perform the Meteor Tag--it's okay if it
           misses or is blocked.
 Silver    By stage 5, your opponent is good at evading attacks, so
           aim for a Meteor Tag Combo that is easy to connect, like
           Zangief/Darun's Meteor Tag.  Or, use one that you can
           combo into, like Ken/Ryu's Meteor Tag.
 Gold      This requires you to do a 10-hit combo that combos into
           a M^ move.  Probably Garuda is the easiest character to
           do this with.
 Platinum  See the Gold requirements.  This one involves a 16-hit
           combo though.  A cheap way to do this is let your partner
           die, so that you can take advantage of "Emotional Flow"
           to hold more Power levels, then you can super cancel into
           a Meteor combo.


 ------------------------------------------------------------------------
 STAGE 6
 ------------------------------------------------------------------------

 * Fight against Vega.
 * If you've met the right conditions, you can fight Vega II or True Vega
   here instead (see Section 6).
 * If you have multiple partners, you will use them one after another,
   with your lead character going last.
 * If playing with one character, the background and BGM is different.
   Also, you will begin with a full Super Combo Gauge.

 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Bronze                 Use a Meteor Combo.
 Silver                 Use two Meteor Combos.
 Gold                   Use two Meteor Combos.
 Platinum               Use three Meteor Combos.
 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 Bronze    If you play without a partner, you'll start off with three
           levels, making this mission that much easier.  Just Meteor
           Combo Vega's sorry hide and send him packing ;)
 Silver    See above.  After using your M^ move, back off and use missed
           special moves to raise your power (Darun or Garuda work well
           here, since their M^ moves do little damage if you don't
           put in all the commands).  By then, you should be able to
           cream your opponent with that second Meteor Combo.  You can
           set the time to infinite and the damage to 1 to make things
           easier for you.
 Gold      Same as the Silver requirements.
 Platinum  This one seems like it'd be easier if you had teammates--it's
           unlikely you can use three M^ moves with just one character.
           I would assume you pretty much have to use Ace or Darun to
           actually pull this off (Garuda may work).  Infinite time and
           damage set to 1 is a must.


 ========================================================================
 10. MISCELLANEOUS
 ========================================================================

 ------------------------------------------------------------------------
 TRANSLATIONS
 ------------------------------------------------------------------------

 Characters are listed in alphabetical order.  My Japanese is not the
 greatest, so there may be some mistakes.  Any corrections are welcome ;)

 [ ACE ]  ---------------------------------------------------------------

 Ryoubu                         Dragon Warrior
 Hadou Ken                      Surge Fist
 Kuuchuu Drill Purus            Mid-Air Pure Drill
 Zenpou Tenshin                 Forward Roll
 Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
 Canossa no Kutsujoku           Canossa's Disgrace
 Hien Shuu                      Flying Kick
 Shouryuu Ken                   Rising Dragon Fist
 Hyakuretsu Kyaku               Hundred Rending Kicks
 Hagan Shou                     Boulder Breaking Palm
 Geifuu Danjin Soushou          Wind Greet Dust Shot Paired Palm
 Junsui Suishuu                 Obey Water Support Ship
 Aragyouji                      Wild Event
 Chikara Tame                   Power Collect
 Senretsu Kyaku                 Thousand Rending Kicks
 Shouran                        Rising Storm
 Denjin Hadou Ken               Electric Blade Surge Fist
 Nekketsu Hadou Ken             Zeal (lit. "hot blood") Surge Fist

 [ AREA ]  --------------------------------------------------------------

 Chouhatsu 1 / 2                Taunt 1 / 2
 Kuuchuu Great Cancer           Mid-Air Great Cancer

 [ BALROG ]  ------------------------------------------------------------

 Trueno Claw                    (Spanish for "thunder") Claw
 Sankaku Tobi                   Triangle Hop
 Izuna Drop                     Well Rope Drop

 [ BLANKA ]  ------------------------------------------------------------

 Kidou Shuusei                  Path Change
 Chuudan                        Interrupt

 [ CHI WO FUUIN NO TOKARETA HOKUTO ]  -----------------------------------

 "Hokuto of the Undone Seal of Blood"

 Kyaku                          Grasp
 Keishukou                      Strangle Neck (with Hands)
 Bukyaku Zan                    Dancing Attack Slash
 Chuuhou                        Demolishing Elbow
 Gaishuu                        Reaping Kick
 Chuugeki Hou                   Violent Demolishing Elbow
 Shou Gekiha                    Crushing Palm
 Shourin Geki                   Phosphorous Palm Attack
 Shinkyaku Geki                 Swinging Kick Attack
 Ryuusui                        Stream
 Renshou Geki                   Violent Rapid Rise
 Kiren'eki                      Mental Rapid Fire
 Kyaku Hougi                    Attacking Phoenix Technique
 Renbu                          Rapid Dance
 Tenkyou Satsu                  Heaven Yell Murder
 Shinkuu Geki                   Shaking Air Attack

 [ CHUN-LI ]  -----------------------------------------------------------

 Koshuu Da                      Tiger Attack Strike
 Koshuu Raku                    Tiger Attack Drop
 Ryuusei Raku                   Shooting Star Drop
 Sen'en Shuu                    Spinning Circle Kick
 Soushou Da                     Paired Palm Strike
 Tenkuu Kyaku                   Sky Kick
 Yousou Kyaku                   Hawk Talon Kick
 Kaiten-teki Kaku Kyakushuu     Rotating Crane Leg Kick
 Hien Shuu                      Flying Kick (Flying Swallow Kick)
 Hyakuretsu Kyaku               Hundred Rending Kicks
 Kikou Ken                      Chi Fist
 Gomen ne!                      Sorry!
 Kikou Shou                     Chi Palm
 Senretsu Kyaku                 Thousand Rending Kicks
 Hazan Tenshou Kyaku            Supreme Mountain Ascension Kick
 Kikou Shou: Kyoku              Chi Palm: Extreme

 [ DARUN MISTER ]  ------------------------------------------------------

 Kuuchuu Nage                   Mid-Air Throw
 Indra Bashi                    Indra's Bridge
 Daikaku                        Great Awakening
 Jouju                          Realization
 Indra~ Bashi                   "Indraa-!" Bridge
 Chouzetsu Kishin Bomb          Superior Fierce God Bomb
 Buddagaya                      Buddha Ego?
 Gandara                        Rock Steep Net
 Mandara                        Wide Weed Net
 Basara                         Horse Assist Good
 Tasogare Lariat                Twilight Lariat

 - The names of the G.O.D. follow-ups are Buddhist terms, so I don't
   know their real meanings, just the nonsensical translations.

 [ DHALSIM ]  -----------------------------------------------------------

 Drill Zutsuki                  Drill Headbutt
 Mae Idou / Ushiro Idou         Forward Movement / Backward Movement
 Kuuchuu Fuyuu                  Mid-Air Floating
 Kidou Shuusei                  Path Change
                                                     
 [ GARUDA ]  ------------------------------------------------------------

 Shouki                         Flying Devil
 Satsuga                        Kill Fang
 Shuuki                         Attacking Devil
 Saiga                          Smashing Fang
 Zanki                          Slashing Demon
 Kyouja                         Crazy Snake
 Shuuga                         Attack Fang
 Gouga                          Roaring Fang
 Kizan                          Demon Slash
 Raiga                          Lightning Fang
 Jazan                          Snake Slash
 Ranzan                         Storm Slash
 Bu                             Dance
 Teishi                         Stop
 Gen                            Phantom
 Kienshou                       Flying Devil Rise
 Kienbu                         Flying Devil Dance
 Kuuchuu Kienbu                 Mid-Air Flying Devil Dance
 Houkou Tenkan                  Direction Divert
 Soukon Dan                     Spirits of the Dead Shot
 Kyoujin Senshuu                Assassin's Blade Spinning Attack
 Daikyou Rasen Shou             Great Evil Spiral Rise
 Daikyou Senpuu Shou            Great Evil Whirlwind Flight
 
 [ HOKUTO ]  ------------------------------------------------------------

 Kyaku                          Grasp
 Keishukou                      Strangle Neck (with Hands)
 Bukyaku Zan                    Dancing Attack Slash
 Chuuhou                        Demolishing Elbow
 Gaishuu                        Reaping Kick
 Chuugeki Hou                   Violent Demolishing Elbow
 Shou Gekiha                    Crushing Palm
 Shinkuu Geki                   Swinging Air Attack
 Shinkyaku Geki                 Swinging Kick Attack
 Shin                           Swing
 Gokyaku Kou                    Protect Flow Into Attack
 Ryuusui                        Stream
 Kiren'eki                      Mental Rapid Fire
 Kyaku Hougi                    Attacking Phoenix Technique
 Kakusei                        Awakening
 Shirase Gatana                 Obituary Sword

 [ KAIRI ]  -------------------------------------------------------------
 
 Kutei Kaku                     Chest Strike Hold
 Ura Jigoku Guruma              Reverse Hell Wheel
 Bukyaku                        Warrior Kick
 Ryoubu                         Dragon Warrior
 Ryuujin Kyaku                  Dragon Blade Kick
 Mekkuu Zangeki                 Destroying Air Slash Attack
 Maryuu Rekkou                  Evil Dragon Light Rip
 Shinki Hatsudou                Divine Invoke (SFEX3 fireball)
 Mouryou Kasen                  Spirits & Goblins Vortex
 Sairou Kyoushu                 Coyote Assassin
 Shinki Hatsudou Kai            Demon God Invoke: Modified
 Garyuu Messhu                  Refined Dragon Destroyer Kick
 Maki Hatsudou                  Evil Demon Invoke
 Shinki Hatsudou                Demon God Invoke (SFEX fireball)
 Kyouja Renbu                   Wicked Assassin Rapid Dance
 Shouki Hatsudou                Miasma Demon Invoke
                         
 [ KEN MASTERS ]  -------------------------------------------------------

 Seoi Nage                      Over-the-Shoulder Throw
 Jigoku Guruma                  Hell Wheel
 Jigoku Fuusha                  Hell Windmill
 Inazuma Kakato Wari            Lightning Flash Heel Splitter
 Hadou Ken                      Surge Fist
 Shouryuu Ken                   Rising Dragon Fist
 Zenpou Tenshin                 Forward Roll
 Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
 Shouryuu Reppa                 Rising Dragon Destroyer
 Shinryuu Ken                   Dragon God Fist
 Shippuujinrai Kyaku            Kick with Lightning Speed
 Chuudan                        Interrupt
 Kuzuryuu Reppa                 Nine-Headed Dragon Destroyer

 [ NANASE ]  ------------------------------------------------------------

 Kyaku                          Hold
 Keishu Kou                     Strangle Neck with Hands
 Suikazura                      Concealed Winter
 Tou Chuuhou                    Demolishing Elbow Step
 Rakushichi Geki                Violent Falling Knee
 Sanren Kon                     Rapid Triple Cane
 Kasumi Oroshi                  Misty Mountain Wind
 Tenshou Kon                    Ascension Cane
 Gekkyou Botan                  Moon Mirror Tree Peony
 Ryuusui                        Stream
 Izayoi Rekkon                  16-Day-Old Violent Cane
 Yayoi Toukon Gi                Lunar 3rd Month Cane Toss Technique
 Kon no Kidou Shuusei           Path Change of Cane
 Meigetsu / Ariake              Harvest Moon / ???
 Kon no Idou Teishi             Stop Movement of Cane
 Kon Rakka                      Falling Cane
 Kon wo Modosu                  Returning Cane
 Machiyoi Tenkyuu Geki          Violent Evening Rain From a Cloudless Sky

 [ PULLUM PURNA ]  ------------------------------------------------------

 - I'm not sure what language Pullum's moves are supposed to be in,
   but the interesting thing is that I was able to get a reasonable
   match in Latin (of all languages) for most of them.  So, here goes.
   I know nothing about Latin, so this is all just guesswork using
   online dictionaries (see the Credits section):

   Japanese                     Latin                  English
   ---------------------------------------------------------------------
   <arakuru.ankuru>            Alacer Ankle          Quick Ankle
   <doriru.purusu>             Drill Purus           Pure Drill
   <purimu.kikku>              Purim? Kick           ??? Kick
   <teneru.kikku>              Tener Kick            Tender Kick
   <femina.uxindo>             Femina Wind           Woman Wind
   <purae-ku.ra-mu>            Praec Larum           Precipitate Alarm
   <resuaru.ka-na>             Res Arcana            Secret Affair
   <guradoxusu.pa-ru>          Gladius Par           Sword-like
         
 - The "alacer" spelling is used in the US version of this game as well,
   but if it's pronounced the way it looks (ah-lah-sur), then the kana
   should be spelled differently in the first place.  As it's spelled,
   it seems "Alkul or "Arakul" would be a sensible English writing.
 - "purus" could be "pullus" (young/dark/gloomy).
 - Could "purim" be related to "prime?" 
 - "Tener" could also be "tenere" (to hang).
 - I also found "praeclarus" (beautiful), which is suspiciously similiar
   to "praec larum."
 - "Res Arcana" is one of the translations I'm not so sure of, since
   the Japanese is <resuaru.ka-na>, indicating a clear break between
   "resuaru" and "ka-na."  Maybe "resare carna?"  I Have no idea.
 - "Arcana" also means "mysterious."

 [ RYU ]  ---------------------------------------------------------------

 Seoi Nage                      Over-the-Shoulder Throw
 Tomoe Nage                     Overhead Judo Throw
 Sakotsu Wari                   Collarbone Splitter
 Senpuu Kyaku                   Whirlwind Kick
 Hatobi Kudaki                  Solarplexus Smasher
 Hadou Ken                      Surge Fist
 Shakunetsu Hadou Ken           Scorching Hot Surge Fist
 Shouryuu Ken                   Rising Dragon Fist
 Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
 Shinkuu Hadou Ken              Vacuum Surge Fist
 Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
 Shin Shouryuu Ken              True Rising Dragon Fist

 [ SAKURA KASUGANO ]  ---------------------------------------------------

 Sakura Jime                    Sakura's Strangle
 Hadou Ken                      Surge Fist
 Shou'ou Ken                    Cherry Blossom Fist
 Shunpuu Kyaku                  Spring Breeze Kick
 Shinkuu Hadou Ken              Vacuum Surge Fist
 Midare Zakura                  Cherry Trees Blooming in Profusion
 Haru Ichiban                   First Storm of Spring
 Shungoku Satsu                 Spring Hell Murder
 Nekketsu Hadou Ken             Zeal (lit. "hot blood") Surge Fist
 Genki Ichiban                  Number One Spirit

 - "Spirit" in this case refers to pep and vigor (like "high school
   spirit") rather than the paranormal or mental type of spirit.

 [ SAGAT ]  -------------------------------------------------------------

 Tsuika Nyuuryoku               Additional Input

 [ SATSUI NO HADOU NI MEZAMETA RYU ]  -----------------------------------

 "'Hadou' of Murderous Intent Awakens in Ryu"

 Seoi Nage                      Over-the-Shoulder Throw
 Tomoe Nage                     Overhead Judo Throw
 Sakotsu Wari                   Collarbone Splitter
 Senpuu Kyaku                   Whirlwind Kick
 Hatobi Kudaki                  Solarplexus Smasher
 Hadou Ken                      Surge Fist
 Shakunetsu Hadou Ken           Scorching Hot Surge Fist
 Shouryuu Ken                   Rising Dragon Fist
 Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
 Ashura Senkuu                  (buddhist god of war) Air Flash
 Mae / Ushiro                   Forward / Backward
 Shinkuu Hadou Ken              Vacuum Surge Fist
 Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
 Messatsu Gou Shouryuu          Destructive Great Rising Dragon
 Denjin Hadou Ken               Electric Blade Surge Fist
 Shin Shouryuu Ken              True Rising Dragon Fist
 Shungoku Satsu                 Instant Hell Murder

 - 'hadou' means "surge" but in regard to Ryu's name, it refers to
   the type of power he harnesses for his moves.
   
 [ SHADOW GEIST ]  ------------------------------------------------------

 Chijou / Kuuchuu               Ground / Mid-Air

 [ SHARON ]  ------------------------------------------------------------

 Chuudan                        Interrupt

 [ SKULLOMANIA ]  -------------------------------------------------------

 Skullo Back Ten                Skullo Back Spin
 Tkatchev                       (name for a gymnastic move)
 Teishi                         Stop
 Final 95 Kai                   Final 95 Modified

 [ VEGA ]  --------------------------------------------------------------

 Zenpou Idou / Kouhou Idou      Forward Movement / Backward Movement

 [ VULCANO ROSSO ]  -----------------------------------------------------

 Digestivo                      Digestive
 L'espresso                     "the expressed one"
 Regalo                         Trick / Gift
 Aeol no Tsubasa                Wings of Aeolus (Greek god of wind)
 Etna no Ikari                  Anger of Etna (a volcano in Italy)
 Vesuvio no Ikari               Anger of Vesuvius (a volcano in Italy)
 Chuugeki                       Elbow Attack
 Hibashiri                      Running Fire
 Vulcanus                       Vulcan (Roman god of fire)
 Canossa no Kutsujoku           Canossa's Disgrace (a place in Italy)
 Tameiki no Hashi               Bridge of Held Breath
 Pisa no Shatou                 Leaning Tower of Pisa
 Accelerando                    Accelerating
 Shikei                         Four Scenes / Quattro Panorama

 - Rosso's move names are mostly in Italian.  "Vulcano Rosso" means
   "red volcano" in Italian.

 [ ZANGIEF ]  -----------------------------------------------------------

 Chuudan                        Interrupt
                         
 Thanks for reading.

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 STREET FIGHTER EX 3 FAQ v0.1          Copyright (c) 2004 Chris MacDonald
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