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    FAQ/Move List by Kao Megura

    Version: v0.1 | Updated: 02/13/04 | Printable Version | Search This Guide

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     Unpublished work Copyright (c) 2004 Chris MacDonald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