-Super arts FAQ- by BillyKane version 0.9

0000  0  0  0000  0000  0000    0000 0000  000 0000    0000 0000 0000
0     0  0  0  0  0     0  0    0  0 0  0   0  0       0    0  0 0  0
0     0  0  0  0  0     0  0    0  0 0  0   0  0       0    0  0 0  0
0000  0  0  0000  000   000     0000 000    0  0000    00   0000 0  0
   0  0  0  0     0     00      0  0 00     0     0    0    0  0 0  0
   0  0  0  0     0     0 0     0  0 0 0    0     0    0    0  0 0 00
0000  0000  0     0000  0  0    0  0 0  0   0  0000    0    0  0 00000
                                                                     00

This document is copyright 2001 Nadir Sellam a.k.a. BillyKane. I will 
not tolerate any use of the information it contains without with my 
permission. If you use it without my permission, I will take you to the 
court, I will win, and you will lose lots of money. Think about it. 
Writing a FAQ takes time. If you want to use part of this FAQ on your 
site, please ask for my permission by email at 
nadir_sellam@hotmail.com. I don't care if you're familiar with the law 
or not, you copy my work you're going to pay, especially if you try to 
make profit off of it. That's the way it is. Knowledge is priceless.
                         
                      -End of disclaimer-

This is an attempt at creating another base of information for Street 
Fighter 3: Fight for the future. I am planning the gather a lot of 
information on each characters Super Arts whenever possible, and gear 
this FAQ more towards beginners than experts. This should basically be 
considered as a guide to help you choose your Super Arts of choice, and 
a general list of all Super Arts' uses. However, I probably won't have 
time to list -everything- about the subject, since Super Arts are a 
major part of the game. Indeed, your whole strategy evolves around your 
Super Art choice, and to be honest some of them are way better than 
others. My goal with this FAQ is to roughly introduce to beginners and 
below average players some uses and set-ups for every Super Art in the 
game.

------------------------------------------------------------------------
------------------------------------------------------------------------


A bit of history:

Version 0.1:  _07/31th/2001- I got this idea after finishing my Chun-Li 
FAQ. There is so much to be said about Super Arts, so why not give it a 
try? =)
              
Version 0.2:  _08/1st/2001- I just realized how much time this FAQ is 
going to take... I wrote tips on super canceling, stun value and the types 
of Super Arts.

Version 0.3:  _08/2nd/2001- I wrote the Akuma section.

Version 0.4: _08/3rd/2001- I wrote the Chun-Li section inspired by my 
Chun-Li FAQ, and the Dudley section (still incomplete though) with some 
help from SlimX. I also wrote the Ken, Alex, Remy and Ryu sections.

Version 0.5: _08/4rth/2001-I wrote the Hugo and Makoto sections and some 
formatting. I also started the "Parrying into Super Arts" section.

Version 0.6: _08/5th/2001-I wrote the Ibuki and Q sections, added the 
"Limited time Super Arts" section and wrote some parrying advice. I also 
changed the layout.

Version 0.65: _08/6th/2001-I finished the Sean section, and added some 
advice on comboing the universal overhead into Super arts. I finished 
the kara-canceling Super Arts section, too. Only 8 characters left, yay!

Version 0.7: _08/7th/2001-I wrote the Yang, Twelve and Urien sections, 
and wrote the "What's a Super Art?" explication. I think I will submit 
the FAQ in the present form and update it next week because I will be 
away for a few days. 

Version 0.8: _08/11th/2001-I added the PBR section and finished the 
Urien section. I started the Yun section but it is far from being 
finished.

Version 0.9: _08/25th/2001-I corrected a few typos and added a new SA 
category thanks to Gunblade. I also added the Genei Jin combos I got 
from thehy and the low LK X 2 XX Shin Shoryuken cancel.

Note to the people reading this: the sections I wrote about each Super 
Art are neither all finished nor definitive. I am having a hard to do -
everything- right now, but everything should come in time. Please do not 
email me to say: "Uor FAQ SUX! U forgot ma fave Sa111". I know. 
Constructive criticism, on the other hand, is welcome. Thanks by advance 
for understanding this.

Coming soon: 

_The parrying patterns of each Super Art
_The Elena, Necro, Oro and Gill sections
_More "various stuff"
_More detailed information about the Super Arts

------------------------------------------------------------------------
------------------------------------------------------------------------

Map

1. Legend

2. General rules
2.1 What is a Super Art?
2.2 Types of Super Arts
2.3 Buffering
2.4 Super canceling
2.5 Comboing into Super Arts
2.6 Limited time Super Arts
2.7 Stun value
2.8 Passing through projectiles
2.9 Kara-canceling into Super Arts
2.10 Various stuff about Super Arts

3. Super Arts description by character
3.1 Alex
3.2 Akuma
3.3 Chun-Li
3.4 Dudley
3.5 Elena -
3.6 Gill -
3.7 Hugo
3.8 Ibuki
3.9 Ken
3.10 Makoto
3.11 Necro -
3.12 Oro -
3.13 Q 
3.14 Remy
3.15 Ryu
3.16 Sean
3.17 Twelve
3.18 Urien
3.19 Yang
3.20 Yun

4. Parrying Super Arts
4.1 Point-blank parrying   
4.2 Parrying patterns description
4.3 "Parry Buffer Reaction"?

5. Parrying into Super Arts

6. Credits


------------------------------------------------------------------------


        1. Legend

LP = Light Punch/Jab
MP = Medium Punch /Strong
HP = High Punch/Fierce
LK = Light Kick/Short
MK = Medium Kick/Forward
HK = High Kick/Roundhouse

qcf = Quarter circle forward
hcf = Half circle forward
qcb = Quarter circle backwards
hcb = Half circle backwards
DP = Dragon Punch move -forward, qcf-
P = Any punch button
K = Any kick button
Throw = LP + LK
Tech = LP + LK when being thrown (it nullifies the throw)
Universal Overhead = MP + MK
Taunt = HP + HK
Dash = Forward X 2
Parry = Forward (see TheHY's FAQ)
Low parry = Down
~ = Charge time
XX = Super cancel


------------------------------------------------------------------------


2 General rules

2.1 What is a Super Art?

Super Arts play a major role in Street Fighter 3:Third Strike. They are 
very often just powered-up versions of special moves, but sometimes have 
new animations. These attacks have special properties and often deal 
more damage than normal and special attacks, but you will be asked to 
choose only one before the fight (unless you are playing on a Dreamcast 
and messed up with the System Direction options =).

You can only stock a limited number of Super Arts: there is a bar at the 
bottom of the screen that shows the number of Super Arts you can stock, 
and you level of super energy. The length of this Super Art varies on 
the move selected.

I hope this FAQ will help you to have a better understanding of how 
Super Arts work in general, and help you make your choice. I have 
written all of this by myself and did not rip off anyone else's FAQ (I 
have actually read very few Third Strike FAQs) so I am probably missing 
lots of things. I was also restricted by time and size: there is no way 
I could have told you about the way to link every Super Art, or all the 
variations of Yun's Genei Jin (=SAIII).

If you feel I left out an IMPORTANT aspect of a Super Art or made a 
mistake -which can obviously happen when you try to write a guide on all 
the characters-, feel free to send me an email at 
nadir_sellam@hotmail.com . If I decide to add your stuff to this FAQ, 
you will be credited for sure. Enough of stating the obvious, let's get 
on with the interesting things now.


2.2 Types of Super Arts

It is possible to classify the Super Arts into different categories. To 
make things easier, I decided to list them here:

_Rush-type Super Arts = When you perform these, your character will rush 
forward, giving more reach to the Super Art. When they are connected up 
close -outside of a combo-, you have to parry the first hit point, 
making them extremely dangerous.

Includes: Sean's Hyper Tornado (SAIII), Chun-Li's Houyokusen (SAII), 
Ken's Shippu Jinrai Kyaku (SAIII), Dudley's Rolling Thunder (SAII), 
Yun's Sourai Rengeki (SAII), Hugo's Hammer Frenzy (SAIII), Q's Critical 
Combo (SAI).

_Projectile-type Super Arts = Their name is self-explanatory: these are 
powered up versions of the characters projectiles. The number of hits 
and properties totally vary depending on the character.

Includes: Sean's Hadou Burst (SAI), Ryu's Shinkuu Hadouken (SAI), Ryu's 
Denjin Hadouken (SAIII), Akuma's Messatsu Gou Hadou (SAI), Urien's 
Temporal Thunder (SAII), Ibuki's Kasumi Sukaku (SAI), Remy's Light of 
Justice (SAI), Twelve's X.N.D.L. (SAI), Necro's Electric Snake (SAIII), 
Oro's Yagyou Dama (SAII) and EX Yagyou Dama (EX SAII).

_Dragon Punch-type Super Arts = In a similar fashion to the Fireball-
type Super Arts, these are powered-up version of the characters' anti-
air special moves. You need to parry them at point blank when up-close, 
and their parry patterns are usually fast and irregular. They consist of 
2 or 3 dragon punch-type moves.

Sean's Shoryu Cannon (SAII), Ken's Shoryureppa (SAI), Akuma's Messatsu 
Gou Shoryu (SAII), Dudley's Rocket Uppercut (SAI), Elena's Spinning Beat 
(SAI), Remy's Supreme Rising Rage Flash (SAII).

_Grab-type Super Arts = These Super Arts cannot be parried or blocked. 
However, your opponent needs to be rather close to you to connect them. 
They have more range than special throws, and can be kara-cancelled. 
Some of them need a start-up move.

Includes: Alex's Hyper Bomb (SAI) and Stun Gun Headbutt (SAIII), Hugo's 
Gigas Breaker (SAI) and Megaton Press (SAII), Oro's Kishin Riki (SAI) 
and EX Kishin Riki (EX SAI), Q's Total Destruction (SAIII), Necro's Slam 
Dance (SAII), Akuma's Shun Goku Satsu.

_Custom Combo-type Super Arts = These Super Arts act like Custom Combos, 
or V-Ism in Street Fighter Alpha 3. Your character's moves will hit 2 or 
3 more times than usual, allowing for longer combos.

Includes: Yang's Sei-ei Bu (SAIII), Yun's Genei Jin (SAIII), Oro's Tengu 
Stone (SAIII).

_Vertical-type = The main purpose of these Super Arts is to be reliable 
anti-airs. They go straight up and can easily stop jump-ins.

Includes: Ken's Shinryuken (SAII) and Akuma's Messatsu Gou Rasen 
(SAIII).

_Sudden Impact-type Super Arts = These Super Arts are connected on the 
ground most of the time, but they need to be parried at point blank when 
up close. They can be used as counters and have usually good priority.

Includes: Alex's Boomerang Raid (SAII), Ryu's Shin Shoryuken (SAII), 
Chun-Li's Kikoushou (SAI) and Tensei Ranka (SAIII), Necro's Magnetic 
Storm (SAI), Makoto's Seichuusen Godanzuki (SAI), Ibuki's Yoroi Doushi 
(SAII) and Yami Shigure (SAIII), Yun's You Hou (SAI), Elena's Brave 
Dance (SAII), Urien's Tyrant Slaughter (SAI) and Dudley's Corkscrew Blow 
(SAIII).

_Delayed Impact-type Super Arts = These are similar to the Sudden-Impact 
Super Arts, except that they can be parried as normal moves (after the 
screen flashes, that is), which makes them easy to parry unless they are 
included in combos. 

Yang's Raishin Mahaken (SAI) and Tenshin Senkyuutai (SAII), Makoto's 
Abare Tosanami (SAII), Twelve's X.F.L.A.T. (SAII).

_Other = Any Super art that does not fit the aforementioned categories.

Elena's Healing (SAIII), Urien's Aegis Reflector (SAIII), Remy's Blue 
Nocturne (SAIII), Makoto's Tanden Renki (SAIII), Akuma's Kongo Kokuretsu 
Zan, Twelve's X.C.O.P.Y. (SAIII).

Note: This list is subjective to an extent. While the vast majority of 
the Super Arts totally fit into one category, some of them could 
arguably have appeared into several. These categories are not 
restricting in any way, and I will discuss the proper uses of each Super 
Art later.


2.3 Buffering

_You need to learn buffering to start using characters efficiently in 
almost every fighting game, not only Third Strike. It is particularly 
useful for grapplers (e.g. Alex and Hugo), or for fighters who have long 
or complicated moves in general. In this game, most characters can 
perform a Super Art by just doing qcf X 2 + P or K, but Alex, Hugo and 
Akuma's Supers have more complicated motions.

_Buffering a move is basically taking advantage of the recovery time of 
your own character while performing a move (usually a "laggy" move) to 
start performing the motion for another move (generally a Super Art). If 
you have played any King Of Fighters or Capcom versus SNK before then 
you probably know what I am talking about. You can basically buffer -
any- Super Art if you can find a move that is long enough to let you do 
it. 

-Example-

Hugo's Gigas Breaker (=SAI) is one of the hardest Super Arts to connect 
in the game, because of its relatively complicated motion. It is quite 
hard to perform if on the ground without jumping because the motion is a 
720, so most players decide to jump and start performing the motion when 
they are in the air. You can even throw a light attack that you hope 
will be blocked so that your opponent is still within Gigas Breaker 
range. This is one of the most basic buffering techniques. But you can 
also buffer it from a dash, a slow move, a whiffed throw... There are many 
other possibilities. 


2.4 Super canceling

_This is a basic technique that you need to learn very early if you want 
to improve your game that is sometimes referred to as buffering (this 
term comes from other games, but it totally fits here). This technique 
is somewhat similar to the 2-in-1 concept used in the later old-school 
Street Fighter 2 games, but here you cancel a special move into a Super 
Art instead of canceling a normal move into a special move. This is made 
possible by the fact that most Super Arts in Third Strike are simple qcf 
X 2 + P or K motions. 
-Example-

When you perform a Super Move, such as Ryu's Hadouken (qcf + P), and 
then perform another qcf + P very fast, the computer will recognize both 
the fireball motion and the Super Motion, even though you have not 
performed separate motions.

Motion:
qcf + P, qcf + P

Result:
A Hadouken immediately followed by a Shinkuu Hadouken (SAI), making it 
harder for your opponent to anticipate and parry. It does not matter 
what kind of normal attack button (kick or punch) is used. Just keep in 
mind that some moves and Super Art are cancelable, and others are not. 


_You can cancel a Super Art from an air projectile by using the same 
technique with Akuma or Ibuki. 

-Example-

Jump with Ibuki and throw a dagger (qcf + P), then perform another qcf + 
P to cancel it into her Kasumi Suzaku (SAI). Just remember that you have 
to do everything while still in the air -if you have trouble at first, 
just use a super jump (down-up forward or backwards).

Motion:
Jump, qcf + P XX qcf + P

Result:
A dagger immediately followed by MANY daggers, making it a lot harder to 
parry, and quite unpredictable.


_It is possible to cancel a Super Art from a charge move quite easily, 
contrary to what many people seem to think. All you need to remember is 
that you have to hit the points for the first part of the Super Art 
(qcf) while performing the initial charge move, and then add another qcf 
+ P or K to perform the Super Art.

-Example-

Remy does not have any qcf-type move because he is a charge character. 
However, you will still need to master his super cancels to use him 
efficiently. One of my favorite tricks to prevent his Light of Justice 
Super Art (SAI) to be parried (or at least make it harder for your 
opponent) is to cancel it from a low Light of Virtue. You need to charge 
back, perform a qcf -or hcf, the computer will recognize the same motion 
anyway- forward and any kick button (you can change the speed of the 
projectile, I personally prefer using his HK), and finally perform 
another qcf + P to pull off the Super Art. Your opponent needs to low 
parry the first hit, and parry the upcoming Super Art high, making it 
much harder. But it is true that the Super Art will deal less damage 
than if it was not canceled.

Motion:
Charge back~, qcf + K XX qcf + P

Result:
A low Light of Virtue by the speed of your choice immediately followed 
by the Light of Justice Super art.


_Of course, this technique does not only apply to fireball-type Super 
Arts only, but to most Super Arts in general. You can use super 
canceling when up-close.

-Example-

Canceling Elena's MK Rhino Horn (DP + MK) into her Spinning Beat (SAI) 
when up close is very easy. Once the first hit of the Rhino Horn 
connects, you just have to perform another qcf + K.

Sometimes, one version of a special move will be cancelable into a Super 
Art but another will not. In this case, you can super cancel Elena's 
Spinning Beat from her MK and her HK Rhino Horn, but it is impossible to 
cancel it from the LK version. The LK version only hits -once-, so you 
have no time to cancel the Super Art before the second hit, contrary to 
the other versions. 

Motion:
MK DP XX qcf + K

Result:
The Rhino Horn will not knock your opponent on the ground and he/she 
will still get hit by the Spinning Beat. Perfect for chip damage. =)


_Of course, you can super cancel from EX moves. Sometimes, you can ONLY 
super cancel from the EX move version of a special move.

-Example-

In the same manner as Elena's "Rhino Horn XX Spinning Beat" cancel, 
Ibuki use her EX "Dragon Kick" and cancel it into her Kasumi Sukaku. The 
interesting part is that you can ONLY cancel it from her EX version 
because it lets you use an attack when you are on the way down, 
recovering from your attack. Just remember to perform the qcf + P quite 
fast.

Motion:
DP KK XX qcf + P (do not forget to spazz to get more hits and damage)

Result: 
You connect a Super Art that is usually somewhat predictable from up 
close and impossible to connect when not at a distance. The downside is 
that you need more than just one super bar to perform this technique.


2.5 Comboing into Super Arts

Comboing into Super Arts generally requires mastering the Super 
Canceling I just explained. It is the safest way to connect your combo 
because of the parry feature. However, you need to learn which Super Art 
can be connected from which move. Throw-type Super Arts usually cannot 
be comboed into.

-Damage reduction rule-

It is very important to keep in mind the Damage reduction rule that was 
implemented into this game to avoid combo abuses. While comboing into a 
Super Art is usually better because it makes it impossible to parry if 
the combo connects, it dramatically lowers the damage dealt by the Super 
Art. The rule is: the bigger the combo is, the lowest the Super Art 
damage will be. Super Art can lose more than half of their damage 
potential when included in long combos.

-Mix-up games-

Comboing into Super Arts allows for mind games, especially mix-ups. Even 
though most Super Arts hit high (with the expection of Ibuki's Yami 
Shigure), you can cancel them from some low pokes (usually low MK), and 
mess with your opponent's mind. Next time he misjudges a hit, he will 
surely eat a Super Art!

-Example of combo into a Super Art- 

Chun-Li's Low MK XX Houyokusen allows for crazy mind games. Basically, 
all you need to do is to get your opponent to block high (by using the 
Hazanshou or the universal overhead), and then connect the low MK into 
Super Art. Your opponent will soon be afraid to block high or to poke... 
This is when you should start abusing overheads and down-forward HK into 
Super Arts. The best way to connect a Super Art is to confuse your foe. 
Just remember to vary your techniques (you can use a Super Art outside 
from a combo once in a while).

-Universal overhead into Super Art-

When you think of it, comboing a Universal Overhead (MP + MK) into a 
Super Art would be a great idea to dish out major damage easily, since 
you can catch any player who is blocking low with it. Well, it IS 
possible, but there are conditions. 

You cannot just use a Universal Overhead when up close and then combo it 
into a Super Art, it would be too easy and would break the balance of 
the engine. You can only perform this when the Universal Overhead is a 
late hit, meaning that it only hits when you are on the way down -it 
basically looks like you are hitting your opponent on the legs-. You 
have to perform the Super Art motion very fast, though. 

Since most Universal Overheads do not have great priority and cannot be 
used as counters, you will have trouble finding yourself in a position 
where you can connect a late overhead on a blocking opponent from a 
distance. This is the reason why the best moment to use this technique 
is when your opponent is getting up after a knock down. Keep in mind 
that it equals to taking a big risk if your opponent has good wake-up 
moves. But if your opponent is the kind of player who blocks low after 
being knocked down, it works. Do not abuse it against good parri-ers, 
though.


2.6 Limited time Super Arts

Some Super Arts need a start-up command before you can actually start 
hitting you opponent. Right after you activate the Super Art, a timer 
will appear instead of the super meter and it represents the time 
allowed for you to use the Super Art. During this time, you cannot use 
EX moves, and you cannot gain meter.

The Super Arts that follow this rule are:

_Q's Total Destruction (=SAIII)
_Yun's Genei Jin (=SAIII)
_Yang's Sei-ei Bu (=SAIII)
_Oro's Kishin Riki (=SAI) and (EX) Tengu Stone (=SAIII)
_Makoto's Tanden Renki (=SAIII)
_Twelve's X.C.O.P.Y. (=SAIII)


2.7 Stun value

It is obvious some Super Arts deal a lot more of stun damage than 
others. Actually, some of them are especially geared towards stunning 
the opponent (I am thinking of the Denjin Hadoken and the Stun Gun 
Headbutt in particular here). Usually, "bigger" characters's Super arts 
will inflict more Stun damage, but this rule is not universal.

Using a Super art in a combo will not affect its Stun value. Some combos 
are very useful to stun the opponent.

-Example-

This is an Urien combo:

Low HP (2-hits), EX Headbutt (charge down~, up + PP), Chariot Rush 
(charge back~, forward + LK) XX Temporal Thunder (SAII)

You need to charge the EX Headbutt (down) during the 2 hits of the low 
HP, and to charge the Chariot Rush during the EX Headbutt, but the 
timing is not too hard. To cancel the Chariot Rush into the Temporal 
Thunder, use the technique for charge characters described in the super 
canceling section.

Remember that stunning your opponent is a requirement to get a good 
grade at the end of a fight, and to frustrate him. A stunned opponent is 
open to any move and any combo, and has a longer hit stun than usual.


2.8 Passing through projectiles

Some Super Art's invincible start-up animation is so long that you can 
use them to go through projectiles and still hit your opponent. Learn 
how to recognize the animation -which is different for every character- 
and time your motion so that you do not eat the fireball -the damage 
risk is not too big, but you might end up wasting a Super meter-. This 
is particularly good since most players seem to pick Ryu, Ken or Akuma 
and throw fireballs all day. Use this technique, that will tech them to 
play like scrubs! =) 

The Super Arts that can be used to pass through projectiles are (keep in 
mind that I am not talking about the Super Arts that even more PRIORITY 
than projectiles here):

_Chun-Li's Houyokusen (=SAII)
_Sean's Hyper Tornado (=SAIII) and Shoryu Cannon (=SAII)
_Yun's Sourai Rengeki (=SAII) and Youhou (=SAI)
_Dudley's Rolling Thunder (=SAII)
_Q's Critical Combo (=SAI)
_Hugo's Hammer Frenzy (=SAIII)
_Ken's Shoryureppa (=SAI)

These Super Arts are great when used as "projectile-counters", but do 
not necessarily pass though fireballs:

_Yang's Tenshin Senkyuutai (=SAII) -goes under fireballs-
_Alex's Stun Gun Heabutt (=SAIII) -jumps over fireballs-
_Makoto's Abare Tosanami (=SAII) -jumps over fireballs-
_Twelve's X.F.L.A.T. (SAII) -jumps over fireballs-
_Urien's Aegis Reflector (=SAIII) -reflects fireballs-
_Akuma's Kongou Kokuretsu Zan -invincible to fireballs-

Of course, any "fireball-type" Super Art will nullify a fireball. This 
can be useful if your opponent is using a "slow" fireball (this works 
particularly well with Twelve's X.N.D.L.). 


2.9 Kara-canceling Super Arts

This technique only works with the ground grab-type Super Arts (apart 
from Oro's Kishin Riki -=SAI- and Q's Total Destruction -=SAIII), not 
with any Super Art that can be blocked or parried. These are, namely:

_Alex's Hyper Bomb (=SAI)
_Hugo's Gigas Breaker (=SAI)
_Necro's Slam Dance (=SAII)

The technique used is the same as the common kara-throw technique: you 
have to cancel a normal move that makes your character go forward into a 
Super Art to give it more range. However, the timing is much stricter 
here since the normal move should be canceled before it evens hits your 
opponent: you often need to pull off the motion very fast.

Here are the kara-throw starters for these characters:

Hugo ------> MK  (32-pixel-range gained)

This one is very hard to perform because of the nature of the Gigas 
Breaker (=SAI) motion. It is still possible though

Alex ------> Forward + HP, HP, close MK (30-pixel-range gained)

I personally prefer using the forward + HP for kara-throwing, it seem to 
have more range. I have never seen anyone kara-cancel this move. It is 
technically possible, but you would have to be fast as hell.

Necro ------> MP, back + MK, HK (26-pixels-range gained)

I use the MP for kara-throwing, simply because it is easier to use on an 
arcade cabinet and it does not seem to give less range than the two 
other ones. Same deal here, I have never seen anyone perform this, but 
it should be possible. The problem is that canceling a fast move like 
that with q qcf X 2 + P motion requires CRAZY timing. I do not even 
think it is worth using in a fight.


2.10 Various stuff about Super Arts

_Necro's Magnetic Storm (=SAI) nullifies fireballs.
_Akuma is vulnerable to Super Arts when he is using the teleportation.
_If Twelve taunts while using X.C.O.P.Y. (=SAIII), he gets the bonus his 
opponent would normally get for the rest of the round.
_If Makoto's Tanden Renki (=SAIII) does not boost her offense enough in 
your taste, you can taunt before using it.


------------------------------------------------------------------------


          3. Super Art description by character

Note: the damage stats are those of the Super Art done with no combo 
starter or anything, just the Super Art by itself on Ryu, standing 
(except for the Megaton Press). Some Super Arts can deal different 
damage depending on if you mash the buttons or not, and on how long you 
charge it. In these cases, I picked the highest damage possible.


3.1 ---ALEX---

Alex's Super Arts have very good potential, but beginners should stay 
away from them because it takes a good knowledge of the engine to master 
them. But in terms of pure damage, they are scary and well worth taking 
the time to learn. 

-SAI: Hyper Bomb-

Command: 360 + P

Type: grab

Damage: 45%

Number of hits: 3

Super gauge:
I <----------------------->

First off, this Super Art is a grab, which means that it cannot be 
blocked. As far as I know, there is no way to "tech" it either, because 
it is a Super Art, and it has a very good priority (like most grab-type 
Super Arts). Basically this means that if you can get close to your 
opponent, you become a real threat.

This Super Art is very damaging, and quite easy to do: in the previous 
Street Fighter games, you always needed a 720 to perform a throw-type 
Super Art. But Alex is a grappler of a new kind, very similar to the KOF 
grapplers. He does not necessarily need complicated moves to be 
mastered, but lots of thinking. This moves totally symbolizes this 
aspect of the character in my opinion.

Most players use this move after the MP Flash Chop, because your 
opponent will be facing the other direction. But this technique only 
deals 3.3% more than using the Super Art by itself, so only use it if 
you are having trouble getting up close. 

This Super Art has very good range -much more than a regular throw- and 
priority, so do not be afraid to use it when you are in sweep range. If 
you miss, you will probably eat a combo, but the risk is worth it.

There are many ways to land the Hyper Bomb, and most of them include 
buffering the move (see section 2.3). Of course, you can jump to perform 
the 360 move without any trouble, as in any other fighting game. But 360 
moves seem to be very easy to perform in Third Strike, mainly because of 
the fact that they do not require a full 360 motion. You can totally 
skip doing the last part of the motion and press forward + P instead, 
for instance. This will help you to get rid of embarrassing problems, 
like having your character jump instead of performing the Super Art. 
Just practice performing "> V < ^ + P" and it will become natural. 

Do not overdo it, though, because you might end up performing a Power 
Bomb (hcb + P). It is much easier to just walk towards your opponent and 
land a Hyper Bomb than to do the same with Hugo's Gigas Breaker (even 
though both are possible using tricks), giving Alex a big advantage over 
most characters. You can also use the usual set-ups: dash-in -> Hyper 
Bomb, dash under a jump-in -> Hyper Bomb.

Another great way to land a Hyper Bomb is after a parry. Just make sure 
to recognize what kind of move it is, and that your opponent will still 
be within Hyper Bomb range (most of the time they do). Sometimes you can 
even use it after a blocked move or as a counter. If you are playing 
against decent players, they will probably try to parry a Rush Elbow 
(charge back~, forward + K) you throw out on purpose: remember to 
perform a Hyper Bomb if they do.

Zoning works quite well when using this Super Art, because you can use 
the DDT trap -basically poking with the close MK and use the DDT when 
the opponent blocks- and Alex's anti-air special throw (DP + K). This is 
a great way to scare you opponent.

The only downsides to this Super Art is that it gives few EX moves (and 
these are very important for Alex not to become predictable) and that 
you have to be close to your opponent to land it, which can be tricky 
against a good poking player.

-SAII: Boomerang Raid-

Command: qcf X 2 + P

Type: sudden impact

Damage: 30.2%

Number of hits: 5

This Super Art is very underrated. It is rather hard to connect against 
fast character, and its damage is only average for Alex, but it is still 
a very good move in my opinion. The thing to keep in mind is that you 
need to be close enough to your opponent so that the throw that ends the 
Super Art does not whiff. When it does, it leaves you open to any kind 
of counter attack, and the damage of the four punches is not worth it. 

You can use it as a counter because it has decent priority, but once 
again, remember that it is useless if the first hit knows your opponent 
down (do not use it as an anti-air). The damage is quite nice, and I 
like to think of this Super Art as an "old-school" Super Art in the 
sense that it is not very easy to land, but it is quite rewarding. 

Like Alex's other Super Arts, you can perform it after (you can even 
cancel actually) a MP Flash Chop. The damage will obviously be lowered, 
though. I do not use this Super Art much, because it is not versatile 
enough for me, but I know that it has a few qualities.

-SAIII Stun Gun Headbutt-

Command: qcf X 2 + P

Type: throw

Damage: 15.4%

Number of hits: 4

Super gauge:
I <--------->

The Stun Gun Headbutt seems to be Alex's most popular Super Art, mainly 
because of its Stun value. This move acts like a grab, so it cannot be 
blocked or parried. It is also totally invincible during the first part 
of the move -before Alex reaches the top of his jump- so it is very hard 
for your opponent to use a normal anti-air. The Punch button you press 
changes the range of the move: the LP version does not go forward, 
whereas the HP version travels full screen.

Actually, the best things to do to avoid being caught by the Stun Gun 
Headbutt are to either jump (preferably backwards) or dash-in under 
Alex. So you want to pressure your opponent, and confuse them so that 
they do not know how to react. If you are predictable, you probably will 
not land it even once. The secret is in using various set-ups. 
Basically, you should use it every time you feel that your opponent 
cannot jump for any reason (laggy move, dashing, jumping, turtle...).

Alex is a character that naturally deals a lot of stun damage, so with 
this Super Art he becomes really dangerous: he can stun you very easily, 
and once you are stunned he can deal serious damage with his special 
throws.

The MP version is good when zoning: when people are right outside of DDT 
range they tend to think they are safe, but they are not. =)

Against beginners who throw lots of fireballs from the other side of the 
screen, you can simply use the HP version to catch them. This should 
make them come closer to you, which means that you can use your special 
throws. =)

But I personally recommend sticking to the LP version becomes it comes 
out earlier. You can use it to counter upcoming jump-ins: the 
invincibility frame will prevent you from getting hit, and if you do it 
early enough your opponent is sure to get caught. You can also 
occasionally use it as a wake up move.

The best way to land this Super Art is to cancel it from a MP Flash Chop 
(qcf + P): if the first hit connects, your opponent is stunned. You can 
then get close to him/her and perform another MP Flash Chop, HP Power 
Bomb (hcb + P). This is a great way to deal a lot of damage in almost no 
time, and also to get good grades easily.

But it seems that this Super Art does not do very well in fierce 
competition, because all the good players know about it, and know how to 
avoid it. Third Strike is a rather defensive game, so it is not always 
easy to catch people with the Stun Gun Headbutt.


3.2 ---AKUMA---

Akuma has a solid set of Super Arts, but most people seem to avoid the 
Messatsu Gou Shoryu for some reason. The good thing is that Akuma has 2 
"hidden" Super Arts that you can use when your super bar is MAX-ed. 

-SAI: Messatsu Gou Hadou-

Command: qcf X 2 + P

Type: projectile

Damage: air-27.2% ground-24.7% 

Number of hits: 6 hits

Gauge:

II <---------------->

This Super Art is probably the most used by Akuma players. It is quite 
versatile because you can perform it on the ground or in the air, and 
you can easily cancel it from a Gou Hadouken (qcf+P), which is good for 
chip damage -in case your opponent parries it, just dash-in and throw or 
sweep-. You can use many other similar set-ups, mixing between the air 
Gou Hadouken, the three-hit fireball and the regular fireball. 

The air version comes out rather fast and can easily surprise your 
opponent.

When up close, you can try to connect it from the low MK, or the low MP, 
as with most fireball-type Super Arts.

There are a lot of other simple combos involving the Messatsu Gou Hadou, 
such as: Jump-in HP, low HP, LK Hurricane Kick, Gou Shoryuken XX 
Messatsu Gou Hadou (under certain circumstances you can even follow up 
with a HP Gou Shoryuken XX Messatsu Gou Hadou - can you say "flashy"? 
=).

To avoid the Super Art to lose too much of its damage value, I recommend 
short combos, like: low MK, LK Hurricane kick, Messatsu Gou Hadou. You 
can mix up your game (using universal overheads and forward + MPs), and 
then use this combo often.

The super Gauge is rather long and you can store two of them, but all 
three Super Arts are the same regarding this.


-SAII: Messatsu Gou Shoryu-

Command: qcf X 2 + P

Type: Dragon Punch

Damage: 32.7%

Number of hits: 7

Gauge:
II <----------------> 

Few Akuma players use this Super Art, as far as I know. It is very 
similar to Ken's Shoryureppa, and sadly is as limited. It works well in 
combos (use the low MK, as usual) and does nice damage, but its primary 
use seem to be as an anti-air. It has very good priority, but the 
downside is that in most situations, an airborne opponent will only need 
one air parry to avoid the whole Super Art, bouncing on the other side 
of the screen while you will still be recovering. So do not abuse its 
anti-air properties.

It works well as a counter move because of its priority, too, but you 
have to make sure that the first Dragon Punch does not knock your 
opponent down -and the rest whiffs-. It is a decent wake-up move. You 
can cancel this move from a Gou Shoryuken, a Gou Hadouken or a LK 
Hurricane Kick very easily.

It is interesting to note that contrary to Ken's Shoryureppa, the 
Messatsu Gou Shoryu cannot pass through projectiles. It has very good 
priority but no invincibility frame.

The problem of this Super Art is that it is less versatile than its two 
others, and therefore is somewhat predictable. You cannot perform it in 
the air, for instance. The Super Gauge is as long as for the other Super 
Arts and takes a while to fill, even though you can stock two of them. 
This is not a big deal though, since Akuma cannot use EX moves.


-SAIII: Messatsu Gou Rasen-

Command: qcf X 2 + K

Type: vertical

Damage: ground: 32.7% air: 34.6%

Number of hits: 12

Gauge:
II <---------------->

Akuma's second most used Super Art, if I am not mistaken. It is more 
limited than the Messatsu Gou Hadou, but less predictable than the 
Messatsu Gou Shoryu in my opinion. They have the same kind of anti-air 
properties, but the Messatsu Gou Rasen goes straight up in the air and 
seems to come out faster. Keep in mind that you can use this Super Art 
in the air, too.

However, you are totally open to a counter attack after a missed, 
blocked or parried Messatsu Gou Rasen, even more so than with the 
Messatsu Gou Shoryu. Only use this Super Art when you are sure that it 
is going to hit, so do not abuse it as a wake-up move either.

You can use several techniques to connect it. You can use it as a normal 
anti-air Super Art against a jumping opponent. If the Super Art misses, 
remember that you can perform another one just as you touch the ground 
if you have enough Super meter. This usually surprises people. You can 
also jump-in, and perform the Super art motion right before you touch 
the ground. The Messatsu Gou Rasen is likely to stuff his anti-air, and 
if he decides to parry, he has to be ready for a multi-hit move. You 
cannot do anything if he blocks, though. This Super art is basically 
about taking risks.

When up-close, you can of course cancel it from a Gou Shoryuken or a Gou 
Hadouken, and from Akuma's famous LK Hurricane Kick.


-Shun Goku Satsu/Raging Demon-

Command: LP, LP, forward, HP + LK

Type: grab

Damage: 43.8%

Number of hits: 15

Gauge:
MAX <----------------->

This is Akuma's signature move, and can be used in various ways. 
Mastering the Shun Goku Satsu set-ups is the key to becoming a real 
"Akuma master". It acts like a grab, in the sense that impossible to 
parry or block. The Super Art comes out really fast, but not as fast as 
in Alpha 3 for instance. If you perform it from a distance, your 
opponent will have time to jump. 

You need to have a MAX meter to perform it, but the good thing is that 
you always have the opportunity to either go for your normal Super art 
or for the Shun Goku Satsu. Use this to your advantage to scare your 
opponent. If you throw out random LPs, he/she will probably think you 
are trying to perform the move, so use it to fake and force him to jump, 
then catch him with a Super art when he is going down. This Super Art is 
a constant threat that makes Akuma a dangerous character.

You can kara-cancel into the Shun Goku Satsu to force your opponent to 
eat it. For instance, if you are in the corner, you can force your 
opponent to block low with LPs and then kara-cancel into the Super so 
that your opponent has no time to jump. Akuma's best kara-cancel starter 
is his forward + MP overhead. 


-Kongou Kokuretsu Zan-

Command: down, down, down + PP

Type: impossible to parry

Damage:  44.4%

Number of hits: 4

Super gauge:
MAX <---------------->

This is Gouki's most damaging Super Art... However, it is quite hard to 
connect. You must be close to your opponent to get the full damage. The 
first use of the KKZ is as an anti-air move, because you will easily 
catch people that way. You can also jump-in yourself (to buffer the 
down, down, down press during the jump so that your opponent cannot 
detect the Super Art) and use it as soon as you touch the ground. Of 
course, you can also perform any other move to buffer the command (a Gou 
Hadouken for instance).

It has a long invincibility frame at the start-up that will out-
prioritize most moves including Super Arts. This is the reason why using 
it as a wake-up move can be reasonable.

It is possible to parry the first wave of flames that can hit you when 
you are at a distance, but it is impossible to parry this move when up 
close.


3.3 ---CHUN-LI---

Chun-Li's Super Arts are unbalanced. While the Kikoushou and the 
Houyokusen are among the best moves in the game, the Tensei Ranka is, 
Simply put, worthless. 

-SAI: Kikoushou-

Command: qcf X 2 P

Type: sudden impact

Pure damage: 29.6%

Number of hits: 20
                   
Super gauge: 
I <----------------> 

It does a fairly good amount of damage if you can get a close hit. The 
problem is that most players won't make mistakes so huge that you will 
be able to punish them in close range.

It is easy to combo into. It is also a very good punishing move due to 
its range. You can easily chip your opponents to death using this move.

It is very fast, and has one of the best priorities in the whole game. 
Of course, it will nullify fireballs and the likes. You can even use it 
as a surprise wake-up move. As long as you're facing your opponent and 
he's up close, it is safe.

It's insanely hard to parry: actually, this is probably the hardest move 
to parry in the whole game. It pushes your opponent away even when 
blocked. This means that they won't have many counter solutions in case 
you miss your Kikoushou. Of course, you shouldn't miss it in the first 
place, but if you do, the only thing your opponent can counter with is a 
fireball special/super, a rushing normal/special/super, or a dash-in 
normal. It sounds like it's a lot, but it's still better than being 
totally open.

You can use it after a successful air hit: your opponent will bounce and 
most of the Kikoushou hits will connect. You can use this technique 
after hitting an opponent in the air with any move except the air throw, 
the jumping down + HP and the jumping HK. I personally recommend using 
weak attacks since they don't make your opponent bounce as much so the 
super art will do more damage. This is a safe way to connect this super 
art, but it does less damage.

It is a very good anti-air: even though you will rarely be able to 
connect all the hit -or else you're taking a huge risk- you will 
probably connect enough to do decent damage. Given Chun-Li's lack of a 
really effective anti-air, this can be very useful especially against 
characters with a dive move (e.g. Akuma, Yun, Yang, Necro, Twelve). 
However, it's better to use it against deep jump-ins, that way you can 
connect most of the hits. Sometimes, the Kikoushou will make your 
opponent bouncer and he/she can block the rest of the super. You don't 
want that to happen.

However, you can only charge one super. This is annoying because it 
creates many situations of "hit or miss" and doesn't give you the 
opportunity to use many EX moves. As a matter of fact, Kikoushou 
Chun-Li players are quite predictable.

If the super whiffs, you're in BIG trouble. Sometimes when you use it as 
a wake-up or as a punishing move it can go in the wrong way. The main 
rule with this super is to know what you're doing.


-SAII: Houyokusen-

Command: qcf X 2 + K

Type: sudden impact

Damage: 33.3%

Number of hits: 17

Super gauge: 
II <-------------->

This is by far her best Super Art, and the most used in tournaments. 
Actually, it is not much the move itself but the facility with which you 
can link it that makes it a deadly weapon. In my opinion, this is the 
best SA in the game. Period.

It is Chun-Li's most damaging SA (slightly better than the Kikoushou). 
You get 2 super bars (so you still have the possibility to use EX moves, 
especially the EX Spinning Bird Kick). It travels the screen very fast, 
which makes it an extremely good attack to punish mistakes -a missed 
Shoryuken, for instance- but keep in mind that you won't have many 
opportunities to use it as such on high level play. But don't worry, it 
is not its best use anyway.

It is hard to parry, even when not in a combo. Actually, it is quite 
hard to get the first hit because it's much faster than it looks. Once 
you manage to parry the first hit, the rest is not that hard. However, 
if you miss the Houyokusen -which shouldn't happen-, any skilled 
opponent can just parry the last hit of the super, which is very easy. 
Try to not miss this super or you're dead meat.

It has a rather long invicibility frame at start-up, which means that 
you can pass through fireballs. This is a very nice trick and many 
players aren't aware of it: just wait until the fireball is close. The 
good thing is that you don't necessarily need to pull off the super as 
soon as you "feel" the invicibility frame coming, since most 
Ryu/Ken/Akuma players won't block after throwing a fireball (and you 
know there are many shotokans out there). Just keep in mind that the 
invincibility frame is rather long compared to other supers but lasts 
less than one second. So don't try the super just when you see the 
fireball coming, you will waste it. This should only be used 
occasionally as a surprise attack, and remember that you can't pass 
through Urien's Metallic Sphere.

This super can also punish blocked fireballs (from the shotos) or sag 
hit fireballs -within jumping distance-. This is especially useful if 
your opponents abuse their Low MK -> Fireball combo.
 
But you will ONLY need her low MK to win. Why? Simply because it's one 
of the best normal moves in the game: it's fast and hits low, but more 
than anything its hit stun time is long and it has a great number of 
frames. You can cut the animation of this move at any moment to start 
the SA: usually you have to finish the motion of the super exactly at 
the end of the normal move. I have no idea of why Capcom did that, but 
it gives Chun-Li an edge over most other fighters, as if she wasn't 
already powerful enough. If you want to win as many fights as possible, 
simply abuse Chun-Li's "low MK -> Houyokusen" trick. Even though it is 
already famous everywhere, most players don't have very good low 
parrying skills, and this move is faster than it looks like. Mix up your 
attacks and you'll frustrate many players. This is the way Chun-Li is 
used in tournaments, and this is the way the Japanese top-players use 
her as well.

If you have trouble pulling off the super motion, remember that there 
are mainly two ways of getting this trick to work: either you throw the 
MK and then do the qcf X2 + K motion, or you buffer the first qcf DURING 
the MK, and then you do another qcf +K during the hit stun animation. It 
sounds complicated in theory, but trust me, any player can do it: I even 
managed to get it to work on the Dreamcast's regular controller, even 
though I despise this thing and never use it. But of course, it is more 
likely to work if you're playing with an arcade stick. The top Japanese 
players have been reported to do the super motion EVERY time they stick 
out the low MK. 
While this technique can appear as exhausting in the long run, it is 
extremely efficient: they can wait and see if the MK hits. If it does, 
they just need to press any Kick button again and the super connects. 
I like to keep pressing the MK button when I'm buffering for some 
reason. I usually press HK to start the super.

But there's more: you can cancel a super jump at the end of the super, 
which adds up to the damage already inflicted by the Houyokusen. You 
need to cancel the super jump motion (down, up) during Chun-li's last 
kick. I remember having trouble to pull this off at first, which is why 
I recommend to do the super jump motion all the way through the super: 
it makes you look dumb, but it works every time.

Once you've cancelled the super jump motion, you have many 
opportunities. The best one is to use Chun's target combo (air HP, HP) 
because it will hit every time if you learn the timing. You can also do 
"down + MK, HK" but be aware of the fact that the HK won't hit 
constantly. It does the same damage, though. You can also hit your 
opponent with a HP and perform a MK or HK Hazanshou after landing. Since 
most players will be trying to block low after the Super Art, it should 
hit and it does more damage than the target combo.

However, this super has a very long recovery time if missed. If your 
opponent blocks and has a super in stock, you're dead. This is another 
good reason to use the low MK trick.

This SA doesn't have good priority. It can be stopped after its initial 
invincibility frame by most normal attacks. This means that you 
shouldn't just use it out of the blue thinking that your opponent won't 
be able to counter/out-prioritize it.


-SAIII: Tensei Ranka-

Command: qcf X 2 + K

Type: anti-air

Damage: 23.4%

Number of hits: 9

Power gauge: 
III <---------->

I see this Super Art as the opposite of the Houyokusen: it is by far 
Chun-Li's worst SA. I almost NEVER see anyone use it because it's hard 
to find actual uses for it. I'm all for variety, but honestly, why use 
this when her two other SAs are among the best in the game? I'm starting 
to think that Capcom gave her this SA to prevent her from being even 
stronger... =)

It can be used as an anti-air. I suppose this is what the developers had 
in mind when they created it. You get 3 small super bars, which means 
that you can use EX moves and charge your bar very quickly.

You can try to use it as a wake-up move because the last hit is an 
overhead. But that's definitely a waste of a super, and the damage is 
very poor. Besides, this isn't going to work against experienced 
players. It is not that great of an anti-air, actually. If you're lucky, 
you might connect the whole 9 hits, but you're more likely to only get 
5, or sometimes it will even whiff. Either way, the damage is 
ridiculous, and not worth taking the risk of using it as an anti-air. 
Compare that with the damage you get from "parrying -> Kikou Shou". 
Discouraging, huh? =)

It is easy to parry, even used as an anti-air. It basically takes only 
three parries to parry the whole 9 hits. Any decent player will be able 
to parry it in my opinion.

The damage is too small. Well, this is self-explanatory. Sure, it could 
be argued that it is normal since you have 3 power bars: but the number 
of times the Tensei Ranka will hit is so small that it cannot be 
considered as a balanced Super Art. Chun-Li's EX Hazanshou is almost as 
good as the Tensei Ranka and has the same properties. Why choose it as a 
super when all Chun players have access to this move?


3.4 ---DUDLEY---

Dudley has a good set of Super Arts, and they all represent very 
different styles. Your choice will totally change your style of play, 
from a poking Dudley to a rush-down Dudley. You can cancel all three of 
his Super Arts from his command dash (hcf + K) and it does not reduce 
the damage, so do not hesitate to abuse it.


-SAI: Rocket Uppercut-

Command: qcf X 2 + P

Type: dragon punch

Damage: 32.1%

Number of hits: 11

Gauge:
II <-------------->

It does pretty good damage and has a fast start-up, is a good anti-air, 
and has a nice priority. These are the usual properties of dragon-punch 
Super Arts actually. You get two super bars, so that means lots of EX.

However, it has short range and the last part might totally whiff in 
certain cases, and it is only useful in combos or as a close-range 
punish because you are dead if it is blocked. 

But you can include it into huge corner combos involving the low HK -> 
LP Blow Machine Gun.

 
-SAII: Rolling Thunder- 

Command: qcf X 2 + P

Type: rush

Damage: normal: 30.8% with mashing: 35.8%

Number of hits: 8

Super gauge:
I <--------------------->

It does very high damage, has good range and "sucks" opponents in. Its 
start-up is very fast, which makes it a perfect counter move. It 
recovers quickly when blocked (actually, the more you mash the buttons, 
the longer your recovery time is), but it has only one bar. If you miss 
it, you will need to win the fight with normal and special moves only.

Contrary to the Rocket Uppercut, it cannot be used to juggle, which 
makes it a punish move only. A good way to connect this is to poke a 
lot, and then use the Rolling Thunder to out-prioritize their counters.

The Rolling Thunder has very good range, and you can even make it bigger 
by holding forward + PP after performing the Super Art motion to make 
Dudley dash towards his opponent.

This Super Art can pass through fireballs quite easily because of its 
start-up, which is very similar to a dash. This can be very useful 
against the shotos, trick them into throwing close range fireballs and 
then punish. The timing is not too hard once you get used to it.

-SAIII: Corkscrew Blow-

Command: qcf X 2 + P

Type: sudden impact

Damage: 23.4%

Number of hits: 5

Super gauge:
III <------------>

This Super Art is the one I use the most. It is VERY fast, and you can 
cancel it from Dudley's command dash (hcf + K) to give it more range. 
Switch between his forward command dash and his ducking move (qcf + K) 
to confuse your opponent, then cancel it into the Corkscrew Blow).

It a great counter move, and a very good punish move, but it does poor 
damage. However, the fact that you get 3 super bars makes up for it.

This is a great move to use as a wake-up because it is fast and has a 
nice priority. It is also a perfect parry follow-up. Remember that the 
kick button you use determines the range of this Super Art.

The thing is that when using this Super Art, you will have to find ways 
to connect it more than once each round, which can sometimes be tricky 
against turtles. 

3.5 ---ELENA---

-Coming soon-

-SAI: Spinning Beat-

Command: qcf X 2 + K

Type: dragon punch

Damage:

Number of hits:

Super gauge:


-SAII: Brave Dance-

Command: qcf X 2 + K

Type: sudden impact

Damage:

Number of hits: 10

Super gauge:

It is interesting to note that this move should be parried point blank 
when up close, but due to its range it can usually be parried normally. 
It is not as hard as it seems, it is only 10 slow high parries.

This Super Art is also an excellent counter thanks to its range and 
speed.

-SAIII: Healing-

Command: qcf X 2 + P

Type: healing (!)

Damage: none

Number of hits: none

Super gauge:

This Super Art has only defensive uses, since it lets you refill 25% of 
your life bar. Obviously, remember to use it when you have already lost 
more than 25% of your life... 

When you are using the Healing, your main goal is to manage to get some 
space to perform the Super safely, since it takes about a second. If the 
Super animation is stopped by a hit, it is not worth it.

Most players tend to throw their opponent on the other side of the 
screen, and then heal. This technique works very well.

SlimX informed me that he saw another technique used at MWC: the player 
was basically using Elena's target combo to knock down his/her opponent 
and then use the Super Art safely.

3.6 ---GILL---

-Coming soon-

-Resurrection-

Command: qcf X 2 + P

Type: healing

Damage: none

Number of hits: none

Super gauge:


-Meteor Shower-

Command: qcb X 2 + P

Type: delayed impact

Damage:

Number of hits:

Super gauge:


-Seraphic Wing-

Command: qcf X 2 + K

Type: impossible to parry

Damage:

Number of hits:

Super gauge:



3.7 ---HUGO---

Of course, Hugo has the most damaging Super Arts in the game. But the 
scariest thing is that they do not have any real weaknesses, they are 
just potential weapons that a Hugo player can use safely. To be honest, 
Hugo does not need to connect his Super Arts to do a lot of damage most 
of the time. But they make him the perfect anti-Akuma character. =)

-SAI: Gigas Breaker-

Command: 720 + P

Type: grab

Damage: 51.8%

Number of hits: 3

Super gauge:
I <---------------------->

Now this is a scary Super Art. It takes off more them half of Ryu's 
life! Most players will simply tend to stay away from you when they see 
that you picked this Super Art, or on the contrary they might pressure 
you so that you get no opportunity to connect it. But remember that 
connecting it once means that you have almost won the round.

As with the 360 moves, you do not really need to perform an entire 720 
with the stick to perform this Super Art. You can basically skip the 
last part. 

It is possible to perform a walking Gigas Breaker, but it is just 
extremely hard to pull off, especially in a fight. Apparently you need 
to "store" the first 360, then walk and quickly perform another 360 + P, 
but I must admit I have only gotten this technique to work a few times 
and never in a fight. 

It would have been interesting to buffer it from Hugo's special moves 
(Handclap for instance) but Capcom was smart enough to make your 
opponent be pushed away if they block or get hit by the move.

Buffering it from a dash can be VERY useful and makes things a lot 
easier, since most players can see you coming from a mile away if you 
buffer it during a jump. Another advantage of this technique is that if 
you dash under a jumping opponent and perform the 720 motion towards the 
direction you are facing, the computer will register the move and put 
you in the right direction.

If you have trouble performing a walking Gigas Breaker (who could blame 
you?), you can just whiff a throw within sweep range and cancel in into 
the Super Art, it is quite easy and comes out faster than you may think. 
You can also catch opponents who are jumping-in with it because it has 
good priority and range, but you might also get thrown out of it.

This Super Art is not a good choice if you like to use Hugo's EX Moves, 
though.

-SAII: Megaton Press-

Command: qcf X 2 + K

Type: anti-air

Damage:

Number of hits: 38.3%

Super gauge:
II <----------------->

The Megaton Press is impossible to parry and is very similar to a grab, 
but the reason I listed it as an "anti-air-type" Super Art is because 
its primary use obviously is to catch your opponent in the air. If you 
perform it while your opponent is in the air, chances are he will eat 
it.

You can choose how far you want Hugo to travel on the screen depending 
on the button you press. The LK version is rarely worth it unless you 
are trying to catch a deep jump-in, but the two other versions are 
really good. With this Super art, Hugo is in control of the air: your 
opponent will probably simply stop jumping when your Super bar is full. 
This psychological advantage means that your opponent will be forced to 
dash-in or use dash moves to attack you. 

If your opponent is good at poking and rushing, you might want to find 
an offensive use for this move: the best way to connect it is to use the 
wall toss (hcb + K). This will make your opponent bounce and you can 
catch them with the Super Art. Not only it looks painful and 
humiliating, but the damage is also almost the same as if you only used 
the Megaton Press.

With the Mountain Frenzy, this is Hugo's best Super Art for EX moves. 
Besides, the fact that you can store up to two Megaton Presses means 
that your foe will always be on his toes.

When you are using this Super Art, try to make your opponent forget that 
you have the Megaton Press, and so not use it when you are not sure it 
will connect. It is true that this Super Art is half reflex half 
anticipation, but the jumps are slow enough in this game so you have a 
lot of time to see them coming.

-SAIII: Mountain Frenzy-

Command: qcf X 2 + P

Type: rush

Damage: 32.7

Number of hits: 5

Super gauge:
II <------------->

This Super Art is a nice addition to Hugo's arsenal and lets you play 
him in a different way. It is very similar to Q's Critical Combo in the 
sense that it is rather fast (making it a perfect punish move) and deals 
decent damage when all the hits connect -which obviously is not the case 
when it is used as an anti-air-. They also share the fact that one of 
their hits has special properties. Indeed, the third hit of this Super 
art is an overhead and will definitely catch most beginners, because the 
first reaction they have is to block low for some reason. It is better 
to block the whole Super Art high, actually. This is why it is a good 
idea to use this move after an overhead (standing MK for instance): only 
the most experienced players will block it high. 

The reason why this moves nicely completes Hugo's special moves is 
because he really needs a strong rushing move in order to pressure his 
opponent. When up close, you can use the SPD; as an anti-air, you can 
use the DP + K. With the Mountain Frenzy, Hugo can be a lot more 
versatile and unpredictable.

You can use it as a counter poke: it works very well. You can also use 
this Super Art after a parry, it connects most of the time and makes 
your opponent think twice before attacking next time, which is exactly 
what you want since Hugo is a grappler.


3.8 ---IBUKI---

Ibuki's Super Arts are very unbalanced, and she suffers from the loss of 
her Double Impact Super Art (which was very good). It is a well-known 
fact that the developers had the intention of toning her down, and they 
succeeded in that task. But it is still totally possible to use her 
Super Arts properly and be efficient with her.

-SAI: Kasumi Suzaku-

Command: air qcf X 2 + P

Type: projectile

Damage: normal: 18.5% mashing: 28.4% 

Number of hits: 20

Super gauge:
III <----------->


This Super Art seems to be the most common, probably because its 
damage/skill level ratio is quite good. Indeed, the Kasumi Suzaku is 
very damaging, especially if you mash the P button after performing the 
Super Art move. It is very good for chip damage, but experienced players 
will surely parry it, because the timing is not hard (you basically just 
need to tap forward many times as fast as you can). For this reason, you 
will need to surprise your opponent to connect this Super Art: you 
cannot just jump towards him/her and use it.

The punch button you press decides the range of the Super Art, but in 
this case it does not change much. It is better to use the Kasumi Suzaku 
either at close or mid-range.

It is interesting to know that you can cancel this Super Art from her EX 
Kazakiri (DP + KK) quite easily. This allows for nice combos, such as:

LP, MP, HP, EX Kazakiri XX Kasumi Suzaku

Apparently, this is the safest way to connect this Super Art. You can 
also cancel it from a dagger (projectile) to protect yourself in case 
your opponent tries to counter. Because the major drawback of this move 
is that it does not have very good priority and there is a small start-
up time during which your opponent can hit you with a normal move if he 
is already in the air. This is the reason why I personally would not 
recommend using this move against a jumping opponent.

This is Ibuki's best Super Art for EX-ing, which makes it the best 
choice for high level play. Ibuki needs EX moves to deal more damage, 
and with three short Super Gauges you are definitely set.

-SAII: Yoroi Doushi-

Command: qcf X 2 + P

Type: Grab

Damage: 38.9%

Number of hits: 1

Super gauge:
I <---------------------->

This Super Art was greatly weakened after Double Impact, because now it 
seems impossible to include it in a combo, making it incredibly hard to 
connect. It has two versions: the grab version and the fireball version. 
If you are up close when you perform the Yoroi Doushi, it will grab you 
opponent (it CANNOT be blocked) and hit for a single hit that does huge 
damage. This is the only version of the Super Art you should be using. 
The other one occurs when you are not close enough to your opponent, so 
Ibuki will throw a 13-hit close-range fireball that does way less damage 
(23.4). You can hit from half-screen with the fireball version, but it 
will only do pitiful damage.

I can only see a use for the fireball version when your opponent is very 
low on life, and even then it can be parried. If you decide to use this 
Super Art (which obviously is not her best), you should just try to get 
in close and connect it. Forget about EX moves, you only get one long 
super bar. The problem is that Ibuki is not "fit" to be a grappler 
because she takes so much damage. To connect the Yoroi Doushi, you need 
to take risks and you opponent is likely to counter. Your only hope is 
to force him to block by using overheads, and perhaps Ibuki's LP trap.

If your opponent is not good at parrying, you can jump-in HP, Yoroi 
Doushi. The reason why this move can be linked into the Super Art is 
because it makes your opponent facing the other way, so his/her hitstun 
animation is close to Ibuki. Any other move apparently pushes the 
opponent further away so you can only use the fireball version -which 
can be blocked-. 

Given the quality of Ibuki's dash (it even goes through your opponent), 
you can dash-in and use the Super Art, if your opponent is a turtle it 
should work. If you can find ways to land this Super Art consistently, 
do not hesitate to use it because it is Ibuki's only way to deal major 
damage.

-SAIII: Yami Shigure-

Command: qcf + P

Type: Projectile

Damage: 27.8%

Number of hits: 7

Super gauge:
I <--------->

This Super Art does almost equal damage as the Kasumi Suzaku but you 
only get one short Super gauge, which means you cannot stock as many EX 
moves. I personally think these two Super Arts are equally as good, and 
I pick whichever depending on my mood. =)

This is a good Super Art for the players who like to play mind games and 
who can guess what their opponent is going to do. Ibuki's daggers come 
out very fast, and you can choose their range depending on the button 
you press: it can hit more than half a screen away. She throws three 
daggers: the more connect, the more damage it does. The Yami Shigure has 
decent priority too, so you can use it as a mid-counter and as a punish 
move (against sweeps for instance).

You need to remember that it hits LOW, which is why it is so easy to 
catch people with it, especially beginners. It also needs to be parried 
low and only takes one parry, but if you are up close your opponent 
needs to "point-blank" parry it. If you are a master of Ibuki's mix-ups, 
this is the perfect Super Art for you. It can be extremely annoying if 
you keep using only her forward + MK, sweep, and the Yami Shigure. Most 
Super Arts hit high and can be easily blocked or avoided, but this move 
gives Ibuki another offensive tool and often puts her in control of the 
fight.


3.9 ---KEN---

Ken's Super Arts are pretty good. It seems the Shippu Jinrai Kyaku 
dominates, but you can find uses for his two other Super Arts. 

-SAI: Shoryureppa-

Command: qcf + P

Type: dragon punch

Damage: 33.9%

Number of hits: 12

Super gauge:
II <----------------->

This Super Art is commonly canceled from a Dragon Punch when up close, 
or used as an anti-air (not all the hits will connect though). It is 
arguably Ken's worst Super Art, mainly because the damage is only 
average and it is quite hard to connect against an experienced player.

If the Super Art whiffs or is blocked, you will be left open for a 
second, so be sure to connect it. Its very good priority and its great 
anti-air properties go together... However, these are almost worthless 
against a player who knows how to parry well. I like to think of it as a 
beginner's Super Art, very good in combos but rather poor from a 
strategic point of view. Sadly, there are no real set-ups to connect it, 
apart from tricking your opponent into jumping -try throwing a fireball, 
but most players will just parry it-. 

It is interesting to see that the two first parts of the Super Art do 
not deal any stun damage. The last part does quite heavily, though. This 
was probably made so that you would only get stun damage if the combo 
was included in combos or at least all the hits connected.

-SAII: Shinryuken-

Command: qcf X 2 + K

Type: vertical

Damage: normal: 33.3% mashing: 37%

Number of hits: 17

This is Ken's most damaging Super Art -you can get more hits by mashing 
the kick button-, but also the hardest to connect. It should obviously 
be used as an anti-air in most cases, when your opponent jumps-in. The 
longer you wait when he jumps-in, the more hits you will connect (but of 
course, that is taking a risk). The good thing is that your opponent 
might get scared to jump-in and attack every time your super bar is 
full. This move, the Dragon Punch, and the Air Hurricane Kick make Ken 
almost unbeatable in the air.

But its range is -very- limited, contrary to the Alpha version that 
sucks opponents in. Here, you need to time it right, or else you are 
dead because of the long recovery time. If you have trouble connecting 
this Super Art against turtles, use Ken's cross-up kick (jumping MK) and 
use the Super Art as it hits. It does not matter which way you perform 
the Super Art, the computer will automatically make it hit your 
opponent. Many players will not know how to block the cross-up, and the 
Super Art will hit them while they are still in hit stun.

-SAIII: Shippu Jinrai Kyaku-

Command: qcf X 2 + K

Type: rush

Damage: 24.7%

Number of hits: 9

Super gauge:
I <-------------->

This is Ken's best Super Art in my opinion, because it is very fast and 
nicely completes his set of moves. It is so fast you can even combo it 
from his backwards throw. =)

You get three short Super Bars, which means you can use lots of EX 
moves. This Super Art also has very good priority and will beat most 
normal moves. Its short recovery time means that you can use it without 
much fear of retaliation. If your opponent tries to counter after he 
blocks it, use a dragon punch to try and out-prioritize his counter.

The Shippu Jinrai Kyaku has very good range because Ken leaps forward 
before the first hit. It is not very easy to parry because you have to 
parry the first hit at point blank, and the timing is slower is slower 
than it looks.

It works well with Ken's footsie game. Fake your opponent by dashing a 
lot and using overheads (universal overhead and his forward + HK), then 
try to connect this Super Art. You can also poke with low MK or low MP 
and cancel into the Super Art.


3.10 ---MAKOTO---

Her Super Arts are very similar to her character: stunning. They can 
dish out major damage if you know how to use them right, but they take 
some time to get used to. 

-SAI: Seichuusen Godanzuki-

Command: qcf X 2 + P

Type: sudden impact

Damage: 42.6%

Number of hits: 5

Super gauge:
I <---------------------->

This Super Art is the archetype of the counter move: it does huge 
damage, comes out extremely fast and has good priority. Basically, if 
you trade hits while using this move, you should win. When you seem the 
Seichuusen Godanzuki, you can feel the power of the initial hit: the 
developers decided to add a "lag" effect, meaning that even though the 
recovery is long, your opponent will have a block recovery time almost 
equal to yours. This is why you should not be too afraid to use this 
move when up close: most characters have the means to punish you if it 
is blocked, but they will have to be very fast. 

This move only takes one hit to parry, but it is a point blank parry, so 
most players will not be able to parry it unless you are VERY 
predictable. It is an excellent wake-up move due to its priority and 
speed. 

However, contrary to the Abare Tosanami, it is impossible to use any 
follow-up to this Super Art, because Makoto will start saying something 
in Japanese right after it hits.

It does a decent amount of stun damage, like most of Makoto's moves. 
Using this Super Art usually goes well with two opposite styles of play:

_an all offensive Makoto, with lots of overheads, Karakusas and Hayates 
involved. If you decide to play like that, remember that you can combo 
the MK Air Axe Kick (air qcb + K) into the Seichuusen Godanzuki very 
easily. The problem is that good player will either parry or block the 
initial hit. But this style of play has the advantage of exploiting 
Makoto's range of moves and of scaring players who like to poke all day. 

_a very defensive, almost turtling Makoto. Let your opponent attack and 
feel confident and only stick out a few moves here and there to fill 
your Super bar. When your opponent tries to poke you, or to use an 
overhead, use this Super Art. It deals so much damage that you can 
afford playing like this.

I personally prefer using the first one as it is the most fun. But I 
have seen many players wait for the opening and counter with the 
Seichuusen Godanzuki, and I have to admit it works most of the time. I 
often recommend this Super Art to players who start learning Makoto 
because it is a great way to deal fast damage with her and does not 
necessarily takes to much skill.

-SAII: Abare Tosanami-

Command: qcf X 2 + K

Type: Delayed impact

Damage: 30.2%

Number of hits: 4

Super gauge:
II <-------------->

This move is Makoto's flashiest Super Art by far, and is famous for 
allowing for crazy juggles. Each time you land an Abare, you can take 
off a lot of your opponent's life bar if you can perform her best 
follow-ups consistently.

The range of the Super art depends on the button you pressed, in a 
similar fashion to Alex's Stun Gun Headbutt. This makes Makoto a 
potential threat from anywhere on the screen, and usually opponents 
decide to turtle because they are afraid of the Abare Tosanami. If it is 
the case, just go up close and use lots of overheads and fakes. When 
they finally decide to attack, counter with an Abare. It works most of 
the time.

Since Makoto leaps on the corner of the screen before attacking, slow 
pokes are out-prioritized by this Super Art. Beginners will often try to 
use anti-airs, but they will soon realize that it is a bad idea.

It is not hard to parry, so do not use it when you are not sure whether 
it will connect or not. The last hit is VERY laggy (it is the equivalent 
of a Fukiage =DP + P) so be sure that your opponent cannot block or 
parry it by unleashing the Super while they are still recovering from a 
move. The HK version works very well against Shotokan players who like 
to sit in a corner and throw fireballs all day. If you can anticipate 
their fireball, so not hesitate to use the Abare Tosanami. The LK 
version is also very useful because it comes out faster, and you can 
cancel a close HP into it, but only when you are in your corner. This 
means you can use mean combos starting with "LK Karakusa, LP XX Abare 
Tosanami" when you are in your half of the screen.

The damage of the Abare Tosanami itself is not that impressive, but if 
you can learn this follow-up (which appears to be the most commonly used 
by Makoto players), you will soon be feared:

Abare Tosanami XX jump, MK Axe Kick, HP Hayate, HP Hayate

It is also interesting to note that you can cancel a dash from the last 
hit of this Super Art (but remember to do it BEFORE the last hit comes 
out) and to juggle the opponent with a HP Fukiage (but you must perform 
the motion as if your character was facing the opposite side), and then 
catch them with a jumping normal. You can also chain 2 Abare Tosanamis 
together but this takes a lot more skill. Stick to the aforementioned 
combo if you are going for pure damage.

Having two short Super bars is good for EX moves, and it means that you 
can be totally unpredictable. This is the only Super Art that lets you 
stock more than one bar with Makoto. All these reasons make it her best 
Super Art in my opinion.

-SAIII: Tanden Renki-

Command: qcf X 2 + P

Type: power up

Damage: none

Number of hits: none

Super gauge:
I <-------------->

This Super Art has very special properties, and definitely takes skill 
to use efficiently. After you perform it, Makoto becomes 57% stronger -
hence her red color, she is angry- but she cannot block until the Super 
stops. This means that unless your opponent is an idiot who will turtle 
and let you attack him like crazy, you need more than decent parrying 
skills when using the Tanden Renki. Learn how to air parry and abuse 
Makoto's (very good) dash to stay near your opponent. Do not wait for 
him, just attack him relentlessly with her "Jump-in HK, low MP, Hayate" 
combo.

It makes you vulnerable to all kind of mix-ups and combos that you could 
have blocked otherwise, so this Super art should be reserved to very 
good players only. If you cannot parry a Shinkuu Hadouken, do not bother 
with it: it is not all that great anyway, compared to her other two 
Super Arts. Besides, Makoto does not necessarily needs this Super Art to 
deal a lot of damage if you know how to use her Karakusa trap.

The only way to safely use this Super Art is to use it right after a HK 
Karakusa (hcb + K) or when your opponent is on the other side of the 
screen, or knocked down. Makoto is vulnerable when performing it, and 
contrary to Yun's Genei Jin (=SAIII) it cannot be included in a combo.

When using this Super Art, just forget about EX moves, it is just not 
worth it. All you strategy should evolve around charging your meter and 
perform the Taden Renki, than attack as much as possible.

3.11 ---NECRO---


-SAI: Magnetic Storm-

Command: qcf X 2 + P

Type: sudden impact

Damage: 

Number of hits:

Super gauge:

-SAII: Slam Dance-

Command: qcf X 2 + P

Type: grab

Damage:

Number of hits:

Super gauge:

This Super Art has very good priority.

-SAIII: Electric Snake-

Command: qcf X 2 + P

Type: projectile

Damage:

Number of hits:

Super gauge:

This Super Art should mainly be used in combos since its damage is so 
low.


3.12 ---ORO---


-SAI: Kishin Riki-

Command: qcf + P

Type: grab

Damage: normal:  air:

Number of hits:

Super gauge:

This Super Art is impossible to parry, and can be used in the air. It 
works wonders against a waking-up opponent, especially the CPU (their 
first reflex is to block). Sometimes, you can even get two grabs in one 
meter.

-EX Kishin Riki-

Command: qcf + PP

Type: grab

Damage:

Number of hits:

Super gauge:

This Super Art should mainly be used at sweep range. It comes out very 
fast so most players do not expect it, but you will have to be very 
careful, because you lose 2 meters when you miss it.

-SAII: Yagyou Dama-

Command: qcf + P

Type: projectile

Damage:

Number of hits: 

Super gauge:

This is a pressure move. It moves so slowly that you can jump-in and 
attack if your opponent decides to parry it. The button you press 
changes the path of the projectile.

-EX Yagyou Dama-

Command: qcf X 2 + PP

Type: projectile

Damage:

Number of hits:

Super gauge:


-SAIII: Tengu Stone-

Command: qcf X 2 + P

Type: custom combo

Damage:

Number of hits:

Super gauge:

-EX Tengu Stone-

Command:

Type:

Damage:

Number of hits:

Super gauge:


3.13 ---Q---

All three of Q's Super Arts are more than decent and can deal major 
damage. They are quite versatile, and his Total Destruction is quite 
original and fun, too. Do you prefer to play as a punisher, a counter-
character or a grappler? =)

-SAI: Critical Combo-

Command: qcf X 2 + P

Type: rush

Damage: 32%

Number of hits: 5

Super gauge:
II <--------------->

This Super Art is an excellent punisher against longer recovery moves or 
after a parry because it comes out so fast. It can also surprise many 
players since Q is a very slow character. Don't be afraid to use it as a 
counter, it has very good priority. It can also be used in juggles but 
most of the time you will not be able to connect all the hits, and the 
damage will be very low. 

Another good thing is that you can use many EX moves since you get two 
short super bars. This gives Q more freedom and versatility, as was 
shown by the Japanese player Ricky during the JIT. If you can play a 
good defensive Q and parry, the Critical Combo is great.

However, there are no safe ways to connect it offensively, aside from 
canceling it from a Rushing Punch (charge back~, forward +P). You will 
need to mix up and find the opening in your opponent's defense, and the 
fact that the first hit of the Super Art is high does not help. But 
contrary to Hugo's Mountain Frenzy (=SAIII), the fourth hit is not an 
overhead: it is a low hit. You can surely catch beginners with this, and 
it makes the move considerably harder to parry, but against good players 
it is not going to help much. The only way to connect the Critical Combo 
is too either out-prioritize your opponent's pokes or to use it as a 
punish move.

-SAII: Deadly Double Combination-

Command: qcf X 2 + P

Type: sudden impact

Damage: 41.3%

Number of hits: 2

Super gauge:
I <---------------------->

This is my personal favorite. It works in a similar way to Ryu's Shin 
Shoryuken in the sense that it does huge damage, is best used as a 
counter thanks to its great priority, and must be point blank parried. 
This move looks very painful, and it does take off an insane amount of 
life when connected. 

The reason why this move is so effective is because it fits the 
character's style: you only need one clean hit to deal huge damage, but 
you have to be patient and find a sure opening. If the Super Art is 
blocked, your opponent will also encounter a short recovery time, but 
usually missing a Deadly Double Combination is a very bad thing, 
especially since the super bar is so long. This is why you can use it as 
a wake-up move, but only when you are sure it will connect.

On the offensive end, you can poke and wait for a reaction, then counter 
with this Super Art. You can also cancel it from a Rushing Punch, but 
only use the Punch version because the Kick version knocks your opponent 
out.

If you taunt at least three times and have a full meter, it is almost 
impossible to beat you. Do not be scared to take a few hits to connect 
the Deadly Double Combination, it is worth it.

The range of this Super Art is not too bad, actually, because Q takes a 
step forward during the first hit. You can also use it in juggles, but 
practice before using it in serious play, because it is very easy to 
mis-time it and totally waste a Super bar.

-SAIII: Total Destruction-

Command: qcf X 2 + P, then qcf + K or qcf + P

Type: delayed impact/grab

Damage: punch version: 31.5% kick version: 42%

Number of hits: 1

Super gauge:
I <-------------------->

Similarly to the Deadly Double Combination, you only get one long meter 
when you pick this underrated Super Art. You first need to perform qcf X 
2 + P to start the Super Timer, and then you can choose to either use 
the punch or the kick version. This is very good in terms of strategy 
because the punch version is faster but is considered as a hit -meaning 
that it CAN be parried- whereas the kick version is slower and does more 
damage, but is considered as a throw. It is better not to stick to one 
version so that your opponent is confused and sees you as a constant 
threat. 

However, smart players will simply run away from you, and jump very 
often. Most players actually tend to jump backwards right after the 
Super Art animation comes out by reflex. You can try to dash-in and 
catch them as they touch the ground, but you will have to use the punch 
version. IT is very hard to catch jumping opponents with the kick 
version because of the slow start-up.

The reason why I think it is underrated is because even though it does 
take lots of skills to use it properly, the damage more than make up for 
it. You can taunt more than three times before activating the Total 
Destruction in order to not be afraid of taking hits. But keep in mind 
that if your opponent has a fast character and a good air poke, you 
probably will not be able to catch him/her. You can also combo the punch 
version of this Super Art from the low MK. It is impossible to combo 
into the kick version, though.

If you are having trouble to find some space to perform the first part 
of the Super Art against an offensive opponent, try to either:

_Knock him/her down with the kick version of his Rushing Punch or a HP: 
This should give you lots of time to perform the Super Art before your 
opponent gets up. You can even try to perform the throw before they get 
up so that they cannot escape it. =)

_Knock him/her down with a low HK or a back + HK: This does not work as 
well as the first technique, but it is possible. Q recovers before his 
opponent, so you have enough time to perform the qcf X 2 +P motion.

_Cancel it from a close MK: It does leave you open for a very short 
time, but most players will not have the time or the idea to counter 
(they first need to realize that what you performed is just the first 
part of the move.

Of course, these techniques also work when you want to taunt and need 
some space.


3.14 ---REMY---

Remy's Super Arts are very similar to his special moves and have the 
same uses, actually. The Blue Nocturne is very original, but also very 
hard to connect against above average players.

-SAI: Light of Justice-

Command: qcf X 2 + P

Type: projectile

Damage: 26.5%

Number of hits: 7

Super gauge:
II <------------------>

Remy throws many Lights of Virtue at once. Obviously, you can use this 
Super Art to play keep away, but it will not work too well, because your 
opponent will surely block or parry it. It does not do enough chip 
damage to be really considered a threat. You need to find a way to 
connect it. Of course, you can ccancel it from his low MP when up close.

It is a very good anti-air, but most of the hits will not connect and 
your opponent will bounce away (which means very poor damage). It is 
quite reliable though, especially if your opponent cannot parry multi-
hit moves in the air constantly. It is a good wake-up move because it 
comes out so fast and the recovery time (as with most of Remy's moves) 
is very short. You can also use it as a counter when close to your 
opponent.

Against "parry-happy" players, remember to cancel it from a low Light of 
Virtue (see section 2.3 about Super canceling).

It gives quite a lot of EX moves and charges pretty fast, especially 
compared to the Blue Nocturne.

-SAII: Supreme Rising Rage Flash-

Command: qcf X 2 + K

Type: dragon punch

Damage: 31.5%

Number of hits: 10

Super gauge:
II <--------------------->

This is a powered-up version of the Rising Rage Flash, and obviously a 
very good anti-air. The damage is pretty good, and its priority means 
that it is a good wake up and punish move. However, it has -very- long 
recovery time when missed, which is the reason why most players seem to 
stay away from it. 

It comes out very fast, but apart from that it does not seem to be 
anything special.

You can cancel it from the EX Rising Rage Flash but it can be tricky to 
connect it in a fight. Also remember that this Super Art is not all that 
hard to parry. 

-SAIII: Blue Nocturne-

Command: qcf X 2 + K

Type: counter

Damage: 38.3%

Number of hits: 7

Super Gauge:
I <--------->

This the kind of Super Art most people refer to as a "counter-super", 
meaning that if Remy gets hit shortly after the Super Art motion was 
performed, he will not take any damage and will automatically counter 
with an automatic combo (think of it as a safer and more powerful 
version of Dudley's Cross Counter). Players familiar with KOF already 
know this kind of move. However, the Blue Nocturne is in no way as good 
as the KOF counter-supers.

The problem is that experienced players tend to stop attacking when they 
see the screen flashing, so only moves with a long recovery time that 
have been activated before the Super Art might get caught. For instance, 
most command overheads (e.g. the twins' and Ibuki's forward + MK) are 
likely to be countered no matter how fast they are because of their 
delayed start-up. Another common technique is to use the Super Art right 
after performing a Cold Blue Kick because most players tend to counter 
after this move since it is Remy's most "laggy" special move. But the 
bad thing is that using the Blue Nocturne this way is highly dangerous, 
and the damage is not always worth it.

It is possible to use the Blue Nocturne as an anti-air, but sadly the 
damage is not worth it because most of the hits will not connect. Using 
it as an anti-air is really a waste in my opinion.

It charges up very fast but the Super bar is so short that you will not 
be able to use a lot of EX moves. Your strategy should only evolve 
around catching your opponent with the Blue Nocturne.

A nice trick is to parry the first hit(s) of a multi-hit move and then 
counter with the Super Art so that they have no way of escaping it. It 
can be very tricky to pull off, but with good parrying skills it is 
definitely possible. Just perform the Super Art motion as fast as 
possible. =)

Remember that the Blue Nocturne does not counter everything in the game. 
It is vulnerable to the Shin Shoryuken and some other moves for some 
reason. Of course, your opponent can throw you and fireballs will hit 
you during this Super Art. This is another reason why I cannot really 
recommend this Super Art in real competition.


3.15 ---RYU---

There is no doubt that Ryu has one of the best sets of Super Arts in the 
game. There all have very different uses but can be very damaging and 
correspond to different styles of play. Ryu's Super Arts are scary 
because they can deal huge damage rather easily.

-SAI: Shinkuu Hadouken-

Command: qcf X 2 + P

Type: projectile

Damage: 25.9%

Number of hits: 5

Super Gauge:
II <---------------->

Ryu's classic Shinkuu Hadouken... This is a versatile Super Art that can 
be used in so many ways. It deals decent damage for a fireball-type 
Super Art, but it can be very easily parried if threw from a distance. 
Beginners will have a lot of trouble to parry it if you cancel it from a 
regular Hadouken though. The only cases where it can be interesting to 
use it from the opposite side of the screens are when your opponent is 
low on life -you can either chip him/her to death or if he/she parries, 
dash-in and start a combo with the low MK/throw-.

However, it is best used up close because it allows for nice and 
damaging combos (if you just want damage, it is recommended to link it 
from the low MK). Do not cancel it from the HP Dragon Punch because it 
might cause the Super Art to whiff.

It is an excellent wake-up move because it comes out very fast, but you 
can occasionally get thrown out of it. The recovery is not bad, but you 
will surely be punished it whiffs.

Using this Super Art allows you to keep pressuring the opponent and play 
and offensive Ryu since he is a solid character. Just look for the 
opening, and throw the Super Art. With the Shinkuu, you do not 
necessarily need set-ups, contrary to the Denjin.

You get 2 long Super bars so this is the best Super Art for EX moves 
(and Ryu's EX moves are good). Pick it if you want to play a solid and 
unpredictable Ryu.

-SAII: Shin Shoryuken-

Command: qcf X 2 + P

Type: instant impact

Damage: 46.9%

Number of hits: 4

Super gauge:
I <------------------------->

This is one of the most damaging and overused Super Arts in the game. 
Connecting a Shin Shoryuken can totally change the face of a fight, 
especially when playing against Ibuki or Akuma. It comes out very fast 
and has one of the best priorities in the game, making it the perfect 
counter move. It even out-prioritizes most Super Arts. This Super Art is 
one of those moves that have a big intimidating effect on your opponent 
(like Hugo's Gigas Breaker -SAI- or Megaton Press -SAIII-). You can 
connect a HP fireball or even a HK Hurricane Kick when the opponent is 
falling down, as if the Super Art was not damaging enough already.

Most players seem to use it as an anti-air, canceling it from a Dragon 
Punch. This is probably the best way to connect it, but good players 
might parry the whole thing. I personally use it in a similar way to Q's 
Deadly Double Combination: I let them rush down and turtle for a while, 
and use it to counter their pokes. But you have to be extremely careful 
while doing that, because this Super art has very short range, and when 
it is blocked or missed it acts like a simple 5-hit Dragon Punch doing 
pitiful damage and leaving you totally open. Sometimes you will only get 
three hits for the Super Art and it will obviously do less damage, so 
try to use it carefully.

Picking this Super Art usually equals playing a defensive Ryu, with lots 
of parrying and anti-airs. If you can parry a jump-in, immediately 
perform the Shin Shoryuken it should hit almost all the time. Using it 
as a wake up move usually works pretty well, but not against smart 
players. You can also poke with the low MK and then cancel into the 
Super Art, but this is quite risky because there is no way to see if the 
poke hit or not before canceling it. The best way to cancel it is to do 
low LK, low LK XX Shin Shoryuken. You have enough time to cancel it and 
it does insane damage. You just need to be fast.

Of course, you can try to play an offensive Shin Shoryuken Ryu messing 
with your opponents timing by using overheads and throws, but it is so 
much easier to wait for them. =)

The Super bar is very long and you only get one, so EX moves are not 
recommended when using this Super. With the damage it deals, it is not 
like you would need them anyway.

-SAIII: Denjin Hadouken-

Command: qcf X 2 + P

Type: unblockable

Damage: 22.2% (5 hits)

Number of hits: 5

Super gauge:
I <-------------------->

This is a very interesting Super because it is unblockable, which was a 
new addition in the Street Fighter series (expecting the Shun Goku 
Satsu). This Super Art has an interesting Stun value since the longer 
you charge it (there are five levels), the more stun damage it does. 
Remember to twist the joystick when charging the Denjin Hadouken because 
it makes it charge faster.

This Super Art lets you use a variety of strategies, because once your 
opponent is hit, you can start a combo and deal a LOT of damage. It puts 
you in control of the fight because your opponent will be scared of 
getting it by the Denjin, and will start either attacking a lot, or 
staying in mid-range waiting for you to do something so that he/she can 
parry the Super Art.

There are two things you should focus on when using the Denjin Hadouken:

_First, you need to build your Super bar quickly. This is normally not a 
problem with Ryu because most of his moves have big priority, but keep 
in mind that if you know a good Denjin Hadouken set-up and you have a 
fully charged Super bar, you have pretty much won the round if you can 
connect a knock-down move. 

_Secondly, you need to learn a damaging combo to use after the Super 
Art, when your opponent is stunned. Knowing how to use this Super Art is 
totally useless if you do not know how to get damage off of it. You only 
get one Super bar, so combos including EX moves are excluded. You can 
use simple damaging combos (e.g. HP, MP Dragon Punch or low MK, LK 
Joudan -hcf + LK-) if you prefer. 

My two favorite ways of connecting this Super Art are:

_By canceling it from a Dragon Punch: This technique lets you charge the 
whole Super Art and it should hit your opponent right as he/she gets up. 
Beginners cannot do anything about this technique because you need to 
parry the Denjin Hadouken, and they will have the reflex to block. But 
decent players will parry it all the time. This is when you dash-in and 
throw or start a combo from the low MK.

_After a low MK or a canceled fireball: This technique requires decent 
Ryu skills, because it will not be enough to fully stun Ryu. However, if 
you are fast you can charge up to three levels, which equals to a lot of 
stun. Parrying a fireball canceled into the Denjin Hadouken is not that 
easy, so if they take the bait they might screw up on the timing. Using 
the Denjin Hadouken after the low MK can be equally annoying because it 
is harder to parry when very close.

I have to tell you that some players in the community consider this 
Super Art to be cheap because it is unblockable. But once you master 
parrying, there is really no reason to consider it that way. It actually 
takes a lot of skill to connect it on good players.

3.16 ---SEAN--- 

Sean is a lower-tier character in Third Strike, mainly because his 
offensive options are limited. However, with decent parrying skills and 
good mix-ups, you can be successful with him. His Super Arts are a major 
part of his game because they are his only reliable way to deal major 
damage. 

-SAI: Hadou Burst-

Command: qcf X 2 + P

Type: projectile

Damage: 19.7%

Number of hits: 1

Super gauge:
III <---------->

This Super Art is interesting, because it is a projectile, and Sean, 
contrary to the other Shotos, does not have a projectile-type special 
move. In theory, it makes him a threat from the other side of the 
screen, but the reality is another thing. It only takes one parry to 
nullify it, and it is not that fast so even beginners can do it. It does 
not matter all that much anyway, because the damage is very low... 

So how can you use the Hadou Burst properly? In combos. That's the only 
way the be sure to link it, and deal decent damage. The good thing is 
that it is very easy to combo into: you can combo it from almost every 
one of Sean's normal moves, and cancel it from his Uppercut (DP + P).
 
So when you are using this Super Art, keep in mind that your goal should 
be to stay up close and look for an opening. The Super bar is so short 
that you will have at least one Hadou Burst charged most of the time, 
and if you don't, you just need one or two hits to charge one. It is 
okay for EX moves, but his other Super Arts are better in this area.

A fun method to connect this move is to taunt (HP + HK) at mid-screen -
and hope that the basketball comes out-, then throw the Hadou Burst as 
they try to parry the fireball. Be aware of the fact that experienced 
players will not try to parry the fireball though, because they know a 
lot of Sean's tricks start with it.

-SAII: Shoryu Cannon-

Command: qcf X 2 + P

Type: dragon punch 

Damage: normal: 18.5% mashing: 32.7%

Number of hits: normal: 5 mashing: 14

Super gauge:
II <--------------->

Another move that makes Sean a stronger character because it covers an 
area he is not very good in, and perhaps Sean's most versatile Super 
Art. You can use it in combos, exactly like the Hadou Burst, but it is 
also a great anti-air. But I must warn you that sometimes all the hits 
will nor connect: it is better to catch your opponent with the second 
wave of hits only, or late when he/she is jumping in. It is not easy to 
parry, and the pause after the first two hits generally confuses people.

A nice and damaging combo involving the Shoryu Cannon is:

Close MP, HP Sean Uppercut XX Shoryu Cannon

Don't forget to mash the punch button to get more hits and damage, it is 
very important! It is possible to combo two Shoryu Cannons in the 
corner, you just need to catch the opponent with a close HK after the 
first Super.

You can use the taunt or the roll (qcb + P) to surprise people: the 
first reaction is to counter, so you can out-prioritize them.

The range of the Shoryu Cannon is impressive: it basically covers half 
of screen from the ground to the top. It is pretty good for EX moves 
because you get 2 medium-size meters. It has very good priority, as most 
moves of this type. Sean particularly needs this Super Art because 
Capcom decided to give him a crappy Uppercut in Third Strike. In terms 
of strategy, this is probably his best Super Art.

-SAIII: Hyper Tornado-

Command: qcf + P

Type: rush

Damage: 37.6 %

Number of hits: 12

Super gauge:
I <------------------->

The Hyper Tornado is the ideal punish move, and my favorite Sean Super 
Art. It goes through fireball and has very good range -it almost covers 
the whole screen, and is the rush-type Super Art that has the best 
range-, so tricking your opponent into throwing fireballs can be a good 
idea. Keep in mind that there is now way to control the range of this 
move, it will go forward until it hits something/gets hits. Its priority 
is decent, too, so you can use it as a counter when your opponent is 
trying to poke.

As usual, you need to find an opening to connect the Hyper Tornado. Do 
not be predictable when using it, because it only takes one hit to parry 
and has very bad recovery. It is more of a "hit-or-miss" move, like 
Ryu's Shin Shoryuken (=SAII) or Q's Deadly Double Combination (=SAII). 
It is not very good for EX moves though, and they are very important to 
Sean's game: since his basic moves are so easy to parry, he needs to EX 
them sometimes to change their parry pattern and confuse the opponent.

It is not a good anti-air, because even though the first hit is likely 
to connect, the others will whiff. It is just not worth it, you would be 
better off using a low HP (even though it might be parried).

You can probably surprise beginner-to-intermediate level players by 
using this Super Art right after the Roll (qcb + P) or the taunt. But do 
not abuse it. =)

Mixing-up a lot and then use the Hyper Tornado works very well. As is 
the case with most Super Arts, you can combo it from the Universal 
Overhead but it has to be a late hit. Use this trick when you are not 
too close, or when your opponent is waking up.

It is very easy to combo into, exactly like Sean's other Super Arts. But 
it does more damage, which is why you should base your strategy on "How 
to connect the Hyper Tornado?" Trapping your opponent in the corner -not 
a hard thing to do using the Sean Tackle, Tornado Kick and usual mix-
ups- works well because they are likely to try to counter with high-
priority moves. When they do so, perform the Super Motion. Its 
invincibility frame is so long that it will eat any kind of move, even 
throws.

3.17 ---TWELVE---

Let me get this straight: Twelve is not a very good character. Aside 
from his throw range and priority, he has no important advantage on the 
other characters, in my opinion. His Super Arts are decent, but sadly 
they do not really make up for his weaknesses.

-SAI: X.N.D.L.-

Command: qcf X 2 + P

Type: projectile

Damage: from very far: 14.1% from up close: 32%

Number of hits: 8 (max)

Super gauge:
II <--------------->

The damage of this Super Art varies a lot depending on how far from your 
opponent you perform it. Performing it from the other side of the screen 
seems useless because of the low damage, but the X.N.D.L. has the 
property to eat fireballs and travel the screen very fast, so you can 
counter projectiles with it.

It is very easy to counter the X.N.D.L.: it only takes one hit. For this 
reason, you need to surprise your opponent when you are using it. The 
best way include it in combos is to simply cancel it from a low LP or a 
low LK. 

It is not very interesting to use it as an anti-air, because your 
opponent can just parry the one hit, if he messes up only a few hits 
will connect.

The main problem with this move is that it does not fit Twelve's style 
of play: run and hit. Unless you can combo it from up close, or want to 
use EX moves a lot, do not use it.

-SAII: X.F.L.A.T.-

Command:  air qcf X 2 + K

Type: delayed impact

Damage: 37%

Number of hits: 18

Super gauge:
I <------------------->

This is the Super Art I usually pick whenever I use Twelve, because it 
has huge damage potential, contrary to his other moves. Connecting one 
X.F.L.A.T. can totally change the face of a fight, but it is not great 
for EX moves. So you must basically make a choice between damage and EX 
moves. The problem with this move is that it is not easy to connect, you 
must really trick your opponent into attacking, and if you are facing a 
turtle you have pretty much already lost. 

It is impossible to use it after the air dash, in case you are 
wondering. However, using a super jump (down, up) helps a lot because it 
can surprise and mess up your opponent's timing. Try to run away from 
your opponent to annoy him as much as possible, so that he starts 
attacking, and then perform the Super Art motion. The priority is very 
nice so do not worry about anti-airs. But the reasons why you should try 
your best not to be predictable is because it is very easy to parry 
(very similar to Makoto's Abare Tosanami -=SAII-, except only one hit) 
and the recovery time is very long.

You can do MK, jump cancel, X.F.L.A.T. but it is somewhat hard to pull 
off in a real fight. What I usually do when trying to piss off my 
opponents is abuse his N.D.L. (qcf + P) to chip their life or counter 
whatever they do. When they start getting pissed and jump, just do the 
same and use the X.F.L.A.T.

-SAIII: X.C.O.P.Y.-

Command: qcf X 2 + P

Type: copy (!)

Damage: none

Number of hits: none

Super gauge:
I <--------------------->

When you perform the Super Art motion, a timer appears and Twelve morphs 
into the character your opponent is using. This is an interesting move 
if you know how to use the character you are facing, of course. 

When transformed, you do more damage than your opponent (the bonus 
varies between 10-25% depending on the move/combo), but if you are hit 
during the Super Art ending animation, you take an awful lot of damage. 
So your primary goal is basically to win the round before the timer 
ends, which is why you should play very offensively.

Remember that you cannot use EX moves or Super Arts when transformed, so 
using the X.C.O.P.Y. is not smart against all the characters. However, 
the bonus you get means that you can play as well as your opponent, and 
still win. =)

The start-up animation is rather short, but do not use it when your 
opponent is too close. Try to throw him on the other side of the screen 
before using the X.C.O.P.Y.


3.18 ---URIEN---

Urien's Super Arts are very good and varied. They cover very different 
areas and let you model your style of play. He also has the most 
versatile Super Art in the game, the Aegis Reflector.

-SAI: Tyrant Slaughter-

Command: qcf X 2 + P

Type: rush

Damage: 35.8%

Number of hits: 5

Super gauge:
II <--------------->

The Tyrant Slaughter is almost strictly a punish move. Indeed, there are 
no other ways to connect it: it cannot pass through fireballs, does not 
have -that- much priority, is likely to whiff in juggles... A good way to 
use it is after a parry or when your opponent whiffs a move. It is too 
easy to parry (it is possible to counter after parrying the first hit 
only) to be used from a distance, even though the range is very good.

The good side of things is that it does good damage, and gives you two 
long bars for EX moves. There is not much to say about this Super Art.

-SAII: Temporal Thunder-

Command: qcf X2 + P

Type: projectile

Damage: far: 18.5% close: 24%

Number of hits: 5 (max)

Super gauge:
II <----------->

The Temporal Thunder does decent damage, and very good stun (see section 
2.7). The problem is that it is very easy to parry -even moreso than a 
Shinkuu Hadoken-, so your only hope to connect it against good player is 
to use it in combos.  

You can catch jump-ins with a MP Metallic Sphere, and then cancel into 
the Temporal Thunder. It connects most of the time. Remember that the 
size of the projectile varies depending on the distance. It will be 
easier for your opponent to wait -because of the slow startup- and then 
jump over it, since it is becomes smaller.

As mentioned in a previous section, the best way to connect this Super 
Art is to do:

(jump-in deep HK) Low HP, EX Headbutt, HK Chariot Rush XX Temporal 
Thunder

You can also connect it right after the EX Headbutt. The problem is that 
the low HP is not easy to connect: you need to either trick your 
opponent into it or use it after a parry.

-SAIII: Aegis Reflector-

Command: qcf X 2 + P

Type: reflector

Damage: 11.7%

Number of hits: 6

Super gauge:
II <------------->

The Aegis Reflector is very versatile and should be considered as a 
different type of Super Art. Indeed, it does not do much damage by 
itself. And it requires a good knowledge of the game to use it properly.

In the arcade version of Third Strike, Urien had an unblockable 
involving this Super Art: if you crossed up (Headbutt works well) while 
your opponent was blocking/parrying it, you could throw out a low LK and 
they would eat the Aegis Reflector. In the Dreamcast version, Capcom 
fixed this glitch: you can now block the Super Art both ways.

This Super Art creates a magic wall that can both hit your opponent and 
reflect some moves (check out Kao Megura's FAQ for the description of 
each move).

It can be used in two different ways: offensive or defensive. 

Defensive: The PP version goes up and comes out in one frame, making it 
the perfect anti-air. If you throw out a LP and a PP Aegis Reflector, 
you create a wall that cannot be passed for a few seconds. You can 
simply use the Aegis to protect yourself (if you want to win by time, 
for instance). Most projectiles bounce on it and go back towards the 
opponent, but you have to be careful with the timing.

Offensive: you can simply use it to force your opponent to block (it 
does tick damage). If you cancel an Aegis Reflector after a Chariot 
Rush, immediately go for the throw. There is nothing your opponent can 
do to stop that.

You can also use it as a fake, or in set-ups. Read SlimX's Urien FAQ for 
more information.

This Super Art allows for crazy combos once you master the way opponents 
bounce on it. You can juggle foes between two Aegis Reflectors, it looks 
very cool. =)

The timing to parry it is quite slow, so if your opponent starts 
parrying it, it opens new solutions for you. 

This is a great Super Art, but it is hard to master.

3.19 ---YANG---

Yang's Super Arts are not very good, to be honest. They all have huge 
drawbacks, but it is not that much of a problem, because his normal, 
special and EX moves are very good.

-SAI: Raishin Mahaken-

Command: qcf X 2 + P

Type: delayed impact

Damage: 38.3%

Number of hits: 7

Super gauge:
I <----------------------->

Yang's most damaging Super Art by far. Actually, the Raishin Mahaken 
would be Yang's best Super Art, period, if it were not a "delayed 
impact"-style Super Art. The problem here is that you can parry the 
Raishin Mahaken right before it hits, meaning AFTER the Super Art 
animation. This basically that this Super Art is useless when used 
outside of a combo against any player who has even the smallest grasp of 
the engine possible. Honestly, it is not even harder to parry than a 
fireball.

This means that you will have to either combo into the Raishin Mahaken, 
or use tricks to connect it. You can try to use it right after a short 
teleport (DP + LK) -mix between throws and Raishin Mahakens- or a fake 
Palm Strike (hcf + PP), but once again, good players will parry it or 
block it, so its good priority does not help much. The range of this 
Super Art makes it a good choice to punish mistakes, and most of the 
time all the hits will connect.

You can try canceling it from the low MK, the timing is not too hard but 
takes some practice. Since a lot of Yang's game is based on his mix-ups, 
you should not have too much trouble connecting a low MK... The problem is 
that the Super meter is very long and you only get one bar, so it is 
taking a major risk (what if the low MK is blocked?). In terms of EX 
moves, the Tenshin Senkyuutai is much superior, too. 

-SAII: Tenshin Senkyuutai-

Command: qcf X 2

Type: sudden impact

Damage: 25.9%

Number of hits: 7

Super gauge:
II <--------------->

This is his best Super Art, in my opinion. Not that much because of the 
move itself, because it is only decent, but because of the two short 
meters that you get when you pick it. This equals to stocking a lot of 
EX moves, and Yang needs EX moves -especially the EX Mantis Slash (qcf + 
P X 3)- to stay unpredictable. 

Contrary to the Raishin Mahaken, this move has to be parried at point 
blank when up close, which makes it easier to connect and play mind 
games with. It is too bad its priority is not as good. I would recommend 
avoiding using this move when not up close, unless you can anticipate a 
fireball, because it is very easy to block or parry, and leaves you 
totally open. The nature of this Super Art makes it possible to roll 
under fireballs, but this is rather tricky unless you are only at mid-
screen. Never try this from the other side of the screen, your opponent 
will have time to block or parry and you will get smacked.

It is as easy to combo into as the Raishin Mahaken, and the most common 
way is to use the low MK because of its range. You can also cancel it 
from the MP, HP, back + HP chain in the corner but it does pitiful 
damage (it is a crowd pleaser though =).

-SAIII: Sei-ei Enbu-

Command: qcf X 2 + P

Type: custom combo

Damage: none

Number of hits: none

Super gauge:
I <---------->

This Super Art works exactly like V-Ism in Alpha 3 (and it charges up 
equally as fast =). After you activate this Super Art, you meter changes 
into a timer, and during this time each one of your hit will be followed 
by a two "shadow hits", meaning that each single hit will count for 
three.

This is Yang's version of the Genei Jin, and looks very cool... The only 
problem is that it does REALLY low damage. I have seen people perform 
more than 30-hit-combos using this Super Art, but it barely took off one 
third of their opponent's life. Is it really worth the trouble? 

Besides, the Sei-ei Enbu is really bad for EX moves, due to short meter. 
I have heard about Japanese players busting out huge combos taking off 
more than 50% of Ryu's life bar, but I have never been able to do that 
myself, so I am not too sure. One thing is sure though, it is that this 
Super Art is vastly inferior to the Genei Jin. You cannot even combo 
into it, so you have to perform the Super Art motion and then get up 
close and use combos, but the time allowed is very short!

I personally use these two combos: 

_Mantis Slash X 2, LK MK HK, Mantis Slash X 2, repeat

_Mantis Slash, MK, Mantis Slash X 2, LK, MK, HK, Mantis Slash X 2, MK, 
Mantis Slah X 3

But my opinion is that the damage is too low to get anything from this 
Super Art in serious play. While the Sei-ei Enbu is very fun to use, it 
is simply not worth getting through the trouble of performing such big 
combos for such a low damage.

3.20 ---YUN---

-Coming soon-

-SAI: Youhou-

Command: qcf X 2 + P

Type: sudden impact

Damage: 32.7%

Number of hits: 3

Super gauge:
I <--------------------->

This Super Art is a great choice for beginners, because it has nice 
priority and comes out fast. It can be used as a counter or as a wake-up 
move and the damage is very nice. Remember that you can juggle with a MP 
or HP Lunging Punch after this Super Art.

You can connect it after Yun's LP, LK, MP, LP Shoulder Rush chain but it 
lowers the damage of the Super Art by a large margin.

It has decent range, and even when the first hit does not connect it is 
worth using: the first hit does not even 10% of the total damage of the 
You-Hou.

The main problems of this Super Arts are that:
_It does not really fit Yun's style of play, because using it while 
zoning is not very easy to do.
_It only gives you one Super meter.
_It is very inferior to the Genei Jin.

-SAII: Sourai Rengeki-

Command: qcf X 2 + P

Type: sudden impact

Damage: 26.5%

Number of hits: 6

Super gauge:
III <----------->

This Super Art does not de much damage, but it is very good for EX 
moves. Besides, you get three bars, so it is very good if you can 
connect the Sourai Rengeki consistently.

Only use it after the LP, LK, MP, LP Shoulder Rush target combo, or 
after connecting a low MK if you are good at buffering. This Super Art 
has very good range and comes out very fast. However, its priority is 
only average.

The major drawback of the Sourai Rengeki is that once you miss it, you 
are dead meat. It makes you jump over a low blocking opponent, meaning 
that you can eat a Super Art or any other damaging move. Only use it 
when you are sure it will connect (hence the chain).

-SAIII: Genei-Jin-

Command: qcf X 2 + P

Type: custom combo

Damage: none

Number of hits: none

Super gauge:
I <--------->

This is by far Yun's best Super Art, but it is also the one that takes 
the most skill. You can use it to create crazy juggles, but the 
difference with Yang's Sei-ei Bu is that you can use it safely after a 
chain (LP, LK, MP, LP Shoulder Rush XX Genei Jin) and it does nice 
damage. Don't use the Genei Jin outside of this combo. If you have 
trouble pulling it off, just remember that it actually is: LP, LK, MP 
(press forward while you perform this part, so that the Shoulder Rush 
motion is easier to do and the Lunging Punch doesn't come out), qcf + P 
(for the Shoulder Rush), qcf + P (to cancel into the Genei Jin).

Remember to start the Genei Jin combo before the screens stops flashing... 
To practice and learn how to recognize the hit window, just go into 
practice mode and practice doing: LP Shoulder Rush XX Genei Jin -> your 
combo (usually starts with low MK).

When using this Super Art, keep pressuring your opponent with the Dive 
Kick (air down + K). Once you connect the chain, you can start your 
combo.

If your opponent is blocking, you can try using the command throw (qcb + 
K) and start your combo from the other side. It does less damage, but it 
is still better than to waste a Super meter.

If your opponent is in the corner when the combo connects, you can do: 
low MK, HP, forward + HP, then LP Lunging Punch, late Palm Strike, 
forward + MK, then LP Lunging Punch, late Palm Strike, forward + MK 
again, and a LP Shoulder Rush to finish off.

If not in the corner, low MK, HP, HP Shoulder Rush, HP Lunging Punch and 
anything.

You can also do repeated MP/HP Shoulder Rushes and MP/HP Lunging Punches 
then close MK as the last hit so you can launch your opponent for 
another juggle when the Genei Jin finishes.

This Super Art allows for insane juggles that require creativity so you 
know what you have to do! The best thing is that the meter is really 
short so you can have a Genei Jin stored almost all the time.

------------------------------------------------------------------------


4. Parrying Super Arts

4.1 Point Blank parrying

Point-blank parrying is the name of a very simple technique: to parry an 
Sudden Impact-style Super Art from up close, you need to parry the first 
move BEFORE the screen flashes and keep parrying in a regular pattern if 
needed. This is what makes some Super Arts, such as Chun-Li's Kikoushou, 
very hard to parry up-close. Parrying certain Super Arts takes lots of 
timing and patience, because you will need to parry 20 hits sometimes. 
Most people do not seem to be aware of this, and try to parry all the 
Super Arts as soon as the come out. This shows how much parrying has to 
do with anticipation and instinct.


4.2 Parrying patterns

First off, it is very important that you realize the danger of parrying 
Super Arts. This technique should usually only be used defensively, 
unless you want to please the crowd or something.

You should know that many Super Arts have a different pattern (read: the 
number of hits is different) depending on whether they connect or not. 
You NEED to know these patterns by heart before attempting to parry 
them, or else you will get smacked all the time.

The following Super Arts have a different timing when they do not 
connect:

_Ryu: Shin Shoryuken (=SAII) = 5 fast parries
_Ibuki: Yami Shigure (=SAIII) = 1 low parry (can be point blank)
_Twelve: X.N.D.L. (=SAI) = 1 parry
         X.F.L.A.T. (=SAII) = 1 parry
_Chun-Li: Tensei Ranka (=SAIII) = 3 slow parries
_Yang: Tenshin Senkyuutai (=SAII)= 4 fast parries 
_Yun: Sourai Rengeki (=SAII) = 5 fast parries?
_Q: Deadly Double Combination (=SAII) = 1 point blank parry
_Makoto: Seichuusen Godanzuki (=SAI) = 1 point blank parry
_Sean: Hyper Tornado: 1 parry (=SAIII)

Some Super Arts do not have a consistent parry pattern, such as Urien's 
Temporal Thunder (=SAII): it can either hit 3, 4, or 5 times sometimes. 
The best way to avoid getting caught is to always perform a 5-hit parry 
motion, it's not like you could counter after parrying this move anyway.

You have to know that Gill's Seraphic Wing Super Art, even though it is 
not a grab, is impossible to parry. If you start blocking it and you 
have less than one third of your life, I hope that you are a "taunted" Q 
or else you are dead.

TheHY and KTDC's Parry FAQ describe the patterns accurately, so I will 
not go into detail here.

Super Arts that cannot be parried:

_Gill's Seraphic Wing
_Hugo's Gigas Breaker (=SAI) and Megaton Press (=SAII)
_Alex's Hyper Bomb (=SAI) and Stun Gun Headbutt (=SAIII)
_Q's Kick version of the Total Destruction (=SAIII)
_Oro's Kishin Riki (=SAI) and EX Kishin Riki
_Necro's Slam Dance (=SAII)
_Akuma's Shun Goku Satsu and Kongou Kokuretsu Zan from up close
_Remy's Blue Nocturne (=SAIII)
_Elena's Healing (=SAIII)
_Ibuki's grab version of the Yoroi Doushi (=SAII)


4.3 "Parry buffer reaction"?

This technique has been described by SlimX on the gamefaqs.com boards. 
It mainly involves tricking the opponent into parrying one of your 
moves, and then catching him with a high priority/range Super Art if he 
parries it. It does require fast reflexes, but it is worth noting. 

------------------------------------------------------------------------


5. Parrying into Super Arts

Sometimes the safest way to connect a Super Art is after a parry. This 
does not really apply to fast Super Art, but more to short-range Super 
Arts, such as "grab-type" Super Arts for instance. With Alex, buffering 
a 360 motion from the parrying animation should not be too hard. But 
with Hugo, it can be a pain at first... 

Make sure that you are doing the 720 motion correctly. Most people just 
try to spin the joystick as fast as they can, but it just does not work. 
You actually have a lot of time to perform the move in this game. You 
also need to make sure that you are pressing the punch button at the 
right button. You can start pressing it when you are hitting "up-back" 
during the second 360. Last but not least, be sure that you are 
performing the 360 correctly. It might sound funny, but some people do 
the move backwards because they are not used to grapplers. Obviously, 
the easiest way is to start the move from a "forward" position. Some 
people just cannot use this move after a parry, mainly because it takes 
fast reflexes. Keep trying, you should get the hang of it pretty fast. 
When you realize that mastering this skill means that you can take off 
more than half of your opponent's life bar just because of ONE parry, 
you will understand that it is worth suffering a bit. =)

Canceling regular qcf X 2 motions from a parry is rather easy and should 
not be a problem. Just keep in mind that some Super Arts have a start-up 
animation and some others will partially whiff after anti-air parries.


------------------------------------------------------------------------


6. Credits

Big-ups to:

_SlimX for his imput on Dudley's Rocket Uppercut and Rolling Thunder. 
I'm not good with Dudley. =)

_Thehy for the Genei Jin combos.

_Gunblade for pointing out typos.

_Capcom and SNK for keeping me interested in fighting games.

_To Ryo Yamazaki, Chip, samson, yota2001, CAPCOMSNKVISCOSAMMY, for 
bearing with my "cheap" tactics and being cool and skilled opponents. 
Wait until I come back from the US to give you guys a lesson! =P

_All my peeps from the boards -NickEvil, Geohound Omega, HustleKong, 
MCJess, OrochiJin, Crispin Evil, Nevermind Me/Mao, FighterX, Andy7878, 
Twinkie, softoutlaw, Mr. Bump, KANE79, 6Bit, rpgrobert, hoag1, miffo, 
lobo, NoMeRoN, Jack Torrance, WTFer, D0NKEY K0NG, Rick, Roufuss, Skinny 
Puppy, DigDat0, Momac*, Zohar Metatron, KindredWarr, ChainsawRaccoon, 
Akira from PSO, XwShaynewX, Gudeath, thefigurehead, OrochiJin, dreamon, 
YoungForrest, ninjakid, Punkguy, Dillinger, xtreme, umgogo, Lantis, 
lukav, MeesterYuk, shaolin stylez, kal-el, chunli89, Space Ace, Terry 
Bogard, Crimson Fury, Mr. Angry, pepper2000, Project Jiek, DFisher34, 
bobfish, AkumaZ, Annihilated, cliveboy, Vegita, srwilson, JazzieD, 
Vegita, GDBlood, NeoGamer, Cormega, Adanis, GalFord, Zigfried, Gunblade, 
MLai, Forman, Rebirth Gamer, CJones, Huricanne Higashi, GlucoseJoe, 
ShinATproof, DanKetch, Solid Snake, Czigga, gwings, Tones, Super 
Android, NekkiBasara, Lebowski, DRVO...- and I'm missing some, for 
making me want to stay on the boards and write this FAQ.

_gameFAQs.com and cheatcodes.com, For hosting this FAQ.

_totalstuff, for hosting this FAQ at ivgsource.tripod.com (great site).

_shoryuken.com, for listing the kara-throw ranges.

Vive la France! =)

This document is copyright 2001 BillyKane aka Nadir Sellam.