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Capcom Fighting Evolution FAQ/Move/Analysis Text
(aka. Capcom Fighting Evolution Breakdown Text):

VERSION 1.42 (Finished Version 1.18)

-Created, Edited and Compiled by: Psychochronic of 
Shoryuken.com (Brettdude in Gamefaqs)
-Pros and Cons by: Psychochronic and various others 
of Shoryuken.com
-Various Character Matchups by: Psychochronic and 
various others of Shoryuken.com
-Finalization Analysis by: Psychochronic and Jeron of 
Shoryuken.com

MY FIRST FAQ!
The biggest scripture in all of Psychochronic Literature!
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Last Update: July 25, 2006
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Disclaimer:
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The information provided of this FAQ have been 
personally analyzed and researched by myself and the
others are points posted per character in the threads of 
Shoryuken.com. These are out of our analysis and 
research and should there be any mistake, I will gladly 
edit the text upon request. If you feel you have pitched 
in information (even one sentence!), I will edit the text 
to your request and credit you in the process.
------------------------------------------------------------------------------


Notes before reading this document:
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1) This document is NOT a tier list (this was in January 
2005 a tier list but now changed in July 2005 due to mass
amounts of knowledge and information). This is a solid
Breakdown of every characters Move List, Pros and Cons 
and Various Character Matchups in Capcom Fighting 
Evolution for Arcade (Imported only), PlayStation 2 and 
XBOX so don't expect anything answered like "Which 
character is top-tier?" and "What's the best team in the 
game?". If this is not the information you are looking for, 
please close this text now.

2a) This document is protected by US Copyright Law, and 
the Berne Copyright Convention of 1976. This document 
is for private and personal use only--it cannot be reprinted 
in part or inwhole or reproduced in any way or in any form 
(written or otherwise). It is a free document that cannot be 
used in any sort of commercial transaction, including selling 
it or giving it away as a gift. Although I am...the author in 
the majority of the text, please respect the other authors 
whose work I have included in this guide.

2b) This document cannot be hotlinked to any other forums/
sites other than Gamefaqs, Shoryuken and my Geocities 
webpage (link provided below on the Contact section). 
To kinda repeat point #2a, this guide cannot be referenced,
altered, or used by anybody (including webmasters, 
publishers and magazine staff) without my express written 
permission. This guide is created and is owned by me, 
Brett "Psychochronic" Navarro (aka. "Brettdude" in 
Gamefaqs). Plagarizing is a crime and is punishable by law.

*NOTE: As of January 1, 2007, SuperCheats is forbidden
from using this FAQ on their site.

2c) I...Brett Navarro, have clearly wrote this guide to give 
back something for the new generation of the fighting game 
community and to also hone my creative writing skills. 
Everything here, I fully scoured the internet for various 
points and researched over 12gb of specific match footage 
so I can fully give out the latest and comprehensive 
guide possible.

3) This document is better read on Notepad with the Font 
set on "Times New Roman" on Regular setting, Size "10" 
and the screen resolution set on 1024x768. Use the Find 
feature (Ctrl + F) to find whatever term you're looking for 
easy mobility. 
------------------------------------------------------------------------------


Table of Contents:
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1) Version Changes
2) Stage Descriptions
   -Myanmar
   -Japan
   -New York
   -Underworld
   -Ruins
   -Jungle
   -Hong Kong
   -Infinity Chamber
   -Infinity Chamber Remains
   -Training Zone
3) Legend
    ^Basics
    ^Controls
    ^US to Japanese Terminology Translations
4) Gauge Differentials
   -Street Fighter II
   -Street Fighter III
   -Street Fighter Alpha
   -DarkStalkers
   -Red Earth
   -Ingrid
5) The Breakdown List (Pyron and Shin Akuma not written)
   *Each character having the following:
   ^Biography
   ^Personal Information
    *Each characters Biography and Personal Information which is
     seen here is translated as it's originally found from the Capcom 
     Fighting Jam site from Capcom Japan.
   ^Early Impressions
    *Each characters Early Impressions were studied by RenoROB
    on November 25, 2004. During that time, CFE was released to
    PlayStation 2 about 6-9 days before and there were limited
    of match videos players were able to retrieve on the internet.
    This sub-section is clearly based on his studies so don't go
    shooting on me because I referenced a past archive.
   ^Overall Impressions
    *Each characters Overall Impressions were studied by me
    after researching about comparing the character to its past
    counterpart and how they were from the start of tournament
    play (November 2004) to its slow sudden death of the game
    (July 2005). This sub-section is clearly based on my studies     
    so if there's an inaccuracy, shoot on me then.
   ^Command Normals
    *Doesn't include follow-up and dashing attacks.
   ^Damage Propertie
   ^Special Moves
   ^Super Combos/EX Moves/Super Arts/Mystic Breaks
   ^Pros and Cons
   ^Various Character Matchups
    *How various characters fight against each other which were
     studied by various competitors. Didn't do Mirror Matchups, 
     not worth my time.
   ^Endings
   -Anakaris
   -Demitri
   -Guile
   -Ryu
   -Kenji (Mukuro)
   -Rose
   -Jedah
   -M. Bison (Vega)
   -Alex
   -Zangief
   -Yun
   -Karin
   -Ingrid
   -Urien
   -Felicia
   -Leo
   -Guy
   -Hydron (Nool)
   -Hauzer
   -Sakura
   -Chun-Li
   *The reason I didn't do Pyron and Shin Akuma is because 
    they can't be played in tournaments as they are banned 
    due to their abilites. Flame me if you will but if you don't 
    like it, that's the gospel truth and if you don't like it, talk 
    to someone else. Whatever that cannot be brung to a 
    competition is considered useless. Only console scrubs
    rely on boss characters for cheap victories.
6) Various Charts
    -Match Analysis
    -Vitality
    -Stun
7) The Stone Cold Truth from Jeron and Psychochronic
8) Random Notes from Jeron and Psychochronic
9) Downfall from FSGamer
    -Capcom's Misleading Advertising of the Game
    -Characters
    -Rehashed Graphics
    -Game Engine
    -Players Lack of Knowledge of the System
    -Final Note
10) Final Analysis from Psychochronic
11) Contact
12) Credits
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Version Changes:
(+0.01 = Minor Update; Info on sections or sub-section added)
(+0.10 = Major Update; New section added)
------------------------------------------------------------------------------
1.42 - July 25, 2006:
Added the following:
^NEW SECTION: Vitality Chart, Stun Chart, Downfall from
FSGamer, Overall Impressions (Character Groups)

1.32 - July 19, 2006:
Added the following:
^NEW SUB-SECTION: Overall Impressions (Characters)

1.31 - July 17, 2006:
Added the following:
^NEW SUB-SECTION: Early Impressions

1.30 - July 14, 2006:
Added the following:
^NEW SUB-SECTIONS: Damage Properties, Endings
Contemplating the following:
*NOTE: None of these are even 1% in the works. This is what 
I may add in another update so I'm not confirming anything.
-SUB-SECTION: Early Impressions:
Basically, what everyone thought of each character one week
after it's release on PlayStation 2. Studied by RenoROB and
after reading a bit of it, I kinda put a thinking cap on of what
he said "Jedah is not good enough; I rank him 7", "Karin's
game is so easy but deals little damage; I rank her 12". and 
"Ryu can beat anyone if they're cornered as his pressure and
footsies are top-tier". I kinda did find it retarded so I don't 
even know if I should put this in. Go ahead, flame me...
-SUB-SECTION: Overall Impressions:
A finalization of the character with a comparison of it's latest
counterpart. A little bit of help from Cam347, FSGamer, Sano
and Skankin Garbage.
-SECTION: Popularity Chart:
Comparing 3 major tournaments (Super Battle Opera 3, Texas
Showdown 5 and The 6th Canadian Fighting Game Champion-
ships) and splitting them into 2 regional sections (Canada and
United States (combined as North America) and Japan), tallies 
a list of characters commonly used in high-level competition.

1.29 - June 11, 2006:
Added the following:
^NEW SECTION: Match Analysis Chart

1.19 - April 28, 2006:
Added the following:
^NEW SUB-SECTION: Controls

1.18 - April 13. 2006:
Added the following:
^NEW SECTION: Command Normals
-Command Normals: Alex, Anakaris, Chun-Li, Demitri, Felicia,
Guile, Guy, Hauzer, Hydron, Ingrid, Karin, Kenji, Leo, M. Bison,
Rose, Ryu, Sakura, Urien, Yun, Zangief
-Matchups: Alex/Anakaris, Alex/Demitri, Anakaris/Chun-Li, 
Anakaris/Demitri, Chun-Li/Demitri, Chun-Li/Guy, Chun-Li/Leo, 
Chun-Li/Yun, Demitri/Felicia, Demitri/Leo, Guy/Yun, Leo/Rose
*Alex Matchups COMPLETE
*Anakaris Matchups COMPLETE
*Chun-Li Matchups COMPLETE
*Demitri Matchups COMPLETE
*Felicia Matchups COMPLETE
*Guy Matchups COMPLETE
*Leo Matchups COMPLETE
*Rose Matchups COMPLETE
*Yun Matchups COMPLETE

1.08 - April 7, 2006:
Added the following:
^NEW SUB-SECTIONS: The Stone Cold Truth from Jeron and
Psychochronic, US to Japanese Terminology Translations
-Cons: DarkStalkers (1), Jedah (1), Red Earth (1), Urien (2)
-Matchups: Alex/Chun-Li, Alex/Guy, Alex/Leo, Alex/Ryu, 
Alex/Sakura, Alex/Urien, Anakaris/Felicia, Anakaris/Karin, 
Anakaris/Rose, Anakaris/Yun, Chun-Li/Hydron, Chun-Li/Ryu, 
Chun-Li/Urien, Chun-Li/Zangief, Demitri/Yun, Felicia/Sakura, 
Felicia/Urien, Felicia/Yun, Guy/Karin, Guy/Rose, Guy/Ryu, 
Guy/Sakura, Guy/Urien, Hydron/Rose, Hydron/Ryu, Hydron/Yun, 
Ingrid/Leo, Ingrid/Rose, Ingrid/Urien, Ingrid/Yun, Karin/Urien, 
Karin/Yun, Leo/Urien, Leo/Yun, Rose/Yun, Ryu/Sakura, Ryu/Urien, 
Ryu/Yun, Sakura/Urien, Sakura/Yun
-Pros: Jedah (1)
*Hydron Matchups COMPLETE
*Ingrid Matchups COMPLETE
*Karin Matchups COMPLETE
*Rose Matchups COMPLETE
*Ryu Matchups COMPLETE
*Sakura Matchups COMPLETE
*Urien Matchups COMPLETE
*Zangief Matchups COMPLETE

1.07 - March 30, 2006:
Added the following:
-Cons: Felicia (2), Hauzer (1), Street Fighter Alpha (1)
-Matchups: Alex/Zangief, Anakaris/Ingrid, Anakaris/M. Bison,
Chun-Li/Kenji, Demitri/Ingrid, Demitri/Zangief, Felicia/Hydron, 
Guile/Guy, Guile/Ryu, Guile/Sakura, Guile/Yun, Guile/Zangief, 
Guy/M. Bison, Hauzer/Kenji, Hauzer/Leo, Hauzer/Rose, Hauzer/Yun, 
Hydron/Ingrid, Ingrid/Karin, Ingrid/Ryu, Ingrid/Zangief, Karin/Kenji, 
Karin/Leo, Kenji/Urien, Leo/Ryu, Leo/Zangief, M. Bison/Rose, 
Rose/Sakura, Ryu/Zangief, Urien/Yun, Urien/Zangief
*Guile Matchups COMPLETE
*Hauzer Matchups COMPLETE
*Kenji Matchups COMPLETE
*M. Bison Matchups COMPLETE

1.06 - March 24, 2006:
Added the following:
-Matchups: Alex/Hauzer, Alex/Jedah, Alex/Karin, Alex/Rose, 
Anakaris/Hauzer, Anakaris/Jedah, Chun-Li/Felicia, Chun-Li/Rose, 
Demitri/Guile, Demitri/Guy, Demitri/Hydron, Felicia/Jedah,
Guile/Ingrid, Guy/Hauzer, Guy/Hydron, Hauzer/M. Bison, 
Hydron/Kenji, Hydron/M. Bison, Hydron/Urien, Ingrid/Jedah,
Ingrid/Kenji, Jedah/Kenji, Karin/Ryu, Kenji/Ryu, M. Bison/Ryu, 
Sakura/Zangief
*Jedah Matchups COMPLETE

1.05 - March 16, 2006:
Added the following:
-Credits: DarkDragon, Faight, Shocky II
-Cons: Alex (1), Chun-Li (1), Ingrid (1), Kenji (1),
 Street Fighter Alpha (1), Urien (1), Yun (1)
-Matchups: Alex/Felicia, Alex/Hydron, Chun-Li/Guile, Chun-Li/Karin, 
Chun-Li/Sakura, Demitri/Ryu, Felicia/Guy, Felicia/Karin, Kenji/Leo, 
Kenji/Sakura, Kenji/Yun, Leo/M. Bison, Leo/Sakura
-Pros: Street Fighter Alpha (1)
-Tentatives: Sakura (1)

1.04 - March 5, 2006:
Added the following:
-Matchups: Anakaris/Guy, Anakaris/Hydron, Chun-Li/Hauzer, 
Felicia/Zangief, Guile/Hauzer, Guile/Rose, Hauzer/Sakura, 
Hydron/Sakura, Jedah/Ryu, Karin/M. Bison, Karin/Zangief, 
Yun/Zangief

1.03 - February 25, 2006:
Added the following:
-Credits: Saga_Journeyman
-Matchups: Anakaris/Zangief, Demitri/Hauzer, Guile/Karin,
Hauzer/Ingrid, Hauzer/Ryu, M. Bison/Yun

1.02 - February 21, 2006:
Added the following:
-Gauge Differentials: Ingrid
-Matchups: Alex/Guile
-Movelists: Ingrid
-Tentatives: Urien (1)
*Gauge Differentials COMPLETE
*Movelists COMPLETE

1.01 - February 18, 2006:
Added the following:
-Credits: Majestros, Vasili10
-Matchups: Alex/Kenji, Anakaris/Guile, Demitri/M. Bison,
Felicia/Guile, Guy/Jedah, Hydron/Jedah, Jedah/M. Bison, 
Hydron/Karin, Karin/Rose
-Movelists: Ryu, Sakura
-Pros: Ingrid (1), Karin (2), Kenji (1), Leo (1)
-Victims: Anakaris, Demitri, Felicia, Guy, Jedah, Hauzer, 
Hydron, Leo, Karin, Kenji, Rose, Sakura
*Victims COMPLETED

1.00 - February 17, 2006:
Studied months on this guide which has started on 
July 19, 2005 and submitted to Gamefaqs on February 17, 
2006 for approval which offically deems the 1.00 mark. If 
approved, expect many updates to come as various 
sections are incomplete.
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Stage Descriptions:
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1) Myanmar:
Setting around mountains and valleys on a village. You'll 
see Adon practicing his normals on the mid-left side and 
Sagat who is constantly turning his head as he watches 
the fight. Dhalsim is on the right side mediating on a 
pedestal with a blue and red flag on it. You'll also see a 
stone face behind Sagat and the flags of the pedestal 
which looks similar to the Shadaloo base seen on the 
Street Fighter II movie.


2) Japan:
Setting is on a local bus depot. You'll see Dan and Makoto 
watching the fight on the left side on a nearby bus and 
Maki on mid-screen on front of another bus. E. Honda and 
Ibuki are cheering on the fight as Ibuki is sitting on a sign 
which is next to a vendor shop. You'll also see which is 
quite possibly a painting or poster having Cammy and 
T. Hawk on it which is on a post which is between Makoto 
and Maki.


3) New York:
Setting on a sidewalk at daytime. Sean and Birdie are in 
the middle as Ken and Charlie as mid-right beside a burger 
vendor. Beside the burger vendor on the right side is 
T. Hawk, Cody who is on SFA3 costume and a painting of 
Balrog on a garage-like door. Left side shows Hugo behind 
a wall, Dee Jay and Cammy who is wearing a jacket which 
is surrounding her ST costume and a painting of Sodom on 
a wall. You'll also see a shadow which resembles Q as it's 
standing on a rooftop beside a Deli sign.


4) Underworld:
Setting is similar to the Destered Chateau in Scotland. 
Pretty much, a drawing of what is inside the mansion. 
Setting is like a warped stuck-in-time like environment 
with a picture of the moon behind the balcony. You'll see 
B.B. Hood on mid-screen between the windows looking 
back and forth, a portrait of Morrigan on mid-screen
which is similar to her drawing seen from DarkStalkers 3 
for PlayStation. Lord Rapter is on the mid-right side on 
top crawling on a curtain and Jon Talbain is on the left 
side crawling on a railing. Bats are flying beyond the 
second window and you'll also see a glimpse of Demitri's 
castle beyond the first window.


5) Ruins:
Setting is like Hazuer's stage from Red Earth and a cross 
of Ancient Rome. The sun is reflecting upon the background 
as you'll see other structures and statues. You'll see a statue 
of Valdoll on the left side beside poles and stairs. On the 
right side beside a sphinx statue is a statue of Ravange. 
The tablet on the mid-left side is Gigi and the huge 
harpee lady tablet on the right side is Lavia.


6) Jungle:
Possibly set in the setting depths of Brazil. Trees, leaves, 
branches and bushes block the view of a lake and little 
waterfall in which where you'll see Rikuo and Blanka dip 
in and see their fins. On the right side, you'll see Oro 
hanging from a tree sleeping. 


7) Hong Kong:
Setting is at night on the street near a canal. Skyscrapers, 
buildings and a canal on the right side are beyond the 
background as you'll see vendor shops outside behind 
the fight. Hsien-Ko is standing under a green umbrella 
while Yang is right beside a vendor shop beside his 
girlfirend and also Yun's girlfriend Hoimei. Fei-Long is 
seen on the right side as he's on a floating boat behind 
a railway on the canal.  


8) Infinity Chamber:
The setting where you'll fight Pyron. Kind of resembles 
Pyron's Hellstorm stage from Vampire Hunter. The middle 
pole is a shining time-clock artifact which is surrounded by 
polygons circling around it forming different shapes. Left 
side shows an ancient figure depicting the sun as the right 
side has the same for a moon. There is also an escalator 
going up, remotely going up the chamber further.


9) Infinity Chamber Remains:
This is the setting on where you'll fight Shin Akuma. The 
setting is where the roof and sides are demolished and the 
rubble for all-around goes up to the sky on the dark night. 
You'll also see a mausoleum on the left side as it's built 
onto a cliff near an ocean behind the ruined stage and 
a blackhole/moon-type drawing on the top.


10) Training Zone:
A checkered environment set in an unknown location. 
You'll see various blocks and poles on the background 
as it gets darker beyond the vicinity. On an interesting 
note on the XBOX version, it's drawn a bit differently 
as it focuses on ground level as on the PlayStation 2 
version, it's drawn on a slight angle.
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Legend:
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Basics:

U = Up
UF = Up-Forward
F = Forward
DF = Down-Forward
D = Down
DB = Down-Back
B = Back
UB = Back
QCF = Quarter-Circle Forward 
QCB = Quarter-Circle Back
HCF = Half-Circle Forward 
HCB = Half-Circle Backward
360 = 360 Degree Motion
720 = 720 Degree Motion
P = Punch
LP = Light Punch "Jab"
MP = Medium Punch "Strong"
FP/HP = Hard Punch "Fierce"
K = Kick
LK = Light Kick "Short"
MK = Medium Kick "Forward"
FK/HK = Hard Kick "Roundhouse"
Victim (Mummy): Character's transformation when Anakaris 
hits his Royal Judgement to the opponent. Also known as 
"Sabaki" in Japan.
Victim (Vampire): Character's transformation when Demitri 
connects his Midnight Bliss to the opponent.

Controls:

PlayStation 2 Button Mapping:

Square: Light Punch
Triangle: Medium Punch
R1: Hard Punch
X: Light Kick
Circle: Medium Kick
R2: Hard Kick
L1: Punchx3
L2: Kickx3

XBOX Button Mapping:

X: Light Punch
Y: Medium Punch
White: Hard Punch
A: Light Kick
B: Medium Kick
Black: Hard Kick
L: Punchx3
R: Kickx3


US to Japanese Terminology Translations:

US -> Japan:

Alpha Counter = Zero Counter
Capcom Fighting Evolution = Capcom Fighting Jam
Counter Attack = Guard Cancel
Custom Combo = Original Combo
DarkStalkers = Vampire
Hydron = Nool
Kenji = Mukuro
M. Bison = Vega
Mummy Victim = Sabaki
Parrying = Blocking
Red Earth = Warzard
Street Fighter Alpha = Street Fighter Zero
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Gauge Differentials:
(+): Pro (Positive note)
(?): Unknown (Tentative note)
(-): Con (Negative note)
---------------------------------------------------------------------------------
1) Street Fighter II (Ryu, Guile, M. Bison, Zangief):

1 Super Meter, Rapid-Fire Chain, Rapid-Fire Chain Lockout
and Tactical Recovery; your basic old-school right here!

*Rapid-Fire Chain: LP or LK rapidly:
Rapid-Fire chains allow any SFII character to cancel certain
LP and LK attacks into one another. You can keep going 
with these attacksuntil your opponent is out of range or to 
be ready to do a special move. This is an easy way to lock 
in some damage or even have the potential to stun. This 
type of attack is a great option, even for a charge character, 
even if you don't have a special move charged and ready to 
go. Rapid fire attacks can also be chained in any combination 
starting from punches or kicks and mixing 'kicks-to-punches' 
or 'punches-to-kicks'. 

*Rapid-Fire Chain Lockout: After doing 2+ Rapid-Fire Chain 
hits, the Lockout occurs:
In CFE, the SFII characters are not allowed to use Rapid-Fire 
attacks and cancel them to a Special Move or Super Combo. 
This could be done in ST though. The good thing here is 
that there is a way to get around this "lockout" effect. 
This only goes on to multiple hits of the Rapid-Fire attack. 
Switching between standing and crouching and/or LP and 
LK hits removes the limitation.

*Super Meter: One Gauge:
Goes basic old-school and back to ST; One simple meter. 
You can only fill the meter once using attacks and Special 
Moves and thus, can't be filled more after it's reached it's 
max limitation. The downside to this meter is that you if 
you miss your Super Combo, you're back to zero and you 
have to build it all the way up again. The upside to it is 
several things. One is that it can take out a lot of damage, 
about 40% minimum to be exact. Two is that it can be 
easily built. So what if you miss your Super in Round 1, 
it can be brought over to Round 2 where you can build 
it again. Third and Final is that each character has two 
Super Combos at their move list instead of one just like 
in ST. This gives the player extra options to dish out 
and also devise multiple game plans to do it.

*Tactical Recovery: While grounded, hold Px2:
Also seen in CvS2 under the following 3 Grooves (C, P, 
S). Tactical Recovery gives the player the option to get 
up regularly or to delay the wakeup of the character after 
being knocked down. Great to confuse opponents if they'll 
attempt a mixup or a crossup and to dish out a great wakeup 
reversal after recovery but not good to Follow-Up attacks. 
Use this ability wisely.


Pros and Cons:
(+): Lots of power!
(+): 1 easy meter!
(+): Easy to stun opponents.
(+): Fair defense.
(+): Can punish air blockers easily.
(-): Lack of speed.
(-): Lack of other Sub-Systems.
(-): Can get rushed easily.
(-): Tactical Recovery not good to Follow-Up attacks.


Overall Impressions (studied by Skankin Garbage):
Overall, ST is probably the best balanced team of the cast. I 
wouldn't change anything else about them.
---------------------------------------------------------------------------------


---------------------------------------------------------------------------------
2) Street Fighter III (Yun, Chun-Li, Alex, Urien):

2 Super Meters, Leap Attack to break their crouching 
guard, Dashing to rush opponents down, Quick Standing 
to get right back up, Parrying to build meter and turn the 
match around, Super Jump, Super Cancels to cancel a 
special move into a Super Art and EX Special Moves to 
create uggle your own juggle combos.

*Dashing: Fx2 or Bx2:
A great tactic to add speed and mobility. Pressing forward 
twice commands to dash forward and pressing backward 
twice commands to dash backward. 

*Leap Attack: MP + MK:
An overhead attack which must only be blocked standing. 
Great for mix-ups and to attack opponents who use crouch 
excessively in their gameplan. Has a very quick startup but 
hits later down the animation and is extremely difficult to 
link an attack after.

*Parrying:
-High: Tap F before a high attack hits
-Low: Tap D before a high attack hits
-Air: While jumping, tap F before an attack hits
The known sub-system which made 3S famous around 
the world and seen in CvS2 playing under the P-Groove. 
Parrying is another form of blocking which enables to 
react from a regular block and attack instantly. The 
opponent freezes for a split-second which makes the 
player to freely strike in that opportunity. Instead of 
losing damage, a parry gains meter in return. This effects 
all forms of attacks, whether it's normals, projectiles and 
even supers. As it's past counterpart, parrying is for the 
risky-type players, allowing to have sorts of blind guesses 
of the opponents attack patterns throughout the match. 
Parries are also vulnerable to throws, making it more harder 
at a close-range game so use it strategically as it's one of 
the most risky sub-systems out there.

*EX Moves: Any Special Move using Multiple Buttons 
instead of one:
Uses 50% of 1 gauge, this enables to extend the damage 
and hits of the move, similar to ES moves for the DS cast. 
Some EX moves can juggle which can leading to long 
combos and some characters' moves don't have it EX 
classified so watch the timing and the move as it costs 
meter. 

*Quick Standing: Tap D as you touch the ground before 
getting knocked down:
Seen in the SFIII series and uses the CvS2 Safe Fall sub-
system. This ability allows the player to simply bounce 
back from a knockdown attack before hitting the floor. 
A quicker way to get right back up, a defensive purpose 
and to avoid follow-up attacks. Be careful as each 
character has their own animation frames for this 
ability.

*Super Cancel: Doing a Super Art after a Special Move:
SFIII characters have the ability to do a Super Art right 
after a Special Move and it works exactly like a normal 
attack cancel. Even EX moves can be cancelled too.

*Super Meter: 2 Gauges:
SFIII characters has 2 gauges as their meter. When the 
meter reaches "1/2",  it indicates that they are available 
to execute a Super Art. Each character has 2-3 Super Arts 
in their move list, which gives multiple options to strike. 
The ability to have 2 gauges gives the opportunity should 
that one attempt misses, you're safe to attempt another one 
and few characters having to use the whole meter in one 
combo.

*Super Jump: D then UB, U or UF:
This action enables the character to jump slighty higher 
and further than a normal jump. It can be used for far 
crossup attempts and increasing the chances of avoiding 
projectiles.


Pros and Cons:
(+): Parrying is now quicker as you can easily attack in the 
nearly the same frame right after.
(+): Ability to Super Cancel.
(+): Ability to Super Jump (Jumping slighty higher).
(+): Dashing to add speed to your game.
(+): Quick Standing great to avoid Follow-Up attacks.
(+): Balanced offense and defense.
(+): Easy juggling after an EX Move.
(+): Leaping Attacks great to hop-and-attack quickly while 
they do a crouching attack.
(?): Parrying similar to CvS2 P-Groove.
(?): Super Cancel is kinda like the XBOX version of CvS2.
(?): No Red Parries.
(?): No Stun Bar.
(-): Takes a bit of time to build meter.
(-): Parrying does little meter.
(-): EX Move costs half a meter.


Overall Impressions (studied by Skankin Garbage):
Overall, SFIII are some of the worst charcters in the game, 
save for Urien (who is surprisingly top tier, even without 
Aegis Unblockables). Yun and Alex are both one-trick ponies 
who are horribly dependant on meter and Chun-Li is a rush-
down character with no priority in any of her normals what-
soever. Making them faster was great, but the SFIII cast 
needs a lot of work and reinstating red parries and stun 
damage for EX attacks would go far in helping them compete 
with the rest of the cast.
---------------------------------------------------------------------------------


---------------------------------------------------------------------------------
3) Street Fighter Alpha (Sakura, Guy, Rose, Karin):

Create your own Combo with the Custom Combo system, 
Air Block, Ukemi (Safe Fall) to roll out of a knockdown 
and the Alpha Counter; the ability to Counter-Attack 
after blocking.

*Air-Block: While jumping, hold B:
This feature helps you block your opponent projectiles 
and jumping attacks while you're in the air. This does not 
apply to ground attacks which can't be taken in the air. 
If you air-block a jumping normal, you'll land right before 
your opponent does, allowing you to strike first as they 
land and recover.

*Alpha Counter: While Blocking, reverse QCB + P/K:
Known in Japan as the "Zero Counter". Also seen in CvS2 
under the following Grooves: (C, A, S, N). This skill costs 
50% of your meter which makes your status possible to 
cancel the remaining guard stun on a blocked attack into 
a simple counter-attack. It does a small amount of damage 
and guarantees a knockdown making it useful to turn the 
tables around or to simply give you a bit of space. Each 
character here has two Alpha Counters, one of each, a 
punch and a kick. Both types are good for countering 
specific attacks, whether it's air, ground, crouch, special 
or even super so switch between the two accordingly, 
depending on who you're fighting and the situation. Also 
going back to it's SFA3 counterpart, the Alpha Counter 
can kill, so watch out!

*Custom-Combo: HP + HK when your Gauge is over 50%:
Known greatly as "V-Ism" in SFA3 and "A-Groove" in 
CvS2. Once activated, your character can simply chain in 
any normal and special attacks which can be done in a 
repeated process. The meter now dates in to SFA3 where 
you can simply activate at 50%. The meter now also dates 
in to CvS2 as you can activate at 100% and finish off with 
a Super Combo to dish out some big damage. As an 
expert would know that there is a large reduction of 
damage applied to each consecutive hit within. After 
the first 9 hits, each other hit does a single pixel of 
damage so beware ofthat effect. This ability is also good 
because if the opponent blocks, then you have time to 
switch your attacks and gameplan more quickly before 
the time runs out. Also during activation, the screen will 
darken and freeze for a slight second and you'll gain an 
invincibility frame which is useful to avoid attacks and 
projectiles freely! Activation with 50%, you'll be invincible 
6 frames before and 4 frames after and activation with 100%, 
you'll be invincible 6 frames before and 14 frames after. 
Within the 50%-99% range, the higher the percentage, the 
longer the invinciblity frames kick in. The bad part about 
the Custom Combo system is that you can't block after 
activation and should you get attacked, your meter goes 
back to 0% instead of depeleting 50% of it just like in 
SFA3 and CvS2. Use this wisely as you're rushing like 
hell with no shield on you.

*Super Combo: Using your characters' designated 
command, gauge calculated by percentile:
One also also taken from CvS2 A-Groove and that's the 
ability to do a Super Combo. This tactic costs 50% of 
meter and can be done in Custom Combo when activated 
at 100%. Very useful if your characters' customs are weak 
and need to use this for some damage.

*Ukemi "Safe Fall": Before touching the ground, hold Px3. 
You can extend the roll by simply holding F:
Also known as the "Safe Fall" and it's been seen in SFA3 
and CvS2 under the following 3 Grooves (A, N, K). This is 
not the CvS2 version of it where you jump a bit back having 
a tiny bit of invincibility frames at it, this version is nearly 
exact as it was from SFA3, except it's a little slower. The 
Ukemi allows the character to roll towards the opponent 
just as you touch the ground. This ability can be useful for 
avoiding projectiles, confusing your foes' wakeup strats 
and any other attacks with heavy recovery. The first 17 
frames of the full 43 frames are invincible but the last 26 
frames of it are completely vulnerable to attack. This means 
you're not safe and completely defenseless making this tactic 
very risky to use. Ukemi must be used with extreme caution.


Pros and Cons:
(+): Meter similar to SFA3 V-Ism and CvS2 A-Groove.
(+): Can activate meter at 50%.
(+): Alpha Counter costs 50% of meter but can kill! 
(+): Alpha Counter comes out instantly like in CvS2 here.
In SFA3, the character taunts then does the Alpha Counter.
(+): Super Combo costs 50%.
(+): Super Combos are near Level 2 priority.
(+): Custom Combos are brain-dead easy to execute!
(+): Can Super Combo during a Custom Combo just like CvS2 
A-Groove but at activation at 100%.
(+): You can extend your Ukemi by holding forward.
(+): Takes good of time to build meter.
(+): Air Block ready for your aerial defenses.
(+): Balanced offense and defense.
(?): Can air-block normals from SFA/SFIII/Red Earth/Ingrid 
and projectiles from all but not normals from SFII characters.
(?): Gets 11 invinciblity frames after activating to Custom 
Combo but only at 100%.
(?): No Guard Bar.
(-): Lack of speed.
(-): Air-block doesn't apply to ground attacks.
(-): No pause hits (after a Counter hit) just like in SFA3.
(-): Getting hit after activating Custom Combo resets the 
meter back to 0% instead of depeleting 50% of it like in
SFA3.
(-): Finishing the match using a Custom Combo resets the
meter back to 0% just like in CvS2, not stopping the meter
to the percentile like in SFA3.
(-): Ukemi maybe useful but it takes some time to recover out 
of the roll and you can still get hit or supered while at it.
(-): Ukemi is too slow compared to its SFA3 counterpart.


Overall Impressions (studied by Skankin Garbage):
Overall, SFA characters just have a lot of useless things at 
their disposal...be it useless moves, useless tech rolls, or 
themselves being deadweight on the cast. Guy and Karin are 
great characters and Rose has potential but Sakura could 
totally be replaced by someone else.
---------------------------------------------------------------------------------


---------------------------------------------------------------------------------
4) DarkStalkers (Demitri, Felicia, Jedah, Anakaris):

Holding 3 Super Gauges (9 was the Limit in Vampire Savior!),
use Chain Combos to create your own combo in the ground, 
air or crouch, Follow-Up attack to hit oppoents while they're 
knocked down Guard Cancel to strike back with a special 
move right after guarding, Roll Wakeup and Dash to rush 
opponents down. 

*Air-Block: While jumping, hold B:
This feature helps you block your opponent projectiles 
and jumping attacks while you're in the air. This does not 
apply to ground attacks which can't be defended in the 
air. If you air-block a jumping normal, you'll land right 
before your opponent does, allowing you to strike first 
as they land and recover.

*Chain-Combo: LP, MP, HP, LK, MK, HK in a successional 
order:
Another thing known from the DS franchise. Pressing them 
quickly in a certain order (LP, MP, HP), will build your meter 
quick and also damage too. You can even mixup attacks with 
few examples such as: (Jedah (air): LP, LK, MK, HK. Demitri 
(ground): LP, LK, MK, HP, HK. Anakaris (crouch): LK, LP, 
MP, HK). This is the basic stuff here if you don't have and 
an important factor to build some fast meter.

*Counter-Attack "Guard Cancel": Using your characters'
designated guard move while blocking:
Just like in DS again! Almost similar to a counter-attack but 
uses no meter and takes strict and fast timing to execute. 
You can only perform this ability if you're in the block 
animation frame. Each DS character has it's own counter 
(Anakaris: Cobra Blow, Demitri: Demon Cradle, Felicia: 
Delta Kick, Jedah: Spreegio). At this time, you can use 
your guard cancel to break free from a normal, combo or 
super and knock your opponent back a bit. You can even 
do ES cancels too and that costs 1 meter. Another bad 
point is don't abuse that because your opponent can 
react fast and decide to attack or throw you afterwards.

*Dashing: Fx2 or Bx2:
A great tactic to add speed and mobility. Pressing forward 
twice commands to dash forward and pressing backward 
twice commands to dash backward. Each dash differs upon 
the character: Jedah dashes up, Demitri will be off-screen 
for a slight second and Felicia can hop while at it. The 
opponent has to be fast to react so majority of it, it's in 
your favor. Some characters' normals and specials get 
added to the dash: Felicia and Anakaris can attack and 
start a chain-combo while dashing and Demitri's Demon 
Cradle will attack upwards in a forward movement (45-
degree angle) instead of straight up as normal.

*ES Moves: Any Special Move using Multiple Buttons 
instead of one:
ES is a short term for "Extra Special". It costs 1 meter and 
it's a great way to do extra damage when it's needed. ES 
Moves are usually just extended versions of a special 
move or a Follow-Up attack and oftenly just add more 
hits and damage in the process. Some ES moves are also 
to cause little, some or long block stun or do massive chip 
damage, or both! Use this to your gameplan if needed!

*EX Super: Using your character's designated command:
EX is a short term for "Extra". It costs 1 meter (for some EX 
Moves) and it's also a great way to do extra damage. This 
is not a ES move, it's pretty much the characters' personal 
special, a finisher if you wanna call it. Some EX's are Jedah 
where he can summon the Underworld, Anakaris can use 
powers of the Pharaoh and so on...each describing the 
characters' way to add more damage! The downside to it 
is the execution; Jedah's EX's are unblockable but can be 
avoided by jumping, Felicia's can be blocked and she is not 
safe if blocked, Demitri's are grab-only which adds that it 
can be avoided many ways and Anakaris' have a slow 
startup. Be consciencious to do this ability as it has its 
downsides to it.

*Follow-Up Attack: U + MK/HK when opponent is 
grounded:
Another thing from the DS franchise that couldn't be 
forgotten and that's the ability to hit the opponent while 
they are down. A cheap shot if you wanna call it. This 
ability will make the character leap in the air and come 
down on the grounded opponent for some extra damage. 
There is an ES version of it too as it costs 1 meter and it 
does multiple hits but somewhat low damage. The things 
you must be focused on when using the Follow-Up attack 
is that some character groups can avoid it (SFA characters' 
can use Ukemi and SFIII characters' can Quick Stand). 
Time this right also because DS'/Red Earth/Ingrid can 
use Roll Wakeup.

*Roll Wakeup: Hold F or B while grounded:
Also known as "Front and Back Move Rising". This 
ability is a great way to avoid from the stress of an 
upcoming crossup or a big attack coming to you. 
The character will slide along the ground for a short 
time. This is kinda like Tactical Recovery but adding a 
Roll to it which will force the opponent to change up 
the plans for the round. An excellent tactic and it is 
good and recommended to use for defensive players.

Super Meter: 3 gauges:
Now holding 3 gauges instead of the limit in Vampire 
Savior which was 9. Gauges can be simply built due to 
normals, Special Moves and Follow-Up attacks. It can 
be built fairly fast via chain-combos or converting using 
the round switches (1 Full SFII meter = 3 Full DS meter). 
Meters can be used for ES Moves, ES Follow-Ups and 
EX Supers to serve your opponents greatly. Ultimate 
guessing game if ES or EX will be used during the match.


Pros and Cons:
(+): Chain Combos are your friend.
(+): Dashing to add speed to your game!
(+): Air Block ready for your aerial defenses.
(+): Follow-Up attacks to extend damage and your combos!
(+): Roll Wakeup for wakeup purposes.
(+): Easiest group of characters to mixup combos!
(+): ES Moves useful for chip damage and combo setups.
(?): ES Follow-Ups great for damage desperation and little 
damage for knockouts but too much for a meter. 
(?): EX Super damage properties vary on character.
(?): Can air-block normals from SFA/SFIII/Red Earth/Ingrid 
and projectiles from all but not normals from SFII characters.
(?): Counter Attack (ES also) may cost no meter (unless it's 
ES) but takes strict timing to execute, even less time than 
Alpha Counter.
(?): No Dark Force.
(-): Follow-up attacks cannot hit the opponent during their
roll wakeup like in Vampire Savior.
(-): Can't heal little bits of vitality just like in Vampire Savior.
(-): Weak defense.


Overall Impressions (studied by Skankin Garbage):
Overall, DS characters (besides Morrigan) have never been 
attempted to be mixed into a normal SF style game with SF 
characters and it shows that no one really knew what the end 
result would be. Most of the DS characters are better characters 
of the game and Jedah shuts down some of the SFII/SFIII cast 
hardcore. It's not impossible to have a good balance with these 
characters and all things considered, it's not too bad at all; 
however, it could be a LOT better.
---------------------------------------------------------------------------------


---------------------------------------------------------------------------------
5) Red Earth (Leo, Hauzer, Kenji, Hydron):

Levelling up the power gems is the ability to Max out up 
to6 Levels, heal some vital and boost your attack power, 
Dashing to rush opponents down, Super Jump, Ultimate 
Guard can block anything (except throws!), Ultimate 
Counter to Counter Attack after an Ultimate Guard, Roll 
Wakeup and Follow-Up attack to hit opponents while 
they're down.

*Air-Block: While jumping, hold B:
This feature helps you block your opponent projectiles 
and jumping attacks while you're in the air. This does not 
apply to ground attacks which can't be defended in the 
air. If you air-block a jumping normal, you'll land right 
before your opponent does, allowing you to strike first 
as they land and recover.

*Dashing: Pressing Fx2 or Bx2:
A great tactic to add speed and mobility. Pressing forward 
twice commands to dash forward and pressing backward 
twice commands to dash backward. 

*Follow-Up Attack: U + MK/HK when opponent is 
grounded:
Taken from the DS franchise and that's the ability to hit 
the opponent while they are down. A cheap shot if you 
wanna call it. This ability will make the character leap in 
the air and come down on the grounded opponent for 
some extra damage. The things you must be focused on
when using the Follow-Up attack is that some character
groups can avoid it (SFA characters' can use Ukemi and 
SFIII characters' can Quick Stand). Time this right also 
because DS'/Red Earth/Ingrid can use Roll Wakeup.

*Roll Wakeup: Hold F or B while grounded:
Also known as "Front and Back Move Rising". This 
ability is a great way to avoid from the stress of an 
upcoming crossup or a big attack coming to you. The 
character will slide along the ground for a short time. 
This is kinda like Tactical Recovery but adding a Roll
 to it which will force the opponent to change up the 
plans for the round. An excellent tactic and it is good 
and recommended to use for defensive players.

*Super Meter "Gems": 2 Gems max, able to max up to 6 
Levels:
In the beginning of the match, you start off as a Level 1. 
Every time you meters range goes up, you'll recieve one 
gem having two gems maximum. Gems are used for two 
purposes; One is to press MP + MK to level up the 
character, which increases damage properties (formula 
explained below), gain nearly 10% of vitality back and 
gets closer to a stronger Mystic Break as some supers 
are to be done only on Level 2 or 3. You can only max 
up 5 times (Level 6) so use that point in case levelling 
up to survive is your gameplan. The other purpose is 
to use Level 1 Mystic Breaks only, which is a viable 
and passable option. When you level up, the character 
does a taunt which lasts 20 frames and is invincible for 
the first 19 of them, making it useful to go through 
attacks and supers.

-Red Earth Formula for the damage increase the character 
does for each consecutive level up:
Notice how it increases then decreases? Use your gems 
wisely and options are always available.
--Level 2: 5.5%
--Level 3: 5.25%
--Level 4: 5%
--Level 5: 4.75%
--Level 6: 4.50%

*Super Jump: Press D then UB, U or UF:
This action enables the character to jump slighty higher 
and further than a normal jump. It can be used for far 
crossup attempt and increasing the chances of avoiding 
projectiles.

*Ultimate Guard: Press HP + HK:
Pressing this motion commands the characters to go into 
a defensive stance. During this process, it will block any 
incoming high or low attack whether it's a normal, special, 
projecile or super and will receive no guard damage. This 
ability is very useful to avoid a super and great to execute 
when you have slivers of vitality remaining. Unfortunately, 
it has large recovery time and is completely open to throws 
which can't be effected while still on the stance.

*Ultimate Counter: While blocking an attacking using 
Ultimate Guard, reverse QCB + P/K:
An instant reversal attack that can only be executed after 
the Ultimate Guard ability. It's generally slow on startup 
and they can be used to punish blocked attacks with some 
big recovery. Each characters' Ultimate Counter has a 
different startup period but they all become vulnerable 
on the second frame of the animation before it connects.
Just to note, Hydron and Hauzer don't have a K Ultimate
Counter.


Pros and Cons:
(+): Roll Wakeup for wakeup purposes.
(+): Slight Running to add speed to your game.
(+): Air Block ready for your aerial defenses.
(+): Levelling up gives opportunities for higher level 
Mystic Breaks, increases damage power and be able 
to heal bits of vitality.
(+): Ultimate Guard blocks all attacks, even supers!
(+): Ultimate Counter is your Counter Attack.
(+): Good defense.
(?): Can air-block normals from SFA/SFIII/Red Earth/Ingrid 
and projectiles from all but not normals from SFII characters.
(-): Follow-up attacks cannot hit the opponent during their
roll wakeup like in Red Earth.
(-): Ultimate Guard can't guard throws (Obviously!).
(-): Ultimate Counter is just a regular attack and doesn't 
justify it as a full counter-attack.
(-): Weak damage properties (That's why you need to Level 
up to increase your hit points).
(-): Takes a bit of time to build meter.


Overall Impressions (studied by Skankin Garbage):
Overall, the Red Earth characters are individually quite well-
balanced; however, the Red Earth system itself is just too 
good. They do comparable damage to ST characters before 
even levelling up and Ultimate Guard is a high-risk, low reward 
investment. The system basics should be modified heavily.
---------------------------------------------------------------------------------


---------------------------------------------------------------------------------
6) Ingrid:

Having 3 Supers for 3 different levels of Super Combos, 
she can Roll (just like in CvS2), Air Block, Dash forward 
and back, Counter Roll, Super Jump and Roll Wakeup.

*Air-Block: While jumping, hold B:
This feature helps you block your opponent projectiles 
and jumping attacks while you're in the air. This does not 
apply to ground attacks which can't be defended in the 
air. If you air-block a jumping normal, you'll land right 
before your opponent does, allowing you to strike first 
as they land and recover.

*Counter Roll: Press B or F + MP + MK:
Also known better as Counter Movement in CvS2 from
the N-Groove. This ability allows Ingrid to do a roll 
forwards or backwards instantly after a block during the 
guard animation. This is useful for getting out of corners
or various supers such as Leo's Hercules Rush. This
ability costs Ingrid 1 level of meter to do.

*Dashing: Pressing Fx2 or Bx2:
A great tactic to add speed and mobility. Pressing forward 
twice commands to dash forward and pressing backward 
twice commands to dash backward. 

*Roll: MP + MK:
Used in CvS2 under the following Grooves C, A, N and
known here as "Wrap Around" in this game. Ingrid simply
does an invincible roll which has vulnerability in the end
part. Rolling is a great way to avoid projectiles and a
good way to advance to the opponent more quicker.
The bad thing is that it's spammable which can get very
annoying and there is Roll Cancel just like in CvS2 but
the thing is that the standard attack to be invulnerable
for 0.4 seconds are not rewarded.

*Roll Wakeup: Hold F or B while grounded:
Also known as "Front and Back Move Rising". This 
ability is a great way to avoid from the stress of an 
upcoming crossup or a big attack coming to you. The 
character will slide along the ground for a short time. 
This is kinda like Tactical Recovery but adding a Roll
 to it which will force the opponent to change up the 
plans for the round. An excellent tactic and it is good 
and recommended to use for defensive players.

*Super Meter: 3 levels:
Meter is similar to C-Groove from CvS2. Thins thing is 
that Ingrid has 3 supers and each one contains a different
level of each and 1 level can be used for Counter Roll.
Somewhat relatively fair time to build meter.

*Super Jump: D then UB, U or UF:
This action enables the character to jump slighty higher 
and further than a normal jump. It can be used for far 
crossup attempts and increasing the chances of avoiding 
projectiles.


Pros and Cons:
(+): Meter like a modified CvS2 C-Groove.
(+): Dashing to add speed to your game.
(+): Counter Attack costs 1 Level.
(+): Counter Roll (aka. Counter Movement) costs 1 Level 
and is like CvS2 N-Groove.
(+): Air Block for your aerial defenses.
(+): Roll Wakeup for wakeup purposes.
(?): Different Roll Cancel.
(?): Can air-block normals from SFA/Red Earth/Ingrid and 
projectiles from all but not normals from SFII/SFIII 
characters.
(-): 3 different Super Combos for 3 Levels.


Overall Impressions (studied by Skankin Garbage):
Overall, Ingrid is a good character. I think what gives her 
trouble is that her F, D, DF + P move (which isn't even listed 
in the movelist) is low priority and Ingrid just doesn't build 
meter fast enough. Other than that, she's a pretty unique 
character.
------------------------------------------------------------------------------


The Breakdown List:
(+): Pro (Positive note)
(?): Unknown (Tentative note)
(-): Con (Negative note)
----------------------------------------------------------------------------------
1) Anakaris:

Place of Birth: Egypt
Race: Mummy
Year of Birth: 2664 B.C.
Height: 270 cm
Weight: 500 g - 500 kg

Previously the king of a glorious proud millenial empire,
after death the nation fell to ruin. With time passing, he
revived with acquired supernatural abilities. With
miraculous techniques he worms through the spirits 
of his opponents.

First Appearance: 
DarkStalkers: The Night Warriors

Beneficial Changes:
None...exactly the same sprite used in the previous
games with nothing new.

Roll Wakeup Data (Forward and Backward, including
invincibility): 44 frames
Dashing:
-Forward: 24 frames
-Backward: 24 frames
Vitality Points: 13400
Stun Points: 60

Victim:
-Mummy: A tablet with Heiroglyphics.
-Vampire (1): Female Egyptian Goddess Hathor.
-Vampire (2): More feminine version of Anakaris. 

Known players to use Anakaris:
-Chikyuu (Japan)
-D44Bas (Japan)
-Iyo (Japan)
-Mago (Japan)
-Ratio1BeatDown (Canada)
-Sage (United States)

Best Matchups: Guile, Zangief
Worst Matchups: Leo, M. Bison

Command Normals:
Seija no Ayumi: F + MK:
*Damage: 600
Anakaris does an axe-kick that has limited anti-air uses
and has overhead in it. 

Chi no Gekirin: F + HK:
*Damage: 1200
Anakaris does a floating kick while he's in his casket
position. Good to avoid crouching attacks and very
effective for a footsie and ground game.

Seinaru Bohi: D + K (only in air):
*Damage: 700
Anakaris' feet turns into a pyramid and lunge down
to the opponent. Good to build easy meter and does
a great overhead.

Ooinaru Bohi: DF + K (only in air):
*Damage: 500
Nearly the same description as Seinaru Bohi, except
Anakaris' feet turns into a pyramid and lunge down-
forward to the opponent. Good to start off a chain-
combo as it's his triangle-jump.  


Special Moves:
Coffin Drop (can be done in air): Dx2 + P/K:
*Damage: 1400/1600 (ES)
Anakaris simply summons his hand down and a coffin 
drops down from the air. Each button corresponds to 
the buttons and follows and from shortest to farthest
distances: LP, LK, MP, MK, HP, HK. Great for keep-away 
games and cheap hits. The ES version sends a bunch of
coffins going down to your opponent.

Cobra Blow: B, F + P:
*Damage: 1200 (LP)/2070 (MP)/2325 (HP)/2790 (ES)
Where Anakaris extends his arms near full-screen like a 
modified HP. Also a great move to punish missed attacks 
by an opponent and is Anakaris' Guard Cancel. Bad note 
is that it only hits standing and can be crouched by most 
characters. The properties can change on this blow as it 
can hit in the middle of the start and can catch crouching 
opponents so be sure to time that blow right. When close, 
the ES version will connect from all but the farthest 
distance.

Royal Judgement (in air only): QCF + P:
*Damage: 600/400 (ES)
This is where Anakaris pops his face out a bit and 
throws a curse at the opponent. The opponent turns 
into a cursed version of themselves, varying upon 
character and it makes them defenseless and unable 
to block for about 3-5 seconds as all they can do is 
move across and jump. A great chance to nail a few 
pokes while this is still in effect. The ES version 
curses the opponent for 5-7 seconds. A good way 
to stall an opponents gameplan.
 
Mummy Drop: QCF + P:
*Damage: 1803/1987 (ES)
The only throw that Anakaris has as he pops his hands 
farther and mummifies the opponent then slams them to 
the ground. An unblockable and it can connect from 3/4 
of the screen. All 3 punch versions do the same amount 
of damage, the only difference is the distance ofthe grab 
(LP goes short, MP goes medium and HP goes 3/4). 
Mummy Drop is also good as you can successully grab 
an opponent after they throw a projectile, they can get 
caughtand you're completely safe. The ES Version is 
really useful as the hands shoot forward very slowly 
grabbing the opponent in sight.

EX Supers:
Pharaoh Magic (can be done in air): MK, LP, D, LK, MP:
*Damage: 6000
A modified version of Royal Judgement as Anakaris
curses the opponent. The opponent gets stunned as he 
throws out more curses; one fire, one ice, one lightning 
then drops a very big coffin to finish it off. It's very slow 
on startup but does do some good damage when it 
connects. This EX move's main purpose is to show 
off or get a hoot and a holler as you have better uses
for your super meter. Only use this move if your timing 
and confidence is just right.

Hole of Hell (2 meters): HCF + Kx2:
*Damage: 2400
Another unblockable super in the game and it can 
catch opponents in the air. Very good move but has 
two conditions. One is that it takes 2 meters to do and 
should you miss, you just wasted 2/3 of a full meter. 
Two is that the range is close only and extremely small. 
This move is only good to catch and trap opponents 
when they're stuck in the corner.


Pros and Cons:
(+): Is definitely great; it's hard to counter-character him, 
when he's got so many mixups in his rushdown... 	
(+): He can run, or rush...because he HAS knockdown 
moves!
(+): Corner Teleport to avoid corner game.
(+): Pressing up will make him float which is good for 
wakeup games.
(+): Mummy Drop good for range.
(+): Mummy Drop is unblockable.
(+): Royal Judgement and Coffin Drop excellent for keep-
away game.
(+): Character can be used for rushers or turtlers.
(+): Great ground/ground-to-air chain combos!
(+): Pharaoh Magic can take away 20% if connected.
(?): Sometimes, if you attempt to use crouching FP as 
anti-air against crossups (say Sakura walks in, pokes 
and jumps over for the crossup), you will be punished 
even if you hit them. Since standing FP has such slow 
recovery, quickly chaining it to standing FK "should" 
make it safe.
(?): Doesn't have Pharaoh Split and Pharaoh Decoration 
as in Vampire Savior. 
(?): Hole of Hell is a waste of 2 gauges but it's an 
unblockable and can catch opponents, even in the air.
(?): BROKEN!
(-): Mummy Drop is his only throw.
(-): Floating may leave as open target.
(-): Pharaoh Magic is extremely slow on startup.
(-): Doesn't have a regular throw. He can still tech-throw
as usual as every other character.
(-): Doesn't have a special move which is a decent anti-air.


Early Impressions (studied by RenoROB):
The very best in CFE and people are calling him Magneto of 
CFE but I call him TOO F'N GOOD! Yes he might not have a 
normal throw but thatís all I can say that is negative about 
him. He rushes down like a fiend, he has amazing keep-away 
game, his standing HP is like Sagat's standing HP with anti-
air capability, his crouching HP has amazing anti-air ability 
even beats out crossups, his chain can even go into over-
head and on top of all that, he can avoid corner pressures 
by teleporting to the opposite side of the screen (WOW!).
During beta i heard he was broken...and with all the supposed 
BS fixed, he is still the best. (scared to picture him in beta).


Overall Impressions (studied by Psychochronic):
One of the low-tier in Vampire Savior becomes a form of
dominance in CFE. An unstoppable force in beta tests, 
it's unknown of the changes and tweaks done; it's like 
nothing mattered there. Any form of tri-jump and chains 
comes in way faster here and still has his past capabilities 
boosted up good. Has the ability to float, Hole of Hell is 
now 2 gauges which is a shot down and doesn't have 
Pharaoh Split and Pharaoh Decoration. Any type of player 
can use a good character which takes some time learning 
can pay off. Also commonly used in tournaments.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Favors Anakaris due to the rushdown. Anakaris must keep 
his distance because if he goes up close, he'll suffer from a 
poke that's as damaging as Chun-Li's, Power Bomb or Flash
Chop. Triangle-jump chains own Alex to the extent that if
he's cornered, Alex loses the match. Alex's Air Knee Grapple 
is maybe his good anti-air is Anakaris doesn't block as his
Dashing Elbow being okay for a rushing attack. Anakaris'
has crouching FP for his anti-air, Royal Judgement and
Coffin Drop for keep-away game and Mummy Drop for
corner game other than chain-combos. For meter, Hyper
Bomb dishes it out greatly and Boomerang Raid is great
on distance and random siutations with both Super Arts
doing big damage. Anakaris builds his meter fast due to
his chains and normals, ES Coffin Drop for corner game,
Hole of Hell is also passable and ES Royal Judgement
for keep-away game. ES Cobra Blow is also good for
ending a combo. Bottom line is that Anakaris wins this
due to his chains and abilities but if he gets too close,
Alex can lock in a command grab which can become a
difference maker due to his high offense dealing to
Anakaris' low defense.

vs. Chun-Li (studied by Psychochronic):
Chun-Li gets rushed down here but has her quick pokes
and fast damage to make up for it. Anakaris has his easy
tri-jmup combos which make it a complexed guessing
game for Chun-Li to react for parrying, otherwise she'll
be suffering the chain-combo. Anakaris can also air-
block any normal or a Kikoken coming to him, where as
Chun-Li must parry what's coming to her. Coffin Drop
and Royal Judgement are always there for keep-away
games and for Chun-Li, Hazan Shu is good for footsies
and Kikou-Shou can chip like hell. Anakaris' meter
builds faster due to his rushing game so an ES Royal
Judgement is always passable, ES Mummy Drop and
Hole of Hell for tick and corner game is effective. In
conclusion, Anakaris wins this due to his rushdown
but Chun-Li's pokes have stun potential to any DS
character due to their low defense and good supers 
which make up for it.

vs. Demitri (studied by Psychochronic):
Favors Anakaris 60-40. Demitri does a good job of playing
keep-away by using Chaos Flares, Bat Spins and teleport
dashes to avoid the startup of Anakaris' chain-combos.
Anakaris can't get cornered that easy since he has that 
corner teleport of his which is effective. Anakaris has his
Coffin Drop and Royal Judgement for keep-away game
and Mummy Drop for a far-distance game. Demitri must
get Anakaris by surprise and some of that is by after
the teleport dash where he has viable options; ES Demon
Cradle, ES Chaos Flare, Midnight Pressure and Midnight
Bliss. Both can build meter well due to their chain-combos
as both can start from the air as also after a dash or on
the ground. Bottom line is that Anakaris can keep-away
Demitri and has the most chance to corner him with Demitri
having good chances to play his keep-away game for him
to snag the victory using surprise attacks. Meter is very
important so time those ES'.

vs. Felicia (studied by Psychochronic):
Favors Anakaris due to the rushdown. In Vampire Savior,
Felicia would've took this match but in CFE, Anakaris'
abilities are increased a lot better, making his rushdown
and attacks near godlike here. Anakaris has the standard
triangle-jump setup chain-combo game to pressure Felicia
good, leaving her no mercy for a comeback due to her low
defense. Anakaris also has Royal Judgment and Coffin
Drop in case he wants to play a keep-away game. Felicia
can attempt on the ground using her dashing normals
linked to her chains and standing HK for that distance.
Rolling Buckler is okay for surprise game and Delta Kick
and also crouching HP is good for anti-air. Anakaris has
various normals, including crouching HP as anti-air and
remember, both can air-block each others attacks. For
meters, a tick ES Mummy Drop is good for corner traps
and ES Royal Judgement is a good and safe choice. ES 
follow-up attack is good for Anakaris to finish the match.
Felicia's meter can be used for ES Rolling Buckler, ES
Hellcat for that tick-throw game and Dancing Flash for
surprise game. Bottom line is that Anakaris' abilities
rushdown Felicia for free and due to her low vital, the
chances of it done is sooner than later.

vs. Guile (studied by Psychochronic):
Favors Anakaris due to keep-away game and also his
chain-combos. Anakaris can simply defend by going on
air using Royal Judgement and Coffin Drop because
Guile can do his standard Sonic Boom game or jump-in
for an attempt of the rushdown. Mummy Drop is also
good to use on distance and can punish Sonic Booms
too. Anak's anti-air is crouching FP which runs Guile's
jump-ins and give Anakaris the chance to go forward
for a chain-combo (don't forget to tri-jump!). Guile's
rushdown game is nearly all crouch so do that to your
disposal as it effects Anakaris' defense, especially his 
Cobra Blow which is his Guard Cancel. Bottom line is
that Anakaris wins this but if he screws up, Guile's 
poweful normals and easy rushdown can take this 
which is a rare-but-seen situation.

vs, Guy (studied by Psychochronic):
Guy gets rushed down for free right here. Anakaris
has to balance out his stuff and excel oftenly to hold
it, I'd say 70% offense and 30% defense if you ask me.
Everything in this match for Anakaris relates to either
a poke or a chain-combo and that's his objective here.
Simple tri-jump then poke, poke, poke, sweep, follow-
up. Guy pretty can't hold it here, his only source of 
meter use is either a super combo or any form of the 
Alpha counter depending on where Anakaris will 
strike first. Since Guy can't roll-wakeup and Ukemi 
is horrible in this situation, he can be cornered easily 
which gives Anakaris the chance to do the Hole of 
Hell. The simple Anakaris can take the match down.

vs. Hauzer (studied by Psychochronic):
Anakaris wins this one, it's not even funny. Exactly
to Anakaris vs. Hydron, Hauzer pressures Anakaris
greatly due to long-range pokes and his great anti-
air which is Tempest Fall. Both can air-block is aerial
situations and both can build fair meter (Anakaris
still builds faster though). Anak's standard tri-jump
chains are to factor of this match, even an Ultimate
Guard must be put mandatory in this situation. Coffin 
Drop and Royal Judgement pressure Hauzer in terms
of defensive game. Meter is important, so for Hauzer, 
levelling up is highly recommended. For Anakaris, 
options are spreaded out so be creative. This match 
favors Anakaris due to the sub-systems and his chain-
combos but Hauzer can stand due to long-range pokes
defense, fair meter build and the use of Gust Flame.

vs. Hydron (studied by Psychochronic):
Anakaris wins this due to the rushdown it's just plain
ridiculous. Anakaris can just do his standard tri-jump 
chains no matter what. It's even faster than Hydron 
can do an Ultimate Guard. If it does happen, Anakaris 
can simply just do Mummy Drop which beats any Red 
Earth's Ultimate Guard and defensive game. Hydron's
keep-away attempts are the standard Tornado Mist/
Tadpole Spawn spams but it doesn't match to Anak's
keep-away game. Anakaris can simply float, double-
jump and spam in the air Coffin Drops and Royal 
Judgements which beats Hydron's like easy. Meter 
is important, so for Hydron, levelling up is highly 
recommended. For Anakaris, options are spreaded
out so be creative. This match favors Anakaris due
to the sub-systems and his chain-combos.

vs. Ingrid (studied by Psychochronic):
Ingird takes this as she counters whatever coming to
her unless she screws up which her chances are viable. 
Anakaris' tri-jump and standing combos can be easily 
countered by Ingrid's Sunupper (crouching combos by 
Sunlower) then an easy Sunburst to dish it out. Ingrid's 
anti-air is her Sunshot which can keep-away Anakaris 
for a temporary amount of time. What he can do attempt 
a corner teleport and continue to rush-game from there.
Another attempt is play a keep-away game too using
Coffin Drops and Royal Judgements to keep Ingrid
from rushing in. Mummy Drops (ES also) can be used
to break the footsie game, although timing is risky.
Ingrid can respond greatly by her abusing FP's which
can pressure Anakaris greatly too. Ingrid wins this
one due to her FP and her abilities which counters
Anakaris but he can stand up in the fight because
Ingrid's defense and stun is extremely low.

vs. Jedah (studied by Psychochronic):
The most dominant characters in the game battle it out
right here and both have their say. Jedah has the air-dash,
the chain-combos (air and ground), floating and stalled 
projectile. Anakaris has floating, chain-combos (ground),
tri-jump and two different projectiles but Jedah has the 
fastest meter built and a regular throw. Both can hold it 
downand defense can become a key to ease it a bit. Too 
much offense can mean a quick victory or a quick choke
because of both characters' comeback factors. Both have
an equal defense and both can be creative with their chain-
combos. Both can use ES moves to dhis out even more
but for EX moves, it favors Jedah due to the ground.
Anakaris has a good EX (Hole of Hell) but lots can say
that 2 gauges isn't worth it and Pharaoh Magic is also
considered a waste. In conclusion, it's 50-50 and both
have their equal ways to bring it. It's hard to say in
specific though.

vs. Karin (studied by Psychochronic):
Karin gets rushed down here and has little to bring in
the match. Simple rushing and tri-jump combos owns
Karin and her only response is her Yasha Gaeshi's but 
has to guess high or low which is like a dice-roll game 
because Anakaris' can simply do a combo from another 
setup or do Mummy Drop to bring it if Karin is cornered.
Karin's game is her crossup game linked to her Gurens 
and her whiffing game may not take it here. Both have 
crouching HP's as their anti-airs and nearly have the 
same meter build. Anakaris can use ES Mummy Drop 
for corner game and ES follow-up attack is good if you 
use chain-combos the entire match. Karin's meter is 
good for customs but must be timed right if you wanna 
take advantage of those invincibility frames on startup, 
otherwise she gets hit and it's a waste. Bottom line is 
that Anakaris rushes down Karin easily and she has 
little to respond and bring in the match.

vs. Kenji (studied by Randomcelestial):
Favors Kenji 65-35. Kenji's main tool, jumping HP, is the 
single most important move in this matchup. Anakaris'
tall body makes his advances terribly slow, and coffins 
only will hit once before Kenji starts mixing in standing 
HP and knives. Anakaris has tough times getting in, and 
once he gets in, he has difficulty staying in. He can't run 
either: both the pillar of flame super and the chain keep 
him honest.Anakaris can use dashing MP to catch Kenji 
in the air, bring him to the ground, and begin high-low 
mixups. It's important to get in as much damage in every 
skirmish. Right now I've been using EX pursuit every 
chance possible. Standing LP is your friend and can 
keep Kenji locked down for a little bit, but once he slips 
away it's trouble. 

vs. Leo (studied by Jeron):
Anakaris literally has no options against Leo. No air to 
air, no air game period. Jump down FK with Leo (one 
of the best jump-ins in the game beats all of Anak's 
anti-airs). Chronos/Achilles Rushes completely destroys 
Anakaris since he has no counter and has to guess the 
high, low, grab game conclusion from it. If he guesses 
right it really doesnt matter since the patter will repeat 
itself. Rush is in no way effective against Leo since tri-
dives can be Ultimate guarded or if timed right Anti-Air. 
Leo outprioritizes Anakaris and that is why this match 
is bad.

vs. M. Bison (studied by Psychochronic):
Favors Bison due to power and his insane fast recovery
time on his moves. Anakaris can do his Coffin Drop and
Royal Judgement spam in the air for keep-away game but
Bison can clearly rush through after he's blocked one of
those projectiles which leaves Anakaris open in the air
with the air-block thrown out the window due to Bison's
non-projectile moves, Anakaris clearly suffers from that.
One would think that his tri-jump chain-combo game can
work but that strategy can screw up easily due to Bison's
recovery time and agility. Moves such as Psycho Crusher,
Head Stomp and Devil Reverse kill Anakaris due to it's
power and the fact that it can't be air-blocked. Meter
favors Bison as whatever super can chase down badly.
Mega Psycho Crusher is punishment in this match.
Anakaris meter is better used for ES Royal Judgement,
ES Coffin Drop or ES Mummy Drop. It's too risky to do
something like Hole of Hell due to easy evasion and
two gauges, Bottom line is that Bison owns this match
with Anakaris being too slow to respond, Bison is just
way too fast here. 

vs. Rose (studied by Psychochronic):
Favors Anakaris due to the rushdown. Both can air-block
each others attacks and projectiles, Rose's anti-air can be
Soul Throw but must be timed right as Anakaris' pokes
can nail during her startup. Anakaris' anti-air is crouching
HP them immediately cancelled into crouching HK then
he's ready to dash in for a chain-combo. Rose doesn't
have a dash which makes it harder for her to get in but
her pokes make up for it. Coffin Drop is always good for
that keep-away game, Royal Judgement is good also.
For meter, Rose has her P Alpha Counter linked combo
that I've explained too much in this guide and Anakaris
can use Hole of Hell while she's in the corner. ES Royal
Judgement is also good too if you wanna use one stock
instead of two. The bottom line is that Anakaris' chain-
combos deal the damage and push Rose back, which is 
hard for her to jump-in and do a combo attempt. Triangle-
jumps pressure her too and the Ukemi is not safe also.
Rose gets rushed down for free.

vs. Ryu (studied by Psychochronic):
Favors Anakaris due to rushdown. This is a little similar 
but worse than Anakaris vs. Sakura as Ryu may have 
power and quick meter, but not air-block, speed, dashing 
and counters. Coffin Drop is an automatic knockdown 
which breaks Ryu's standard Hadoken game there. 
Anakaris has control of the ground so use chain-combos 
(especially crouching and cornering) for damage. Ryu has 
some control of the air as Shoryuken's are mad blows 
against DS' characters. Be sure to time your Tatsumaki 
Senpuu-Kyaku's also in case Anakaris is crouching/
landing, it can also be used to build meter fast. Ryu may 
have the power and the meter but Anakaris has the 
mobilityand combos and lack of sub-systems means 
lacks of chances to win. The mummy gets this one. 

vs. Sakura (studied by Psychochronic):
Favors Anakaris due to viable options (especially chain-
combos). What Anakaris can do to keep Sakura away is 
Royal Judgements and Coffin Drops because Sakura's 
normals can do some damage, especially to a DS character.
Offensive options can be dashing FP and various chain-
combos (especially if it's started after a triangle-jump!). 
When Sakura is cornered, try to execute more chains to 
build meter and use the Hole of Hell when necessary. 
Sakura can ground herself by Hadoken's but be sure to 
evade when needed because Anakaris has Mummy Drop 
and that does nearly twice as a Hadoken. Due to this, 
Sakura can't beat Anakaris due to rushdown, combos 
and evade-game.

vs. Urien (studied by Psychochronic):
Anakaris takes it but Urien has chances. I'd say 55-45. 
This match is similar to Jedah vs. Urien except that pokes 
is more of a factor and Anakaris' projectiles don't stall. 
In this situation, Anakaris can use his standard keep-
away Coffin Drop game easily converting to rushdown 
chains fast. Since Anak's chains are too fast (faster than 
Jedah's), the parrying is way more precise or Urien will be 
suffering for it. Urien's pokes do some good damage and 
a good way to chase Anakaris is the air. I'm saying this 
because MP Metallic Spheres keep Anakaris from upwards 
and Urien's normals are faster to come out comparing to 
Anakaris' normals. Quick Standing is great to get up quickly 
and avoid follow-up attacks but don't do it too often, 
especially when cornered because a Hole of Hell can come 
by (which is anybody's weakness when stuck in the corner). 
Anakaris takes this due to keep-away game and chains but 
Urien has chances of stopping it.

vs. Yun (studied by Psychochronic):
Favors Anakaris due to his abilities. Similar to Anakaris
vs. Urien, the chances for Yun to takes it are very slim. 
Anakaris can simply nail his crouching HP when he hits
Yun after he does his divekicking abuse then simply
cancels it into a crouching HK then continues on his
rushing game. Yun has to time his parries right or else
a chain-combo is what's coming to him. Yun's meter is
useful for some damage like You-Hou but for Anakaris
personally, it doesn't juggle him fully which is bad.
Anakaris' meter can be used for Royal Judgements,
Coffin Drops or Mummy Drops. Bottom line is that
Anakaris pressures Yun good unless the player has
extremely good guessing skills and has crucial timing
for parrying.

vs. Zangief (studied by Psychochronic):
Obviously favors Anakaris due to his abilites. This 
match is pretty much the same as Anakaris vs. Sakura 
with also the combination of Anakaris vs. Ryu; same 
blood, same mud. The worse part is that Zangief's 
meter takes hella time to build and his only useful 
attack is Lariats. Another example on why DS' own 
SFII characters for free.


Ending:
A satellite orbiting space has picked up a large image 
of Anakaris' face on the surface of a planet or the
desert.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
2) Demitri:

Place of Birth: Romania
Race: Vampire
Year of Birth: 1483
Height: 197 cm
Weight: 101 kg

Alias "Torturous nobleman of the Demon Realm (Makai)."
Dwells in the courteous manner toward the true nature of 
Demons. Possesses the ability of prominence over even 
the Demon Realm.

First Appearance: 
DarkStalkers: The Night Warriors

Beneficial Changes:
-Face seems to be redrawn.
-His win pose where his aura fades out and capes his 
body during victory, the 3 women don't come out and 
kneel to him just as in Vampire Savior. Pretty much the 
same pose as in Vampire Hunter.
-His win pose when his aura extends out and slowly 
evolves to a demon, the demon has been redrawn as 
you see much of the demon mouth rather than Demitri's 
face.

Roll Wakeup Data (Forward and Backward, including
invincibility):  28 frames
Dashing:
-Forward: 41 frames
-Backward: 41 frames
Vitality Points: 13400
Stun Points: 60

Victim:
-Mummy: A bat.
-Vampire (1): Schoolgirl with bats circling around her. 
Schoolgirl with bats circling around her. Looks like an 
older/taller Anita from DarkStalkers.
-Vampire (2): A Sacrificial Virgin.

Known players to use Demitri:
-Combofiend (United States)
-Haitani (Japan)
-Knit (Japan)
-Kymah (Canada)
-Y.F. (Japan)

Best Matchups: Hauzer, Guile
Worst Matchups: Karin, Rose

Command Normals:
None...


Special Moves:
Chaos Flare (also in air): QCF + P:
*Damage: 800 (LP)/900 (MP)/1000 (HP)/2958 (ES)
The Vampire Hunter version Demitri's projectile attack. 
The flame travels fast and the damage is decent. This 
can hold back the opponent game to get around to 
Demitri and make an attempt topunish. The ES version 
is a faster and wider projectile and does three hits. 
Good for air and surprise attacks.

Demon Cradle (also in dashing): F, D, DF + P:
*Damage (Normal): 1600 (LP)/1800 (MP)/2000 (HP)/3185 (ES) 
*Damage (Dashing): 1600 (LP)/1800 (MP/HP)/2000 (ES)
Demitri's version of the Shoryuken as he twrils around 
in the air slowly and knocks the opponent out of the air. 
Also his Guard Cancel, it's also a great anti-air to stop 
the characters from getting in.The ES version does more 
damage and does seven hits maximum. The dashing 
version enables Demitri to spin forward on a 45-degree 
angle towards the opponent. If timed right, the move can
move through an opponent's projectile on reaction.

Bat Spin (also in air): QCBx2 + K:
*Damage: 1775/2136 (ES)
Demitri teleports up into the air as he has his cape around 
this feet in a sharp formation drilling the opponent which 
is great for trickery tactics such as mind-games and corner 
escapes. Their is however long recovery as Demitri can 
bounce back if blocked. The ES version can be used on 
the ground with safety in the end. It does seven hits before 
Demitri hits the floor which gives thequick opportunity to 
do a chain-combo or special to do more damage.

Negative Stolen: 360 + P:
*Damage: 2400
Demitri simply does his modified throw as elevates a bit 
higher and spins the opponent towardsthe ground. It's 
good to break the opponents game and does good damage. 
Also good for corner game or after a dash. There is no ES 
version of this move.


EX Supers:
Midnight Pressure: LP, MP, F, MKx2:
*Damage: 3700
Also known as "Midnight Pleasure". First introduced 
in Vampire Hunter, Demitri slowly dashes towards the 
opponent and when it connects, he unleashes a 
barrage of bites and ending with aseries of normals. 
One of two unblockables, this EX is great to do up 
close, especially after a dash.

Midnight Bliss: QCF + Px2:
*Damage: 3000
First introduced in Vampire Savior and another unblockable 
in Demitri's move list. Demitri simplymoves in towards the 
opponent and when it connects, it changes the graphic of 
the opponent (usually a female version of the character). 
It's changed here as in Vampire Savior, Demitri grabs the 
opponent as he drains their life slowly, then they explode. 
In CFE, he uses his cape to cover the opponent as the 
screen goes dark and the opponent in their female version 
screams. Conditions are the same as Midnight Pressure 
except it does less damage and is great to do in a comical 
situation.

Demon Billion: QCF + Kx2:
*Damage: 4600
Also introduced in Vampire Savior and labelled here as
"Demon Blast" except it's modified here. In Vampire Savior, 
Demitri turns into bats and rushes towards the opponent. 
In CFE, Demitri goes into his Vampire form and throws out 
bats from is body. This is a great substitute for ES Chaos 
Flare as it does damage, a great anti-air and a projectile 
that's nearly full-screen which makes it tough to avoid.  
It also has goodinvincibility on startup meaning it's good 
to punish the opponents jump-in or wakeup attempt. A 
neutral note is that it can't fade out another projectile as 
Demitri can get hit in the process but in return, the bats 
still lunge forward in full-force.


Pros and Cons:
(+): A slight combination of his Vampire Hunter and 
Vampire Savior styles of gameplay.
(+): Excellent ground chain-combos.
(+): Teleport Dash is useful.
(+): Chaos Flare version is from Vampire Hunter, which 
comes out more faster and rangeful.
(+): Demon Billion now creates demon bats and goes like 
a full-screen projectile; it doesn't change Demitri into bats 
then dash-in a bit like Vampire Savior.
(+): Demon Billion seems to have invincibility before the 
bats come out. Maybe use this super to punish wakeup/
jump-in attempts? I'm sure there's a few applications for 
this super.
(+): Midnight Pressure (even though it's a grab and you 
need to set it up) and ES Chaos Flare are Demitri's best 
supers.
(+): Midnight Pressure costs 1 gauge as supposed to 2 
gauges like in Vampire Savior. Now that's good!
(+): Characters who cannot crouch under Demitri's Chaos 
Flare: Ryu, Guile, Zangief, M. Bison, Demitri, Felicia, 
Anakaris, Jedah, Urien, Alex, Kenji and Hauzer.
(?): Demon Billion can be avoided. Depends how much 
risk the opponent is willing to take (Parries, jumps, etc...).
(?): Demon Billion does have start-up invincibility but it 
also has a long startup so, you have to time it perfectly 
otherwise youíll probably trade hits with the opponent. 
Also, (in a lot of perspectives) this super is easy to block 
on reaction.
(?): Doesn't have Darkside Master as in Vampire Savior 2.
(-): Characters who can crouch under Demitri's Chaos 
Flare: Ingrid, Yun, Chun-Li, Leo, Karin, Rose, Guy and
Sakura.
(-): Has the lowest Roll Wakeup of 28 frames (Anakaris 
has 44, Jedah has 40, Felicia has 63, Leo has 32, Kenji has 
46 and Hydron has 40). Same thing for Hauzer too as he 
has 28 frames.
(-): Midnight Bliss takes away 10%-20% which is not good 
for an EX Super.
(-): Demitri can float (which is bad and open as target) if 
his Bat Spin is blocked.
(-): Negative Stolen is not that useful. Maybe only after 
dashing but he's got chain-combos and moves which 
can lead to better damage.


Early Impressions (Studied by RenoROB):
Second best isnít bad. He is everything you ever wanted 
in a character and he is the ultimate super user. His setups 
for his raging Midnight Pressure is ridiculous...down right 
cheap. He does have some drawbacks...(i.e. SFA characters 
and Leo can crouch under Demitri's Chaos Flare) but it far 
outweighs his benefits. I have yet to see a move that 
counter's his HP Demon Cradle. He is a monster in every 
scenes of the word... 


Overall Impressions (studied by Psychochronic):
A mid-tier in Vampire Savior delivers him a force up in
CFE. Having a bit of his movelists from Vampire Savior 
and Vampire Hunter makes him more of a threat. Faster 
Chaos Flare, angled Demon Cradle, projectile Demon 
Billion and aerial Bat Spin are good examples. Also 
Midnight Pressure isn't 2 gauges which is great. Basically 
no changes in comparison to his normals, he plays just 
fine as in his past games. Moderately used in tournament 
play, a recommend to any player who'll start on learning 
some basics of Vampire Savior characters.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Favors Alex due to power with Demitri playing a keep-
away game here. Alex is too powerful in this match and
doing a normal dishes it out. Demitri's chains nearly do
little damage due to Alex's okay defense and with Alex
being able to parry, he can react with a meaty normal
right after that. Close moves like Flash Chop and Power 
Bomb dish it out nicely. Air Knee Grapple is a good
anti-air unless it gets air-blocked or Demitri uses Bat
Spin to take it out at least. Chaos Flare can be easily
parried, Demon Cradle is a good anti-air and his chains
may do little but gives him fast meter build due to that.
Alex's meter is built up through parrying and attacks.
His normals dish it out and his Super Arts bring out
more in the match. Hyper Bomb for jump-ins, random
or wakeup game is good and Boomerang Raid for far-
distance game. Demitri has surprise game as moves
such as ES Chaos Flare, ES Demon Cradle, Midnight
Pressure and Midnight Bliss dishes it out good after
a teleport dash. Bottom line is that Alex's strength
clearly dominated Demitri's defense and he's good
to play a keep-away surprise game due to his tactics
and abilities.

vs. Anakaris (studied by Psychochronic):
Favors Anakaris 60-40. Demitri does a good job of playing
keep-away by using Chaos Flares, Bat Spins and teleport
dashes to avoid the startup of Anakaris' chain-combos.
Anakaris can't get cornered that easy since he has that 
corner teleport of his which is effective. Anakaris has his
Coffin Drop and Royal Judgement for keep-away game
and Mummy Drop for a far-distance game. Demitri must
get Anakaris by surprise and some of that is by after
the teleport dash where he has viable options; ES Demon
Cradle, ES Chaos Flare, Midnight Pressure and Midnight
Bliss. Both can build meter well due to their chain-combos
as both can start from the air as also after a dash or on
the ground. Bottom line is that Anakaris can keep-away
Demitri and has the most chance to corner him with Demitri
having good chances to play his keep-away game for him
to snag the victory using surprise attacks. Meter is very
important so time those ES'.

vs. Chun-Li (studied by Psychochronic):
Can go either way in this match. Chun-Li's pokes can
damage severely due to Demitri's weak defense. Some
of Demitri's moves such as Bat Spin and Demon Cradle
are not safe on block, meaning Chun-Li can poke and
it adds up eventually. The fireball war goes to Chun-Li
as she can parry the Chaos Flares easily coming to her.  
Chain-combos are also important when Demitri's rushing
as it adds up meter, damage and a quick finish in the 
match. Demitri's teleport dash is kinda 50-50 as Chun-Li 
can easily attack if the timing is right. If Demitri's timing is
right, he can do ES Chaos Flare, ES Demon Cradle,
Midnight Pressure or Midnight Bliss which brings the
pain to Chun-Li. For Chun-Li, her jumps is good to which
Demitri can try to poke using Demon Cradle or a timed
Bat Spin. For supers, Hoyoku-Sen can be easily Guard
Cancelled anytime or at the end, punishing her good.
Kikou-Shou is good for chip damage as always. In
conclusion, it can go either way due to their abilities.

vs. Felicia (studied by Psychochronic):
Favors Demitri due to his abilities. Demitri has the Chaos 
Flare which can keep Felicia away and his teleport dash 
and Bat Spin to also keep himself away. Felicia has her 
dashing normals which are very fast and effective and 
her pokes are also good too. Both have good Guard 
Cancels which is their anti-airs but Demitri here builds 
the fast meter and has the best offensive properties and
since Felicia has weak defense, it's already a sign there. 
Chain-combos clearly eat it up and Demitri's teleport 
dash has options: A simple chain-combo or a Demon 
Cradle. An ES Chaos Flare, ES Demon Cradle, Midnight
Pressure or Bliss is good for surprise attacks if you have
the meter which dish out it greatly. Rolling Buckler and 
Dancing Flash goes under Chaos Flare for that advancing 
game but it can be risky if blocked as she's open to get hit
and even if it hits, it doesn't compare to Demitri's ES' and
EX's. Bottom line is that Demitri's abilities can take out
Felicia easy due to her weak properties and Demitri can
excel in both offense or defense in any or all part of the 
match. 

vs. Guile (studied by Psychochronic):
Favors Demitri due to mobility. Fireball wars can start off 
the match with Demitri winning that one because it's not 
a charge move which can pressure Guile, forcing him to
play defense. Demitri has the air-block which can only
to effect on Sonic Booms, not anything else. Guile's
anti-air is Somersault Kick which take off a huge chunk
of bar. Demitri's anti-air can Chaos Flare and Demon 
Cradle. The fact that Guile can't air-block is the weak
point in his systems. Bat Spin can be used for chip
damage, evasion purposes or confusion game, yet
watch out the Somersault Kick. Speed favors Demitri
obviously because Guile can't dash. Fast meter favors
Demitri (Guile is favored for strong meter) because
he can easily dish out an ES Chaos Flare by surprise
or do teleport dash to Midnight Pressure which is
the brain-dead easy tactic in the game; tough but
effective. Demitri is favored due to dashing, meter
build and the DS system which overpowers Guile.

vs. Guy (studied by Psychochronic):
Similar to Guy vs. Jedah, Guy takes this one due to his
agility, pokes and speed. Guy can simply outsmart Demitri
by his simple jump/rush-in game right after Demitri does his
Chaos Flare or a missed Demon Cradle. Hayagake's rule the 
ground, Bushin Flips access a blow or throw in the air and
his interchangle X-Ism/A-Ism combos punish Demitri in
such a degree that due to his low defense, it can damage
well and has stun potential. Demitri has to keep out in this
match. ES Chaos Flare are good for surprises in case Guy
does a rush-in attempt, Demitri can teleport dash and do
Midnight Pressure as usual for his rish-in attempts and
Bat Spins can be used for evasion and tricky games. Guy's 
meter can be used for P Alpha Counters or his Bushin 
Hasso Ken. Custom aren't necessary here but can be
affected in case Demitri does his Guard Cancel. Bottom
line is that Guy is too fast to strike Demitri which gives
the victory to Guy. Guy's pokes are too punishing here,
especially for a DS character to inflict it, is very bad due
to weak defense and getting stunned right after. Demitri 
can hang but must play more defense than offense here. 

vs. Hauzer (studied by Psychochronic/Saga_Journeyman):
His Bat Spin can crossup. If you hit him, his fireballs 
disappear, so feel free to use jumping HP if he starts a 
fireball war. Don't get too close if he's down with lots of 
meter as he has grab supers that will catch you quickly. If
he releases his Demon Billion, don't try to knock him out 
of it. Turn on Ultimate Guard and Ultimate Counter at the 
very end. His crouching HK can be blocked standing.

vs. Hydron (studied by Psychochronic):
Favors Demitri due to the rushdown and another match
on how Hydron can get rushed down for free. Demitri's
teleport dash is the factor of his game. Just dash by
a Tornado Mist or Tadpole Spawn and strike a Demon
Cradle right after. Hydron is mainly a defensive player
here and Demitri's game clearly rushes it down. Moves
like Bat Spin and Chaos Flare give Hydron the pressure,
great agility and speed on air and ground, Midnight Bliss 
and Midnight Pressure are great rushes for a surprise 
attack and the fact that Demitri builds faster meter than 
Hydron clearly favors that point. Hydron has no choice
but to level up and Ultimate Guard when a random or
precise moment comes in. Hydron has good anti-airs
(his Mystic Breaks to be specific) but Demitri can air-
block which is not a good sign. Demitri wins for free
here but it's not one of Hydron's bad matchups.

vs. Ingrid (studied by Psychochronic):
Favors Demitri due to his abilities. Both have the near-same
defensive properties, both can air-block and both have moves
that leave them open if blocked; Demitri having Demon Cradle
and Bat Spin and Ingrid having Sun Arch and Sunrize. Ingrid's 
anti-air would be Sunshots to keep Demitri away from the air, 
so it's good to use that move in case Demitri does a teleport 
dash which can result as a hit. Demitri can use Chaos Flares 
to play his keep-away game then rush-in for a Dashing Demon 
Cradle. Ingrid can abuse her FP's like hell in any case possible 
and Demitri can evade using his teleport dash or Bat Spin to 
get out of Ingrid's close vicinity. Both can build meter fairly 
well and have positives in their meters. Ingrid's Sunburst's
explodes int he damage and it's great to do it after an easy
Sunupper. Demitri's meter has many uses; ES Chaos Flare 
and Midnight Pressure to bring out the pain. Bottom line is
that Demitri wins this due to his abilities, multiple uses of 
meter, chain-combos and Ingrid's low defensive properties.
Ingrid has the power to stop it and the chances are fair.

vs. Jedah (studied by Psychochronic):
One of my favourite matches everytime I fight Kymah 
(Canada's top CFE player; uses Demitri/Guile). I say it 
can go either way depending on experience but Jedah 
takes it but Demitri can hold it and has lots of chances. 
Demitri can throw Chaos Flares both on ground and on 
air and Jedah can just throw Dio-Cega's but can rush 
faster in the fireball war. Jedah's air chains are too-quick 
(especially his FK) to which Demitri can't counter-attack 
from due to the FK's quickness and thus is put on 
defense and continues to suffer a Jedah rushdown. 
Quick timing, ES Chaos Flares, ES Demon Cradles (using 
dashing ones too to try to get closer) and timed Bat Spins
(which are only useful for countering) can go to Demitri 
(don't forget Midnight Pressure!). Don't forget about air 
chains then go mixups from there up close. Easy mixups 
from the ground and ES Dio-Cega's can win this easily 
for Jedah. 

vs. Karin (studied by Psychochronic):
Demitri becomes guano in this match. This is like Jedah 
vs. Karin except Karin doesn't need to be worried about 
any of the Jedah tactics. Demitri doesn't have a stalled 
projectile, reliable air-to-ground chain-combos, constant 
mix-ups, distanceful unblockables and an air-dash. Karin 
can simply crouch under a Chaos Flare, air block a Chaos 
Flare, has excellent pokes and can Guren combo to dish 
out. Don't forget about the Custom Combos as they can 
serve damage! Karin's footsie game can easily avoid 
doing Dashing Demon Cradle, Midnight Pressure and 
Midnight Bliss. If the Batspin doesn't get countered and 
gets blocked instead, Demitri suffers a poke while in the 
air. With all that there, Karin wins hands down.

vs. Kenji (studied by DarksydePhil):
This is actually a really interesting battle, because it's 
one of the rare times Kenji is forced to stop playing keep-
away and actually attack. Throwing daggers is ineffective 
because Demitri can just throw fireballs all day, and 
jumping back doesn't work since Demitri can just throw 
air fireballs. Kenji is forced to on the offensive, which is 
something he really doesn't do often, and the results can 
be mixed. However, if Demitri can stay away long enough 
and just throw fireballs, he controls this match. The 
bottom lines are Demitri's air fireballs force Kenji to stay 
out of the air more often than not and go on the offensive, 
where he isn't so hot. Capitalize on this with HK sweeps 
and chains to win.

vs. Leo (studied by Psychochonic):
Favors Leo due to his long poke-range and defensive 
properties which can handle Demitri's offense game. 
Demitri's teleport dash has slow recovery unless he
does a Demon Cradle right after because Leo can 
easily do a poke which is still in it's animation until
he lands on ground. Even though Leo is probably
a mid-heavy character, he can still crouch under the
Chaos Flare which can enable him to sweep Demitri
right after. Mars Slash is good for anti-air and Gaia
Driver is always good for tick-throws. Demitri's
teleport dash is the surprising factor which can
let him to do ES Chaos Flare, ES Dashing Demon
Cradle, Midnight Pressure or Midnight Bliss which
can do damage but Leo can avoid and hit out of
it due to his poke-range. Level up is a great factor
due his offense grows and can dish it out due to DS
characters. Hercules Rush can chip damage unless
Demitri does a Guard Cancel and Gaia Driver dishes
it out nicely. Bottom line is that Leo's abilities can
dish it out nicely to Demitri and can play an excelled
game. Demitri however, must play defense and keep-
away as his Bat Spin, Chaos Flare in the air and his
Demon Billion are his only moves for Leo not to get
any closer.

vs. M. Bison (studied by Shine):
Bison seems to have a hard time against Demitri. His 
vertical DP (Chaos Flare) makes it so that you can't jump 
over and fake him out as easily as the normal "forward 
moving" dragon punches like Ryu's. It hits Head Press 
and you can even ES Chaos Flare if you are awake 
enough. Also, Bison in general seems to have major 
problems if you knock him down because he doesn't 
have a dependable reversal on get up. Demitri's jump-
in chains can put repeated pressure on Bison as they 
will hit out of both Psycho Crusher and Knee Press 
and the supers won't hit for damage.

vs. Rose (studied by Psychochronic):
Exactly similar to Demitri vs. Karin. In this one, Rose can 
absorb for her meter and reflect the Chaos Flares and her 
Soul Throw is a good Anti-Air. Rose's Aura Soul Spark 
and Aura Soul Throw defeats Demitri's Midnight Pressure 
and Midnight Bliss which is oh so good! Don't forget 
about her pokes and her low combos to Soul Drill. The 
Super Combos would be more reliable as they can take 
out as much as 18% so you don't need to Custom Combo 
anyways. Nothing else to say but Demitri has to excel 
offense and defense constantly in order to take Rose 
down, otherwise Rose wins by a long shot.

vs. Ryu (studied by Psychochronic):
Favors Ryu due to power and easy meter. Every video 
I've seen eventually becomes a fireball war and one has
to crack out of it. Ryu is favored for this due to Hadoken
recovery and the fact it builds his meter way faster than  
Demitri's. Ryu can also crack out of it by timing his Shinkuu
Hadoken for big damage. Demitri can crack out of it by 
either doing a Bat Spin, ES Chaos Flare (if he has meter) 
or Dashing Demon Cradle. His main objective is to get 
close for a chain combo but it's kinda tough to get in
there. I say that because Ryu's Shoryuken is a very
strong anti-air which can take out as much as 14% and 
his crouching MK is a distanceful poke (which also 
beats out Midnight Pressure and Midnight Bliss).
Demitri can hold it in the fight and has a lot of chances
but truth of the matter, Ryu takes it the most.

vs. Sakura (studied by Psychochronic):
Another easy match for Demitri. Demitri automatically 
wins the fireball war and can get in closerin more than
ways Sakura but she's the fast one to build meter. 
Moves such as Teleport Dash, Bat Spin and even a 
jumping normal to a chain are the keys as Sakura doesn't 
have a passable anti-air (crouching FP is good and useful) 
when Demitri comes from above. Demitri also takes the 
air due because he can shoot Chaos Flares which forces 
Sakura to stay on ground or air-block in that matter. 
Midnight Pressure as always is his best super and it's 
great to do it on situation such as if Bat Spin nails up 
close, it's a perfect time to hit it. Beware Sakura's meter 
though as her "Sho-Sho-Sho" Custom can take away as 
much as 60% (that's without the Super finish).Other than 
that, Demitri wins hands down and Sakura's chances of 
surviving is quite slim. 

vs. Urien (studied by DarksydePhil):
At first sight, you might think that Urien would win this 
match, but what you have to realize is that Demitri never 
has to actually go offensive, he can go either way. The 
best way to win this is to stay away from Urien and just 
keep Metallic Spheres. Urien will eventually tire of 
blocking and parrying and be forced to come after you
and this is where the advantage lies. Demitri's Demon 
Cradle beats anything Urien can use to jump in, including 
the Knee Drop; just be careful that Urien doesn't parry 
because it's only a one-hit Demon Cradle. Demitri's 
jumping FK actually trades with Urien's crouching HP 
the majority of the time and does more damage, so you 
should have no fear of juggles here. Urien's Metallic 
Sphere shooting upwards is useless since Demitri can air 
block, and can actually bait the anti-air Sphere and then 
do an ES Batspin for a big combo. Also remember that 
Demitri can dash through fireballs, so wait for a normal 
one and then do a Dashing ES Demon Cradle for big 
damage. Demitri can use his crouching hk for zoning on 
the ground, and also when Urien jumps in as an anti-air 
sweep. The bottom line here is, Urien really has very little 
to do besides attack and his attacks are not very effective 
at all against Demitri. Meanwhile, Demitri can run away all 
day, throw fireballs, try to bait attacks and then counter 
with ES Batspin, ES Dashing Demon Cradle and sweep 
through lots of Urien's attacks, or especially after a 
blocked Chariot Tackle. Bottom line is Demitri controls 
this match because he can keep Urien away and go 
whenever he wants.Urien has little he can do to Demitri 
since his fireballs are neutralized, his knee is easily blocked 
and his Chariot Tackle can be swept if blocked.

vs. Yun (studied by Psychochronic):
Favors Demitri with Yun having some chances in the
match, I'd say 60-40. Divekicking is always the thing 
for Yun's rush game and it can go either way off that. 
One must be fast to nail their chain-combos but even 
before that happens, Demitri can Guard Cancel out of 
it which is his Demon Cradle. Another alternative after 
the blocked divekick, Demitri can easily teleport dash 
to avoid it. Yun's pokes make up for it here as DS' 
characters have low defense. Chaos Flare can be easily 
parried and Bat Spin is still good for evasion, it's just 
not safe on block, leaving him to suffer from a super 
art or chain-combo. ES Chaos Flare is good for surprise 
games and Midnight Pressure is always his best EX 
move. Bottom line is that due to Yun's agility, he can 
try to rushdown Demitri with his meter building good 
and doing damage due to his pokes. Demitri can simply 
evade and pressure in using his chains but has low 
defense and fair meter build.

vs. Zangief (studied by Psychochronic):
Favors Demitri due to his sub-systems. Demitri can
throw out Chaos Flares all day long with Zangief
having no choice to jump over or Lariat. In case of
a Lariat, Demitri is free to rush down, using Dashing
Demon Cradle or Bat Spin to deliver some hits. Moves
such as Spinning Fist or Lariat are some attempts for 
Zangief to move a bit closer but Demitri can clearly
run or rush away due to the teleport dash. It's an
surprise, guessing and pressure game if so as right 
after, Demitri can lock a Midnight Pressure, Chaos 
Flare or Dashing Demon Cradle (ES if you have meter). 
I recommend the ES Dashing Demon Cradle because 
it's kind of a guessing game if Zangief will do a Lariat 
or a Spinning Pile Driver locked in, Zangief brings it
out that it's not even funny. Demitri wins this if he
excels and uses projectiles to play a good offense,
defense or excelled game (I forgot to add Demon 
Billion). Zangief can take it if he locks his command 
grabs at open situations but must play offense.


Ending:
Demitri enters the Deserted Chateau as he wakes up a 
sleeping Morrigan who's laughing as Demitri quickly
does an attack on her.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
3) Guile:

Place of Birth: United States
Birthday: December 23
3 Sizes: B125 W83 H89
Blood Type: O
Fighting Style: Military Training

At the post of the American Air Force. Skilled in handling 
the Martial Arts. A unique hairstyle and a silent wrath 
admirable by impressive discernment.

First Appearance: 
Street Fighter II: The World Warrior

Beneficial Changes:
None...exactly the same sprite drawn for SFA3.

Tactical Recovery Data:
-Standard Wakeup Time: 79 frames
-Delayed Wakeup Time: 94 frames
Vitality Points: 13800
Stun Points: 60

Victim: 
-Mummy: A hand puppet, an obvious reference of the 
Muppet Bert from the TV Show Sesame Street. 
-Vampire: Blonde woman wearing the American flag as a 
bikini, looks like Pamela Anderson from the TV show 
Baywatch.

Known players to use Guile:
-Combofiend (United States)
-Daigo Umehara (Japan)
-Jeron Grayson (United States)
-Kymah (Canada)
-LaToucheF7 (France)
-Ratio1BeatDown (Canada)
-Toma (Japan)

Best Matchups: Zangief, Chun-Li
Worst Matchups: Jedah, Kenji

Command Normals:
Spinning Backfist: F + HP:
*Damage: 1500
Guile's default FP in WW. Great for mid-range game
and does some good damage for a poke.

Knee Bazooka: B/F + LK:
*Damage: 400
First introduced in CE, Guile extends his knee up as he 
hops forward. Good for mobility and can move forward 
while having his charge stored and since it's different
from his CvS2 version, it extends a bit up in height. It 
has a big recovery period so avoid it using as a random
or conventional hit.

Reverse Spin Kick: B/F + HK (close only):
*Damage: 1400
Guile does an upside-down kick up close which can
hover over low attacks. A very slow move to serve
as a primary attack against opponents who have quick 
reaction time. Only good to use to catch opponents
off guard.


Special Moves:
Sonic Boom: Charge B, F + P:
*Damage: 800
Famous projectile ever since WW. Two good things is 
that first, the projectile is wide, making the opponent 
somewhat hard to jump over. Two is, there is ZERO 
recovery time after it's thrown. After one is done, another 
can be lunged out immediately! Also it can easily be 
combo off after it connects.

Somersault Kick: Charge D, U + K:
*Damage: 1800 (LK)/2000 (MK)/2200 (HK)
Also known as "Flash Kick" and "Shield Kick". The 
ultimate move to put the opponent down from the sky 
and is Guile's best anti-air. It's also mobile, so you can 
charge DB and change your option if you want to 
instead throw a Sonic Boom. 


Super Combos:
Total Wipeout: Charge B, F, B, F + P:
*Damage: 6000
Also known as "Guilty Justice" or "Crossfire Blitz". 
Guile does his Level 3 version oft he Super as it was first 
introduced in CvS1. Guile goes forward with a barrage of 
normals, ending it with an F.FP. The super can move through 
projectiles, starts up instantly, has great recovery time and 
makes Guile safe when blocked so that gives an opportunity 
to execute a blow before the opponent moves.

Somersault Strike: Charge DB, DF, DB, DF + K:
*Damage: 6400
Also known as "Somersault Justice". Guile does two LK 
Somersault Kicks and finishes off with an HK Somersault 
Kick. Great for an anti-air but won't each hit won't connect
but still dishes out damage. Be sure not to mess up with 
this super as the opponent can strike after Guile lands.


Pros and Cons:
(+): Can build the fastest meter AND dishes out damage 
without using that meter (since his 2 supers have limited 
uses...besides punishing meaty attacks...)...is DEFINITELY 
the best battery...
(+): Somersault Kick is back to GOD status!, even hitting 
his head counts! (Full Damage regardless hitting his head 
or the flash of the kick.)
(+): Knee Bazooka (b/f. LK) comes in further and more 
upwards.
(+): Crouching MK is still a great poke and is still a great 
counterattack.
(+): Sonic Booms (as always) have low recovery.
(+): Total Wipeout is safe on block and has great recovery 
time.
(-): Does not have Sonic Hurricane, just Somersault Strike 
and Total Wipeout.
(-): Lacks speed on ground level.
(-): This fool can't handle fireballs; people like Ryu, Urien, 
Demitri and Kenji just to name a few who can get him to 
move forward unsafely. He can't last long on a fireball war.
(-): Guile is nothing all but priority. His biggest problem is 
that he has zero comeback factor. That and his lack of 
mobility makes it very hard for him to get in. Guile can 
pace a match very slowly, but all and all 9-10 times once 
he loses his lead its gameover for him. Solid defensive 
character but horribly at offense. Remember that there 
is no guard bar in this game.


Early Impressions (studied by RenoROB):
The best non-DS character in the game. His pokes are 
amazing, incredible range and his charge time I think is 
faster than CvS2. He is (in my opinion) the best battery 
character in the game as he does not need meter to be to 
beat you down. His Somersault Kick has amazing priority; 
it even hits you in the back of the head.


Overall Impressions (studied by Psychochronic):
A great choice in ST, think of him here as his CvS1 counter-
part, minus the roll and dash. Everything of him here just 
like in ST, great pokes, zero-recovery Sonic Boom, Somer-
sault Kick which crosses up (hitting Guile's head), fast 
meter and Total Wipeout is great for the simple poke combos. 
It's a good thing Sonic Hurricane isn't there or else he'd be 
too beastly and too broken. Not a bad choice for an SFII 
character as his fast meter can greatly benefit the partner 
of the team in case of a switch.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Guile wins this due to power and easy meter. If you ever
heard the point where people said "Guile is strong but
facing 3S people, he'll have to get defensive". it's actually
a true fact. How Guile takes it is using his standard keep-
away game because Alex can parry. Crouching MK's and
slower Sonic Booms stall out Alex then Guile can jump-in 
using a jumping normal. Guile builds fast meter, so a simple
crouching LK to Total Wipeout is a viable answer. Alex
has to deal the near same properties as he's fighting Bison.
Parrying is important because of the slow Sonic Booms,
so no random jumping strikes. Hyper Bomb is useful so
do that up close if you can. Bottom line is that Guile is too 
quick and powerful to match Alex. Alex has chances but
is considered a mid-heavy character in this match.

vs. Anakaris (studied by Psychochronic):
Favors Anakaris due to keep-away game and also his
chain-combos. Anakaris can simply defend by going on
air using Royal Judgement and Coffin Drop because
Guile can do his standard Sonic Boom game or jump-in
for an attempt of the rushdown. Mummy Drop is also
good to use on distance and can punish Sonic Booms
too. Anak's anti-air is crouching FP which runs Guile's
jump-ins and give Anakaris the chance to go forward
for a chain-combo (don't forget to tri-jump!). Guile's
rushdown game is nearly all crouch so do that to your
disposal as it effects Anakaris' defense, especially his 
Cobra Blow which is his Guard Cancel. Bottom line is
that Anakaris wins this but if he screws up, Guile's 
poweful normals and easy rushdown can take this 
which is a rare-but-seen situation.

vs. Chun-Li (studied by Psychochronic):
Similar to Guile vs. Alex and Guile vs. Felicia, Chun-Li 
does not have the exact attack properties and stun 
potential but she has speed, agility and somewhat fair 
meter. Guile can do his standard Sonic Boom game and 
Chun-Li could rush-in due to the parrying which can be 
a 50-50. Guile's attack power is very dominant and has 
the stun potential here. Chun-Li's attack properties is 
another somewhat fair but her stun potential is a thumbs 
down. For meter, favors Guile here because it's easy to 
build as for Chun-Li, it takes a fair amount of time. Guile 
doesn't even need meter due to his dominance but a good 
way to use it is simply poke, poke, poke to Total Wipeout. 
Chun-Li is not safe after Hoyoku-Sen is blocked and it 
does very little damage (regular and chip wise) comapred 
to Kikou-Shou. Guile takes this hands down. Chun-Li must 
play rush-away to least put up with it. Parrying is a key
remember.

vs. Demitri (studied by Psychochronic):
Favors Demitri due to mobility. Fireball wars can start off 
the match with Demitri winning that one because it's not 
a charge move which can pressure Guile, forcing him to
play defense. Demitri has the air-block which can only
to effect on Sonic Booms, not anything else. Guile's
anti-air is Somersault Kick which take off a huge chunk
of bar. Demitri's anti-air can Chaos Flare and Demon 
Cradle. The fact that Guile can't air-block is the weak
point in his systems. Bat Spin can be used for chip
damage, evasion purposes or confusion game, yet
watch out the Somersault Kick. Speed favors Demitri
obviously because Guile can't dash. Fast meter favors
Demitri (Guile is favored for strong meter) because
he can easily dish out an ES Chaos Flare by surprise
or do teleport dash to Midnight Pressure which is
the brain-dead easy tactic in the game; tough but
effective. Demitri is favored due to dashing, meter
build and the DS system which overpowers Guile.

vs. Felicia (studied by Psychochronic):
Favors Guile obviously. Somersault Kick is great anti-
air and can take out at least 12%! The strength of his
normals are big damage which results in Felicia's
chances of even rushing as extremely low! Guile
can switch his style, one point is defense and Sonic
Booms and the other is jump-in and poke/combo.
The most Felicia can do is chain and sweep which
results into a follow-up attack. Guile wins due to
power...'nuff said.

vs. Guy (studied by Psychochronic):
Favors Guile due to power. Somersault is a great anti-
air can take out 10% and that move ruins any of Guy's
jump-in tactics. Sonic Boom can still be air-blocked and
that move can build up meter fast. Guy must use his
Hayagake's and Bushin Flips to mixup Guile on ground. 
Bushin Senpuu-Kyaku is okay for anti-airs. Worst case
is that both can get hit but Guy suffering more from it
due to Guile's heavy normals. Guy must also use his
interchangeable X-Ism/A-Ism combos when up close
and to setup for a super. Setting up for a custom can
be risky though. Guile's Total Wipeout can out as much 
as 65% so watch out if that's linked up. Bottom line is
that Guile takes this due to power and Guy must play
offense in order to get some hits in. Guile can play both 
due to easy projectile, anti-air, meter and his offensive
properties.

vs. Hauzer (studied by Psychochronic):
Jurassic Park taking it to G.I. Joe in translation which
means Hauzer wins this with Guile holding it down. 
Guile's simple Sonic Boom game then poke rushdown 
can pressure the dinosaur. Simple pokes can pressure 
Guile though; the range of his FP/FK's, Volcano Breath
is an okay projectile and his pokes have the potential
to stun quick. Meter here is a factor, once Guile does 
his super, Hauzer can clearly Ultimate Guard than P 
Ultimate Counter easily which is a bad sign for SFII 
vs. Red Earth here. Hauzer can level up and do crouching 
LK to Deluge Assault ending with a follow-up attack or 
use Gust Flame when Guile is in the air to wipe him out 
clean. Deluge Assualt is also good for chip damage 
but he is automatically open if blocked obviously. 
Favors Hazuer due to the Red Earth system, his pokes
that have the potential to stun and levelling up but
Guile can hold it down in this fight.

vs. Hydron (studied by Psychochronic):
This can favor both sides but I'd go for Hydron on this 
one. All Hydron can do is play defense on this one as 
Tornado Mists and Tadpole Spawns can put Guile out. 
When far, Hydron can far-sweep as a projectile comes 
in so that limits Guile's options out.With Guile having 
no dash and no run, all he can do is jump in and attack 
close range as the classic Sonic Boom spam won't work 
on this one. Simple close attacks and throws can punish 
but watch out for Ultimate Guard and Ultimate Counter 
too. Don't forget Hydron levels up and also Strangling 
Spark is a great Anti-Air and can take out as much as 
60% of Guile's bar which answers that Hydron is 
favored.

vs. Ingrid (studied by Psychochronic):
Another good footsie game. Similar to Ingrid vs. Bison, 
Ingrid takes this due to her Sunshots and defense game. 
Surely, Ingrid's defensive properties equal Felicia's and 
most think that this is a bad match for Ingrid...wrong. 
This is a bad match for Guile if you think about it unless 
Ingrid messes up in this one which can be very common. 
Ingrid's crouching FP can go right under the Sonic Boom 
and her Sunshots are her anti-air with Guile not having 
the air-block ability. Guile has the fast meter and must lock 
a super in fast time, otherwise Ingrid can do a Counter Roll 
for easy evasion. Sunuppers are great for coutners and 
linking a Sunburst dishes out more damage. Ingrid wins 
this due to her abusive defense game and with Guile not 
having the ability to do other stuff such as air-block, dash,
counter and all that other stuff, this is a bad match for 
Guile. Lack of sub-systems is the weak point in Guile.

vs. Jedah (studied by DarksydePhil):
If Jedah plays this match as purely run-away, he can't win. 
Jedah can hover above sonic booms easily, and then zone 
Guile with blades to chip and keep him away. Guile is 
eventually forced to try to attack, which usually goes 
pretty miserably since all of his air attacks besides jumping 
hk get owned by Jedah's jumping attacks. And really the 
only way to win with jumping hk is 1; there is no blade 
out and 2; you hit it early enough to hit Jedah before his 
attack comes out. Guile can't turtle and so is in a position 
he doesn't like to be in. As long as Jedah stays in the air 
and runs away the majority of the time, and effectively 
zones and chips with blades, he'll never give Guile a real 
opportunity to hit him. This is another match where Guile 
is forced to attack, which he doesn't do so well. His "throw 
sonic booms all day" strategy doesn't work since Jedah 
can just hover above them, and never really gives him a 
chance for anything. A properly zoning Jedah owns Guile 
for free.

vs. Karin (studied by Psychochronic):
Another neutral sided match. Guile can do his standard
Sonic Boom game for his defensive purposes. One thing 
to get his reaction off is Karin's Ressen Ha which can 
punish it very quickly. Basic rushdowns like Gurens can
give Guile a hard time. Guile can build meter fast and
when he misses his super, it's okay for him to gain it
back; a random super wouldn't hurt. Karin's custom can
bring the pain. I say, just activate at 50-60% and you'll
be fine as it'll come back faster than later. Guile's keep-
away and projectiles are his keys. Karin's Guren's, 
rushing normals and Customs are her keys.

vs. Kenji (studied by DarksydePhil):
This is a really hard match for Guile, because Kenji has 
the ability to double-jump and has all kinds of options 
in the air. Just when you think it's safe to anti-air flash 
kick, Kenji double jumps and then punishes you. Kenji 
can also be really annoying with repeated ground 
daggers that will force you to block or throw booms 
to counter. Since Kenji can stay in the air for so long, 
the strategy of throwing booms all day is nullified. Kenji 
can also keep Guile effectively zoned using the jump back 
air chain attack and the standing FP. Sometimes Guile can 
beat the jump back chain with a jumping RH, but the risk/
reward factor is definitely in Kenji's favor. This is a battle 
that Kenji can win if he just keeps away and throws 
daggers. If Guile tries to attack, zone him with more 
daggers and jump back chains. If Guile tries to wait 
it out and flash kick, double jump and punish him.

vs. Leo (studied by Psychochronic):
Leo has his bowl of super-charged Frosted Flakes as 
this is a tough match for Guile as Leo wins due to sub-
systems and poke-range. Guile can do his Sonic Boom 
game all round and Leo can go forward with pokes in 
the air. Leo can also air- block so that's another 
disadvantage to Guile. Guile can do his pokes (MP, MK, 
FK) while going forward in attempts to hit Leo but 
Ultimate Guard is also a factor, even though it's 
questionable to do in this match. I'm saying that is 
because Guile builds meter fast and that's Leo defensive 
tactic in the situation. Mars Slashes are great to break 
Guile's crouch game and levelling up is important too as 
the Gigas Driver does good damage. In conclusion, Leo 
can evade and poke like hell as Guile is forced to go up 
close and due to that, Leo wins the match.   

vs. M. Bison (studied by Psychochronic):
Favors Guile in this one. Think of this as an updated 
CvS1/ST match with more moves and less speed. 
Remember to keep charge buffering as Sonic Booms 
keep Bison back and Flash Kick is great for anti-air, 
even if Bison goes a bit too far of the jump and hits 
Guile's head doing the move, it still gives the full 
damage! Try to crossup when you have the chance 
and use crouching MK to keep Bison away when he 
comes closer. What Bison can do when he gets closer 
is repeatedly poke for pressure game and Knee Presses 
for some chip damage. Time the Head Press' and Devil 
Reverses or it's an anti-air to your face. Bottom line is 
Guile wins this due to favorable attacks and also the 
range of his normals.

vs. Rose (studied by Psychochronic):
Similar to Rose vs. Ryu but Guile can stand. Both have 
a great anti-air and have top-tier pokes. A differential is 
that Rose can build easy meter or project it back using 
Soul Absorb or Soul Reflect. Rose can use the standard 
P Alpha Counter than combo into Soul Drill. Another 
differential is that Guile can build easy meter no matter 
what. Customs are a problem if blocked. Remember that
there is no guard bar which is very bad. You're better
off doing P Alpha Counters and Super Combos. Guile's
super have both a negative effect in the end, that's why
he has to link them. Guile is not safe in the end of Total
Wipeout and he's completely open in the air in the end 
of Somersault Strike. Favors Rose because to the sub-
systems but Guile can put up a fight. I'd say 55-45.

vs. Ryu (studied by Psychochronic):
Just like a CvS1 match without roll or dash, Ryu takes
this one due to his pressure game. Basic Hadokens
win in the fireball war because of Guile's projectile being
a charge motion and with Guile attempting to jump over, 
Ryu can simply do a Shoryuken as anti-air. Ryu builds
fast meter due to Thurst Fierces and LK Tatsumaki
Senpuu-Kyaku's when Guile is knocked down. Guile's
Somersault Kick is good for anti-air and wakeup. Both
characters can't air-block each others projectiles which
also makes it some sort of anti-air. with Guile not having
his Sonic Hurricane, his best use for super is his Total
Wipeout so link that very quick. Ryu has Shinkuu-
Hadoken to eat out any incoming Sonic Booms and
can use Shin-Shoryuken for a correctly timed Guile jump-
in or a correctly timed move from Guile that involves a 
ell of a lot of recovery time. Bottom line is that Ryu wins
this because his moves pressure Guile and the fact he
can build meter faster. Guile can stand though if Ryu
screws up which is uncommon.

vs. Sakura (studied by Psychochronic):
Favors Guile in a 60-40 situation. Guile clearly loses the
fireball war due to Sakura's not being a charge move.
Sakura can air-block a Sonic Boom but Guile can't air-
block a Hadoken. Power favors Guile due to the fact
that his normals are are top-tier and has stun potential,
even to Sakura's low defense. Meter can favor any side 
as Guile has a full meter to bring out the pain in its only 
use which is a Super Combo but Sakura having 3 uses 
for hers once it's over 50%. Sakura can Alpha Counter
when needed, do a Super such as Shinkuu-Hadoken or 
Haru-Ichiban on wakeup, random or desperation and 
her "Sho-Sho-Sho" Custom chips like hell giving her 
the advantage. There is no guard bar in this game so 
that kinda sucks though. Guile's Somersault Kick is
his anti-air and Sakura can't air-block which is bad
on her side, Sakura's is Hadokens. Bottom line is that
Guile wins this due to power and the fact his normals
throw Sakura's anti-air out the window. Fact of the
matter is that once Sakura comes up close and has
that meter ready for activation, the tables can turn
and the outcome can change in that moment.
 
vs. Urien (studied by DarksydePhil):
Okay, you can argue all day that Guile is the damage 
leader here and he can just turtle and run away all day. 
But you'd be wrong. You forget that Urien can parry 
and can easily get out of whatever anti-air Guile throws 
at him. Urien can jump at Guile all day and if he tries a 
crouching HP or flash kick, Urien can easily parry and 
punish afterwards, because it's only one hit. Guile can 
sit back and throw sonic booms, but Urien can just parry 
them all day. Guile is majorly effective when he can chip 
with booms and get a lead, then turtle, but he can't turtle 
vs. a parry character effectively. What ends up happening 
is Guile has to go on the offensive, and this is where Urien 
takes advantage of the situation. Urien can anti-air fireball 
or use the Knee Drop to take Guile out of the sky, and 
unfortunately most of Guile's attacks are easily parried. 
Urien dominates this match because Guile can't play his 
best, which is a turtle strategy. Play this match a few times, 
learn the parry timing and you win for free. Bottom line is 
Urien beats Guile because Guile can't turtle vs. a parry 
character. His sonic boom, crouching HP and flash kick are 
all easily parryable, which allows Urien to punish him. Guile 
is forced to go on the offensive and Urien takes advantage 
of this.

vs. Yun (studied by Psychochronic):
Similar to Guile vs. Urien, Guile takes this on a 55-45 ratio.
Yun can easily parry and get out fo whatever Guile throws
at him and Yun clearly punish that because it's one hit.
Simple combo into You-Hou dishes it out nicely but meter
takes a sum amount of time to build, especially when Yun
isn't parrying. The only thing yun must be careful of is
abusing his divekicks. Guile can simply use crouching HP
or Somersault Kick to punish it greatly. Yun has a lot of
combos, tactics and setups to pressure Guile as Yun has
more mobility. Bottom line is that Guile is favored due to
power but is not mobile enough. Yun has speed, combos,
2 gauges for meter to dish it out but has weak defense.

vs. Zangief (studied by Psychochronic):
Guile owns this one due to Sonic Booms, easy meter and
turtling. Similar to Hydron vs. Zangief, Guile can just spam
different speeds of Sonic Booms which gives Zangief three
different options. One is attmpt a jump-in, ready to strike 
but may get hit. Two is to Lariat yet leaving Zangief getting
hit with crouching MK's. Three is to do a Spinning Fist in 
order to gain meter and get closer. Guile's anti-airs can be 
crouching HP or Somersault Kick that ruins any of Zangief's 
jump-in attempts. Zangief can respond by has insane tick-
ranged Spinning Pile Driver which pressures Guile badly.
Bottom line is that Guile can play either offense or defense
and win and Zangief must play offense no matter what and 
since he lacks speed, agility and doesn't throw projectiles
is a clear weakness of his game.


Ending:
Guile is on a podium in front of the White House as his 
wife Jane and their daughter are behind him as recieves a 
medal as confetti explodes in the background as people 
are cheering his name.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
4) Ryu:

Place of Birth: Japan
Birthday: July 21
3 Sizes: B112 W81 H85
Blood Type: O
Fighting Style: Shotokan Karate

Aiming at the "true fighting style," a young man who 
trains constantly day in and day out. He journeys 
throughout the world searching for opponents to battle.

First Appearance: 
Street Fighter

Beneficial Changes:
None...exactly the same sprite drawn for CvS1.

Tactical Recovery Data:
-Standard Wakeup Time: 79 frames
-Delayed Wakeup Time: 94 frames
Vitality Points: 14800
Stun Points: 60

Victim: 
-Mummy: Ryu's duffle bag seen in 3S with a cat tail 
hanging out of it.
-Vampire: Becomes the little girl he meets in Calcutta,
India in the Street Fighter II Movie.

Known players to use Ryu:
-CCL (France)
-Dan (Japan)
-LaToucheF7 (France)
-Sanford Kelly (United States)

Best Matchups: Demitri, Hauzer
Worst Matchups: Jedah, Kenji

Command Normals:
Thurst Strong: F + MP:
*Damage: 600 first hit, 400 second hit
First introduced in ST, Ryu does an overhead that does 
two hits which is great to keep the opponent guessing 
and a good normal to start off for a combo.

Thurst Fierce: F + HP:
*Damage: 600 first hit, 400 second hit
First introduced in ST, an advancing move where Ryu 
fastly punches to the opponent. Very good speed, 
increases offensive and pressure game and builds 
meter very good.


Special Moves:
Hadoken: QCF + P:
*Damage: 1000 (LP)/1100 (MP)/1200 (HP)
The most famous fireball known throughout the world.
Ryu simply does an open palm stance and throws a
blue projectile. This move has fast time on startup,
decent damage and great recovery time than its
past games.

Shakunetsu Hadoken: HCF + P:
*Damage: 1100
A flaming red version of the move first introduced in NC.
It has a little bit of slow startup time but automatically
knocks the opponent down if up close which is great
for wakeups and crossups.

Shoryuken: F, D, DF + P:
*Damage: 1800 (LP)/2000 (MP)/2200 (HP)
An ultimate rising fist attack that acts as an anti-air and
does a knockdown. Can be comboed from nearly any
normal ajnd is a key move is Ryu's trap game. If blocked
depending on the strength, Ryu is clearly open to get
hit due to the recovery time.

Tatsumaki Senpuu-Kyaku (also in air): QCB + K:
*Damage: 1600
Known as "Hurricane Kick". Ryu does a spinning kick
in the air resulting the opponent to get knocked down.
This move is great to build meter, crossup attacks
and opponent wakeups.


Super Combos:
Shinkuu-Hadoken: QCFx2 + P:
*Damage: 5000
First introduced in ST, a combination of five Hadoken's 
put together, ready to launch to your opponent. Works
well as a projectile eater and has some quick startup
time which enables Ryu to pass the opponent's move.

Shin-Shoryuken: QCFx2 + K:
*Damage: 7600
Another strong super in this game where Ryu does a
monsterous Shoryuken. Great to use as a finisher when 
the opponent is dizzy and a close anti-air when the 
opponent is going to do a jump in.


Pros and Cons:
(+): Footsie game is great and has monsterous Hadoken/
Shoryuken recovery.
(+): Has Shin-Shoryuken as it's Super Combo.
(+): Hadoken much faster than his CvS2 version.
(+): Can build easy meter.
(+): If you're familiar with any of his CvS2 combos, they'll
work here.
(+): Thurst Fierce is now faster.
(+): Thrust Fierce from about 1/3 screen away it whiffs 
even though you can clearly see Ryuís hand in the 
opponentís belly. Oay throw setups and besides being 
fast, it has frame advantage.
(?): Missing his vacuum HK.
(-): Doesn't have the Shinpuu-Tatsumaki Senpuu-Kyaku 
Super Combo.
(-): Doesn't have his hopkick (f.MK).
(-): Hurricane Kick priority is shot to hell.
(-): The ability not to dash or run tones his speed greatly. 
Use Thrust Fierce or LK Tatsumaki Senpuu-Kyaku as a 
way to get closer.


Early Impressions (studied by RenoROB):
The shoto himself...what can you say? Ryu has got it all. 
Super-fast Hadoken, he's able to get in really fast (Thurst
Fierce) and with ST meter, he builds meter insanely fast...
although his Shoryuken isnít perfect, his footsie game is 
top-tier and if he gets you in the corner, good luck getting 
out with being punished first.


Overall Impressions (studied by Psychochronic):
A mid-top tier in ST becomes an exact updated version
in CFE. Still the same movelist, speed toned up on his 
command normals compared to CvS2, fast meter and 
damaging supers make him great. So why is he shot
down? Lack of sub-systems and I'm not going to even
explain. Recommended for the OG fighter with nearly
no changes and used somewhat moderately in high-
level competition, a great contender in the match also.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Can go either way. Alex has probably more power in his
attack properties than Ryu, he just has bad jump-ins and 
lack of agility. Air Knee Grapple is Alex's good anti-air
which can be air-blocked. Ryu has his Shoryuken but it
can be parried. Air Dive is good for nailing Ryu when he's
crouching but it has long recovery time, putting Ryu to
easily strike. Alex's normal throw is as the same as his
Power Bomb as it nearly does the same damage to any
SFII character which is about 8%. Hyper Bomb is still
good, whether if it's after a random jump-in, wakeup or
after a Flash Chop. Boomerang Raid is good after a
Dashing Elbow and Stun Gun Head Butt is pretty easy
to avoid if done at random. Ryu's can easily use his
Shin-Shoryuken as anti-air and Shinkuu-Hadoken can
be easily parried or jumped over. Bottom line is that
both characters have nearly the exact same properties
and would fight in a draw. Footsies are always there 
and one must outsmart the other to win.

vs. Anakaris (studied by Psychochronic):
Favors Anakaris due to rushdown. This is a little similar 
but worse than Anakaris vs. Sakura as Ryu may have 
power and quick meter, but not air-block, speed, dashing 
and counters. Coffin Drop is an automatic knockdown 
which breaks Ryu's standard Hadoken game there. 
Anakaris has control of the ground so use chain-combos 
(especially crouching and cornering) for damage. Ryu has 
some control of the air as Shoryuken's are mad blows 
against DS' characters. Be sure to time your Tatsumaki 
Senpuu-Kyaku's also in case Anakaris is crouching/
landing, it can also be used to build meter fast. Ryu may 
have the power and the meter but Anakaris has the 
mobilityand combos and lack of sub-systems means 
lacks of chances to win. The mummy gets this one. 

vs. Chun-Li (studied by Psychochronic):
Favors Chun-Li due to her fast, abusing and strong
attacks which have stun potential and can dish it out
during the battle. HP's and HK's pressure Ryu good
and break the footsie game. Parrying incoming aerial
attacks and Hadokens dish it out with Ryu having no
chance to respond after it's parried. Chun-Li builds a
fair amount of meter due to her attacks (not including
parrying) and it's pretty good compared to Ryu's fast
meter build up. Hoyoku-Sen does jack when hit or
blocked and she's not safe if blocked because she'll
be paying for it greatly if Ryu has a full meter, he can
easily do Shinkuu-Hadoken. Kikou-Shou is good
because if chips like hell, she's safe if blocked and
does more damage than Hoyoku-Sen. Chun-Li has the
fastest grab-frames, so a dash and a random-throw
would be good. Ryu's ground game can consist of 
crouching MK, Tatsumaki Senpuu-Kyaku, Hadoken
and an LP Shoryuken. Some of Ryu's moves have
fast recovery so watch out if Chun-Li is gonna do
a random poke because Ryu is ready to strike after.
Bottom line is that Chun-Li pressures Ryu due to
her footsies, agility and good-reach pokes. It can
favor Ryu if Chun-Li screws up like an unsafe move
on block or a quickly executed move done on random
or desperation, Ryu can quickly strike.

vs. Demitri (studied by Psychochronic):
Favors Ryu due to power and easy meter. Every video 
I've seen eventually becomes a fireball war and one has
to crack out of it. Ryu is favored for this due to Hadoken
recovery and the fact it builds his meter way faster than  
Demitri's. Ryu can also crack out of it by timing his Shinku
Hadoken for big damage. Demitri can crack out of it by 
either doing a Bat Spin, ES Chaos Flare (if he has meter) 
or Dashing Demon Cradle. His main objective is to get 
close for a chain combo but it's kinda tough to get in
there. I say that because Ryu's Shoryuken is a very
strong anti-air which can take out as much as 14% and 
his crouching MK is a distanceful poke (which also 
beats out Midnight Pressure and Midnight Bliss).
Demitri can hold it in the fight and has a lot of chances
but truth of the matter, Ryu takes it the most.

vs. Felicia (studied by Psychochronic):
This match obviously points Ryu for the win. With Ryu 
being the best character on the SFII cast and Felicia being 
the worst on the DS cast (and probably overall!), this is 
obviously a bad match for Felicia. What Felicia can do is 
standing FK because of poke-range at least try to dash in 
for a chain-combo. She can do Rolling Buckler to get out 
of fireballs and Delta Kick and Please Help Me is an alright 
anti-air since Ryu can't air block. Ryu can just do his 
normals, basic Hadoken game and Shoryuken's can take 
out as much as 21%! Since Felicia is obviously too weak 
and can get stunned pretty easily, this favors Ryu 
automatically. 

vs. Guile (studied by Psychochronic):
Just like a CvS1 match without roll or dash, Ryu takes
this one due to his pressure game. Basic Hadokens
win in the fireball war because of Guile's projectile being
a charge motion and with Guile attempting to jump over, 
Ryu can simply do a Shoryuken as anti-air. Ryu builds
fast meter due to Thurst Fierces and LK Tatsumaki
Senpuu-Kyaku's when Guile is knocked down. Guile's
Somersault Kick is good for anti-air and wakeup. Both
characters can't air-block each others projectiles which
also makes it some sort of anti-air. with Guile not having
his Sonic Hurricane, his best use for super is his Total
Wipeout so link that very quick. Ryu has Shinkuu-
Hadoken to eat out any incoming Sonic Booms and
can use Shin-Shoryuken for a correctly timed Guile jump-
in or a correctly timed move from Guile that involves a 
ell of a lot of recovery time. Bottom line is that Ryu wins
this because his moves pressure Guile and the fact he
can build meter faster. Guile can stand though if Ryu
screws up which is uncommon.

vs. Guy (studied by Psychochronic):
Another one of Guy's fast matches. Ryu is too slow to
react on any part of Guy's corner rushdown. simple poke
to Hayagake: Kubikari to pressuring half of the ground
or Bushin Flip turned into Bushin Izuna Drop to catch
in the air. Ryu has Hadokens for keep-away game to do
some sort of chip damage on ground or air but can be
punished by Hayagake: Kage Sukui. Shoryuken's is the
best anti-air as it can't be air-blocked which can do good
damage. Guy's Hayagake: Kyuteishi is good for advance
game and also tick-throw and combo attempts but Guy is
clearly left open menaing Ryu can punish greatly due to
that move. Guy his that fast meter because it holds two
stocks as Ryu's is one and Guy has viable options. An
Alpha Counter is good for desperation, Bushin Hasso
Ken is good for corners after throws and customs are
always good with the condition if he gets hit, it's back
to 0%. Ryu can punish due to his Shoryuken recovery
and his supers nearly takes out 73%. Bottom line is that
Guy has the speed, agility, footsies meter and use of 
meter compared to Ryu's power. Guy takes this one with 
Ryu having the chance should Guy mess up at nearly
anytime.

vs. Hazuer (studied by Psychochronic/Saga_Journeyman):
Ryu's air version of the Tatsumaki Senpuu-Kyaku can't be 
air blocked, but you may be able to knock him out of it with 
a well timed jumping MP/HK or even an anti-air to which 
Tempest Fall lights up. You can't stuff Ryu's Hadokens as 
you would a DS character. Because of this, Ryu can create 
problems if you try to stay fullscreen. Do not Ultimate 
Counter a Shin-Shoryuken on reaction as more punches 
are coming; you will get hit. Hauzer should do much better 
if he can convince Ryu to play close. Stay within poke 
range and chip at him. Remember, Ryu can't air block, so 
Tempest Falls, Deluge Crisis' and Gust Flames are the 
keys to victory.

vs. Hydron (studied by Psychochronic):
Can favor any side. Hydron can pressure by spamming
Tadpole Spawns and Tornado Mists to which Ryu can't
air-block but can try to go over using his air Tatsumaki
Senpuu-Kyaku and in case Hydron does a jump, that
move can't be air-blocked. Ryu's anti-air is Shoryuken
which also can't be air-blocked and the only move that
would trade damage with it is probably Hydro Spin or
The Chiller's Attack if timed right. Hydron can also 
pressure by using crouching K's to play keep-away 
and Ultimate Guard whatever attack that comes to him. 
Ryu is favored for easy meter due to his easy pokes 
and moves compared to Hydron's bad pokes and keep-
away moves. The only way for Ryu to use a super is
if Hydron's attacks are unsafe on block, that gives a
long recovery for Hydron, ready for Ryu to use his
super. Hydron must level up no matter what. Lightning
Mast is good for anti-air and wakeup and Strangling
Spark is good for anti-air because Ryu can't air-block
and can do lots of damage. Bottom line is that both
fighters have their strengths and weaknesses in their
moves as it can favor any side. Ryu is more offensive
and Hydron is more defensive.

vs. Ingrid (studied by Psychochronic):
Ryu wins this one due to power and this is an exact
opposite match of Felicia vs. Ingrid. Ryu's clear anti-
air is Shoryuken which dishes it out greatly. Ingrid's
anti-air is her Sunshot in case Ryu does any jump-in
attempts. Sun Arch can be good but watch if Ryu hits
his normal or else both gets hit with Ingrid suffering a
lot more damage. Basic fireball game can be ended as 
Ingrid can crouch FP after Ryu do his fireball which 
can get very annoying after. Meter goes to Ryu as
his supers are powerful as hell and he builds it way
faster than Ingrid's. Ingrid's meter can be used for 
Sunbursts and that's good in case Ryu does a normal,
Ingrid can simply use Sunupper then Sunburst easily.
Bottom line is Ryu wins this due to power but Ingrid
can counter his attacks in the match which can lead
to a comeback if not played right. 

vs. Jedah (studied by Psychochronic):
Another match I hated to study (first was Guile vs. Karin)!
Can favor any side if you tell me. Ryu has the power and
his Shoryuken is his anti-air in any attempt for Jedah to
dash for a chain-combo which is probably a big threat to
the standard Jedah game. I say, distance it out very slowly
after throwing a Dio-Cega, use a standing FK to rid out
Ryu's crouching and jump-in game. MP's are also great
and Spreggio's can be risky in this part. Remember that
Ryu can do his standard fireball game to build up his
meter. For Jedah, use ES moves to chip damage out and 
probably an EX super if your timing is right. Be careful
in doing an chain attempt. For Ryu, normals and special 
can stun. Shin-Shoryuken is a big threat. It can go both 
ways regardless if one or both goes rushing or turtling; 
50-50.

vs. Karin (studied by Psychochronic):
Most sides would favor Ryu but in a smart standpoint,
it actually favors Karin. Karin has the mobility to take down
Ryu greatly. One is her Ressen Ha and that travel far and
can punish projectiles easily. Two is crouching FP which
is a good anti-air for any of Ryu's jump-ins. Three is her
Yasha Gaeshi which counter any physical move of Ryu's
(also includes Shin-Shoryuken which does nearly 75%!).
Four is the rushdown due to her Guren which leads to
built meter, juggles, damage and the stun potential. The 
final of the five is meter which can be creatively used 
in three ways; Alpha Counter, Super Combo or Custom 
Combo. There is no guard bar in this game and once hit, 
it resets back to 0% which is the downfall. Ryu on the 
other hand has the projectile, the power, the defense, 
the rushdown and the fast meter. Yes, he can build meter
fast by whiffing but can only used it in full as Karin can
use her's half-full. Power as in the offensive properties,
his moves also have the stun potential. Ryu's defense
is better than Karin's by a good margin but he can't air-
block which is a another point in. In conclusion, Karin
owns Ryu here due to her sub-systems and her move
properties which factor in Ryu greatly. It's not all about
power you know, excelling is a key and Ryu doesn't
have it against Karin.

vs. Kenji (studied by Psychochronic):
In a system standpoint, Red Earth owns SFII and this match
is a sheer example of it. Ryu can't air-block Kenji's jumping FP
and Rasen Kyaku goes through Ryu's Hadoken. Tactics like
Kenji's double-jump are good for both rushing and turtling
and Kagerou cancel is great to build meter as Ryu's builds
faster. Levelling up is a threat to the SFII's and two of Kenji's
Mystic Breaks (Jumonji and Bakuryusho) are aerial threats 
to Ryu's game. Ryu can respond to his normals, fast meter
and damaging (but not-so threatening due to Ultimate Guard) 
supers. Kenji owns Ryu for free because the pokes, the Red
Earth system and tactics fare better than the SFII system and
Ryu's pokes and tactics.

vs. Leo (studied by Psychochronic):
Favors Leo due to rushdown via poke-range and the Red
Earth system. Any long-ranged poke affects Ryu greatly.
Basic Hadoken keep-away game is not good as Leo can just
simply jump-over and do a long-ranged poke or Ultimate
Guard in case Ryu tries to go rushdown but Leo can do his
Ultimate Counter right after. Time it right or suffer a blow or
a throw right after. Ryu can't air-block his air-pokes and his 
ground-pokes can clearly outfootsie Ryu badly. Simple poke-
poke-tick Gaia Driver can dish it out but watch out in between 
the gaps as Ryu can strike a normal or Shoryuken to respond 
back. Leo's defense is better than Ryu's so simply any Super 
Combo he takes here can reuslt in at max 65% off which is not 
bad at all. Ultimate Guard is cheap as hell so take advantage 
from that. Levelling up is cheap as it makes Leo way stronger 
and has access to Gigas Driver which brings the pain. Hercules
Rush is good for chip damage. Ryu builds the fastest meter 
due to the quickness of his normals and the fact that it's only
one gauge compared to Leo's two. Leo wins this due to his sub-
systems and this is a match which is another example of why 
Red Earth owns SFII characters. One of Leo's best matches
but not one of Ryu's worst matches.

vs. M. Bison (studied by Psychochronic):
Favors Ryu due to his moves and fast meter. For Ryu, quick
Hadokens give the pressure and the easy build, Shoryukens 
beats the Head Stomp and is a great anti-air. Priority for his
Tatsumaki Senpuu-Kyaku is garbage as he's open to get hit. 
For Bison, Psycho Crusher is a good anti-air but not safe if 
blocked as he's open to get hit. Double Knee Presses give
the pressure and easy build too. Psycho Vanish wipes out
Ryu's Hadokens and is great for surprise and chip damage 
and Devil Reverse is good for tricky and crossup game but 
beware of the Shoryuken. Meter wise, Ryu must time any of
his supers or he becomes open. Bison's can do chip damage
but he is not safe on block after Mega Psycho Crusher. Knee 
Press Nightmare is good for wakeups and surprise attacks.
In conclusion, Ryu wins this due to his abilities and the fact
that Bison's leave him more open leaving for Ryu to strike.
Ryu gets pressured if Bison has the meter filled up so in
that case, in can be anybody's ball game yet the ball is in
Ryu's court.

vs. Rose (studied by Psychochronic):
Can go anyside but I say Rose takes it. As Rose, use Soul 
Absorb to build meter then use Soul Reflect to bounce 
back Ryu's Hadokens. Ryu can't do anything in the air 
because he can't air-block if the fireball reflects upwards. 
Keep using Soul Spark to keep Ryu away and from a 
distance, use FK as it's the longest poke she has and her 
slide (df + MK). A good anti-air is also Soul Throw and 
use Soul Drills you have an opening so make a note of 
that. Play defense on this one. Also a simple P Alpha 
Counter then combo to Soul Drill can dish out. You don't 
even need Custom Combos and Super Combos can also be 
effective so remember to think about your meter as options 
are always available. As Ryu, throw Hadoken's to build 
your meter but watch out as it can be reflected. Use 
crouching rapid-fire chains to combo it up and a Shoryuken 
can take as much as 13%. With Ryu having a full meter, it 
can be a great footsie and guessing game. Conclusively, 
Rose takes it as she has more viable options.

vs. Sakura (studied by Psychochronic):
Favors Ryu unless Sakura has meter ready to activate for
a custom. Ryu has the power and Shoryukens deal as an
anti-air and a factorial for damage. Sakura can hold it down
and pressure because Ryu can't air-block. Both have good
footsies as Sakura has standing HK which can reach far as
Ryu has Thurst Fierce and crouching MK. Both have good
meter build up but Sakura can use it at 50% where as Ryu
must use at full. Ryu's supers can dish out a lot of pain
very easily. Sakura's custom can do the damage but one
mistake and it's over as meter can get reset to 0% after one
simple hit. Bottom line is that Ryu has the power and the
meter which brings the pain but Sakura has the pressure
and the customs which give a fairly good comeback factor
against SFII characters.

vs. Urien (studied by Psychochronic):
Favors Urien due to his parrying, pressure and mixup game. 
Fireball game goes nowhere except for Ryu building up his
meter unless Urien stops and decides to parry, yet it builds
slow. Ryu's anti-air has his Shoryuken but can be parried,
giving Ryu hardly any time to react, resulting in Urien to
mizup. Urien's anti-air is Metallic Spheres can Ryu can't
air-block them. Violence Knee Drop is okay with Chariot
Tackle and Dangerous Headbutt being passable but has
the chances to trade damage. Ryu's meter is the best here
but Shinkuu-Hadoken can be parried easily but his Shin-
Shoryuken however is his only good and passable anti-air. 
Urien's meter pressures greatly. The Aegis Reflector can be 
done in the middle with Ryu trapped and Temporal Thunder
good for ending a juggling combo and cheap chip damage.
Bottom line is that Urien's moves and super meter pressure
Ryu good, but Ryu's meter can be the difference maker and
it can hold it down good. 

vs. Yun (studied by Psychochronic):
Favors Ryu due to power. Yun's divekicking abuse won't
work as Shoryuken is a perfect anti-air and can dish out as
much as 15% so time that right. Divekicking is good for a
tick-throw or combo setup which dishes it out so tone the
dickicks a bit. Nearly any air-move won't work unless Ryu
gets pressured or in the corner desperate for a hit (divekicks
too). Ryu has his crouching MK and Hadokens for distance
game and has the easy meter here. Shin-Shoryuken can
nearly do 75% and Shinkuu-Hadoken can be easily parried
or jumped over. Yun's meter must be used for combos into
You-Hou or for Sourai-Rengeki for that easy chip damage.
EX moves can be used but don't rely on it too much. Bottom 
line is that Ryu's power beats out Yun's but he has the jump-
in and pressure game which Ryu must block nearly the whole
time. Ryu wins due to that but Yun can stand if Ryu tends to
screw up which can be common on a 50-50 basis. 

vs. Zangief (studied by Psychochronic):
Favors Ryu due to his abilities and mobility. Basic Hadoken
game gives Zangief the three chices of jumping over doing
a strike attempt with the wrong timing of him getting hit, a
Lariat or a Spinning Fist to get closer. Ryu's Shoryuken is
his good anti-air as some of Zangief's normals can result in
both instead of himself getting hit and Ryu has the fastest
meter. Just do Thrust Fierce's and LK Tatsumaki Senpuu-
Kyaku's while Zangief is recovering from the ground to 
gain that easy advantage. Zangief has to rely on rushing
a bit mroe than defense as his command grabs do as much
as 30% and his normals are fairly good. Final Atomic Buster
is good after a close wakeup or a carefully timed jump-in
and Aerial Russian Slam is good for anti-airs. Still, with all
that, Zangief has bad speed and well...everything you know
compared to Ryu as he has way more faster properties than 
Zangief by a long shot. Zangief's abilities are very good but 
he must play offense. Ryu's is better and he can play both. 
Ryu takes this one easy.


Ending:
As Ryu is walking in the night through a dark meadow,
he sees Jon Talbain jump down from a peak. As Talbain
does a Chijou Beast Rush as Ryu's fist lights up as he's
ready for a Shoryuken.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
5) Kenji (Mukuro):

Place of Birth: Jipangu
Age: 28 years
Height: 178 cm
Weight: 65 kg

Taught in the "Oniwabanshu" style rendered loyal to the 
Tokugawa Shogunate, head of the Ramon (Silk Gate) 
family. With frank and quick-witted form techniques, a 
nefarious object flashing around.

First Appearance: 
Red Earth (Warzard)

Beneficial Changes:
Unknown.

Roll Wakeup Data (Forward and Backward, including
invincibility):  46 frames
Dashing:
-Forward: 20 frames
-Back: 41 frames
Vitality Points: 13600
Stun Points: 60

Victim:
-Mummy: A horn beetle.
-Vampire: Female version of Kenji. Looks somewhat like Saya 
from Namco X Capcom with a ninja's hood and a head cover 
like that of Naraku's fur disguise from Inuyasha. 

Known players to use Kenji:
-Asenka (France)
-Densetsu no Otaku (Japan)
-Komemaru (Japan)
-Taka (Japan)

Best Matchups: Hauzer, Zangief
Worst Matchups: Nobody...	

P Ultimate Counter: Standing LP
K Ultimate Counter: Crouching HK

Command Normals:
Sword Slice: F + MP:
*Damage: 900
Kenji floats a bit as he swings his sword towards the
opponent.

Step Kick: DF + MK:
*Damage: 720
Kenji does a step kick while he's crouching which can
be a good setup for a combo and is a 50-50 for anti-air.

Rising Fist: U + LP (while jumping):
*Damage: 450
Kenji does a rising fist in the air.


Special Moves:
Ichimonji: QCF + P:
*Damage: 540
Kenji simply thows a shuriken to the opponent. The move 
is slow moving with big startup.It's not extremely useful 
as a poke becuase of the startup effect. The LP version 
goes veryslow, making it very easy for Kenji for rush in 
starting on mid or long range. 

Rasetsu Jin: HCB + P:
*Damage: 2700 (LP)/3375 MP)/3936 (HP)
Kenji simply pauses for a bit as he prepares his sword and 
shortly after, dashes instantly towards the opponent doing 
a multiple hit slash. The bad part is that it's too long when
starting up and is extremely not safe on block. The good 
thing is that does major damage,more than his Jumonji 
and Bakuryusho Mystic Breaks! Another good thing is 
that this move can only be crouch blocked so that's good 
to confuse first-timers. Use with ease.

Rasen Kyaku: QCB + K:
*Damage: 1080
Kenji's version of the famous Tatsumaki Senpuu-Kyaku. 
This move is great to travel through most projectiles and 
good for late crossups. 

Kagerou: QCF + K:
Also known as "Illusion dash". Kenji dashes towards the 
opponent that creates three illusions of himself during the 
process. The LK version covers the ground, the MK 
version covers an up-forward jump and the HK version 
covers a straight higher forwarding jump. 
-Ryuuteishi: LP (during Kagerou):
*Damage (Ground): 360
*Damage (Air): 540
Doing this during the LK version stops Kenji's run. Doing 
this immediately results in a tactical move called "Kagerou 
Cancel" which is great for build meter fast. Doing his air 
versions does his normal attack.
-Botan Otoshi: MP (during Kagerou):
*Damage: 900
Does his Sword Slice no matter what version is done.
-Raku Kuruma Ate: HP (during Kagerou): 
*Damage (Ground): 1980
*Damage (Air): 1260
Doing this during the LK version does a bodycheck blow 
which is similar to his neutral throw. Doing his air versions 
does his FP poke.

Utsusemi: F, D, DF + K:
Kenji's teleport that is has startup to have confusion or 
trick game. The LK version puts Kenji right behind his 
opponent. The MK and HK versions teleport Kenji to 
variouspositions in the air. Also great to avoid corners 
and to strike from above.


Mystic Breaks:
Jumonji (Level 1): QCFx2 + P:
*Damage: 2880
Kenji makes a wall of eight Ichimonji's right in fron of him 
and throws them to the opponent. This super covers the 
ground and the mid-part of the screen and leaves Kenji 
enough time torush in and strike before right before the 
Ichimonji's get released. It has a little bit of slowness
on starup but it's great for chip damage. Use with ease 
as meter is important.

Bakuryusho (Level 2): QCFx2 + K:
*Damage: 3323
Kenji throws a bomb on the floor which detonates 
immediately and creates a very large pillarof fire, the 
same pillar of fire animation used in one of Urien's 3S 
win poses believe it or not.The buttons differ on the 
flame range. The LK version has it set right next to Kenji, 
the MK version is set on mid-screen and the HK version 
is set to 3/4 of the screen. This super isuseful in various 
juggle combos after standing MK, it can be used as an 
anti-air and can ruin the opponents jump-in attempts 
from different places of the screen.

Enmazuki (Level 3): QCBx2 + P:
*Damage: 5200
Kenji dashes forward and nailing the opponent with his 
fist. This super has a little bit of invulnerability on startup 
which can be passable for wakeups and countering 
projectiles.


Pros and Cons:
(+): His Kagerou cancel builds meter hella fast.
(+): He has easy b&b knockdown combos.
(+): He has pressures that some opponent can't escape 
easily.
(+): He's the only character that has a double jump.
(+): Jumping LP = too good... counter most dp's and most 
anti-air... 
(+): He has Anti-Air into Bakuryusho and that's brain dead 
easy to do!
(+): His FP's has amazing range whether if it's ground or air.
(+): He's got a pretty nice moveset and his Ratsetsu Jin 
does great damage. It has Level 2 priority and is good to 
use when opponents are stunned.
(+): Rasetsu Jin does more damage than his Jumonji and
Bakuryusho Mystic Breaks.
(+): Rasen Kyaku can go through the various moves: Ryu's
Hadoken/Shinkuu-Hadoken, Bison's Psycho Crusher,
Sakura's Hadoken, Chun-Li's Kikoken, Jedah's Dio-Cega
(LP version only) and Kenji's Ichimonji.
(+): Jumonji to tough to avoid.
(+): Kagerou is good for tricky matches.
(+): If timed right, Enmazuki can be used as an anti-air.
(?): "The Turtler's Choice"
(-): Attacks are laggy and most do very little damage.
(-): Damage potential is pretty crap, so try to level up
quickly. Meter is important remember?
(-): Only the end part of the FP (the hook on the end of the 
chain) will hit the opponent, the chain doesn't so attacking 
close, be careful if the opponent does a move, Kenji's FP 
practically goes through. 
(-): Utsusemi is extremely slow.
(-): K Ultimate Counter sucks!
(-): Is an open target if Rasetsu Jin is blocked.
(-): Rasetsu Jin can only be crouched-blocked!


Early Impressions (studied by RenoROB):
Why Kenji? Everyone keeps asking me why is Kenji that 
high. There is no way; he takes a lot of damage and he 
deals so little damage...*cough* WRONG! Kenji is too 
mobile its insane, his b&b knockdown combo does decent 
damage, his anti-air to Bakuryusho is insane and he builds 
meter SO FAST (Kagerou cancel repeat), he has some pretty 
high priority pokes and HP chain can be down right annoying. 
It's very hard to lock down Kenji and with Ultimate Guard. 
He is definitely low top-tier in my book.


Overall Impressions (studied by Psychochronic):
One of 4 playable RE characters becomes a playable 
one here. His tweaks such as a diagonal-aimed Jumonji
isn't here and longer-lasting Bakuryusho. Still has his
Kagerou which comes in faster a bit and also his high-
damaging Rasetsu Jin which delivers the pain. HP's
are great for annoyance and Enmazuki going a longer
distance makes him a force. Recommended to any
player who'll teleport, play mind-games or attack in
from any range. Moderately used in tournaments also.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Can go either way. What Kenji can do is throw Ichimonji's
and his any FP form to keep-away due to Alex's normals
having good power. Alex can parry the normals which
is a threat to Kenji's gameplan and also the damage of
his throws (normal, special or super) which can dish out.
Don't forget Boomerang Raid or Hyper Bomb, don't use
meter for EX moves, it's a waste of meter and time. Kenji 
can build meter so the only thing viable is to knockdown 
Alex then Kagerou cancel like hell to build meter. Using
Gems for levelling up is important and any of  Kenji's 3
Mystic Break's is good to keep-away (Ichimonji = Chip 
damage, Bakuryusho = Anti-air, Enmazuki = Close range). 
Favors any side because Alex has power, mobility, quick
small jump-ins and parrying but must play offensive. 
Kenji has speed, poke-range, easy meter and defensive 
game.

vs. Anakaris (studied by Randomcelestial):
Favors Kenji 65-35. Kenji's main tool, jumping HP, is the 
single most important move in this matchup. Anakaris' 
tall body makes his advances terribly slow, and coffins 
only will hit once before Kenji starts mixing in standing 
HP and knives. Anakaris has tough times getting in, and 
once he gets in, he has difficulty staying in. He can't run 
either: both the pillar of flame super and the chain keep 
him honest.Anakaris can use dashing MP to catch Kenji 
in the air, bring him to the ground, and begin high-low 
mixups. It's important to get in as much damage in every 
skirmish. Right now I've been using EX pursuit every 
chance possible. Standing LP is your friend and can 
keep Kenji locked down for a little bit, but once he slips 
away it's trouble. 

vs. Chun-Li (studied by Psychochronic/Jeron):
You have already read that 3S fares over Kenji with the
exception of Chun-Li. The reason is that she gets out
footsied and it's too hard for her to get around standing
HK. Simple surprise game from Kenji such as Rasen
Kayku on wakeup or simple strikes from Utsusemi can
pressure Chun-Li greatly. Chun-Li has to utilize the quick 
standing in case she doesn't wanna suffer from a follow-
up attack or Kenji build meter using his effective Kagerou 
cancels. Ultimate Guard clearly ruins any of Chun-Li's
super arts being done. Kikou-Shou and Hoyoku-Sen
leave her open after the move is finished, leaving Kenji
to simply do an Ultimate Counter right after. Any of Kenji's 
Mystic Breaks can serve as anti-air to pressure any of
Chun-Li's jump-ins. Jumonji and Bakuryusho dish out the
pain leaving no choice but for her to parry. Kenji wins
this and Chun-Li gets outprioritized greatly here. 

vs. Demitri (studied by DarksydePhil):
This is actually a really interesting battle, because it's 
one of the rare times Kenji is forced to stop playing keep-
away and actually attack. Throwing daggers is ineffective 
because Demitri can just throw fireballs all day, and 
jumping back doesn't work since Demitri can just throw 
air fireballs. Kenji is forced to on the offensive, which is 
something he really doesn't do often, and the results can 
be mixed. However, if Demitri can stay away long enough 
and just throw fireballs, he controls this match. The 
bottom lines are Demitri's air fireballs force Kenji to stay 
out of the air more often than not and go on the offensive, 
where he isn't so hot. Capitalize on this with HK sweeps 
and chains to win.

vs. Felicia (studied by Psychochronic):
Favors Kenji unless he loses focus on this one. Both 
have great speed, agility and have the ability to chain-
combo. As Kenji, do whatever it takes to knockdown 
Felicia then Kagerou cancel like crazy to build meter fast. 
Try to keep her off the ground as her chains are faster
than Kenji's. Felicia has the fast chains, the Guard 
Cancel and the pokes on the air which make her a 
somewhat threat in the match. Jumonji is great for chip 
damage and Bakuryusho does about 20% off Felicia's 
vital. Leveling up is important which also increases attack 
powerand heal a bit of life which are factors to how Kenji 
wins this match. Failure to level up gives opportunites for
Felicia to snag this one.

vs. Guile (studied by DarksydePhil):
This is a really hard match for Guile, because Kenji has 
the ability to double-jump and has all kinds of options 
in the air. Just when you think it's safe to anti-air flash 
kick, Kenji double jumps and then punishes you. Kenji 
can also be really annoying with repeated ground 
daggers that will force you to block or throw booms 
to counter. Since Kenji can stay in the air for so long, 
the strategy of throwing booms all day is nullified. Kenji 
can also keep Guile effectively zoned using the jump back 
air chain attack and the standing FP. Sometimes Guile can 
beat the jump back chain with a jumping RH, but the risk/
reward factor is definitely in Kenji's favor. This is a battle 
that Kenji can win if he just keeps away and throws 
daggers. If Guile tries to attack, zone him with more 
daggers and jump back chains. If Guile tries to wait 
it out and flash kick, double jump and punish him.

vs. Guy (studied by Psychochronic):
This speedy of a great match can go anyway 50-50. When 
up close, Guy can use his interchangeable X-Ism/A-Ism 
combos for rushing purposes as Kenji can use his chain-
combos too. Guy pretty much rules on ground due to this 
and also Kenji's weak attack properties so levelling up is 
important. How Guy rules the ground is due to speed (yes) 
and he can rush down and sweep Kenji using Hayagake: 
Kage Sukui to go down through Kenji's shuriken. Don't 
forget to carefully time your Super or Custom as Kenji can 
Ultimate Guard but meter isn't necessary for this, perhaps 
a P/K Alpha Counter? It's up to you on that one. Guy also 
has the agility so just in case Kenji tries to pull off Jumonji, 
Guy can easily jump over it (Did you know that?) and attack 
from there. In Kenji's game, he can build meter fast using his 
Kagerou cancel and he desperately needs it. Guy always can 
come close for a combo so time correctly yours into MK to 
Bakuryusho for a good 25% or so then Kagerou cancel for 
more meter (follow up attack is a great alternative). Don't 
forget your teleports to play a little defense and his low 
jumping FK to annihilate the crouch game for a quick mixup 
knockdown. Bottom line is that it can go either way, this is 
a good and entertaining match to watch from both sides. 

vs. Hauzer (studied by Psychochronic):
Favors Kenji due to his mobility, fast meter and long-ranged
FP. All Kenji can do is jump-back and do FP's like crazy with 
Hauzer having no chance other than air-block. This is a very
hard match for Hauzer due to his properties, his long-ranged
poke here is his FK. Kenji has whatever it takes to get out of
Hauzer's way, whether it's a double-jump, Utsusemi, Ichimonji,
Jumonji, Bakuryusho and Rasen Kyaku. Hauzer's anti-air's are 
crouching MP, Gust Flame and Tempest Fall. Note that both 
characters can air-block so watch the timing of the move. 
Kenji is favored for the fast meter due to the Kagerou cancels. 
Once Hauzer is knocked down, at least 2-3 of them will boost 
the meter heavily. Due to Hauzer's inability to get in on Kenji's
game, Kenji is hihgly favored due to his tactics and abilites.
One of Hauzer's worst matches here.

vs. Hydron (studied by Psychochronic):
Favors Kenji due to his abilities, fast meter, offensive
properties and long-ranged FP. Hydron is entirely weak
due to his bad pokes, bad offensive properties and slow 
to build meter. Kenji has a double-jump for evade game,
Hydron has a wall-jump but his jump is too slow like
Dhalsim's. Kenji can abuse his jumping FP and throw
out Ichimonji's to wipe out Hydron's Tornado Mists.
When Hydron is knocked down, use Kagerou cancels
to build meter fast then use chain-combos to setup his
Bakuryusho. Jumonji is good for chip damage but
Ultimate Guard is there. Hydron's way of attacking is
The Chiller's Attack, his crouching K's and Tadpole 
Spawn's to which all can be easily avoided. Hydron's 
use for meter for levelling up is to use Lightning Mast 
on wakeup or anti-air. Strangling Spark can be tricky to 
connect. In conclusion, Kenji wins this match due to his 
abilities and Hydron has no choice but to play defense 
or he gets rushed down for free. Possibly another bad
match for Hydron yet facing Jedah and Karin are worse
than Kenji.

vs. Ingrid (studied by Psychochronic):
Favors Kenji by a fair percentile unless he screws up on
this one. Tactics such as his double-jump, long-ranged FP,
Red Earth system and fast meter are the threats to Ingrid
in this situation. Ingrid can simply air-block Kenji's long-
ranged pokes easily but they do damage (think Ingrid's
defense as an SFA character), double-jump is great for
evasion purposes and setups and levelling up is the way
to play. Ingrid has the meter, Sunshots, abusive FP's to
annoy and Sunupper/Sunlower to counter Kenji which
gives Ingrid's comeback factor somewhat good. Simple
counter then Sunburst to a clear threat to Kenji's offense
which takes down much damage. Kenji can simply build
fast meter due to Kagerou cancels and the Mystic Break
to keep out for is Bakuryusho or Enmazuki because some
of Ingrid's moves have slow recovery and her Sunshot is
at an angle. Both can use FP's to be abusive, Kenji is more
agile and his defense is good as Ultimate Guard can ruin
Ingrid's offense. Kenji takes this due to his abilities and
the Red Earth system but Ingrid can fare in if Kenji tends
to screw up.

vs. Jedah (studied by Psychochronic):
Nearly the same as Jedah vs. Leo. As Red Earth characters
thrive on the long-range pokes, Kenji's FP's does dish it out 
and has the stun potential so watch out for Kenji's aerial
defense game. Jedah must rush-in starting from the ground
ready to execute a chain-combo for his offense game. Kenji's
Ultimate Guard must be timed correctly or he'll lose bar like
nothing. Kenji's Ultimate Counters have extremely short-
range so time that right, messing it up leaves him open for 
Jedah to do another chain-combo or possbily, an ES or EX 
setup. Kenji's Jumonji is tough to avoid which leaves Jedah
to suffer the chip damage. Kenji also builds meter fast using
Kagerou cancels and levelling up for his offensive game.
Level up here is Kenji dies more quickly. For Jedah, use Dio-
Cega's and chains to bring the pain. For Kenji, use FP's while 
jumping away and chains to Mystic Breaks to bring it.

vs. Karin (studied by Psychochronic):
Another SFA character comes in and it favors Karin due to
her pressure game and footsies but Kenji can stand up in the
match; I'd say 60-40 in Karin's side. Karin's simple whiff-whiff 
then tick-throw can pressure Kenji very well and leaves him 
guessing in case he's gonna do an Ultimate Guard. Karin can
simply air-block Ichimonji's that Kenji's gonna throw and her
Yasha Gaeshi counters nearly all of Kenji's physical attacks,
even FP from far range. Kenji's pokes may have low properties
but they make up for it due to Karin's lower defense compared
to Kenji's. Karin builds the fastest meter by whiffing pokes
and her pokes also have stun potential. The bad part about
her meter is her Customs as they can be Ultimate Guarded
easily with Karin being wide open to get hit. She's better off
doing Supers or Alpha Counters. Kenji's meter is that he has
to level up and use Bakuryusho and Jumonji as anti-air. The
bottom line is that Kenji gets pressured but can stand due
to his properties and if he excels both offense and defense,
Kenji has a chance.

vs. Leo (studied by Psychochronic):
Favors Leo due to easy rushdown, attack power and poke-
range. Kenji has weak attack properties and in order to match
that, he has to level up badly. Kagerou's are a key for meter
and also for mixup game too. Kenji's game here consists
mostly of defense due to Leo's poke-range. Jumping FP can
be good for a keep-away attempt but air-block is the factor
here. Leo's game if pure offense. In the air, he has the long
poke-range with the sword. In the ground, he can tick-attack
then do Gaia or Gigas Driver right after. The ground is the
biggest pressure of Kenji in this match which gives him the
most trouble if you ask me. Ultimate Guard is hardly even a 
mention here unless Jumonji and Hercules Rush are used. 
Level up when the chance is there too. All-in-all, Leo wins
this due to attack properties and the rushdown. I'd say a
75-25 percentile in this matchup.

vs. M. Bison (studied by DarksydePhil):
Undetermined outcome but a very strong match. Kenji's 
strategy of throwing daggers, using standing FP to keep 
away on the ground and the jumping air chain in the air, 
seem to be effective. However, Bison can jump up and RH 
on reaction and it seems to beat the jumping chain if timed 
right, or get beaten clean in other instances. Also, Bison 
can cross up Kenji repeatedly and make him block scissors, 
and Kenji really can't do anything afterward that won't lead 
into Bison either crossing up again or using jumping RH 
for random results. Bison has to stay on the offensive in 
this match to win, but Kenji is able to keep him away a lot 
of the time.

vs. Rose (studied by DarksydePhil):
Undetermined outcome on this match. Kenji can effectively 
keep away Rose's jump-ins with his jump back chain attack. 
However, Rose has an advantage since she can absorb/
reflect the daggers, or use the anti-air grab when Kenji 
messes up his timing in the air. Rose's only hope is to stay 
on top of Kenji. Rose can cross up Kenji relatively well and 
then do standard chains and then use standing RH for a 
long-range poke. Basically, if Rose can stay on top of Kenji 
and cross him up repeatedly, she can win, but if Kenji can 
keep Rose away, he wins.

vs. Ryu (studied by Psychochronic):
In a system standpoint, Red Earth owns SFII and this match
is a sheer example of it. Ryu can't air-block Kenji's jumping FP
and Rasen Kyaku goes through Ryu's Hadoken. Tactics like
Kenji's double-jump are good for both rushing and turtling
and Kagerou cancel is great to build meter as Ryu's builds
faster. Levelling up is a threat to the SFII's and two of Kenji's
Mystic Breaks (Jumonji and Bakuryusho) are aerial threats 
to Ryu's game. Ryu can respond to his normals, fast meter
and damaging (but not-so threatening due to Ultimate Guard) 
supers. Kenji owns Ryu for free because the pokes, the Red
Earth system and tactics fare better than the SFII system and
Ryu's pokes and tactics.

vs. Sakura (studied by Psychochronic):
Similar to Kenji vs. Zangief, Kenji wins this due to mobility,
speed and supers. Don't forget about the poke-range. Kenji
can do his simple FP, Ichimonji spamming games and Kagerou 
cancels too to build meter. Red Earth gives Sakura lots of 
problems and this match is another example of it. One is that 
it's very hard for her to get in because she's so damn slow 
and two is that Red Earth thrives on long-range pokes (points
out Leo and Kenji specifically). They also have good footsies 
and good-anti-airs. Sakura doesn'thave good footsies because 
she's way toned-down andher only good anti-air is crouching 
FP but that could be air-blocked. Kenji builds meter hella fast
and Sakura's builds hella slow. She has no use for it wasted on
an Alpha Counter and her Customs or Supers can be Ultimate
Guarded. Did I mention levelling up? Yes, it's cheap as Kenji 
gains life and a chance to do a stronger Mystic Break in the
match. In conclusion, Kenji rushes Sakura for free and this 
match is one of Sakura's worst matches.

vs. Urien (studied by Psychochronic):
Favors Urien by a huge percentile. Urien's speed and mobility 
can pressure Kenji to such an extent that it's not even funny.
Once Kenji is open (let's say after a bad-timed Utsusemi or a
blocked Rasen Kyaku), Urien can do simple crouching FP ->
Chariot Tackle -> Temporal Thunder; Kenji is nearly half dead 
here. Just to also note that Metallic Sphere can hit while he's 
doing Rasen Kyaku. This is one of a few projectiles that Kenji 
doesn't go through. Parrying any of Kenji's incoming attacks 
effect the match greatly and both build meter equally (that's 
not including the Kagerou cancel). The classic thing for Kenji 
to do is play an evade game at all costs. FP's are your friend 
so don't hesitate to use it. Ichimonji's are good also but watch 
the parrying. Ultimate Guard is okay but once the recovery time
kicks in, Kenji is open for a throw or about to be setup for a 
combo which isn't good. His Ultimate Counters also have very
short-range and recovery time too which also isn't good. This 
is another match on why 3S fares well against Kenji (except for
Chun-Li).

vs. Yun (studied by Psychochronic/Jeron):
Favors Yun due to nearly everything and that moves, speed,
meter, properties and pressure. Nearly any of his normals
(especially in the air), pressure Kenji very well and it's much 
more of a guessing game when Yun has meter meaning once
Yun gets in, it's a 50-50 chance he has to guess right. Simple
divekicks the combo into You-Hou or Sourai-Rengeki for
the hits. Ultimate Guard may be useful but Yun is too fast
in normals, throws and specials give Yun the advantage.
Incorporate parrying Kenji's attacks and he's done. Another
match on why 3S fares well against Kenji (except Chun-Li).

vs. Zangief (studied by Psychochronic):
Favors Kenji easily. What Kenji can do is throw LP 
Ichimonji's all round and what Zangief can do is use 
Spinning Fist. Kenji's two standing HP's is what keep 
Zangief away and forces Kenji to play defense due to 
the fact the Spinning Pile Driver takes as much as 31%. 
Both can build meter near evenly and Kenji must level 
up in order for his Mystic Breaks and normals to get up
much stronger. Kenji's jumping FP can safely attack on 
air that resorts for pressureful game and Jumonji is great 
for chip damage. One of Kenji's easiest matches.


Ending:
A helicopter flies around at night as terrorists inside 
are counting the money as Kenji is standing on a pole. 
Kenji does one slash and the helicopter splits in half as
he sits on the pole in the face of the moonlight with the
money flying around.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
6) Rose:

Place of Birth: Italy
3 Sizes: B96 W57 H86
Blood Type: Unknown
Special Skill: Tarot Fortunes

A young beautiful woman whose self pursues M. Bison 
with her opposing strength "Soul Power." Mysteriously 
admiring stares and occult ability grinds her bewitched 
head-to-head opponents.

First Appearance: 
Street Fighter Alpha: Warriors Dreams
(Street Fighter Zero: Warriors Dreams)

Beneficial Changes:
-Doesn't have the intro where she floats with two aura's 
on her shoulders.

Vitality Points: 14800
Stun Points: 60

Victim:
-Mummy: A Tarot card.
-Vampire (1): She takes the appearance of Lisa Lisa from 
Jojo's Bizarre Adventure, this is the first outfit she wore 
when she first appeared in the Manga. Rose the character 
herself was inspired by Lisa Lisa. Rose's standard outfit 
is a lot like Lisa's Lisa's standard outfit. 
-Vampire (2): Enya from Jojo's Bizarre Adventure.

Known players to use Rose:
-Arturo Sanchez (United States)
-EBI (Japan)
-Floe (United States)
-Kuzu Otoko (Japan)
-Toma (Japan)
-Umezono (Japan)

Best Matchups: Demitri, Sakura
Worst Matchups: Kenji, Yun

P Alpha Counter: Modified LP Soul Throw
K Alpha Counter: Crouching HK

Command Normals:
Slide: DF + MK:
*Damage: 800
Rose does a slide attack that's great for footsie and
advancing game. Rose's good move to which can
add damage to her Custom Combos.


Special Moves:
Soul Spark: HCF + P:
*Damage: 900
Rose's basic projectile attack where her extends her arm 
and scarf. Very good for keep-away and mid-range games 
and justified as a poke. The LP version goes very slow 
which is great for a poke setup. Soul Spark has terrible 
recovery time and a risky move to do so use it with
caution.

Soul Spiral: QCF + K:
*Damage: 1400 (LK)/1600 (MK)/2070 (HK)
Introduced in SFA2. Rose dashing forward slightly with 
her scarf around her arm to thurst the opponent. Very 
good to end combos as it does a large amount of damage 
while knocking the opponent down. The LK version 
combos easily from medium normals and the MK version 
combos only from hard normals. HK version can be used 
alone and somewhat an option for chip damage.

Soul Reflect: QCB + P:
*Damage: 1000 (LP)/1100 (MP)/1200 (HP)
Where Rose uses her scarf to reflect the projectile back 
to the opponent. The LP version is also known as "Soul 
Absorb" as it can add 17% of meter when it connects. 
The MP version lunges it back straight to the opponent 
slightly faster. The HP version reflects it in an upward 
position and is very effective if you're in a fireball war. 
It can also give Rose the chance to juggle after it hits. 
Various options using this move so use it to your great 
advantage.

Soul Throw: F, D, DF + P:
*Damage: 1800
This is where Rose leaps into the air ready for a throw 
and instantly tosses the opponent straight back down
into the ground. The bad note is that it has zero priority 
and it must be done very early for it to be of any use. 


Super Combos:
Aura Soul Throw: QCFx2 + P:
*Damage: 3000
Her Level 2 super done in SFA3. Rose does a couple 
crouching HP's then does her Soul Throw to finish it 
off. Very great use for anti-air and a way to finish off 
a Custom Combo.

Aura Soul Spark: QCBx2 + P:
*Damage: 2800
An extended version of her Soul Spark as it does multiple 
hits and more damage. It can be very useful in a variety 
of combos because it can juggle. It can also be cancelled 
into Rose's crouching HK for desperation purposes to 
do some great hits.  


Pros and Cons:
(+): Soul Spark is much faster than SFA3.
(+): LP Soul Reflect builds meter fast! (17% per fireball 
absorbed!)
(+): Top-tier pokes!
(+): Solid footsies.
(+): HP Soul Reflect can juggle after the projectile hits.
(+): Incredibly useful, with or without Custom Combos.
(+): Aura Soul Throw is almost Level 2 super priority.
(+): P Alpha Counter is useful for setting up a Super or 
Custom Combo.
(-): Doesn't have Soul Illusion like in SFA3.
(-): Too linear with a low comeback factor.
(-): Soul Spark has terrible recovery time.
(-): Soul Throw has zero priority and must be done very 
early to be of any use.
(-): Lacks speed on ground level.


Early Impressions (studied by RenoROB):
I never thought I would ever see her be the best SFA 
character but her she is. She builds meter like a fiend; 
absorbs a fireball 17% super meter built. (OMG), her Soul 
Sparks are so much faster than in her SFA days, her 
crouching HP has crazy priority like it did in SFA2 and 
her anti-air super is really useful and powerful, her b&b 
combo are strong and builds pretty decent super meter 
and her pokes are top tier (damn you standing HK).


Overall Impressions (studied by Psychochronic):
Somewhat low-mid tier in SFA3 A-Ism, think of her here
as her SFA2 version as gets a balanceful shot in CFE. I 
heard she was a beast in beta tests so I wonder what 
changes were made. Even though her Customs don't 
come in well in some scenarios, her P Alpha Counter 
and Supers make up for it meter-wise. Pokes are beastly, 
Soul Absorb takes in nearly 1/5th of meter and her Soul 
Spark is much faster than in SFA2. A recommended 
character for the player who likes playing rush-away.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Favors Alex in a 75-25 ratio. Alex's normals take out Rose's
lifebar quickly that it's not even funny. Anti-Air wise, Rose's
Soul Throw takes it compared to Alex's Air Knee Grapple
because that move can be air-blocked, Soul Throw can't
be parried yet Air Knee Grapple is more faster. Both build
meter meter equally but Alex's Super Arts are threatening.
Hyper Bomb takes out as much as 30-40%. Rose's meter
can be used for P Alpha Counters or a desperative or
random Super Combo (any situation is okay). Customs 
are also an option too. Alex takes this due to power, fast 
meter and parrying with Rose able to stand in the fight.

vs. Anakaris (studied by Psychochronic):
Favors Anakaris due to the rushdown. Both can air-block
each others attacks and projectiles, Rose's anti-air can be
Soul Throw but must be timed right as Anakaris' pokes
can nail during her startup. Anakaris' anti-air is crouching
HP them immediately cancelled into crouching HK then
he's ready to dash in for a chain-combo. Rose doesn't
have a dash which makes it harder for her to get in but
her pokes make up for it. Coffin Drop is always good for
that keep-away game, Royal Judgement is good also.
For meter, Rose has her P Alpha Counter linked combo
that I've explained too much in this guide and Anakaris
can use Hole of Hell while she's in the corner. ES Royal
Judgement is also good too if you wanna use one stock
instead of two. The bottom line is that Anakaris' chain-
combos deal the damage and push Rose back, which is 
hard for her to jump-in and do a combo attempt. Triangle-
jumps pressure her too and the Ukemi is not safe also.
Rose gets rushed down for free.

vs. Chun-Li (studied by Psychochronic):
Can favor any side. Chun-Li can throw Kikokens and Rose
can simply use Soul Absorb which is way more threatening
than Rose throwing Soul Sparks and Chun-Li parrying them. 
Rose's 17% meter build is much more than Chun-Li's 1/20th 
meter build so fast meter favors Rose. The meter use can
favors any side; Chun-Li has two Super Arts which is great
for chip and regular damage but somewhat downsided if
blocked because Rose can use P Alpha Counter then poke
to Soul Drill. Rose has Alpha Counters, two Super Combos
and activation for Customs. The downside to that is that
Chun-Li can easily parry then quick to strike. Damage and
poke go to Chun-Li as they have stun potential opposed
to Rose's normals. Rose's normals can do big damage but
Chun-Li's parrying is the factor. Bottom line is that it can
go either way. It's kinda like a mirror match here and it's a
very interesting conclusion once it's ove

vs. Demitri (studied by Psychochronic):
Exactly similar to Demitri vs. Karin. In this one, Rose can 
absorb for her meter and reflect the Chaos Flares and her 
Soul Throw is a good Anti-Air. Rose's Aura Soul Spark 
and Aura Soul Throw defeats Demitri's Midnight Pressure 
and Midnight Bliss which is oh so good! Don't forget 
about her pokes and her low combos to Soul Drill. The 
Super Combos would be more reliable as they can take 
out as much as 18% so you don't need to Custom Combo 
anyways. Nothing else to say but Demitri has to excel 
offense and defense constantly in order to take Rose 
down, otherwise Rose wins by a long shot.

vs. Felicia (studied by Psychochronic):
Rose takes this one due to power. Felicia can take this 
one as she can invade the ground more faster due to 
dashing. Rose's normals can easily stun Felicia and her 
crouching HP or Soul Throw is a great anti-air to keep
the cat out. Felicia can chain-combo but there is a problem 
on this matchup. The problem is Rose's P Alpha Counter. 
She can simply input that command in the middle of Felicia's 
chain and then the tables can turn easily. After the counter 
is done, Rose can simply do crouching MP to Soul Drill for 
a good 9-12%. Rose doesn't even need Super Combos or 
Customs in that matter, a mixture of attacking and defending 
style of a Rose can just need her Alpha Counters to hold 
that. Bottom line is that Rose can take the match only if she 
utilizes her P Alpha Counter and her top-tier of normals. If 
not, a conciencious Felicia maybe able to take the cake.

vs. Guile (studied by Psychochronic):
Similar to Rose vs. Ryu but Guile can stand. Both have 
a great anti-air and have top-tier pokes. A differential is 
that Rose can build easy meter or project it back using 
Soul Absorb or Soul Reflect. Rose can use the standard 
P Alpha Counter than combo into Soul Drill. Another 
differential is that Guile can build easy meter no matter 
what. Customs are a problem if blocked. Remember that
there is no guard bar which is very bad. You're better
off doing P Alpha Counters and Super Combos. Guile's
super have both a negative effect in the end, that's why
he has to link them. Guile is not safe in the end of Total
Wipeout and he's completely open in the air in the end 
of Somersault Strike. Favors Rose because to the sub-
systems but Guile can put up a fight. I'd say 55-45.

vs. Guy (studied by Psychochronic):
Can go either way. Both have their equal amount of
damage from their pokes and their solid meter build
up due to that. Rose's anti-airs are her Soul Throw, 
Aura Soul Throw and Aura Soul Spark and and Guy's 
anti-airs are his Bushin Flip into Bushin Izuna Drop
and Bushin Hasso Ken. Bushin Senpuu Kyaku is 
passable but can be air-blocked. Guy's Hayagake's 
are good for rushing and tick-combo attempts and
Rose's Soul Drill and Soul Spark can keep Guy away,
giving a chance for her to play defensive constantly.
Customs do decent damage equally and can be hit
out easily if Alpha Countered. Bottom line is that
both characters hold it down due to their near-equal
properties and can go either way.

vs. Hauzer (studied by Psychochronic):
Favors Hauzer due to pressure game but Rose can stand 
as chances are there during the fight. Rose can easily use 
crouching pokes to Soul Drill and can play a Karin game 
by whiffing pokes then tick-throwing. Hauzer can use FK's 
and crouching LK's to play a keep-away game. For Hauzer,
his anti-airs are Tempest Fall, crouching MP and Ultimate
Guard to Ultimate Counter. Rose can use Soul Spark to
pressure in which leaves Hauzer two options if he jumps.
One is to use FK and hope it'll hit but he gets hit too and
the second is air-block and you get slightly closer. Hauzer
must play an excelled balance game or else he can lose this
one. Relying on strict offense or defense can ruin the match
drastically which can favor Rose in some point.

vs. Hydron (studied by Psychochronic):
Favors Rose due to her footsie game and punishing
pokes. Both can try to pressure each other with their
projectiles and both can air-block it, Rose can use Soul
Absorb to use when Tornado Mist comes in. Rose's 
anti-air is easily Soul Throw as Hydron's agility is pure 
garbage and can be done a bit late as the same chances 
to get as done early. Hydron has horrible pokes and 
must level up and Rose's pokes are punishing which 
has stun potential. Rose favors meter due to her Soul
Absorb is explained above and can use the standard
P Alpha Counter linked to MK Soul Drill easily in case
Hydron pulls a poke up close, Aura Soul Throw is also
passable for anti-airs and wakeups too. Bottom line is
that Rose's properties pressure Hydron and he must
level up to bring it to the fight or he's easily dead due
to his weak properties.

vs. Ingrid (studied by Psychochronic):
Ingrid takes this one unless she screws up due to her
moves having long recovery time. Crouching HP's are
abusive which can do damage and go under Rose's
Soul Spark. Sunshots are more pressure than Soul
Spark because it can go upwards, it's stationary and
fades out in the end which is a good anti-air. Both
can air-block each other attacks and projectiles and
Rose's Soul Throw can beat in Ingrid's jump-ins. 
Rose can do her P Alpha Counter -> crouching MP ->
MK Soul Drill easily as her counter attack but she
needs meter in order for that to happen. Sun Arch 
and Sunrize are not safe on block which Rose can do 
Soul Throw or Aura Soul Throw easily. Rose's foot 
game can be broken if Ingrid does Sunupper then 
easily do Sunburst which can take out as much as 
25%. Ingrid's meter builds faster than Rose's due to 
her attacks and repeated Sunshots meaning she can
play an excelled game here. Bottom line is that Ingrid
wins this one due to her abusing HP and her tactics
which can be played for an excelled player, mostly
defense. Ingrid can easily screw up if her moves are
blocked and takes her punishment badly due to Rose's 
power which overcomes Ingrid's poor defense.

vs. Jedah (studied by Psychochronic):
I used to play Rose back in the day but this is a pure 
zoning match that Jedah wins. Rose has nothing to stay 
on top of Jedah and nothing to beat him in the air other 
than the Soul Throw. She has nothing to get past the 
Dio-Cega's other than jumping attacks. All Rose can do 
in the offensive is throw Soul Sparks and use her normals 
as any other. No chances for offense here if Jedah is 
played correctly because of speed, mobility, agility and 
air attacks to which Rose doesn't have. If Rose has meter, 
she doesn't need to guess on anti-air. Her meter can go 
towards her P Alpha Counter then combo to Soul Drill 
easily. Jedah zones Rose for free and Rose has nothing to 
answer. She can't beat Jedah in the air and so she has 
nothing to keep him from zoning with repeated Dio-Cega's. 
One of Jedah's easiest matches.

vs. Karin (studied by Psychochronic):
Favors Karin but with Rose doing a some job to keep her
away. I'm saying that is because Rose can use Soul Spark
in far distance and if Karin attempts a jump, Rose can
easily do Soul Throw as anti-air. Karin can use crouching
HP as anti-air in case Rose tries to do a jump-in. Air game
results in Karin due to her normals being beastly and
come out faster than Rose. Rose's only answer for air
is Soul Throw and Soul Spark. Ground game favors 
Karin due to the rushdown. Simple whiff normals then 
tick-throw for easy meter. Rose can respond by using
P Alpha Counter to crouching MP linked to MK Soul 
Drill. Custom's favor Karin because of again...fast 
normals and that she has an overhead attack to affect 
Rose's crouch-game. Rose has okay customs and can
use Soul Drill repeated after activate, but really not 
reliable and passable. Remember that there is no guard
bar in this game and Rose has lack of speed and options.

vs. Kenji (studied by DarksydePhil):
Undetermined outcome on this match. Kenji can effectively 
keep away Rose's jump-ins with his jump back chain attack. 
However, Rose has an advantage since she can absorb/
reflect the daggers, or use the anti-air grab when Kenji 
messes up his timing in the air. Rose's only hope is to stay 
on top of Kenji. Rose can cross up Kenji relatively well and 
then do standard chains and then use standing RH for a 
long-range poke. Basically, if Rose can stay on top of Kenji 
and cross him up repeatedly, she can win, but if Kenji can 
keep Rose away, he wins.

vs. Leo (studied by Psychochronic):
Favors Leo due to his long poke-range and strong defensive 
properties. Soul Spark can be easily air-blocked and his jump 
down FK in air beats out her Soul Throw whether it's done 
early or late. Rose's meter build is pretty bad since she can't
use Soul Absorb because Leo doesn't throw projectiles and
her only opton is to play offense and poke to Soul Drill. Leo
can continue poking as usual, use Mars Slash for surprising
close or anti-air game and Gaia Driver is always passable on 
wakeup or ticks. Levelling up brings the pain, Gigas Driver
brings it to the table and Hercules Rush is good for chip
damage although watch out since close-range pokes are
no good fighting Rose, she can simply P Alpha Counter 
and strike from there which is her viable use of meter.
Super combos are an alternative and Custom combos are
complete crap which do little damage, depletes to 0% on
hit and gets Ultimate Guarded easily, leaving her having
very slow recovery. Leo's meter can be used for levelling
up for cheap purposes and Mystic Breaks for damaging
purposes. Bottom line is that Leo can excel and keep-away
fighting Rose with rose having no choice but to play
offense which won't be easy here.

vs. M. Bison (studied by Psychochronic):
Bison owns this matchup due to power. Any attempt of
air-blocking Rose does is thrown out the window because
air-blockers can only block projectiles, not normals and that's
something Bison can take advantage of. Rose has the easy
meter as she can just Alpha Counter any attack coming to
her (even the first hit of Mega Psycho Crusher will count).
Rose must time her Soul Throw and Soul Spark which can
be her anti-airs after Bison does a jump-in, Head Stomp or
a Devil Reverse. Bison has the strongest meter as his supers
can dish out a lot of big damage too. In conclusion, Bison's
abilities own Rose but can she can stand up if her Customs
and Alpha Counters to combos are timed right.

vs. Ryu (studied by Psychochronic):
Can go anyside but I say Rose takes it. As Rose, use Soul 
Absorb to build meter then use Soul Reflect to bounce 
back Ryu's Hadokens. Ryu can't do anything in the air 
because he can't air-block if the fireball reflects upwards. 
Keep using Soul Spark to keep Ryu away and from a 
distance, use FK as it's the longest poke she has and her 
slide (df + MK). A good anti-air is also Soul Throw and 
use Soul Drills you have an opening so make a note of 
that. Play defense on this one. Also a simple P Alpha 
Counter then combo to Soul Drill can dish out. You don't 
even need Custom Combos and Super Combos can also be 
effective so remember to think about your meter as options 
are always available. As Ryu, throw Hadoken's to build 
your meter but watch out as it can be reflected. Use 
crouching rapid-fire chains to combo it up and a Shoryuken 
can take as much as 13%. With Ryu having a full meter, it 
can be a great footsie and guessing game. Conclusively, 
Rose takes it as she has more viable options.

vs. Sakura (studied by Psychochronic):
Favors Rose due to her abilities. Hadokens are very easily
countered as Rose can use Soul Absorb or Soul Reflect
to gain an advantage and an offensive movement. Sakura
builds meter very well which equals her build-up with Rose
(minus Soul Absorb) and can bring a decent footsie game
considering she and Rose can't dash. Rose's meter is good
for ger P Alpha Counter to which it links to crouching MP
to Soul Drill; easiest counter and setup for Rose which 
counters Sakura's offensive and Custom game. The second
Sakura's customs are blocked, expect the Alpha Counter
to be locked in. Rose's Soul Throw, Soul Spark and Aura 
Soul Throw is good for anti-airs, Aura Soul Throw is also 
good for wakeups. For Sakura, Hadokens can be good anti-
airs even though Rose can air-block them so stick with either
HP or HK. Sakura's good wakeup supers are Haru-Ichiban
as it hits the crouching instead of standing. Bottom line
is that Rose wins this because she counters Sakura's rush
game but Sakura can stand in it if Rose screws up, Sakura
can take this one.

vs. Urien (studied by DarksydePhil):
Rose wins this match because, quite simply, she does 
a lot of damage. Her staple link of low MP->short soul 
drill can't be punished if blocked by Urien. Urien also 
can't parry Rose's anti-air soul throw, and if Urien tries 
to cross up, Rose's crouching HP is a pretty good move 
to use. Rose can use standing FK, which has huge range, 
to poke at Urien and beat the range of any of his crouching 
kicks. Rose can absorb or reflect Urien's fireballs, and can 
block the anti-air version. She can use any heavy attack to 
punish a blocked Kneedrop, and her MP->short soul drill 
combo to punish a blocked Chariot Tackle. Rose has a bit 
of a hard time crossing up Urien, I have no idea why, but I 
would guess because her jump arc is pretty far. If you try 
to cross him up, you'll usually end up getting a nice 
crouching HP to the face, or else jumping too far and 
passing over. If you do get the spacing correct, use 
crossup medium kick, then two crouching MPs comboed
into MP soul drill. The bottom line is Rose controls this 
match due to her great anti-air options, the fact that she 
negates fireballs from the picture entirely, and the range/
priority of her standing FK. Urien really can't do anything 
besides try to bait random parries, and this isn't always 
the best strategy.

vs. Yun (studied by Psychochronic):
Favors Yun due to the rushdown. Divekicks own Rose
and she has minimal time to do her Soul Throw, otherwise
she takes the hit and it gets worse...Yun can setup combos
which builds his meter good and is ready for his You-Hou
which punishes Rose greatly. Tetsuzankou goes under
Soul Spark and Yun is ready to mixup from there. Rose's
only response is to time her pokes right and to save for
her meter. Aura Soul Throw is good and the classic P Alpha
Counter linked to crouching MP -> MK Soul Drill is always
there but even though, her meter takes time to build and you
know Yun doesn't throw projectiles and Rose's combos are
hard for her to get in. SFA's whiffs are only 1% which is too
damn slow. Bottom line is that Yun is too fast for Rose as his
tactics can pressure and mixup greatly. Rose must act very
fast as this is one of ther worst matches and one of Yun's
best matches.

vs. Zangief (studied by Psychochronic/Skankin Garbage):
Favors Rose 60-40. LP Soul Spark is off the hook as it's 
hard to jump over and K Lariat is too hard to time. Her 
crouching/standing HK is a long poke but not that 
threatening as any Lariat can punish it. Soul Drill isn't 
that bad too.This is pretty much a poking game in Rose's 
favor so if you're using Zangief, you'll already know you 
have to be pretty precise to be effective, so make Rose 
come to you on the ground if anything. Make her resort 
to Soul Sparks! I didn't mention other normals of Rose's, 
cause she doesn't need any; her other ones are too short 
ranged to be very dangerous to Zangief, anyways. In the 
air, Rose's crouching FP beats everything. The only thing 
Zangief can do isconsistently win with is the MK Knee 
Press. Now, why you'd ever be jumping at Rose or anyone 
is my best guess, but if you do...Yeah. Your only hope is 
MK Knee Press. I don't recommend doing it, cos you'll 
have to attack way too early in your jump in. Command 
grabs are dangrerousas they can take out as much as 23% 
or more, so footsies are hell in the match as you'll never 
know if you'll suffer it. Final Atomic Buster can hit as 
much as 80% and that's not good. Summary is the same 
way you beat most characters with projectiles. Stay at 
max range and Lariat through the Soul Sparks until she 
approaches you. Try to get to that magic range (she'll 
naturally want to be there too, since that's her max range 
for standing HK) and wait for the Soul Spark. Jump over 
that and use Spinning Pile Driver or K Lariat through it and 
score a knockdown. It's harder to do on Rose than most 
projectile characters, cause of her crazy long range and 
good priority (and high flying Soul Spark), but it's not 
impossible. Oh. And do something ballsy at the beginning 
of the match to get a lead. Rose, being a character with a 
projectile, naturally has the advantage in a turtling match, 
so get the lead before you start turtling. 60-40 in Rose's 
favor due to projectile, anti-air, counters and defensive 
gameplay.


Ending:
With Pyron struggling on his knees after being defeated
in the vicinity of the Infinity Chamber, Rose grabs a
tarot card. As she turns it around, it's revealed that
Pyron is the Death card.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
7) Jedah:

Place of Birth: Demon Realm (Makai)
Race: Makai
Year of Birth: 4045 B.C.
Height: 216 cm
Weight: 12 kg - 1002 kg

The Demon Realm's torturous Dhoma family's legitimate 
child. As with Demitri his origin is from the Dark. He 
devises a plan for the world's stability through unifying 
all souls to himself.

First Appearance: 
Vampire Savior: The Lord of Vampire (DarkStalkers 3)

Beneficial Changes:
-Face has been redrawn everytime he does his blood-
faced screaming win pose as they drawn in razor-sharp 
teeth and whiter eyes while he screams. You hardly see 
any blood from his face other than his cheeks, forehead 
and jaws.
-Doesn't do any other win pose after he uses a Prova-Dei-
Cervo to finish the match. Jedah just simply disappears 
with blood mist in the end beside the scroll just like his time 
over pose and laughs instead of doing any other win pose. 
-Doesn't have the win pose on where he's doing a crouching 
MK to slice the body in half then take the opponents soul. 
This win pose is normally done if he finishes off the match
using Prova-Dei-Cervo in Vampire Savior.
-Doesn't have the blood dripping off him like the Vampire 
Savior when he just stands, Jedah just floats as normal.

Roll Wakeup Data (Forward and Backward, including
invincibility):  40 frames
Dashing:
-Forward: 29 frames minimum (may be extended by 
holding Forward)
-Backward: 32 frames minimum (may be extended by 
holding Backward)
Vitality Points: 13600
Stun Points: 60

Victim:
-Mummy: A mosquito like bat.
-Vampire: Female version of Jedah.

Known players to use Jedah:
-Ayanami Lilith (Japan)
-CCL (France)
-Psychochronic (Canada)
-Sage (United States)
-Shiro (Japan)
-Tokido (Japan)
-Ultrayox (France)

Best Matchups: Sakura, Hauzer
Worst Matchups: Chun-Li, M. Bison

Command Normals:
None...


Special Moves:
Dio-Cega (also in air): QCF + P:
*Damage: 1183/ 2850 (ES)
A stalled projectile as Jedah simply throws a saw-blade 
which serve viable options for the Jedah user. It can be 
used as an anti-air, give chip damage, ruin an opponents 
wakeup game, rush-in for a chain-combo or setup an EX 
move. The ES version extends the blades size and it 
gives two more hits and more damage.

Nero Fatica: QCB + P:
*Damage: 1800/3090 (ES)
Command throw on ground and is unblockable but must 
be done up close as recommended or an anti-air if you 
wanna take the risk. Jedah simply extends his bloody 
fingernails as he swipes back a bit. As it fully connects, 
the opponent is trapped on a red bubble and Jedah does 
standing HK to hit for a finish which does a knockdown. 
The ES version is practically the same thing except Jedah 
also does standing LP, standing MP then a standing HK
to finish.

Spreggio: F, D, DF + P:
*Damage: 1200/2070 (ES)
First introduced in Vampire Savior 2, Jedah's head simply 
goes down to the ground as a big splash of blood spews 
out from his neck socket. The things about this move are 
that it should only be used as a surprise attack (this move 
is Jedah's Guard Cancel), it has very slow recovery and it's 
not a reliable anti-air. The ES version adds 3 hits rather than 
1 hit. Use with caution.

Ira Spinta (only in air): HCB + K/P:
*Damage: 2790/3560 (ES)
This is where Jedah floats and laughs then dives right 
down to catch the opponent, readyto toss them back to 
the ground as he soonly uses his blade-wings to lunge 
onto the opponent. Recommended use is to do it near 
ground level, such as after a dash. The downside is that 
it's highly predictable and makes Jedah bait for anti-air. It 
can be cancelled by pressing P instead and Jedah's body 
swirls around the blades, similar to his Follow-up attack 
animation. Guarantees a knockdown. The ES version of 
this move makes the attack more powerful but neither 
allows to land a Follow-up attack. Again, use with 
extreme caution.   


EX Supers:
Prova-Dei-Cervo: HCF + Kx2 then K:
*Damage: 5000
This is my favourite super in the game and it looks wicked. 
Jedah summons blood to the floor and after doing the second 
inital motion, reaches a big bloody hand ready to capture the 
opponent. Once it hits, Jedah simply disappears for a bit as 
the bloody hand slams the opponent's head 3 times, drags 
the opponent 3 times then using the body as a pencil as it's 
branded to a scroll, having an animation of the opponent 
suffering. Jedah simply comes back and puts a soul into his 
body as the opponent slams back down from the sky. The 
best super...ever! The good thing is that it's an unblockable 
and can be used as a tick-throw. Simple normals or a Dio-
Cega then lock in this move and you have your opponent 
dead! Also a good thing is you do a Follow-up attack right 
after. The bad part is it aint fast such as Zangief's grabs but 
can work on desperation and that this move can be simply 
avoided by jumping.

Finale-Rosso: Dx2 + Px2:
*Damage: 4200
A fast unblockable super where Jedah a modifed 
crouching HK hit and he summons the underworld from 
there. Once it hits, the opponent goes down to the blood-
filled environment as they get hit from all around as Jedah 
goes down and laughs. Setups and conditions are nearly 
the same as Prova-Dei-Cervo. This is the only EX super in 
the game where you can juggle afterwards. 


Pros and Cons:
(+): Excellent Mixups!
(+): The only character to air dash.
(+): Solid pokes (MP!).
(+): Much faster version here than in Vampire Savior.
(+): Ability to throw a Dio-Cega then dash for an air/
ground chain-combo (This couldn't be done in Vampire 
Savior).
(+): ES Dio-Cega great for corner attacks and chip damage.
(+): Nero Fatica is a throw and it is unblockable.
(+): Nero Fatica is much faster than it was in Vampire Savior.
(+): Dio-Cega is a good stalling projectile which gives the 
chance to rush.
(+): Finale-Rosso can be juggled as it couldn't in Vampire
Savior. You could only do a follow-up attack right after.
(+): Any of his EX Supers are great for corner games and 
are good as tick-throws.
(+): Any EX Super can take from 25%-40%.
(+): Any EX Super is unblockable.
(+): Ira Spinta is great to lastly alter your plans for either 
throw or attack.
(+): Standing HK can't be crouch-blocked which is great 
to confuse others!
(+): Chain-Combos are much easier and faster to execute 
here than in Vampire Savior.
(+): Balanced. Rushers or turtlers can use him great.
(?): Doesn't have Santuario from Vampire Savior 2.
(?): Doesn't have Sange-Passare as in past Vampire games.
(?): BROKEN!
(-): Doesn't have a knockdown normal or a sweep on ground 
(other than standing HK) on crouch level; that hurts any 
wakeup games he could've had.
(-): Has no decent Anti-Air to deal with (Only decent anti-
air he has is Nero Fatica and Spreggio but don't rely on it.).
(-): Nero Fatica is not as much as a wide range target as it 
was in Vampire Savior.
(-): Spreggio has very slow recovery if it's blocked.
(-): Spreggio is much slower than in Vampire Savior 2.
(-): Ira Spinta can be risky, so watch out for the opponents 
anti-air if not timed right.
(-): Weak defense compared to Felicia and Ingrid.
(-): Floating may leave as open target.
(-): EX supers can be easily avoided by jumping.


Early Impressions (studied by RenoROB):
Now that everyone has played the game and has played 
him...I hope people realize that he is not the best in the 
game. Yes, he has great mix-ups and he is turtle whore, 
but he lacks the ability to get out of being rushed down, 
he has no knockdown pokes and he floats in the air too 
long that it actually hurts him more than helps him
(regardless of his flaws), his ability to turtle and just 
slowly chip his opponents down can be downright 
frustrating...hence why he's #7.


Overall Impressions (studied by Psychochronic):
The only low-mid tier and the final boss in Vampire 
Savior becomes a dominance in CFE. Much faster air-
dash to chain-combo setups that can be done after a 
Dio-Cega, faster Nero-Fatica and mixups on the ground 
which make him much deadlier. Only little downfall is no 
Sange-Passare and a slower Spreggio. Any fool can beast 
with his chains, a great starting character for a rookie 
getting into the game and compatible with both rushers 
and turtlers. 


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Favors Jedah and just like every other 3S character, Alex
can stand up in this one. Alex has some weak jump-ins
and slow meter but has the pokes, power, parrying and 
defense in return. Jedah has the chains, counters, stalled 
projectile, speed, mobility and unblockable to bring it in 
the battle but has weak defense. Jedah can do the classic
standard Dio-Cega game then dash right in for a chain
attempt. It has to be timed right or else Alex can use his
Air Knee Grapple which is a good anti-air. For Jedah,
try to go on both air and ground as Alex's Powerbomb,
Hyper Bomb and Dashing Elbow brings out the pain.
ES Dio-Cega's for chip damage, Nero-Fatica can be okay
for an anti-air. You can make the arguement that Alex is 
a mid-heavy character here and that is effective and use
Prova-Dei-Cervo for corner and trap game. Jedah kills
Alex here but Alex can stand up and will lose slowly
due to his excelled properties to hold it.

vs. Anakaris (studied by Psychochronic):
The most dominant characters in the game battle it out
right here and both have their say. Jedah has the air-dash,
the chain-combos (air and ground), floating and stalled 
projectile. Anakaris has floating, chain-combos (ground),
tri-jump and two different projectiles but Jedah has the 
fastest meter built and a regular throw. Both can hold it 
downand defense can become a key to ease it a bit. Too 
much offense can mean a quick victory or a quick choke
because of both characters' comeback factors. Both have
an equal defense and both can be creative with their chain-
combos. Both can use ES moves to dhis out even more
but for EX moves, it favors Jedah due to the ground.
Anakaris has a good EX (Hole of Hell) but lots can say
that 2 gauges isn't worth it and Pharaoh Magic is also
considered a waste. In conclusion, it's 50-50 and both
have their equal ways to bring it. It's hard to say in
specific though.

vs. Chun-Li (studied by Psychochronic):
After watching videos specifically with this matchup and 
about an hour or two on training mode, for some odd 
reason, Chun-Li takes this! I'm surprised too on how one 
of the lowest characters in the game can stand up to the 
most godly character! I'm shocked as hell so I'll lay it out 
as Jedah can do his usual Dio-Cega to chain game but 
you already know Chun-Li can parry so as of that Jedah 
can MP to chain which can be risky because Chun-Li's 
normals (especially b.FP) can hit Jedah's extended bloody 
fingernails poke (MP) and still give full damage! Hoyoku-
Sen setups can do as much as 35% due to Jedah's weak 
defense. Don't forget a few random dash throws as that 
is fast as hell. Chun-Li, also agile in this one can wreck 
Jedah's air-game. Don't forget the properties of her 
normals are good as hell and also have the potential to 
stun! In conclusion, Chun-Li stands up to Jedah due to 
excelled balance!

vs. Demitri (studied by Psychochronic):
One of my favourite matches everytime I fight Kymah 
(Canada's top CFE player; uses Demitri/Guile). I say it 
can go either way depending on experience but Jedah 
takes it but Demitri can hold it and has lots of chances. 
Demitri can throw Chaos Flares both on ground and on 
air and Jedah can just throw Dio-Cega's but can rush 
faster in the fireball war. Jedah's air chains are too-quick 
(especially his FK) to which Demitri can't counter-attack 
from due to the FK's quickness and thus is put on 
defense and continues to suffer a Jedah rushdown. 
Quick timing, ES Chaos Flares, ES Demon Cradles (using 
dashing ones too to try to get closer) and timed Bat Spins
(which are only useful for countering) can go to Demitri 
(don't forget Midnight Pressure!). Don't forget about air 
chains then go mixups from there up close. Easy mixups 
from the ground and ES Dio-Cega's can win this easily 
for Jedah. 

vs. Felicia (studied by Psychochronic):
Favors Jedah by a good margin. Felicia has to use her dash
in order to make a chain attempt but it's really easy for Jedah
to avoid since he rules the air and his dash is an air-dash in 
comparison to Felicia's which makes Jedah's chain attempts
much easier. Nero Fatica is a good anti-air for Jedah and it's a 
throw. Felicia's anti-air would be Delta Kick but that can be air-
blocked. Both of their Guard Cancels have bad recovery but
Felicia's (Delta Kick) can do chip-damage compared to Jedah's
(Spreggio). Simple Dio-Cega game can rush Felicia greatly
and an unblockable in certain times can be useful. Felicia's
only good EX has to be Dancing Flash and that's better to
be done after a chain-combo. Please Help Me would be good
if the timing is right after any of Jedah's slow recovery moves.
Jedah wins this hands down unless he screws up and that's
uncomon in this situation.

vs. Guile (studied by DarksydePhil):
If Jedah plays this match as purely run-away, he can't win. 
Jedah can hover above sonic booms easily, and then zone 
Guile with blades to chip and keep him away. Guile is 
eventually forced to try to attack, which usually goes 
pretty miserably since all of his air attacks besides jumping 
hk get owned by Jedah's jumping attacks. And really the 
only way to win with jumping hk is 1; there is no blade 
out and 2; you hit it early enough to hit Jedah before his 
attack comes out. Guile can't turtle and so is in a position 
he doesn't like to be in. As long as Jedah stays in the air 
and runs away the majority of the time, and effectively 
zones and chips with blades, he'll never give Guile a real 
opportunity to hit him. This is another match where Guile 
is forced to attack, which he doesn't do so well. His "throw 
sonic booms all day" strategy doesn't work since Jedah 
can just hover above them, and never really gives him a 
chance for anything. A properly zoning Jedah owns Guile 
for free.

vs. Guy (studied by Psychochronic):
Favors any side but conditions apply to it. Guy runs 
the ground which makes Jedah get hassled a bit so use
dashing slightly upward like mid-up screen to execute
your chain. Limit your distances too because getting 
too high or close results in Guy using an effective 
anti-air blow which is crouching HP. Guy runs the
ground due to speed like Hayagake attacks and his
interchangeable X-Ism/A-Ism chains and too much
blows results in Jedah getting stunned. Watch the
Dio-Cega's because Guy can simply wall-jump ready 
to attack so it's recommended it can only be done in 
the corner or to Guy on his wakeup, which is also 
chain ready. For meters, Jedah's good use is ES Dio-
Cega and Guy can chain to Bushin Hasso Ken or an 
Alpha Counter; preferrably the P version. Bottom 
line is that one can outrule the other due to their 
personal and characteristic properties.

vs. Hauzer (studied by Psychochronic):
Favors Jedah by a long shot. All Jedah needs to do is 
throw Dio-Cega's and chain like hell. With Hauzer as a 
big target, Jedah can do as much as 6-8 hits in the air 
before before landing on the ground for more attacks. 
All Hauzer can do is time his Tempest Falls for anti-air's 
but he'd play much as a defensive situation in this match 
so Ultimate Guard, Ultimate Counters and various pokes 
can do but speed and agility is what kills him, so time it 
right. The conclusive point is that Jedah can just chain, 
mixup and throw Dio-Cega's to rush Hauzer down greatly, 
You don't even need EX supers for this match, use ES 
Dio-Cega's to dish out more damage.

vs. Hydron (studied by Psychochronic):
Hydron becomes snacktime in this match. Hydron is
too slow to manage to keep up with Jedah's simple 
game. Dio-Cega's, air-dash to chain combo possibly 
a few ES moves can do the job. Hydron has to use 
Tadpole Spawn and The Chiller's Attack to attempt 
Jedah out of the air and Tornado Mist, but that move 
doesn't effect much since Jedah operates on air, not 
ground. Hydron has to level up and keep-away as 
much as possible due to easy rushdown or he's a 
dead squid. Another easy Jedah victory here.

vs. Ingrid (studied by Psychochronic):
Favors Jedah unless he screws up on this one. Ingrid's
offense is good and it fares up to DS characters due to
their low defense. Her FP's are abusable, Sunupper is
effective for counters, Sunshots is good for anti-airs
and Sunburst dishes out the damage and it's good for
a Level 1 super. The bad thing about some of Ingrid's
moves is her slow recovery. Moves such as Sunrize
and Sunarch leave her in the open, ready for Jedah to
easily do his Guard Cancel right after, do Nero Fatica 
or do a chain-combo attempt fastly right when Ingrid 
is floating openly in the air. Jedah's ES Dio-Cega's
bring the pain and unblockables take as much as 30-
45% and it's good do it it when Ingrid is cornered.
Don't forget that Ingrid has Felicia defense which
easily can be a fast death for Ingrid. Jedah wins this
due to his tactics but Ingrid's offense can take it once
Jedah messes up at nearly anytime due to her tactics.

vs. Karin (studied by Psychochronic):
Can go either way and I say that is an undetermined 
outcome. Karin's normals are very effective and can stun 
Jedah down the greatest. Karin's low pokes, comboing 
Guren's than a normal for easy juggling which is great for 
a tick-throw and can dish out at most 20% (not including 
the throw). Jedah can just do his basic chain game going 
air-to-ground, throwing Dio-Cega's then getting ready for 
a mixup. It's his only way to make due because of Karin's 
top-tier pokes. Try to sneak in a ES Dio-Cega or Finale-
Rosso when you have the chance. The minus side on Jedah 
is Karin's Custom due to DarkStalkers' defense. I remember 
seeing an old A-Cho match where a silver-of-life Karin does 
a 90% Custom Combo so beware Karin's comeback factor. 
In conclusion, Karin vs. Jedah = Very good outcome. With 
full meters, it's a very good guessing game and it can go 
anyway due to experience and one must outsmart the other.

vs. Kenji (studied by Psychochronic):
Nearly the same as Jedah vs. Leo. As Red Earth characters
thrive on the long-range pokes, Kenji's FP's does dish it out 
and has the stun potential so watch out for Kenji's aerial
defense game. Jedah must rush-in starting from the ground
ready to execute a chain-combo for his offense game. Kenji's
Ultimate Guard must be timed correctly or he'll lose bar like
nothing. Kenji's Ultimate Counters have extremely short-
range so time that right, messing it up leaves him open for 
Jedah to do another chain-combo or possbily, an ES or EX 
setup. Kenji's Jumonji is tough to avoid which leaves Jedah
to suffer the chip damage. Kenji also builds meter fast using
Kagerou cancels and levelling up for his offensive game.
Level up here is Kenji dies more quickly. For Jedah, use Dio-
Cega's and chains to bring the pain. For Kenji, use FP's while 
jumping away and chains to Mystic Breaks to bring it.

vs. Leo (studied by Psychochronic):
Favors Jedah but Leo can stand. Yes, Leo has a great 
poke range but Jedah has too and that's his MP and it's 
ready for a chain-combo. This favors also by speed as 
Leo is too slow to handle the pressure and also his P 
Ultimate Counter as it's his only sort of counter. Jedah 
can start chaining low, mixing up then ending it with a 
Spreggio, do whatever it takes to knock him down, 
getting close may mean a hefty poke or probably a Gaia 
Driver. If one thing, Leo must poke like hell in the air and 
must play defensive, going on the offense can mean a risk 
so make sure you have meter and at least at Level 2 ready 
for a Gigas Driver or Hercules Rush for bits of chip damage.
Leo can Ultimate Guards his chains but timing is extremely 
crucial as Jedah can easily do another chain-combo or 
simply execute a Prova-Dei-Cervo meaning Leo's chances 
are slim.

vs. M. Bison (studied by DarksydePhil):
Bison owns this matchup raw. If Jedah tries to jump back/
hover and throw blades all day, Bison's jump arc is big 
enough to just walk forward, jump and FK. This does 
massive damage to Jedah and beats both the blade and 
Jedah's anti-air moves. Bison can also cross up Jedah all 
day and keep him blocking with jabs/shorts into scissors. 
Bison's standing FK beats a lot of Jedah's ground attacks. 
If Jedah is too close/far for a jumping FK to hit him, do a FP 
psycho crusher instead to hit him on the way down from a 
blade when he can't block. All you really need to win this 
match is jumping FK: If Jedah can't keep you away and 
chip you, he's not effective at all. By the way, if you find 
yourself getting trapped, just teleport out of the corner to 
safety. If you happen to get a sizeable lead, you can 
actually just sit and do nothing, because nothing Jedah 
does offensively can really hurt Bison if he just blocks or 
uses jumping FK to stop blades. The bottom line is Bison 
owns Jedah since he controls the air, which is where Jedah 
needs to be to run away and play effectively. Bison also 
stands a chance on the ground, but if Jedah is bothering 
you, just block and then wait for him to jump for some 
more free damage.

vs. Rose (studied by Psychochronic):
I used to play Rose back in the day but this is a pure 
zoning match that Jedah wins. Rose has nothing to stay 
on top of Jedah and nothing to beat him in the air other 
than the Soul Throw. She has nothing to get past the 
Dio-Cega's other than jumping attacks. All Rose can do 
in the offensive is throw Soul Sparks and use her normals 
as any other. No chances for offense here if Jedah is 
played correctly because of speed, mobility, agility and 
air attacks to which Rose doesn't have. If Rose has meter, 
she doesn't need to guess on anti-air. Her meter can go 
towards her P Alpha Counter then combo to Soul Drill 
easily. Jedah zones Rose for free and Rose has nothing to 
answer. She can't beat Jedah in the air and so she has 
nothing to keep him from zoning with repeated Dio-Cega's. 
One of Jedah's easiest matches.

vs. Ryu (studied by Psychochronic):
Another match I hated to study (first was Guile vs. Karin)!
Can favor any side if you tell me. Ryu has the power and
his Shoryuken is his anti-air in any attempt for Jedah to
dash for a chain-combo which is probably a big threat to
the standard Jedah game. I say, distance it out very slowly
after throwing a Dio-Cega, use a standing FK to rid out
Ryu's crouching and jump-in game. MP's are also great
and Spreggio's can be risky in this part. Remember that
Ryu can do his standard fireball game to build up his
meter. For Jedah, use ES moves to chip damage out and 
probably an EX super if your timing is right. Be careful
in doing an chain attempt. For Ryu, normals and special 
can stun. Shin-Shoryuken is a big threat. It can go both 
ways regardless if one or both goes rushing or turtling; 
50-50.

vs. Sakura (studied by Psychochronic):
Another win for Jedah and this is a lot worse than Jedah 
vs. Rose. This gives Sakura a really hard time as she takes 
long to build meter which is not worth for an Alpha 
Counter. She can't even get past the Dio-Cega's and not 
even Sakura's Hadoken's (not large-charge ones) can't 
even be offensive because if Jedah's air-dash times right 
over it, Sakura is gonna take in a hefty chain-combo and 
that's not good. Corner games is when Sakura's knocked 
down, she's dead due to chain-combos after repeated 
Dio-Cega's, Jedah doesn't even need meter in this match 
at all. Bottom line is that Sakura can't do anything here due 
to sub-systems as she nothing to bring out. Another easy 
Jedah victory right here.

vs. Urien (studied by Psychochronic):
My team of Jedah/Urien right here and the result conflicts 
as neutral as both can stand upon each other. Urien can 
keep Jedah out of the air using MP Metallic Spheres as 
Jedah's main game is dashing, air-dashing and floating. 
For Jedah, use the standard  Dio-Cega rushdown game to 
go forward but in a slow manner, getting too close too fast 
has a plus and minus. The plus is that a chain-combo can 
be quickly executed then use Nero Fatica to move back 
quick and gain meter. The minus is that Urien's normals 
are punishing and should the Urien user lock a Chariot 
Tackle, it can be a sign to Super Cancel to Temporal 
Thunder which means nearly 28% off Jedah's vital.
Poke-range is also neutral and quick too. Jedah has 
crouching LP/LK and standing/jumping MP while Urien 
has standing MK, standing FP and jumping FK. Parrying 
is also a factor but the timing must be crucial and imminent 
due to Jedah's range and recovery, especially if it's a 
normal such as MP's, FP's, crouching MK or jumping FK 
in specific so be careful. Jedah must excel and use Dio-
Cega's (especially ES for chip damage) because Urien is 
more faster and his normals are raised a bit. Same with 
Urien as Jedah is much easier to work here than in Vampire 
Savior due to easy execution. My end say says it's 50-50.

vs. Yun (studied by Psychochronic):
Jedah takes this but Yun stand due to the 3S system and his 
properties. Agility and speed they both have and an example 
of that is Yun's divekicks which can setup for a combo and 
Jedah's chain-combos, setting up starting on air then onto 
ground. Speed due to Yun's fast specials and dashing and 
Jedah's fast normals and dashing (air too) as well. Both have 
the same amount of damage properties so that's a neutral 
point. Yun on the other hand can parry, which is useful on 
the air due to Jedah's normals. Jedah can Guard Cancel 
which can affect Yun's divekicks and while during his 
Super Arts. Even though they both have fast attacks, 
Yun's mostly ends with a special as Jedah's doesn't 
and are mostly normals. Another point is that Jedah 
has unblockable and is great for corner games after 
Dio-Cega when Yun fails to parry. Other than above, 
it can go either way but Jedah has the most chances 
of winning.

vs. Zangief (studied by Psychochronic):
One of my favourite matches every time I fight TigerLee 
(One of Canada's top 5 CFE players; uses Zangief/Guy). 
The thing about it is that Jedah can rushdown great but 
getting too close can be a mistake so keep your distance. 
Use Dio-Cega's (Regular or ES are good) for distance that 
execute a ground chain-combo (starting in the air, time it 
right or you'll get a Lariat to your face) or for chip damage. 
Getting too close may mean a Spinning Pile Driver or other 
slam which can take off 35% of vitality and watch the air, if 
Zangief's vertical headbutt nails you, that's about 13% of 
vital plus an automatic stun which leads to suffering! Since 
Jedah beats Zangief on other stuff, be sure to time your EX 
supers for good timing but Zangief's pokes and throws 
(Final Atomic Buster can take off as much as 85%) are 
stronger than Jedah's so find openings for your chain-
combos since Zangief is a heavy character.


Ending:
As Jedah is in the Demon Realm watching his terrorful
creations taking over Earth, Dante from Devil May Cry is 
right behind him holding a pistol ready for battle.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
8) M. Bison (Vega):

Place of Birth: Unknown
Birthday: April 17
3 Sizes: B129 W85 H91
Blood Type: A
Fighting Style: Psycho Power

Leader of the secret organization Shadowloo. A 
manipulating demonic being of the negative strength 
"Psycho Power." Distinguished in fighting style and 
to the many who happen to meet him, he drops a 
viciously evil smile.

First Appearance: 
Street Fighter II: The World Warrior

Beneficial Changes:
None...exactly the same sprite drawn for CvS1.

Tactical Recovery Data:
-Standard Wakeup Time: 79 frames
-Delayed Wakeup Time: 94 frames
Vitality Points: 14800
Stun Points: 60

Victim: 
-Mummy: The Shadaloo symbol. If you strike the symbol 
for a tongue it has a light blue hand holding out a red orb 
with eyes. This is a Behelit from the Berserk Anime/Manga.
-Vampire: Female version of himself. Inspired by Natasha 
Zabigov from the Mobile Fighter G Gundam Anime, even 
has the same bullwhip.

Known players to use M. Bison:
-DarksydePhil (United States)
-Dr. B (United States)
-Jason Cole (United States)
-Poppu (France)
-Y.H.V.H (Japan)

Best Matchups: Rose, Anakaris
Worst Matchups: Karin, Leo

Command Normals:
Juggle Jump Strong: MP twice (only in air):
*Damage: 700 per hit
First introduced in ST, Bison does two MP's, one after
the other. Great for combo and corner setups, especially
his Mega Psycho Crusher right after.


Special Moves:
Psycho Crusher: Charge B, F + P:
*Damage: 1400 (LP)/1500 (MP/1600 (HP)
The move that made Bison famous ever since CE. Bison 
lunges to the opponent as he whirls around a wave of 
purple flame. The range of the move differs on which 
button you press. The LP version will go nearly 3/4 of the 
screen. The MP version goes full screen at a slightly 
higher rate than the LP version. The HP version goes full- 
screen going full force. This move is good for evading 
purposes, combo finishers or chip damage. The bad thing 
about it is that should the opponent block it, it can pass 
through the opponent and then Bison can get hit from the
tail of the move.

Double Knee Press: Charge B, F + K:
*Damage: 1000 (LK)/1200 (MK)/1400 (HK)
Also known as the "Scissors Kick". Another good move 
as an alternative to the Psycho Crusher. A very good 
move for footsies game if blocked and a great mid-range 
poke. Since it has almost zero recovery, you can start a 
simple mixup or tick-attack, or even do another one again. 
Similar to Psycho crusher, it's also another great finisher 
from a combo.

Head Press: Charge D, U + K then P in air:
*Damage: 1600
Also known as the "Head Stomp". An auto-target attack 
on where Bison simply stomps the opponent quickly. 
Since this attack comes out very fast, it's very good to 
attack projectile throwing characters but it can be easily 
countered so watch their anti-air. The second part of the
 motion enables Bison to follow-up the stomp as you can 
move him left or right and lock in an HP. The extra HP is 
high-priority and will beat out majority of incoming attacks.

Devil Reverse: Charge D, U + P then P in air:
*Damage: 1800
Also known as the "Psycho Fist". First introduced in ST, 
this move is nearly similar to the Head Press. This move 
enables bison to jump into the air until P is pressed. The 
second P triggers Bison to flip in the air and sail right down 
directly to the opponent for a punch. The punch is another 
high-priority attack and does more damage than the Head 
Stomp. Very good for tricky and crossup game. Also a  
safe attack if it's completely blocked.

Psycho Vanish: F, D, DF + P:
*Damage: 1183 (LP)/1549 (MP)/1899 (HK)
First introduced in CvS1 and the move in CvS2 when Bison 
does his Custom Combo known around the world as "Paint 
the Fence". Bison simply raises his fist filled with purple 
flames and simply winds it down fast. It has short range and 
is great to fade out incoming projectiles but must be used 
close as a surprise attack, most notably for chip damage, 
meter build-up and create some block stun.

Teleport:
-Close: F, D, DF + P/Kx2 
-Away: B, D, DB + P/Kx2 
First introuced in SFA1 as Bison teleports to a specific 
point of the screen. The P versions go on a short distance 
as the K version go on a long distance. The move maybe 
slighty faster than its CvS2 version but there is slight 
delay on startup and little recovery. Great to escape the
opponents corner games and good for behind surprise 
attacks.


Super Combos:
Mega Psycho Crusher: Charge B, F, B, F + P:
*Damage: 5600
The CvS2 version of the move. The fastest reaching super 
in the game bar none. Bison does an extended version of 
the Psycho Crusher. A very good move to punish an 
opponents missed  attack. Great to to fade out projectiles 
but timing can be crucial as if the projectile hits the tail of 
the super, it's considered a hit. Depending on distance, 
the hits and damage varies with 9 hits being the maximum. 
Just like it's CvS2 counterpart, it can be juggled after two 
juggled jumping MP's but is extremely hard to time. Same 
goes with his kick throw. Again, should this move be 
blocked, it'll go right the opponent which gets Bison 
getting a free hit from behind.

Knee Press Nightmare: Charge B, F, B, F + K:
*Damage: 5600
Also known as "Scissors Kick Nightmare". Inspired 
and introduced in SFEX+. The better of the two supers 
because it's safe on block and still gives Bison the 
advantage. If it hits fully, it'll do two Knee Presses 
then an additional five hits right after. If the move hits 
in the air or it's blocked, it'll only do the first four hits 
then not do the remaining five hit sequence. A good 
thing is that it has a great startup as it makes Bison 
invinciblity frames in the start which is great for close 
range wakeups and projectile punishers. A super which 
can be done in random and still can  give the chance to 
play mindgames with the opponent.


Pros and Cons:
(+): Faster teleport to which some may find useful.
(+): Solid normals all over the place as usual with beefed 
up standing kicks and Knee Presses.
(+): Mega Psycho Crusher is probably the fastest 
reaching super in the game.
(+): Devil Reverse is tricky game.
(+): Has the Psycho Vanish like in CvS2; great projectile 
stopper and meter builder. 
(+): Great agility, as equal as CvS2 version.
(+): Can stand up to huge and mid-size characters.
(+): Recovery Whore!
(+): Kicks and Fists can Kill!
(+): Knee Press Nightmare is extremely safe on block.
(?): Psycho Vanish has short range and can be used only 
as a surprise attack.
(-): Mega Psycho Crusher doesn't do much damage if done
 in most distances.
(-): Hitting the tail of the Psycho Crusher (Regular or Mega) 
results in a hit.


Early Impressions (studied by RenoROB):
The old Bison is back...and he's so dangerous; with quick 
meter,damaging combos and faster teleport you cannot 
get a better Bison other than say CE Bison. His neutral 
throw into combo in the corner gives a new flavor for 
Bison that he never had (exceptt in EX). 


Overall Impressions (studied by Psychochronic):
A mid-top tier in ST, think of him as as exact updated
version here and add in the Psycho Vanish, Bison Warp
and Mega Psycho Crusher here. Has a near transition
to his CvS2 version, with him sporting the ST system
drops down his gameplay and his fight perspectives.
A darkhorse here as he can stand up to any tier of
character yet hardly popular in high-level play. A
recommendation for the balanced player who can
try to beat out non-balanced characters.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Bison wins due to all-around abilites. Bison's agility can 
mess up Alex's air-game and his only response is Air 
Knee Grapple or an attack after a parry. Bison's ground-
game is fast due to his normals and damage properties 
which have the potential to stun Alex (his stun is the 
second highest in the game of 65). Bison clearly doesn't 
even need meter in this match as simple combos can simply 
do the trick. Alex's normals are the only effective in this 
match. His Powerbomb may have good range but his 
damage as it only does about 8% to Bison! Time your 
parries right or else you'll be suffering greatly. Bottom 
line is Bison can kill with or without meter and I would
recommended using a Super Combo to use would probably 
any of them for some good chip damage.Alex needs meter 
or he's dead so don't waste it upon EX moves and Hyper 
Bomb would be the only source of Super Art to dish out 
the damage. 

vs. Anakaris (studied by Psychochronic):
Favors Bison due to power and his insane fast recovery
time on his moves. Anakaris can do his Coffin Drop and
Royal Judgement spam in the air for keep-away game but
Bison can clearly rush through after he's blocked one of
those projectiles which leaves Anakaris open in the air
with the air-block thrown out the window due to Bison's
non-projectile moves, Anakaris clearly suffers from that.
One would think that his tri-jump chain-combo game can
work but that strategy can screw up easily due to Bison's
recovery time and agility. Moves such as Psycho Crusher,
Head Stomp and Devil Reverse kill Anakaris due to it's
power and the fact that it can't be air-blocked. Meter
favors Bison as whatever super can chase down badly.
Mega Psycho Crusher is punishment in this match.
Anakaris meter is better used for ES Royal Judgement,
ES Coffin Drop or ES Mummy Drop. It's too risky to do
something like Hole of Hell due to easy evasion and
two gauges, Bottom line is that Bison owns this match
with Anakaris being too slow to respond, Bison is just
way too fast here. 

vs. Chun-Li (studied by Jeron):
Favors Chun-Li fairly easy. Bison generally gets the 
shoto treatment from her, Fireball, whiff, whiff, if he jumps, 
crouching FK. Mix him up when he's on the ground. Repeat. 
Her Kikou-Shou chips like hell which is really good against 
not just Bison but everyone with the exception of Red Earth. 
Just block scissors (or parry if your reaction is good) and 
don't try to out prioritize him. Chun-Li also has one of the
fastest grab frames in the game so random dash throws 
are good with her.

vs. Demitri (studied by Shine):
Bison seems to have a hard time against Demitri. His 
vertical DP (Chaos Flare) makes it so that you can't jump 
over and fake him out as easily as the normal "forward 
moving" dragon punches like Ryu's. It hits Head Press 
and you can even ES Chaos Flare if you are awake 
enough. Also, Bison in general seems to have major 
problems if you knock him down because he doesn't 
have a dependable reversal on get up. Demitri's jump-
in chains can put repeated pressure on Bison as they 
will hit out of both Psycho Crusher and Knee Press 
and the supers won't hit for damage.

vs. Felicia (studied by Psychochronic):
The tables can turn at anytime in this rarity of a match. 
Bison has the top pokes and the agility. All he has do to 
is punch and kick until Felicia is stunned then pull out a 
meaty combo for some big damage. Bison doesn't even 
need meter for this match. Felicia on the other hand has 
the agility (not as great as Bison's), the poke range, 
ground speed and chain-combos. Her Delta Kick Guard 
Crush can be useful on after attacks like the Head Press, 
Devil Reverse and Psycho Crusher. Her crouching FP is 
a great anti-air in case Bison tries to do a jump-in and her 
speed on ground level is ready to do a chain-combo. Meter 
is important remember so after the sweep of the final hit of 
the chain, charge your meter; it can be good for a Dancing 
Flash when Bison lands or if you're in close, an ES Hellcat 
which is great for a tick-throw. Some would say Bison to 
win and others would say Felicia but my final decision is 
that these under-rated characters would battle to an 
undetermined outcome.  

vs. Guile (studied by Psychochronic):
Favors Guile in this one. Think of this as an updated 
CvS1/ST match with more moves and less speed. 
Remember to keep charge buffering as Sonic Booms 
keep Bison back and Flash Kick is great for anti-air, 
even if Bison goes a bit too far of the jump and hits 
Guile's head doing the move, it still gives the full 
damage! Try to crossup when you have the chance 
and use crouching MK to keep Bison away when he 
comes closer. What Bison can do when he gets closer 
is repeatedly poke for pressure game and Knee Presses 
for some chip damage. Time the Head Press' and Devil 
Reverses or it's an anti-air to your face. Bottom line is 
Guile wins this due to favorable attacks and also the 
range of his normals.

vs. Guy (studied by Psychochronic):
Favors Bison due to eay rushdown. Bison's power and
meter build clearly can rush Guy down very greatly.
Both have the speed and agility to play a keep-away
game. Bison can do a simple charge move in case Guy
does a Hayagake attempt to punish him down good.
Sweeps are good too for distance and pressure game.
Bison can also rule the air due to Head Stomps and
Devil Reverses so make notes of that. Bushin Flips and
Bushin Senpuu Kyaku's can stop it but the timing is very 
risky as Guy or both can get hit with their attacks. The
bottom line here is that Guy's defensive properties can't 
fare with Bison's offensive properties. Yes, they both 
have easy meter, agility, keep-away and evasion game 
equally but all-in-all, Bison rules this matchup here.

vs. Hauzer (studied by Psychochronic):
Favors Hauzer due to the Red Earth system but Bison
has a lot of chances for taking it; a near 50-50 on any
side. Ultimate Guard kills any type of Bison offense
greatly (even supers!) which is the factorial of Bison's
game. Both evenly match on defense but Bison goes
for speed, power and easy meter. Hauzer's gems are 
completely a threat because it can heal his vital, boost
his power and do a higher levelled Mystic Break. Bison 
can't air-block as Hauzer has passable anti-airs (Tempest
Fall and Gust Flame) take out Bison's jump-in's badly.
Bison can still hold it due to his properties and moves
but this match is another example on why SFII's get 
outnumbered due to the oppositions sub-systems.

vs. Hydron (studied by Psychochronic):
Favors Bison due to excelled balance and fast meter
but Hydron can stand due to the Red Earth system.
A reversal of Hauzer vs. Bison, Bison takes it mostly
due to the fact that Hydron can get rushed down for 
free by most of the roster and Ultimate Guard must be 
timed critically for preperation for an Ultimate Counter. 
Bison can simply jump over the old standard Tadpole 
Spawn and Tornado Mist spam game, Bison can't air-
block thugh but the timing of the full jump-over is over 
accurate, ready to strike Hydron. Hydron's only good 
anti-air can be Hydro Spin or any Mystic Break (costs 
meter). Venom Funnel isn't reliable enough so time that 
right. A random Chiller's Attack may be tentative for
eithers wakeup. For Bison, time your supers right and
excelling offense and defense is a great strategy. For 
Hydron, levelling up is important and defense is a 
major factor. Time your Mystic Breaks and Ultimate
Guards right.

vs. Ingrid (studied by Psychochronic):
A good footsie game but Ingrid takes this one. Ingrid 
can use Sunshots to take out Bison's mid and air game 
and also to keep him away in case of attacks like Knee 
Press for instance. Bison can use his nomrals as his are 
stronger than Ingrid's (except for FP!). Ingrid can use 
her slide to get closer and jumping FP which is a great 
crossup. Using Sunupper or Sunlower is very good for 
defensive purposes but if not timed correctly, Bison 
takes the advantage of the open attack. Sunburst is 
pretty much the only good super to slowly chip out 
Bison. Bison can use short Knee Presses to keep his
distance and watch out for supers because Ingrid can 
counter or use Sunupper and avoid them easily. One 
of Ingrid's best matches.

vs. Jedah (studied by DarksydePhil):
Bison owns this matchup raw. If Jedah tries to jump back/
hover and throw blades all day, Bison's jump arc is big 
enough to just walk forward, jump and FK. This does 
massive damage to Jedah and beats both the blade and 
Jedah's anti-air moves. Bison can also cross up Jedah all 
day and keep him blocking with jabs/shorts into scissors. 
Bison's standing FK beats a lot of Jedah's ground attacks. 
If Jedah is too close/far for a jumping FK to hit him, do a FP 
psycho crusher instead to hit him on the way down from a 
blade when he can't block. All you really need to win this 
match is jumping FK: If Jedah can't keep you away and 
chip you, he's not effective at all. By the way, if you find 
yourself getting trapped, just teleport out of the corner to 
safety. If you happen to get a sizeable lead, you can 
actually just sit and do nothing, because nothing Jedah 
does offensively can really hurt Bison if he just blocks or 
uses jumping FK to stop blades. The bottom line is Bison 
owns Jedah since he controls the air, which is where Jedah 
needs to be to run away and play effectively. Bison also 
stands a chance on the ground, but if Jedah is bothering 
you, just block and then wait for him to jump for some 
more free damage.

vs. Karin (studied by Psychochronic):
Favors Karin due to footsies, moves and mobility. In this
one, any of Karin's Yasha's can counteract Bison's normals 
specials and supers. Bison is not safe when Psycho Crusher 
is blocked because Karin can easily do a standing HK. For 
meter, it goes to Karin because using at 100% can be risky
but it can do at least 40% damage when a custom at 50%
is fully executed. Don't forget Karin's standard whiff-wfiff-
throw game. Bison's only response is the air because of few
of his moves. Bison's defense is a bit higher than Karin's,
but offensive is probably equal. Karin favors in super meter, 
moves, mobility and normals. Favors Karin with a high margin.

vs. Kenji (studied by DarksydePhil):
Undetermined outcome but a very strong match. Kenji's 
strategy of throwing daggers, using standing FP to keep 
away on the ground and the jumping air chain in the air, 
seem to be effective. However, Bison can jump up and RH 
on reaction and it seems to beat the jumping chain if timed 
right, or get beaten clean in other instances. Also, Bison 
can cross up Kenji repeatedly and make him block scissors, 
and Kenji really can't do anything afterward that won't lead 
into Bison either crossing up again or using jumping RH 
for random results. Bison has to stay on the offensive in 
this match to win, but Kenji is able to keep him away a lot 
of the time.

vs. Leo (studied by Psychochronic):
Favors Leo due to rushdown via poke-range and the Red
Earth system. Nearly any hard normal Leo can do, clearly 
affects Bison's game; especially in the air. The pokes can
hit out the Psycho Crusher, Double Knee Press and the
incoming jump attacks (Devil Reverse and Head Stomp).
Leo can just do his poke-poke-tick Gaia Driver then an
easy follow-up attack. Bison's attacks have stun potential
but getting to Leo closer will be harder due to the long 
poke-range. Both can make easy meter and specials are
favored to Leo. Red Earth has good defensive so it's very
recommended to do Knee Press Nightmare. Mega Psycho
Crusher can be Ultimate Guarded and it's about 26 taps in.
Gigas Driver can do hefty damage and Hercules Rush can
do cheap chip damage. Level up is also very effective.
Leo wins this due to his sub-systems and this is a match
which is a shear example of why Red Earth owns SFII
characters. One of Bison's worst matches.

vs. Rose (studied by Psychochronic):
Bison owns this matchup due to power. Any attempt of
air-blocking Rose does is thrown out the window because
air-blockers can only block projectiles, not normals and that's
something Bison can take advantage of. Rose has the easy
meter as she can just Alpha Counter any attack coming to
her (even the first hit of Mega Psycho Crusher will count).
Rose must time her Soul Throw and Soul Spark which can
be her anti-airs after Bison does a jump-in, Head Stomp or
a Devil Reverse. Bison has the strongest meter as his supers
can dish out a lot of big damage too. In conclusion, Bison's
abilities own Rose but can she can stand up if her Customs
and Alpha Counters to combos are timed right.

vs. Ryu (studied by Psychochronic):
Favors Ryu due to his moves and fast meter. For Ryu, quick
Hadokens give the pressure and the easy build, Shoryukens 
beats the Head Stomp and is a great anti-air. Priority for his
Tatsumaki Senpuu-Kyaku is garbage as he's open to get hit. 
For Bison, Psycho Crusher is a good anti-air but not safe if 
blocked as he's open to get hit. Double Knee Presses give
the pressure and easy build too. Psycho Vanish wipes out
Ryu's Hadokens and is great for surprise and chip damage 
and Devil Reverse is good for tricky and crossup game but 
beware of the Shoryuken. Meter wise, Ryu must time any of
his supers or he becomes open. Bison's can do chip damage
but he is not safe on block after Mega Psycho Crusher. Knee 
Press Nightmare is good for wakeups and surprise attacks.
In conclusion, Ryu wins this due to his abilities and the fact
that Bison's leave him more open leaving for Ryu to strike.
Ryu gets pressured if Bison has the meter filled up so in
that case, in can be anybody's ball game yet the ball is in
Ryu's court.

vs. Sakura (studied by Psychochronic):
Favors Bison due to power. Everyone knows that fireballs
and footsies lock Bison down, but this match is a clear
exception. Fireballs can give Bison the opportunity for
a jump-in or an incoming move such as Head Press or
Devil Reverse. Yes, Sakura builds meter well to this but 
Bison's jump-in can be a 50-50 threat so be prepared. Now,
about footsies, Sakura has little. She is toned way down
compared to her CvS2 counterpart (no rollcancel) and she
has lot speed greatly making her so slow but easy to get in.
Bison's simple combos can clearly dish out the work easily.
Sakura's "Sho-Sho"Sho" Custom is half-effective as it can
do good chip damage but it's kinda ineffective on the low
point because there is no guard bar in this game. For Bison,
any Super is effective in a creative point. Mega Psycho
Crusher after a jumping MP and Knee Press Nightmare
for randoms, foosties or wakeups. Sakura has an Alpha
Counter so watch out. Bison wins this due to power,
mobility and easy meter. Sakura is toned-down which
is why her odds of winning this match is, well, okay.

vs. Urien (studied by DarksydePhil):
Urien's crouching short and medium kick beat ALL of 
Bison's pokes both range and priority-wise, including 
standing RH. Urien can win this fight extremely easily 
by just using basic zoning tactics, and jumping back a 
lot; Urien's jumping RH beats both the scissors and the 
psycho crusher. Urien is also very hard to cross up with 
Bison because he can either walk under Bison's jump, or 
do a crouching HP to either trade with or actually beat 
Bison's jumping medium kick, which will lead to a combo 
for big damage. When Bison does land a few hits, 
unfortunately he barely does any damage. Bison's only 
real chance here is to do a few zoned scissors/jab psycho 
crusher for a little bit of chip, but then he really can't do 
anything to follow it up because Urien can just do a 
crouching kick and beat anything Bison can throw out. 
Bison CAN actually beat Urien's jumping attacks with an 
anti-air crouching FP or standing MP, but the fact of the 
matter is that Urien doesn't exactly have to jump around 
much. Bison can try to do zoned RH sweep on reaction 
when he sees Urien go for a fireball, but this will result in 
a trade that Bison will come up the damage winner on. 
One advantage Bison has in this match is that 1. he can't 
get cornered because of his teleport and 2. he's not 
bothered by fireballs because of his Teleport. But if Urien 
throws a high fireball and you're in the air, chances are 
you're going to eat it. For air-to-air Bison can usually beat 
Urien, but remember that most Urien's aren't going to press 
anything but instead wait for you to attack and then parry. 
In fact, thats the real reason that Bison loses this match: 
most of his moves, especially psycho crusher, are only a 
few hits and very easy to parry. And if Urien parries, he's 
either going to get you up for a combo, or throw you for 
decent damage. One other advantage Bison has is his 
ability to block Urien's kneedrop and counter with a 
psycho crusher, but let's face it, Urien shouldn't be 
spamming kneedrops anyway. Instead, he should be 
spamming short and medium flavor shoulder tackles, 
which Bison really can't do jack about after blocking. 

vs. Yun (studied by Psychochronic):
Favors Bison due to power on most hand. One would 
say Yun could take it, but the answer is no. Yun has 
low weak damage properties and his defense is lowered 
compared to the others of the 3S cast. The only thing 
he can do to get away is Super Jump and Parry, even 
though Bison's normals are powerful. Bison also has
fast meter comparing to Yun, what's he gonna use it
on? Don't waste it on EX Moves or Sourai-Rengeki.
Only viable way is You-Hou or for your partner. Yun 
may equal (maybe a bit less) Bison on speed, agility 
and ground-game (a bit of it) but Bison's attacks is 
what kills. Can go either way at most but Bison's
chance to win are at a very big percentile.

vs. Zangief (studied by Psychochronic/Cam347/
Skankin Garbage):
Splits right down the middle if you ask me. For Bison, 
don't spam the LK trick and limit your slide sweeps, 
remember that Spinning Pile Driver is deadly! An 
occasional teleport is useful for defensive purposes 
mostly and jump-in ticks are a big no-no! Standing HK 
is the best poke so use that to your advantage. 
Remember the renda-kara cancelling. After 2 LP/LK from 
the same position you cannot cancel, so stick to 
crouching LP, crouching LK, crouching LP x2. Standing 
LP will get you in trouble if the timings off. For Zangief, 
don't jump-in crossup HK on wakeup, do the Tactical 
Recovery, Zangief will get up slower and Spinning Pile 
Driver, even if he's in the corner don't do it. The Tactical 
Recovery can be quite tricky you know. Zangief's Lariat's 
shuts down most of Bison's ground game, not to mention 
his Spinning Pile Drivers too. That INCLUDES Psycho 
Crushers and Knee Presses by the way. Beware the meter 
because Aerial Russian Slam is a good anti-air, so no Head 
Presses and Devil Reverses! My conclusion is both and 
dish out evenly and can go either way.


Ending:
Bison is at the Hidden Shrine in an unknown location as 
he fights Gill. With a bright light exploding in the match, 
Gill is defeated as Sagat, Balrog and Vega are watching as 
The Dolls (Enero, Fevrier, Marz, Aprile, Satsuki, Juni, Juli, 
Santamu, Xiayu, Jianyu, Noemblu, Decapre) are surrounding 
the Grand Masters in salute. As they leave in the Shadoloo 
jet without notice, Gill does a resurrection and looks up at 
the sky with the jet leaving. This is a reference in the 3S 
storyline on how Akuma does a Shun-Goku-Satsu on Gill 
and him not being fully defeated.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
9) Alex:

Place of Birth: New York
Family: Tom (Father's friend) and Patricia (Father's friend's 
daughter)

A boiling young street fighter whose forged body draws 
out combat instinct. Welling up with concentration of 
"What's a fighting style?" poking and moving him, he 
proceeds to battle.

First Appearance: 
Street Fighter III: New Generation

Beneficial Changes:
-Only has the intro where he stretches then screams 
while he rips off his t-shirt.
-Win pose is altered when he grabs his sweatband and 
says "Weak", there is no wind effect like in 3S.
-Stance seems slower.

Quick Standing Invulnerability Data: 42 frames total; 
invincible for the first 34 frames
Dashing:
-Forward: 23 frames
-Backward: 28 frames
Vitality Points: 15400
Stun Points: 65

Victim:
-Mummy: Looks like a Keebler elf.
-Vampire 1: Female version of Alex.
-Vampire 2: Patricia from SFIII, the daughter of Alex's 
friend Tom.

Known players to use Alex:
-Kytos (France)
-Nao. (Japan)

Best Matchups: Felicia, Yun
Worst Matchups: Kenji, Karin

Command Normals:
Chop: F + MP:
*Damage: 1300
Alex does a quick overhead chop to the opponent.
Very fast but does somewhat little damage for a
command normal.

Lariat: F + HP:
*Damage: 1700
Alex swings his hand to the opponent while he swings 
his clinched fist. A somewhat 50-50 for an anti-air and 
good does good damage up close.

Headbutt/Sleeper Hold: B + HP:
*Damage: 2000 (Headbutt)/2464 (Sleeper Hold)
A command throw to which Alex catches the opponent
he does a Headbutt. Does good damage and has stun
potential. If the opponent is turned back while Alex does 
that command, he does a back choke hold instead which
does diddly damage.

Flying Cross Chop: DF + HP (only in air):
*Damage: 1500
Also known as "Air Dive", Alex dives to the ground from 
the air to the opponent. Somewhat different from the 3S 
version, Alex remains in that animation until he lands on 
ground which has him having very slow recovery right after.


Special Moves:
Flash Chop: QCF + P:
*Damage: 1200 (LP)/1300 (MP)/1400 (HP)/1800 (EX)
Alex swipes his hand in a backhand form. The LP and 
EX version can be comboed after a few normals for solid 
damage. The HP version spins the opponent around for 
a split-second amount of time, making it useful to startup 
a combo or Super Cancel for massive damage.

Powerbomb: HCB + P:
*Damage: 2000 (LP)/2200 (MP)/2400 (HP)
A damaging command throw with a good range and fast 
timing. Great for tick-throws and to block an opponent's 
block-state. It can also be comboed after an HP Flash 
Chop, resulting in Alex doing a release German Suplex.

Head Stomp: Charge D, U + K:
*Damage: 1800/2000 (EX)
Also known as "Air Stampede". Alex jumps into the air 
and comes smashing down with a double boot stomp 
which is effective for crossups as it can be confusing 
to block. The HK and EX version can go near 3/4 of the 
screen, making it useful to punish projectiles fast, but
timing must be done quite early.

Dashing Elbow: Charge B, F + K:
*Damage: 1400/2000 (EX)
Also known as "Slash Elbow". Alex dashes towards 
the opponent with an upper leveraged standing MP. 
Though it's not fast as it was in 3S due to slow ends, 
it kinda gets beaten early as it's going more forward 
towards the opponent. The EX version goes much 
faster, does two hits and does a pounce which is 
great to confuse opponents mid-range.

Air Knee Grapple: F, D, DF + K:
*Damage: 2100
Also known as "Air Knee Smash". Alex glides into 
the air and tries to catch the opponent, slamming them 
directly to the ground under his LK animation. It's a 
great anti-air which must be done very early before the 
opponent attacks. The bad things are is that it can be 
air-blocked and it has no invulnerability, making the 
move more difficult to use. The EX version does the 
same version as the regular versions except that it 
carries a small window of lower body invulnerability.


Super Arts:
Hyper Bomb: 360 + P:
*Damage: 5400
Alex's Super Art I in 3S. Alex grabs the opponent and 
does two German Suplexes and finishing off with a 
Powerbomb. It has a slow startup period, making the 
opponent react quickly to avoid once the animation 
fully locks in. It has invulnerability on startup, making 
it useful on wakeup. It can also be comboed after an 
HP Flash Chop, resulting in Alex doing seven 
consecutive  German Suplexes for insane damage.

Boomerang Raid: QCFx2 + P:
*Damage: 5000
Alex's Super Art II in 3S. Alex does an HP with a Flash 
Chop twice then finishes off with a grapple; Front is a 
Powerbomb while the back is a release German Suplex. 
Another super which has invulnerability on startup but 
once blocked, nothing gets affected after, not even the 
final grapple won't grap the opponent.

Stun Gun Headbutt: QCBx2 + P:
*Damage: 3600
Alex's Super Art III in 3S. Alex goes towards the
opponent on his jumping LP animation and when it  
lands, Alex nails 4 Headbutts in a row resulting in an 
automatic stun, ready for Alex to strike out more. It's 
an unblockable but very easy to avoid just by jumping
a direction.


Pros and Cons:
(+): Faster than his 3S version.
(+): FP Flash Chop --> MP Stun Gun Head Butt --> FP 
Flash Chop --> Hyper Bomb is the deadliest combo in 
the game, it can do 70-90% depending on character
(It also can do 99%!).
(+): Headbutt can touch, even in air.
(+): Headbutt can also hit crouching characters.
(+): Good and fast normals.
(+): You can still combo jumping HK to b.HP.
(+): Standing HK works as anti-air, comes faster and 
has great priority.
(+): Powerbomb has more range.
(+): Hyper Bomb more useful.
(+): The second highest stun (65).
(+): Most powerful regular throw in the game.
(+): More rangeful Head Stomp. Also can crossup when 
timed right.
(?): You can only now combo a LP Power Bomb from 
an HP Flash Chop at point blank. (Only in the XBOX 
version, forget about this point if playing the PS2 or 
Arcade version but it really doesn't affect anything 
great.)
(?): Doesn't have the Spiral DDT like in 3S. 
(-): Alex's taunt does not increase his power like in 3S.
(-): Hyper Bomb has a somewhat slow startup period. 
It's just slow enough so that the opponent can jump on 
reaction to the super start up flash which is not good 
for the Alex user.
(-): Lariat no longer moves forward as in 3S.
(-): MP and close MK have tighter cancelling windows 
now which is obviously bad.
(-): Extremely pathetic Air Dive.
(-): Crouching FP doesn't move forward as much, and you 
can't land a Rising Knee when one hit whiffs anymore.
(-): Crouching FK has something wrong with it, I don't 
know what. Just feels different.
(-): Stun Gun Headbutt will not re-dizzy.
(-): Stun Gun Headbutt is so slow!
(-): Head Stomp comes a bit slower and has less recovery 
time.
(-): Headbutt can be parried.
(-): Doing a follow-up after an Air Dive doesn't work. (Can 
be done in 3S.)
(-): His Dashing Elbow is too slow! 
(-): His Dashing Elbow to Stun Gun Head Butt unblockable 
doesn't work.
(-): Boomerang Raid doesn't grap if opponent blocks the 
4 hits. His hands just go through the opponent.
(-): Air Knee Grapple now is angled vertically and is very 
hard to catch standing opponents with (Hauzer doesn't 
count).
(-): Air Knee Grapple can also be air-blocked and parried.


Early Impressions (studied by RenoROB):
Just barely above Zangief, why? Cause he can move (OMG, 
now that 3S characters have been speeded-up), he hauls ass 
and watch out for his Powerbomb, incredible range, what also 
makes him better than Zangief is that he can handle the top-
tier a lot better than Zangief can, along with his damage and 
his multiple supers, Alex is definitely upper mid-tier - lower 
top-tier.


Overall Impressions (studied by Psychochronic):
A low-mid tier in 3S becomes a powerhouse in CFE. Yes
he has a lot of tweaks like his animation which is pretty
much a 50/50. Maybe a bit faster on the ground and the
air due to the tweaks and is quite powerful with his pokes 
and movelist but has excessively low potential. Let's see;
a tweaked Air Dive and Dashing Elbow, slow Stun Gun
and Head Stomp but a fast Powerbomb, Flash Chop and 
good stun points. Don't know why he's the lowest used 
of them all in tournaments, what's up with that? If any 3S 
Alex regular knows, then it's a sheer fact with those tweaks, 
he wouldn't last long in the match. It's like a questionable
version if he was put in CvS2.


Various Character Matchups:
vs. Anakaris (studied by Psychochronic):
Favors Anakaris due to the rushdown. Anakaris must keep 
his distance because if he goes up close, he'll suffer from a 
poke that's as damaging as Chun-Li's, Power Bomb or Flash
Chop. Triangle-jump chains own Alex to the extent that if
he's cornered, Alex loses the match. Alex's Air Knee Grapple 
is maybe his good anti-air is Anakaris doesn't block as his
Dashing Elbow being okay for a rushing attack. Anakaris'
has crouching FP for his anti-air, Royal Judgement and
Coffin Drop for keep-away game and Mummy Drop for
corner game other than chain-combos. For meter, Hyper
Bomb dishes it out greatly and Boomerang Raid is great
on distance and random siutations with both Super Arts
doing big damage. Anakaris builds his meter fast due to
his chains and normals, ES Coffin Drop for corner game,
Hole of Hell is also passable and ES Royal Judgement
for keep-away game. ES Cobra Blow is also good for
ending a combo. Bottom line is that Anakaris wins this
due to his chains and abilities but if he gets too close,
Alex can lock in a command grab which can become a
difference maker due to his high offense dealing to
Anakaris' low defense.

vs. Chun-Li (studied by Psychochronic):
Undetermined outcome in the match as both have the
near-equal properties in someway. Alex's normals
have short-range and Chun-Li's have long range
with Alex's having slightly more power, same with
their defensive properties as Alex has higher defense
and higher stun points. The thing that favors Chun-Li
is her agility, poke-range and easy meter. For anti-airs,
Alex has Air Knee Grapple and Chun-Li has Spinning
Bird Kick and if timed right, an LP Kikoken. Chun-Li's
b. FP is always good on close range and Hazan Shu
or Kikoken is good for footsies and mid-screen game.
Alex's Power Bomb is good for close-range and Flash
Chop is an alternative. Dashing Elbow is good for 
surprise attacks. For meters, both build ups are good
with Chun-Li having more chances to get that gauge.
Kikou-Shou is the only super that good and can chip
damage other than Hoyoku-Sen that does diddly and
leaves her open. Alex's Hyper Bomb is good for close-
range and wakeups and Boomerang Raid is an option
with him being open if blocked. Stun Gun Head Butt
must be timed right or it's a waste of meter and time.
Bottom line is that both characters have their moves
which are nearly equal and their characteristics are
the same due to their properties. It can go 50-50.

vs. Demitri (studied by Psychochronic):
Favors Alex due to power with Demitri playing a keep-
away game here. Alex is too powerful in this match and
doing a normal dishes it out. Demitri's chains nearly do
little damage due to Alex's okay defense and with Alex
being able to parry, he can react with a meaty normal
right after that. Close moves like Flash Chop and Power 
Bomb dish it out nicely. Air Knee Grapple is a good
anti-air unless it gets air-blocked or Demitri uses Bat
Spin to take it out at least. Chaos Flare can be easily
parried, Demon Cradle is a good anti-air and his chains
may do little but gives him fast meter build due to that.
Alex's meter is built up through parrying and attacks.
His normals dish it out and his Super Arts bring out
more in the match. Hyper Bomb for jump-ins, random
or wakeup game is good and Boomerang Raid for far-
distance game. Demitri has surprise game as moves
such as ES Chaos Flare, ES Demon Cradle, Midnight
Pressure and Midnight Bliss dishes it out good after
a teleport dash. Bottom line is that Alex's strength
clearly dominated Demitri's defense and he's good
to play a keep-away surprise game due to his tactics
and abilities.

vs. Felicia (studied by Psychochronic):
Favors Alex due to power. Damage wise, any one of 
Alex's attacks has the needs ready to put in an early 
win. Felicia has to rely on chain-combos no matter
what and her attacks are fairly weak. In comparision 
to stun, Alex wins because of the damage wise plus
his stun is 65, Felicia's is 55. In meters, Alex's supers 
can take out a hefty load. Hyper Bomb can take out 
as much as 55%. Felicia's can do as much as 25%...
maybe even less I guess. Alex has the fastest way
to build. Defense...self-explanatory...Felicia has the
weakest defense in the game and due to that in order
to even hang, she has to play defense no matter what.
Getting into Alex is risky because of his power and
that's why this match favors Alex.

vs. Guile (studied by Psychochronic):
Guile wins this due to power and easy meter. If you ever
heard the point where people said "Guile is strong but
facing 3S people, he'll have to get defensive". it's actually
a true fact. How Guile takes it is using his standard keep-
away game because Alex can parry. Crouching MK's and
slower Sonic Booms stall out Alex then Guile can jump-in 
using a jumping normal. Guile builds fast meter, so a simple
crouching LK to Total Wipeout is a viable answer. Alex
has to deal the near same properties as he's fighting Bison.
Parrying is important because of the slow Sonic Booms,
so no random jumping strikes. Hyper Bomb is useful so
do that up close if you can. Bottom line is that Guile is too 
quick and powerful to match Alex. Alex has chances but
is considered a mid-heavy character in this match.

vs. Guy (studied by Psychochronic):
Favors Alex due to power but his chances of rushdown
is pretty low which can go to Guy due to his speed,
agility, fast meter and rushdown. Guy has the speedy
corner game to pressure Alex with him having a hard
time to act for parrying. Alex has to be up close to make
some damage and his pokes and Power Bomb clearly
make a point of it. Due to Guy's fast poking game, he
builds meter faster than Alex's. Hayagake's can be a
risk if Alex reacts fast to such an attack as a poke or
a Dashing Elbow. Alex's meter is powerful and Hyper
Bomb kills out nearly half-life and Guy's meter must
be used for customs activated over 60% or supers
to stand up to it. Bottom line is that Alex has his
pokes and meter which is powerful and Guy can
hold it down due to speed and agility. My end
say that it's 50-50. 

vs. Hauzer (studied by Psychochronic):
Favors Hauzer due to long-range pokes and the Red Earth
system. Hauzer has good defense as you already know so
now, Alex has to work a little extra harder in order to stun
Hauzer good in order to do aa good rushdown job. Alex 
can't fare in Hauzer and must parry every chance it comes
due to the quickness to his long-ranged pokes. FK's is the
clear factor here, crouching LK also and some may even
say FP's can be said as a long-range poke. Hauzer also
has the fast meter here as those pokes and also Deluge
Assualt for chip damage and Tempest Fall for anti-air
brings in the gems. Alex's anti-air (not even as it can hit
Hauzer standing) is Air Knee Grapple but that can be air-
blocked which is a negative. Hauzer has the levelling up
and his Mystic Breaks must be parried (especially the
Gust Flame while in the air) or else Alex loses this one.
One of Alex's worst matches, Hauzer wins this due to
Red Earth system, defensive properties and long-range 
pokes.

vs. Hydron (studied by Psychochronic):
Favors Alex due to Power and Parries. Hydron here has
his regularities of spamming Tornado Mists and Tadpole
Spawns as usual. Alex can clearly parry those projectiles
and attack after or use Head Stomp get in closer, but that's
a risky situation. Alex's normals do great damage and have 
the potential to stun so that's a note there. Hydron's pokes
are terrible and insanely weak here and remember Alex's
stun points is 65, not 60 which make it more harder to big
out more in the match. Don't forget that Air Knee Grapple
beats the Hydro Spin easily! Don't rely or mess up your 
Ultimate Guard too because Alex can clearly do a Power 
Bomb which is also a negative on Hydron's side. For meter, 
Hydron must level up badly as I say, a very mandatory 
situation. Strangling Spark is good when Alex does a 
jump-in...what else? Lightning Mast is also useful on 
wakeup. Alex on meter...simple, save it up and lock-in
the Hyper Bomb when up close; don't waste it on EX 
moves. Alex wins this hands down.

vs. Ingrid (studied by Psychochronic):
Undetermined outcome on the match. Ingrid can simply 
play a distance game by FP's and Sunshots to keep away 
from Alex, Sunrize is maybe her only good anti-air but yet 
Alex can parry so it can be useful work wakeup games. 
Alex's sweep seems tobe the only good distanceful attack 
that's fast so keep that in mind in case Ingrid tries to start 
a fireball war. Both have nearly exact throw properties so 
that kinda matches out. Meter is a big factor to both sides; 
Ingrid's Sunburst can take out at max 17% and Alex's 
Hyper Bomb can take out as 55% which is some major 
damage. Ingrid may have the speed and projectile but 
Alex has the damage properties as his normals are good 
and especially Hyper Bomb and the fact he can parry, 
even going on the offensive. It can go any side but I say 
that the finalization of  the outcome is undetermined.

vs. Jedah (studied by Psychochronic):
Favors Jedah and just like every other 3S character, Alex
can stand up in this one. Alex has some weak jump-ins
and slow meter but has the pokes, power, parrying and 
defense in return. Jedah has the chains, counters, stalled 
projectile, speed, mobility and unblockable to bring it in 
the battle but has weak defense. Jedah can do the classic
standard Dio-Cega game then dash right in for a chain
attempt. It has to be timed right or else Alex can use his
Air Knee Grapple which is a good anti-air. For Jedah,
try to go on both air and ground as Alex's Powerbomb,
Hyper Bomb and Dashing Elbow brings out the pain.
ES Dio-Cega's for chip damage, Nero-Fatica can be okay
for an anti-air. You can make the arguement that Alex is 
a mid-heavy character here and that is effective and use
Prova-Dei-Cervo for corner and trap game. Jedah kills
Alex here but Alex can stand up and will lose slowly
due to his excelled properties to hold it.

vs. Karin (studied by Psychochronic):
Favors Karin due to the rushdown but Alex's properties
can stand up in the match. Simple whiff-whiff game for
Karin and don't forget the sweep too but watch out as
Alex can parry so keep your eyes out, even though her
poke properties are very quick and fast. The old standard
Karin game builds her meter right and the Guren setups
deliver the damage good. Alex has the pokes and they
do more damage than Karin's and they have some stun 
potential. Alex's stun is 65 compared to Karin's which is
60. Crouching FP for Karin is a good anti-air in case Alex
does a jump-in. Alex can use Air Knee Grapple for his
anti-air but that can be air-blocked. Head Stomp is good
for wakeup, surprise, desperation, random or reach-in
game. Fast meter favors Karin due to the pokes as Alex
must do the same and parrying too. Mobility can go
either way. Karin can't dash and Alex can which can
setup for a Powerbomb. Strong meter can also go either 
way. Karin has her easy Customs and Alex has his Super
Arts to which can bring out the pain, specifically Hyper
Bomb. Alex has the power from the meter and the dash
but Karin has her Customs, her meter and her fast normals
which is why this match favors Karin but Alex having a
chance to take the win from her.

vs. Kenji (studied by Psychochronic):
Can go either way. What Kenji can do is throw Ichimonji's
and his any FP form to keep-away due to Alex's normals
having good power. Alex can parry the normals which
is a threat to Kenji's gameplan and also the damage of
his throws (normal, special or super) which can dish out.
Don't forget Boomerang Raid or Hyper Bomb, don't use
meter for EX moves, it's a waste of meter and time. Kenji 
can build meter so the only thing viable is to knockdown 
Alex then Kagerou cancel like hell to build meter. Using
Gems for levelling up is important and any of  Kenji's 3
Mystic Break's is good to keep-away (Ichimonji = Chip 
damage, Bakuryusho = Anti-air, Enmazuki = Close range). 
Favors any side because Alex has power, mobility, quick
small jump-ins and parrying but must play offensive. 
Kenji has speed, poke-range, easy meter and defensive 
game.

vs. Leo (studied by Psychochronic):
Can go either way. Leo has the long-range pokes but Alex's 
pokes has the power. Standing HP is as equal as a Chronos
Rush. Both can pressure each other with their pokes but
Alex can parry which is not good if Leo is up close. Power
Bomb and Gaia Driver nearly trade off, Alex's Dashing Elbow
is good for surprise attacks as Leo's Mars Slash is good for 
anti-air. Alex's Head Stomp is good for wakeups and some
attempts for crossups. Leo's Hercules Rush is good for chip
damage. Leo's meter must level up to increase his poking
power and Gigas Driver is good for tick-throws and it brings
it to the table eliminating nearly 40%. Alex's Hyper Bomb
backs it up taking out 35% and his meter build is good here.
Bottom line is that due to their tactics and abilities, it can
go either way. Strong pokes with short-range vs. Weak 
pokes with long-range.

vs. M. Bison (studied by Psychochronic):
Bison wins due to all-around abilites. Bison's agility can 
mess up Alex's air-game and his only response is Air 
Knee Grapple or an attack after a parry. Bison's ground-
game is fast due to his normals and damage properties 
which have the potential to stun Alex (his stun is the 
second highest in the game of 65). Bison clearly doesn't 
even need meter in this match as simple combos can simply 
do the trick. Alex's normals are the only effective in this 
match. His Powerbomb may have good range but his 
damage as it only does about 8% to Bison! Time your 
parries right or else you'll be suffering greatly. Bottom 
line is Bison can kill with or without meter and I would
recommended using a Super Combo to use would probably 
any of them for some good chip damage.Alex needs meter 
or he's dead so don't waste it upon EX moves and Hyper 
Bomb would be the only source of Super Art to dish out 
the damage.

vs. Rose (studied by Psychochronic):
Favors Alex in a 75-25 ratio. Alex's normals take out Rose's
lifebar quickly that it's not even funny. Anti-Air wise, Rose's
Soul Throw takes it compared to Alex's Air Knee Grapple
because that move can be air-blocked, Soul Throw can't
be parried yet Air Knee Grapple is more faster. Both build
meter meter equally but Alex's Super Arts are threatening.
Hyper Bomb takes out as much as 30-40%. Rose's meter
can be used for P Alpha Counters or a desperative or
random Super Combo (any situation is okay). Customs 
are also an option too. Alex takes this due to power, fast 
meter and parrying with Rose able to stand in the fight.

vs. Ryu (studied by Psychochronic):
Can go either way. Alex has probably more power in his
attack properties than Ryu, he just has bad jump-ins and 
lack of agility. Air Knee Grapple is Alex's good anti-air
which can be air-blocked. Ryu has his Shoryuken but it
can be parried. Air Dive is good for nailing Ryu when he's
crouching but it has long recovery time, putting Ryu to
easily strike. Alex's normal throw is as the same as his
Power Bomb as it nearly does the same damage to any
SFII character which is about 8%. Hyper Bomb is still
good, whether if it's after a random jump-in, wakeup or
after a Flash Chop. Boomerang Raid is good after a
Dashing Elbow and Stun Gun Head Butt is pretty easy
to avoid if done at random. Ryu's can easily use his
Shin-Shoryuken as anti-air and Shinkuu-Hadoken can
be easily parried or jumped over. Bottom line is that
both characters have nearly the exact same properties
and would fight in a draw. Footsies are always there 
and one must outsmart the other to win.

vs. Sakura (studied by Psychochronic):
Favors Alex 55-45. Sakura's game pressures good and
Alex's game is majority done up close and him getting
in would be 50-50 tough. Power Bomb and his regular
throw damage Sakura greatly due to her low defense
and pokes have stun potential like a blink of an eye.
Sakura has her Flower Kick, Hadoken and her standing
HK for her meter build and footsies. Meter here favors 
Sakura as she can activate at 50% then Custom like
theres no tomorrow, leaving Alex to block and suffer
the chip damage or to react fast and parrying the first
hit, ready to strike. Alex's meter takes time to build and
any of his supers dishes it out nicely. Bottom line is
that Alex has the power but Sakura fights him nicely
and in return, she can stand up due to her fast meter,
pressure game and her abilites.

vs. Urien (studied by Psychochronic):
Favors Urien unless he scrwes up on this one. Urien can
pressure using crossup Violence Knee Drops, Metallic
Spheres and close-range or surprise are Chariot Tackle
and Dangerous Headbutt. Urien's anti-air is his Metallic 
Spheres as Alex needs to be up close to do some damage. 
Alex's anti-air is Air Knee Grapple and must be timed right 
or Alex will suffer the hit. Power Bomb is always great 
after a dash-in and Flash Chop is an alternative to that. 
Dashing Elbow is good for surprise attacks which can 
be useful. Urien builds the fastest meter compared to 
Alex's. Urien has Aegis Reflector for corners, Temporal 
Thunder for juggles and Tyrant Slaughter for whiffs. 
Alex's meter is harder as he has to get in instead of 1-
hit whiffs like Urien. Hyper Bomb on wakeups, dashes 
and randoms and Boomerang Raid is okay after a hit
dashing elbow. Stun Gun Head Butt isn't worth it as 
Alex is in the air in a very slow-motion and Urien can 
respond easily with a Metallic Sphere. Bottom line is
that Urien's moves can pressure Alex from distances
which make it hard for Alex as he needs to be close
to deal in the match. His pokes and supers make up
for it though.

vs. Yun (studied by Psychochronic):
Favors Alex due to power and ground game. Think of this 
as a watered-down version of 3S where Yun and Alex's 
overall properties are completely changed. Yun has the 
speed and agility which can corner Alex for some hits. 
With Yun not able to abuse divekicks, this gives no 
choice but for Yun to work on the ground and with that 
since he completely has bad damage properties it's unable 
to greatly rush down. Alex on the other hand has the second 
highest stun (65) and his normals are great. He can use Air 
Knee Grapple for an anti-air and with his speed a bit up, he 
can dish out the damage more quicker. The only thing for 
Yun is a good footsie game or else he's out. Crossups won't 
be that easy and with Alex's Powerbomb having great power 
and great range, this gives Alex an advantage.

vs. Zangief (studied by Psychochronic):
Favors Zangief due to power but favors Alex due to 
his abilities so it's pretty much split down the line. Alex 
has more speed, agility, meter access, parrying and some
okay damage. Abilities such as his super-jump, dash and 
parrying clearly outfootsie Zangief. Air Knee Grapple is
a good anti-air, Dashing Elbow and Head Stomp as an 
okay rushing move and Powerbomb good after a rush-
in. Two meters is also good as it's access is easier but it
takes a fair amount of time to build compared to Zangief's. 
EX Moves are debatable due to it's costly meter and low
damage. Zangief can use Lariat and Aerial Russian Slam 
as his anti-air and Spinning Fist or Lariat for crushing in
any sort of rush-in attempts. His command grabs done up 
close for bug damage and one super to unleash the pain 
but takes more time to build compared to Alex's. A near
50-50 battle, both can hold it down during in the fight
due to their abilities even though Alex's is favored due 
to the 3S sub-systems.


Ending:
With Alex exhausted in the ring, Tom and Patricia help 
boost his confidence on the corner in a wrestling match 
against Mike Haggar with Cody and Jessica watching. 
------------------------------------------------------------------------------


------------------------------------------------------------------------------
10) Zangief:

Place of Birth: U.S.S.R.
Birthday: June 1
3 Sizes: B163 W128 H150
Blood Type: A
Fighting Style: Professional Wrestling

Exciting specialty throwing moves the greatest 
treasure of the pro wrestling world, alias "Red 
Cyclone." Devoting himself to his faithful muscles 
of steel, he fights unknowing of the world for the 
dignity of the native country.

First Appearance: 
Street Fighter II: The World Warrior

Beneficial Changes:
-His face is redrawn as his eyes and mouth are a bit 
bigger and smoke goes out of his nose.

Tactical Recovery Data: 
-Standard Wakeup Time: 81 frames
-Delayed Wakeup Time: 94 frames
Vitality Points: 15500
Stun Points: 70

Victim: 
-Mummy: Oval doll of himself. These are Russian dolls 
and are called Nesting Dolls or "Matryoshka" in Russian.
-Vampire: Small red haired girl with ponytails and a yellow 
scarf. Kind of looks like a super-deformed winter-clad 
Natsumi from Keroro Gunsou, the Manga moreson 
than the Anime.

Known players to use Zangief:
-Combofiend (United States)
-Matsuda (Japan)
-TigerLee (Canada)

Best Matchups: Felicia, Yun
Worst Matchups: Leo, Hydron, Kenji

Command Normals:
Headbutt: U + MP/HP (while jumping up straight):
*Damage: 800 (MP)/1000 (HP)
Zangief does a Headbutt which can stun the opponent
easily after one hit.

Body Press: D + HP (only in air):
*Damage: 1600
Zangief does a body press attack introduced in WW
that can crossup or give an attempt to do a command
grab.

Knee Press: D + LK/MK:
*Damage: 800 (LK)/1000 (MK)
Same description as the Body Press except Zangief uses
his knees to attack. 

Extended Slide: DF + MK/HK:
*Damage: 1100
Zangief extends his foot a bit that allows the opponent
to get swept.


Special Moves:
Double Lariat: P/Kx3 simultaneously:
*Damage: 1800
Zangief's famours clothesline spawning its better form 
circa HF. Zangief clearly spins around with his arms out. 
One of his anti-airs and which very few moves can counter-
attack it. This move let's Zangief become invincible to 
upcoming projectiles and stops majority sorts of jump-
ins. By holding F or B, this can make Zangief move while 
he spinning making it more mobile. The P version spins 
for a fair amount of time as the K version spins for a 
shorter amount of time. Also great to build meter. The 
only thing Zangief needs to watch out is certain attacks 
such as Bison's Head Stomp can stop it every time so use 
the movement to your advantage.

Punishing Flat: F, D, DF + P:
*Damage: 1400 (LP)/1500 (MP)/1600 (HP)
Also known as his "Spinning Fist" and does a few 
important things for Zangief. which he clearly spins 
around with a fist in blue aura. One is that it fades out
projectiles instantly. Two is that it ups Zangief's offensive 
game as he moves in slightly closer which leads to a 
thinking scenario to your opponent. Final is that it can 
build meter good.

Spinning Pile Driver: 360 + P:
*Damage: 3800 (LP)/4000 (MP)/4200 (HP)
This move is known ever since WW. Zangief simply 
grabs the opponent as he spins around in the air on a pile 
driver position. One of the biggest damaging moves in the 
game and it connects right on the first frame, meaning it 
comes out likeinstant. Great for tick-thows and mix-up 
situations making it extremely deadly. 

Atomic Suplex (in close only): 360 + K:
*Damage: 4000
First introduced in NC, Zangied does two German Suplexes. 
It has slightly less range than the Spinning Pile Driver. The 
good thing is that when you whiff it out, it'll still make an 
attempt to grab the opponent. The bad thing is that it hits 
on the second fram of the animation, making the opponent 
having a chance to jump out of it.

Flying Powerbomb (in distance only): 360 + K:
*Damage: 2400 (LK)/2300 (MK)/2200 (HK)
First intoduced in NC, Zangief slowly runs towards the 
opponent ready to grab. Once it connects, Zangief 
launches the opponents in the air delivering a 
Powerbomb. Great for a tick-throw but bad in case 
Zangief misses it, he's clearly open to get attacked. 
Use with caution.


Super Combos:
Final Atomic Buster: 720 + P:
*Damage: 8800
The SFA2 version and the most feared super in the game 
period. Zangief does an Atomic Suplex, followed by an 
LP version of the Spinning Pile Driver and finishing off 
with an elevated Spinning Pile Driver! Does over 60% in 
damage. This super comes out likeinstant and hits on the 
first frame but must be done up close only, that means no 
whiffing attempts. 

Aerial Russian Slam: QCFx2  K:
*Damage: 6800
First tinroduced in SFA2, Zangief clearly leaps onto the 
air ready to grab for a Powerbomb. Unlike past games, this 
move cannot be followed-up after an anti-air. A good 
thing is that it can connect from certain moves. When 
Bison is doing his Psycho Crusher or Chun-Li doing a
Spinning Bird  Kick, the Aerial Russian Slam instantly 
beats it.


Pros and Cons:
(+): Spinning Pile Driver range is incredibly long... much 
longer than his previous incarnation... 
(+): LP Spinning Pile Driver is FEAR!
(+): Good ground normals and pretty good mobility.
(+): With a full meter in is the ultimate guessing game.
(+): Vertical Headbutt = STUN!
(+): The K Lariat is invincible to low and mid attacks...it 
goes through supers and such...
(+): Final Atomic Buster can take out as much as 80%!
(+): The highest stun (70).
(?): The highest frames during Tactical Recovery (96).
(-): Counter-Character Problems.
(-): Doesn't have a solid anti-air.
(-): Lacks speed and agility.


Early Impressions (studied by RenoROB):
He is a monster and I really wanted to put him in the top-
tier section but he just has some really bad matchups (eg. 
Kenji, Anakaris, Demitri, and Jedah) vs .the majority of 
the characters, he just destroys them for free but vs. the 
top-tier, he just seems to have too much of a hard time 
getting in to really do damage. Just watch out of Spinning
Pile Driver and donít jump when he has super meter (or 
else GGPO). Zangief is a dominator in every sense of the 
word. I just wished he had an easier time against the top-
tiers...course there is always Alex.


Overall Impressions (studied by Psychochronic):
A low-mid in ST becomes a wildcard in CFE. A near-
transition to its ST counterpart with the Aerial Russian
Slam from CvS2, delivers good damage with his pokes
and especially his command grabs. Also has his famous
one-hit stun headbutt which makes him a threat in the
air. Maybe slow without his dah and run from CvS2
but makes it all up in power like in ST. A recommend
for the player who like to grapple but must focus getting
in while playing defense due to his lack of sub-systems.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Favors Zangief due to power but favors Alex due to 
his abilities so it's pretty much split down the line. Alex 
has more speed, agility, meter access, parrying and some
okay damage. Abilities such as his super-jump, dash and 
parrying clearly outfootsie Zangief. Air Knee Grapple is
a good anti-air, Dashing Elbow and Head Stomp as an 
okay rushing move and Powerbomb good after a rush-
in. Two meters is also good as it's access is easier but it
takes a fair amount of time to build compared to Zangief's. 
EX Moves are debatable due to it's costly meter and low
damage. Zangief can use Lariat and Aerial Russian Slam 
as his anti-air and Spinning Fist or Lariat for crushing in
any sort of rush-in attempts. His command grabs done up 
close for bug damage and one super to unleash the pain 
but takes more time to build compared to Alex's. A near
50-50 battle, both can hold it down during in the fight
due to their abilities even though Alex's is favored due 
to the 3S sub-systems.

vs. Anakaris (studied by Psychochronic):
Obviously favors Anakaris due to his abilites. This 
match is pretty much the same as Anakaris vs. Sakura 
with also the combination of Anakaris vs. Ryu; same 
blood, same mud. The worse part is that Zangief's 
meter takes hella time to build and his only useful 
attack is Lariats. Another example on why DS' own 
SFII characters for free.

vs. Chun-Li (studied by Psychochronic):
Favors Zangief due to power. Kikokens are an attempt to
hold him down as Lariats and Spinning Fists are a way to
overcome them for Zangief to get closer. Spinning Pile
Driver is punishing if Chun-Li is ever close so don't forget
to play a footsie game, Hazan Shu is good to excel. Meter
favors Zangief as his buildup is better than Chun-Li's.
Chun-Li's meter is good for Kikou-Shou as it chips like
hell and is safe opposed to Hoyoku-Sen doing near chips
and leaving her open if blocked and if that happens with
a full meter Zangief, Final Atomic Buster is coming on the
way. Zangief has the power but Chun-Li has the mobility,
fast pokes, footsie but not the defense as her properties 
for that is extremely weak and the meter, Zangief's offense 
and defense properties are better.

vs. Demitri (studied by Psychochronic):
Favors Demitri due to his sub-systems. Demitri can
throw out Chaos Flares all day long with Zangief
having no choice to jump over or Lariat. In case of
a Lariat, Demitri is free to rush down, using Dashing
Demon Cradle or Bat Spin to deliver some hits. Moves
such as Spinning Fist or Lariat are some attempts for 
Zangief to move a bit closer but Demitri can clearly
run or rush away due to the teleport dash. It's an
surprise, guessing and pressure game if so as right 
after, Demitri can lock a Midnight Pressure, Chaos 
Flare or Dashing Demon Cradle (ES if you have meter). 
I recommend the ES Dashing Demon Cradle because 
it's kind of a guessing game if Zangief will do a Lariat 
or a Spinning Pile Driver locked in, Zangief brings it
out that it's not even funny. Demitri wins this if he
excels and uses projectiles to play a good offense,
defense or excelled game (I forgot to add Demon 
Billion). Zangief can take it if he locks his command 
grabs at open situations but must play offense.

vs. Felicia (studied by Psychochronic):
In specifics, this is the only DS character that can get
owned by anybody. Favors Zangief obviously due to
power. What Felicia can do is chain like hell no matter
what. You're gonna have to excel in both because the
odds of Felicia winning is as slim as string. Zangief
has the usual Lariat game, special grabs up close
and the normals. I'm not even gonna detail any
further, all you can know is at least 3 Spinning Pile
Drivers kills Felicia...'nuff said. One of Felicia's worst
matches and Zangief's best matches.

vs. Guile (studied by Psychochronic):
Guile owns this one due to Sonic Booms, easy meter and
turtling. Similar to Hydron vs. Zangief, Guile can just spam
different speeds of Sonic Booms which gives Zangief three
different options. One is attmpt a jump-in, ready to strike 
but may get hit. Two is to Lariat yet leaving Zangief getting
hit with crouching MK's. Three is to do a Spinning Fist in 
order to gain meter and get closer. Guile's anti-airs can be 
crouching HP or Somersault Kick that ruins any of Zangief's 
jump-in attempts. Zangief can respond by has insane tick-
ranged Spinning Pile Driver which pressures Guile badly.
Bottom line is that Guile can play either offense or defense
and win and Zangief must play offense no matter what and 
since he lacks speed, agility and doesn't throw projectiles
is a clear weakness of his game.

vs. Guy (studied by Psychochronic):
Another tough battle that can go any side but truly, 
Zangief takes this one. Guy has the speed and can go 
ground and combos to keep Zangief away. Combo into 
Hozanto for some chip damage and use Hayagake: Kage 
Sukui/Kubikari for pressuring his crouch game. Sweeps 
are also good too for distanceful purposes. Zangief has 
the anti-air and that's obviously the Lariat which is very 
effective to build meter. Zangief also has the power as 
a Spinning Pile Driver can take as much as 27% so 
getting too close means danger here! Guy's (as well as 
any other SFA character's) defensive properties aren't 
good against Zangief due to powerful command grabs 
so that's why Zangief takes this one.

vs. Hauzer (studied by Psychochronic):
I know what you're thinking...it's that you've imagined 
for the first time on how Zangief can do a Spinning Pile 
Driver on a big dinosaur! I'm laughing too...let's get to 
business. Zangief takes it and I say it goes 55-45. Use 
K Lariat's with Zangief for a quick damage, even if 
Hauzer is blocking. Hauzer can use crouching LK to 
hit it as crouching HK will result in Hauzer getting hit. 
Any Lariat is a good anti-air so time that right, even if 
Hauzer is above. Tempest Fall is Hauzer's good anti-air 
as Zangief may need to do a jumping FP/FK to get closer. 
Use jumping FK's to keep Zangief away and a couple 
Volcano Breaths too but Zangief can get closer using
the Spinning Fist. To get also closer to use Hauzer, use 
some tick attacks and also Running Powerbomb to get 
in more damage. Levelling up is important remember, so 
use that tactic too, otherwise, use the Deluge Crisis 
Mystic Break as that's also a good anti-air but needs to 
be timed right, before Zangief lands on ground. Don't 
forget as Zangief, use the Stun Headbutt and most notably 
in situation, Aerial Russian Slam. Zangief takes this due to 
attack power, building meter fast and quick attacks. Hauzer 
is pretty much a big-ass punching bag but can keep away 
Zangief, even though Hauzer is too big for a target.

vs. Hydron (studied by Psychochronic/Skankin Garbage):
I remember watching hella old A-Cho vids from 2004 when 
Jedah, Anakaris and Hydron were the commonly picked 
characters,so I'll lay it down here from watching that retro 
video. This one obviously favors Hydron no problem. All 
Hydron can do to keep Zangief away is throwing Tornado 
Mists, Tadpole Spawns and constant sweeps and pokes. 
For Tadpole Spawns though, they're a joke with horrible 
recovery time making it easier to jump over than the Tornado 
Mists (especially the low ones) and the high ones go right 
over Zangief! All Zangief can do is Lariat or Spinning Fist 
to get closer as of Hydron's pokes and special moves can 
be beat clean by P Lariat very easily (even Strangling Spark!); 
the only exception is The Chiller's Attack, but if you're 
watching out for that, you can block that and P Lariat him 
after it hits. Hydron favors in agility too as Zangief is too 
slow for the battle. If you're up close, limit your pokes, Ultimate 
Guards and Chiller's Attacks because you'll indeed suffer 
damage (such as Spinning Pile Driver) if not timed correctly. 
For Zangief, from 75% screen distance It's possible to jump 
over ANY version of Tornado Mists and land before Hydron 
recovers; you can empty jump into Spinning Pile Driver after 
an empty jump from that range too. As for full screen, you 
can do Spinning Fist without any big fear of repercussion.
Getting too close to Zangief is danger so remember to play 
rushing and turtling for this one.  It's still a big guessing
gameand if Zangief makes one mistake, it's back to square 
one. You really need to be on your toes for this match.

vs. Ingrid (studied by Psychochronic):
Can favor any side. Ingrid's Sunshots keep-away Zangief
to the point that jumping over or his Lariat can be risky.
Ingrid's MP and HP Sunshots target Zangief's up-section
to where the projectile will hit indefinetly and makes a good
anti-air for any of Zangief's jump-in attempts. Her FP is also 
annoying so keep that move in mind to annoy. Zangief's main 
game is to jump over that stuff and do a Spinning Pile Driver 
at all costs. Ingrid's defensive properties is nearly the same 
as Felicia's, which means this matchup threatens Ingrid if she 
messes up big time. Ingrid's meter is best used for Sunbursts 
for anti-air or Sunshine for chip damage. Zangief can use his 
Aerial Russian Slam for anti-air or Final Atomic Buster up close 
which means an automatic victory. Both have the necessary 
tactics to win and one must outsmart the other.

vs. Jedah (studied by Psychochronic):
One of my favourite matches every time I fight TigerLee 
(One of Canada's top 5 CFE players; uses Zangief/Guy). 
The thing about it is that Jedah can rushdown great but 
getting too close can be a mistake so keep your distance. 
Use Dio-Cega's (Regular or ES are good) for distance that 
execute a ground chain-combo (starting in the air, time it 
right or you'll get a Lariat to your face) or for chip damage. 
Getting too close may mean a Spinning Pile Driver or other 
slam which can take off 35% of vitality and watch the air, if 
Zangief's vertical headbutt nails you, that's about 13% of 
vital plus an automatic stun which leads to suffering! Since 
Jedah beats Zangief on other stuff, be sure to time your EX 
supers for good timing but Zangief's pokes and throws 
(Final Atomic Buster can take off as much as 85%) are 
stronger than Jedah's so find openings for your chain-
combos since Zangief is a heavy character.

vs. Karin (studied by Psychochronic):
Neutral sided here similar to Jedah vs. Zangief. The standard 
whiff game for Karin is at a 50-50 here because of Zangief's 
range for Spinning Pile Driver which causes a threat. For 
Karin, rely on sweeps and jumping normals at a distanceful 
range. It'll become a big dice roll here when both have full
meter. Both can do as much as 75%; depending of Karin's
formation of the custom. Zangief favors due to power and
grabs. Karin favors due to speed, agility and footsies.
Both equal on meter and potential. Hard match right here.

vs. Kenji (studied by Psychochronic):
Favors Kenji easily. What Kenji can do is throw LP 
Ichimonji's all round and what Zangief can do is use 
Spinning Fist. Kenji's two standing HP's is what keep 
Zangief away and forces Kenji to play defense due to 
the fact the Spinning Pile Driver takes as much as 31%. 
Both can build meter near evenly and Kenji must level 
up in order for his Mystic Breaks and normals to get up
much stronger. Kenji's jumping FP can safely attack on 
air that resorts for pressureful game and Jumonji is great 
for chip damage. One of Kenji's easiest matches.

vs. Leo (studied by Psychochronic):
Favors Leo due to rushdown via poke-range and the Red
Earth system. Leo can just do his normals from far-range
with Zangief's only response is to play defense. Similar
to Zangief vs. Kenji, Leo pressures Zangief to a degree
on where he can just come up close and do a Gaia Driver
very easily. In any case Zangief is close, his Spinning Pile
Driver is much more deadly due to the power and range
that it can catch from. Zangief has a long time to build
meter in case he wants to pull his super anti-air of Aerial
Russian Slam. Leo's meter can level up which gives access
to mroe power and another Mystic Break of Gigas Driver.
Hercules Rush is also good for chip damage. Leo wins this 
due to his sub-systems and this is a match which is another 
example of why Red Earth owns SFII characters; same blood,
same mud. One of Leo's best matches but not one of Zangief's 
worst matches.

vs. M. Bison (studied by Psychochronic/Cam347
/Skankin Garbage):
Splits right down the middle if you ask me. For Bison, 
don't spam the LK trick and limit your slide sweeps, 
remember that Spinning Pile Driver is deadly! An 
occasional teleport is useful for defensive purposes 
mostly and jump-in ticks are a big no-no! Standing HK 
is the best poke so use that to your advantage. 
Remember the renda-kara cancelling. After 2 LP/LK from 
the same position you cannot cancel, so stick to 
crouching LP, crouching LK, crouching LP x2. Standing 
LP will get you in trouble if the timings off. For Zangief, 
don't jump-in crossup HK on wakeup, do the Tactical 
Recovery, Zangief will get up slower and Spinning Pile 
Driver, even if he's in the corner don't do it. The Tactical 
Recovery can be quite tricky you know. Zangief's Lariat's 
shuts down most of Bison's ground game, not to mention 
his Spinning Pile Drivers too. That INCLUDES Psycho 
Crushers and Knee Presses by the way. Beware the meter 
because Aerial Russian Slam is a good anti-air, so no Head 
Presses and Devil Reverses! My conclusion is both and 
dish out evenly and can go either way.

vs. Rose (studied by Psychochronic/Skankin Garbage):
Favors Rose 60-40. LP Soul Spark is off the hook as it's 
hard to jump over and K Lariat is too hard to time. Her 
crouching/standing HK is a long poke but not that 
threatening as any Lariat can punish it. Soul Drill isn't 
that bad too.This is pretty much a poking game in Rose's 
favor so if you're using Zangief, you'll already know you 
have to be pretty precise to be effective, so make Rose 
come to you on the ground if anything. Make her resort 
to Soul Sparks! I didn't mention other normals of Rose's, 
cause she doesn't need any; her other ones are too short 
ranged to be very dangerous to Zangief, anyways. In the 
air, Rose's crouching FP beats everything. The only thing 
Zangief can do isconsistently win with is the MK Knee 
Press. Now, why you'd ever be jumping at Rose or anyone 
is my best guess, but if you do...Yeah. Your only hope is 
MK Knee Press. I don't recommend doing it, cos you'll 
have to attack way too early in your jump in. Command 
grabs are dangrerousas they can take out as much as 23% 
or more, so footsies are hell in the match as you'll never 
know if you'll suffer it. Final Atomic Buster can hit as 
much as 80% and that's not good. Summary is the same 
way you beat most characters with projectiles. Stay at 
max range and Lariat through the Soul Sparks until she 
approaches you. Try to get to that magic range (she'll 
naturally want to be there too, since that's her max range 
for standing HK) and wait for the Soul Spark. Jump over 
that and use Spinning Pile Driver or K Lariat through it and 
score a knockdown. It's harder to do on Rose than most 
projectile characters, cause of her crazy long range and 
good priority (and high flying Soul Spark), but it's not 
impossible. Oh. And do something ballsy at the beginning 
of the match to get a lead. Rose, being a character with a 
projectile, naturally has the advantage in a turtling match, 
so get the lead before you start turtling. 60-40 in Rose's 
favor due to projectile, anti-air, counters and defensive 
gameplay.

vs. Ryu (studied by Psychochronic):
Favors Ryu due to his abilities and mobility. Basic Hadoken
game gives Zangief the three chices of jumping over doing
a strike attempt with the wrong timing of him getting hit, a
Lariat or a Spinning Fist to get closer. Ryu's Shoryuken is
his good anti-air as some of Zangief's normals can result in
both instead of himself getting hit and Ryu has the fastest
meter. Just do Thrust Fierce's and LK Tatsumaki Senpuu-
Kyaku's while Zangief is recovering from the ground to 
gain that easy advantage. Zangief has to rely on rushing
a bit mroe than defense as his command grabs do as much
as 30% and his normals are fairly good. Final Atomic Buster
is good after a close wakeup or a carefully timed jump-in
and Aerial Russian Slam is good for anti-airs. Still, with all
that, Zangief has bad speed and well...everything you know
compared to Ryu as he has way more faster properties than 
Zangief by a long shot. Zangief's abilities are very good but 
he must play offense. Ryu's is better and he can play both. 
Ryu takes this one easy.

vs. Sakura (studied by Psychochronic):
Favors Zangief due to power. Fireballs and footsies are
the fundamentals to fight Zangief. Those tactics for Sakura
can build meter, although for Zangief, he can clearly Lariat
through causing him to be open for a sweep yet it builds
easy meter. Sakura must work extra hard for her pokes and
combos because of Zangief's defense and stun level which
is 70 opposed to Sakura's weak defense and stun level of 60.
Sakura can hold it using Super Combos (Haru-Ichiban and
Shinkuu-hadoken) and Customs such as "Sho-Sho-Sho"
for chip damage. Using it at 50% would be recommended,
using it at 100% then getting hit is clearly not good for
Sakura. Zangief's supers are threatening. Final Atomic
Buster takes out as much as 80% and Aerial Russian Slam
takes out as much as 65% and is a good anti-air. Zangief
wins this due to power, easy meter and ground game.
Sakura's weak defense and tweaked SFA meter gives
her a slow and miserable loss right here.

vs. Urien (studied by Psychochronic):
Favors Urien unless he screws up on this one. The basic
pressure game is what win in Urien's favor. Zangief can
easily Lariat from an LP Metallic Sphere but not from an
MP Metallic Sphere (which is his anti-air) as that aims to 
his head rather than his waist which is a clear hit. Urien's
Violence Knee Drop beats it too if it's timed right. Any of
Zangief's jump-ins can result in a mistake due to the 3S
parrying. Simple parrying, launch then combo to Temporal
Thunder is one of the easiest comebacks there is. Urien's
Dangerous Headbutt is good for wakeups and if timed
right, anti-airs. Zangief can respond using Spinning Fists,
Lariats anytime Urien does a jump-in and tick-Spinning
Pile Drivers which bring pain drastically. Final Atomic
Buster is good for tick game and Aerial Russian Slam is
good for anti-air, although Zangief's meter is somewhat
fair to build and he has one shot to use and it's back to
0%. Urien wins this due to his abilities and can play a
rushing, turtling or excelled style but Zangief can stand 
but must play a rushing style.

vs. Yun (studied by Psychochronic):
Favors Zangief in a similar situation as Felicia vs. Zangief.
Divekick abusing will not work here, Zangief's Lariat is a
clear anti-air. Getting too close means a Spinning Pile Driver
and Yun's defensive properties is very, very low. For Yun,
use crouching normals to combos. Tetsuzankou is a good
combo finisher is be sure to cancel it to You-Hou for big
damage; Sourai-Rengeki is not a good alternative and that
super art is merely damage that's equivalent to chips. 
Zangief gets favored due to power but Yun can give out
some pressure. A defensive Yun can slowly increase the 
chances to win but Zangief is favored by a high margin.


Ending:
Zangief is seen driving a convertible, surfing, golfing,
eating a cheeseburger, checking into a hotel holding
shopping bags and in a hot tub with girls. Too bad
he's dreaming about while surrounded by polar bears
in the freezing cold. This ending was speculated by
fans if Zangief was a homosexual as seen in past
Capcom references.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
11) Yun: 

Place of Birth: Shanghai
Family: Grandfather

User of Chinese fighting arts (Kenpo) who possesses a 
genious fighting sense. Living in his homeland Hong 
Kong, together with his younger twin brother they're 
active as young leaders.

First Appearance:
Street Fighter III: New Generation

Beneficial Changes:
-Doesn't have the intro where he jumps from the screen 
from his skateboard.
-Gets a new win pose as he straightens his cap and 
raises his arm up.

Quick Standing Invulnerability Data: 41 frames total; 
invincible for the first 33 frames
Dashing:
-Forward: 22 frames
-Back: 32 frames
Vitality Points: 14000
Stun Points: 60

Victim:
-Mummy: A pot used to carry rice dumplings and stew.
-Vampire: His girlfriend Hoimei from SFIII.

Known players to use Yun:
-Combofiend (United States)
-Izumi (Japan)
-Nao. (Japan)
-Oji (Japan)
-RPGv2 (Canada)
-Shiro (Japan)

Best Matchups: Felicia, Rose
Worst Matchups: Hauzer 

Command Normals:
Dakai: F + FP:
*Damage: 1400
Yun steps forward a bit as he turns around thrusts his 
hand outward that pushes the opponent back. Very fast
startup and recovery time and good for mid-range and
footsie attacks.

Senpuu Kyaku: F + MK:
*Damage: 1000
Yun does an overhead hop kick towards to the opponent. 
The speed of the attack is pretty fast and can mixup right
after. 

Raigeku Shuu: DF + K (only in air):
*Damage: 800
Also known as "Dive Kick", Yun does a divekick towards 
the opponent. It may leave him open to suffer an anti-air 
but it's his best attack from the air to begin his combos.


Special Moves:
Tetsuzankou: F, D, DF + P:
*Damage: 1000 (LP)/1100 (MP)/1200 (HP/EX)
Yun roll towards the opponent as he nails a shoulder 
thrust. The LP version can be comboed and super 
cancelled for some good damage. The MP and HP 
version simply juggles the opponent, ready for Yun to 
do a combo in the air. The EX version goes slightly faster, 
does two hits and allows juggles. Three of the versions 
(MP, HP, EX) allow the move to travel under projectiles 
for some solid damage.

Zessho Hohou: QCF + P:
*Damage: 1000 (LP)/1200 (MP)/1400 (HP)/1600 (EX)
Yun travles in the air and nails a flying fist with differs 
of range, almost as similar to Terry's Burning Knuckle 
in CvS2. Good for a surprise attack on close or mid-range 
and good to finish off a combo. Each button corresponds 
on the length of the speed as LP version goes mid-range, 
MP version goes 3/4 of the screen and the HP version 
goes near full-screen. The EX version does two hits and 
increases in damage and speed which also juggles for one 
hit but not necessarily useful.

Kobokushi: QCB + P (Px2 to fake):
*Damage: 1400 (LP)/1600 (MP)/1800 (HP)
Yun's dual palm strike thurst with big startup time. Good 
for a single hit but has a long animation and very vulnerable 
to counter-attack when done. Also good for corner combos 
which can lead to juggle opportunities and a great projectile 
stopper when timed right. There is no EX version of it.

Nishou Kyaku: F, D, DF + K:
*Damage: 1200/2000 (EX)
Yun flies up into the air doing a double kick which results 
in two hits. Great for juggling and but not great as an anti
air  attack. The EX version still does the standard two hits
but does a good damage increase making it more effective 
for juggle combos.

Zenpu Tenshin: HCB + K:
Yun simply grabs the opponent and flips right over them,
giving Yun open to strike. Although it does no damage, this 
move is better known as a tick-throw setup for a strike on 
Genei-Jin in 3S. The differed part is that it has a bit of speed 
toned down on startup, the same part goes is landing it.


Super Arts:
Sourai-Rengeki: QCFx2 + P:
*Damage: 3200
Yun's Super Art II in 3S. Yun does a barrage of normals 
that ends with a modified flip version of Nishou Kyaku. 
This super has slight invulnerability on startup but does 
low damage.

You-Hou: QCBx2 + P:
*Damage: 3600
Yun's Super Art I in 3S. Yun does an HP, an LP Tetsuzankou 
then finishes off with a fist blow which juggles the opponent 
greatly, ready to do more damage. Anoher super which has 
invulnerability on startup, making it great for wakeup or 
anti-air options.


Pros and Cons:
(+): Can produce great air and ground combos.
(+): Easy juggling.
(+): Sourai-Rengeki is useful after a combo.
(+): If you land an FP Tetsuzankou on the ground in the 
corner, do LP Kobukoushi into You-Hou to get full hits 
of the super.
(+): If you ever launch out of the air with your back to the 
corner, FK divekick behind them and just combo them 
back into the corner.
(-): Does very little damage.
(-): Yun's taunt doesn't increase his power for his throws,
specials and normals like in 3S.
(-): Meter-Dependant!
(-): Doesn't have Genei-Jin like in 3S.
(-): Sourai-Rengeki deals pathetic damage; around 15% 
maybe? Perhaps even less.  
(-): Nishou Kyaku is not very useful an an anti-air.
(-): He is pretty much the same as CvS2. Which means he 
totally sucks with floaty jumps and slow divekicks. 
(-): Animation for crouching MK is the same as crouching 
LK!!! Which means horrible range. 
(-): Does not have the far standing MK animation from 3S. 
No matter what range you are in, you always get close 
standing MK (Launcher).
(-): Divekicking is hard to abuse in this game; there's so 
many characters that had ruin your day in damage (ST 
cast, Zangief, dp'ers, etc...).
(-): You-Hou will not air juggle very well against at least 
Anakaris and Pyron (although Pyron doesn't really matter),
So that kinda blows...
(-): Other things to test out is who you can launch with 
FK at any distance and still be able to LK dive kick and 
keep juggling. Some fatter characters (like obviously 
Hauzer) can only be launched from certain farther 
distances or the dive kick will never whiff. Other 
characters you might need to FK dive kick to get 
close enough depending on launch distance.


Early Impressions (studied by RenoROB):
He is a combo MACHINE. At first I thought wtihout Genei-
Jin he would be worthless. His crouching HK and no range 
and is hella slow.  I couldnít possibly see him being that 
good, then I saw the Japanese pull off the craziest combos; 
all of which with little practice really isnít that hard to pull 
off. He seems to be the only character who chain-combo 
build meter the most which is a good thing cause he needs 
meter to do 85%+ combos (yea, like he need that already), 
His biggest downfall is the fact that he has low vitality 
compared to Alex and Urien but if you ever get hit with 
his standing HK, just pray he doesnít have a meter or else 
you will be dead in one combo.


Overall Impressions (studied by Psychochronic):
The top-tier in 3S transitioned as a moderate contender
in CFE. Think of him transferred to CvS2 with minor tweaks
and obviously...no Genei-Jin. Transitioning to him here
is quite basic, it's literally the same but with different
parrying properties , no standing MK and focusing on 
different tactics other than Divekicking. Did I mention,
he doesn't have Genei-Jin? At least he makes up for it
with his juggles an combos and with full meter, he can
beast in the match. Moderately used in tournament play,
not a bad choice for the player who like to setup and
combo repeatedly.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Favors Alex due to power and ground game. Think of this 
as a watered-down version of 3S where Yun and Alex's 
overall properties are completely changed. Yun has the 
speed and agility which can corner Alex for some hits. 
With Yun not able to abuse divekicks, this gives no 
choice but for Yun to work on the ground and with that 
since he completely has bad damage properties it's unable 
to greatly rush down. Alex on the other hand has the second 
highest stun (65) and his normals are great. He can use Air 
Knee Grapple for an anti-air and with his speed a bit up, he 
can dish out the damage more quicker. The only thing for 
Yun is a good footsie game or else he's out. Crossups won't 
be that easy and with Alex's Powerbomb having great power 
and great range, this gives Alex an advantage.

vs. Anakaris (studied by Psychochronic):
Favors Anakaris due to his abilities. Similar to Anakaris
vs. Urien, the chances for Yun to takes it are very slim. 
Anakaris can simply nail his crouching HP when he hits
Yun after he does his divekicking abuse then simply
cancels it into a crouching HK then continues on his
rushing game. Yun has to time his parries right or else
a chain-combo is what's coming to him. Yun's meter is
useful for some damage like You-Hou but for Anakaris
personally, it doesn't juggle him fully which is bad.
Anakaris' meter can be used for Royal Judgements,
Coffin Drops or Mummy Drops. Bottom line is that
Anakaris pressures Yun good unless the player has
extremely good guessing skills and has crucial timing
for parrying.

vs. Chun-Li (studied by Psychochronic):
In this watered down 3S-like match, Yun takes this one.
Yun's divekicks can link to combos and land Chun-Li in
a pressure or corner situation, leaving her choices to
parry, attack or jump out of it in order for her to be in
the match. With that in effect, Yun builds meter great 
and if he rkeeps doing that, end a combo in the corner 
with a Tetsuzankou and super cancel it easily into a
You-Hou for great damage then juggle and mixup from
there. Chun-Li's pokes are effective in the match and
has stun potential. Hoyoku-Sen is good for random
and surprise game and Kikou-Shou chips like hell and
pushes Yun back making her safe on block. The thing
here is that Yun's pokes do like nothing and Chun-Li's
Hoyoku-Sen right after juggles for 2 more hits and gives 
her a chance to mixup or to play an advance game but 
her corner game is kinda crap compared to Yun's. In
conclusion, Yun's abilities beat out Chun-Li's abilities
here and due to that since they're toned down, Chun-Li
has changed as Yun's has gotten much more pressure
like game and his offensive normals get toned for it.
Chun-Li's is in reverse though and due to that, she
can't fare to Yun here. 

vs. Demitri (studied by Psychochronic):
Favors Demitri with Yun having some chances in the
match, I'd say 60-40. Divekicking is always the thing 
for Yun's rush game and it can go either way off that. 
One must be fast to nail their chain-combos but even 
before that happens, Demitri can Guard Cancel out of 
it which is his Demon Cradle. Another alternative after 
the blocked divekick, Demitri can easily teleport dash 
to avoid it. Yun's pokes make up for it here as DS' 
characters have low defense. Chaos Flare can be easily 
parried and Bat Spin is still good for evasion, it's just 
not safe on block, leaving him to suffer from a super 
art or chain-combo. ES Chaos Flare is good for surprise 
games and Midnight Pressure is always his best EX 
move. Bottom line is that due to Yun's agility, he can 
try to rushdown Demitri with his meter building good 
and doing damage due to his pokes. Demitri can simply 
evade and pressure in using his chains but has low 
defense and fair meter build.

vs. Felicia (studied by Psychochronic):
Favors Felicia due to her speedy tactics. Delta Kick is her 
Guard Cancel and it's a good anti-air to respond to Yun's 
divekicks, crouching HP is good too. Felicia rules the 
ground as her dashing chain-combos pressure Yun
greatly as he must parry the first hit or he'll suffer very
good and due to that, she builds meter good, with or
without using her Kitty Charge. Yun must play a deep
mind-game and must excel to nail his combos in order
to dish it out. Meter is important as he can do You-Hou
then juggle and mixup from there but his build up is
very slow here. Bottom line is that Felicia has the
rushdown to bring it which enables Yun to carefully
time his attacks right, especially his combo attempts
and to excel instead of relying on strict offense or
defense. One of Felicia's easiest matches. 

vs. Guile (studied by Psychochronic):
Similar to Guile vs. Urien, Guile takes this on a 55-45 ratio.
Yun can easily parry and get out fo whatever Guile throws
at him and Yun clearly punish that because it's one hit.
Simple combo into You-Hou dishes it out nicely but meter
takes a sum amount of time to build, especially when Yun
isn't parrying. The only thing yun must be careful of is
abusing his divekicks. Guile can simply use crouching HP
or Somersault Kick to punish it greatly. Yun has a lot of
combos, tactics and setups to pressure Guile as Yun has
more mobility. Bottom line is that Guile is favored due to
power but is not mobile enough. Yun has speed, combos,
2 gauges for meter to dish it out but has weak defense.

vs. Guy (studied by Psychochronic):
Can go either way in this match. Both are agile, does
equal damage and have good ground, air and corner
juggle setups with both of them having very different 
properties. Yun can parry, high-jump, quick stand and 
Guy can air-block, air-throw, wall-jump, Ukemi and has
2 Alpha Counters. With their ground and corner games,
Guy can use his interchangeable X-Ism/A-Ism combos
which can go on from there. Bushin Hasso Ken can
juggle if cornered. For Yun, some of his setups begin
with a divekick and it goes on from there. Few normals
can set it up right and depending on posititon after
Tetsuzankou, use Sourai-Rengeki to finish it or You-
Hou to bring the pain and juggle some more. Guy has
his customs in case he wants to get creative and his
Alpha Counters are good for desperate situations.
Bottom line is that this match is evenly played that 
it can go either way.

vs. Hauzer (studied by Psychochronic):
Favors Hauzer due to power. Yun's divekicking abuse
won't work due to Hauzer's anti-airs of crouching MP
and Tempest Fall which completely ruins Yun's game
dramatically. Yun has to work the ground no matter
what but all of Hauzer's pokes clearly affect it too.
For Yun, save the meter for combos into You-Hou to
bring the pain to Hauzer, don't waste it on EX moves
or Sourai-Rengeki is Hauzer blocks it, he can clearly
Ultimate Guard while in block stun and do an Ultimate
Counter right after. Hauzer can save his meter gems 
for levelling up to increase his attack power and use
Gust Flame as a great anti-air as it's very hard to parry
that Mystic Break. Bottom line is that Hauzer rules the
match because the Yun tactics leave him open, leaving
Hauzer to strike easily.

vs. Hydron (studied by Psychochronic):
Favors Yun due to the rushdown. Similar to Yun vs. Ryu,
divekicking must be limited because you know Hydron is 
going to Ultimate Guard the attack instantly. Hydron gets
pressured badly due to Yun's speed and agility, to which
some abilities that are extremely low for Hydron. Hydron's
pokes are crap and do bad damage compared to Yun's as
his are fast but do slightly more damage than Hydron's.
Both can build meter at the same time nearly and Hydron
must level up, Yun can save it for a combo into You-Hou
then mixup from there. Hydron has his Tadpole Spawn and
Tornado Mist which can keep away Yun, but he's too agile
and can jump right over, if not, jump and parry then get
ready to strike. Bottom line is that Yun is too fast for 
Hydron and that's why he gets pressured badly here.

vs. Ingrid (studied by Psychochronic):
Favors Ingrid due to her pressure game. Sunshots are good
as anti-airs which pressures for Yun's offense game unless
he has quick reactions for parrying. Sunshots and Sunuppers
beat out Yun's abusive divekicking greatly, leaving Ingrid
to do a Sunburst or if she has no meter, a jumping HP or a
Sunshot. Yun's attack properties are weak as it does nearly
nothing of bits if you ask me. The only thing Yun's pokes
are good for is that it has stun potential because Ingrid has 
the lower stun properties. Ingrid builds meter faster than Yun
because his attacks are pathetic and must rely on parries and
combos. Yun's meter is good for combo to You-Hou and that's
the only good super he can do to dish it out. Bottom line is
that Ingrid's projectiles and Sunupper counter anything of
Yun's air-game and Yun must do a jump-in to do some damage
Ingrid which isn't easy die to the angles of her Sunshots. Yun 
has bad attack properties just as how Ingrid has bad defense
properties which can be a sole factor here.

vs. Jedah (studied by Psychochronic):
Jedah takes this but Yun stand due to the 3S system and his 
properties. Agility and speed they both have and an example 
of that is Yun's divekicks which can setup for a combo and 
Jedah's chain-combos, setting up starting on air then onto 
ground. Speed due to Yun's fast specials and dashing and 
Jedah's fast normals and dashing (air too) as well. Both have 
the same amount of damage properties so that's a neutral 
point. Yun on the other hand can parry, which is useful on 
the air due to Jedah's normals. Jedah can Guard Cancel 
which can affect Yun's divekicks and while during his 
Super Arts. Even though they both have fast attacks, 
Yun's mostly ends with a special as Jedah's doesn't 
and are mostly normals. Another point is that Jedah 
has unblockable and is great for corner games after 
Dio-Cega when Yun fails to parry. Other than above, 
it can go either way but Jedah has the most chances 
of winning.

vs. Karin (studied by Psychochronic):
Favors Karin due to the rushdown. Divekicks can be easily
dealt with either a crouching HP which can trade damage or
do a high Yasha Gaeshi for an easy counter. Standard whiff
game is still there but the thing to watch out is parrying so
sweeps and her overhead kick are a way to confuse and do
a mixup. Karin's pokes are better than Yun's and can stun
faster.Yun's game is a balance of ground and air. Divekicks
after blocked can lead to a tick-throw or a combo attempt
which brings in the pain. Karin is the same too as she has
her crossups into Gurens then juggle for another one. Both
have their meters built good. Karin has her Alpha Counters
just in case and her customs to bring it. Yun has the option
to use EX moves which have their 50-50 but it's better to do
it at a combo into super to do it good but it does low damage
due to his weak damage properties. Bottom line is that Karin
wins this as her atack properties are better and has better
mixups than Yun's.

vs. Kenji (studied by Psychochronic):
Favors Yun due to nearly everything and that moves, speed,
meter, properties and pressure. Nearly any of his normals
(especially in the air), pressure Kenji very well and it's much 
more of a guessing game when Yun has meter meaning once
Yun gets in, it's a 50-50 chance he has to guess right. Simple
divekicks the combo into You-Hou or Sourai-Rengeki for
the hits. Ultimate Guard may be useful but Yun is too fast
in normals, throws and specials give Yun the advantage.
Incorporate parrying Kenji's attacks and he's done. Another
match on why 3S fares well against Kenji (except Chun-Li).

vs. Leo (studied by Psychochronic):
Favors Leo 55-45 due to his long-range pokes but he can 
get pressured as Yun is fast in the air. Yun has the simple 
divekick game which pressures Leo and Ultimate Guard is 
not that reliable due to his slow recovery which doesn't 
match Yun's fast speed. From there, simple combos can
build meter due to that. Leo has the poke-range but be
careful as it can be parried, leaving Leo ready to get hit
if it's done up close. Gaia Driver is good and effective
and Hercules Rush is 50-50 as the first hit can be parried
and a hit goes on or for some cheap chip damage. Both
can build meter good but Leo's levelling up increases
his power as Yun's attack properties do diddly. Leo 
wins this due to the Red Earth system and his pokes 
but Yun can take it due to his pressure, mixups and
juggle game. Ultimate Guard that not that reliable as 
speed plays a big factor due to Yun's moves having
quick recovery.

vs. M. Bison (studied by Psychochronic):
Favors Bison due to power on most hand. One would 
say Yun could take it, but the answer is no. Yun has 
low weak damage properties and his defense is lowered 
compared to the others of the 3S cast. The only thing 
he can do to get away is Super Jump and Parry, even 
though Bison's normals are powerful. Bison also has
fast meter comparing to Yun, what's he gonna use it
on? Don't waste it on EX Moves or Sourai-Rengeki.
Only viable way is You-Hou or for your partner. Yun 
may equal (maybe a bit less) Bison on speed, agility 
and ground-game (a bit of it) but Bison's attacks is 
what kills. Can go either way at most but Bison's
chance to win are at a very big percentile.

vs. Rose (studied by Psychochronic):
Favors Yun due to the rushdown. Divekicks own Rose
and she has minimal time to do her Soul Throw, otherwise
she takes the hit and it gets worse...Yun can setup combos
which builds his meter good and is ready for his You-Hou
which punishes Rose greatly. Tetsuzankou goes under
Soul Spark and Yun is ready to mixup from there. Rose's
only response is to time her pokes right and to save for
her meter. Aura Soul Throw is good and the classic P Alpha
Counter linked to crouching MP -> MK Soul Drill is always
there but even though, her meter takes time to build and you
know Yun doesn't throw projectiles and Rose's combos are
hard for her to get in. SFA's whiffs are only 1% which is too
damn slow. Bottom line is that Yun is too fast for Rose as his
tactics can pressure and mixup greatly. Rose must act very
fast as this is one of ther worst matches and one of Yun's
best matches.

vs. Ryu (studied by Psychochronic):
Favors Ryu due to power. Yun's divekicking abuse won't
work as Shoryuken is a perfect anti-air and can dish out as
much as 15% so time that right. Divekicking is good for a
tick-throw or combo setup which dishes it out so tone the
dickicks a bit. Nearly any air-move won't work unless Ryu
gets pressured or in the corner desperate for a hit (divekicks
too). Ryu has his crouching MK and Hadokens for distance
game and has the easy meter here. Shin-Shoryuken can
nearly do 75% and Shinkuu-Hadoken can be easily parried
or jumped over. Yun's meter must be used for combos into
You-Hou or for Sourai-Rengeki for that easy chip damage.
EX moves can be used but don't rely on it too much. Bottom 
line is that Ryu's power beats out Yun's but he has the jump-
in and pressure game which Ryu must block nearly the whole
time. Ryu wins due to that but Yun can stand if Ryu tends to
screw up which can be common on a 50-50 basis. 

vs. Sakura (studied by Psychochronic):
Can go either way. Since Sakura fights 3S very well as her 
pokes are effective for any purpose. Yun can use divekicks 
for pressures then can do tick-throw or combos right after.
Sakura's meter builds better than Yun's and her customs
chip great as Yun must block or he has the chance to parry
the first hit and react fast or he eats it bad. Yun's meter is
damaging as he can combo to You-Hou than juggle and
micup from there which is damn good. Bottom line is that
due to their abilities and properties, it can go either way.

vs. Urien (studied by Psychochronic):
Favors Urien due to power of his normals and supers.
Yun's divekicking abuse won't work here as Urien can
simply parry, then launch to super resulting in over 30%
of vital out due to that mistake. Yun has the good footsie
game and can do a Tetsuzankou under Urien's Metallic
Spheres and just combo into You-Hou then juggle from
there. The bad part about Yun is that his normals and his
Sourai-Rengeki are kinda pathetic though. Urien's normals
own in this match. FP's abd FK's can pressure Yun to an 
extent that it has stun potential too. Bottom line is that 
Urien's abilities have easy access to Yun's tactics and 
Yun must play a footsie game or else he's dead here. 

vs. Zangief (studied by Psychochronic):
Favors Zangief in a similar situation as Felicia vs. Zangief.
Divekick abusing will not work here, Zangief's Lariat is a
clear anti-air. Getting too close means a Spinning Pile Driver
and Yun's defensive properties is very, very low. For Yun,
use crouching normals to combos. Tetsuzankou is a good
combo finisher is be sure to cancel it to You-Hou for big
damage; Sourai-Rengeki is not a good alternative and that
super art is merely damage that's equivalent to chips. 
Zangief gets favored due to power but Yun can give out
some pressure. A defensive Yun can slowly increase the 
chances to win but Zangief is favored by a high margin.


Ending:
With an order of food coming in late, Yun swipes it from 
Yang as he's on his skateboard, ready to deliver. This is a 
reference in 2I as the background with the crowded street 
and bus blocking traffic is based on his 2I stage.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
12) Karin:

Place of Birth: Japan
3 Sizes: B83 W57 H85
Blood Type: B
Special Skill: Several Kanzukiryu Succession Moves

Daughter of the illustrious Kanzuki family trust. "Keeping
up with everything is sufficient for winners" being the 
family precept's motto, acquisition exceeding a hundred 
systems of fighting arts. Until-now-rival Kasugano 
Sakura is the confronting example of whom her heart 
seethes.

First Appearance:
Street Fighter Alpha 3 (Street Fighter Zero 3)

Beneficial Changes:
-She doesn't have the intro where her butler Ishizaki 
comes in to the fight and she throws a tray at him.
-She doesn't have the intro where she hops out of a 
helicopter.
-She doesn't have the win pose as she poses where 
her butler Ishizaki brings her a drink.
-She doesn't have the win pose as she poses where 
her butler Ishizaki goes to her opponent while down 
and gets a first-aid kit.
-She doesn't have the win pose as she poses where 
her butler Ishizaki and her dog run around. 

Vitality Points: 14000
Stun Points: 60

Victim:
-Mummy: A French Poodle which is her dog seen in
her win poses from SFA3.
-Victim: Karin wearing a Tennis outfit holding a racket
that's similar to her win pose where she holds her elbow.

Known players to use Karin:
-Arturo Sanchez (United States)
-D44Bas (Japan)
-Jeron Grayson (United States)
-Justin Wong (United States)
-Mago (Japan)
-Ricky Ortiz (United States)
-Taka (Japan)
-Y.F. (Japan)

Best Matchups: M. Bison, Demitri
Worst Matchups: Hauzer, Leo

P Alpha Counter: Standing HP
K Alpha Counter: Crouching HK

Command Normals:
Elegance Kick: F + MK:
*Damage: 900
Karin hops forward a slight bit as she does on overhead
kick. Great to confuse others that it can only be blocked
standing and good to repeat her repetitive FK custom
combo.


Special Moves:
Guren Ken: QCF + P or HCF + P:
*Damage: 600 first hit, 700 second hit
Also known as "The Rekkas" but we'll call it Guren's 
here. Karin dashes forward a bit with a simple palm push. 
Basically, the opening for combos and other Guren Ken 
setups as it has a variety of ways that are made to confuse 
the opponent's guarding game and land in some good 
damage. Also good for follow-ups and juggles as well.
-Guren Ken: Press P after Guren Ken (1), Guren Ken (2):
*Damage: 500
Does one more simple palm push then finishes off with 
a Hosho.
-Guren Hosho: F + P (after Guren Ken 1 or 2):
*Damage: 400
Does a Hosho right after without the second Guren.
-Guren Mujin Kyaku: K (after Guren Ken 1 or 2):
*Damage: 800
Does her famous two-hit step kick which is great for 
juggling and mixups.
-Guren Yasha (High): B + P (after Guren Ken 1 or 2):
*Damage: 1400
Does her high counter-attack.
-Guren Yasha (Low): B + K (after Guren Ken 1 or 2):
*Damage: 1400
Does her low counter-attack.
-Guren Ressen Ha: U + K (after Guren Ken 1 or 2):
*Damage: 1800
Does an overhead palm attack.
-Guren Kusabi: D + K (after Guren Ken 1 or 2):
*Damage: 600
Does a simple slide sweep.
-Guren Chochu: DF + P, P (after Guren Ken 1 or 2):
*Damage: 1400
Does one part of her Rassen Cho then finishes off with 
her Ressen Chu.

Hosho: F, D, DF + P:
*Damage: 1300 (LP)/1400 (MP)/1500 (HP)
Karin does a simple palm thurst that sends the opponent 
back and down. Lacks range as she nearly stands on the 
same spot but has a large hit factor around it and is 
capable of beating incoming normals. The downside is 
that it has substantial recovery time, making her not 
safe on block.

Mujin Kyaku: F, D, DF + K:
*Damage: 800
Karin's famous two-hit step kick that lanuches the 
opponent. Excellent for juggle setups which allows 
Karin to nail a free attack (normal, special, super) in the 
process. Does very little damage alone but can be 
comboed after Guren Ken.

Rasen Cho: B, D, DB + P:
*Damage: 800
Karin nails an elbow thrust towards the opponent. Just
like Mujin Kyaku, this is also another extension after 
Guren Ken. The move itself has no interesting uses.
-Ressen Chu: Press P (after Resen Cho):
*Damage: 600
Same thing as Rasen Cho, Karin just nails a second 
elbow. Nothing interesting also.

Ressen Ha: QCF, UF + K:
*Damage: 1800
A leaping overhead attack. Karin simply jumps forward 
and circles her palms. Very slow overhead but can punish
projectile attempts and opponents on crouch game.

Yasha Gaeshi (High): QCB + P:
*Damage: 1400
Karin's high counter-attack which can instantly hit
jumping and standing attacks. It can even punish super 
combos too! Moves such as Ryu's Shin-Shoryuken, 
Hydron's Strangling Spark, Yun's You-Hou just to name 
a few big damaging super combos won't be affected! 
Karin simply counters that no problem!

Yasha Gaeshi (Low): QCB + K:
*Damage: 1400
Karin's low counter-attack which can instantly hit 
crouching attacks and sweeps. This version is somewhat 
too risky to do mid-screen because of heavy recovery 
time. Notice an extra 2-3 frames when done? Good to use 
after Guren Ken but by itself...be sure to time it right.

Arakuma Inashi: 360 + K:
*Damage: 1550 (LK)/1824 (MK)/2065 (HK)
A multi-hit command throw. Karin simply knee's the 
opponent just like her neutral throw, then simply draws 
the opponent down. This move is useful for many of 
Karin's closeup game but not useful for comboing as 
this move was a big factor in SFA3, not here.


Super Combos:
Kanzuki-Ryu Shinbi Kaibyaku: QCF x2 + P:
*Damage: 2600
Karin does her Level 1 version of this Super Combo. A 
different formation of Guren Ken thrusts that ends with 
her Hosho. It does less damage than a Guren Ken juggled 
with an s.HP but it has some invincibility frames on startup, 
making it great to whiff out on desperation or defensive 
scenarios.

Kanzuki-Ryu Ko'ou Ken: QCF x2 + K:
*Damage: 2700
Karin swings her palms like Ressen Ha's and jumps 
straight up in the air. Perfect for anti-airs and does great 
damage after juggling a Guren Ken or finishing off a 
Custom Combo.


Pros and Cons:
(+): Has amazing Anti-Air ability even her super is a great 
anti-air.
(+): Excellent footsie game.
(+): Her Custom Combos can do as much from 50%-90%, 
depending of character and formation of Combo.
(+): Highest comeback factor!
(+): Easy to execute Custom Combos.
(+): Her crouching MK is bufferable!
(+): Her crouching HP is a good anti-air.
(+): Doing MP's repeatedly is great for rushing and gives 
a chance to whiff out a throw!
(+): Can stun easily and faster!
(+): Her jumping HK can also cross up. The back of her 
other leg also has a hit box. I think its a little similar to 
Iori's b.LK in CvS2.
(+): Fastest sweep in the game, Karin's sweep is likeinstant 
and has like zero recovery. Possibly the fastest sweep in 
all of SF history; sweep is ruthless and destructive (Top-
tier right there!).
(+): Her Mujin Kyaku Custom (Karin's "Sho-Sho-Sho" like 
Custom Combo) can chip as much as 8% and is great for 
cheap knockouts.
(+): Great juggling (eg. Guren Ken --> Guren Mujin Kyaku 
--> Kanzuki-Ryu Ko'ou Ken)
(+): She can combo her LP version Guren Kens after the 
above bufferable moves. She can only connect with the 
palm strike finish and the hopkick though. And you have 
to be quick. Good news nonetheless.
(+): Also, this is kinda surprising, but her Yasha Gaeshi's 
come out fast. Real fast. The animation is the same, but 
Karin will counter anytime after inputting the QCB + P/K 
motion.
(+): Her counters is exactly like Geese from CvS2 (even 
Super Combos can be affected!).
(+): Her FK Ressen Ha is now travels full screen making 
it much easier to punish projectiles.
(+): Karin can combo her Custom finishing her Guren 
combo. Time the Last FK before the custom ends and 
land LP, standing LP Guren!
(+): Karin doesn't have to work that hard to establish 
mid-range, and once she does, she dominates very well. 
I don't think she falls prey to projectile abuse (i.e. Hauzer). 
Just as in SFA3, Karin won't be jumping a whole lot either 
unless she's attempting a MK crossup. Her ground game 
is very strong.
(?): Outside the Gurens, the Rasen Cho and Ressen Chu 
can be taken advantage because of their natural combo 
potential. Plus, they're kinda flashy. However, you're 
better off sticking to bufferable moves -> Guren Ken -> 
Guren Mujin Kyaku -> finisher.
(?): Hmm....it seems Karin cannot combo Guren Kens 
during her Custom. She can only use the initial palmstrike. 
She can still do the finishers but you have to input the 
motions kinda slowly  or she'll cancel into one of her 
normals.
(-): In Guren Ken, the Rasen Cho and Ressen Chu are 
(and I hate to say it) worthless. No combo potential 
easily blocked/interrupted. The delay isn't really worth 
anything.
(-): Karin's Mujin Kyaku doesn't have the "push" effect 
as it did in SFA3. This means it's not safe on block. You're 
gonna get hit. So no more blasting through any retalitation 
with her Kanzuki-Ryu Shinbi Kaibyaku. As a matter of fact, 
none of her finishers seem to be safe (not even her sweep).
(-): Karin's Guren Ken's now have slight gap openings for 
blocking which is bad news. So finish off with her Mujin 
Kyaku (can lead to Custom Combo) or Palm Strike. Timing 
is crucial though. 
(-): Unfortunately, the LK Mujin Kyaku is unsafe vs. all 
characters since there is no push like SFA3. Now, the LK 
Ressen Ha finisher is interesting.
(-): Hmm....what else needs to be said of her Guren Kens? 
Well, if you use her strong or fierce Gurens outside of a 
combo and the opponent blocks the first palm (shame on 
you), you can be thrown or hit before the second palm 
comes out. Same as SFA3.
(-) Arakuma Inashi is not that useful as it was in SFA3.


Early Impressions (studied by RenoROB):
Everyone's favorite Custom Combo character. Her cross-
up's seems to be brain-dead and her combos seems to be 
so easy, so why not top tier? Well a couple of things; those 
above her are also really good and that she lacks the ability 
to do serious damage without hitting her combos or Custom
Combos, her pokes are not that great and although her
standing HP and crouching HP are great anti-air, she just 
seems to be lacking the ability to build meter something 
the characters above her can easily do. Her crouching HK 
and throws are her most abusive attacks (in my opinion) 
but that only gets so far and thatís why she's only mid-
tier in my books.


Overall Impressions (studied by Psychochronic):
A mid-top tier in SFA3 V-Ism, a very good character for
any type of player. May have some tweaks with her
animation from her Gurens but all-in-all, fast combos,
fast pokes, instant reaction with her Yasha's and her
excellent stun potential which makes her a clear threat.
Add that with her easy Customs which are brain-dead
to do and simple to reset, you got yourself a strong
character. Used commonly in tournaments, a clear
recommendation for the team if ever an SFA character
is gonna be used.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Favors Karin due to the rushdown but Alex's properties
can stand up in the match. Simple whiff-whiff game for
Karin and don't forget the sweep too but watch out as
Alex can parry so keep your eyes out, even though her
poke properties are very quick and fast. The old standard
Karin game builds her meter right and the Guren setups
deliver the damage good. Alex has the pokes and they
do more damage than Karin's and they have some stun 
potential. Alex's stun is 65 compared to Karin's which is
60. Crouching FP for Karin is a good anti-air in case Alex
does a jump-in. Alex can use Air Knee Grapple for his
anti-air but that can be air-blocked. Head Stomp is good
for wakeup, surprise, desperation, random or reach-in
game. Fast meter favors Karin due to the pokes as Alex
must do the same and parrying too. Mobility can go
either way. Karin can't dash and Alex can which can
setup for a Powerbomb. Strong meter can also go either 
way. Karin has her easy Customs and Alex has his Super
Arts to which can bring out the pain, specifically Hyper
Bomb. Alex has the power from the meter and the dash
but Karin has her Customs, her meter and her fast normals
which is why this match favors Karin but Alex having a
chance to take the win from her.

vs. Anakaris (studied by Psychochronic):
Karin gets rushed down here and has little to bring in
the match. Simple rushing and tri-jump combos owns
Karin and her only response is her Yasha Gaeshi's but 
has to guess high or low which is like a dice-roll game 
because Anakaris' can simply do a combo from another 
setup or do Mummy Drop to bring it if Karin is cornered.
Karin's game is her crossup game linked to her Gurens 
and her whiffing game may not take it here. Both have 
crouching HP's as their anti-airs and nearly have the 
same meter build. Anakaris can use ES Mummy Drop 
for corner game and ES follow-up attack is good if you 
use chain-combos the entire match. Karin's meter is 
good for customs but must be timed right if you wanna 
take advantage of those invincibility frames on startup, 
otherwise she gets hit and it's a waste. Bottom line is 
that Anakaris rushes down Karin easily and she has 
little to respond and bring in the match.

vs. Chun-Li (studied by Psychochronic):
Favors Karin due to the rushdown. Karin can just do her
standard poke, poke then whiff out either a Guren combo
or a throw, Chun-Li has to be quick to react or she gets
rushed down for free. Anything Chun-Li can do, Karin 
can just easily respond with any Yasha Gasehi when timed 
in the exact point (even Hoyoku-Sen counts! You're better
off doing Kikou-Shou to be honest with you). Karin's meter
can be built fast and execute in a 30-50% custom when
activated at around 50%. Karin's pokes in comparison to 
Chun-Li's, I'll lay it out; faster speed, faster stun potential,
faster pokes-to-combos, faster way to build meter which
means faster supers and conclusively, a faster victory. 
Chun-Li gets rushed down for free due to these points. 
Gotta have quick eyes here due to Karin's fast properties 
when it goes to parrying. One of Karin's best matches. 

vs. Demitri (studied by Psychochronic):
Demitri becomes guano in this match. This is like Jedah 
vs. Karin except Karin doesn't need to be worried about 
any of the Jedah tactics. Demitri doesn't have a stalled 
projectile, reliable air-to-ground chain-combos, constant 
mix-ups, distanceful unblockables and an air-dash. Karin 
can simply crouch under a Chaos Flare, air block a Chaos 
Flare, has excellent pokes and can Guren combo to dish 
out. Don't forget about the Custom Combos as they can 
serve damage! Karin's footsie game can easily avoid 
doing Dashing Demon Cradle, Midnight Pressure and 
Midnight Bliss. If the Batspin doesn't get countered and 
gets blocked instead, Demitri suffers a poke while in the 
air. With all that there, Karin wins hands down.

vs. Felicia (studied by Psychochronic):
One of Felicia's counter matches and this is obviously a
bad sign. Similar to Hydron vs. Karin and Felicia vs. Guy, 
the standard whiff-whiff then tick-throw game and Felicia
must play defense and paceful rushes are risky. Sweeps
are also effective (don't matter who) but Felicia's chains
are harder to fully connect since offensive properties isn't 
much in there. Karin's pokes are threatening as they do
damage and have sutn potential which is also bad, plus
she builds fast meter. Karin's meter should only be used 
for Alpha Counters as it's more wiser. Karin wins and 
Felicia has no choice but to play defense but she is
somewhat okay for a person playing a turtling game.
I wouldn't be surprised if Felicia won the round with
the ending as time over instead of a KO.

vs. Guile (studied by Psychochronic):
Another neutral sided match. Guile can do his standard
Sonic Boom game for his defensive purposes. One thing 
to get his reaction off is Karin's Ressen Ha which can 
punish it very quickly. Basic rushdowns like Gurens can
give Guile a hard time. Guile can build meter fast and
when he misses his super, it's okay for him to gain it
back; a random super wouldn't hurt. Karin's custom can
bring the pain. I say, just activate at 50-60% and you'll
be fine as it'll come back faster than later. Guile's keep-
away and projectiles are his keys. Karin's Guren's, 
rushing normals and Customs are her keys.

vs. Guy (studied by Psychochronic):
Favors Guy unless he scrws up on this one. Guy's speed
is too fast which can rushdown Karin that it's not even
funny. Hayagake's are good for mixups, footsies and
rushgame and pokes to Bushin Flip to Bushin Izuna Drop
clearly deal it in the match. Bushin Flip to Izuna No Hiji 
Drop beats out Karin's custom activation, even at 100%!
Due to that, Guy builds good meter and can use P Alpha 
Counter when Karin does her whiffing game or his neutral
throw to Bushin Hasso Ken but that must be timed right. 
Karin's sweeps are always effective in her footsie game
and a tick-throw would be surprising since Guy's pokes
have great recovery time. Karin's f.MK is always good,
even for trick game or a custom setup. Karin's meter is
mostly based on customs, an Alpha Counter attempt
never hurt so at least try that instead of relying on a
super or custom. Guy wins this due his fast recovery
in his rushdown but Karin has chances. Her whiffs and 
sweeps dish it out good and a tick-throw wouldn't be
some sort of surprise in the match, beginning or end.

vs. Hauzer (studied by Jeron):
One of Sanford Kelly's personal favorite counter matches. 
Hauzer completely limits Karin to nothing. B.FP beats her 
crouching FK clean. Crouching LP and or short stops her 
from doing anything when she gets in. Since her whole 
game is revolved on getting in at most points she is forced 
to jump in which case she gets Anti-Aired (Crouching MP 
one of the best anti-airs in the game) completely mounts 
her. All she has is custom against him and honestly thats 
all she has period thats WHY she's so good, but anyway 
thats when the mentality of the player comes in. In most 
Hauzer can just block the initial part of the custom then 
Ultimate Guard her, then shes back to square 1; No custom 
and no way in. Trying to build meter is useless since whiffed 
normals only give alpha 1% per whiff (MP, MK, FP, FK) and 
by that time Hauzer can just rush her down.

vs. Hydron (studied by Psychochronic):
Karin wins this one due to rushdown. Simple stuff like
normals getting whiffed easy plus the speed of them
effects Hydron and he must play defense on this or 
he'll lose. Karin can whiff out normals then easily tick-
throw as usual. Her sweep is also fast and effective.
Hydron can try to jump out of the corner but his agility 
is too slow. Tornado Mists and Tadpole Spawns also 
won't work because Karin can air-block. The only thing 
Hydron can stop with time is Ultimate Guard because 
it can easily wipe out Karin's Custom Combo which 
results her meter back to 0%. Karin's meter should 
only be used for Alpha Counters as it's more wiser. 
Karin wins and Hydron has no choice but to play 
defense.

vs. Ingrid (studied by Psychochronic):
Favors Karin due to the power of her normals and her
rushing game. Karin's normals can stun Ingrid very
fast because she has Felicia-like properties which are
weak defense and weak stun. Karin's simple game of
whiff-whiff-throw can be ruined if Ingrid will correctly
timed the Karin poke-rhythm and nail in a Sunupper or 
Sunlower. When that's loced in, simple Sunburst and
it takes away as much as 20%. Karin's Guren setups 
also bring out the pain and can leave Ingrid nearly half
dead before she's stunned which is also bad. Ingrid can 
try to Sunshot tactics but Karin can air-block them very
easily. Sun Arch and Sunrize if blocked leave Ingrid
open and the strength of Karin's HP/HK are very big.
Karin's high version of Yasha Gasehi also counters it
freely. Bottom line is that Karin's normals completely
destroy Ingrid's weak defense and Karin doesn't even
need meter for this one. Probably an Alpha Counter,
Super Combo or Custom at 50% activation if at all to
bring punishment.

vs. Jedah (studied by Psychochronic):
Can go either way and I say that is an undetermined 
outcome. Karin's normals are very effective and can stun 
Jedah down the greatest. Karin's low pokes, comboing 
Guren's than a normal for easy juggling which is great for 
a tick-throw and can dish out at most 20% (not including 
the throw). Jedah can just do his basic chain game going 
air-to-ground, throwing Dio-Cega's then getting ready for 
a mixup. It's his only way to make due because of Karin's 
top-tier pokes. Try to sneak in a ES Dio-Cega or Finale-
Rosso when you have the chance. The minus side on Jedah 
is Karin's Custom due to DarkStalkers' defense. I remember 
seeing an old A-Cho match where a silver-of-life Karin does 
a 90% Custom Combo so beware Karin's comeback factor. 
In conclusion, Karin vs. Jedah = Very good outcome. With 
full meters, it's a very good guessing game and it can go 
anyway due to experience and one must outsmart the other.

vs. Kenji (studied by Psychochronic):
Another SFA character comes in and it favors Karin due to
her pressure game and footsies but Kenji can stand up in the
match; I'd say 60-40 in Karin's side. Karin's simple whiff-whiff 
then tick-throw can pressure Kenji very well and leaves him 
guessing in case he's gonna do an Ultimate Guard. Karin can
simply air-block Ichimonji's that Kenji's gonna throw and her
Yasha Gaeshi counters nearly all of Kenji's physical attacks,
even FP from far range. Kenji's pokes may have low properties
but they make up for it due to Karin's lower defense compared
to Kenji's. Karin builds the fastest meter by whiffing pokes
and her pokes also have stun potential. The bad part about
her meter is her Customs as they can be Ultimate Guarded
easily with Karin being wide open to get hit. She's better off
doing Supers or Alpha Counters. Kenji's meter is that he has
to level up and use Bakuryusho and Jumonji as anti-air. The
bottom line is that Kenji gets pressured but can stand due
to his properties and if he excels both offense and defense,
Kenji has a chance.

vs. Leo (studied by Psychochronic):
Favors Leo due to his poke-range and the Red Earth. Possibly
another victim on Red Earth thriving on long-range pokes, it
seems Karin can't win in this one as it affects her greatly as
she must jump in to strike. Mars Slashes can be a passable
anti-air if timed right. Both can air-block each others attacks.
Ultimate Guard clearly ruins Karin's day as her whiffing game
doesn't work, so has to rely on throws and it must be done 
quick or else an Ultimate Counter will come to her. Leo can
do the Karin-rhythm game too and do Gaia Driver for his
throw. Karin has her Yasha's so watch out. Karin must time
her custom or it goes back to 0% and Ultimate Guard clearly
ruins it all. Leo can level up which can increase his poke-
range and gives him access to Gigas Driver which is very
threatening to Karin. Hercules Rush does chip damage and 
just in case if Karin times her Yasha's wrong, she'll be paying 
full damages from those slashes. Bottom line is that Leo beats
Karin due to his poke-range and Red Earth system as Karin
must get in close to do some damage or she's nothing.

vs. M. Bison (studied by Psychochronic):
Favors Karin due to footsies, moves and mobility. In this
one, any of Karin's Yasha's can counteract Bison's normals 
specials and supers. Bison is not safe when Psycho Crusher 
is blocked because Karin can easily do a standing HK. For 
meter, it goes to Karin because using at 100% can be risky
but it can do at least 40% damage when a custom at 50%
is fully executed. Don't forget Karin's standard whiff-wfiff-
throw game. Bison's only response is the air because of few
of his moves. Bison's defense is a bit higher than Karin's,
but offensive is probably equal. Karin favors in super meter, 
moves, mobility and normals. Favors Karin with a high margin.

vs. Rose (studied by Psychochronic):
Favors Karin but with Rose doing a some job to keep her
away. I'm saying that is because Rose can use Soul Spark
in far distance and if Karin attempts a jump, Rose can
easily do Soul Throw as anti-air. Karin can use crouching
HP as anti-air in case Rose tries to do a jump-in. Air game
results in Karin due to her normals being beastly and
come out faster than Rose. Rose's only answer for air
is Soul Throw and Soul Spark. Ground game favors 
Karin due to the rushdown. Simple whiff normals then 
tick-throw for easy meter. Rose can respond by using
P Alpha Counter to crouching MP linked to MK Soul 
Drill. Custom's favor Karin because of again...fast 
normals and that she has an overhead attack to affect 
Rose's crouch-game. Rose has okay customs and can
use Soul Drill repeated after activate, but really not 
reliable and passable. Remember that there is no guard
bar in this game and Rose has lack of speed and options.

vs. Ryu (studied by Psychochronic):
Most sides would favor Ryu but in a smart standpoint,
it actually favors Karin. Karin has the mobility to take down
Ryu greatly. One is her Ressen Ha and that travel far and
can punish projectiles easily. Two is crouching FP which
is a good anti-air for any of Ryu's jump-ins. Three is her
Yasha Gaeshi which counter any physical move of Ryu's
(also includes Shin-Shoryuken which does nearly 75%!).
Four is the rushdown due to her Guren which leads to
built meter, juggles, damage and the stun potential. The 
final of the five is meter which can be creatively used 
in three ways; Alpha Counter, Super Combo or Custom 
Combo. There is no guard bar in this game and once hit, 
it resets back to 0% which is the downfall. Ryu on the 
other hand has the projectile, the power, the defense, 
the rushdown and the fast meter. Yes, he can build meter
fast by whiffing but can only used it in full as Karin can
use her's half-full. Power as in the offensive properties,
his moves also have the stun potential. Ryu's defense
is better than Karin's by a good margin but he can't air-
block which is a another point in. In conclusion, Karin
owns Ryu here due to her sub-systems and her move
properties which factor in Ryu greatly. It's not all about
power you know, excelling is a key and Ryu doesn't
have it against Karin.

vs. Sakura (studied by Psychochronic):
Karin wins this due to mobility, her Customs and the 
strength of her normals. Think of this as SFA3, except 
stricter consequences like meter reset and such. What 
Sakura can do is use standing HK for mid-range pokes 
and Flower Kick and Hadoken's for chip damage and to 
build meter. Karin can do her standard poke-whiff game 
to build meter and also to rushdown since they are 
bufferable as hell. Watch out of Karin's sweeps as they 
come out instantly and can do damage so try to keep 
Karin away as possible or on the air. Custom's favor Karin 
by a long shot and that's doesn't fit well. As Sakura, time 
the execution of her "Sho-Sho-Sho" Custom right and 
don't start by whiffing a lower normal then an standing 
HK after activation. I'm saying that is because Karin can 
activate her's while in this situation and can dish out the 
beatings the next half-second after then Sakura obviously 
suffers (doesn't matter if Sakura activates at 100%). Even if 
Karin blocks and Sakura's custom is still going, Karin is 
building meter, ready to use an Alpha Counter for that 
situation. Sakura must play defensive and must strictly 
excute or she can't hold it. Karin can win, even without her
meter, she can just use her basic normals.

vs. Urien (studied by Psychochronic):
Favors Karin due to her rushdown with Urien having some 
chances. Metallic Sphere can be air-blocked and Chariot
Tackle does decent damage. Karin's pokes are faster than
Urien's and has stun potential. Karin's Gurens does decent
damage and can bring Urien to the corner easily with a lot
of mixups in her game. The only thing to watch out is the
parrying so don't be afraid to sweep and whiff constantly.
Urien's crouching HP doesn't launch which can ruin his
juggle game, it's passable as anti-air though which can
lead to Temporal Thunder to bring it. Both have meter
build which is good to which Urien needs his supers to
use after whiffing or juggling pokes. Karin has her Alpha
Counters just in case and her customs do damage. Bottom
line is that Karin beats Urien because her pokes are fast 
and has stun potential compared to Urien's and her meter
for customs does more damage than any of Urien's supers.
Urien has some power in his attacks and can handle it
though. He also has higher defensive properties than 
Karin's and both have their tactics; Karin has her Yasha
Gaeshi's and Urien has the parrying.

vs. Yun (studied by Psychochronic):
Favors Karin due to the rushdown. Divekicks can be easily
dealt with either a crouching HP which can trade damage or
do a high Yasha Gaeshi for an easy counter. Standard whiff
game is still there but the thing to watch out is parrying so
sweeps and her overhead kick are a way to confuse and do
a mixup. Karin's pokes are better than Yun's and can stun
faster.Yun's game is a balance of ground and air. Divekicks
after blocked can lead to a tick-throw or a combo attempt
which brings in the pain. Karin is the same too as she has
her crossups into Gurens then juggle for another one. Both
have their meters built good. Karin has her Alpha Counters
just in case and her customs to bring it. Yun has the option
to use EX moves which have their 50-50 but it's better to do
it at a combo into super to do it good but it does low damage
due to his weak damage properties. Bottom line is that Karin
wins this as her atack properties are better and has better
mixups than Yun's.

vs. Zangief (studied by Psychochronic):
Neutral sided here similar to Jedah vs. Zangief. The standard 
whiff game for Karin is at a 50-50 here because of Zangief's 
range for Spinning Pile Driver which causes a threat. For 
Karin, rely on sweeps and jumping normals at a distanceful 
range. It'll become a big dice roll here when both have full
meter. Both can do as much as 75%; depending of Karin's
formation of the custom. Zangief favors due to power and
grabs. Karin favors due to speed, agility and footsies.
Both equal on meter and potential. Hard match right here.


Ending:
As an asteroid blows up, Karin is in her spaceship as she
lands on the moon. From there, she's having a cup of tea 
in an oxygen base on the moon with planet Earth on her 
view.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
13) Ingrid:

From a sweet appearance she calls out her mysterious 
"abilities" to make fun of her opponents. The purposes 
of her birth, fight and so on are wrapped in mystery.

First Appearance:
Capcom Fighting All-Stars (cancelled)

Beneficial Changes:
Non-existant.

Roll Wakeup Data: 
-Forward: 64 frames / 64 invincible 
-Backward: 59 frames / 59 invincible
Roll Data: 36 frames / 30 invincible
Dashing:
-Forward: 23 frames
-Backward: 27 frames
Vitality Points: 13600
Stun Points: 55

Victim:
-Mummy: She turns into her baby form.
-Vampire: She's wearing a Broadway dancers outfit which
is similar to a Rockerfeller dancer. Stockings and top-hat 
also drawn.

Known players to use Ingrid:
-Ultrayox (France)

Best Matchups: Guile, M. Bison
Worst Matchups: Nobody...

Command Normals:
Glowing Hook: F + MP:
*Damage: 800
Ingrid does her glowing fist as it has slow startup time
but sdoes okay damage.

Hop Kick: F + MK:
*Damage: 1000
Ingrid does a hop kick towards the opponent that does
good damage, the same hop kick animation seen at
the end of her Sunshine.

Slide: DF + MK:
*Damage: 600
Ingrid does a quick slide attack to the opponent which
can do a good mind game.


Special Moves:
Sunshot: QCF+ P:
*Damage: 900
Ingrid's projectile as it goes slowly and at an angle. This 
move is great to knock down an incoming opponent from 
the air and it gives full damage until the fireball vanishes. 
Also great to build meter while playing a defense style 
but not good to do an MP or HP version because it will
not go over the opponent's head (majority of the roster).

Sun Dive (only in air) QCB + K:
*Damage: 887 (LK)/300 (MK/HK)
Ingrid does a ballerina-like spinkick in the air landing very
slowly. This move is okay to stall in the air to attack down
to the opponent quicker.

Sunupper: QCB + P:
*Damage: 1600
Ingrid's countermove where she stands and holds a shield-
like projectile. This move is passable for an anti-air and to 
ruin someone's jump-in and close range game. The bad 
thing is that it has slow recovery once the shield fades 
out so watch the timing.

Sunlower: QCB + K:
*Damage: 1600
Same as Sunupper but a lowerish crouching version of the
move. This is great to counterout an opponent crouch game
such as low normals and sweeps. Even though Ingrid's 
ground style isn't used much oftenly, the same negative 
properties still apply just like Sunupper.

Sunrize: QCF + K:
*Damage: 2281
An advancing and anti-air special. Ingrid does a forward
hop-like spin then does a Sunarch. Very good for hop and
advance game but using it can very risky and can be easily
readable.

Sunarch: F, D, DF + K:
*Damage: 1100
Ingrid's flipkick. A very good anti-air and great on wakeup.
The LK version minimizes the height and the HK version
leaves her wide open so watch out.


Super Combos:
Sunburst (1 meter): QCFx2 + P:
*Damage: 2400
Ingrid's best super and agreed by most others. This is where 
she blows a larger and slower-like Sunshot and it explodes 
on impact or after a short distance which is perfect for mid-
screen or anti-air game. The fireball's movement is slow and
the explosion impacts half the screen. A fast damaging super
for 1 meter but it takes time to reach to the opponent. Also it's
it's two hits by Parry or Ultimate Guard.  

Sunshine (2 meters): QCBx2 + K:
*Damage: 4000
Ingrid's only super that involves physicality and easy to combo 
into. Ingrid does a few Sundives across one after the other and
ending with her f.MK. Good for doing up close and for some
chip damage.

Sundelta (3 meters): QCBx2 + P: 
*Damage: 5500
Ingrid's super that must be done in the right time. Ingrid does
a modified but extension of her Sunupper and when it connects,
the opponents gets hit multiple times in the air. The LP version
hits close, the MP version hits mid-screen and the HP version
hits from far away. The risky part is that it costs Ingrid her entire
meter which is the majority of it.  The rewarding part is that it's 
great on turtle situation. Again for this super, the same negative 
properties as Sunupper.


Pros and Cons:
(+): Plays a combination of Cammy and Athena from CvS2.
(+): Standing MK is a really solid poke.
(+): Crouching HP tends to crouch under some fireballs
(Ryu's for instance), so if you ever get into a fireball fight,
just do crouching HP or something.
(+): Sunupper to Sunburst is great for defensive games.
(+): Any fp of hers is fucking annoying (Which is great 
for rushers or turtlers)!
(+): Her slide is a great tool if you want to get in closer 
after throwing a fireball.
(+): Has the highest Roll Wakeup frames of 64 forward 
and 58 backward (also including invincibility).
(+): Standing FK seems to be a retarded, FAST overhead. 
Might be 2-3 frames, who knows,but it's good to use once 
in a while while you're trapping.
(+): She's a very small character which makes it somewhat
hard to attempt a crossup.
(?): She's the only person to roll.
(-): Her damage is low, she doesn't have much in the way 
of combos unless she's point blank and her meter takes 
awhile to build. 
(-): She has lower life and the lowest stun (55). 
(-): She can really only throw LP and MP fireballs unless 
they're jumping backwards and her fireball is at a weird 
angle(which is a between degree of Gambit's Kinetic and 
Trick Cards from MvC2).


Early Impressions (studied by RenoROB):
The dark horse. St first everyone said she was suppose to 
be amazing; the more people played her, the more people 
was like "she sucked". I've tried to keep an open mind and 
I think I'm starting to see why she's an alright character (for 
a tiny girl, she deals some damage), she's not fast, she's not 
much into combos but her any form of HP's and her standing
and crouching MP's does so much damage, far more than 
what anyone expected her to dish out. She has a decent 
game of mix-ups and pressure than can sometimes get 
annoying. Her Sunburst is her anti-air and her Sunupper
and Sunlower definitely can become annoying since they 
seem to come out really fast.


Overall Impressions (studied by Psychochronic):
A combination of Cammy and Athena from CvS2 becomes
this annoying little girl. She may have low defense like 
Athena but has a projectile as similar to her and a spin
attack too. Pokes are also like Cammy as it nearly equals 
the fast recovery and can get excessively annoying. Her
counters to Sunburst play very well and her rolling goes 
useful in certain situations. Recommended for the poke-
abuser but must be in a defensive state in all times due to 
her low life.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Undetermined outcome on the match. Ingrid can simply 
play a distance game by FP's and Sunshots to keep away 
from Alex, Sunrize is maybe her only good anti-air but yet 
Alex can parry so it can be useful work wakeup games. 
Alex's sweep seems tobe the only good distanceful attack 
that's fast so keep that in mind in case Ingrid tries to start 
a fireball war. Both have nearly exact throw properties so 
that kinda matches out. Meter is a big factor to both sides; 
Ingrid's Sunburst can take out at max 17% and Alex's 
Hyper Bomb can take out as 55% which is some major 
damage. Ingrid may have the speed and projectile but 
Alex has the damage properties as his normals are good 
and especially Hyper Bomb and the fact he can parry, 
even going on the offensive. It can go any side but I say 
that the finalization of  the outcome is undetermined.

vs. Anakaris (studied by Psychochronic):
Ingird takes this as she counters whatever coming to
her unless she screws up which her chances are viable. 
Anakaris' tri-jump and standing combos can be easily 
countered by Ingrid's Sunupper (crouching combos by 
Sunlower) then an easy Sunburst to dish it out. Ingrid's 
anti-air is her Sunshot which can keep-away Anakaris 
for a temporary amount of time. What he can do attempt 
a corner teleport and continue to rush-game from there.
Another attempt is play a keep-away game too using
Coffin Drops and Royal Judgements to keep Ingrid
from rushing in. Mummy Drops (ES also) can be used
to break the footsie game, although timing is risky.
Ingrid can respond greatly by her abusing FP's which
can pressure Anakaris greatly too. Ingrid wins this
one due to her FP and her abilities which counters
Anakaris but he can stand up in the fight because
Ingrid's defense and stun is extremely low.

vs. Chun-Li (studied by Psychochronic):
It can go both ways but Ingrid has the most chances of 
taking it. How so is because other than Chun-Li's parrying, 
Ingrid can Counter Roll. Chun-Li can throw Kikoken's and 
same with Ingrid with her Sunshots but it can also be a 
useful anti-air. Ingrid's LK Sunrize is great for wakeups 
and her throw damage is exceptional. Don't forget about 
FP's, abuse that if you can especially on air and crouching 
too plus it can give stun points! Chun-Li has got the speed 
and agility on this one so if Ingrid stalls on attack (most 
likely Sunshot), Chun-Li can dish it out. Don't forget about 
parrying also as that's another key in this match. Don't 
forget that Sunburst is a 2-hit parry so watch out!

vs. Demitri (studied by Psychochronic):
Favors Demitri due to his abilities. Both have the near-same
defensive properties, both can air-block and both have moves
that leave them open if blocked; Demitri having Demon Cradle
and Bat Spin and Ingrid having Sun Arch and Sunrize. Ingrid's 
anti-air would be Sunshots to keep Demitri away from the air, 
so it's good to use that move in case Demitri does a teleport 
dash which can result as a hit. Demitri can use Chaos Flares 
to play his keep-away game then rush-in for a Dashing Demon 
Cradle. Ingrid can abuse her FP's like hell in any case possible 
and Demitri can evade using his teleport dash or Bat Spin to 
get out of Ingrid's close vicinity. Both can build meter fairly 
well and have positives in their meters. Ingrid's Sunburst's
explodes int he damage and it's great to do it after an easy
Sunupper. Demitri's meter has many uses; ES Chaos Flare 
and Midnight Pressure to bring out the pain. Bottom line is
that Demitri wins this due to his abilities, multiple uses of 
meter, chain-combos and Ingrid's low defensive properties.
Ingrid has the power to stop it and the chances are fair.

vs. Felicia (studied by Psychochronic):
Felicia has to excel offense and defense or she's kitty litter 
to this annoying little girl. Sunburst takes off as much as 
17% so be sure limit the dashing as chain-combos are the 
factor for Felicia. Things to watch out when fighting Ingrid 
are her FP's, Sunupper, Sunlower and a wakup Sunrize so 
nearly any of Felicia's attacks can come some sort of 
consequence. Another simple match for Ingrid.

vs. Guile (studied by Psychochronic):
Another good footsie game. Similar to Ingrid vs. Bison, 
Ingrid takes this due to her Sunshots and defense game. 
Surely, Ingrid's defensive properties equal Felicia's and 
most think that this is a bad match for Ingrid...wrong. 
This is a bad match for Guile if you think about it unless 
Ingrid messes up in this one which can be very common. 
Ingrid's crouching FP can go right under the Sonic Boom 
and her Sunshots are her anti-air with Guile not having 
the air-block ability. Guile has the fast meter and must lock 
a super in fast time, otherwise Ingrid can do a Counter Roll 
for easy evasion. Sunuppers are great for coutners and 
linking a Sunburst dishes out more damage. Ingrid wins 
this due to her abusive defense game and with Guile not 
having the ability to do other stuff such as air-block, dash,
counter and all that other stuff, this is a bad match for 
Guile. Lack of sub-systems is the weak point in Guile.

vs. Guy (studied by Psychochronic):
Guy takes this one due to speed. Guy can invade the 
ground and hardly has to use air attacks for this one. 
Keep going closer to Ingrid using MP's like hell and sweep 
when she does throws a Sunshot, timing is near-precise 
and it gives Ingrid the pressure on the match. Combo into 
Hozanto for some chip damage and use Hayagake: Kage 
Sukui/Kubikari to take down her crouch game. Ingrid can 
take the air using Anti-Air Sunshots and abusive jumping 
FP's as Guy's Bushin Izuna Drop must be timed correctly 
or he suffers from that mistake. With that strategy and 
meter built, Guy can time his Super Combo or P Alpha 
Counter. Ingrid loses due to speed, mobility and the fact 
he can build meter very fast.

vs. Hauzer (studied by Psychochronic):
Hauzer wins due to power. Ingrid must excel oftenly
or she'll lose. What she can do is throw Sunshots to 
keep Hauzer away and Sunrize on wakeup is passable. 
Hauzer can use crouching MP or Tempest Fall as anti-
air. Deluge Assault and Deluge Crisis is good for some 
chip damage. Watch out of her FP's so don't forget to 
Ultimate Guard and Ultimate Counter really fast because 
of Ingrid's slow-time on her FP. Standing MK, B.MP 
and jumping FP are threats too because they can
do damage and can stun Ingrid quick. Bottom line
is Ingrid's low overall properties can fare enough
going toe-to-toe with Hauzer. 

vs. Hydron (studied by Psychochronic):
Undetermined outcome on the match. Hydron can
clearly Ultimate Guard can defend against Ingrid's
projectiles and multiple-hit specials. The only thing
Hydron won't be safe from is throws in that point
in the animation. Ingrid is not safe if a move such as
Sunrize or Sun Arch is blocked or Ultimate Guarded,
Hydron can simply strike with a move or a Mystic 
Break. Both characters can air-block each others
and projectiles and Hydron has a far-ranged poke
(crouching K's) as Ingrid has an abusing poke (HP's).
For Hydron, his pokes are horribly weak so he must
level up no matter what. His Strangling Spark can
take out as much as 60-70% which threatens Ingrid
due to her weak defense. Ingrid's Sunburst takes off
as much as 20% and with her Sunupper, countering
any of Hydron's normals can be easy. Bottom line is
that both characters can play this match very evenly 
due to their personal properties.

vs. Jedah (studied by Psychochronic):
Favors Jedah unless he screws up on this one. Ingrid's
offense is good and it fares up to DS characters due to
their low defense. Her FP's are abusable, Sunupper is
effective for counters, Sunshots is good for anti-airs
and Sunburst dishes out the damage and it's good for
a Level 1 super. The bad thing about some of Ingrid's
moves is her slow recovery. Moves such as Sunrize
and Sunarch leave her in the open, ready for Jedah to
easily do his Guard Cancel right after, do Nero Fatica 
or do a chain-combo attempt fastly right when Ingrid 
is floating openly in the air. Jedah's ES Dio-Cega's
bring the pain and unblockables take as much as 30-
45% and it's good do it it when Ingrid is cornered.
Don't forget that Ingrid has Felicia defense which
easily can be a fast death for Ingrid. Jedah wins this
due to his tactics but Ingrid's offense can take it once
Jedah messes up at nearly anytime due to her tactics.

vs. Karin (studied by Psychochronic):
Favors Karin due to the power of her normals and her
rushing game. Karin's normals can stun Ingrid very
fast because she has Felicia-like properties which are
weak defense and weak stun. Karin's simple game of
whiff-whiff-throw can be ruined if Ingrid will correctly
timed the Karin poke-rhythm and nail in a Sunupper or 
Sunlower. When that's loced in, simple Sunburst and
it takes away as much as 20%. Karin's Guren setups 
also bring out the pain and can leave Ingrid nearly half
dead before she's stunned which is also bad. Ingrid can 
try to Sunshot tactics but Karin can air-block them very
easily. Sun Arch and Sunrize if blocked leave Ingrid
open and the strength of Karin's HP/HK are very big.
Karin's high version of Yasha Gasehi also counters it
freely. Bottom line is that Karin's normals completely
destroy Ingrid's weak defense and Karin doesn't even
need meter for this one. Probably an Alpha Counter,
Super Combo or Custom at 50% activation if at all to
bring punishment.

vs. Kenji (studied by Psychochronic):
Favors Kenji by a fair percentile unless he screws up on
this one. Tactics such as his double-jump, long-ranged FP,
Red Earth system and fast meter are the threats to Ingrid
in this situation. Ingrid can simply air-block Kenji's long-
ranged pokes easily but they do damage (think Ingrid's
defense as an SFA character), double-jump is great for
evasion purposes and setups and levelling up is the way
to play. Ingrid has the meter, Sunshots, abusive FP's to
annoy and Sunupper/Sunlower to counter Kenji which
gives Ingrid's comeback factor somewhat good. Simple
counter then Sunburst to a clear threat to Kenji's offense
which takes down much damage. Kenji can simply build
fast meter due to Kagerou cancels and the Mystic Break
to keep out for is Bakuryusho or Enmazuki because some
of Ingrid's moves have slow recovery and her Sunshot is
at an angle. Both can use FP's to be abusive, Kenji is more
agile and his defense is good as Ultimate Guard can ruin
Ingrid's offense. Kenji takes this due to his abilities and
the Red Earth system but Ingrid can fare in if Kenji tends
to screw up.

vs. Leo (studied by Psychochronic):
Favors Leo due to rushdown and the Red Earth system.
Think of Leo as a offensive beefed Zangief here as his 
attack properties can go up when levelled up, stronger
defense, run, long-range pokes, Ultimate Guard and his 
increased stun properties. Any of Ingrid's attacks can 
be easily Ultimate Guarded but timing must be good or 
else he'll suffer a throw. Sunrize and Sun Arch is not safe 
on block as Leo can do a Mars Slash right after. Ingrid's
HP's can get annoying but Leo can tolerate it with an
air or ground poke. Any of Leo's air-poke can be easily
cotunered with Sunupper then dishes out a Sunburst
which is the only tactic for Ingrid doing some damage.
Leo can also play a Karin game by whiffing pokes then
doing a Gaia Driver very easily. Levelling up pressures
Ingrid very well which increases his attack properties
and access to Gigas Driver which takes out nearly 45%
of life. Hercules Rush is good for chip damage unless
Ingrid does a Counter Roll, leaving Leo open in the
process. Bottom line is that Leo's power and pokes
pressure Ingrid greatly to the extent, forcing Ingrid
to play more offense and less defense.

vs. M. Bison (studied by Psychochronic):
A good footsie game but Ingrid takes this one. Ingrid 
can use Sunshots to take out Bison's mid and air game 
and also to keep him away in case of attacks like Knee 
Press for instance. Bison can use his nomrals as his are 
stronger than Ingrid's (except for FP!). Ingrid can use 
her slide to get closer and jumping FP which is a great 
crossup. Using Sunupper or Sunlower is very good for 
defensive purposes but if not timed correctly, Bison 
takes the advantage of the open attack. Sunburst is 
pretty much the only good super to slowly chip out 
Bison. Bison can use short Knee Presses to keep his
distance and watch out for supers because Ingrid can 
counter or use Sunupper and avoid them easily. One 
of Ingrid's best matches.

vs. Rose (studied by Psychochronic):
Ingrid takes this one unless she screws up due to her
moves having long recovery time. Crouching HP's are
abusive which can do damage and go under Rose's
Soul Spark. Sunshots are more pressure than Soul
Spark because it can go upwards, it's stationary and
fades out in the end which is a good anti-air. Both
can air-block each other attacks and projectiles and
Rose's Soul Throw can beat in Ingrid's jump-ins. 
Rose can do her P Alpha Counter -> crouching MP ->
MK Soul Drill easily as her counter attack but she
needs meter in order for that to happen. Sun Arch 
and Sunrize are not safe on block which Rose can do 
Soul Throw or Aura Soul Throw easily. Rose's foot 
game can be broken if Ingrid does Sunupper then 
easily do Sunburst which can take out as much as 
25%. Ingrid's meter builds faster than Rose's due to 
her attacks and repeated Sunshots meaning she can
play an excelled game here. Bottom line is that Ingrid
wins this one due to her abusing HP and her tactics
which can be played for an excelled player, mostly
defense. Ingrid can easily screw up if her moves are
blocked and takes her punishment badly due to Rose's 
power which overcomes Ingrid's poor defense.

vs. Ryu (studied by Psychochronic):
Ryu wins this one due to power and this is an exact
opposite match of Felicia vs. Ingrid. Ryu's clear anti-
air is Shoryuken which dishes it out greatly. Ingrid's
anti-air is her Sunshot in case Ryu does any jump-in
attempts. Sun Arch can be good but watch if Ryu hits
his normal or else both gets hit with Ingrid suffering a
lot more damage. Basic fireball game can be ended as 
Ingrid can crouch FP after Ryu do his fireball which 
can get very annoying after. Meter goes to Ryu as
his supers are powerful as hell and he builds it way
faster than Ingrid's. Ingrid's meter can be used for 
Sunbursts and that's good in case Ryu does a normal,
Ingrid can simply use Sunupper then Sunburst easily.
Bottom line is Ryu wins this due to power but Ingrid
can counter his attacks in the match which can lead
to a comeback if not played right. 

vs. Sakura (studied by Psychochronic):
Ingrid takes this one. She can use Sunshots as anti-airs 
but Sakura can air block them. Sakura can't air block a 
Sunburst though and that can give an advantage. 
Wakeup LK Sunrizes can do some damage and FP's 
can stun Sakura quick! The thing about Sakura losing 
here is lack of sub-system. With Ingrid being able to 
dash, Counter Attack and Roll, these properties can 
rush Sakura greatly (remember, this is not Sakura from 
CvS2 A-Groove!) and thus results in the loss. Simple 
crossups may do the trick against Ingrid which builds 
meter. Use the meter towards Super Combos as it can do 
about 20% but in Custom Combo, be careful because if 
Ingrid blocks, she options such as Counter Roll. With 
Ingrid being more versatile to a toned-down Sakura,
it points out that Ingrid is favored.

vs. Urien (studied by Psychochronic):
Favors Urien due to power. Ingrid can use her annoying
crouching HP which can go under Urien's Metallic Spheres
which can break the fireball war. Ingrid's Sunshots can be
used as an anti-air in case Urien does a jump-in but can be
easily parried, leaving Ingrid open. Sun Arch and Sunrize
do diddly damage and aren't safe on block as Urien can
launch then Temporal Thunder which Ingrid suffers very
greatly due to her Felicia defense. Any jumping or special
that Urien does can be easily toyed with Ingrid's Sunupper
to which then can dish out more by using Sunburst. Ingrid's
meter builds much faster her she uses 3 stocks as where
Urien uses 2 stocks. Bottom line is that Urien wins this due
to power and access to his execution due to some of Ingrid's
slow recovery on her moves but Ingird can counter nearly
Urien's moves. The thing for Ingrid is that she has the easy
meter and the annoying HP but has extremely weak defense
and that can't match with Urien's power.

vs. Yun (studied by Psychochronic):
Favors Ingrid due to her pressure game. Sunshots are good
as anti-airs which pressures for Yun's offense game unless
he has quick reactions for parrying. Sunshots and Sunuppers
beat out Yun's abusive divekicking greatly, leaving Ingrid
to do a Sunburst or if she has no meter, a jumping HP or a
Sunshot. Yun's attack properties are weak as it does nearly
nothing of bits if you ask me. The only thing Yun's pokes
are good for is that it has stun potential because Ingrid has 
the lower stun properties. Ingrid builds meter faster than Yun
because his attacks are pathetic and must rely on parries and
combos. Yun's meter is good for combo to You-Hou and that's
the only good super he can do to dish it out. Bottom line is
that Ingrid's projectiles and Sunupper counter anything of
Yun's air-game and Yun must do a jump-in to do some damage
Ingrid which isn't easy die to the angles of her Sunshots. Yun 
has bad attack properties just as how Ingrid has bad defense
properties which can be a sole factor here.

vs. Zangief (studied by Psychochronic):
Can favor any side. Ingrid's Sunshots keep-away Zangief
to the point that jumping over or his Lariat can be risky.
Ingrid's MP and HP Sunshots target Zangief's up-section
to where the projectile will hit indefinetly and makes a good
anti-air for any of Zangief's jump-in attempts. Her FP is also 
annoying so keep that move in mind to annoy. Zangief's main 
game is to jump over that stuff and do a Spinning Pile Driver 
at all costs. Ingrid's defensive properties is nearly the same 
as Felicia's, which means this matchup threatens Ingrid if she 
messes up big time. Ingrid's meter is best used for Sunbursts 
for anti-air or Sunshine for chip damage. Zangief can use his 
Aerial Russian Slam for anti-air or Final Atomic Buster up close 
which means an automatic victory. Both have the necessary 
tactics to win and one must outsmart the other.


Ending:
A bright light shines from above the Infinity Chamber as
Ingrid looks up. Ingrid then walks away as she leaves
down her pig-tail caps on a table.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
14) Urien:

The chief of the secret organization controllers of the 
concealed society since the B.C. era, "Lord" Gill's 
younger brother. Worthy to reign on his own, bare 
fisted hatred inside.

First Appearance:
Street Fighter III: 2nd Impact: Giant Attack

Beneficial Changes:
-Face seems to be redrawn as he grins now.
-Faster stance.
-Doesn't have the win pose where he says "You Die!" 
when he slams his fist to the ground creating a pillar 
of fire around him then screams. Believe it or not, that 
pillar of fire is used in Kenji's Bakuryusho Mystic 
Break.
-Doesn't have the win pose where he dashes to the 
opponent while on the ground and nearly slams his 
fist halfway to clench it. Urien just stands on the 
same spot while he does that pose and grins. 
-Doesn't have the time over action where he holds 
himself then bleeds.

Quick Standing Invulnerability Data: 44 frames total; 
invincible for the first 33 frames
Dashing:
-Forward: 17 frames
-Back: 21 frames
Vitality Points: 15200
Stun Points: 60

Victim:
-Mummy: An Olmec Statue from Mexico. The Olmecs 
were the tribe in Mexico that preceded the Aztecs.
-Vampire: Makoto from 3S dressed a lot like Urien.

Known players to use Urien:
-Daigo Umehara (Japan)
-Kindebu (Japan)
-Knit (Japan)
-Psychochronic (Canada)
-Ricky Ortiz (United States)
-Tokido (Japan)

Best Matchups: Hauzer, M. Bison
Worst Matchups: Nobody...

Command Normals:
Quarrel Punch: F + MP:
*Damage: 800
First introduced in 3S as it replaces Urien's Thrust
Swing, Urien does a quick poke to the opponent's
face. The anti-air of the poke is pretty limited and
it's very fast and it can be comboed into his
Thurst Overhead right after.

Terrible Smash: F + HP:
*Damage: 1000
Urien does a quick punch below that can be only
be blocked standing. Great to confuse crouchers
and to setup mixups and begin Aegis Reflector
combos.

Quarrel Kick: F + MK:
*Damage: 800
Uiren slighty goes forward a bit doing a kick to the
opponents mid-section. Good for footsie games but
it's very slow and misleading but great to ruin the
opponent's parrying rhythm and it's a cheap poke.


Special Moves:
Metallic Sphere: QCF + P:
*Damage: 800 (LP)/1000 (MP)/1200 (HP)/1400 (EX)
Urien shoots a thunderous sphere from his fist towards 
the opponent as he says "Kill". The projectile goes on 
three different directions depending which button is 
pressed. The LP version goes straight to the opponent 
just like any other projectile. The MP version goes on an 
up-forward angle and is good to hit any character that 
floats or jumps in their gameplan. The HP version shoots 
a bit upward a little more, similar between a 45 and 90-
degree angle. The EX version of this move only goes 
straight, goes at a slow-rate and hits twice. The changes 
to this move is that it can't follow-up just like in 3S. In 3S, 
you hit an upward Metallic Sphere then do a Chariot 
Tackle for juggle and hits. This juggle can't be done 
here so be careful.

Chariot Tackle: Charge B, F + K:
*Damage: 1000 (LK)/1100 (MK)/1200 (HK)/1600 (EX)
Urien charges fast towards the opponent and tackles 
them as he says "Crush". The LK version is for low 
distances and good to combo off of. Also great as a 
modified poke at mid-range. The MK version goes 
slight more distance under the same LK animation. 
The HK version goes near the full-length of the screen 
and it's good to Super Cancel. The EX version goes more 
range than the HK version and does two hits one after
the other. The thing about all versions is that it can 
juggle when timed right but they're all not safe when 
blocked.

Violence Knee Drop: Charge D, U + K:
*Damage: 1200 (LK)/1400 (MK)/1600 (HP)/1800 (EX)
Urien jumps straight into the air, does a backflip then 
rushes downwards fast using his knees to attack as he 
yells "Destroy". Great for crossups in different ranges 
and is great to hit crouchers. The EX version goes much 
faster as it rushes towards the opponent and does two
hits and doesn't knockdown, which is similar but slower
to Gill's Moonsault Knee Drop in 3S.

Dangerous Headbutt:  Charge D, U + P:
*Damage: 1200 (LP)/1300 (MP)/1400 (HP)/1600 (EX)
Urien leaps forward with a flying headbutt attack similar 
to Gill's Psycho Headbutt in 3S. This attack is very useful 
for wakeup, surprise and juggle attacks and can be very
passable as an anti-air. The LP version has extremely fast 
recovery so that should you miss, it can be great to setup 
a throw right after. The EX version does two hits, shocks
the opponent in electricity and juggles on the second, 
making it great to lock in a Super Art when needed.


Super Arts:
Tyrant Slaughter: QCF x2 + K:
*Damage: 4400
Urien's Super Art I in 3S and labelled as "Tyrant Punish". 
Urien does six Chariot Tackles one-by-one then finishes it 
off with a Lariat. A flexible rushing ground combo which 
can be juggled when timed right and has some sort of 
invulnerability on startup, making it great for a wakeup 
reversal.

Temporal Thunder: QCFx2 + P:
*Damage: 3000
Urien's Super Art II in 3S, labelled as "Jupiter Thunder" 
and possibly the best Super Art here. Urien blasts a wide 
projectile as it does 5 hits and fades smaller the more 
farther it goes. A great anti-air as it has wide-range, has 
a great startup and is great for juggling. Great to do after 
a Chariot Tackle or Dangerous Headbutt (just four hits 
though after Dangerous Headbutt).

Aegis Reflector: QCBx2 + P (Press Px2 for upwards):
*Damage: 1200
Urien's Super Art III in 3S. Urien summons a big stationary
projectile forward as it does six hits. Very good to shut 
down the opponents mobile options as it can also reflect 
regular and super projectiles coming toward it. Very good 
for cornering the opponent, ready to devastate a huge
amount of damage if a combo should be locked in.


Pros and Cons:
(+): Faster than his 3S version.
(+): Easy juggling.
(+): Good ground game.
(+): Great mobility.
(+): Standing FP has solid range still and comes out fast. 
Overhead and UOH have good speed and range.
(+): Temporal Thunder more useful here than in 3S.
(+): Upward Metallic Spheres is great to kill floaters.
(+): Tyrant Slaughter can juggle a bit when timed right.
(+): Aegis Reflector pushes outward, so you can actually 
play his good ol' 50/50 mix-ups off of them. 
(+): A deadly Aegis combo has potential to stun.
(+): You can also do insane dizzy damage if you can hit 
them from the aegis mixups with his chain (standing LP -> 
standing MP -> aegis hit) x6 -> crouching FP -> Chariot 
Tackle / whatever you'd like. I don't remember the exacts, 
but it's pretty hefty if done correctly. 
(+): His Chariot Tackle is more like the 2nd Impact version 
but it has it's uses especially with Super Cancels but if it's 
blocked your up for a meaty combo in retaliation for 
your slack timing.
(+): Whenever you're staying back and throwing Metallic 
Spheres, kara-cancel crouching HP/MP/FK into them. 
This move is extremely easy to kara for some reason, 
and it adds a tiny bit of startup in exchange for a tiny 
bit of meter.
(+): LP Dangerous Headbutt comes out FAST...speedy 
gonzalez style which means extremely fast recovery! 
(LP x2 -> Jab Dangerous Headbutt is sweet for throw 
setups and close range attacks!)
(+): All Super Arts have good startup.
(+): Violent Knee Drop knocks down the opponent and 
leaves you standing steps right over the opponent.
(+): Urien's Quick Stand is 44 frames and is invincible for 
the first 36 frames which is the highest compared to the 
others of the 3S cast.
(?): Violence Knee Drop is somewhat fast as well and as 
mentioned knocks down but Urien kind of floats above 
them for a split second before landing (ugly) but as 
mentioned he's right on top of them. 
(?): Urien's EX Dangerous Headbutt seems like the hitbox 
stays out on start to end. He stays in the same animation 
and will hit on the way down.
(?): EX Violence Knee Drop will not knock down the 
opponent. Exactly the same as 3S.
(?): For some reason, Temporal Thunder does 4 hits if it's
done after a Dangerous Headbutt. Kinda weird.
(?): Upwards Aegis Reflector is hardly useable.
(-): Urien's taunt doesn't increase his attack power and it
doesn't knockdown the opponent.
(-): Doesn't have his Aegis Reflector unblockables like 
in 3S.
(-): Can't follow up a Chariot Tackle, Metallic Sphere, 
Dangerous Headbutt or EX Dangerous Headbutt after 
an EX Dangerous Headbutt like in 3S.
(-): Can't follow up a Chariot Tackle after a Metallic Sphere 
like in 3S.
(-): Can't charge-parition his Chariot Tackles like in 3S.
(-): Chariot Tackle is not safe once it's blocked.
(-): His crouching FP cannot juggle up SFA characters
from ground level.
(-): His crouching FP is 2nd Impact as well but with crap 
range...too many times I get a whiffed second hit and no 
juggle (...grrrr...).


Early Impressions (studied by RenoROB):
Urien is a powerhouse no doubt...but unlike 3S, he's lost 
so much stuff that made him great. He lost a lot of juggle 
potential, especially of his Super Arts and crouching HP,
his Aegis Reflector unblockable BS is no longer there but 
he's a lot faster than 3S and still deals a lot of damage 
which makes him worthy of #14 but definitely lower 
than the other two 3S characters.


Overall Impressions (studied by Psychochronic):
Somewhat mid-tier in 3S becomes a dominant SF character
in CFE slight above Karin. Due to his tweaks, his pokes
come out faster and has somewhat quicker recovery in
them. Sure his Metallic Sphere is an auto-knockdown
and his Chariot Tackle has crap startup but builds fast
meter and damage from his Super Arts (Sorry, no Aegis
Reflector unblockables here...) such as Temporal Thunder
which is a good juggling finisher. Recommended to any
type of player whether it's rushing or turtling, period as I 
see no problems using him in matches, highly used in 
tournaments too.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Favors Urien unless he scrwes up on this one. Urien can
pressure using crossup Violence Knee Drops, Metallic
Spheres and close-range or surprise are Chariot Tackle
and Dangerous Headbutt. Urien's anti-air is his Metallic 
Spheres as Alex needs to be up close to do some damage. 
Alex's anti-air is Air Knee Grapple and must be timed right 
or Alex will suffer the hit. Power Bomb is always great 
after a dash-in and Flash Chop is an alternative to that. 
Dashing Elbow is good for surprise attacks which can 
be useful. Urien builds the fastest meter compared to 
Alex's. Urien has Aegis Reflector for corners, Temporal 
Thunder for juggles and Tyrant Slaughter for whiffs. 
Alex's meter is harder as he has to get in instead of 1-
hit whiffs like Urien. Hyper Bomb on wakeups, dashes 
and randoms and Boomerang Raid is okay after a hit
dashing elbow. Stun Gun Head Butt isn't worth it as 
Alex is in the air in a very slow-motion and Urien can 
respond easily with a Metallic Sphere. Bottom line is
that Urien's moves can pressure Alex from distances
which make it hard for Alex as he needs to be close
to deal in the match. His pokes and supers make up
for it though.

vs. Anakaris (studied by Psychochronic):
Anakaris takes it but Urien has chances. I'd say 55-45. 
This match is similar to Jedah vs. Urien except that pokes 
is more of a factor and Anakaris' projectiles don't stall. 
In this situation, Anakaris can use his standard keep-
away Coffin Drop game easily converting to rushdown 
chains fast. Since Anak's chains are too fast (faster than 
Jedah's), the parrying is way more precise or Urien will be 
suffering for it. Urien's pokes do some good damage and 
a good way to chase Anakaris is the air. I'm saying this 
because MP Metallic Spheres keep Anakaris from upwards 
and Urien's normals are faster to come out comparing to 
Anakaris' normals. Quick Standing is great to get up quickly 
and avoid follow-up attacks but don't do it too often, 
especially when cornered because a Hole of Hell can come 
by (which is anybody's weakness when stuck in the corner). 
Anakaris takes this due to keep-away game and chains but 
Urien has chances of stopping it.

vs. Chun-Li (studied by Psychochronic):
In this watered down 3S-like match, Urien takes this one.
Any of Chun-Li's Hoyoku-Sen is not safe on block which
enables Urien to whiff the crouching HP -> Chariot Tackle
-> Temporal Thunder easily. Kikou-Shou however has some 
safety on block, but a fast Urien can do Chariot Tackle ->
Temporal Thunder/Tyrant Slaughter (any of the two dishes
it out good). Chun-Li has the annoying HP's can have some 
chance of pressure game and her Kikoken can't match the 
Metallic Sphere. Temporal Thunder can be easily parried
and Aegis Reflector can be tricky at it can mixup Chun-Li
greatly. Chun-Li has the agility to play a keep-away game
and some of her normals match Urien's too. Bottom line is
that Urien wins this due to his abilities as Chun-Li's have
toned down here (comparing their CFE abilities, not 3S)
and Chun-Li gets pressured due to her slow meter and
tweakness of some of her moves.

vs. Demitri (studied by DarksydePhil):
At first sight, you might think that Urien would win this 
match, but what you have to realize is that Demitri never 
has to actually go offensive, he can go either way. The 
best way to win this is to stay away from Urien and just 
keep Metallic Spheres. Urien will eventually tire of 
blocking and parrying and be forced to come after you
and this is where the advantage lies. Demitri's Demon 
Cradle beats anything Urien can use to jump in, including 
the Knee Drop; just be careful that Urien doesn't parry 
because it's only a one-hit Demon Cradle. Demitri's 
jumping FK actually trades with Urien's crouching HP 
the majority of the time and does more damage, so you 
should have no fear of juggles here. Urien's Metallic 
Sphere shooting upwards is useless since Demitri can air 
block, and can actually bait the anti-air Sphere and then 
do an ES Batspin for a big combo. Also remember that 
Demitri can dash through fireballs, so wait for a normal 
one and then do a Dashing ES Demon Cradle for big 
damage. Demitri can use his crouching hk for zoning on 
the ground, and also when Urien jumps in as an anti-air 
sweep. The bottom line here is, Urien really has very little 
to do besides attack and his attacks are not very effective 
at all against Demitri. Meanwhile, Demitri can run away all 
day, throw fireballs, try to bait attacks and then counter 
with ES Batspin, ES Dashing Demon Cradle and sweep 
through lots of Urien's attacks, or especially after a 
blocked Chariot Tackle. Bottom line is Demitri controls 
this match because he can keep Urien away and go 
whenever he wants.Urien has little he can do to Demitri 
since his fireballs are neutralized, his knee is easily blocked 
and his Chariot Tackle can be swept if blocked.

vs. Felicia (studied by Psychochronic):
Favors Urien due to power and easy access to combos.
Felicia's dashing normals in an attempt for a chain-combo
can be parried if the reaction time is fast or blocked easily,
leaving Felicia in a 50-50 situation for her to strike and
evade or to get hit and when she gets hit by Urien, his
attack power is good and his the speed of it is fast too.
Felicia's defense is one of the weakest and some of her
moves have slow recovery, leaving Urien to whiff out
his crouching HP then link it to a Temporal Thunder
easily. Both characters have their anti-air as Urien has
Metallic Sphere and crouching HP while Felicia has the
Delta Kick and crouching HP too. Both build meter fairly
good and Felicia's meter should be used for ES Rolling
Buckler or Dancing Flash for surprise and close game or 
going under Metallic Sphere. Please Help Me is somewhat
an alternative but leave Felicia open to suffer from that
mistake. Bottom line is that Urien wins this due to his
abilities and easy access for supers with Felicia having
choices to excel due to her dashing and agility.

vs. Guile (studied by DarksydePhil):
Okay, you can argue all day that Guile is the damage 
leader here and he can just turtle and run away all day. 
But you'd be wrong. You forget that Urien can parry 
and can easily get out of whatever anti-air Guile throws 
at him. Urien can jump at Guile all day and if he tries a 
crouching FP or flash kick, Urien can easily parry and 
punish afterwards, because it's only one hit. Guile can 
sit back and throw sonic booms, but Urien can just parry 
them all day. Guile is majorly effective when he can chip 
with booms and get a lead, then turtle, but he can't turtle 
vs. a parry character effectively. What ends up happening 
is Guile has to go on the offensive, and this is where Urien 
takes advantage of the situation. Urien can anti-air fireball 
or use the Knee Drop to take Guile out of the sky, and 
unfortunately most of Guile's attacks are easily parried. 
Urien dominates this match because Guile can't play his 
best, which is a turtle strategy. Play this match a few times, 
learn the parry timing and you win for free. Bottom line is 
Urien beats Guile because Guile can't turtle vs. a parry 
character. His sonic boom, crouching HP and flash kick are 
all easily parryable, which allows Urien to punish him. Guile 
is forced to go on the offensive and Urien takes advantage 
of this.

vs. Guy (studied by Psychochronic):
For some reason, this favors Guy on his fast speed and 
agility. Urien's crouching HP can't launch Guy into the air, 
so think of a different attack to do in case Guy is up close 
or doing a Hayagake: Kyuteishi. Guy is fast to react due to 
Urien's slow recovery in some of his moves and normals
which enables a fast poke then evade for a swift rush-
away game of an interchangeable X-Ism/A-Ism combo.
Guy also builds his meter fast and can go at 50% faster
than Urien's 1/2 gauge. Guy can simply Alpha Counter
his way out which is good or can activate his custom,
leaving Urien to block or eat the damage. The thing for
Urien to react is to parry the first hit then strike next.
Bottom line is that Guy can jump over, mixup and can
outfootsie Urien. Guy's moves and tactics is just too 
fast and Urien loses this one due to that.

vs. Hauzer (studied by N-Ken):
Unless someone can convince me Hauzer can actually 
stop Urien from getting full screen consistently, I'm 
convinced this match is ridiculously lopsided. MP 
Metallic Spheres beats everything Hauzer has, even if 
he ducks it he can't stand up til the sphere is completely 
off screen, otherwise he gets smacked in the head. Even
if Hauzer can stop Urien from getting that far away, Urien 
can beat alot of his pokes even still. I'm quite possibly 
forgetting something that Hauzer has that might prove 
useful, but from what I've seen this match is ridiculous.

vs. Hydron (studied by Psychochronic):
Favors Urien due to mobility. Hydron is too slow in this
battle which enables Urien's simple access to lock in a 
combo to Super Art easily. Hydron's simple spam game
which also includes crouching K's limit the the chances
for Urien to jump-in. Parrying is a key if you're going to
attempt it so keep that in mind. Level up is important,
Strangling Spark is a good anti-air and Lightning Mast
is good as an anti-air but also on wakeup too. For Urien,
use Metallic Spheres to pressure Hydron. Dangerous 
Headbutts are good for wakeups, surprises or Super Art
attempts right after, Violence Knee Drops to closer strikes
and Chariot Tackles also for closer strikes and Super Art
attempts after. The fact that Urien's pokes are quick and
do damage compared to Hydron's is a clear message of
the outcome, same with the meter build. Urien wins this
due to those, also including his mobility clearly makes
Hydron obselete in this match. 

vs. Ingrid (studied by Psychochronic):
Favors Urien due to power. Ingrid can use her annoying
crouching HP which can go under Urien's Metallic Spheres
which can break the fireball war. Ingrid's Sunshots can be
used as an anti-air in case Urien does a jump-in but can be
easily parried, leaving Ingrid open. Sun Arch and Sunrize
do diddly damage and aren't safe on block as Urien can
launch then Temporal Thunder which Ingrid suffers very
greatly due to her Felicia defense. Any jumping or special
that Urien does can be easily toyed with Ingrid's Sunupper
to which then can dish out more by using Sunburst. Ingrid's
meter builds much faster her she uses 3 stocks as where
Urien uses 2 stocks. Bottom line is that Urien wins this due
to power and access to his execution due to some of Ingrid's
slow recovery on her moves but Ingird can counter nearly
Urien's moves. The thing for Ingrid is that she has the easy
meter and the annoying HP but has extremely weak defense
and that can't match with Urien's power.

vs. Jedah (studied by Psychochronic):
My team of Jedah/Urien right here and the result conflicts 
as neutral as both can stand upon each other. Urien can 
keep Jedah out of the air using MP Metallic Spheres as 
Jedah's main game is dashing, air-dashing and floating. 
For Jedah, use the standard  Dio-Cega rushdown game to 
go forward but in a slow manner, getting too close too fast 
has a plus and minus. The plus is that a chain-combo can 
be quickly executed then use Nero Fatica to move back 
quick and gain meter. The minus is that Urien's normals 
are punishing and should the Urien user lock a Chariot 
Tackle, it can be a sign to Super Cancel to Temporal 
Thunder which means nearly 28% off Jedah's vital.
Poke-range is also neutral and quick too. Jedah has 
crouching LP/LK and standing/jumping MP while Urien 
has standing MK, standing FP and jumping FK. Parrying 
is also a factor but the timing must be crucial and imminent 
due to Jedah's range and recovery, especially if it's a 
normal such as MP's, FP's, crouching MK or jumping FK 
in specific so be careful. Jedah must excel and use Dio-
Cega's (especially ES for chip damage) because Urien is 
more faster and his normals are raised a bit. Same with 
Urien as Jedah is much easier to work here than in Vampire 
Savior due to easy execution. My end say says it's 50-50.

vs. Karin (studied by Psychochronic):
Favors Karin due to her rushdown with Urien having some 
chances. Metallic Sphere can be air-blocked and Chariot
Tackle does decent damage. Karin's pokes are faster than
Urien's and has stun potential. Karin's Gurens does decent
damage and can bring Urien to the corner easily with a lot
of mixups in her game. The only thing to watch out is the
parrying so don't be afraid to sweep and whiff constantly.
Urien's crouching HP doesn't launch which can ruin his
juggle game, it's passable as anti-air though which can
lead to Temporal Thunder to bring it. Both have meter
build which is good to which Urien needs his supers to
use after whiffing or juggling pokes. Karin has her Alpha
Counters just in case and her customs do damage. Bottom
line is that Karin beats Urien because her pokes are fast 
and has stun potential compared to Urien's and her meter
for customs does more damage than any of Urien's supers.
Urien has some power in his attacks and can handle it
though. He also has higher defensive properties than 
Karin's and both have their tactics; Karin has her Yasha
Gaeshi's and Urien has the parrying.

vs. Kenji (studied by Psychochronic):
Favors Urien by a huge percentile. Urien's speed and mobility 
can pressure Kenji to such an extent that it's not even funny.
Once Kenji is open (let's say after a bad-timed Utsusemi or a
blocked Rasen Kyaku), Urien can do simple crouching FP ->
Chariot Tackle -> Temporal Thunder; Kenji is nearly half dead 
here. Just to also note that Metallic Sphere can hit while he's 
doing Rasen Kyaku. This is one of a few projectiles that Kenji 
doesn't go through. Parrying any of Kenji's incoming attacks 
effect the match greatly and both build meter equally (that's 
not including the Kagerou cancel). The classic thing for Kenji 
to do is play an evade game at all costs. FP's are your friend 
so don't hesitate to use it. Ichimonji's are good also but watch 
the parrying. Ultimate Guard is okay but once the recovery time
kicks in, Kenji is open for a throw or about to be setup for a 
combo which isn't good. His Ultimate Counters also have very
short-range and recovery time too which also isn't good. This 
is another match on why 3S fares well against Kenji (except for
Chun-Li).

vs. Leo (studied by Psychochronic):
50-50. Leo always has his long-range pokes and defense
but can get pressured due to Urien's mixups and juggles.
Upward Metallic Spheres can hold back Leo which forces
him to air-block in case of a jump-in. Leo's Chronos and
Achilles Rushes are good for corner game and pressures
good too. Jump down FK in the air takes out crouching
HP from Urien and crouching HP from Leo is also good
anti-air but can be parried. Gaia Driver is always good for
that wakeup whiff game and some ground pokes from
both sides pressure and break a footsie game. Urien's
corner or trap game can be Aegis Reflector and can do
big damage once pokes then the finishing combo is
Tyrant Slaughter, it all over and Leo must rely on his
poke and rush game. Bottom line is that Leo must play
defense and offense in order to build his meter and hits
while Urien must do the same but has easier access to 
his combos. Both here hold it down nicely.

vs. M. Bison (studied by DarksydePhil):
Urien's crouching short and medium kick beat ALL of 
Bison's pokes both range and priority-wise, including 
standing RH. Urien can win this fight extremely easily 
by just using basic zoning tactics, and jumping back a 
lot; Urien's jumping RH beats both the scissors and the 
psycho crusher. Urien is also very hard to cross up with 
Bison because he can either walk under Bison's jump, or 
do a crouching HP to either trade with or actually beat 
Bison's jumping medium kick, which will lead to a combo 
for big damage. When Bison does land a few hits, 
unfortunately he barely does any damage. Bison's only 
real chance here is to do a few zoned scissors/jab psycho 
crusher for a little bit of chip, but then he really can't do 
anything to follow it up because Urien can just do a 
crouching kick and beat anything Bison can throw out. 
Bison CAN actually beat Urien's jumping attacks with an 
anti-air crouching FP or standing MP, but the fact of the 
matter is that Urien doesn't exactly have to jump around 
much. Bison can try to do zoned RH sweep on reaction 
when he sees Urien go for a fireball, but this will result in 
a trade that Bison will come up the damage winner on. 
One advantage Bison has in this match is that 1. he can't 
get cornered because of his teleport and 2. he's not 
bothered by fireballs because of his Teleport. But if Urien 
throws a high fireball and you're in the air, chances are 
you're going to eat it. For air-to-air Bison can usually beat 
Urien, but remember that most Urien's aren't going to press 
anything but instead wait for you to attack and then parry. 
In fact, thats the real reason that Bison loses this match: 
most of his moves, especially psycho crusher, are only a 
few hits and very easy to parry. And if Urien parries, he's 
either going to get you up for a combo, or throw you for 
decent damage. One other advantage Bison has is his 
ability to block Urien's kneedrop and counter with a 
psycho crusher, but let's face it, Urien shouldn't be 
spamming kneedrops anyway. Instead, he should be 
spamming short and medium flavor shoulder tackles, 
which Bison really can't do jack about after blocking. 

vs. Rose (studied by DarksydePhil):
Rose wins this match because, quite simply, she does 
a lot of damage. Her staple link of low MP->short soul 
drill can't be punished if blocked by Urien. Urien also 
can't parry Rose's anti-air soul throw, and if Urien tries 
to cross up, Rose's crouching HP is a pretty good move 
to use. Rose can use standing FK, which has huge range, 
to poke at Urien and beat the range of any of his crouching 
kicks. Rose can absorb or reflect Urien's fireballs, and can 
block the anti-air version. She can use any heavy attack to 
punish a blocked Kneedrop, and her MP->short soul drill 
combo to punish a blocked Chariot Tackle. Rose has a bit 
of a hard time crossing up Urien, I have no idea why, but I 
would guess because her jump arc is pretty far. If you try 
to cross him up, you'll usually end up getting a nice 
crouching HP to the face, or else jumping too far and 
passing over. If you do get the spacing correct, use 
crossup medium kick, then two crouching MPs comboed
into MP soul drill. The bottom line is Rose controls this 
match due to her great anti-air options, the fact that she 
negates fireballs from the picture entirely, and the range/
priority of her standing FK. Urien really can't do anything 
besides try to bait random parries, and this isn't always 
the best strategy.

vs. Ryu (studied by Psychochronic):
Favors Urien due to his parrying, pressure and mixup game. 
Fireball game goes nowhere except for Ryu building up his
meter unless Urien stops and decides to parry, yet it builds
slow. Ryu's anti-air has his Shoryuken but can be parried,
giving Ryu hardly any time to react, resulting in Urien to
mizup. Urien's anti-air is Metallic Spheres can Ryu can't
air-block them. Violence Knee Drop is okay with Chariot
Tackle and Dangerous Headbutt being passable but has
the chances to trade damage. Ryu's meter is the best here
but Shinkuu-Hadoken can be parried easily but his Shin-
Shoryuken however is his only good and passable anti-air. 
Urien's meter pressures greatly. The Aegis Reflector can be 
done in the middle with Ryu trapped and Temporal Thunder
good for ending a juggling combo and cheap chip damage.
Bottom line is that Urien's moves and super meter pressure
Ryu good, but Ryu's meter can be the difference maker and
it can hold it down good. 

vs. Sakura (studied by Psychochronic):
Favors Urien 55-45. Sakura fights 3S very well and Urien has
the necessary tactics and moves to punish Sakura due to her
low vitality. Sakura can hold it by Hadokens but that can be
easily parried, whether its ground or air. Urien has Metallic
Spheres and can be air-blocked. The bad part for Urien is his
meter which takes time to build compared to SFA characters
and some of his close up such as crouching HP to note which 
can't launch SFA characters from ground level, so that's not a
good thing in case you want to do a combo attempt, finish to 
Temporal Thunder. Sakura's meter bulds faster than Urien's
as a whiff can do 1% and her meter has options, whether it's
a Super like Haru-Ichiban, Alpha Counter or a Custom as her
"Sho-Sho-Sho" as that chips like hell and the only way to
prevent that from happening is to parry the first hit which the
timing is crucial. Urien's meter can be good for corner Aegis
Reflector traps and anti-air juggles to Temporal Thunder, but
it can be very hard to do. Urien brings in return the mobility
and the power, to which Sakura doesn't have. Sakura's moves
do the damage but it's hard for her to get in as she doesn't
have a super jump and a dash which tones greatly. Urien 
wins this due to his abilities but Sakura's abilities have a 
chance to take it.

vs. Yun (studied by Psychochronic):
Favors Urien due to power of his normals and supers.
Yun's divekicking abuse won't work here as Urien can
simply parry, then launch to super resulting in over 30%
of vital out due to that mistake. Yun has the good footsie
game and can do a Tetsuzankou under Urien's Metallic
Spheres and just combo into You-Hou then juggle from
there. The bad part about Yun is that his normals and his
Sourai-Rengeki are kinda pathetic though. Urien's normals
own in this match. FP's abd FK's can pressure Yun to an 
extent that it has stun potential too. Bottom line is that 
Urien's abilities have easy access to Yun's tactics and 
Yun must play a footsie game or else he's dead here. 

vs. Zangief (studied by Psychochronic):
Favors Urien unless he screws up on this one. The basic
pressure game is what win in Urien's favor. Zangief can
easily Lariat from an LP Metallic Sphere but not from an
MP Metallic Sphere (which is his anti-air) as that aims to 
his head rather than his waist which is a clear hit. Urien's
Violence Knee Drop beats it too if it's timed right. Any of
Zangief's jump-ins can result in a mistake due to the 3S
parrying. Simple parrying, launch then combo to Temporal
Thunder is one of the easiest comebacks there is. Urien's
Dangerous Headbutt is good for wakeups and if timed
right, anti-airs. Zangief can respond using Spinning Fists,
Lariats anytime Urien does a jump-in and tick-Spinning
Pile Drivers which bring pain drastically. Final Atomic
Buster is good for tick game and Aerial Russian Slam is
good for anti-air, although Zangief's meter is somewhat
fair to build and he has one shot to use and it's back to
0%. Urien wins this due to his abilities and can play a
rushing, turtling or excelled style but Zangief can stand 
but must play a rushing style.


Ending:
With Urien officialy claiming leadership of The Illuminati, 
his first order of act is his army of Twelve's (The G Project)
as they X.C.O.P.Y. to Urien then follow his orders for his 
vision of a true utopia.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
15) Felicia:

Place of Birth: United States
Race: Catwoman
Year of Birth: 1967
Height: 168 cm
Weight: 58 kg (in cat form 4.1 kg)

A girl of the Catwoman Race dreaming of musical stardom. 
Troubled with a childhood of misfortune, she comes upon 
bright fun battles.

First Appearance:
DarkStalkers: The Night Warriors

Beneficial Changes:
-Doesn't have the intro where Felicia starts off as a kitten 
then gets evolved to her full Felicia form from a bolt of 
lightning. 
-Doesn't have the win pose where she wipes her head and 
a ball of yarn comes up as it opens up and another cat is 
dancing.
-Doesn't have the win pose where she wipes her head and 
when she sees a mouse screaming, she fails to capture it 
with the mouse on her head.
-Doesn't have the win pose where she wipes her head and 
when she sees a mouse screaming, she captures it.
-Get's a new win pose as she yawns then simply takes a 
nap.

Roll Wakeup Data (Forward and Backward, including
invincibility): 63 frames
Dashing:
-Forward: 36 frames
-Backward: 32 frames
Vitality Points: 12500
Stun Points: 55

Victim:
-Mummy: A kitty.
-Vampire: A showgirl doing a pose and dressed similar to 
Marilyn Monroe.

Known players to use Felicia:
-EBI (Japan)
-Elvenshadow (United States)
-Jeron Grayson (United States)
-Kytos (France)
-Teruchika (Japan)

Best Matchups: Hydron, Yun
Worst Matchups: Nearly anybody...

Command Normals:
None...


Special Moves:
Rolling Buckler: QCF + P then P rapidly:
*Damage: 1200/1937 (ES)
A two motion move where Felicia rolls towards the 
opponent the gets ready to uppercut. This move is great 
to fastly go under projectiles and be used for surprise and 
close attacks. The ES version goes full-screen and it can 
still connect. 

Cat Spike: F, D, DF + P:
*Damage: 1600 (LK)/1700 (MK)/1800 (HK)/2600 (ES)
Felicia throws a ball and swipes it out on the way to the
opponent. A modified dashing attack if  you wanna call it. 
A great way to punish projectiles, even from a far distance 
and serves in closer which is great for throw attempts. The 
ES version simply lets Felicia jump straight up and whip
the ball straight to the opponent.

Sand Splash: QCFx2 + K:
*Damage: 1000 (LK)/1100 (MK)/1200 (HK)/1899 (ES)
Felicia does a crouching MK and at the end of her foot, 
shoots sand. Basically, an extended poke and is a good 
way to play a footsie game. Also a great as a defensive 
move as if it's timed perfectly, Felicia can crouch under 
certain projectiles while nailing this on the way. The ES 
version extend's slightly bit, but gives more hits.

Delta Kick: B, D, DB + K:
*Damage: 1979 (LK)/2175 (MK)/2370 (HK)/3111 (ES)
Felicia's Guard Crush and anti-air. Felicia simply jumps up 
as she does a straight kick then goes down forward fast 
with multiple kicks. Pretty similar to Urien's Violence Knee 
Drop as she can go over projectiles and close the distance 
to damage to the opponent. The ES version simply adds 
more kicks when Felicia goes down forward.

Hellcat: HCB + K:
*Damage: 2366/2790 (ES)
A useful command throw as Felicia spins and scratches the 
opponent then does a simple throw. Very good for a tick-
throw, is unblockable and is worth the time for the damage. 
The ES version does double the speed and double the 
damage so use it wisely.

EX Charge: Dx2 + Kx2:
Felicia simply charges her meter slowly just like S-Groove 
from CvS2. This is great to build meter last-minute to nail 
an ES/EX or to do far away on defensive situations. The 
thing about it is there is some slow on ending so be very
careful.


EX Supers:
Dancing Flash: HCB, F + Px2:
*Damage: 4200
An extended version of Felicia's ES Rolling Buckler. Felicia 
simply does a barrage of normals then finishes off with an 
uppercut. Basically the same advice relating to Rolling 
Buckler except it goes much faster so use with caution as 
it does meter.

Please Help Me: HCB, F + Kx2:
*Damage: 3600 (Running)/4000 (Air)/4200 (Above)
Also known the her "Cat Gang-Bang Super". An attack 
where Felicia yells out for a kitten jumps or runs across 
the screen. Once the little kitten connects, more kittens 
come in and start clawing, scratching and jumping on the 
opponent doing nearly 35 hits. The LK + MK version will 
send a kitten running on the ground. The MK + HK 
version will send a kitten from over Felicia. The LK + HK 
will send a kitten from above. Each different formation 
works in different situations so choose wisely. The good
part is when it hits, Felicia comes invincible through the 
entire process, even during the taunt which is good in case 
you hit that after the opponent does a super projectile! The 
bad part is when it doesn't hit, Felicia has no recovery time 
and will remain taunting until the kitten is fully disappeared 
off the screen, so watch out or else you'll be suffering a lot 
of damage due to that action.


Pros and Cons:
(+): Can charge meter just like CvS2 S-Groove!
(+): Good sweep. Ground slappy move seems to be 
guaranteed after on pretty much ever character, making 
it a 1500 dmg sweep (more if you want to use meter).
(+): Low HP's and far MP's seem to be perfect anti-air's. 
Crouching HP for when they're above you and when they're 
at a distance. Standing HK also works when they're above 
you and also sets up a super deep dash attack.
(+): Formidable speed.
(+): Can attack during a dash .
(+): Hellcat command grab is pretty useful.
(+): Cat Spike gives the opportunity to hop over projectiles.
(+): Dashing MP hits twice in the air, so it's good for long 
dashes where you don't back-cancel them. Great for good 
combo setups.
(+): Please Help Me (Kitty Cat Gang-Bang super) seems to 
be a good anti-air from a distance.
(+) The instant Please Help Me connects, Felicia will be 
invincible to all incoming attacks until the cat ordeal is 
finished. Regular specials and supers will not affect her in 
any way whatsoever!
(+): Has the highest Roll wakeup of 63 frames (which is also 
including invincibility)!
(+): Has 2 Follow-up attacks. The other one remains Felicia 
on the same spot as she claws the opponent but must be 
done close only.
(?): Rolling Buckler and Dancing Flash goes under I believe 
all the fireballs in the game. Be careful with it, because it has 
to be timed so that you uppercut them or otherwise at the 
end, otherwise the lag near the end will land you in 
spanksville.
(?): Doesn't have Kitty Helper as in Vampire Savior 2.
(-): Low Vitality.
(-): Lacks defense.
(-): Can't climb on walls by holding the direction of the 
wall like in the past DarkStalkers games.
(-): Can't land and sit on opponent's head like in the past
DarkStalkers games.
(-): Can be easily defeated within a matter of attacks.
(-): Has the lowest stun in the game as Ingrid (55).
(-): Character not recommended for turtlers.
(-): Sand Splash seems pretty useless, especially when 
standing HK reaches way farther.
(-): Her forward dash can be made much faster by tapping 
back. It will also cross up standing opponents if you're 
close enough... which doesn't seem to be a good thing.
(-): She doesn't have any jumping cross up attacks.
(-): If her Please Help Me super gets blocked (even from 
any sort of distance), you're automatically open for target 
and you're kitty litter.


Early Impressions (studied by RenoROB):
She is definitely the weakest DS character. Her mix-up 
games is amazing but she has the lowest vitality than 
anyone in the game. and she deals so very little damage 
compared to others above her, that she's #15 on my list. 
Her EX Moves are great and the fact that she's the only 
character that can build meter by just standing there is 
really good, since some characters will have a hard time 
catching up to her from full-screen away.


Overall Impressions (studied by Psychochronic):
A mid-tier in Vampire Savior transfer as one of the weakest
characters in CFE. A boost increase of her chains and her
movelist combines a bit from Vampire Savior and Vampire
Hunter. Pretty much no transition except for the fact she
has relatively low defense and low stun, this character is
quite possibly, the low-tier of them all...yet few Japanese
players use her in tournaments. I guess she has some 
points added to her popularity chart.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Favors Alex due to power. Damage wise, any one of 
Alex's attacks has the needs ready to put in an early 
win. Felicia has to rely on chain-combos no matter
what and her attacks are fairly weak. In comparision 
to stun, Alex wins because of the damage wise plus
his stun is 65, Felicia's is 55. In meters, Alex's supers 
can take out a hefty load. Hyper Bomb can take out 
as much as 55%. Felicia's can do as much as 25%...
maybe even less I guess. Alex has the fastest way
to build. Defense...self-explanatory...Felicia has the
weakest defense in the game and due to that in order
to even hang, she has to play defense no matter what.
Getting into Alex is risky because of his power and
that's why this match favors Alex.

vs. Anakaris (studied by Psychochronic):
Favors Anakaris due to the rushdown. In Vampire Savior,
Felicia would've took this match but in CFE, Anakaris'
abilities are increased a lot better, making his rushdown
and attacks near godlike here. Anakaris has the standard
triangle-jump setup chain-combo game to pressure Felicia
good, leaving her no mercy for a comeback due to her low
defense. Anakaris also has Royal Judgment and Coffin
Drop in case he wants to play a keep-away game. Felicia
can attempt on the ground using her dashing normals
linked to her chains and standing HK for that distance.
Rolling Buckler is okay for surprise game and Delta Kick
and also crouching HP is good for anti-air. Anakaris has
various normals, including crouching HP as anti-air and
remember, both can air-block each others attacks. For
meters, a tick ES Mummy Drop is good for corner traps
and ES Royal Judgement is a good and safe choice. ES 
follow-up attack is good for Anakaris to finish the match.
Felicia's meter can be used for ES Rolling Buckler, ES
Hellcat for that tick-throw game and Dancing Flash for
surprise game. Bottom line is that Anakaris' abilities
rushdown Felicia for free and due to her low vital, the
chances of it done is sooner than later.

vs. Chun-Li (studied by Psychochronic):
Favors Chun-Li due to her strong meter, parrying and 
pokes that have stun potential. exactly similar to Alex
vs. Felicia, Felicia must rely on chain-combos in order
to fare in due to her weak attack properties. Chun-Li's
pokes (B. FP) is abusive, takes out vital and stuns
very fast are the clear factors here. For meters, Felicia's
does as much as 20-30%, then again, either do it after
a chain-combo or at a wakeup, desperation or random
point in the match. Chun-Li's meter builds faster and
her Super Arts does chip damage, especially Kikou-
Shou. Hoyoku-Sen is also good but beware that Felicia
has a Guard Cancel so watch out. Defense is already
known. Felicia's defensive properties is horrible and
she must excel both offense and defense in order to
put in some damage to Chun-Li's vital. Chun-Li's
defense is near average or average at most. Bottom
line is that Felicia's weak properties and slow meter
has chances to take it to Chun-Li but Chun-Li's pokes, 
stun potential and meter are the obstacles. Chun-Li
wins this one easily.

vs. Demitri (studied by Psychochronic):
Favors Demitri due to his abilities. Demitri has the Chaos 
Flare which can keep Felicia away and his teleport dash 
and Bat Spin to also keep himself away. Felicia has her 
dashing normals which are very fast and effective and 
her pokes are also good too. Both have good Guard 
Cancels which is their anti-airs but Demitri here builds 
the fast meter and has the best offensive properties and
since Felicia has weak defense, it's already a sign there. 
Chain-combos clearly eat it up and Demitri's teleport 
dash has options: A simple chain-combo or a Demon 
Cradle. An ES Chaos Flare, ES Demon Cradle, Midnight
Pressure or Bliss is good for surprise attacks if you have
the meter which dish out it greatly. Rolling Buckler and 
Dancing Flash goes under Chaos Flare for that advancing 
game but it can be risky if blocked as she's open to get hit
and even if it hits, it doesn't compare to Demitri's ES' and
EX's. Bottom line is that Demitri's abilities can take out
Felicia easy due to her weak properties and Demitri can
excel in both offense or defense in any or all part of the 
match. 

vs. Guile (studied by Psychochronic):
Favors Guile obviously. Somersault Kick is great anti-
air and can take out at least 12%! The strength of his
normals are big damage which results in Felicia's
chances of even rushing as extremely low! Guile
can switch his style, one point is defense and Sonic
Booms and the other is jump-in and poke/combo.
The most Felicia can do is chain and sweep which
results into a follow-up attack. Guile wins due to
power...'nuff said.

vs. Guy (studied by Psychochronic):
Guy takes this one due to the rushdown. Nearly similar
to Guy vs. Ingrid except Felicia has has extremely horrible
defensive properties, Guy invades the ground and hardly 
has to use air attacks for this one. Felicia's chain attempts
can be simply blocked and pretty difficult to connect.
Combo into Hozanto for some chip damage and use 
Hayagake: Kage Sukui/Kubikari to take down her crouch 
game. Felicia's passable anti-air would be crouching FP.
Felicia's meter can be used for ES follow-up attacks or
any ES/EX move but timing must be near-exact. Guy's
meter can be options around. Alpha Counters, Supers
and Customs are thumbs up. With that strategy and 
meter built, Guy can time his Super Combo or P Alpha 
Counter. Felicia loses due to defense, mobility and the 
fact he can build meter very fast. One of Felicia's counter
matches.

vs. Hauzer (studied by Psychochronic):
Favors Hauzer unless he screws up on this one. When 
Felicia is going to air chain-combo, Hauzer can Ultimate 
Guard that then P Ultimate Counter when Felicia hits the 
floor. Hauzer can also take the air using jumping FK's, 
Tempest Falls and crouching MP's. Speed plays a factor 
so watch out when Felicia dashes because it can be a 
sign of a chain-combo so use ground and crouching 
normals to keep her away. When you're swept, try to 
get out of the corner to put Felicia in some tight pressure. 
Even though Mystic Breaks aren't necessary for this 
match, use the gems to level up but just in case, use 
Deluge Assualt for some chip damage.

vs. Hydron (studied by Psychochronic):
Favors Felicia believe it or not due to her rushdown
and fast speed. Hydron has horrible pokes which do
low damage unless he levels up which is important.
Similar to facing heavy characters, Felicia plays her
rushdown game more faster and easier. Hydron has
no choice but to Ultimate Guard and if its done late,
Felicia can sneak in a Hellcat (ES is better) for some
good measure. Hydron can throw Tadpole Spawns
and Tornado Mists which can be effective but Felicia
can air-block those. Follow-up attacks or Kitty Charge
to build meter is great when Hydron is down. Hydron
gets rushed down for free unless he times his Mystic
Breaks right. Felicia wins this one due to her rushing
properties and chain-combos.    

vs. Ingrid (studied by Psychochronic):
Felicia has to excel offense and defense or she's kitty litter 
to this annoying little girl. Sunburst takes off as much as 
17% so be sure limit the dashing as chain-combos are the 
factor for Felicia. Things to watch out when fighting Ingrid 
are her FP's, Sunupper, Sunlower and a wakup Sunrize so 
nearly any of Felicia's attacks can come some sort of 
consequence. Another simple match for Ingrid.

vs. Jedah (studied by Psychochronic):
Favors Jedah by a good margin. Felicia has to use her dash
in order to make a chain attempt but it's really easy for Jedah
to avoid since he rules the air and his dash is an air-dash in 
comparison to Felicia's which makes Jedah's chain attempts
much easier. Nero Fatica is a good anti-air for Jedah and it's a 
throw. Felicia's anti-air would be Delta Kick but that can be air-
blocked. Both of their Guard Cancels have bad recovery but
Felicia's (Delta Kick) can do chip-damage compared to Jedah's
(Spreggio). Simple Dio-Cega game can rush Felicia greatly
and an unblockable in certain times can be useful. Felicia's
only good EX has to be Dancing Flash and that's better to
be done after a chain-combo. Please Help Me would be good
if the timing is right after any of Jedah's slow recovery moves.
Jedah wins this hands down unless he screws up and that's
uncomon in this situation.

vs. Karin (studied by Psychochronic):
One of Felicia's counter matches and this is obviously a
bad sign. Similar to Hydron vs. Karin and Felicia vs. Guy, 
the standard whiff-whiff then tick-throw game and Felicia
must play defense and paceful rushes are risky. Sweeps
are also effective (don't matter who) but Felicia's chains
are harder to fully connect since offensive properties isn't 
much in there. Karin's pokes are threatening as they do
damage and have sutn potential which is also bad, plus
she builds fast meter. Karin's meter should only be used 
for Alpha Counters as it's more wiser. Karin wins and 
Felicia has no choice but to play defense but she is
somewhat okay for a person playing a turtling game.
I wouldn't be surprised if Felicia won the round with
the ending as time over instead of a KO.

vs. Kenji (studied by Psychochronic):
Favors Kenji unless he loses focus on this one. Both 
have great speed, agility and have the ability to chain-
combo. As Kenji, do whatever it takes to knockdown 
Felicia then Kagerou cancel like crazy to build meter fast. 
Try to keep her off the ground as her chains are faster
than Kenji's. Felicia has the fast chains, the Guard 
Cancel and the pokes on the air which make her a 
somewhat threat in the match. Jumonji is great for chip 
damage and Bakuryusho does about 20% off Felicia's 
vital. Leveling up is important which also increases attack 
powerand heal a bit of life which are factors to how Kenji 
wins this match. Failure to level up gives opportunites for
Felicia to snag this one.

vs. Leo (studied by Psychochronic):
Goes to Leo due to easy rushdown. Felicia has to play 
defense on this one because Leo can rule the air due to 
his long poke range.Felicia's only chance to strike is on 
the ground (Leo's pokes again) or when landing which is 
probably the best chance. The bad thing is that Leo can
just Ultimate Guard the chain-combos and strike right after. 
Leo doesn't even need Mystic Breaks for this one, using 
the gems to level up is a bad sign also for Felicia. 

vs. M. Bison (studied by Psychochronic):
The tables can turn at anytime in this rarity of a match. 
Bison has the top pokes and the agility. All he has do to 
is punch and kick until Felicia is stunned then pull out a 
meaty combo for some big damage. Bison doesn't even 
need meter for this match. Felicia on the other hand has 
the agility (not as great as Bison's), the poke range, 
ground speed and chain-combos. Her Delta Kick Guard 
Crush can be useful on after attacks like the Head Press, 
Devil Reverse and Psycho Crusher. Her crouching FP is 
a great anti-air in case Bison tries to do a jump-in and her 
speed on ground level is ready to do a chain-combo. Meter 
is important remember so after the sweep of the final hit of 
the chain, charge your meter; it can be good for a Dancing 
Flash when Bison lands or if you're in close, an ES Hellcat 
which is great for a tick-throw. Some would say Bison to 
win and others would say Felicia but my final decision is 
that these under-rated characters would battle to an 
undetermined outcome.

vs. Rose (studied by Psychochronic):
Rose takes this one due to power. Felicia can take this 
one as she can invade the ground more faster due to 
dashing. Rose's normals can easily stun Felicia and her 
crouching HP or Soul Throw is a great anti-air to keep
the cat out. Felicia can chain-combo but there is a problem 
on this matchup. The problem is Rose's P Alpha Counter. 
She can simply input that command in the middle of Felicia's 
chain and then the tables can turn easily. After the counter 
is done, Rose can simply do crouching MP to Soul Drill for 
a good 9-12%. Rose doesn't even need Super Combos or 
Customs in that matter, a mixture of attacking and defending 
style of a Rose can just need her Alpha Counters to hold 
that. Bottom line is that Rose can take the match only if she 
utilizes her P Alpha Counter and her top-tier of normals. If 
not, a conciencious Felicia maybe able to take the cake.

vs. Ryu (studied by Psychochronic):
This match obviously points Ryu for the win. With Ryu 
being the best character on the SFII cast and Felicia being 
the worst on the DS cast (and probably overall!), this is 
obviously a bad match for Felicia. What Felicia can do is 
standing FK because of poke-range at least try to dash in 
for a chain-combo. She can do Rolling Buckler to get out 
of fireballs and Delta Kick and Please Help Me is an alright 
anti-air since Ryu can't air block. Ryu can just do his 
normals, basic Hadoken game and Shoryuken's can take 
out as much as 21%! Since Felicia is obviously too weak 
and can get stunned pretty easily, this favors Ryu 
automatically.

vs. Sakura (studied by Psychochronic):
Easy match for Sakura as her damage properties have the
potential to stun, does damage and builds meter very good.
Simple poke-to-special dishes it out good and Felicia must
play a defensive aerial game to play keep-away as Sakura
rules the ground. Felicia has her dashing pokes then link
to chain-combos which are decent but that's the only tactic 
for her to build meter. Kitty Charge is also passable but not
reliable as Sakura's pokes are damn effective. Felicia's Guard
Cancel must be done quick or she's open and ready to get hit
and Sakura's custom dishes it out, her supers are efective too.
Bottom line is that Sakura's power in her attacks dishes it out
very nice and builds good meter, ready for a super or custom.
Felicia's defense is weak and can't handle unless she plays
defense and aerial. One of Sakura's easiest matches.

vs. Urien (studied by Psychochronic):
Favors Urien due to power and easy access to combos.
Felicia's dashing normals in an attempt for a chain-combo
can be parried if the reaction time is fast or blocked easily,
leaving Felicia in a 50-50 situation for her to strike and
evade or to get hit and when she gets hit by Urien, his
attack power is good and his the speed of it is fast too.
Felicia's defense is one of the weakest and some of her
moves have slow recovery, leaving Urien to whiff out
his crouching HP then link it to a Temporal Thunder
easily. Both characters have their anti-air as Urien has
Metallic Sphere and crouching HP while Felicia has the
Delta Kick and crouching HP too. Both build meter fairly
good and Felicia's meter should be used for ES Rolling
Buckler or Dancing Flash for surprise and close game or 
going under Metallic Sphere. Please Help Me is somewhat
an alternative but leave Felicia open to suffer from that
mistake. Bottom line is that Urien wins this due to his
abilities and easy access for supers with Felicia having
choices to excel due to her dashing and agility.

vs. Yun (studied by Psychochronic):
Favors Felicia due to her speedy tactics. Delta Kick is her 
Guard Cancel and it's a good anti-air to respond to Yun's 
divekicks, crouching HP is good too. Felicia rules the 
ground as her dashing chain-combos pressure Yun
greatly as he must parry the first hit or he'll suffer very
good and due to that, she builds meter good, with or
without using her Kitty Charge. Yun must play a deep
mind-game and must excel to nail his combos in order
to dish it out. Meter is important as he can do You-Hou
then juggle and mixup from there but his build up is
very slow here. Bottom line is that Felicia has the
rushdown to bring it which enables Yun to carefully
time his attacks right, especially his combo attempts
and to excel instead of relying on strict offense or
defense. One of Felicia's easiest matches. 

vs. Zangief (studied by Psychochronic):
In specifics, this is the only DS character that can get
owned by anybody. Favors Zangief obviously due to
power. What Felicia can do is chain like hell no matter
what. You're gonna have to excel in both because the
odds of Felicia winning is as slim as string. Zangief
has the usual Lariat game, special grabs up close
and the normals. I'm not even gonna detail any
further, all you can know is at least 3 Spinning Pile
Drivers kills Felicia...'nuff said. One of Felicia's worst
matches and Zangief's best matches.


Ending:
Felicia is on stage with other female characters in the
Capcom World as they're wearing outfits similar to
Mardi Gras. Women noted are Iris from Battle Circuit,
Elena from 3S, Rouge from Power Stone and R. Mika 
from SFA3.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
16) Leo:

Place of Birth: Guridea
Age: 35 years
Height: 218 cm
Weight: 125 kg

Long since the antiquated times of the country's myth, 
Leo is Guridea's king. The case of his appearance and 
body being that of half beast, suspiciousness and 
dignity don't roll away.

First Appearance:
Red Earth (Warzard)

Beneficial Changes:
Unknown.

Roll Wakeup Data (Forward and Backward, including
invincibility): 32 frames
Dashing:
-Forward: 22 frames
-Back: 24 frames
Vitality Points: 14400
Stun Points: 65

Victim:
-Mummy: A very cartoony lion with no mane and red 
boots.
-Vampire (1): Female version of Leo.
-Vampire (2): Little girl with a lion's mask, sword and 
shield. Reminds me of the little girl Ed's Halloween 
costume in the Anime Movie Cowboy Bebop: 
Knocking on Heaven's Door.

Known players to use Leo:
-Izumi (Japan)
-Jeron Grayson (United States)
-Toki no Tobira (Japan)
-Umezono (Japan)

Best Matchups: Ryu, Guile, M. Bison, Zangief, Anakaris
Worst Matches: Jedah

P Ultimate Counter: Second Standing HP
K Ultimate Counter: Second Crouching HK

Command Normals:
Ground Rush: D + MK (only in air):
*Damage: 1080
Leo does a stab to the ground just like in his follow-up
attack animation.

Upward Poke: U + MP (only in air):
*Damage: 810
Leo does a stab upwards.

Thurst Rush: D + HK (only in air):
*Damage: 1260
Leo does a quick slash in the air. Probably the best air
poke in the game which beats out most anti-airs.


Special Moves:
Chronos Rush: QCF + P then Px2:
*Damage: 1064, 900 last hit
Leo charges forward a bit doing a shoulder blast that 
does 3 hits then does a vertical slash which is an over 
headattack. This move is actually 2 seperate attacks 
and motions as the incoming shoulder and then the 
slash to finish it off. Somewhat fair recovery on the 
move as it's great to setup another attack or move, 
most notably a Gaia Driver.

Achilles Rush: QCF + P then Kx2:
*Damage: 1064, 720 last hit
Same concept as the Chronos Rush except Leo thrusts 
his sword downward performing a lower poke. Very 
good to confuse your opponents defensive tactics.

Mars Slash: F, D, DF + P:
*Damage: 1260 (LP)/1800 (MP)/1400 (HP)
Another overhead attack that Leo posesses. Leo simply 
turns around for a bit as he quickly slays his sword down 
using an element differing on which button you press. 
The LP version surrounds lightning on the swrod and it 
can be comboed off a crouching HP. It also comes in 
more faster. The MP version suurrounds ice and it can 
only be blocked standing. It also comes in at a fair 
amount of speed. The HP version  surrounds flames and 
it must only be blocked standing. This version takes the 
longest amount of speed. This move is probably good as 
a surprise or mid-range attack.

Gaia Driver: 360 + P:
*Damage: 2160 (LP)/2250 (MP)/2340 (HP)
Leo's version of Zangief's Spinning Pile Driver. Leo simply 
grabs the opponent as he spirals around in the air and to 
finish it off, thrusts his sword to the opponent when they
hit the ground. The move is a fat command, comes out 
likeinstant and it has 75% grab range. Excellent for jump-ins 
and tick-throws so think about this move if you're limiting 
your offensive options.


Mystic Breaks:
Hercules Rush (Level 1): QCFx2 + P:
*Damage: 4140
Leo simply rushes to his opponent as when it hits (hit or 
blocked), he unleashes a series of normals going at a fast 
rate. Very good to chip damage, useable during Level 1 in 
case you wanna save your gems and can be cancelled 
from a combo but very bad because it's difficult to link 
due to Leo's poke-range.

Gigas Driver (Level 2): 720 + P:
*Damage: 5510
Leo does three Gaia Drivers (one from each button) to 
deliver big damage. Basically the same properties on on 
Gaia Driver and it also has some invulnerability startup, 
making it great for tick-throws, jump-ins and wakeup 
reversals.


Pros and Cons:
(+): Best poke-range in the game.
(+): Pretty much every sword move he has does double 
damage when at a decent range.
(+): Hercules Rush great for chip damage.
(+): Gaia Driver comes out fast!
(+): Gigas Driver does good damage for a Level 2.
(+): The second highest stun (65).
(?): Chronos/Achilles Rushes great for corners and 
confusion (but can get really annoying and cheap!).
(-): Making use of Ultimate Guard (important, but bad to 
have to rely on).


Early Impressions (studied by RenoROB):
I like him...in fact I think he has a lot of potential. Level up 
into Gaia Driver is great, he has ridiculous poke-range and 
he has a good 50/50 mix-up game off his rushing attack. He 
lacks any decent close attack besides his standing LK, he 
really doesnít have much going for him up close, course you 
should never be that close vs Leo anyways. My biggest 
problem so far is his pursuit whiffs too much even when 
you think you've done it right, that bothers me but that 
didnít effect why I think he's bottom mid-tier.


Overall Impressions (studied by Psychochronic):
One of 2 playable RE characters becomes a playable one
here. Tweaks such as summoning icicles in front of him
are removed as other elemental attacks. Still has his Mars 
Slash, Achilles and Chronos Rushes which are so good 
for mixups. Any command grab brings the pain up-close 
like Zangief which brings moderately good damage in the 
match. Longest pokes in the game which makes him a 
disturbance from far and builds fast meter. Recommended 
to any type of player as defense goes with his pokes and 
offense goes with his sword and command moves. Rarely 
used in tournaments but has some potential like Hauzer.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Can go either way. Leo has the long-range pokes but Alex's 
pokes has the power. Standing HP is as equal as a Chronos
Rush. Both can pressure each other with their pokes but
Alex can parry which is not good if Leo is up close. Power
Bomb and Gaia Driver nearly trade off, Alex's Dashing Elbow
is good for surprise attacks as Leo's Mars Slash is good for 
anti-air. Alex's Head Stomp is good for wakeups and some
attempts for crossups. Leo's Hercules Rush is good for chip
damage. Leo's meter must level up to increase his poking
power and Gigas Driver is good for tick-throws and it brings
it to the table eliminating nearly 40%. Alex's Hyper Bomb
backs it up taking out 35% and his meter build is good here.
Bottom line is that due to their tactics and abilities, it can
go either way. Strong pokes with short-range vs. Weak 
pokes with long-range.

vs. Anakaris (studied by Jeron):
Anakaris literally has no options against Leo. No air to 
air, no air game period. Jump down FK with Leo (one 
of the best jump-ins in the game beats all of Anak's 
anti-airs). Chronos/Achilles Rushes completely destroys 
Anakaris since he has no counter and has to guess the 
high, low, grab game conclusion from it. If he guesses 
right it really doesnt matter since the patter will repeat 
itself. Rush is in no way effective against Leo since tri-
dives can be Ultimate guarded or if timed right Anti-Air. 
Leo outprioritizes Anakaris and that is why this match 
is bad.

vs. Chun-Li (studied by Psychochronic):
Can go either way in this match. Similar to Leo vs. Yun
and Leo vs. Urien, Chun-Li is also fast in the air and her 
pokes have stun potential and since Leo's stun is 65, it's 
gonna be some extra work for Chun-Li to make Leo see 
some stars. Leo can do his long-range poke game with
Chun-Li having to easily parry then mixup from there.
Even though Leo's defense has big properties, Chun-Li's 
pokes can stand up to it. Leo also has the Mars Slashes 
which are effective as anti-airs and Gaia Driver for that 
tick-throw or in desperation and wakeup. Chun-Li has
the fastest grab frames in the game so a random dash
then throw is pretty passable. Leo's meter builds fast
and it's always good for him to level up as Gigas Driver
brings the pain, a bit of life for that cheapness and
Hercules Rush for that chip damage unless Chun-Li
has fast reaction to parry. Chun-Li's meter is somewhat
fair without her parrying and her pokes reaching in.
Kikou-Shou is still her special that deals it good but
both that and her Hoyoku-Sen can be easily Ultimate
Countered if Ultimate Guarded. Bottom line is that
Chun-Li's abilities match up to Leo's, even though
the Red Earth system is cheap and his pokes are
long-range, it can go 50-50.

vs. Demitri (studied by Psychochronic):
Favors Leo due to his long poke-range and defensive 
properties which can handle Demitri's offense game. 
Demitri's teleport dash has slow recovery unless he
does a Demon Cradle right after because Leo can 
easily do a poke which is still in it's animation until
he lands on ground. Even though Leo is probably
a mid-heavy character, he can still crouch under the
Chaos Flare which can enable him to sweep Demitri
right after. Mars Slash is good for anti-air and Gaia
Driver is always good for tick-throws. Demitri's
teleport dash is the surprising factor which can
let him to do ES Chaos Flare, ES Dashing Demon
Cradle, Midnight Pressure or Midnight Bliss which
can do damage but Leo can avoid and hit out of
it due to his poke-range. Level up is a great factor
due his offense grows and can dish it out due to DS
characters. Hercules Rush can chip damage unless
Demitri does a Guard Cancel and Gaia Driver dishes
it out nicely. Bottom line is that Leo's abilities can
dish it out nicely to Demitri and can play an excelled
game. Demitri however, must play defense and keep-
away as his Bat Spin, Chaos Flare in the air and his
Demon Billion are his only moves for Leo not to get
any closer.

vs. Felicia (studied by Psychochronic):
Goes to Leo due to easy rushdown. Felicia has to play 
defense on this one because Leo can rule the air due to 
his long poke range.Felicia's only chance to strike is on 
the ground (Leo's pokes again) or when landing which is 
probably the best chance. The bad thing is that Leo can
just Ultimate Guard the chain-combos and strike right after. 
Leo doesn't even need Mystic Breaks for this one, using 
the gems to level up is a bad sign also for Felicia. 

vs. Guile (studied by Psychochronic):
Leo has his bowl of super-charged Frosted Flakes as 
this is a tough match for Guile as Leo wins due to sub-
systems and poke-range. Guile can do his Sonic Boom 
game all round and Leo can go forward with pokes in 
the air. Leo can also air- block so that's another 
disadvantage to Guile. Guile can do his pokes (MP, MK, 
FK) while going forward in attempts to hit Leo but 
Ultimate Guard is also a factor, even though it's 
questionable to do in this match. I'm saying that is 
because Guile builds meter fast and that's Leo defensive 
tactic in the situation. Mars Slashes are great to break 
Guile's crouch game and levelling up is important too as 
the Gigas Driver does good damage. In conclusion, Leo 
can evade and poke like hell as Guile is forced to go up 
close and due to that, Leo wins the match.  

vs. Guy (studied by Psychochronic):
Favors Leo due to easy rushdown. This match is nearly
similar to Leo vs. Felicia except Guy's defensive properties 
are a bit up, better agility and good time to make some 
meter but can't chain-combo but doesn't really matter. In 
this matchup, Guy can work on the ground due to speed 
but Leo's pokes can take time down. Don't forget about 
Ultimate Guards too. Leo here can use Mystic Breaks 
especially Gigas Driver to punish out some damage so
that's a positive there. No need to level up unless for 
desperation, Gaia Drivers are a key to win as Guy needs 
to be on distance to strike. 

vs. Hauzer (studied by Psychochronic):
Favors Leo due to his poke-range and easy build of meter.
Leo's poke-range is way more distance than Hauzer's that it
pressures Hauzer due to his big size, slow agility and limited
access to strike his normals, Leo can just play defense here
but can excel too and can do a Karin strategy of whiff-whiff-
Gaia Driver easy. Both can air-block each other attacks which 
make it a pressure here too. Leo's anti-air is crouching HP,
even thoughn it maybe slow but can be linked immediately 
into a Mars Slash. Hauzer's anti-airs are crouching MP and
Tempest Fall. For meter, Leo builds his quicker due to the
speed of his normals. Level up, poke-poke-tick Gigas Driver
to bring the pain but his Hercules Rush can be very easily
Ultimate Guarded. Hauzer's meter can be built in fair time
with Gust Flame being his anti-air and can't be air-blocked.
On the ground, Gust Flame and Deluge Crisis can be easily
Ultimate Guarded. Leo wins this due to his poke-range, Gigas 
Driver and the fact that Hauzer's Mystic Breaks can be easily
Ultimate Guarded and Ultimate Countered easily.

vs. Hydron (studied by Psychochronic):
Favors any side due to rushdown. Enough attempts of 
Tornado Mists as Leo can jump right over ready for a 
long poke ready to setup for a Chronos/Achilles Rush 
which gives Hydron no choice but to Ultimate Guard. 
Hydron can use Tadpole Spawn to keep Leo away which 
gives him no choice but to air-block in that scene. 
Hydron can poke like hell using crouching/standing LK's 
and standing MP's and can chip by going forward using 
the LK version of The Chiller's Attack. My conclusion is 
that levelling up is important and whomever nails their 
Mystic Break first (preferrably Level 2), gets the advantage
of the match. Hydorn as Strangling Spark and Leo has 
Gigas Driver which both do great damage.

vs. Ingrid (studied by Psychochronic):
Favors Leo due to rushdown and the Red Earth system.
Think of Leo as a offensive beefed Zangief here as his 
attack properties can go up when levelled up, stronger
defense, run, long-range pokes, Ultimate Guard and his 
increased stun properties. Any of Ingrid's attacks can 
be easily Ultimate Guarded but timing must be good or 
else he'll suffer a throw. Sunrize and Sun Arch is not safe 
on block as Leo can do a Mars Slash right after. Ingrid's
HP's can get annoying but Leo can tolerate it with an
air or ground poke. Any of Leo's air-poke can be easily
cotunered with Sunupper then dishes out a Sunburst
which is the only tactic for Ingrid doing some damage.
Leo can also play a Karin game by whiffing pokes then
doing a Gaia Driver very easily. Levelling up pressures
Ingrid very well which increases his attack properties
and access to Gigas Driver which takes out nearly 45%
of life. Hercules Rush is good for chip damage unless
Ingrid does a Counter Roll, leaving Leo open in the
process. Bottom line is that Leo's power and pokes
pressure Ingrid greatly to the extent, forcing Ingrid
to play more offense and less defense.

vs. Jedah (studied by Psychochronic):
Favors Jedah but Leo can stand. Yes, Leo has a great 
poke range but Jedah has too and that's his MP and it's 
ready for a chain-combo. This favors also by speed as 
Leo is too slow to handle the pressure and also his P 
Ultimate Counter as it's his only sort of counter. Jedah 
can start chaining low, mixing up then ending it with a 
Spreggio, do whatever it takes to knock him down, 
getting close may mean a hefty poke or probably a Gaia 
Driver. If one thing, Leo must poke like hell in the air and 
must play defensive, going on the offense can mean a risk 
so make sure you have meter and at least at Level 2 ready 
for a Gigas Driver or Hercules Rush for bits of chip damage.
Leo can Ultimate Guards his chains but timing is extremely 
crucial as Jedah can easily do another chain-combo or 
simply execute a Prova-Dei-Cervo meaning Leo's chances 
are slim.

vs. Karin (studied by Psychochronic):
Favors Leo due to his poke-range and the Red Earth. Possibly
another victim on Red Earth thriving on long-range pokes, it
seems Karin can't win in this one as it affects her greatly as
she must jump in to strike. Mars Slashes can be a passable
anti-air if timed right. Both can air-block each others attacks.
Ultimate Guard clearly ruins Karin's day as her whiffing game
doesn't work, so has to rely on throws and it must be done 
quick or else an Ultimate Counter will come to her. Leo can
do the Karin-rhythm game too and do Gaia Driver for his
throw. Karin has her Yasha's so watch out. Karin must time
her custom or it goes back to 0% and Ultimate Guard clearly
ruins it all. Leo can level up which can increase his poke-
range and gives him access to Gigas Driver which is very
threatening to Karin. Hercules Rush does chip damage and 
just in case if Karin times her Yasha's wrong, she'll be paying 
full damages from those slashes. Bottom line is that Leo beats
Karin due to his poke-range and Red Earth system as Karin
must get in close to do some damage or she's nothing.

vs. Kenji (studied by Psychochronic):
Favors Leo due to easy rushdown, attack power and poke-
range. Kenji has weak attack properties and in order to match
that, he has to level up badly. Kagerou's are a key for meter
and also for mixup game too. Kenji's game here consists
mostly of defense due to Leo's poke-range. Jumping FP can
be good for a keep-away attempt but air-block is the factor
here. Leo's game if pure offense. In the air, he has the long
poke-range with the sword. In the ground, he can tick-attack
then do Gaia or Gigas Driver right after. The ground is the
biggest pressure of Kenji in this match which gives him the
most trouble if you ask me. Ultimate Guard is hardly even a 
mention here unless Jumonji and Hercules Rush are used. 
Level up when the chance is there too. All-in-all, Leo wins
this due to attack properties and the rushdown. I'd say a
75-25 percentile in this matchup.

vs. M. Bison (studied by Psychochronic):
Favors Leo due to rushdown via poke-range and the Red
Earth system. Nearly any hard normal Leo can do, clearly 
affects Bison's game; especially in the air. The pokes can
hit out the Psycho Crusher, Double Knee Press and the
incoming jump attacks (Devil Reverse and Head Stomp).
Leo can just do his poke-poke-tick Gaia Driver then an
easy follow-up attack. Bison's attacks have stun potential
but getting to Leo closer will be harder due to the long 
poke-range. Both can make easy meter and specials are
favored to Leo. Red Earth has good defensive so it's very
recommended to do Knee Press Nightmare. Mega Psycho
Crusher can be Ultimate Guarded and it's about 26 taps in.
Gigas Driver can do hefty damage and Hercules Rush can
do cheap chip damage. Level up is also very effective.
Leo wins this due to his sub-systems and this is a match
which is a shear example of why Red Earth owns SFII
characters. One of Bison's worst matches.

vs. Rose (studied by Psychochronic):
Favors Leo due to his long poke-range and strong defensive 
properties. Soul Spark can be easily air-blocked and his jump 
down FK in air beats out her Soul Throw whether it's done 
early or late. Rose's meter build is pretty bad since she can't
use Soul Absorb because Leo doesn't throw projectiles and
her only opton is to play offense and poke to Soul Drill. Leo
can continue poking as usual, use Mars Slash for surprising
close or anti-air game and Gaia Driver is always passable on 
wakeup or ticks. Levelling up brings the pain, Gigas Driver
brings it to the table and Hercules Rush is good for chip
damage although watch out since close-range pokes are
no good fighting Rose, she can simply P Alpha Counter 
and strike from there which is her viable use of meter.
Super combos are an alternative and Custom combos are
complete crap which do little damage, depletes to 0% on
hit and gets Ultimate Guarded easily, leaving her having
very slow recovery. Leo's meter can be used for levelling
up for cheap purposes and Mystic Breaks for damaging
purposes. Bottom line is that Leo can excel and keep-away
fighting Rose with rose having no choice but to play
offense which won't be easy here.

vs. Ryu (studied by Psychochronic):
Favors Leo due to rushdown via poke-range and the Red
Earth system. Any long-ranged poke affects Ryu greatly.
Basic Hadoken keep-away game is not good as Leo can just
simply jump-over and do a long-ranged poke or Ultimate
Guard in case Ryu tries to go rushdown but Leo can do his
Ultimate Counter right after. Time it right or suffer a blow or
a throw right after. Ryu can't air-block his air-pokes and his 
ground-pokes can clearly outfootsie Ryu badly. Simple poke-
poke-tick Gaia Driver can dish it out but watch out in between 
the gaps as Ryu can strike a normal or Shoryuken to respond 
back. Leo's defense is better than Ryu's so simply any Super 
Combo he takes here can reuslt in at max 65% off which is not 
bad at all. Ultimate Guard is cheap as hell so take advantage 
from that. Levelling up is cheap as it makes Leo way stronger 
and has access to Gigas Driver which brings the pain. Hercules
Rush is good for chip damage. Ryu builds the fastest meter 
due to the quickness of his normals and the fact that it's only
one gauge compared to Leo's two. Leo wins this due to his sub-
systems and this is a match which is another example of why 
Red Earth owns SFII characters. One of Leo's best matches
but not one of Ryu's worst matches.

vs. Sakura (studied by Psychochronic):
Exactly (or nearly) the same situation to Leo vs. Guy except 
Sakura is toned down greatly such as weaker defense, weaker
offense and slow meter that's risky for Customs or any of her
Alpha Counters. Basic Hadoken game doesn't work due to air-
block or jump-in for the mighty poke-range. Ultimate Guard
takes out anything up close from Sakura which is a very big
threat. Sakura is very, very negative in this situation, anything
she'll do won't be good...she gets rushed down for free. Leo 
can enjoy his Supercharged Frosted Flakes right after.

vs. Urien (studied by Psychochronic):
50-50. Leo always has his long-range pokes and defense
but can get pressured due to Urien's mixups and juggles.
Upward Metallic Spheres can hold back Leo which forces
him to air-block in case of a jump-in. Leo's Chronos and
Achilles Rushes are good for corner game and pressures
good too. Jump down FK in the air takes out crouching
HP from Urien and crouching HP from Leo is also good
anti-air but can be parried. Gaia Driver is always good for
that wakeup whiff game and some ground pokes from
both sides pressure and break a footsie game. Urien's
corner or trap game can be Aegis Reflector and can do
big damage once pokes then the finishing combo is
Tyrant Slaughter, it all over and Leo must rely on his
poke and rush game. Bottom line is that Leo must play
defense and offense in order to build his meter and hits
while Urien must do the same but has easier access to 
his combos. Both here hold it down nicely.

vs. Yun (studied by Psychochronic):
Favors Leo 55-45 due to his long-range pokes but he can 
get pressured as Yun is fast in the air. Yun has the simple 
divekick game which pressures Leo and Ultimate Guard is 
not that reliable due to his slow recovery which doesn't 
match Yun's fast speed. From there, simple combos can
build meter due to that. Leo has the poke-range but be
careful as it can be parried, leaving Leo ready to get hit
if it's done up close. Gaia Driver is good and effective
and Hercules Rush is 50-50 as the first hit can be parried
and a hit goes on or for some cheap chip damage. Both
can build meter good but Leo's levelling up increases
his power as Yun's attack properties do diddly. Leo 
wins this due to the Red Earth system and his pokes 
but Yun can take it due to his pressure, mixups and
juggle game. Ultimate Guard that not that reliable as 
speed plays a big factor due to Yun's moves having
quick recovery.

vs. Zangief (studied by Psychochronic):
Favors Leo due to rushdown via poke-range and the Red
Earth system. Leo can just do his normals from far-range
with Zangief's only response is to play defense. Similar
to Zangief vs. Kenji, Leo pressures Zangief to a degree
on where he can just come up close and do a Gaia Driver
very easily. In any case Zangief is close, his Spinning Pile
Driver is much more deadly due to the power and range
that it can catch from. Zangief has a long time to build
meter in case he wants to pull his super anti-air of Aerial
Russian Slam. Leo's meter can level up which gives access
to mroe power and another Mystic Break of Gigas Driver.
Hercules Rush is also good for chip damage. Leo wins this 
due to his sub-systems and this is a match which is another 
example of why Red Earth owns SFII characters; same blood,
same mud. One of Leo's best matches but not one of Zangief's 
worst matches.


Ending:
Tessa and Mai Ling are struggling in battle against Blade 
as Leo comes in from behind and slices it in half with his 
sword.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
17) Guy:

Place of Birth: United States
3 Sizes: B108 W77 H82
Blood Type: O
Special Skill: Miniature Tray Landscapes

A modern-day ninja (Shinobi) who's the successor of 
what is named "Bushin Ryu Ninjitsu." With a colorful 
system of line attacks, the enemy is not even granted 
the coming skid.

First Appearance:
Final Fight

Beneficial Changes:
-Face seems to be redrawn.
-Doesn't have the intro where he does a jumping MK 
which knocks out trash cans on the way.

Vitality Points: 14800
Stun Points: 60

Victim:
-Mummy: A wolf with a red handkerchief and Ibuki's 
shuriken in his mouth.
-Vampire (1): Maki from Final Fight 2, her body and 
Guy's head.
-Vampire (2): Borg 180 known as Shadow Girl from 
Capcom's Gamecube game called Gotcha Force.

Known players to use Guy:
-Gori (Japan)
-Justin Wong (United States)
-Sanford Kelly (United States)
-Shiina (Japan)
-TigerLee (Canada)
-TTM (Japan)

Best Matchups: Ryu, Urien
Worst Matchups: Zangief

P Alpha Counter: Crouching HP
K Alpha Counter: Faster crouching MK

Command Normals:
Kubi Kudaki: F + MP:
*Damage: 800 first hit, 400 second hit
Guy does an overhead elbow attack to the opponent.
It has very slow startup but is good for confusion
games.

Kamaitachi: DF + HK then HK:
*Damage: 800 first hit, 800 second hit
Guy does a flip kick on the ground who does two hits
and after K is pressed again, does a rushing kick to
the opponent seen after Bushin Gorai Kyaku that
has slow recovery time.

Hiji Otoshi: D + MP (only in air):
*Damage: 1000
Guy does an aerial elbow which is similar to his Izuna
No Hiji Drop animation.


Special Moves:
Hozanto: QCB + P:
*Damage: 1200 (LP)/1300 (MP)/1400 (HP)
Guy turns around for a bit as he thursts foward with a 
f.MP. Great for basic combos and the HP version can 
go under projectiles during the turn. 

Bushin Senpuu Kyaku: QCB + K:
*Damage: 1200 (LK)/1400 (MK)/1775 (HK)
Also known as the "Hurricane Kick" seen back in Final 
Fight. Guy hops a bit forward andperforms a spinning 
kick. Good for juggles and anti-air.

Bushin Flip: QCF + P:
Guy flips towards his opponent in an arc formation.
-Bushin Izuna Drop (close to opponent): P (after Bushin 
Flip): 
*Damage: 2000
Guy grabs the opponent and slams them instantly to the 
ground.
-Izuna No Hiji Drop (during Bushin Flip): P (after Bushin 
Flip):
*Damage: 1000
Guy does an elbow drop to the opponent.

Hayagake: QCF + K:
Guy runs towards the opponent.
-Hayagake: Kyuteishi: LK then LK (during Hayagake):
Guy cancels his running. Great for mobility and tick-pokes.
-Hayagake: Kage Sukui: MK then MK (during Hayagake):
*Damage: 1500
Guy cancels his running and does a sliding kick attack to 
the opponent. This move can be comboed from different 
ranges and is great to rush under projectiles from far 
distances but very difficult to execute.
-Hayagake: Kubikari: HK then HK (during Hayagake):
*Damage: 600 first hit, 1000 second hit
Guy cancels his running and does a leaping overhead 
kick attack to the opponent. Great for close mixups and 
must only be blocked standing.


Super Combos:
Bushin Hasso Ken: QCFx2 + P:
*Damage: 3000
Guy does a series of normals in the air resulting in four 
hits. Great for an anti-air and can be juggled in various 
situations.

Bushin Gorai Kyaku: QCFx2 + K:
*Damage: 2800
Guy dashes forward with a series of normals resulting in 
four hits. Great for juggling in specific situations.


Pros and Cons:
(+): Great agility, similar to Maki in CvS2.
(+): Gains a new extensions after his Kamaitachi.
(+): Speaking of that punch super also juggles now.
(+): Can now use the A-Ism and X-Ism Final Fight Chains 
interchangably like in SFA3.
(+): Crouching FP no longer whiffs at point-blank.
(+): He's the only one in the Alpha cast that effective with 
supers. Mainly because he has numerous setups to them.
(+): Great pokes (MP, FP, MK).
(+): Bushin flip is SFA3 version. so no comboing after it. 
Although it will grab you in the corner now which is nice. 
(+): Knee bash, to LK/MK hurricane kick/or either super, 
is much easier then in other games.
(+): Faster running when doing Hayagake.
(?): Doesn't have Bushin Musou Renge. Although it really
doesn't matter because SFA characters can't do any 100%
supers.
(-): Some Custom Combos are hard to execute.
(-): Custom Combos are not that reliable. You're better off 
doing supers.
(-): Bushin Senpuu Kyaku no longer a good anti-air option; 
better for positioning.
(-): Hozanto no longer has invincibility frames; simply goes 
through projectiles.
(-): Bushin Gorai Kyaku has very limited uses.


Early Impressions (studied by RenoROB):
Every character is playable and Guy is no exception. 
The problem why he isnít high is that he lacks variety 
and there are just so many better characters above him. 
His Custom Combos is not very reliable (repeat standing 
close HK if not, doesnít perfectly close can turn into 
standing far HK, in which you just wasted your Custom 
Combo and you got nothing), his chain-combos must 
be done really close (far closer than both SFA3 and 
SFA2, more like Maki close in CvS2). What made him 
scary in SFA3 was his amazing juggle potential which 
is all but gone here in CFE. Yea, he can do some crazy 
juggle of Kamaitachi but I have yet see a setup to connect 
that move and what really makes him not "amazing" in 
my eye as of yet, is that even though he's fast he lacks 
some serious mix-ups. Standing MP -> standing HP -> 
Hayagake: Kyuteshi into mix-ups isnít that great, his 
Hayagake: Kyuteishi -> throw is best option (in fact 
his only option other than just a basic poke), his 
Hayagke: Kage Sukui is too obvious and easily blocked 
and his Hayagake: Kubikari is blocked high which I 
fear isnt that great neither.


Overall Impressions (studied by Psychochronic):
A mid-top tier in SFA3 A-Ism, Guy is show down here in 
CFE but still has his interchangeable combos. His Customs 
kinda suck because V-Ism isn't his thing; unreliable, hard 
to setup and easy to get hit factors him greatly, you're 
gonna have to rely on supers, Alpha Counters or saving 
the meter to the next match, Guy is still good but not in a 
high-variable perspective. Rarely used in tournaments, not 
bad choice for a character, especially one who'll benefit 
from his speed very well.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Favors Alex due to power but his chances of rushdown
is pretty low which can go to Guy due to his speed,
agility, fast meter and rushdown. Guy has the speedy
corner game to pressure Alex with him having a hard
time to act for parrying. Alex has to be up close to make
some damage and his pokes and Power Bomb clearly
make a point of it. Due to Guy's fast poking game, he
builds meter faster than Alex's. Hayagake's can be a
risk if Alex reacts fast to such an attack as a poke or
a Dashing Elbow. Alex's meter is powerful and Hyper
Bomb kills out nearly half-life and Guy's meter must
be used for customs activated over 60% or supers
to stand up to it. Bottom line is that Alex has his
pokes and meter which is powerful and Guy can
hold it down due to speed and agility. My end
say that it's 50-50. 

vs. Anakaris (studied by Psychochronic):
Guy gets rushed down for free right here. Anakaris
has to balance out his stuff and excel oftenly to hold
it, I'd say 70% offense and 30% defense if you ask me.
Everything in this match for Anakaris relates to either
a poke or a chain-combo and that's his objective here.
Simple tri-jump then poke, poke, poke, sweep, follow-
up. Guy pretty can't hold it here, his only source of 
meter use is either a super combo or any form of the 
Alpha counter depending on where Anakaris will 
strike first. Since Guy can't roll-wakeup and Ukemi 
is horrible in this situation, he can be cornered easily 
which gives Anakaris the chance to do the Hole of 
Hell. The simple Anakaris can take the match down.

vs. Chun-Li (studied by Psychochronic):
Favors Chun-Li due to her pokes and stun potential unless
she gets cornered which is not good. Guy has his fast pokes
which can lead to his Bushin Flip to Bushin Izuna Drop or
his Hayagake: Kage Sukui if Chun-Li doesn't have the fast 
reaction to block or parry. Chun-Li's normals do some good
damage to SFA characters' somewhat neutral defense and
her normals have stun potential which is a factor for her 
game. Both build meter fairly good if Guy doesn't do his
corner game. Chun-Li's Hoyoku-Sen is good for chip
damage and Hoyoku-Sen is good after a crouching MK
or after a Hazan Shu, otherwise if blocked, she's open in
the end or Guy can simply do an Alpha Counter. Guy's
meter has his Alpha Counter is desperate situations,
Supers like Bushin Hasso Ken for corner game or a
Custom attempt, but don't rely on that unless the timing
is right and even though it's executed, it does little damage
that doesn't fare up to Chun-Li's Super Arts. Bottom line
is that Chun-Li's offensive game beats out Guy which
leads to his loss fast. Guy is good on rushdown only if
Chun-Li is cornered, then he can do some work there,
otherwise, he can try footsies and air-game but his trap
game is much more better.

vs. Demitri (studied by Psychochronic):
Similar to Guy vs. Jedah, Guy takes this one due to his
agility, pokes and speed. Guy can simply outsmart Demitri
by his simple jump/rush-in game right after Demitri does his
Chaos Flare or a missed Demon Cradle. Hayagake's rule the 
ground, Bushin Flips access a blow or throw in the air and
his interchangle X-Ism/A-Ism combos punish Demitri in
such a degree that due to his low defense, it can damage
well and has stun potential. Demitri has to keep out in this
match. ES Chaos Flare are good for surprises in case Guy
does a rush-in attempt, Demitri can teleport dash and do
Midnight Pressure as usual for his rish-in attempts and
Bat Spins can be used for evasion and tricky games. Guy's 
meter can be used for P Alpha Counters or his Bushin 
Hasso Ken. Custom aren't necessary here but can be
affected in case Demitri does his Guard Cancel. Bottom
line is that Guy is too fast to strike Demitri which gives
the victory to Guy. Guy's pokes are too punishing here,
especially for a DS character to inflict it, is very bad due
to weak defense and getting stunned right after. Demitri 
can hang but must play more defense than offense here. 

vs. Felicia (studied by Psychochronic):
Guy takes this one due to the rushdown. Nearly similar
to Guy vs. Ingrid except Felicia has has extremely horrible
defensive properties, Guy invades the ground and hardly 
has to use air attacks for this one. Felicia's chain attempts
can be simply blocked and pretty difficult to connect.
Combo into Hozanto for some chip damage and use 
Hayagake: Kage Sukui/Kubikari to take down her crouch 
game. Felicia's passable anti-air would be crouching FP.
Felicia's meter can be used for ES follow-up attacks or
any ES/EX move but timing must be near-exact. Guy's
meter can be options around. Alpha Counters, Supers
and Customs are thumbs up. With that strategy and 
meter built, Guy can time his Super Combo or P Alpha 
Counter. Felicia loses due to defense, mobility and the 
fact he can build meter very fast. One of Felicia's counter
matches.

vs. Guile (studied by Psychochronic):
Favors Guile due to power. Somersault is a great anti-
air can take out 10% and that move ruins any of Guy's
jump-in tactics. Sonic Boom can still be air-blocked and
that move can build up meter fast. Guy must use his
Hayagake's and Bushin Flips to mixup Guile on ground. 
Bushin Senpuu-Kyaku is okay for anti-airs. Worst case
is that both can get hit but Guy suffering more from it
due to Guile's heavy normals. Guy must also use his
interchangeable X-Ism/A-Ism combos when up close
and to setup for a super. Setting up for a custom can
be risky though. Guile's Total Wipeout can out as much 
as 65% so watch out if that's linked up. Bottom line is
that Guile takes this due to power and Guy must play
offense in order to get some hits in. Guile can play both 
due to easy projectile, anti-air, meter and his offensive
properties.

vs. Hauzer (studied by Psychochronic):
Guy takes this due to speed, ground-game and agility 
which equals the rushdown. Simple interchangeable 
X-Ism/A-Ism combos and different Hayagake's for 
sweeping can rush Hauzer down. Hauzer has the FP, 
FK and Volcano Breathto keep Guy away as much as 
possible. Deluge Crisis is good for chip damage and 
Tempest Falls is good for a precise anti-air but Guy can 
air-block that. Levelling upis important so don't be afraid 
to sacrifice a gem. Deluge Assault is good also but Guy 
can clearly Alpha Counter out of that due to the slow 
end to it. Gust Flame is great as Guy can't air-block...so 
his best anti-air is his highest levelled Mystic Break, 
which takes time to build. Guy can use his meter for 
Alpha Counters or activation at 50% (100% is too risky 
but do what you can do) as Ultimate Guard clearly ruins 
the Custom formation so keep note of handling your 
meter. Guy wins due to his properties but Hauzer can 
still stand as you know that Red Earth thrives on long-
range pokes and SFA's are harder to get in on those 
situations.

vs. Hydron (studied by Psychochronic):
Similar to Demitri vs. Hydron, this match favors Guy's
rushdown due to his fast attacks and agility. Comparing
those skills to Hydron, it's the exact complete opposite.
Hydron's agility is too slow, it looks like he's floating
and his pokes are horrible. The better part for Hydron
is that he has long-range pokes, has two projectiles
and has a viable anti-air which is his Tadpole Spawn
and one of his Mystic Breaks, Lightning Mast. Both 
fighters can air-block and wall-jump which is very
useful for their evasion game. Guy's pokes are much
faster which gives Hydron a lot of pressure. Ultimate
Guard can be used but once timed wrong, Hydron is
open for a throw, Super Combo, Custom or any of 
Guy's interchangeable X-Ism/A-Ism combos. Hydron 
has level up to increase his offensive properties and
use Lightning Mast and if timed correctly, Strangling
Spark as his anti-airs. The downside is that it takes
Hydron some time to build meter as opposed to Guy's
meter as he can use it over 50%. Guy takes this due
to fast meter, fast pokes...fast everything with Hydron
doing no choice but to play defense.

vs. Ingrid (studied by Psychochronic):
Guy takes this one due to speed. Guy can invade the 
ground and hardly has to use air attacks for this one. 
Keep going closer to Ingrid using MP's like hell and sweep 
when she does throws a Sunshot, timing is near-precise 
and it gives Ingrid the pressure on the match. Combo into 
Hozanto for some chip damage and use Hayagake: Kage 
Sukui/Kubikari to take down her crouch game. Ingrid can 
take the air using Anti-Air Sunshots and abusive jumping 
FP's as Guy's Bushin Izuna Drop must be timed correctly 
or he suffers from that mistake. With that strategy and 
meter built, Guy can time his Super Combo or P Alpha 
Counter. Ingrid loses due to speed, mobility and the fact 
he can build meter very fast.

vs. Jedah (studied by Psychochronic):
Favors any side but conditions apply to it. Guy runs 
the ground which makes Jedah get hassled a bit so use
dashing slightly upward like mid-up screen to execute
your chain. Limit your distances too because getting 
too high or close results in Guy using an effective 
anti-air blow which is crouching HP. Guy runs the
ground due to speed like Hayagake attacks and his
interchangeable X-Ism/A-Ism chains and too much
blows results in Jedah getting stunned. Watch the
Dio-Cega's because Guy can simply wall-jump ready 
to attack so it's recommended it can only be done in 
the corner or to Guy on his wakeup, which is also 
chain ready. For meters, Jedah's good use is ES Dio-
Cega and Guy can chain to Bushin Hasso Ken or an 
Alpha Counter; preferrably the P version. Bottom 
line is that one can outrule the other due to their 
personal and characteristic properties.

vs. Karin (studied by Psychochronic):
Favors Guy unless he scrws up on this one. Guy's speed
is too fast which can rushdown Karin that it's not even
funny. Hayagake's are good for mixups, footsies and
rushgame and pokes to Bushin Flip to Bushin Izuna Drop
clearly deal it in the match. Bushin Flip to Izuna No Hiji 
Drop beats out Karin's custom activation, even at 100%!
Due to that, Guy builds good meter and can use P Alpha 
Counter when Karin does her whiffing game or his neutral
throw to Bushin Hasso Ken but that must be timed right. 
Karin's sweeps are always effective in her footsie game
and a tick-throw would be surprising since Guy's pokes
have great recovery time. Karin's f.MK is always good,
even for trick game or a custom setup. Karin's meter is
mostly based on customs, an Alpha Counter attempt
never hurt so at least try that instead of relying on a
super or custom. Guy wins this due his fast recovery
in his rushdown but Karin has chances. Her whiffs and 
sweeps dish it out good and a tick-throw wouldn't be
some sort of surprise in the match, beginning or end.

vs. Kenji (studied by Psychochronic):
This speedy of a great match can go anyway 50-50. When 
up close, Guy can use his interchangeable X-Ism/A-Ism 
combos for rushing purposes as Kenji can use his chain-
combos too. Guy pretty much rules on ground due to this 
and also Kenji's weak attack properties so levelling up is 
important. How Guy rules the ground is due to speed (yes) 
and he can rush down and sweep Kenji using Hayagake: 
Kage Sukui to go down through Kenji's shuriken. Don't 
forget to carefully time your Super or Custom as Kenji can 
Ultimate Guard but meter isn't necessary for this, perhaps 
a P/K Alpha Counter? It's up to you on that one. Guy also 
has the agility so just in case Kenji tries to pull off Jumonji, 
Guy can easily jump over it (Did you know that?) and attack 
from there. In Kenji's game, he can build meter fast using his 
Kagerou cancel and he desperately needs it. Guy always can 
come close for a combo so time correctly yours into MK to 
Bakuryusho for a good 25% or so then Kagerou cancel for 
more meter (follow up attack is a great alternative). Don't 
forget your teleports to play a little defense and his low 
jumping FK to annihilate the crouch game for a quick mixup 
knockdown. Bottom line is that it can go either way, this is 
a good and entertaining match to watch from both sides.  

vs. Leo (studied by Psychochronic):
Favors Leo due to easy rushdown. This match is nearly
similar to Leo vs. Felicia except Guy's defensive properties 
are a bit up, better agility and good time to make some 
meter but can't chain-combo but doesn't really matter. In 
this matchup, Guy can work on the ground due to speed 
but Leo's pokes can take time down. Don't forget about 
Ultimate Guards too. Leo here can use Mystic Breaks 
especially Gigas Driver to punish out some damage so
that's a positive there. No need to level up unless for 
desperation, Gaia Drivers are a key to win as Guy needs 
to be on distance to strike.

vs. M. Bison (studied by Psychochronic):
Favors Bison due to eay rushdown. Bison's power and
meter build clearly can rush Guy down very greatly.
Both have the speed and agility to play a keep-away
game. Bison can do a simple charge move in case Guy
does a Hayagake attempt to punish him down good.
Sweeps are good too for distance and pressure game.
Bison can also rule the air due to Head Stomps and
Devil Reverses so make notes of that. Bushin Flips and
Bushin Senpuu Kyaku's can stop it but the timing is very 
risky as Guy or both can get hit with their attacks. The
bottom line here is that Guy's defensive properties can't 
fare with Bison's offensive properties. Yes, they both 
have easy meter, agility, keep-away and evasion game 
equally but all-in-all, Bison rules this matchup here.

vs. Rose (studied by Psychochronic):
Can go either way. Both have their equal amount of
damage from their pokes and their solid meter build
up due to that. Rose's anti-airs are her Soul Throw, 
Aura Soul Throw and Aura Soul Spark and and Guy's 
anti-airs are his Bushin Flip into Bushin Izuna Drop
and Bushin Hasso Ken. Bushin Senpuu Kyaku is 
passable but can be air-blocked. Guy's Hayagake's 
are good for rushing and tick-combo attempts and
Rose's Soul Drill and Soul Spark can keep Guy away,
giving a chance for her to play defensive constantly.
Customs do decent damage equally and can be hit
out easily if Alpha Countered. Bottom line is that
both characters hold it down due to their near-equal
properties and can go either way.

vs. Ryu (studied by Psychochronic):
Another one of Guy's fast matches. Ryu is too slow to
react on any part of Guy's corner rushdown. simple poke
to Hayagake: Kubikari to pressuring half of the ground
or Bushin Flip turned into Bushin Izuna Drop to catch
in the air. Ryu has Hadokens for keep-away game to do
some sort of chip damage on ground or air but can be
punished by Hayagake: Kage Sukui. Shoryuken's is the
best anti-air as it can't be air-blocked which can do good
damage. Guy's Hayagake: Kyuteishi is good for advance
game and also tick-throw and combo attempts but Guy is
clearly left open menaing Ryu can punish greatly due to
that move. Guy his that fast meter because it holds two
stocks as Ryu's is one and Guy has viable options. An
Alpha Counter is good for desperation, Bushin Hasso
Ken is good for corners after throws and customs are
always good with the condition if he gets hit, it's back
to 0%. Ryu can punish due to his Shoryuken recovery
and his supers nearly takes out 73%. Bottom line is that
Guy has the speed, agility, footsies meter and use of 
meter compared to Ryu's power. Guy takes this one with 
Ryu having the chance should Guy mess up at nearly
anytime.

vs. Sakura (studied by Psychochronic):
Undetermined outcome in this match. Both have a great
amount pokes but it's broken down differently. Guy has
his interchangeable X-Ism/A-Ism combos to dish it out
and the speed for any of the three Hayagake's, Bushin 
Flips and Bushin Senpuu Kyaku's for rushdowns while 
Sakura has Flower Kicks, Hadokens as the projectile and 
her Sakizakura Ken as a rushdown move. Sakura has her
easy poke-to-special which is pretty damn simple. Both 
can build meter very good and pretty near even which is 
neutral on both sides and both have Alpha Counters in
case for blocking a custom. Both also have supers which
relatively do damage. Bottom line is that their tactics and
properties and pretty even and it can go either way.

vs. Urien (studied by Psychochronic):
For some reason, this favors Guy on his fast speed and 
agility. Urien's crouching HP can't launch Guy into the air, 
so think of a different attack to do in case Guy is up close 
or doing a Hayagake: Kyuteishi. Guy is fast to react due to 
Urien's slow recovery in some of his moves and normals
which enables a fast poke then evade for a swift rush-
away game of an interchangeable X-Ism/A-Ism combo.
Guy also builds his meter fast and can go at 50% faster
than Urien's 1/2 gauge. Guy can simply Alpha Counter
his way out which is good or can activate his custom,
leaving Urien to block or eat the damage. The thing for
Urien to react is to parry the first hit then strike next.
Bottom line is that Guy can jump over, mixup and can
outfootsie Urien. Guy's moves and tactics is just too 
fast and Urien loses this one due to that.

vs. Yun (studied by Psychochronic):
Can go either way in this match. Both are agile, does
equal damage and have good ground, air and corner
juggle setups with both of them having very different 
properties. Yun can parry, high-jump, quick stand and 
Guy can air-block, air-throw, wall-jump, Ukemi and has
2 Alpha Counters. With their ground and corner games,
Guy can use his interchangeable X-Ism/A-Ism combos
which can go on from there. Bushin Hasso Ken can
juggle if cornered. For Yun, some of his setups begin
with a divekick and it goes on from there. Few normals
can set it up right and depending on posititon after
Tetsuzankou, use Sourai-Rengeki to finish it or You-
Hou to bring the pain and juggle some more. Guy has
his customs in case he wants to get creative and his
Alpha Counters are good for desperate situations.
Bottom line is that this match is evenly played that 
it can go either way.

vs. Zangief (studied by Psychochronic):
Another tough battle that can go any side but truly, 
Zangief takes this one. Guy has the speed and can go 
ground and combos to keep Zangief away. Combo into 
Hozanto for some chip damage and use Hayagake: Kage 
Sukui/Kubikari for pressuring his crouch game. Sweeps 
are also good too for distanceful purposes. Zangief has 
the anti-air and that's obviously the Lariat which is very
effective to build meter. Zangief also has the power as 
a Spinning Pile Driver can take as much as 27% so 
getting too close means danger here! Guy's (as well as 
any other SFA character's) defensive properties aren't 
good against Zangief due to powerful command grabs 
so that's why Zangief takes this one.


Ending:
Still the 39th Bushin Master, Guy is meditating at a dojo
which may mean he's continuing his training.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
18) Hydron (Nool): 

Race: Krakhen

Self styled in the "Divine Ocean Beast," an ocean creature 
living in the North Sea river basin. Has no doubt that he 
can rule over the oceans in the world on his own. Carries 
an enormous trident as a weapon.

First Appearance:
Red Earth (Warzard)

Beneficial Changes:
Unknown.

Roll Wakeup Data (Forward and Backward, including
invincibility): 40 frames
Dashing:
-Forward: 18 frames (allowed to pass through fallen or 
crouching opponents)
-Back: 28 frames
Vitality Points: 14000
Stun Points: 60

Victim:
-Mummy: A baby squid, just like the ones he fires at you 
when he performs his Tadpole Spawn.
-Vampire: Female version of Hydron. Inspired by Ritsuko 
of the Anime Kujibiki Unbalance, this is what Ritsuko 
looks like when she wears her bathing suit.

Known players to use Hydron:
-C-Type (Japan)
-Chikyuu (Japan)
-Umachou (Japan)

Best Matchups: Zangief, Guile
Worst Matchups: Jedah, Karin

P Ultimate Counter: Standing HP
K Ultimate Counter: Doesn't have one

Command Normals:
None...


Special Moves:
Tornado Mist: HCF + P:
*Damage: 720 (LP)/810 (MP)/900 (HP)
Also known as "Arctic Stream". Hydron throws a 
freezing tornado towards the opponent. Fair amount 
of startup and recovery time and is a big part of his 
range attacks.

The Chiller's Attack: HCF + K:
*Damage: 1080
Labelled here as "Nochiller's Attack", Hydron dashes 
forward in the air surrounded in flames ready to burn 
the opponent. Also similar to M. Bison's Psycho Crusher 
as the opponent gets hit, they are surrounded in purple 
flames. Very good for short-range and surprise attacks 
and the HK version goes nearly through the entire length 
of the screen which is great toavoid corners. The down-
part is that it's similar to the Psycho Crusher, it will not 
pass by an opponent when it's blocked, which makes 
Hydron floating open in the air.

Hydro Spin (also in air): F, D, DF + K:
*Damage: 270 (LK)/1064 (MK)/1331 (HK)
Hydron hops and spins up forward with Water aura 
surrounding him. This attack is safe on block whether 
if it hits early or late and can be cancelling in the ground 
or air after using LP/LK's. Excellent cross-up when timed 
right and great to nail sweepers as the attack can't be 
crouch blocked.

Tadpole Spawn: HCB + P/K:
*Damage: 540
A stationary, multiple and stalling projectile. The P 
versions allow the tadpole to stop immediately in mid-air 
as the K versions stay on the screen for a short amount 
of time. Hydron has the ability to spawn two tadpoles at 
a time which is great for keep-away games and forces the 
opponent to change their gameplan as they can get hit 
while jumping to hit and Hydron can simply attack 
during the spawn.

Venom Funnel: Dx2 + P:
*Damage: 1170
Known to some as "Venom Spit". Hydron spits a purple 
mist in the air and it can be used as an anti-air when timed 
right. If the move hits early enough, Hydron can juggle 
and use a Mystic Break after but it depends how much 
risk the player wants to take as hardly anyone uses this 
move.


Mystic Breaks:
Lightning Mast (Level 1): QCFx2 + P:
*Damage: 3780
Hydron raises his trident up as lightning surrounds him. 
Similar to Geese's Raising Storm super from CvS2. This 
Mystic Break is useful as an anti-air, wakeup reversal or 
to generate chip damage.Also can juggle but can't extend 
juggle.

Strangling Spark (Level 2): QCBx2 + K:
*Damage: 4750 minimum, 10450 maximum
Hydron does his FK and when it connects, it surges 
electric currents into the opponents. Very good as an 
anti-air if done early and also good to punish fast 
projectiles if done late but time it right. This Mystic 
Break does excellent damage it can do as much as 
65%! One of the best supers in the game.


Pros and Cons:
(+): Good range.
(+): Great agility.
(+): For a heavy character, he can wall-jump.
(+): Hydron's forward dash can pass through grounded 
and crouching opponents which is great for mixups.
(+): Standing FP is really fast. Good whiff punisher and 
overall poke.
(+): Crouching FP might be slow, but it has a lot of priority 
and gives a big chunk of frame advantage. You can link a 
lot of stuff after it...just do a standing FP or a standing LP 
xx tornado/dp+MP.
(+): Stanidng HK is his farthest and most damaging poke 
by far. Also guarantees a pounce.
(+): Ultimate Guard -> P Ultimate Counter is his standing 
HP...which means it's really good. Abuse that since it chip 
damages also. 
(+): More that one Tadpole Spawn can be at the screen at 
once.
(+): Crouching kicks range as sweeps.
(+): In the air, you can cancel your attack to Hydro Spin.
(+): Lightning Mast is like Geese's Raising Storm, good for 
defensive and wakeup games.
(+): Strangling Spark can take as much as 50%-70%.
(+): He seems to be really meter-intensive... though he does 
build meter kinda fast spamming Tornado Mists and Tadpole 
Spawns.
(?): Hydro Spin on the ground is similar to a 3S leap-attack 
which is it's only good use.
(-): He needs meter to do any sort of threatening anti-air 
(Lightning Mast works perfect, level up -> throw for longterm 
benefits.... hmm, maybe level up -> crouching HP, standing 
HP?). 
(-): Unlike M. Bison's Psycho Crusher, The Chiller's Attack 
doesn't pass through an opponent when blocked. 
(-): Useless without Level and Meter.
(-): Bad pokes.
(-): He can still get hit during his sweeps.
(-): "The Turtler's Choice".
(-): Counter-Character Problems.
(-): Can get easily rushed down.


Early Impressions (studied by RenoROB):
Another low ranked RE character, although Iím starting to 
see his potential. I cannot see how he can be any better 
than upper low-tier. What benefits him is that all his 
crouching K's are knockdowns, he has great range and 
definitely counter some top-tier character (eg. Guile) but 
all-in-all, he lacks pokes, a decent anti-air and really cannot 
dish much damage without Level up (Yes, I do know the 
Strangling Spark is which is an anti-air grab; even then 
its not a perfect anti-air many times even if you think you 
caught them, they will fall without getting hurt).


Overall Impressions (studied by Psychochronic):
A non-playable character in RE becomes a shunned
character who was highly popular in the early days
after release. Pokes are good which can nail from far
yet has slower Tadpole Spawns and Tornado Mists.
Guess they also tweaked his Chiller's Attack as it had
a frame or so of recovery. Strangling Spark maybe one
of the deadliest supers as it can take out 55-75% so
I guess they upped on that one. A recommendation 
who'll not rely on speed but on far-pokes and defense
wise. Popular in tournaments back in the day but now,
I doubt it.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Favors Alex due to Power and Parries. Hydron here has
his regularities of spamming Tornado Mists and Tadpole
Spawns as usual. Alex can clearly parry those projectiles
and attack after or use Head Stomp get in closer, but that's
a risky situation. Alex's normals do great damage and have 
the potential to stun so that's a note there. Hydron's pokes
are terrible and insanely weak here and remember Alex's
stun points is 65, not 60 which make it more harder to big
out more in the match. Don't forget that Air Knee Grapple
beats the Hydro Spin easily! Don't rely or mess up your 
Ultimate Guard too because Alex can clearly do a Power 
Bomb which is also a negative on Hydron's side. For meter, 
Hydron must level up badly as I say, a very mandatory 
situation. Strangling Spark is good when Alex does a 
jump-in...what else? Lightning Mast is also useful on 
wakeup. Alex on meter...simple, save it up and lock-in
the Hyper Bomb when up close; don't waste it on EX 
moves. Alex wins this hands down.

vs. Anakaris (studied by Psychochronic):
Anakaris wins this due to the rushdown it's just plain
ridiculous. Anakaris can just do his standard tri-jump 
chains no matter what. It's even faster than Hydron 
can do an Ultimate Guard. If it does happen, Anakaris 
can simply just do Mummy Drop which beats any Red 
Earth's Ultimate Guard and defensive game. Hydron's
keep-away attempts are the standard Tornado Mist/
Tadpole Spawn spams but it doesn't match to Anak's
keep-away game. Anakaris can simply float, double-
jump and spam in the air Coffin Drops and Royal 
Judgements which beats Hydron's like easy. Meter 
is important, so for Hydron, levelling up is highly 
recommended. For Anakaris, options are spreaded
out so be creative. This match favors Anakaris due
to the sub-systems and his chain-combos.

vs. Chun-Li (studied by Psychochronic):
Favors Chun-Li due to the speed of her jumps, attacks
and the fact she builds meter faster than Hydron. Her
attacks do damage good and come out real fast which
favors her in a footsie game. Hydron's pokes are too
damn slow and do weak damage which is real bad in
this situation. Chun-Li's agility is faster than Hydron's
which clearly beats any air-game and Hydron's Tadpole
Spawn and Tornado Mist can be parried and can be
passable for a keep-away game. Chun-Li's supers can
do some chip damage but watch out for the Ultimate
Guard and since Chun-Li's supers have slow recovery,
she's open to get attacked. Hydron has to level up to
be some sort of threat or at least to hold it down. His
Strangling Spark must be timed right and Lightning
Mast is good for wakeups and anti-airs but does some
weak damage for a super. Bottom line is that Chun-Li's
properties defeat Hydron and his properties have little
to throw back.

vs. Demitri (studied by Psychochronic):
Favors Demitri due to the rushdown and another match
on how Hydron can get rushed down for free. Demitri's
teleport dash is the factor of his game. Just dash by
a Tornado Mist or Tadpole Spawn and strike a Demon
Cradle right after. Hydron is mainly a defensive player
here and Demitri's game clearly rushes it down. Moves
like Bat Spin and Chaos Flare give Hydron the pressure,
great agility and speed on air and ground, Midnight Bliss 
and Midnight Pressure are great rushes for a surprise 
attack and the fact that Demitri builds faster meter than 
Hydron clearly favors that point. Hydron has no choice
but to level up and Ultimate Guard when a random or
precise moment comes in. Hydron has good anti-airs
(his Mystic Breaks to be specific) but Demitri can air-
block which is not a good sign. Demitri wins for free
here but it's not one of Hydron's bad matchups.

vs. Felicia (studied by Psychochronic):
Favors Felicia believe it or not due to her rushdown
and fast speed. Hydron has horrible pokes which do
low damage unless he levels up which is important.
Similar to facing heavy characters, Felicia plays her
rushdown game more faster and easier. Hydron has
no choice but to Ultimate Guard and if its done late,
Felicia can sneak in a Hellcat (ES is better) for some
good measure. Hydron can throw Tadpole Spawns
and Tornado Mists which can be effective but Felicia
can air-block those. Follow-up attacks or Kitty Charge
to build meter is great when Hydron is down. Hydron
gets rushed down for free unless he times his Mystic
Breaks right. Felicia wins this one due to her rushing
properties and chain-combos.    

vs. Guile (studied by Psychochronic):
This can favor both sides but I'd go for Hydron on this 
one. All Hydron can do is play defense on this one as 
Tornado Mists and Tadpole Spawns can put Guile out. 
When far, Hydron can far-sweep as a projectile comes 
in so that limits Guile's options out.With Guile having 
no dash and no run, all he can do is jump in and attack 
close range as the classic Sonic Boom spam won't work 
on this one. Simple close attacks and throws can punish 
but watch out for Ultimate Guard and Ultimate Counter 
too. Don't forget Hydron levels up and also Strangling 
Spark is a great Anti-Air and can take out as much as 
60% of Guile's bar which answers that Hydron is 
favored.

vs. Guy (studied by Psychochronic):
Similar to Demitri vs. Hydron, this match favors Guy's
rushdown due to his fast attacks and agility. Comparing
those skills to Hydron, it's the exact complete opposite.
Hydron's agility is too slow, it looks like he's floating
and his pokes are horrible. The better part for Hydron
is that he has long-range pokes, has two projectiles
and has a viable anti-air which is his Tadpole Spawn
and one of his Mystic Breaks, Lightning Mast. Both 
fighters can air-block and wall-jump which is very
useful for their evasion game. Guy's pokes are much
faster which gives Hydron a lot of pressure. Ultimate
Guard can be used but once timed wrong, Hydron is
open for a throw, Super Combo, Custom or any of 
Guy's interchangeable X-Ism/A-Ism combos. Hydron 
has level up to increase his offensive properties and
use Lightning Mast and if timed correctly, Strangling
Spark as his anti-airs. The downside is that it takes
Hydron some time to build meter as opposed to Guy's
meter as he can use it over 50%. Guy takes this due
to fast meter, fast pokes...fast everything with Hydron
doing no choice but to play defense.

vs. Hauzer (studied by Psychochronic):
This one favors Hauzer due to attack priorities and 
attack range. The best Hydron can do is Tadpole 
Spawn, poke and sweepbut it's not enough due to his 
weak damage counts. Hauzer's jumping FP's, Deluge 
Assaults and Tempest Falls can get close to Hydron 
and also good for some close range hits as Hydron's 
close ranges are pathetic. Hydron has the agility and 
the keep-away game (sweeps) but has horrible anti-air 
(Lightning Mast is good). Meter on both sides can be 
used to Level up and Ultimate Guard can switch the
odds so the match can be finished with or without 
Mystic Breaks.

vs. Ingrid (studied by Psychochronic):
Undetermined outcome on the match. Hydron can
clearly Ultimate Guard can defend against Ingrid's
projectiles and multiple-hit specials. The only thing
Hydron won't be safe from is throws in that point
in the animation. Ingrid is not safe if a move such as
Sunrize or Sun Arch is blocked or Ultimate Guarded,
Hydron can simply strike with a move or a Mystic 
Break. Both characters can air-block each others
and projectiles and Hydron has a far-ranged poke
(crouching K's) as Ingrid has an abusing poke (HP's).
For Hydron, his pokes are horribly weak so he must
level up no matter what. His Strangling Spark can
take out as much as 60-70% which threatens Ingrid
due to her weak defense. Ingrid's Sunburst takes off
as much as 20% and with her Sunupper, countering
any of Hydron's normals can be easy. Bottom line is
that both characters can play this match very evenly 
due to their personal properties.

vs. Jedah (studied by Psychochronic):
Hydron becomes snacktime in this match. Hydron is
too slow to manage to keep up with Jedah's simple 
game. Dio-Cega's, air-dash to chain combo possibly 
a few ES moves can do the job. Hydron has to use 
Tadpole Spawn and The Chiller's Attack to attempt 
Jedah out of the air and Tornado Mist, but that move 
doesn't effect much since Jedah operates on air, not 
ground. Hydron has to level up and keep-away as 
much as possible due to easy rushdown or he's a 
dead squid. Another easy Jedah victory here.

vs. Karin (studied by Psychochronic):
Karin wins this one due to rushdown. Simple stuff like
normals getting whiffed easy plus the speed of them
effects Hydron and he must play defense on this or 
he'll lose. Karin can whiff out normals then easily tick-
throw as usual. Her sweep is also fast and effective.
Hydron can try to jump out of the corner but his agility 
is too slow. Tornado Mists and Tadpole Spawns also 
won't work because Karin can air-block. The only thing 
Hydron can stop with time is Ultimate Guard because 
it can easily wipe out Karin's Custom Combo which 
results her meter back to 0%. Karin's meter should 
only be used for Alpha Counters as it's more wiser. 
Karin wins and Hydron has no choice but to play 
defense.

vs. Kenji (studied by Psychochronic):
Favors Kenji due to his abilities, fast meter, offensive
properties and long-ranged FP. Hydron is entirely weak
due to his bad pokes, bad offensive properties and slow 
to build meter. Kenji has a double-jump for evade game,
Hydron has a wall-jump but his jump is too slow like
Dhalsim's. Kenji can abuse his jumping FP and throw
out Ichimonji's to wipe out Hydron's Tornado Mists.
When Hydron is knocked down, use Kagerou cancels
to build meter fast then use chain-combos to setup his
Bakuryusho. Jumonji is good for chip damage but
Ultimate Guard is there. Hydron's way of attacking is
The Chiller's Attack, his crouching K's and Tadpole 
Spawn's to which all can be easily avoided. Hydron's 
use for meter for levelling up is to use Lightning Mast 
on wakeup or anti-air. Strangling Spark can be tricky to 
connect. In conclusion, Kenji wins this match due to his 
abilities and Hydron has no choice but to play defense 
or he gets rushed down for free. Possibly another bad
match for Hydron yet facing Jedah and Karin are worse
than Kenji.

vs. Leo (studied by Psychochronic):
Favors any side due to rushdown. Enough attempts of 
Tornado Mists as Leo can jump right over ready for a 
long poke ready to setup for a Chronos/Achilles Rush 
which gives Hydron no choice but to Ultimate Guard. 
Hydron can use Tadpole Spawn to keep Leo away which 
gives him no choice but to air-block in that scene. 
Hydron can poke like hell using crouching/standing LK's 
and standing MP's and can chip by going forward using 
the LK version of The Chiller's Attack. My conclusion is 
that levelling up is important and whomever nails their 
Mystic Break first (preferrably Level 2), gets the advantage
of the match. Hydorn as Strangling Spark and Leo has 
Gigas Driver which both do great damage.

vs. M. Bison (studied by Psychochronic):
Favors Bison due to excelled balance and fast meter
but Hydron can stand due to the Red Earth system.
A reversal of Hauzer vs. Bison, Bison takes it mostly
due to the fact that Hydron can get rushed down for 
free by most of the roster and Ultimate Guard must be 
timed critically for preperation for an Ultimate Counter. 
Bison can simply jump over the old standard Tadpole 
Spawn and Tornado Mist spam game, Bison can't air-
block thugh but the timing of the full jump-over is over 
accurate, ready to strike Hydron. Hydron's only good 
anti-air can be Hydro Spin or any Mystic Break (costs 
meter). Venom Funnel isn't reliable enough so time that 
right. A random Chiller's Attack may be tentative for
eithers wakeup. For Bison, time your supers right and
excelling offense and defense is a great strategy. For 
Hydron, levelling up is important and defense is a 
major factor. Time your Mystic Breaks and Ultimate
Guards right.

vs. Rose (studied by Psychochronic):
Favors Rose due to her footsie game and punishing
pokes. Both can try to pressure each other with their
projectiles and both can air-block it, Rose can use Soul
Absorb to use when Tornado Mist comes in. Rose's 
anti-air is easily Soul Throw as Hydron's agility is pure 
garbage and can be done a bit late as the same chances 
to get as done early. Hydron has horrible pokes and 
must level up and Rose's pokes are punishing which 
has stun potential. Rose favors meter due to her Soul
Absorb is explained above and can use the standard
P Alpha Counter linked to MK Soul Drill easily in case
Hydron pulls a poke up close, Aura Soul Throw is also
passable for anti-airs and wakeups too. Bottom line is
that Rose's properties pressure Hydron and he must
level up to bring it to the fight or he's easily dead due
to his weak properties.

vs. Ryu (studied by Psychochronic):
Can favor any side. Hydron can pressure by spamming
Tadpole Spawns and Tornado Mists to which Ryu can't
air-block but can try to go over using his air Tatsumaki
Senpuu-Kyaku and in case Hydron does a jump, that
move can't be air-blocked. Ryu's anti-air is Shoryuken
which also can't be air-blocked and the only move that
would trade damage with it is probably Hydro Spin or
The Chiller's Attack if timed right. Hydron can also 
pressure by using crouching K's to play keep-away 
and Ultimate Guard whatever attack that comes to him. 
Ryu is favored for easy meter due to his easy pokes 
and moves compared to Hydron's bad pokes and keep-
away moves. The only way for Ryu to use a super is
if Hydron's attacks are unsafe on block, that gives a
long recovery for Hydron, ready for Ryu to use his
super. Hydron must level up no matter what. Lightning
Mast is good for anti-air and wakeup and Strangling
Spark is good for anti-air because Ryu can't air-block
and can do lots of damage. Bottom line is that both
fighters have their strengths and weaknesses in their
moves as it can favor any side. Ryu is more offensive
and Hydron is more defensive.

vs. Sakura (studied by Psychochronic):
Can favor any side. This match is nearly similar to Hauzer 
vs. Sakura. Hydron can do his Tornado Mist/Tadpole Spawn/
crouching K spam tactics as an attempt to keep Sakura away.
Sakura can air-block the projectiles yet it'll also be hard to
get closer to Hydron. The Chiller's Attack is a great attempt
to come close but it leaves him open ready for Sakura to
attack. Ultimate Guard is also a threat to Sakura's game (yet
any SFA characters' game) so watch out the meter in the
attempt of a custom. For Hydron, meter is important or he's
useless; Levelling up is the factor because his pokes are
weak. If you ask me, it's another 50-50 scenario here.

vs. Urien (studied by Psychochronic):
Favors Urien due to mobility. Hydron is too slow in this
battle which enables Urien's simple access to lock in a 
combo to Super Art easily. Hydron's simple spam game
which also includes crouching K's limit the the chances
for Urien to jump-in. Parrying is a key if you're going to
attempt it so keep that in mind. Level up is important,
Strangling Spark is a good anti-air and Lightning Mast
is good as an anti-air but also on wakeup too. For Urien,
use Metallic Spheres to pressure Hydron. Dangerous 
Headbutts are good for wakeups, surprises or Super Art
attempts right after, Violence Knee Drops to closer strikes
and Chariot Tackles also for closer strikes and Super Art
attempts after. The fact that Urien's pokes are quick and
do damage compared to Hydron's is a clear message of
the outcome, same with the meter build. Urien wins this
due to those, also including his mobility clearly makes
Hydron obselete in this match. 

vs. Yun (studied by Psychochronic):
Favors Yun due to the rushdown. Similar to Yun vs. Ryu,
divekicking must be limited because you know Hydron is 
going to Ultimate Guard the attack instantly. Hydron gets
pressured badly due to Yun's speed and agility, to which
some abilities that are extremely low for Hydron. Hydron's
pokes are crap and do bad damage compared to Yun's as
his are fast but do slightly more damage than Hydron's.
Both can build meter at the same time nearly and Hydron
must level up, Yun can save it for a combo into You-Hou
then mixup from there. Hydron has his Tadpole Spawn and
Tornado Mist which can keep away Yun, but he's too agile
and can jump right over, if not, jump and parry then get
ready to strike. Bottom line is that Yun is too fast for 
Hydron and that's why he gets pressured badly here.

vs. Zangief (studied by Psychochronic/Skankin Garbage):
I remember watching hella old A-Cho vids from 2004 when 
Jedah, Anakaris and Hydron were the commonly picked 
characters,so I'll lay it down here from watching that retro 
video. This one obviously favors Hydron no problem. All 
Hydron can do to keep Zangief away is throwing Tornado 
Mists, Tadpole Spawns and constant sweeps and pokes. 
For Tadpole Spawns though, they're a joke with horrible 
recovery time making it easier to jump over than the Tornado 
Mists (especially the low ones) and the high ones go right 
over Zangief! All Zangief can do is Lariat or Spinning Fist 
to get closer as of Hydron's pokes and special moves can 
be beat clean by P Lariat very easily (even Strangling Spark!); 
the only exception is The Chiller's Attack, but if you're 
watching out for that, you can block that and P Lariat him 
after it hits. Hydron favors in agility too as Zangief is too 
slow for the battle. If you're up close, limit your pokes, Ultimate 
Guards and Chiller's Attacks because you'll indeed suffer 
damage (such as Spinning Pile Driver) if not timed correctly. 
For Zangief, from 75% screen distance It's possible to jump 
over ANY version of Tornado Mists and land before Hydron 
recovers; you can empty jump into Spinning Pile Driver after 
an empty jump from that range too. As for full screen, you 
can do Spinning Fist without any big fear of repercussion.
Getting too close to Zangief is danger so remember to play 
rushing and turtling for this one.  It's still a big guessing
gameand if Zangief makes one mistake, it's back to square 
one. You really need to be on your toes for this match.


Ending:
Hydron is under the sea with the other remains of  Krahken 
as they celebrate around a glowing red jewel.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
19) Hauzer:

Race: Asdragon

The Guridea region's legendary "Divine Dragon" in the 
flesh. An earth-shakingly large build and equally hot 
flame attack is certainly its best.

First Appearance:
Red Earth (Warzard)

Beneficial Changes:
Unknown.

Roll Wakeup Data (Forward and Backward, including
invincibility): 28 frames 
Dashing:
-Forward: 24 frames
-Back: 27 frames
Vitality Points: 13600
Stun Points: 70

Victim:
-Mummy: A slab of meat being cooked. This is a reference 
to Capcom's game Monster Hunter where cooking meat 
looks the same way.
-Vampire: Hauzer's head on Sakura's body. This is an old 
sketch from Capcom's Design Team featured in the 
Japanese All About Warzard book.

Known players to use Hauzer:
-Arturo Sanchez (United States)
-C-Type (Japan)
-Nama-meso (Japan)
-Sanford Kelly (United States)
-Toki no Tobira (Japan)
-Umachou (Japan)

Best Matchups: Alex, Karin
Worst Matchups: Jedah, Kenji

P Ultimate Counter: Standing MP
K Ultimate Counter: Doesn't have one

Command Normals:
Overhead Bite: F + MP:
*Damage: 1260
Hauzer does an overhead bite to the opponent which
does good damage but has slow startup time.


Special Moves:
Volcano Breath: QCF + P:
*Damage: 1260 (LP)/1350 (MP)/1440 (HP)
Hauzer spits out a sphere of molten lava as it goes 
downward to the floor. Great for mid-screen attacks 
but has a big start of frame.  

Deluge Assault: QCF + K:
*Damage: 1350 
(LK)/1440 (MK)/1620 (HK)
Hauzer simply stampedes towards the opponent using 
his ram horns. Maybe good for some chip damage but 
the move is not safe on block making the chances of 
the move as reduceful. The good part is can be linked 
as you can use the move after an MP/HP Volcano Breath 
or it can be immedaitely linked to an MK Tempest Fall for 
good damage.

Tempest Fall: Charge D, U + K:
*Damage: 900
Hauzer leaps into the air with a flying horn attack. This 
move his his best anti-air and can be juggled into another 
Tempest Fall. Even when landing, Hauzer's feet can hit 
after the attack.


Mystic Breaks:
Deluge Crisis (Level 1): QCFx2 + K:
*Damage: 4320
An extended version of his Deluge Assualt. Very good 
recovery time on startup making it useful on wakeup and 
against jump-in attempts. Also great for chip damage if 
you're lower levelled and don't have time to use the gems.

Gust Flame (Level 2): QCFx2 + P:
*Damage: 5700
Hauzer spews out a flame stream towrds the opponent. 
Basically, a full-screen projectile. The good part is that 
it's good to use as anti-air and when the opponent is 
dizzy. The bad part is that it doesn't vanish projectiles 
and Hauzer is not safe not block.


Pros and Cons:
(+): Gust Flame takes off majority of screen, similar to Iron 
Man's Proton Cannon in MvC2.
(+): MP's great for pokes (possibly a good Anti-Air?).
(+): Tempest Fall is his best Anti-Air so far. Crouching 
MP is also good.
(+): You can follow up Deluge Assualt with a Tempest 
Fall right after.
(+): Hauzer's feet can hit after the Tempest Fall after he 
lands which can hit the opponent..
(+): The highest stun (70).
(?): Deluge Crisis has good recovery time. But in that 
chain, Hauzer may get punished if the Mystic Break 
misses and the other character uses Quick Stand or 
Ukemi.
(?): Toned down his damage and defensive properties 
from Red Earth because he was too powerful.
(-): Has the lowest Roll Wakeup of 28 frames (Anakaris 
has 44, Jedah has 40, Felicia has 63, Leo has 32, Kenji has 
46 and Hydron has 40). Same thing for Demitri too as he 
has 28 frames.
(-): Gust Flame doesn't wipeout other projectiles quickly.
(-): Volcano Breath doesn't create a pillar of flame as it did
 in Red Earth.
(-): Tempest Fall doesn't throw the opponent right after
it connects as it did in Red Earth.
(-): Can get rushed down very easily, especially to fast and
mobile characters so be sure to time your Ultimate Guard 
and Ultimate Counter well.
(-): Too big of a target (I mean...look at him!).


Early Impressions (studied by RenoROB):
Everyone keeps telling me that he the worst character in 
the game and why isnít he last. Well third from last isn't 
that bad is it?  Well in all honesty, he's not that bad at all, 
his standing HK has amazing range, jumping HK can stop 
Jedah from rushing in  and any HK prevents characters 
from moving in at all He has many great move including his 
Tempest Fall and his rushing attack which surprisingly 
recovers pretty fast. His biggest downfall is that (its obvious) 
he's too big of a target and certain character just punishes 
him too easily (eg. Kenji, Demitri, Anakaris).


Overall Impressions (studied by Psychochronic):
A non-playable character in RE becomes a shunned 
character who has potential. Yes, there are some tweaks
that had to be done such as a flmaing tower after a
Volcano Breath which also cames faster and a biting
grab after a catch in his Tempest Fall. Maybe good 
for the balance whihc suits him right, yet as known,
he's the biggest target of them all. Recommended for
a player who likes to play defense and pokes long-range
and yet, not a bad alternative. 


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Favors Hauzer due to long-range pokes and the Red Earth
system. Hauzer has good defense as you already know so
now, Alex has to work a little extra harder in order to stun
Hauzer good in order to do aa good rushdown job. Alex 
can't fare in Hauzer and must parry every chance it comes
due to the quickness to his long-ranged pokes. FK's is the
clear factor here, crouching LK also and some may even
say FP's can be said as a long-range poke. Hauzer also
has the fast meter here as those pokes and also Deluge
Assualt for chip damage and Tempest Fall for anti-air
brings in the gems. Alex's anti-air (not even as it can hit
Hauzer standing) is Air Knee Grapple but that can be air-
blocked which is a negative. Hauzer has the levelling up
and his Mystic Breaks must be parried (especially the
Gust Flame while in the air) or else Alex loses this one.
One of Alex's worst matches, Hauzer wins this due to
Red Earth system, defensive properties and long-range 
pokes.

vs. Anakaris (studied by Psychochronic):
Anakaris wins this one, it's not even funny. Exactly
to Anakaris vs. Hydron, Hauzer pressures Anakaris
greatly due to long-range pokes and his great anti-
air which is Tempest Fall. Both can air-block is aerial
situations and both can build fair meter (Anakaris
still builds faster though). Anak's standard tri-jump
chains are to factor of this match, even an Ultimate
Guard must be put mandatory in this situation. Coffin 
Drop and Royal Judgement pressure Hauzer in terms
of defensive game. Meter is important, so for Hauzer, 
levelling up is highly recommended. For Anakaris, 
options are spreaded out so be creative. This match 
favors Anakaris due to the sub-systems and his chain-
combos but Hauzer can stand due to long-range pokes
defense, fair meter build and the use of Gust Flame.

vs. Chun-Li (studied by Psychochronic):
Favors Hazuer due to power. Chun-Li here has the agility
in this match and most times would go for the Head Stomp
spam crossup for an attempt of confusion. It's not even
necessary to Ultimate Guard that, once the 4-6 steps of 
Chun-Li's part is finished, Chun-Li is clearly open in the air
and Hauzer can attack whenever. Long-ranged normals and
Deluge Assaults are good choices. Ultimate Guard is clearly
useful when Chun-Li does Kikou-Shou or Hoyoku-Sen due 
to the fact that it takes a while for Chun-Li to build meter, 
you see it go down the drain once the timing is right! For
Hauzer, levelling up is good. Use Deluge Crisis for chip 
damage and Gust Flame when Chun-Li is in the air; it's
very hard to parry that Mystic Break. Hauzer clearly 
wins hands down unless he screws up, Chun-Li has 
some chance though.

vs. Demitri (studied by Psychochronic/Saga_Journeyman):
His Bat Spin can crossup. If you hit him, his fireballs 
disappear, so feel free to use jumping HP if he starts a 
fireball war. Don't get too close if he's down with lots of 
meter as he has grab supers that will catch you quickly. If
he releases his Demon Billion, don't try to knock him out 
of it. Turn on Ultimate Guard and Ultimate Counter at the 
very end. His crouching HK can be blocked standing.

vs. Felicia (studied by Psychochronic):
Favors Hauzer unless he screws up on this one. When 
Felicia is going to air chain-combo, Hauzer can Ultimate 
Guard that then P Ultimate Counter when Felicia hits the 
floor. Hauzer can also take the air using jumping FK's, 
Tempest Falls and crouching MP's. Speed plays a factor 
so watch out when Felicia dashes because it can be a 
sign of a chain-combo so use ground and crouching 
normals to keep her away. When you're swept, try to 
get out of the corner to put Felicia in some tight pressure. 
Even though Mystic Breaks aren't necessary for this 
match, use the gems to level up but just in case, use 
Deluge Assualt for some chip damage.

vs. Guile (studied by Psychochronic):
Jurassic Park taking it to G.I. Joe in translation which
means Hauzer wins this with Guile holding it down. 
Guile's simple Sonic Boom game then poke rushdown 
can pressure the dinosaur. Simple pokes can pressure 
Guile though; the range of his FP/FK's, Volcano Breath
is an okay projectile and his pokes have the potential
to stun quick. Meter here is a factor, once Guile does 
his super, Hauzer can clearly Ultimate Guard than P 
Ultimate Counter easily which is a bad sign for SFII 
vs. Red Earth here. Hauzer can level up and do crouching 
LK to Deluge Assault ending with a follow-up attack or 
use Gust Flame when Guile is in the air to wipe him out 
clean. Deluge Assualt is also good for chip damage 
but he is automatically open if blocked obviously. 
Favors Hazuer due to the Red Earth system, his pokes
that have the potential to stun and levelling up but
Guile can hold it down in this fight.

vs. Guy (studied by Psychochronic):
Guy takes this due to speed, ground-game and agility 
which equals the rushdown. Simple interchangeable 
X-Ism/A-Ism combos and different Hayagake's for 
sweeping can rush Hauzer down. Hauzer has the FP, 
FK and Volcano Breathto keep Guy away as much as 
possible. Deluge Crisis is good for chip damage and 
Tempest Falls is good for a precise anti-air but Guy can 
air-block that. Levelling upis important so don't be afraid 
to sacrifice a gem. Deluge Assault is good also but Guy 
can clearly Alpha Counter out of that due to the slow 
end to it. Gust Flame is great as Guy can't air-block...so 
his best anti-air is his highest levelled Mystic Break, 
which takes time to build. Guy can use his meter for 
Alpha Counters or activation at 50% (100% is too risky 
but do what you can do) as Ultimate Guard clearly ruins 
the Custom formation so keep note of handling your 
meter. Guy wins due to his properties but Hauzer can 
still stand as you know that Red Earth thrives on long-
range pokes and SFA's are harder to get in on those 
situations.

vs. Hydron (studied by Psychochronic):
This one favors Hauzer due to attack priorities and 
attack range. The best Hydron can do is Tadpole 
Spawn, poke and sweepbut it's not enough due to his 
weak damage counts. Hauzer's jumping FP's, Deluge 
Assaults and Tempest Falls can get close to Hydron 
and also good for some close range hits as Hydron's 
close ranges are pathetic. Hydron has the agility and 
the keep-away game (sweeps) but has horrible anti-air 
(Lightning Mast is good). Meter on both sides can be 
used to Level up and Ultimate Guard can switch the
odds so the match can be finished with or without 
Mystic Breaks.

vs. Ingrid (studied by Psychochronic):
Hauzer wins due to power. Ingrid must excel oftenly
or she'll lose. What she can do is throw Sunshots to 
keep Hauzer away and Sunrize on wakeup is passable. 
Hauzer can use crouching MP or Tempest Fall as anti-
air. Deluge Assault and Deluge Crisis is good for some 
chip damage. Watch out of her FP's so don't forget to 
Ultimate Guard and Ultimate Counter really fast because 
of Ingrid's slow-time on her FP. Standing MK, B.MP 
and jumping FP are threats too because they can
do damage and can stun Ingrid quick. Bottom line
is Ingrid's low overall properties can fare enough
going toe-to-toe with Hauzer. 

vs. Jedah (studied by Psychochronic):
Favors Jedah by a long shot. All Jedah needs to do is 
throw Dio-Cega's and chain like hell. With Hauzer as a 
big target, Jedah can do as much as 6-8 hits in the air 
before before landing on the ground for more attacks. 
All Hauzer can do is time his Tempest Falls for anti-air's 
but he'd play much as a defensive situation in this match 
so Ultimate Guard, Ultimate Counters and various pokes 
can do but speed and agility is what kills him, so time it 
right. The conclusive point is that Jedah can just chain, 
mixup and throw Dio-Cega's to rush Hauzer down greatly, 
You don't even need EX supers for this match, use ES 
Dio-Cega's to dish out more damage.

vs. Karin (studied by Jeron):
One of Sanford Kelly's personal favorite counter matches. 
Hauzer completely limits Karin to nothing. B.FP beats her 
crouching FK clean. Crouching LP and or short stops her 
from doing anything when she gets in. Since her whole 
game is revolved on getting in at most points she is forced 
to jump in which case she gets Anti-Aired (Crouching MP 
one of the best anti-airs in the game) completely mounts 
her. All she has is custom against him and honestly thats 
all she has period thats WHY she's so good, but anyway 
thats when the mentality of the player comes in. In most 
Hauzer can just block the initial part of the custom then 
Ultimate Guard her, then shes back to square 1; No custom 
and no way in. Trying to build meter is useless since whiffed 
normals only give alpha 1% per whiff (MP, MK, FP, FK) and 
by that time Hauzer can just rush her down.

vs. Kenji (studied by Psychochronic):
Favors Kenji due to his mobility, fast meter and long-ranged
FP. All Kenji can do is jump-back and do FP's like crazy with 
Hauzer having no chance other than air-block. This is a very
hard match for Hauzer due to his properties, his long-ranged
poke here is his FK. Kenji has whatever it takes to get out of
Hauzer's way, whether it's a double-jump, Utsusemi, Ichimonji,
Jumonji, Bakuryusho and Rasen Kyaku. Hauzer's anti-air's are 
crouching MP, Gust Flame and Tempest Fall. Note that both 
characters can air-block so watch the timing of the move. 
Kenji is favored for the fast meter due to the Kagerou cancels. 
Once Hauzer is knocked down, at least 2-3 of them will boost 
the meter heavily. Due to Hauzer's inability to get in on Kenji's
game, Kenji is hihgly favored due to his tactics and abilites.
One of Hauzer's worst matches here.

vs. Leo (studied by Psychochronic):
Favors Leo due to his poke-range and easy build of meter.
Leo's poke-range is way more distance than Hauzer's that it
pressures Hauzer due to his big size, slow agility and limited
access to strike his normals, Leo can just play defense here
but can excel too and can do a Karin strategy of whiff-whiff-
Gaia Driver easy. Both can air-block each other attacks which 
make it a pressure here too. Leo's anti-air is crouching HP,
even thoughn it maybe slow but can be linked immediately 
into a Mars Slash. Hauzer's anti-airs are crouching MP and
Tempest Fall. For meter, Leo builds his quicker due to the
speed of his normals. Level up, poke-poke-tick Gigas Driver
to bring the pain but his Hercules Rush can be very easily
Ultimate Guarded. Hauzer's meter can be built in fair time
with Gust Flame being his anti-air and can't be air-blocked.
On the ground, Gust Flame and Deluge Crisis can be easily
Ultimate Guarded. Leo wins this due to his poke-range, Gigas 
Driver and the fact that Hauzer's Mystic Breaks can be easily
Ultimate Guarded and Ultimate Countered easily.

vs. M. Bison (studied by Psychochronic):
Favors Hauzer due to the Red Earth system but Bison
has a lot of chances for taking it; a near 50-50 on any
side. Ultimate Guard kills any type of Bison offense
greatly (even supers!) which is the factorial of Bison's
game. Both evenly match on defense but Bison goes
for speed, power and easy meter. Hauzer's gems are 
completely a threat because it can heal his vital, boost
his power and do a higher levelled Mystic Break. Bison 
can't air-block as Hauzer has passable anti-airs (Tempest
Fall and Gust Flame) take out Bison's jump-in's badly.
Bison can still hold it due to his properties and moves
but this match is another example on why SFII's get 
outnumbered due to the oppositions sub-systems.

vs. Rose (studied by Psychochronic):
Favors Hauzer due to pressure game but Rose can stand 
as chances are there during the fight. Rose can easily use 
crouching pokes to Soul Drill and can play a Karin game 
by whiffing pokes then tick-throwing. Hauzer can use FK's 
and crouching LK's to play a keep-away game. For Hauzer,
his anti-airs are Tempest Fall, crouching MP and Ultimate
Guard to Ultimate Counter. Rose can use Soul Spark to
pressure in which leaves Hauzer two options if he jumps.
One is to use FK and hope it'll hit but he gets hit too and
the second is air-block and you get slightly closer. Hauzer
must play an excelled balance game or else he can lose this
one. Relying on strict offense or defense can ruin the match
drastically which can favor Rose in some point.

vs. Ryu (studied by Psychochronic/Saga_Journeyman):
Ryu's air version of the Tatsumaki Senpuu-Kyaku can't be 
air blocked, but you may be able to knock him out of it with 
a well timed jumping MP/HK or even an anti-air to which 
Tempest Fall lights up. You can't stuff Ryu's Hadokens as 
you would a DS character. Because of this, Ryu can create 
problems if you try to stay fullscreen. Do not Ultimate 
Counter a Shin-Shoryuken on reaction as more punches 
are coming; you will get hit. Hauzer should do much better 
if he can convince Ryu to play close. Stay within poke 
range and chip at him. Remember, Ryu can't air block, so 
Tempest Falls, Deluge Crisis' and Gust Flames are the 
keys to victory.

vs. Sakura (studied by Psychochronic):
Favors Hauzer easy. This match is similar to Hauzer vs. 
Karin except Sakura has less juggles, faster projectile and 
a running dragon punch. Literally in the same scenario,
Ultimate Guard takes out everything which is a threat
to Sakura. All she can do is her standard fireball game
to build her meter but it's hardly effective because
Hauzer can air-block. Hauzer's normals like MP, FP and
FK can do damage due to Sakura's low defense and have 
the potential to stun. Deluge Assault can chip damage 
and meter is in the half-half situation. Levelling up is 
good but the other option like Mystic Breaks are also
a thumbs up. Hauzer wins this because Sakura's game
is toned down and her vital is low which is not good
in this matchup.

vs. Urien (studied by N-Ken):
Unless someone can convince me Hauzer can actually 
stop Urien from getting full screen consistently, I'm 
convinced this match is ridiculously lopsided. MP 
Metallic Spheres beats everything Hauzer has, even if 
he ducks it he can't stand up til the sphere is completely 
off screen, otherwise he gets smacked in the head. Even
if Hauzer can stop Urien from getting that far away, Urien 
can beat alot of his pokes even still. I'm quite possibly 
forgetting something that Hauzer has that might prove 
useful, but from what I've seen this match is ridiculous.

vs. Yun (studied by Psychochronic):
Favors Hauzer due to power. Yun's divekicking abuse
won't work due to Hauzer's anti-airs of crouching MP
and Tempest Fall which completely ruins Yun's game
dramatically. Yun has to work the ground no matter
what but all of Hauzer's pokes clearly affect it too.
For Yun, save the meter for combos into You-Hou to
bring the pain to Hauzer, don't waste it on EX moves
or Sourai-Rengeki is Hauzer blocks it, he can clearly
Ultimate Guard while in block stun and do an Ultimate
Counter right after. Hauzer can save his meter gems 
for levelling up to increase his attack power and use
Gust Flame as a great anti-air as it's very hard to parry
that Mystic Break. Bottom line is that Hauzer rules the
match because the Yun tactics leave him open, leaving
Hauzer to strike easily.

vs. Zangief (studied by Psychochronic):
I know what you're thinking...it's that you've imagined 
for the first time on how Zangief can do a Spinning Pile 
Driver on a big dinosaur! I'm laughing too...let's get to 
business. Zangief takes it and I say it goes 55-45. Use 
K Lariat's with Zangief for a quick damage, even if 
Hauzer is blocking. Hauzer can use crouching LK to 
hit it as crouching HK will result in Hauzer getting hit. 
Any Lariat is a good anti-air so time that right, even if 
Hauzer is above. Tempest Fall is Hauzer's good anti-air 
as Zangief may need to do a jumping FP/FK to get closer. 
Use jumping FK's to keep Zangief away and a couple 
Volcano Breaths too but Zangief can get closer using
the Spinning Fist. To get also closer to use Hauzer, use 
some tick attacks and also Running Powerbomb to get 
in more damage. Levelling up is important remember, so 
use that tactic too, otherwise, use the Deluge Crisis 
Mystic Break as that's also a good anti-air but needs to 
be timed right, before Zangief lands on ground. Don't 
forget as Zangief, use the Stun Headbutt and most notably 
in situation, Aerial Russian Slam. Zangief takes this due to 
attack power, building meter fast and quick attacks. Hauzer 
is pretty much a big-ass punching bag but can keep away 
Zangief, even though Hauzer is too big for a target.


Ending:
Hauzer runs around everywhere in a town, terrorizing
everything on sight.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
20) Sakura:

Place of Birth: Setagaya-ku 2 Choume, Tokyo
3 Sizes: B80 W60 H84
Blood Type: A
Special Skill: English Conversation

A flying-in high school girl who tries out as she watches 
the street fighter world. Aiming for the aspiring "that man,"
(Ryu of course) wielding an energetic fist.

First Appearance:
Street Fighter Alpha 2 (Street Fighter Zero 2)

Beneficial Changes:
-Doesn't have the intro where she runs from the opposite 
direction then stops. 

Vitality Points: 14000
Stun Points: 60

Victim:
-Mummy: A trophy she won in the Sakura Ganbaru! 
Manga.
-Vampire: Older version of Sakura. This is taken from 
Masahiko Nakahira's Sakura Ganbaru! Manga. This is 
Sakura when she grows up to be a gym teacher in that 
Manga. The scene used for her transformation is where 
she is about to trade Hadokens with Ryu. 

Known players to use Sakura:
-Jyaian (Japan)

Best Matchups: M. Bison, Felicia
Worst Matchups: Hauzer, Kenji, Jedah

P Alpha Counter: LP Sakizakura Ken
K Alpha Counter: Crouching HK

Command Normals:
Flower Kick: F + MK:
*Damage: 1000
Sakura does a spinning overhead kick that has slow
startup to the opponent that's great for Custom combo
setups.


Special Moves:
Hadoken: QCF + P (Press P to increase size):
*Damage: 700 (No charge)/800 (2 charges)/1000
(3 charges)
Sakura's version of the famous projectile attack. It 
also goes back to its SFA3 part as you can press P 
twice to increase the size of the fireball but limits 
the range a lot. Great for a poke at any point of the 
screen.

Sakizakura Ken: F, D, DF +  P:
*Damage: 1000 (LP)/1391 (MP)/1549 (HP)
Sakura simply runs while doing an uppercut at the 
same time. Great for offensive game as its good to 
end a combo but bad overall because she's slightly
open if blocked.

Shunpu Kyaku: QCB + K:
*Damage: 800 (LK)/1583 (MK)/1549 (HK)
Sakura does a spinning kick which is slightly off
the ground a wee bit. This move goes back to its
CvS2 counterpart where it adds an extra knockdown 
kick right when Sakura lands. Another move that is
also not safe on block.

Sakura Otoshi: F, D, DF + K:
Sakura leaps into the air...
-(then Px3):
*Damage: 2366
...then does at max, three HP's in the air.
-(then K immediately):
...then immediately drops and stops without any
form of attack.

Flower Kick (only in air): QCF + K:
*Damage: 1000
Tracing back to it's CvS2 roots, Sakura does a 
dashing kick with two feet in the air going straight 
to the opponent. Great for mixups and to build meter 
while playing on the defense but is hard to knock 
opponents down while they're on the air. 


Super Combos:
Shinku Hadoken: QCFx2 + P:
*Damage: 2400
Sakura's super fireball which is great for anti-airs
but has limited range.

Midare Zakura: QCFx2 + K:
*Damage: 3200
Sakura does three consecutive Sakizakura Ken's.
The best Super Combo alone and a great way
to finish off a Custom Combo.

Haru Ichiban: QCBx2 + K:
*Damage: 3000
Sakura spins around as she does four crouching 
HK's then finishes off with a standing HK. Great
to use against opponents who'll stand block to it
and has a bit of invulnerability on startup, which
can punish an opponents ground attack since it
happens to start and hit low.


Pros and Cons:
(+): Custom Combo dependant (You KNOW this is 
true for her to come back from a deficit...).
(+): Still has crossup mindgames; B&B still there.
(+): Builds meter relatively well.
(+): Hadoken range like in SFA2.
(+): Has large-charge fire Hadoken like in SFA3.
(+): No Guard Break Custom Combo "Sho-Sho-Sho" 
BS! Chip does 15% damage at most.
(+): Haru Ichiban good for crouch game and can do 
some damage. Not bad for a super combo for an
SFA character.
(?): Smaller sized Hadoken compared to her SFA3 
Hadoken.
(-): DEPENDANT ON METER!
(-): Lost both range and priority...
(-): The ability not to dash or run toned her speed 
game way down.
(-): No RC'ing BS/footsie games... (no Roll Cancelling 
Hurricane Kicks...)
(-): "Sho-Sho-Sho" is useless now! only does 40%+ 
depending on character unlike in CvS2 which can do
60%+.
(-): "Sho-Sho-Sho" is much harder to execute (much 
easier in CvS2).
(-): Without Rollcancel and her ability to chip down 
with her Customs, she is not as threatening as she 
was in CvS2. Remember that there is no guard bar in
this game.
(-): Knockdown kick from CvS2 comes automatically 
after Shunpu Kyaku; no matter what strength it is. 
Obviously means that it's not safe on block.


Early Impressions (studied by RenoROB):
Next to bottom, I've gotten the most flack from this. Yes,  
I've heard that Ricky Ortiz has been dominating the NorCal 
scene with her but that just Ricky Ortiz and he's just special. 
In fact, she was probably the most raped in terms of being
 copied from her incarnation in CvS2 to CFE other than Chun-
Li. In CvS2, her Custom Combo was threatening; both 
blocking or being hit. Grooves like K-Groove cannot really 
do anything if they even block the first hit of her Custom
Combo. In this game, her blocked Custom Combo does no 
more than 10-15% damage...her Custom Combo only does 
50% to most characters and besides her crouching HP, her 
basic attacks have lost both range and priority compared 
to her previous incarnation. Although she retained her 
A-Groove meter...if she's hit out of her meter unlike in 
A-Groove she will drop down to 50% meter, in CFE, she 
loses all meter, something that had always made her 
threating in CvS2 (A-Groove Custom Combos and her 
Rollcancel).


Overall Impressions (studied by Psychochronic):
The monsterous schoolgirl that was top-tier in CvS2 A-
Groove and SFA3 V-Ism gets toned way down here. No 
rollcancels which makes her less threatening on ground, 
no dashing which makes her slower and tweaked Ukemi 
and extra kick after Shunpu Kyaku which can mess up 
her recovery totals up to her crap SFA2 version possibly. 
At least she has her CvS2-like meter combined with her 
SFA3 properties which can (in a dice-roll) make her a 
miraculous factor in the match depending on the situation, 
yet one mistake can cost her greatly. She aint the same 
as her top-tier self in the past.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Favors Alex 55-45. Sakura's game pressures good and
Alex's game is majority done up close and him getting
in would be 50-50 tough. Power Bomb and his regular
throw damage Sakura greatly due to her low defense
and pokes have stun potential like a blink of an eye.
Sakura has her Flower Kick, Hadoken and her standing
HK for her meter build and footsies. Meter here favors 
Sakura as she can activate at 50% then Custom like
theres no tomorrow, leaving Alex to block and suffer
the chip damage or to react fast and parrying the first
hit, ready to strike. Alex's meter takes time to build and
any of his supers dishes it out nicely. Bottom line is
that Alex has the power but Sakura fights him nicely
and in return, she can stand up due to her fast meter,
pressure game and her abilites.

vs. Anakaris (studied by Psychochronic):
Favors Anakaris due to viable options (especially chain-
combos). What Anakaris can do to keep Sakura away is 
Royal Judgements and Coffin Drops because Sakura's 
normals can do some damage, especially to a DS character.
Offensive options can be dashing FP and various chain-
combos (especially if it's started after a triangle-jump!). 
When Sakura is cornered, try to execute more chains to 
build meter and use the Hole of Hell when necessary. 
Sakura can ground herself by Hadoken's but be sure to 
evade when needed because Anakaris has Mummy Drop 
and that does nearly twice as a Hadoken. Due to this, 
Sakura can't beat Anakaris due to rushdown, combos 
and evade-game.

vs. Chun-Li (studied by Psychochronic):
Sakura can fights 3S' very well so this match favors her 
good. Just play her like any shoto in this one (remember, 
she builds meter way faster than Chun-Li). Hadokens at 
close range, Charge Hadokens once in a while in you 
think your opponent wants to jump over your Hadokens 
and hit you which stops mid-range jump-ins. Jumping 
HK's is really good, like in CvS2 which pressure lock 
Chun-Li into stun very quickly and just like like a shoto, 
once you knock them down, just pressure them. Standing 
HK and Crouching FP if she jumps and for her to comeback 
is either a trading blow or a parry. Custom does really good 
damage; remember that there's no guard bar and parrying 
the first hit is the crucial do-or-die point. Any of Chun-Li's
Super arts can be countered easily due to SFA's Alpha 
Counter ability. Chun-Li has the nearly the same amount
of potential as Sakura's but Sakura has stun potential due
to her normals, meters (espeically her Customs) and her 
offensive properties is way better than Chun-Li's (Chun-Li 
has better defense though), foot game also goes to Sakura.

vs. Demitri (studied by Psychochronic):
Another easy match for Demitri. Demitri automatically 
wins the fireball war and can get in closerin more than
ways Sakura but she's the fast one to build meter. 
Moves such as Teleport Dash, Bat Spin and even a 
jumping normal to a chain are the keys as Sakura doesn't 
have a passable anti-air (crouching FP is good and useful) 
when Demitri comes from above. Demitri also takes the 
air due because he can shoot Chaos Flares which forces 
Sakura to stay on ground or air-block in that matter. 
Midnight Pressure as always is his best super and it's 
great to do it on situation such as if Bat Spin nails up 
close, it's a perfect time to hit it. Beware Sakura's meter 
though as her "Sho-Sho-Sho" Custom can take away as 
much as 60% (that's without the Super finish).Other than 
that, Demitri wins hands down and Sakura's chances of 
surviving is quite slim. 

vs. Felicia (studied by Psychochronic):
Easy match for Sakura as her damage properties have the
potential to stun, does damage and builds meter very good.
Simple poke-to-special dishes it out good and Felicia must
play a defensive aerial game to play keep-away as Sakura
rules the ground. Felicia has her dashing pokes then link
to chain-combos which are decent but that's the only tactic 
for her to build meter. Kitty Charge is also passable but not
reliable as Sakura's pokes are damn effective. Felicia's Guard
Cancel must be done quick or she's open and ready to get hit
and Sakura's custom dishes it out, her supers are efective too.
Bottom line is that Sakura's power in her attacks dishes it out
very nice and builds good meter, ready for a super or custom.
Felicia's defense is weak and can't handle unless she plays
defense and aerial. One of Sakura's easiest matches.

vs. Guile (studied by Psychochronic):
Favors Guile in a 60-40 situation. Guile clearly loses the
fireball war due to Sakura's not being a charge move.
Sakura can air-block a Sonic Boom but Guile can't air-
block a Hadoken. Power favors Guile due to the fact
that his normals are are top-tier and has stun potential,
even to Sakura's low defense. Meter can favor any side 
as Guile has a full meter to bring out the pain in its only 
use which is a Super Combo but Sakura having 3 uses 
for hers once it's over 50%. Sakura can Alpha Counter
when needed, do a Super such as Shinkuu-Hadoken or 
Haru-Ichiban on wakeup, random or desperation and 
her "Sho-Sho-Sho" Custom chips like hell giving her 
the advantage. There is no guard bar in this game so 
that kinda sucks though. Guile's Somersault Kick is
his anti-air and Sakura can't air-block which is bad
on her side, Sakura's is Hadokens. Bottom line is that
Guile wins this due to power and the fact his normals
throw Sakura's anti-air out the window. Fact of the
matter is that once Sakura comes up close and has
that meter ready for activation, the tables can turn
and the outcome can change in that moment.

vs. Guy (studied by Psychochronic):
Undetermined outcome in this match. Both have a great
amount pokes but it's broken down differently. Guy has
his interchangeable X-Ism/A-Ism combos to dish it out
and the speed for any of the three Hayagake's, Bushin 
Flips and Bushin Senpuu Kyaku's for rushdowns while 
Sakura has Flower Kicks, Hadokens as the projectile and 
her Sakizakura Ken as a rushdown move. Sakura has her
easy poke-to-special which is pretty damn simple. Both 
can build meter very good and pretty near even which is 
neutral on both sides and both have Alpha Counters in
case for blocking a custom. Both also have supers which
relatively do damage. Bottom line is that their tactics and
properties and pretty even and it can go either way.

vs. Hauzer (studied by Psychochronic):
Favors Hauzer easy. This match is similar to Hauzer vs. 
Karin except Sakura has less juggles, faster projectile and 
a running dragon punch. Literally in the same scenario,
Ultimate Guard takes out everything which is a threat
to Sakura. All she can do is her standard fireball game
to build her meter but it's hardly effective because
Hauzer can air-block. Hauzer's normals like MP, FP and
FK can do damage due to Sakura's low defense and have 
the potential to stun. Deluge Assault can chip damage 
and meter is in the half-half situation. Levelling up is 
good but the other option like Mystic Breaks are also
a thumbs up. Hauzer wins this because Sakura's game
is toned down and her vital is low which is not good
in this matchup.

vs. Hydron (studied by Psychochronic):
Can favor any side. This match is nearly similar to Hauzer 
vs. Sakura. Hydron can do his Tornado Mist/Tadpole Spawn/
crouching K spam tactics as an attempt to keep Sakura away.
Sakura can air-block the projectiles yet it'll also be hard to
get closer to Hydron. The Chiller's Attack is a great attempt
to come close but it leaves him open ready for Sakura to
attack. Ultimate Guard is also a threat to Sakura's game (yet
any SFA characters' game) so watch out the meter in the
attempt of a custom. For Hydron, meter is important or he's
useless; Levelling up is the factor because his pokes are
weak. If you ask me, it's another 50-50 scenario here.

vs. Ingrid (studied by Psychochronic):
Ingrid takes this one. She can use Sunshots as anti-airs 
but Sakura can air block them. Sakura can't air block a 
Sunburst though and that can give an advantage. 
Wakeup LK Sunrizes can do some damage and FP's 
can stun Sakura quick! The thing about Sakura losing 
here is lack of sub-system. With Ingrid being able to 
dash, Counter Attack and Roll, these properties can 
rush Sakura greatly (remember, this is not Sakura from 
CvS2 A-Groove!) and thus results in the loss. Simple 
crossups may do the trick against Ingrid which builds 
meter. Use the meter towards Super Combos as it can do 
about 20% but in Custom Combo, be careful because if 
Ingrid blocks, she options such as Counter Roll. With 
Ingrid being more versatile to a toned-down Sakura,
it points out that Ingrid is favored.

vs. Jedah (studied by Psychochronic):
Another win for Jedah and this is a lot worse than Jedah 
vs. Rose. This gives Sakura a really hard time as she takes 
long to build meter which is not worth for an Alpha 
Counter. She can't even get past the Dio-Cega's and not 
even Sakura's Hadoken's (not large-charge ones) can't 
even be offensive because if Jedah's air-dash times right 
over it, Sakura is gonna take in a hefty chain-combo and 
that's not good. Corner games is when Sakura's knocked 
down, she's dead due to chain-combos after repeated 
Dio-Cega's, Jedah doesn't even need meter in this match 
at all. Bottom line is that Sakura can't do anything here due 
to sub-systems as she nothing to bring out. Another easy 
Jedah victory right here

vs. Karin (studied by Psychochronic):
Karin wins this due to mobility, her Customs and the 
strength of her normals. Think of this as SFA3, except 
stricter consequences like meter reset and such. What 
Sakura can do is use standing HK for mid-range pokes 
and Flower Kick and Hadoken's for chip damage and to 
build meter. Karin can do her standard poke-whiff game 
to build meter and also to rushdown since they are 
bufferable as hell. Watch out of Karin's sweeps as they 
come out instantly and can do damage so try to keep 
Karin away as possible or on the air. Custom's favor Karin 
by a long shot and that's doesn't fit well. As Sakura, time 
the execution of her "Sho-Sho-Sho" Custom right and 
don't start by whiffing a lower normal then an standing 
HK after activation. I'm saying that is because Karin can 
activate her's while in this situation and can dish out the 
beatings the next half-second after then Sakura obviously 
suffers (doesn't matter if Sakura activates at 100%). Even if 
Karin blocks and Sakura's custom is still going, Karin is 
building meter, ready to use an Alpha Counter for that 
situation. Sakura must play defensive and must strictly 
excute or she can't hold it. Karin can win, even without her
meter, she can just use her basic normals.

vs. Kenji (studied by Psychochronic):
Similar to Kenji vs. Zangief, Kenji wins this due to mobility,
speed and supers. Don't forget about the poke-range. Kenji
can do his simple FP, Ichimonji spamming games and Kagerou 
cancels too to build meter. Red Earth gives Sakura lots of 
problems and this match is another example of it. One is that 
it's very hard for her to get in because she's so damn slow 
and two is that Red Earth thrives on long-range pokes (points
out Leo and Kenji specifically). They also have good footsies 
and good-anti-airs. Sakura doesn'thave good footsies because 
she's way toned-down andher only good anti-air is crouching 
FP but that could be air-blocked. Kenji builds meter hella fast
and Sakura's builds hella slow. She has no use for it wasted on
an Alpha Counter and her Customs or Supers can be Ultimate
Guarded. Did I mention levelling up? Yes, it's cheap as Kenji 
gains life and a chance to do a stronger Mystic Break in the
match. In conclusion, Kenji rushes Sakura for free and this 
match is one of Sakura's worst matches.

vs. Leo (studied by Psychochronic):
Exactly (or nearly) the same situation to Leo vs. Guy except 
Sakura is toned down greatly such as weaker defense, weaker
offense and slow meter that's risky for Customs or any of her
Alpha Counters. Basic Hadoken game doesn't work due to air-
block or jump-in for the mighty poke-range. Ultimate Guard
takes out anything up close from Sakura which is a very big
threat. Sakura is very, very negative in this situation, anything
she'll do won't be good...she gets rushed down for free. Leo 
can enjoy his Supercharged Frosted Flakes right after.

vs. M. Bison (studied by Psychochronic):
Favors Bison due to power. Everyone knows that fireballs
and footsies lock Bison down, but this match is a clear
exception. Fireballs can give Bison the opportunity for
a jump-in or an incoming move such as Head Press or
Devil Reverse. Yes, Sakura builds meter well to this but 
Bison's jump-in can be a 50-50 threat so be prepared. Now,
about footsies, Sakura has little. She is toned way down
compared to her CvS2 counterpart (no rollcancel) and she
has lot speed greatly making her so slow but easy to get in.
Bison's simple combos can clearly dish out the work easily.
Sakura's "Sho-Sho"Sho" Custom is half-effective as it can
do good chip damage but it's kinda ineffective on the low
point because there is no guard bar in this game. For Bison,
any Super is effective in a creative point. Mega Psycho
Crusher after a jumping MP and Knee Press Nightmare
for randoms, foosties or wakeups. Sakura has an Alpha
Counter so watch out. Bison wins this due to power,
mobility and easy meter. Sakura is toned-down which
is why her odds of winning this match is, well, okay.

vs. Rose (studied by Psychochronic):
Favors Rose due to her abilities. Hadokens are very easily
countered as Rose can use Soul Absorb or Soul Reflect
to gain an advantage and an offensive movement. Sakura
builds meter very well which equals her build-up with Rose
(minus Soul Absorb) and can bring a decent footsie game
considering she and Rose can't dash. Rose's meter is good
for ger P Alpha Counter to which it links to crouching MP
to Soul Drill; easiest counter and setup for Rose which 
counters Sakura's offensive and Custom game. The second
Sakura's customs are blocked, expect the Alpha Counter
to be locked in. Rose's Soul Throw, Soul Spark and Aura 
Soul Throw is good for anti-airs, Aura Soul Throw is also 
good for wakeups. For Sakura, Hadokens can be good anti-
airs even though Rose can air-block them so stick with either
HP or HK. Sakura's good wakeup supers are Haru-Ichiban
as it hits the crouching instead of standing. Bottom line
is that Rose wins this because she counters Sakura's rush
game but Sakura can stand in it if Rose screws up, Sakura
can take this one.

vs. Ryu (studied by Psychochronic):
Favors Ryu unless Sakura has meter ready to activate for
a custom. Ryu has the power and Shoryukens deal as an
anti-air and a factorial for damage. Sakura can hold it down
and pressure because Ryu can't air-block. Both have good
footsies as Sakura has standing HK which can reach far as
Ryu has Thurst Fierce and crouching MK. Both have good
meter build up but Sakura can use it at 50% where as Ryu
must use at full. Ryu's supers can dish out a lot of pain
very easily. Sakura's custom can do the damage but one
mistake and it's over as meter can get reset to 0% after one
simple hit. Bottom line is that Ryu has the power and the
meter which brings the pain but Sakura has the pressure
and the customs which give a fairly good comeback factor
against SFII characters.

vs. Urien (studied by Psychochronic):
Favors Urien 55-45. Sakura fights 3S very well and Urien has
the necessary tactics and moves to punish Sakura due to her
low vitality. Sakura can hold it by Hadokens but that can be
easily parried, whether its ground or air. Urien has Metallic
Spheres and can be air-blocked. The bad part for Urien is his
meter which takes time to build compared to SFA characters
and some of his close up such as crouching HP to note which 
can't launch SFA characters from ground level, so that's not a
good thing in case you want to do a combo attempt, finish to 
Temporal Thunder. Sakura's meter bulds faster than Urien's
as a whiff can do 1% and her meter has options, whether it's
a Super like Haru-Ichiban, Alpha Counter or a Custom as her
"Sho-Sho-Sho" as that chips like hell and the only way to
prevent that from happening is to parry the first hit which the
timing is crucial. Urien's meter can be good for corner Aegis
Reflector traps and anti-air juggles to Temporal Thunder, but
it can be very hard to do. Urien brings in return the mobility
and the power, to which Sakura doesn't have. Sakura's moves
do the damage but it's hard for her to get in as she doesn't
have a super jump and a dash which tones greatly. Urien 
wins this due to his abilities but Sakura's abilities have a 
chance to take it.

vs. Yun (studied by Psychochronic):
Can go either way. Since Sakura fights 3S very well as her 
pokes are effective for any purpose. Yun can use divekicks 
for pressures then can do tick-throw or combos right after.
Sakura's meter builds better than Yun's and her customs
chip great as Yun must block or he has the chance to parry
the first hit and react fast or he eats it bad. Yun's meter is
damaging as he can combo to You-Hou than juggle and
micup from there which is damn good. Bottom line is that
due to their abilities and properties, it can go either way.

vs. Zangief (studied by Psychochronic):
Favors Zangief due to power. Fireballs and footsies are
the fundamentals to fight Zangief. Those tactics for Sakura
can build meter, although for Zangief, he can clearly Lariat
through causing him to be open for a sweep yet it builds
easy meter. Sakura must work extra hard for her pokes and
combos because of Zangief's defense and stun level which
is 70 opposed to Sakura's weak defense and stun level of 60.
Sakura can hold it using Super Combos (Haru-Ichiban and
Shinkuu-hadoken) and Customs such as "Sho-Sho-Sho"
for chip damage. Using it at 50% would be recommended,
using it at 100% then getting hit is clearly not good for
Sakura. Zangief's supers are threatening. Final Atomic
Buster takes out as much as 80% and Aerial Russian Slam
takes out as much as 65% and is a good anti-air. Zangief
wins this due to power, easy meter and ground game.
Sakura's weak defense and tweaked SFA meter gives
her a slow and miserable loss right here.


Ending:
Sakura's in a park training with Dan as Kei tells her she's 
late for class. They both run off to school as Dan's face
is heavily bruised and beaten.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
21) Chun-Li:

Place of Birth: China
Birthday: March 1, 1968
Height: 170 cm
Weight: Secret

Under ICPO's Special Investigations Division. At one 
time pursuing her father's circumstances, she alone 
challenges the drug rings. Those foot moves fluently 
win with immense crushing power.

First Appearance:
Street Fighter II: The World Warrior

Beneficial Changes:
-Slower stance.
-Her win pose where she jumps and says "Ya Tai!" is a 
bit slower.
-Her win pose where she does a fist stance, you'll see 
her eye blink another direction.

Quick Standing Invulnerability Data: 42 frames total; 
invincible for the first 34 frames
Dashing:
-Forward: 17 frames
-Back: 25 frames
Vitality Points: 14300
Stun Points: 60

Victim:
-Mummy: Strange little robot.
-Vampire (1): SFIII Chun-Li wearing her SFA3 V-Ism costume.
-Vampire (2): Puzzle/Pocket Fighter Chun-Li doing her win pose 
with her knee up.

Known players to use Chun-Li:
-Iyo (Japan)
-Justin Wong (United States)
-Kuzu Otoko (Japan)
-Nao. (Japan)

Best Matchups: M. Bison, Jedah
Worst Matchups: Guile, Karin

Command Normals: 
Senjou Shou: F + MK:
*Damage: 1000
A kick that moves Chun-Li forward. Very useful during
footsies as it rarely whiffs but it gives options to setup
for parries and guessing games right after like a quick
throw right after.

Yoku Senkyaku: F + HK:
*Damage: 1400
Chun-Li's standing HK with the same properties as she
moves a bit forward.

Tenshin Shuu Kyaku: DF + HK:
*Damage: 1500
Chun-Li flips over to the other side to the opponent
and does a swing kick that has slight frame advantage
but it's very slow, making it easy to parry on reaction.

Hakkei: B + FP:
*Damage: 1400
Chun-Li does an abusable palm thrust that has great
priority. Very good stun potential as it beats out a
large numbe rof pokes. Good for ground and foot
game.

Souren Shou: B + MP:
*Damage: 600 per hit
Chun-Li does a two hit slap that whiffs very fast
and has good recovery time.

Yousou Kyaku: D + MK (only in air):
*Damage: 800
Chun-Li's head stomp that allows her to recover right 
after bouncing an opponent's head. Very limited use,
other than aerial game.

Kakushu Raku Kyaku: hold MK (close only):
*Damage: 1000 first hit, 200 second hit, 191 third hit
Chun-Li does a multi-hit heel kick that's very fast up
close and has good uses right after.

Yousou Suitatsu Da: D + HP (while jumping up straight):
*Damage: 1500
An awkward command normal which leads the opponent
hitting the ground quick.


Special Moves:
Kikouken: HCF + P:
*Damage: 900/1400 (EX)
Her famous projectile seen in 3S but differed here. It's 
more slow and it has horrible recovery time meaning it 
lowers it's overall use. The buttons here differ on 
projectile speed (LP going slow, MP going medium and 
FP going fast) instead of range and fade-out just like in 
3S. The EX version of it goes extremely slow meaning 
it's great to the rush in and give various attacking 
options before the projectile hits. Great setup.

Hyakuretsu Kyaku: Pressing K rapidly:
*Damage: 1775/2325 (EX)
Also known as her "Lightning Kick" ever since her WW 
days. It can do deals of damage on impact but it's very 
different to combo or land in majority situations. It's not 
as the same as it  was in 3S. The EX version makes it
more difficult to prevent offensive reaction and it goes
more quicker.

Spinning Bird Kick: Charge D, U + K:
*Damage: 1183 (LK)/1424 (MK/HK)/2374 (EX)
Another classic attack from Chun-Li's move list. Chun-Li 
flips upside-down, does the splits and spins around for 
a short amount of time. A downpoint, it's not the same as 
it was in 3S as Chun-Li simply goes straight instead of 
going to an up-to-down motion. This move is appicable 
if she doesn't and needs to build some meter. It can hit 
some crouching opponents but it can sometimes make 
Chun-Li open. The EX version whiffs to crouching 
characters as it's spins more faster on the same spot 
with the lower body target.

Hazan Shu: HCB + K:
*Damage: 1200 (LK)/1300 (MK)/1400 (HK)/1800 (EX)
Also known as her "Split Kick". Introduced in 3S, this 
flipping overhead attack can ONLY be blocked when 
standing. This move is also safe on block which is good 
for the Chun player and it can be super-cancelled for 
some good damage. Interesting part is that it's an air-
attack and Chun-Li can't be thrown out of it in any way 
possible. Excellent for close/mind-games. The EX version
has more verticality and nails the opponent on impact
when it connects.


Super Arts:
Hoyoku-Sen: QCFx2 + K:
*Damage: 3800
Super Art II and is Chun-Li's best Super Art just like in 3S.
Chun-Li simply does a faster version here as she dashes 
forward with a barrage of Hyakuretsu Kyaku's under an 
8-8-1 kick formation. The final hit can be super-jump 
cancelled and juggled for some extra damage. The down-
part is about this Super Art is that it lacks a verifiable 
way to combo into it. Another part is that it's Chun-Li's 
threatening Super Art as it can travel and punish through 
various projectiles but she has to be very close to take 
advantage of the technique. 

Kikou-Shou: QCFx2 + P:
*Damage: 4100
Introduced in SFA1 and is Chun's Super Art I in 3S, 
Chun-Li extends her palms out releasing a stalling 
sphereical projectile forwarding the opponent. Goes 
back to it's 3S roots by hitting at max 20 times as in 
CvS2, it does at max 8 hits. Chun-Li's best Super Art
for chip damage and a reliable anti-air but does half 
the damage.


Pros and Cons:
(+): Crouching FK is good Anti-Air.
(+): Crouching MP can go under certain attacks.
(+): Standing FK has good range.
(+): EX Kikoken; Do you know how slow that travels? 
Great setup...
(+): She can now cancel Hyakuretsu Kyaku into 
Hoyoku-Sen, which is oh so nice (couldn't be done 
in 3S)!
(+): Her best ground-combo must be her Hazan Shu 
cancelled into Hoyoku-Sen.
(+): Kikou-Shou does like 7-8% chip damage and is 
pretty damn safe.
(+): Spinning Bird Kick guarantees a pounce.
(+): Fastest grab frames in the game.
(+): Hazan Shu is safe on block.
(+): Can wall jump just like in 3S.
(?): Doesn't have Tensei-Ranka.
(?): EX Hazan Shu will push back opponents slightly 
after they're hit, unlike 3S which just nails them to 
the floor on the exact same spot they stood.
(-): Spinning Bird Kick is like it's CvS2 counterpart 
(just straight, not up-then-down like in 3S).
(-): Any of Chun-Li's four taunts don't have any effect.
In 3S, when she yawns, her stun potential increases.
When she cracks her neck, her attack power increases
(except throws). When she arches forward, she gets an
attack and defense increase and when she pats her
shoulder, she gets a defense increase. None of these
bonuses matter here.
(-): Lightning Kick is very difficult to combo or land 
in pretty much any situation.
(-): Is great, but like the other 3S characters, she's meter-
dependant.
(-): A bit slower than her 3S counterpart.
(-): Kikoken varies buttons now on speed and it goes
full-screen, not range and fade-out like in 3S.
(-): FP's were much better in 3S.
(-): It's impossible to combo into Kikoken (or possible, 
just not easy to do).
(-): Hazan Shu doesn't have much range horizontally and 
vertically plus it is slow as hell.


Early Impressions (studied by RenoROB)::
She is at the bottom of my list not because she's god 
awful. In fact, she's still "ok" but why she's at the 
bottom is that her priorities has been shot down the 
drain. HP's her most annoying move in 3S has become 
nothing more than a basic poke, her crouching HK is 
not her anti-air like it had been in old SF and since her 
meter building is as slow as every other character except 
for ST and Rose, she's not much of a threat without her 
super meter.


Overall Impressions (studied by Psychochronic):
The 2nd best character in 3S gets shot down greatly 
in CFE. Due to her tweakness, her normals, animation 
frames and specials have been shot down greatly; it's 
like playing a near-exact 3S version of her in CvS2. Kikou-
Shou is now her most useful Super Art, her a bit of her 
speed but takes time to build meter. Due to all the tweaks 
which gave out a highly negative effect, I know a lot of 
3S Chun-Li regulars won't even bother to use her in 
tournament play.


Various Character Matchups:
vs. Alex (studied by Psychochronic):
Undetermined outcome in the match as both have the
near-equal properties in someway. Alex's normals
have short-range and Chun-Li's have long range
with Alex's having slightly more power, same with
their defensive properties as Alex has higher defense
and higher stun points. The thing that favors Chun-Li
is her agility, poke-range and easy meter. For anti-airs,
Alex has Air Knee Grapple and Chun-Li has Spinning
Bird Kick and if timed right, an LP Kikoken. Chun-Li's
b. FP is always good on close range and Hazan Shu
or Kikoken is good for footsies and mid-screen game.
Alex's Power Bomb is good for close-range and Flash
Chop is an alternative. Dashing Elbow is good for 
surprise attacks. For meters, both build ups are good
with Chun-Li having more chances to get that gauge.
Kikou-Shou is the only super that good and can chip
damage other than Hoyoku-Sen that does diddly and
leaves her open. Alex's Hyper Bomb is good for close-
range and wakeups and Boomerang Raid is an option
with him being open if blocked. Stun Gun Head Butt
must be timed right or it's a waste of meter and time.
Bottom line is that both characters have their moves
which are nearly equal and their characteristics are
the same due to their properties. It can go 50-50.

vs. Anakaris (studied by Psychochronic):
Chun-Li gets rushed down here but has her quick pokes
and fast damage to make up for it. Anakaris has his easy
tri-jmup combos which make it a complexed guessing
game for Chun-Li to react for parrying, otherwise she'll
be suffering the chain-combo. Anakaris can also air-
block any normal or a Kikoken coming to him, where as
Chun-Li must parry what's coming to her. Coffin Drop
and Royal Judgement are always there for keep-away
games and for Chun-Li, Hazan Shu is good for footsies
and Kikou-Shou can chip like hell. Anakaris' meter
builds faster due to his rushing game so an ES Royal
Judgement is always passable, ES Mummy Drop and
Hole of Hell for tick and corner game is effective. In
conclusion, Anakaris wins this due to his rushdown
but Chun-Li's pokes have stun potential to any DS
character due to their low defense and good supers 
which make up for it.

vs. Demitri (studied by Psychochronic):
Can go either way in this match. Chun-Li's pokes can
damage severely due to Demitri's weak defense. Some
of Demitri's moves such as Bat Spin and Demon Cradle
are not safe on block, meaning Chun-Li can poke and
it adds up eventually. The fireball war goes to Chun-Li
as she can parry the Chaos Flares easily coming to her.  
Chain-combos are also important when Demitri's rushing
as it adds up meter, damage and a quick finish in the 
match. Demitri's teleport dash is kinda 50-50 as Chun-Li 
can easily attack if the timing is right. If Demitri's timing is
right, he can do ES Chaos Flare, ES Demon Cradle,
Midnight Pressure or Midnight Bliss which brings the
pain to Chun-Li. For Chun-Li, her jumps is good to which
Demitri can try to poke using Demon Cradle or a timed
Bat Spin. For supers, Hoyoku-Sen can be easily Guard
Cancelled anytime or at the end, punishing her good.
Kikou-Shou is good for chip damage as always. In
conclusion, it can go either way due to their abilities.

vs. Felicia (studied by Psychochronic):
Favors Chun-Li due to her strong meter, parrying and 
pokes that have stun potential. exactly similar to Alex
vs. Felicia, Felicia must rely on chain-combos in order
to fare in due to her weak attack properties. Chun-Li's
pokes (B. FP) is abusive, takes out vital and stuns
very fast are the clear factors here. For meters, Felicia's
does as much as 20-30%, then again, either do it after
a chain-combo or at a wakeup, desperation or random
point in the match. Chun-Li's meter builds faster and
her Super Arts does chip damage, especially Kikou-
Shou. Hoyoku-Sen is also good but beware that Felicia
has a Guard Cancel so watch out. Defense is already
known. Felicia's defensive properties is horrible and
she must excel both offense and defense in order to
put in some damage to Chun-Li's vital. Chun-Li's
defense is near average or average at most. Bottom
line is that Felicia's weak properties and slow meter
has chances to take it to Chun-Li but Chun-Li's pokes, 
stun potential and meter are the obstacles. Chun-Li
wins this one easily.

vs. Guile (studied by Psychochronic):
Similar to Guile vs. Alex and Guile vs. Felicia, Chun-Li 
does not have the exact attack properties and stun 
potential but she has speed, agility and somewhat fair 
meter. Guile can do his standard Sonic Boom game and 
Chun-Li could rush-in due to the parrying which can be 
a 50-50. Guile's attack power is very dominant and has 
the stun potential here. Chun-Li's attack properties is 
another somewhat fair but her stun potential is a thumbs 
down. For meter, favors Guile here because it's easy to 
build as for Chun-Li, it takes a fair amount of time. Guile 
doesn't even need meter due to his dominance but a good 
way to use it is simply poke, poke, poke to Total Wipeout. 
Chun-Li is not safe after Hoyoku-Sen is blocked and it 
does very little damage (regular and chip wise) comapred 
to Kikou-Shou. Guile takes this hands down. Chun-Li must 
play rush-away to least put up with it. Parrying is a key
remember.

vs. Guy (studied by Psychochronic):
Favors Chun-Li due to her pokes and stun potential unless
she gets cornered which is not good. Guy has his fast pokes
which can lead to his Bushin Flip to Bushin Izuna Drop or
his Hayagake: Kage Sukui if Chun-Li doesn't have the fast 
reaction to block or parry. Chun-Li's normals do some good
damage to SFA characters' somewhat neutral defense and
her normals have stun potential which is a factor for her 
game. Both build meter fairly good if Guy doesn't do his
corner game. Chun-Li's Hoyoku-Sen is good for chip
damage and Hoyoku-Sen is good after a crouching MK
or after a Hazan Shu, otherwise if blocked, she's open in
the end or Guy can simply do an Alpha Counter. Guy's
meter has his Alpha Counter is desperate situations,
Supers like Bushin Hasso Ken for corner game or a
Custom attempt, but don't rely on that unless the timing
is right and even though it's executed, it does little damage
that doesn't fare up to Chun-Li's Super Arts. Bottom line
is that Chun-Li's offensive game beats out Guy which
leads to his loss fast. Guy is good on rushdown only if
Chun-Li is cornered, then he can do some work there,
otherwise, he can try footsies and air-game but his trap
game is much more better.

vs. Hauzer (studied by Psychochronic):
Favors Hazuer due to power. Chun-Li here has the agility
in this match and most times would go for the Head Stomp
spam crossup for an attempt of confusion. It's not even
necessary to Ultimate Guard that, once the 4-6 steps of 
Chun-Li's part is finished, Chun-Li is clearly open in the air
and Hauzer can attack whenever. Long-ranged normals and
Deluge Assaults are good choices. Ultimate Guard is clearly
useful when Chun-Li does Kikou-Shou or Hoyoku-Sen due 
to the fact that it takes a while for Chun-Li to build meter, 
you see it go down the drain once the timing is right! For
Hauzer, levelling up is good. Use Deluge Crisis for chip 
damage and Gust Flame when Chun-Li is in the air; it's
very hard to parry that Mystic Break. Hauzer clearly 
wins hands down unless he screws up, Chun-Li has 
some chance though.

vs. Hydron (studied by Psychochronic):
Favors Chun-Li due to the speed of her jumps, attacks
and the fact she builds meter faster than Hydron. Her
attacks do damage good and come out real fast which
favors her in a footsie game. Hydron's pokes are too
damn slow and do weak damage which is real bad in
this situation. Chun-Li's agility is faster than Hydron's
which clearly beats any air-game and Hydron's Tadpole
Spawn and Tornado Mist can be parried and can be
passable for a keep-away game. Chun-Li's supers can
do some chip damage but watch out for the Ultimate
Guard and since Chun-Li's supers have slow recovery,
she's open to get attacked. Hydron has to level up to
be some sort of threat or at least to hold it down. His
Strangling Spark must be timed right and Lightning
Mast is good for wakeups and anti-airs but does some
weak damage for a super. Bottom line is that Chun-Li's
properties defeat Hydron and his properties have little
to throw back.

vs. Ingrid (studied by Psychochronic):
It can go both ways but Ingrid has the most chances of 
taking it. How so is because other than Chun-Li's parrying, 
Ingrid can Counter Roll. Chun-Li can throw Kikoken's and 
same with Ingrid with her Sunshots but it can also be a 
useful anti-air. Ingrid's LK Sunrize is great for wakeups 
and her throw damage is exceptional. Don't forget about 
FP's, abuse that if you can especially on air and crouching 
too plus it can give stun points! Chun-Li has got the speed 
and agility on this one so if Ingrid stalls on attack (most 
likely Sunshot), Chun-Li can dish it out. Don't forget about 
parrying also as that's another key in this match. Don't 
forget that Sunburst is a 2-hit parry so watch out!

vs. Jedah (studied by Psychochronic):
After watching videos specifically with this matchup and 
about an hour or two on training mode, for some odd 
reason, Chun-Li takes this! I'm surprised too on how one 
of the lowest characters in the game can stand up to the 
most godly character! I'm shocked as hell so I'll lay it out 
as Jedah can do his usual Dio-Cega to chain game but 
you already know Chun-Li can parry so as of that Jedah 
can MP to chain which can be risky because Chun-Li's 
normals (especially b.FP) can hit Jedah's extended bloody 
fingernails poke (MP) and still give full damage! Hoyoku-
Sen setups can do as much as 35% due to Jedah's weak 
defense. Don't forget a few random dash throws as that 
is fast as hell. Chun-Li, also agile in this one can wreck 
Jedah's air-game. Don't forget the properties of her 
normals are good as hell and also have the potential to 
stun! In conclusion, Chun-Li stands up to Jedah due to 
excelled balance!

vs. Karin (studied by Psychochronic):
Favors Karin due to the rushdown. Karin can just do her
standard poke, poke then whiff out either a Guren combo
or a throw, Chun-Li has to be quick to react or she gets
rushed down for free. Anything Chun-Li can do, Karin 
can just easily respond with any Yasha Gasehi when timed 
in the exact point (even Hoyoku-Sen counts! You're better
off doing Kikou-Shou to be honest with you). Karin's meter
can be built fast and execute in a 30-50% custom when
activated at around 50%. Karin's pokes in comparison to 
Chun-Li's, I'll lay it out; faster speed, faster stun potential,
faster pokes-to-combos, faster way to build meter which
means faster supers and conclusively, a faster victory. 
Chun-Li gets rushed down for free due to these points. 
Gotta have quick eyes here due to Karin's fast properties 
when it goes to parrying. One of Karin's best matches. 

vs. Kenji (studied by Psychochronic/Jeron):
You have already read that 3S fares over Kenji with the
exception of Chun-Li. The reason is that she gets out
footsied and it's too hard for her to get around standing
HK. Simple surprise game from Kenji such as Rasen
Kayku on wakeup or simple strikes from Utsusemi can
pressure Chun-Li greatly. Chun-Li has to utilize the quick 
standing in case she doesn't wanna suffer from a follow-
up attack or Kenji build meter using his effective Kagerou 
cancels. Ultimate Guard clearly ruins any of Chun-Li's
super arts being done. Kikou-Shou and Hoyoku-Sen
leave her open after the move is finished, leaving Kenji
to simply do an Ultimate Counter right after. Any of Kenji's 
Mystic Breaks can serve as anti-air to pressure any of
Chun-Li's jump-ins. Jumonji and Bakuryusho dish out the
pain leaving no choice but for her to parry. Kenji wins
this and Chun-Li gets outprioritized greatly here. 

vs. Leo (studied by Psychochronic):
Can go either way in this match. Similar to Leo vs. Yun
and Leo vs. Urien, Chun-Li is also fast in the air and her 
pokes have stun potential and since Leo's stun is 65, it's 
gonna be some extra work for Chun-Li to make Leo see 
some stars. Leo can do his long-range poke game with
Chun-Li having to easily parry then mixup from there.
Even though Leo's defense has big properties, Chun-Li's 
pokes can stand up to it. Leo also has the Mars Slashes 
which are effective as anti-airs and Gaia Driver for that 
tick-throw or in desperation and wakeup. Chun-Li has
the fastest grab frames in the game so a random dash
then throw is pretty passable. Leo's meter builds fast
and it's always good for him to level up as Gigas Driver
brings the pain, a bit of life for that cheapness and
Hercules Rush for that chip damage unless Chun-Li
has fast reaction to parry. Chun-Li's meter is somewhat
fair without her parrying and her pokes reaching in.
Kikou-Shou is still her special that deals it good but
both that and her Hoyoku-Sen can be easily Ultimate
Countered if Ultimate Guarded. Bottom line is that
Chun-Li's abilities match up to Leo's, even though
the Red Earth system is cheap and his pokes are
long-range, it can go 50-50.

vs. M. Bison (studied by Jeron):
Favors Chun-Li fairly easy. Bison generally gets the 
shoto treatment from her, Fireball, whiff, whiff, if he jumps, 
crouching FK. Mix him up when he's on the ground. Repeat. 
Her Kikou-Shou chips like hell which is really good against 
not just Bison but everyone with the exception of Red Earth. 
Just block scissors (or parry if your reaction is good) and 
don't try to out prioritize him. Chun-Li also has one of the
fastest grab frames in the game so random dash throws 
are good with her.

vs. Rose (studied by Psychochronic):
Can favor any side. Chun-Li can throw Kikokens and Rose
can simply use Soul Absorb which is way more threatening
than Rose throwing Soul Sparks and Chun-Li parrying them. 
Rose's 17% meter build is much more than Chun-Li's 1/20th 
meter build so fast meter favors Rose. The meter use can
favors any side; Chun-Li has two Super Arts which is great
for chip and regular damage but somewhat downsided if
blocked because Rose can use P Alpha Counter then poke
to Soul Drill. Rose has Alpha Counters, two Super Combos
and activation for Customs. The downside to that is that
Chun-Li can easily parry then quick to strike. Damage and
poke go to Chun-Li as they have stun potential opposed
to Rose's normals. Rose's normals can do big damage but
Chun-Li's parrying is the factor. Bottom line is that it can
go either way. It's kinda like a mirror match here and it's a
very interesting conclusion once it's over.

vs. Ryu (studied by Psychochronic):
Favors Chun-Li due to her fast, abusing and strong
attacks which have stun potential and can dish it out
during the battle. HP's and HK's pressure Ryu good
and break the footsie game. Parrying incoming aerial
attacks and Hadokens dish it out with Ryu having no
chance to respond after it's parried. Chun-Li builds a
fair amount of meter due to her attacks (not including
parrying) and it's pretty good compared to Ryu's fast
meter build up. Hoyoku-Sen does jack when hit or
blocked and she's not safe if blocked because she'll
be paying for it greatly if Ryu has a full meter, he can
easily do Shinkuu-Hadoken. Kikou-Shou is good
because if chips like hell, she's safe if blocked and
does more damage than Hoyoku-Sen. Chun-Li has the
fastest grab-frames, so a dash and a random-throw
would be good. Ryu's ground game can consist of 
crouching MK, Tatsumaki Senpuu-Kyaku, Hadoken
and an LP Shoryuken. Some of Ryu's moves have
fast recovery so watch out if Chun-Li is gonna do
a random poke because Ryu is ready to strike after.
Bottom line is that Chun-Li pressures Ryu due to
her footsies, agility and good-reach pokes. It can
favor Ryu if Chun-Li screws up like an unsafe move
on block or a quickly executed move done on random
or desperation, Ryu can quickly strike.

vs. Sakura (studied by Psychochronic):
Sakura can fights 3S' very well so this match favors her 
good. Just play her like any shoto in this one (remember, 
she builds meter way faster than Chun-Li). Hadokens at 
close range, Charge Hadokens once in a while in you 
think your opponent wants to jump over your Hadokens 
and hit you which stops mid-range jump-ins. Jumping 
HK's is really good, like in CvS2 which pressure lock 
Chun-Li into stun very quickly and just like like a shoto, 
once you knock them down, just pressure them. Standing 
HK and Crouching FP if she jumps and for her to comeback 
is either a trading blow or a parry. Custom does really good 
damage; remember that there's no guard bar and parrying 
the first hit is the crucial do-or-die point. Any of Chun-Li's
Super arts can be countered easily due to SFA's Alpha 
Counter ability. Chun-Li has the nearly the same amount
of potential as Sakura's but Sakura has stun potential due
to her normals, meters (espeically her Customs) and her 
offensive properties is way better than Chun-Li's (Chun-Li 
has better defense though), foot game also goes to Sakura.

vs. Urien (studied by Psychochronic):
In this watered down 3S-like match, Urien takes this one.
Any of Chun-Li's Hoyoku-Sen is not safe on block which
enables Urien to whiff the crouching HP -> Chariot Tackle
-> Temporal Thunder easily. Kikou-Shou however has some 
safety on block, but a fast Urien can do Chariot Tackle ->
Temporal Thunder/Tyrant Slaughter (any of the two dishes
it out good). Chun-Li has the annoying HP's can have some 
chance of pressure game and her Kikoken can't match the 
Metallic Sphere. Temporal Thunder can be easily parried
and Aegis Reflector can be tricky at it can mixup Chun-Li
greatly. Chun-Li has the agility to play a keep-away game
and some of her normals match Urien's too. Bottom line is
that Urien wins this due to his abilities as Chun-Li's have
toned down here (comparing their CFE abilities, not 3S)
and Chun-Li gets pressured due to her slow meter and
tweakness of some of her moves.

vs. Yun (studied by Psychochronic):
In this watered down 3S-like match, Yun takes this one.
Yun's divekicks can link to combos and land Chun-Li in
a pressure or corner situation, leaving her choices to
parry, attack or jump out of it in order for her to be in
the match. With that in effect, Yun builds meter great 
and if he rkeeps doing that, end a combo in the corner 
with a Tetsuzankou and super cancel it easily into a
You-Hou for great damage then juggle and mixup from
there. Chun-Li's pokes are effective in the match and
has stun potential. Hoyoku-Sen is good for random
and surprise game and Kikou-Shou chips like hell and
pushes Yun back making her safe on block. The thing
here is that Yun's pokes do like nothing and Chun-Li's
Hoyoku-Sen right after juggles for 2 more hits and gives 
her a chance to mixup or to play an advance game but 
her corner game is kinda crap compared to Yun's. In
conclusion, Yun's abilities beat out Chun-Li's abilities
here and due to that since they're toned down, Chun-Li
has changed as Yun's has gotten much more pressure
like game and his offensive normals get toned for it.
Chun-Li's is in reverse though and due to that, she
can't fare to Yun here. 

vs. Zangief (studied by Psychochronic):
Favors Zangief due to power. Kikokens are an attempt to
hold him down as Lariats and Spinning Fists are a way to
overcome them for Zangief to get closer. Spinning Pile
Driver is punishing if Chun-Li is ever close so don't forget
to play a footsie game, Hazan Shu is good to excel. Meter
favors Zangief as his buildup is better than Chun-Li's.
Chun-Li's meter is good for Kikou-Shou as it chips like
hell and is safe opposed to Hoyoku-Sen doing near chips
and leaving her open if blocked and if that happens with
a full meter Zangief, Final Atomic Buster is coming on the
way. Zangief has the power but Chun-Li has the mobility,
fast pokes, footsie but not the defense as her properties 
for that is extremely weak and the meter, Zangief's offense 
and defense properties are better.


Ending:
As Chun-Li is chasing a thief, her adopted daughter
comes in from the front as does a flying kick to the
thief's face and strikes a pose right after. This is a
reference of the 3S storyline as Chun-Li as adopted 
children and the background of her ending is based
on her 3S stage.
------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Various Charts:


Match Analysis (stuided by Psychochronic):
To make it easier, I've developed this list and tallied up
all characters wins, losses and draws from their Various
Character Matchups. Since devising some sort of grid
or chart was kinda hard on Notepad, I've decided to put
it down by list. Enjoy!

Alex:
vs. Anakaris: Lose
vs. Chun-Li: Draw
vs. Demitri: Win
vs. Felicia: Win
vs. Guile: Lose
vs. Guy: Win
vs. Hauzer: Lose
vs. Hydron: Win
vs. Ingrid: Draw
vs. Jedah: Win
vs. Karin: Win
vs. Kenji: Draw
vs. Leo: Draw
vs. M. Bison: Lose
vs. Rose: Win (75%)
vs. Ryu: Draw
vs. Sakura: Win (55%)
vs. Urien: Lose
vs. Yun: Win 
vs. Zangief: Draw
Total: 9-5-6


Anakaris:
vs. Alex: Win 
vs. Chun-Li: Win
vs. Demitri: Win (60%)
vs. Felicia: Win
vs. Guile: Win
vs. Guy: Win
vs. Hauzer: Win
vs. Hydron: Win
vs. Ingrid: Lose
vs. Jedah: Draw
vs. Karin: Win
vs. Kenji: Lose (35%)
vs. Leo: Lose
vs. M. Bison: Lose
vs. Rose: Win
vs. Ryu: Win
vs. Sakura: Win
vs. Urien: Win (55%)
vs. Yun: Win
vs. Zangief: Win
Total: 15-4-1


Chun-Li:
vs. Alex: Draw
vs. Anakaris: Lose
vs. Demitri: Draw
vs. Felicia: Win
vs. Guile: Draw
vs. Guy: Win
vs. Hauzer: Lose
vs. Hydron: Win
vs. Ingrid: Lose
vs. Jedah: Win
vs. Karin: Lose
vs. Kenji: Lose
vs. Leo: Draw
vs. M. Bison: Win
vs. Rose: Draw
vs. Ryu: Win
vs. Sakura: Lose
vs. Urien: Lose
vs. Yun: Lose
vs. Zangief: Lose
Total: 6-9-5


Demitri:
vs. Alex: Win
vs. Anakaris: Lose (40%)
vs. Chun-Li: Draw
vs. Felicia: Win
vs. Guile: Win
vs. Guy: Lose
vs. Hauzer: Win
vs. Hydron: Win
vs. Ingrid: Win
vs. Jedah: Win
vs. Karin: Lose
vs. Kenji: Draw
vs. Leo: Lose
vs. M. Bison: Win
vs. Rose: Lose
vs. Ryu: Lose
vs. Sakura: Win
vs. Urien: Win
vs. Yun: Win (60%)
vs. Zangief: Win
Total: 12-6-2


Felicia:
vs. Alex: Lose
vs. Anakaris: Lose
vs. Chun-Li: Lose
vs. Demitri: Lose
vs. Guile: Lose
vs. Guy: Lose
vs. Hauzer: Lose
vs. Hydron: Win
vs. Ingrid: Lose
vs. Jedah: Lose
vs. Karin: Lose
vs. Kenji: Lose
vs. Leo: Lose
vs. M. Bison: Draw
vs. Rose: Lose
vs. Ryu: Lose
vs. Sakura: Lose
vs. Urien: Lose
vs. Yun: Win
vs. Zangief: Lose
Total: 2-17-1


Guile:
vs. Alex: Win
vs. Anakaris: Lose
vs. Chun-Li: Draw
vs. Demitri: Lose
vs. Felicia: Win
vs. Guy: Win
vs. Hauzer: Lose
vs. Hydron: Lose
vs. Ingrid: Lose
vs. Jedah: Lose
vs. Karin: Draw
vs. Kenji: Lose
vs. Leo: Lose
vs. M. Bison: Win
vs. Rose: Lose (45%)
vs. Ryu: Lose
vs. Sakura: Win (60%)
vs. Urien: Lose
vs. Yun: Win (55%)
vs. Zangief: Win
Total: 8-10-2


Guy:
vs. Alex: Lose
vs. Anakaris: Lose
vs. Chun-Li: Lose
vs. Demitri: Win
vs. Felicia: Win
vs. Guile: Lose
vs. Hauzer: Win
vs. Hydron: Win
vs. Ingrid: Win
vs. Jedah: Draw
vs. Karin: Win
vs. Kenji: Draw
vs. Leo: Lose
vs. M. Bison: Lose
vs. Rose: Draw
vs. Ryu: Win
vs. Sakura: Draw
vs. Urien: Win
vs. Yun: Draw
vs. Zangief: Lose
Total: 8-7-5


Hauzer:
vs. Alex: Win
vs. Anakaris: Lose
vs. Chun-Li: Win
vs. Demitri: Lose
vs. Felicia: Win
vs. Guile: Win
vs. Guy: Lose
vs. Hydron: Win
vs. Ingrid: Win
vs. Jedah: Lose
vs. Karin: Win
vs. Kenji: Lose
vs. Leo: Lose
vs. M. Bison: Win
vs. Rose: Win
vs. Ryu: Win
vs. Sakura: Win
vs. Urien: Lose
vs. Yun: Win
vs. Zangief: Lose (45%)
Total: 12-8-0


Hydron:
vs. Alex: Lose
vs. Anakaris: Lose
vs. Chun-Li: Lose
vs. Demitri: Lose
vs. Felicia: Lose
vs. Guile: Win
vs. Guy: Lose
vs. Hauzer: Lose
vs. Ingrid: Draw
vs. Jedah: Lose
vs. Karin: Lose 
vs. Kenji: Lose
vs. Leo: Lose
vs. M. Bison: Lose
vs. Rose: Lose 
vs. Ryu: Draw
vs. Sakura: Draw
vs. Urien: Lose
vs. Yun: Lose
vs. Zangief: Win
Total: 2-15-3


Ingrid:
vs. Alex: Draw
vs. Anakaris: Win
vs. Chun-Li: Win
vs. Demitri: Lose
vs. Felicia: Lose
vs. Guile: Win
vs. Guy: Lose
vs. Hauzer: Lose
vs. Hydron: Draw
vs. Jedah: Lose
vs. Karin: Lose
vs. Kenji: Lose
vs. Leo: Lose
vs. M. Bison: Win
vs. Rose: Win
vs. Ryu: Lose
vs. Sakura: Win
vs. Urien: Lose
vs. Yun: Win
vs. Zangief: Draw
Total: 7-10-3


Jedah:
vs. Alex: Win
vs. Anakaris: Draw
vs. Chun-Li: Lose
vs. Demitri: Win
vs. Felicia: Win
vs. Guile: Win
vs. Guy: Draw
vs. Hauzer: Win
vs. Hydron: Win
vs. Ingrid: Win
vs. Karin: Draw
vs. Kenji: Draw
vs. Leo: Win
vs. M. Bison: Lose
vs. Rose: Win
vs. Ryu: Draw
vs. Sakura: Win
vs. Urien: Draw
vs. Yun: Win
vs. Zangief: Win 
Total: 12-2-6


Karin:
vs. Alex: Win
vs. Anakaris: Lose
vs. Chun-Li: Win
vs. Demitri: Win
vs. Felicia: Win
vs. Guile: Draw
vs. Guy: Lose
vs. Hauzer: Lose
vs. Hydron: Win
vs. Ingrid: Win
vs. Jedah: Draw
vs. Kenji: Win (60%)
vs. Leo: Lose
vs. M. Bison: Win
vs. Rose: Lose
vs. Ryu: Win
vs. Sakura: Win
vs. Urien: Win
vs. Yun: Win
vs. Zangief: Draw
Total: 12-5-3


Kenji:
vs. Alex: Draw
vs. Anakaris: Win (65%)
vs. Chun-Li: Win
vs. Demitri: Draw
vs. Felicia: Win
vs. Guile: Win
vs. Guy: Draw
vs. Hauzer: Win
vs. Hydron: Win
vs. Ingrid: Win
vs. Jedah: Draw
vs. Karin: Lose
vs. Leo: Lose
vs. M. Bison: Draw
vs. Rose: Draw
vs. Ryu: Win
vs. Sakura: Win
vs. Urien: Lose
vs. Yun: Lose
vs. Zangief: Win
Total: 10-4-6


Leo:
vs. Alex: Draw
vs. Anakaris: Win
vs. Chun-Li: Draw
vs. Demitri: Win
vs. Felicia: Win
vs. Guile: Win
vs. Guy: Win
vs. Hauzer: Win
vs. Hydron: Draw
vs. Ingrid: Win 
vs. Jedah: Lose
vs. Karin: Win
vs. Kenji: Win
vs. M. Bison: Win
vs. Rose: Win
vs. Ryu: Win
vs. Sakura: Win
vs. Urien: Draw
vs. Yun: Win (55%)
vs. Zangief: Win
Total: 15-1-4


M. Bison:
vs. Alex: Win
vs. Anakaris: Win
vs. Chun-Li: Lose
vs. Demitri: Lose
vs. Felicia: Draw
vs. Guile: Lose
vs. Guy: Win
vs. Hauzer: Draw
vs. Hydron: Win
vs. Ingrid: Lose
vs. Jedah: Win
vs. Karin: Lose
vs. Kenji: Draw
vs. Leo: Lose
vs. Rose: Win
vs. Ryu: Lose
vs. Sakura: Win
vs. Urien: Lose
vs. Yun: Win
vs. Zangief: Draw
Total: 8-8-4


Rose:
vs. Alex: Win (75%)
vs. Anakaris: Lose
vs. Chun-Li: Draw
vs. Demitri: Win 
vs. Felicia: Win
vs. Guile: Win (55%)
vs. Guy: Draw
vs. Hauzer: Lose
vs. Hydron: Win
vs. Ingrid: Lose
vs. Jedah: Lose
vs. Karin: Win
vs. Kenji: Draw
vs. Leo: Lose
vs. M. Bison: Lose
vs. Ryu: Win
vs. Sakura: Win
vs. Urien: Win
vs. Yun: Lose
vs. Zangief: Win (60%)
Total: 10-6-4


Ryu:
vs. Alex: Draw
vs. Anakaris: Lose
vs. Chun-Li: Lose
vs. Demitri: Win
vs. Felicia: Win
vs. Guile: Win
vs. Guy: Lose
vs. Hauzer: Lose
vs. Hydron: Draw
vs. Ingrid: Win
vs. Jedah: Draw
vs. Karin: Lose
vs. Kenji: Lose
vs. Leo: Lose
vs. M. Bison: Win
vs. Rose: Lose
vs. Sakura: Draw
vs. Urien: Lose
vs. Yun: Win
vs. Zangief: Win
Total: 7-9-4


Sakura:
vs. Alex: Lose (45%)
vs. Anakaris: Lose
vs. Chun-Li: Win
vs. Demitri: Lose
vs. Felicia: Win
vs. Guile: Lose (40%)
vs. Guy: Draw
vs. Hauzer: Lose
vs. Hydron: Draw
vs. Ingrid: Lose
vs. Jedah: Lose
vs. Karin: Lose
vs. Kenji: Lose
vs. Leo: Lose
vs. M. Bison: Lose
vs. Rose: Lose
vs. Ryu: Draw
vs. Urien: Lose (45%)
vs. Yun: Draw
vs. Zangief: Lose
Total: 2-14-6


Urien:
vs. Alex: Win
vs. Anakaris: Lose (45%)
vs. Chun-Li: Win
vs. Demitri: Lose
vs. Felicia: Win
vs. Guile: Win
vs. Guy: Lose
vs. Hauzer: Win
vs. Hydron: Win
vs. Ingrid: Win
vs. Jedah: Draw
vs. Karin: Lose
vs. Kenji: Win
vs. Leo: Draw
vs. M. Bison: Win
vs. Rose: Lose
vs. Ryu: Win
vs. Sakura: Win (55%)
vs. Yun: Win
vs. Zangief: Win
Total: 13-5-2


Yun:
vs. Alex: Lose
vs. Anakaris: Lose
vs. Chun-Li: Win
vs. Demitri: Lose (40%)
vs. Felicia: Lose
vs. Guile: Lose (45%)
vs. Guy: Draw
vs. Hauzer: Lose
vs. Hydron: Win
vs. Ingrid: Draw
vs. Jedah: Lose
vs. Karin: Lose
vs. Kenji: Win
vs. Leo: Lose (45%)
vs. M. Bison: Lose
vs. Rose: Win
vs. Ryu: Lose
vs. Sakura: Draw
vs. Urien: Lose
vs. Zangief: Lose
Total: 4-14-4


Zangief:
vs. Alex: Draw
vs. Anakaris: Lose
vs. Chun-Li: Win
vs. Demitri: Lose
vs. Felicia: Win
vs. Guile: Lose
vs. Guy: Win
vs. Hauzer: Win (55%)
vs. Hydron: Lose
vs. Ingrid: Draw
vs. Jedah: Lose
vs. Karin: Draw
vs. Kenji: Lose
vs. Leo: Lose
vs. M. Bison: Draw
vs. Rose: Lose (40%)
vs. Ryu: Lose
vs. Sakura: Win
vs. Urien: Lose
vs. Yun: Win
Total: 5-10-5


OVERALL:
*HIGHEST FAVORED
1) Leo: 15-1-4
2) Anakaris: 15-4-1
3) Urien: 13-5-2
4) Jedah: 12-2-6
5) Karin: 12-5-3

6) Demitri: 12-6-2
7) Hauzer: 12-8-0
8) Kenji: 10-4-6
9) Rose: 10-6-4
10) Alex: 9-5-6

11) Guy: 8-7-5

12) M. Bison: 8-8-4
13) Guile: 8-10-2
14) Ryu: 7-9-4
15) Ingrid: 7-10-3
16) Chun-Li: 6-9-5

17) Zangief: 5-10-5
18) Yun: 4-14-4
19) Sakura: 2-14-6
20) Hydron: 2-15-3
21) Felicia: 2-17-1
*LOWEST FAVORED



Vitality (studied by Skankin Garbage):

*HIGHEST LIFE
1) Zangief (15500)
2) Alex (15400)
3) Hauzer, Urien (15200)
5) Ryu, M. Bison, Guy, Rose (14800)
9) Leo (14400)
10) Chun-Li (14300)
11) Yun, Karin, Sakura, Hydron (14000)
15) Guile (13800)
16) Kenji, Ingrid (13600)
18) Demitri, Anakaris (13400)
20) Jedah (13000)
21) Felicia (12500)
*LOWEST LIFE


Notes:
-There seem to be about two averages: 148 and 144 characters. 
144 is the vitality used in games like SFA3 and Vampire Savior; 
however, SFA3 and Vampire Savior are different in that weaker 
characters take more damage, rather than just having lower life
as seen in CFE.
- Darkstalkers have low-ass low vitality, but I guess that's to 
be expected...
- Some people have really random vitality...why is Urien's so 
high? You'd think Leo would have a bit more, too...I had no 
idea that Guile had such low life, either.
- 3S seems to have the highest average vitality, overall. I'd
never guessed that, but you can blame it on Guile's 13800
rating.



Stun (studied by Psychochronic):

*HIGHEST STUN
1) Zangief, Hauzer (70)
3) Alex, Leo (65)
4) Urien, Ryu, M. Bison, Guy, Rose, Chun-Li, Yun, Karin,
Sakura, Hydron, Guile, Kenji, Demitri, Anakaris, Jedah (60)
20) Ingrid, Felicia (55)
*LOWEST STUN

Notes:
-Nothing I didn't expect here.
-------------------------------------------------------------------------------


The Stone Cold Truth from Jeron and Psychochronic:
-------------------------------------------------------------------------------
Jeron:
Capcom Fighting Evolution is all about blocking and 
being able to maintain. The only characters worth playing 
seriously are DarkStalkers, Red Earth and Karin since they 
own the majority of the roster as everyone else can't cope. 
Mid and Low-Tier are only worth playing if your fighting 
mid-tier, then the games fun but outside of that its too 
frustrating to fight Red Earth, DarkStalkers and Karin 
with those characters. 

Psychochronic:
The thing about Capcom Fighting Evolution is that it's
a compilated variety game that's mixing in styles in one
game. The thing about even before playing this game is 
that you have to know each groups counterparts like 
playing past games as Vampire Savior and Street Fighter 
Alpha in order to know the ins-and-outs like the systems 
and the fundamentals. I've had random fighters and top 
players from other games (MvC2, CvS2, 3S) saying to me
that they don't understand the game due to the systems 
(specifically points to the DarkStalkers characteristics). 
Bottom line is that you have to play the past games in 
order to feel that vibe and bring that to Capcom Fighting 
Evolution to know the preperationals and that's what 
most players I know never did, they never took the time 
to adapt (or even learn the basics) to such a game as 
Vampire Savior and others as Street Fighter Alpha 3. 
Red Earth is the only exception as it was never released 
in North American arcades.
-------------------------------------------------------------------------------


Random Notes from Jeron and Psychochronic:
-------------------------------------------------------------------------------
1) Red Earth is BS. Level up is cheap, they can Ultimate 
Guard in between blocking and air-block, they do damage 
like any Street Fighter II character and they're mobile. 
2) Jedah is godlike. He can own the entire roster for free.
Top Vampire Savior players know this for a fact.
3) DarkStalkers owns Street Fighter II, so does Red Earth. 
4) Street Fighter II sucks in this game. They maybe over-
powered but they have nothing going for them and they 
can't get in. Some of the worst matchups in the game 
(not including Zangief and Sakura).
5) Street Fighter III and Street Fighter Alpha are neutral.
6) Just like Jedah, Urien, Kenji, Anakaris and Karin have 
the most chances of owning the roster.
7) Red Earth thrives on long-range pokes. That's why
some characters such as Karin and Felicia can't win as 
they need to get in or they'll lose.
-------------------------------------------------------------------------------


Downfall from FSGamer:
-------------------------------------------------------------------------------
-Capcom's Misleading Advertising of the Game:
If you look on the back of the game box, it says that every 
character plays EXACTLY like in the original games. With 
that being said, a lot of people were thinking that they 
would be able to Genei-Jin their way through with Yun, 
spam HP's with Chun-Li, perform Bison's stun infinite from 
CE and so forth. When people realized that they wouldn't 
be able to abuse that kind of stuff and that they'd have to 
actually learn a new game, they simply gave up on the game. 
Characters DO NOT play exactly like in the original games, 
you just have to learn the differences and adjust your 
tactics accordingly.


-Characters:
Pretty much everybody mentions this as a reason why they 
don't like the game. Not enough characters and/or their favorite 
character didn't make into the game. Personally, as much as 
I'd love to have characters like Ken, Makoto, Sagat, etc... in 
this game, I think the characters Capcom put in the game 
were good choices for the most part. Aside a couple of shoto 
clones, the characters all feel unique. I definitely think that 
they should had added more characters, considering that 
they included characters from 5 different games.


-Rehashed Graphics:
Come on, this is the lamest excuse ever. We all know that 
Capcom is famous for rehashing sprites from previous 
games with MvC2 and CvS2 are great examples of that. If 
you're familiar with Capcom games you should be expecting 
rehashed graphics.


-Game Engine:
5 different game systems, characters play with the system 
from their original game. In theory this concept works really 
well. In reality what happened is that some characters ended 
up being really good while some characters ended up being 
not so good. I think it would had been better if Capcom had 
given players the choice of which system they wanted for 
their characters (like the grooves in CvS2) or if they had 
made 1 system for everybody (like MvC2 or NGBC).


-Players Lack of Knowledge of the System:
I'm pretty sure most people are familiar with the systems in 
SFII, SFIII & SFA but I don't think many people are familiar 
with DS and/or Red Earth. Because of that, those people 
didn't know how to use DS/RE characters properly nor did 
they know how to fight against them. So, they assumed that 
DS and RE were overpowered and decided that the game 
wasn't worth playing (I guess those people never played 
MvC2). DS and RE do have advantages over the rest of the 
cast but they can be defeated if you know what you're doing.


-Final Note:
A lot of people didn't give this game a chance. Some of them 
played the game for a while, looked for a few bad things and 
then gave up on the game. Other people gave up on the game 
based on bad online reviews without even playing the game. 
Even worse, they started coming up with lame excuses for 
why they didn't like the game. I don't think CFE is nearly as 
good as CvS2 or MvC2 but I think it's an interesting game. 
Hopefully Capcom will make a sequel sometime in the future 
and make improvements.
-------------------------------------------------------------------------------


Final Analysis from Psychochronic:
-------------------------------------------------------------------------------
(+): Although a pretty small roster (23 characters), this 
game shows variety. Only two Ryu clones at the most 
and they are Sakura and Shin Akuma. Capcom finally 
makes a game with few shoto-clones and nobody likes 
it or wants Ken in it. 
(+): Meter for SFA characters (Modified A-Groove from 
CvS2) has improved with 50% activation, air-block and 
no rolling.
(+): Capcom put characters from other games from the 
counterparts as cameo appearances in various stages 
and endings.
(+): A great way to learn the Red Earth characters as that 
game has not been released in North America and Europe.
(+): May have revived the status of the DarkStalkers 
franchise as the game is hardly played in North America 
and Europe.
(+): XBOX Live support and it has the best netcode ever 
for a fighting game. The game hardly and rarely lags where 
others such as CvS2, AE, 3S, #R, DOAU, SVC and other 
fighters lag greatly and commonly.
(+): The Training Zone has the best music yet.
(+): Even though this game was a marketing failure, Capcom 
gave inspiration for SNK to create NGBC which did a good 
job.
(+): Even though the game is hardly played, the game was 
played in three major tournaments (Texas Showdown 5, 
Super Battle Opera 3 and The 6th Canadian Fighting Game 
Championships) and you gotta give credit where credit is 
due as it made the wave to put more players known in the 
fighting game community.
(?): They put in Hauzer and Hydron when they should've 
put in Tessa and Mai Ling.
(-): The character roster is not big enough (23 characters is 
clearly not acceptable for a variety game with a 2-on-2 
setting). They should added at least 2 or 3 more characters 
of each counterpart in the game.
(-): They should've put a boss from each game to maintain 
variety. Pyron is a good example for DarkStalkers and Shin 
Akuma is a good example for SFII. 3 bosses remain and 
they should've put Gill for SFIII, Valdoll for Red Earth and 
possibly another nominee like fighting both Juli and Juni 
for SFA.
(-): The Red Earth system is almost useless which is merely 
a shadow of what it was before, with Ultimate Guard having 
too many holes in its defense and the level up feature giving 
you nothing more than increased damage properties, able to 
heal vitality and about one/two extra supers. The level up 
maybe cheap, but still throws cons other than that.
(-): The SFIII system doesn't build meter fast enough nor 
does it have enough stocks to make EX moves worthwhile. 
1/3 of meter would've been acceptable of 1/2 of meter isn't 
acceptable in my book.
(-): The SFA system, though greatly refined, is available 
only to characters with the most stagnant Custom Combos.
(-): The tag system is just like from Rival Schools which is 
completely stupid and now obselete. The King of Fighters 
3-on-3 and CvS2 Free Ratio systems are far more superior. 
Hell, even the NGBC tag system was better.
(-): The game systems being restricted to characters from 
their original series only causes more limitations meaning 
less availabilty. Imagine Karin on a 3S system or Chun-Li 
on a Red Earth system, now that's variety. But then, that
will become like the CvS2 Groove system.
(-): They put Ingrid but not D.D. and Rook from the failed 
creation of Capcom Fighting All-Stars.
(-): The characters in the stages show little-to-no movement.
(-): No gallery mode. There are no options on where to view 
character artwork or endings.
(-): Even though it has great codings for XBOX Live, the 
game is nearly dead. About 20-30 people play a week?
Mayben even less.
(-): There are no unlockables in the game other than 2 stages,
2 characters and individual character music. That's fun...
(-): I'll bet you the graphics were below Capcom's standards 
as the stages were a little bit too static and it lacked depth.  
This game was made in 2004 and this what is made with
modern technology for PlayStation 2 and XBOX?
(-): Capcom has pissed off consumers by hyping the game 
right but managed to deliver a failing product by using 
simple copy-paste methods and character tweaking just like 
Mugen.
(-): Capcom has also pissed off consumers (XBOX version
of the game) by stating they will have downloadable content 
such as new moves, new stages and new characters. With
the game now out-of-production, the odds of this is extremely 
astronomical. They even said this would happen for 3S and 
AE (compilated in SFAC) for XBOX and it still to this day
never happened.
-------------------------------------------------------------------------------


Contact:
-------------------------------------------------------------------------------
Contact me! Here are the following e-mails and internet 
forums you can find me at:

E-Mails:
MSN Messenger/Hotmail: b_unit905@hotmail.com
Yahoo!: psychochronic2004@yahoo.ca

Internet Forums:
Gamefaqs.com: brettdude
Shoryuken.com: psychochronic

MIRC (channels on EFnet):
#Capcom (The main channel for Shoryuken.com)
#Gamecombos (The main channel for Gamecombos.com)
#Srkgd (The General Discussion part of Shoryuken.com) 
#Srklive (The XBOX Live part of Shoryuken.com)

My Fighting Game Site:
www.geocities.com/psychochronic2004

XBOX Live Gamertag:
psychochronic
-------------------------------------------------------------------------------


Credits:
-------------------------------------------------------------------------------
Props to those who made this guide possible:

Generalization:
-Jeron Grayson: For helping me with this guide, starting 
"The Breakdown" which inspires this document to the 
fighting game community for this game and also helping 
me of my gameplay when he came to Canada in July 2005.

-Sano/Vasili10: Tranlsations of characters from Capcom 
Japan's official site and descriptions of each characters' 
information, Mummy and Vampire victim.

-Cam347/FSGamer/Skankin Garbage: For bumping and 
contributing the character threads on Shoryuken.com to 
help me focus on this guide more better and quicker.
Also thanks for other sections of the guide.

-Majestros: Frame Data!

Characters (Pros/Cons and Matchups):
-Alex: Shocky II
-Anakaris: DarkDragon, KINGDOM, Randomcelestial
-Chun-Li: Jeron, KINGDOM
-Demitri: KINGDOM, Shine
-Felicia: Buktooth
-Guile: DarksydePhil
-Guy: Dialupsucky, Skankin Garbage
-Hauzer: Saga_Journeyman, N-Ken
-Hydron: Buktooth
-Ingrid: Faight, Ukyo Tachibana
-Jedah: DarksydePhil
-Karin: RenoROB, Strangevision
-Kenji: DarksydePhil, RenoROB
-Leo: Jeron
-M. Bison: Edma
-Rose: RenoROB
-Ryu: ?
-Sakura: KINGDOM, RenoROB
-Urien: DarksydePhil
-Yun: ?
-Zangief: Cam347, Edma, KINGDOM, Skankin Garbage

...and whomever else I missed that contributed individual 
points on certain characters of the General Strategy part 
of  Shoryuken.com and Shoryuken.com in general for 
keeping the fighting game community active and alive.
This guide is for you Kin!

Psychochronic says, support the fighting game community 
by being active in your local scene and participating in the 
events advertised in your area.


R.I.P. Christopher McDonald (aka. Kao Megura)


Copyright (c) Brett Navarro 2005-2007