STREET FIGHTER ALPHA 2 (SATURN)
Big Game FAQ version 2.0
by John "CUL" Culbert (tigeraid@geocities.com)

VERSION UPDATES:

-new URL for my homepage and e-mail
-LOTSA typos corrected
-LOTSA mistakes corrected
-more combos/CCs added (read a FAQ (see credits) with lots of cool CCs and
 made me realize they aren't so bad after all.)

INTRODUCTION:

Despite its ups and downs, SFA2 is a decent game. It has MANY new aspects to
consider, and takes a lot of getting used to as far as the priorities of SCs,
ACs, and the new CCs. A good addition to your SF library.

*******
LEGEND:          BUTTONS
*******
                .-------------Jab
   D-PAD        | .-----------Strong
                | | .---------Fierce
   U/B U U/F    | | |
      \|/       | | |
    B--o--F     | | |
      /|\       O O O
   D/B D D/F    O O O
                | | |
                | | |
                | | |
                | | ----------Roundhouse
                | ------------Forward
                 -------------Short

QCT= Quarter Circle Toward (roll the joystick from D to F)
QCB= Quarter Circle Back (roll the joystick from D to B)
HCT= Half Circle Toward (roll the joystick from B to D to F)
HCB= Half Circle Back (roll the joystick from F to D to B)
 + = enter commands simultainiously
 N  = Neutral (return D-Pad to center)

(Note: the graphical legend applies to default arcade settings; the PSX or
 other platform systems can be set up in many different ways)

Some Short Forms Used in This FAQ:
----------------------------------

SF2= Street Fighter II: the World Warrior (may also refer to it as Classic)
SF2CE= Street Fighter II: Champion Edition (may just be CE)
SF2T= Street Fighter II Turbo: Hyper Fighting
SSF2= Super Street Fighter II: the New Challengers
SSF2T= Super Street Fighter II Turbo (may refer to it as Super Turbo)
SFA= Street Fighter Alpha: Warrior's Dreams
SFA2= Street Fighter Alpha II
L1, L2, L3= Alpha Meter levels
DP= Dragon Punch- can be referring to Ryu's, Ken's, Akuma's, or Dan's Special
                  move, or to the similiar joystick/D-Pad motion (F, D, D/F)
HK= Hurricane Kick- can be referring to Ryu's, Ken's or Akuma's Special Move,
                    or to the similiar motion (QCB+any kick)
FB= Fireball- can be referring to Special Move possessed by many characters,
              or to the similiar motion (QCT+any punch)
SC= Super Combo- pertaining to Super Combos from SSF2T or SFA2
CC= Custom Combo- pertaining to Custom Combos from SFA2
FK= Flash Kick- Guile's and Charlie's move, or similiar motion (charge D, 
                U+any kick)
SB= Sonic Boom- Guile's and Charlie's move, or similiar motion (charge B, 
                F+any punch)
HHS= Hundred Hands Slap- pertaining to E. Honda's Special Move (tap any punch
                         repeatedly)
YF= Yoga Flame- pertaining to Dhalsim's Special Move or similiar motion 
                (HCT+any punch)
SBK= Spinning Bird Kick- pertaining to Chun Li's pattened move (charge D, 
                         U+any kick)
TAP= Turn-Around Punch- pertaining to Balrog's pattened move (charge all 3
                        punches or kicks, release)
TU= Tiger Uppercut- pertaining to Sagat's pattened move (F, D, D/F+any punch)
TK= Tiger Knee- pertaining to Sagat Pattened move (QCT, U/F+any kick or 
                F, D, D/F+any kick in SFA2)
SPD= Spinning Pileriver- Zangief's pattened move, or similiar motion (roll
                         360 degrees)
FAB= Final Atomic Buster- Zangief's SC


A WORD ABOUT...
***************

THROWS AND GRABS:

A Throw or Grab (including Special Move Throws, eg. Zangief's SPD) must be 
done right up close, and are unblockable; they can only be avoided. For 
grabs, repeatedly tap the button used and shake the joystick or D-Pad to make 
the repeated hits last longer. Do the same thing if you are caught in a grab 
to escape early. Each character's Throws are listed in their moves section.

TAUNTS:

To taunt or tease your opponent, press the button you designated as 
"Chouhatsu" in the controller config screen (I recommend L if you use it at 
all, though it's better to have all three punches or kicks on the trigger
buttons). Note that taunts cannot be stopped, and you are totally vulnerable, 
so choose where to do it wisely. With the exception of Dan, Taunts can only 
be done once per round.

TECH HITS:

In SFA2 the Throw soften was renamed the "tech hit", and it was given a 
little more freedom. To perform a tech hit, hold B or F and hit Strong or 
Fierce just as the opponent grabs you; in SFA2, you can now escape ALL 
regular Throws, including presses and grabs! It is still impossible to tech 
hit Special Move Throws.

BUFFERING:

This is a technique used in 90% of all fighting games out today. To buffer
means to do the motions of one move while the animations of another move
are still being performed. I will use Sagat's 8 hit combo as a model:

-crouching Strong buffered into Fierce Tiger Uppercut

This combo can be done either of two ways for it to count as a true combo:

a) hold D and hit Strong, then F, D, D/F+Fierce
or...
b) F, D+Strong, D/F+Fierce

Both cases have their advantages. A is much easier to time and more
difficult to screw up, but you must have FAST fingers. The second can be
confusing, but EXTREMELY effective if you can get the timing off. Just
remember that the idea is to pull off the Tiger Uppercut BEFORE the Strong
Punch is finished its animations.

Eg. 2-

-standing Strong buffered into Fierce Tiger Uppercut

In this case you're best bet is to do the Strong and then the motions for
the Tiger Uppercut by themselves. I would think you could do F+Strong, D,
D/F+Fierce, but if you're too close the first hit will be a Throw.

Eg. 3- (same button buffering)

-standing Strong buffered into Strong Tiger Uppercut

a) hit Strong, then F, D, D/F+Strong

b) press and HOLD Strong, F, D, D/F, release Strong

The latter is MUCH easier to time and requires less button presses. But in
that case the D-Pad motions have to be doen faster, but it is easy to get
used to.

ALPHA COUNTERS:

Immediately after blocking an opponent's attack, you can emmediately 
retaliate with an Alpha Counter. To do this, perform the motion B, D/B, D,
and any punch or kick; a kick will perform a counter for ground attacks, and    
punch will counter air attacks (in most cases) Note: you need at LEAST a 
level 1 Alpha Meter to do one.

ALPHA METER:

At the bottom of the screen there is a meter called the Alpha Meter. This 
fills up when a) you are hit by the opponent with any attack, or you hit them 
with any attack, b) using any Special move or c) hitting any fierce or 
Roundhouse. When the meter begins to flash it's outline, your character is 
cabable of a level 1 Super Combo. If you continue to build your meter to 
level 2, you are cabable of a level 2 Super Combo. The level 2 Super of your 
character must be done with TWO buttons (for example, Zangief's Final Atomic 
Buster is done roll 720 degrees+any punch; to perform a level two, do the 
same motion with TWO punches). When the meter fills to level 3, the character 
is cabable of their most powerful Super Combo. These must be done with all
THREE buttons. NOTE: I only list the SCs with one punch or one kick; to
perform their level 2 and 3, substitute 2 and 3 punches or kicks...

BLOCKING:

To block an oncoming attack, hold in the opposite direction. To block a low 
attack (i.e. the enemy hits low), hold D/B to crouch and block. In addition 
to blocking on the ground, it is possible in Alpha 2 to block attacks in the 
air. Attacks that cannot be blocked include most DPs, Super Combos, and 
ground-based uppercut attacks (eg. Ken's standing Strong).

OVERHEAD STRIKE:

In addition to any jumping attack, there is an attack, introduced in SFA
(actually, back in SSF2T with Ryu's), that can hit ducking, blocking 
opponents. These have been noted in each character's moves list.

SAFETY ROLL:

To avoid a lot of meaty attacks, Capcom added a roll to every fighter's 
repitiore. By rolling from B to D in one motion and hitting punch just as you 
land from a knockdown, your character will roll forward along the ground to a 
standing position. You will not lessen any damage taken, but you can avoid 
meaty attacks in this fashion. Bear in mind that because of this added 
technique, meaty attacks are more difficult to cheese with in Alpha 2; if you 
are close enough to an opponent when you knock them down, wait a split second 
to see if they'll roll, then start your meaty tactic.

SUPER COMBOS:

Each Super Combo is a powerful attack that can be powered up to three 
different levels. You will know a character has executed a Super Combo 
because the screen will grow dark for a moment as they gather "chi" (spirit),
and the game will pause for a second.
If you finish your opponent with an SC, the screen will flash brightly.

CUSTOM COMBOS:

Replacing Chain Combos from SFA, Custom combos allow you to chain ALL normal 
moves and even SPECIAL MOVES together into combos (it speeds the move up so 
their recovery is faster and you can throw another one emmediately). To 
perform a CC, you must first fill the CC meter at the bottom of the screen, 
then activate it with any two punches+any kick. The fighter will get blue 
shadows behind him. A time meter will appear right above the Alpha Meter; 
depending on how much Alpha Meter energy you have when you initiate the CC, 
the timer will count down for a period of time. Once the CC is activated, 
your character will slide forward and CANNOT be stopped until you attack. If 
you activate the CC in the air, they will fall at a normal rate, then start
sliding forward. You CANNOT stop a CC once it is activated, and even if the 
opponent switches sides with you (i.e. jumps over you, or teleports), you 
will keep going in the same direction. BTW, the CCs I have listed to help out
require a level 3. It is my opinion that this is the only time worth doing
CCs, if at all...


THE CHARACTERS:
---------------

Ryu:

Background: a snowy field in Japan. GREAT detail here.
Mid-boss: Sakura
End-Boss: Akuma
Taunt: Ryu adjusts his hand guards.

Moves: 
------

-Fireball (Hadouken):                    QCT+any punch
-Dragon Punch (Shoryuken):               F, D, D/F+any punch
-Hurricane Kick (Tatsumaki Senpuukyaku): QCB+any kick (can be done in air)
-Collarbone Breaker (Sakotsu Wari):      F+Strong (Overhead Strike)
-Spin Kick (Senpuu Kyaku):               F+Forward
-Fake Fireball:                          QCT+"Chouhatsu"
-Shoulder Toss (Ippon Seoi Nage):        F or B+Fierce or Strong (close)
-Stomach Throw (Tomoe Nage):             F or B+Forward or Roundhouse (close)
-Punch AC (Shoryuken):                   B, D/B, D+any punch (after block)
-Kick AC (Roundhouse Sweep):             B, D/B, D+any kick (after block)         

Super Moves:
------------

-Vacuum Fireball (Shinkuu Hadouken):                QCT, QCT+any punch
 L1-3 hits L2-4 hits L3-5 hits
-Vacuum Hurricane (Shinkuu Tatsumaki Senpuukyaku): QCB, QCB+any kick
 L1-5 hits L2-9 hits L3-13 hits

EXAMPLE COMBOS:
---------------

1. jumping Fierce, crouching Forward buffered into Fierce FB
2. jumping Roundhouse, crouching Fierce buffered into Fierce DP
3. jumping Fierce, crouching Jab, crouching Short buffered into Super FB
4. jumping Strong (2 hits), crouching Jab, crouching Jab, crouching Short
   buffered into Vacuum Hurricane 
     
CC?-- well, the best thing to do is lots of standing Forwards and Strongs for
      a start, and go into Fierces by the time the meter is half drained, 
      then do lots of FBs until its almost empty, and finish with one or two
      DPs. As an alternate, you can stop moving from about half screen by
      repeatedly chucking Fierce FBs--they will all connect, and usually get
      about 13 or 14 at L3.
      OR, try these:

1. crouching Roundhouse -> Fierce FB -> Fierce FB -> Fierce FB -> standing 
   Roundhouse -> Roundhouse HK -> Jab DP
2. standing Strong -> Fierce FBs until CC's over. (VS. JUMPING OPPONENT)
3. crouching Fierce -> Roundhouse Hurricane -> crouching Fierce -> 
   Roundhouse Hurricane -> Jab DP (GROUND OR AS AN AIR COUNTER)

COMMENTS:
---------

FB traps still work wonders. Of note is that his DP is no longer invulnerable
on its way up, i.e. he can be hit out of it with a projectile on the way UP,
although it still has great priority up close. His standing Fierce is no 
longer bufferable :(, and for some reason the HK will NOT buffer fast enough 
out of the crouching Fierce (although his FB and DP will...) Also of note is
that his Super FB is much slower, so that if the opponent throws a projectile
from over 3/4 screen away and you go through it with the Vaccuum FB, it can
be blocked in time! His new Fake Fireball is good for coaxing jump-ins, so 
you can promptly DP, but remember it still has recovery.

WHAT TO DO WITH RYU'S ALPHA METER...

Well, his meter can go any way--he has effective ACs for those who like ACs,
as opposed to just taking the challenge of timing Jab DP to counter 'em in 
the air. His CCs, at level 3, are pretty powerful if you feel like doing 
them. On the other hand, an opponent is just plain stupid to throw a 
projectile at Ryu when he has a level charged, unless their full screen away!
So, save it for what you want, constantly trying to get to level 3. Once you
have it, try for a place to put in a CC, or a level 3 SC...

SPECIAL CODE: "EVIL" RYU-

To play as "Evil" Ryu (supposedly what Ryu'd be like when he discovers the 
"hidden power" that Akuma speaks of in his ending), highlight Ryu in the 
Arcade mode, and PRESS Start. After releasing Start, quickly move to Adon,
Akuma, back to Adon and then back to Ryu (Right, Up, Down, Left)--once back
on Ryu, press and hold Start and hit any button. You'll know you've got the
code right if Ryu appears darker.
Evil Ryu is IMO better than regular Ryu--he has many of the abilities of 
Akuma: his DP hits 3 times, his Roundhouse Hurricane hits 3 times, he has 
juggling ability like Akuma (see below for some examples), and as well he has
the Ashura Warp (teleport)! He can also perform a Super DP (with QCT, QCT+any 
kick) AND the Raging Demon SC!! (see Akuma).

BTW, check out my EVIL RYU FAQ on my homepage!

EXAMPLE COMBOS:
---------------

1. jumping Roundhouse, crouching Roundhouse buffer into Roundhouse Hurricane 
   Kick
2. cross-up Forward, crouching Jab, crouching Short buffer into Short HK, 
   Fierce DP
3. jumping Roundhouse, crouching Roundhouse buffered into Vacuum Hurricane
4. jumping Fierce, crouching Fierce buffered into Super DP

#############################################################################

Adon:

Background: a river in Thailand, with a beautiful castle on the shore.
Mid-boss: Bison
End-Boss: Sagat
Taunt: Gives 'em the thumbs down

Moves: 
------

-Jaguar Kick:                QCT+any kick
-Rising Jaguar:              F, D, D/F+any kick
-Jaguar Tooth:               HCB+any kick
-Low Elbow:                  F+Strong (Overhead Strike)
-Jacknife Kick:              D/F+Forward   
-Kick-off:                   F or B+Strong or Fierce (close)
-Knee Toss:                  F or B+Forwars or Roundhouse (close)
-Punch AC (Rising Jaguar):   B, D/B, D+any punch (after block)
-Kick AC (Roundhouse Sweep): B, D/B, D+any kick (after block)         

Super Moves:
------------

-Jaguar Assault:                 QCT, QCT+any punch
 L1-4 hits L2-6 hits L3-6 hits
-Jaguar Revolver:                QCT, QCT+any kick
 L1-3 hits L2-4 hits L3-6 hits

EXAMPLE COMBOS:
---------------

1. jumping Roundhouse, standing Strong buffered into Roundhouse Rising Jaguar
2. standing Strong as an air counter (!) buffered into Roundhouse Rising 
   Jaguar
3. jumping Forward, crouching Strong buffered into Jaguar Assault

CC?-- knock 'em up with a crouching Roundhouse, then do repeated Short Jaguar
      Kicks until there's only a little bit left, then do a Forward Rising
      Jaguar into a Roundhous Rising Jaguar to finish.

      OR, try one of these:

1. standing Short -> Short Rising Jaguar -> standing Forward -> Forward 
   Jaguar Kick -> Roundhouse Rising Jaguar -> Roundhouse Jaguar Kick
2. D/F+Forward -> Short Rising Jaguar -> Short Rising Jaguar -> Short Rising 
   Jaguar -> Forward Jaguar Kick -> Roundhouse Rising Jaguar (VS. JUMPING
   OPPONENTS)

COMMENTS:
---------

Despite his weakened Jaguar Assault, which was what made him the nightmare he
was in SFA, he's still an awesome character, and one of my favs. His Jaguar
Tooth is THE FB counter, so pull off the Roundhouse version whenever you've
got some annoying Ryu or the like chucking them at you; just time it 
correctly, so you don't go over a fake FB and get DPed. Be VERY careful with
the Tooth, and NEVER do it unless thy've thrown a projectile, because if 
they aren't in the middle of a move, they can dP/uppercut, or even worse with
the big guys, block and SPD! The Rising Jaguar has a new motion, making it a
LOT easier to do, so it is yourbest air counter, also good in combos. Of 
course, it has the usual DP delay, and it is NOT invincible on the way up. 
There's a new motion for the Jaguar Kick, and it's still an awesome attack if
used properly. It is not easily countered if blocked, though the Roundhouse
version can be DPed. It is an awesome projectile counter up close or from 
anywhere closer than 1/2 screen--use the Forward version, as the Roundhouse
has little range and the Short is to low to go over FBs. The Roundhouse 
version is also a decent anticipated air counter. His new Low Elbow is a VERY
slow Overhead Strike, so don't bother unless they're asleep. His big 
disappointment is the Jaguar Assualt, which is not only vulnerable to FBs, 
but only goes a few steps! Only use it in combos. The Jaguar Revolver is 
still as deadly as ever, as an AWESOME air counter for good damage and as 
many as 5 hits, or to go through projectiles anwhere near the opponent! All
in all still a powerful fighter.

WHAT TO DO WITH ADON'S ALPHA METER...

SC, all the way. You NEED that meter for the Jaguar Revolver, it's probably 
his best weapon. His defenses are already a nightmare, so the ACs are useless
if you have any timing at all. The CCs are pretty cool and do great damage
at L3, so it all depends on what's needed at the time (i.e. if you have an
opening, go for a CC).

#############################################################################

Chun Li:

Background: China, on some street during a marathon. AAAAAAAHHHHHH! SO MANY 
            BIKES, SO MANY! ;)
Mid-boss: Gen
End-Boss: Bison
Taunt: Flips her hand toward them and exclaims "Gomene!" ("sorry!" or "excuse 
       me!")

Moves:
------

-Fireball (Kikoken):                HCT+any punch
-Lightning Kick (Hyakuretsu Kyaku): tap any kick repeatedly
-Spinning Bird Kick (Tensho Kyaku): charge D, U+K
-Split Kick (Sen'en Shuu):          HCB+any kick (Overhead Strike)       
-Flipping Neckbreaker:              F+Roundhouse (close)    
-Air Stomp:                         D+Forward (in mid-air)    
-Reaping Throw (Ohsotogari):        F or B+Strong or Fierce (close)
-Air Reaping Throw (Ohsotogari):    F or B+Strong or Fierce (close in air)
-Punch AC (Kikoken):                B, D/B, D+any punch (after block)
-Kick AC (Forward Sweep):           B, D/B, D+any kick (after block)

Super Moves:
------------

-Super Fireball (Kikosho):               QCT, QCT+any punch
 L1-5 hits L2-7 hits L3-10 hits
-Thousand Burst Kick (Senretsu Kyaku):   charge B, F, B, F+any kick
 L1-5 hits L2-6 hits L3-7 hits
-Rising Heaven Kick (Hazan Tenshokyaku): charge D/B, D/F, D/B, U+any kick

EXAMPLE COMBOS:
---------------

1. jumping Roundhouse, crouching Strong buffered into Fierce Kikoken
2. jumping Fierce, crouching Forward buffered into Roundhouse SBK
3. jumping Fierce, standing Short buffered into Lightning Kick
4. jumping Roundhouse, standing Jab, standing Short buffered into Kikosho          
5. jumping Fierce, crouching Forward buffered into Rising Heaven Kick
6. jumping Fierce, crouching Strong buffered into Thousand Burst Kick

CC?-- for an easy one, do lots of Forwards and Strongs until 1/2, then a lot
      of Fierces, then finish with a Short SBK into a Roundhouse SBK. Or if
      you've got REALLY fast thumbs, do a crouching Roundhouse then 
      repeatedly juggle with Roundhouse Lightning Kicks, and finish with a 
      Roundhouse SBK! With my own thumbs I can get over 40 hits, and I 
      imagine a LOT more if you have Turbo controller! GREAT damage.

      OR, try one of these for some style:

1. crouching Roundhouse -> standing Roundhouse -> Repeated Roundhouse 
   Lightning Kick
2. standing Roundhouse -> Repeated Roundhouse Lightning Kick (VS. JUMPING 
   ENEMY)
3. standing Roundhouse -> Short Tensho Kyaku -> crouching Roundhouse -> 
   Roundhouse Tenso Kyaku -> Roundhouse Tensho Kyaku

COMMENTS:
---------

Still as powerful as ever. Her Kikoken is no longer a charge, so you can play
better FB traps with it as it now comes out instantly--remember though, that
it has slower recovery than FBs like Ryu's, so if you're jumped, you're 
screwed. The Lightning Kick, if you have the lightning thumbs, is still a 
great move for damage, and in combos; if you can anticipate it can also be
used as an air counter. Her Spinning Bird Kick, the rising version that it
has been since Super Turbo, is an AWESOME air counter and does GREAT damage;
like most DP moves, if blocked you're dead. The Split Kick is an underused
move, but it not only hits overhead, but has high priority over most attacks
up close, and goes through projectiles! In addition, although it cannot be
chained into a combo, it recovers almost instantly, so when it hits, blocked 
or not, mix up your follow up to surprise 'em. Her Kikosho is still one of 
the best air counters in the game, good in combos as well; note she can be
hit low out of it though. The Thousand Burst Kick still goes through FBs at
all levels, so use appropriately. The Rising Heaven Kick is a little easier
to do, and is GREAT as a well-timed air counter or in combos.

WHAT TO DO WITH CHUN'S ALPHA METER...

Well, both her ACs are kinda useless, but her SCs are far from it! IMO save
it for the SCs, but if you've got really good thumbs and manage to build up
to level 3, DESTROY the opponent with the Lightning Kick CC if possible at
ALL.

SPECIAL CODE: SUPER TURBO CHUN-

To play as Chun Li in her old costume, highlight Chun Li in the arcade mode
and press and hold Start for 5 seconds--then press any button. The only 
difference is her costume and her Kikoken is now the old SB motion. Other 
than that all of her moves are intact.

#############################################################################

Guy:

Background: Japan, in an alleyway. The background is full of Final Fight
            characters--Haggar is in the center with a punk in a headlock :),
            and Cody and Jessica stand off the of the left. In the background
            is Abigale and many more...
Mid-boss: Rose
End-Boss: Bison
Taunt: Turns his back to the opponent

Moves:
------

-Bushin Air Throw (Bushin Inazuna Otoshi):  QCT+P, P over opponent's head
-Quick Dash (Shitsu Kake):                  QCT+Short
-Bushin Dash Slide (Kage Sukui):            QCT+Forward, any kick
-Bushin Dash Crescent Kick (Kage Hayagake): QCT+Roundhouse, any kick 
                                            (Overhead Strike)
-Hurricane Kick (Bushin Sempuu Kyaku):      QCB+any kick    
-Dash Elbow:                                QCB+any punch    
-Overhead Elbow:                            F+Strong (Overhead Strike)
-Elbow Drop (Chuu Otoshi):                  D+Strong (in mid-air)
-Bushinryuu Combo:                          Jab, Strong, Fierce, Roundhouse
-Flip Kick:                                 D/F+Roundhouse
-Shoulder Toss:                             F or B+Strong or Fierce (close)
-Grab `n' Knee:                             F or B+Forward or Roundhouse 
                                            (close)
-Air Throw:                                 F or B+Fierce (close in air)    
-Punch AC (standing Fierce):                B, D/B, D+any punch (after block)
-Kick AC (crouching Roundhouse):            B, D/B, D+any kick (after block)

Super Moves:
------------

-Bushin Rage (Bushin Gourai Kyaku):     QCT, QCT+any kick
 L1-4 hits L2-6 hits L3-7 hits
-Bushin Jump (Bushin Hasso Ken):        QCT, QCT+any punch
 L1-4 hits L2-5 hits L3-6 hits

EXAMPLE COMBOS:
---------------

1. jumping Fierce, Bushinryuu Combo
2. jumping Roundhouse, standing Fierce buffered into Fierce Dash Elbow or 
   Roundhouse Hurricane Kick
3. crouching Fierce as air counter (!) buffered into Roundhouse Hurricane 
   Kick
4. standing Jab, Strong, Fierce buffered into Bushin Rage     

CC?-- lots of standing Forwards and Strongs, then go into Roundhouses around
      half, then finish with some Hurricane Kicks. Nothing special.

      OR, try these:  
      
1. crouching Fierce -> Fierce Dash Elbow -> crouching Fierce -> Fierce Dash 
   Elbow -> crouching Fierce -> Fierce Dash Elbow -> Roundhouse Hurricane 
   Kick
2. Roundhouse Hurricane Kick -> Roundhouse Hurricane Kick -> Roundhouse 
   Hurricane Kick (VS. AIR OPPONENTS)
3. crouching Forward -> Bushin Leap/Elbow (NOT THE AIR THROW!) -> Roundhouse
   Hurricane Kick -> Roudhouse Hurricane Kick

COMMENTS:
---------

Still quite devastating. For some reason, I find it more difficult to get the
Air Throw out of the QCT+P, and usually get the Elbow... His dash attacks are
quite the same, as is the Hurricane Kick (still a great air counter). His new
move is actually pretty useless IMO, as the start and recovery are quite
slow, although it can be used in some combos. Because of the dash first, he
may be able to avoid high attacks... He is one of the few characters to 
retain Chain Combos, so use it in a combo at every opportunity. His Bushin 
Rage is now weaker, although may still go through FBs. His best improvement 
is that his Bushin Jump SC will now hit standing opponents, acting sort of 
like a DP super--use it to counter jump ins, or to take priority of attacks 
up close, but remember if blocked you're screwed.

WHAT TO DO WITH GUY'S ALPHA METER...

IMO, save it for the SCs; his CCs aren't all that amazing except for style
points, and he has great defenses without the ACs.

#############################################################################

Ken:

Background: a cruise ship somewhere in the USA, during his girlfriend Eliza's 
            birthday party. You can see a LOT of Capcom characters here, like 
            Eliza herself, Felicia (Night Warriors) in the pool, and Captain 
            Commando; also someone who looks suspiciously like Hanzo of 
            Samurai Shodown...
Mid-boss: Dan
End-Boss: Ryu
Taunt: Gives you the thumbs up

Moves:
------

-Fireball (Hadouken):                    QCT+any punch
-Dragon Punch (Shoryuken):               F, D, D/F+any punch
-Hurricane Kick (Tatsumaki Senpuukyaku): QCB+any kick (can be done in air)
-Roll (Zenpou Tenshin):                  QCB+any punch
-Fake Roll:                              QCT+"Chouhatsu"
-Axe Kick (Inazuma Kakato Wari):         F+Forward (Overhead Strike)
-Double Stomach Throw:                   F or B+Strong or Roundhouse (close)
-Grab `n' Knee:                          F or B+Forward or Roundhouse (close)
-Air Stomach Throw:                      F or B+Fierce (close in air)
-Punch AC (Shoryuken):                   B, D/B, D+any punch (after block)
-Kick AC (standing Roundhouse):          B, D/B, D+any kick (after block)         

Super Moves:
------------

-Rising Dragon Destroyer (Shoryureppa): QCT, QCT+any punch
 L1-4 hits L2-6 hits L3-7 hits
-Dragon God Fist (Shinryuken):          QCT, QCT+any kick repeatedly
 L1-6 hits L2-10 hits L3-14 hits

EXAMPLE COMBOS:
---------------

1. jumping Fierce, crouching Fierce buffered into Fierce Hadouken
2. jumping Fierce, crouching Forward buffered into Roll, Throw :)
3. jumping Roundhouse, standing Strong buffered into Fierce DP
4. jumping Roundhouse, crouching Fierce buffered into Roundhouse HK
5. cross-up Forward, crouching Fierce buffered into Shoryureppa

CC?-- Basically the same as Ryu's, though I recommend mixing in more HKs.

      OR, try one of these:

1. standing Strong -> Strong DP -> crouching Fierce -> Fierce DP, standing 
   Fierce -> Fierce DP (VS. JUMPING OPPONENTS)
2. crouching Roundhouse -> Forward HK -> Forward -> HK -> Roundhouse HK -> 
   Fierce DP

COMMENTS:
---------

Still a great character and one of my favs. His FB is NOT like Ryu's and is 
quite a bit slower, so don't play Ken primarily with FB traps. The DP is the
usual, except it no longer is invincible on the way up, so don't use it 
through projectiles; still the Jab is THE air counter. The Hurricane Kick is
quite safe to use if it connects, although not knocking down--if blocked, you
are screwed, however if it connects, especially in a combo, it does decent
damage and has good dizzy potential. It will also go over some FBs with 
timing (i.e. the Sonic Boom). In the air, it is probably Ken's highest
priority attack. His Roll is still a good way to get under MOST FBs (i.e.
NOT Ryu's!) and generally confuse the opponent--it's great in combos, 
followed by a Throw... BTW, sorry but I just don't see the use of the Fake 
Roll, as he falls over fast and it cannot be cancelled into a Special Move. 
His Shoryureppa is now more valuable than ever, as it is now the only attack 
that easily goes through FBs; don't try it as an air counter, as it'll only 
hit once or twice for pitiful damage. It's best to either go through FBs from 
fairly close, or buffered into the enemy's low sweep, as its priority is 
paramount over low attacks. The Shinryuken does much less damage, but is 
still a high priority counter vs. high jumping attacks. 

WHAT TO DO WITH KEN'S ALPHA METER...

Like Ryu, he's quite well-balanced with all his Super uses. I find the Jab DP
good enough to deal with jumpers, and he can counter a LOT of blocked ground
attacks with a simple standing Roundhouse, so IMO forget the ACs. His CCs can
do good damage at level 3, so if you manage to find somewhere to put it in,
go for it, although IMO you should save his Shoryureppa for priority over
sweep-happy fighters, and the Shinryuken for priority over jump-happy foes.

#############################################################################

Dhalsim:

Background: beautifully illustrated field in India, with Elephants lazing
            about and a statue of Budda in behind. Dhalsim's wife watches 
            from center screen, and cringes when Dhalsim is hit. She cheers 
            when he hits his foe...
Mid-Boss: Zangief
End-Boss: Bison
Taunt: crosses his legs, floats, and mutters

Moves:
------

-Yoga Fire:                       QCT+any punch
-Yoga Flame:                      HCB+any punch
-Yoga Thrust:                      HCB+any kick
-Yoga Teleport (In front, close): B, D, D/B+all three punches (all Teleports
-Yoga Teleport (In front, far):   B, D, D/B+all three kicks    can be done in
-Yoga Teleport (Behind, close):   F, D, D/F+all three punches  mid-air)
-Yoga Teleport (Behind, far):     F, D, D/F+all three kicks 
-Yoga Mummy:                      D+Fierce (in mid-air)
-Yoga Drill:                      D+any kick (in mid-air)
-Yoga Noogie:                     F or B+Strong (close)
-Yoga Toss:                       F or B+Fierce (close)
-Punch AC (Uppercut):             B, D/B, D+any punch (after block)
-Kick AC (Slide):                 B, D/B, D+any kick (after block)         

Super Moves:
------------

-Yoga Inferno:                   QCT, QCT+any punch
 L1-3 hits L2-8 hits L3-13 hits
-Yoga Air Slam:                  QCT, QCT+any kick
 L1-1 hit L2-2 hits L3-3 hits

EXAMPLE COMBOS:
---------------

1. jumping B+Strong, D/B+Strong buffered into Strong Yoga Fire
2. Roundhouse Yoga Drill (DEEP), crouching Roundhouse

CC?-- lots of standing BACK+Strongs, then at about half meter switch to 
      BACK+Fierce for repeated double headbutts, then finish with some Yoga
      Fires.

      OR,

1. crouching Roundhouse (slide or trip) -> Fierce Yoga Flame -> Roundhouse 
   Yoga Thrust -> Roundhouse Yoga Thrust -> Roundhouse Yoga Thrust
2. crouching Roundhouse (slide or trip) -> Fierce Yoga Fire -> Fierce Yoga 
   Fire -> Fierce Yoga Fire -> Long Range standing Roundhouse -> Fierce Yoga 
   Fire

COMMENTS:
---------

Dhalsim is a new driving force in this game, although his play is a little
different from back in SF2. He now has twice the normal moves, as he has his
long range moves, plus short-range moves performed by holding in a backward
direction while attacking (this includes in the air). NOTE: all long-range 
attacks will MISS up close, so timing and carefulness are important. His Yoga 
Fire now dissappates before full screen (Actually, the Jab version will 
fizzle out JUST after hitting the enemy if they're full screen), but is still 
a decent keep away method, and it can be mixed up with the classic Roundhouse 
trap to knock 'em out of the air when they try to jump over it. The Yoga 
Flame has a new HCB motion, and is a decent short range move, but not very 
important. The Yoga Thrust, although if missed will leave you wide open, is a 
GREAT air counter. His Teleport is a VERY effective way to avoid and confuse 
the opponent, and can now be done in the air (great fakeout; jump in, then
Teleport just as they attempt an air counter, and jump in on 'em from behind
where you appear!). The Yoga Mummy is pretty useless on standing opponents,
but has high priority over jumping attacks. The Drills can now be varied to
different angles--Short is a very shallow angle spanning the whole screen,
and Roundhouse goes almost straight down. His two SCs are effective and
damaging; the Inferno is a decent air counter, 'cause he bobs his head up and
down to spread the flame about, and also has priority on standing attacks,
though trading hits has happened. The good thing about it is the AMAZING 
damage potential if you get all hits (which, BTW, you WON'T as an air 
counter.) His Air Throw, despite what some say, has good priority over 
jump-ins, so if you anticipate one, throw this out... also good on recovering 
DPs... :)

WHAT TO DO WITH DHALSIM'S ALPHA METER...

His #2 CC does GREAT damage, so go for it if you wish. He also has GREAT 
defenses, so forget the ACs. Stick with his SCs unless going for style with
the CCs.

SPECIAL CODE: CE DHALSIM-

To play as the old Dhalsim of SF2CE, highlight Dhalsim and PRESS Start. After
releasing Dhalsim, quickly move through Zangief, Sagat, Charlie and back to
Dhalsim. Once back on Dhalsim, immediately press and hold Start, then press
any button.
CE Dhalsim cannot perform any SCs, CCs, ACs, and cannot tech hit. He also 
cannot do the Yoga Thrust or Yoga Teleport.So why use him? In my opinion, you 
shouldn't, however some may find him more simplistic, as he no longer has any 
directional moves, his Yoga Drills have higher priority and only one angle, 
His Slides have regained their old ticking ability, and his Yoga Fire no 
longer dissapates!

#############################################################################

Gen:

Background: VERY detailed back alley in China. There's even well-drawn 
            reflections in the puddles on the ground.
Mid-Boss: Chun Li
End-Boss: Akuma
Taunt: beckons you to come closer...

Moves:
------

-Mantis Style:                   all three punches 
-Crane Style:                    all three kicks 
-Mantis Kick (Geki Ro):          F, D, D/F+any kick repeatedly (MANTIS STYLE)
-Lightning Fist (Kyaku Rekenko): tap any punch repeatedly (MANTIS STYLE)
-Wall Dive (Ouga):               charge D, U+any kick (CRANE STYLE)
-Rolling Punch (Jya Sen):        charge B, F+any punch (CRANE STYLE)
-Overhead Peck:                  standing Strong (Overhead Strike; CRANE 
                                 STYLE) 
-Double Forearm:                 F or B+Strong or Fierce (close; both styles) 
-Shin Whack:                     F or B+Forward or Roundhouse (close; both 
                                 styles) 
-Punch AC (Peck):                B, D/B, D+any punch (after block)
-Kick AC (Mantis Kick):          B, D/B, D+any kick (after block)         

Super Moves:
------------

-Omega Dash:                    QCT, QCT+any punch (MANTIS STYLE)
 L1-4 hits L2-5 hits L3-6 hits
-Death Touch:                   QCB, QCB+any punch (MANTIS STYLE)
 L1-3 hits L2-5 hits L3-7 hits
-Rising Slam:                   QCT, QCT+any kick (CRANE STYLE)
 L1-1 hit L2-2 hits L3-3 hits
-Psycho Dive:                   QCB, QCB+any kick in mid-air (CRANE STYLE)

CHAIN COMBOS:
-------------

(MANTIS STYLE ONLY)

standing Strong, standing Fierce, standing Roundhouse
standing Fierce, standing Roundhouse
standing Strong, standing Fierce
standing Roundhouse, standing Fierce
crouching Jab, crouching Fierce
standing Short, standing Forward, standing Roundhouse
crouching Jab, crouching Short, crouching Forward, standing Fierce

EXAMPLE COMBOS:
---------------

1. jumping Fierce, standing Fierce buffered into Lightning Fist (tap Fierce
   FAST; Mantis Style only)
2. jumping Roundhouse, standing Fierce buffered into Roundhouse Mantis Kick
3. jumping Roundhouse, crouching Strong or Forward buffered into Omega Dash
   (Mantis Style only)
4. crouching Jab buffered into Fierce Rolling Punch (Crane Style only)
5. crouching Short, Air Slam (!!!; Crane Style only--Short will launch 'em!)

CC?--In the Crane Style, use lots of Strongs and Forwards, then switch to the
     2-hit Roundhouse about halfway. Then, finish with lots of Rolling 
     Punches (remember, you only have to TAP B, F). Or, crouching Roundhouse 
     and juggle with a Fierce Lightning Fist repeatedly!

COMMENTS:
---------

A weird albeit powerful character, the Mantis Style is generally offensive 
and fast, with lots of pecking and ticking attacks, whereas the Crane Style
is more evasion and defense. The Mantis Kick is a damaging DP-like move, but
has some differences from the stereotypical move--it is VERY slow in coming
out and in recovery, its range is pitiful and he doesn't rise all that high
either; stick with it as a high air counter, or in combos. The Lightning Fist
is a tad easier to tap than Chun Li's Lightning Kick, so use it more often, 
especially in combos; if you anticipate it, this will also counter jump-ins
easily and will take priority over a lot of dashing moves. In his Crane Style
the Wall Dive is very remeniscent of Vega, as Gen will jump back to the wall
then forward, and you can control him to a certain extent--if you hold F he
will go full screen with the attack, and if neutral he goes just over 3/4
screen; if you hold D or B he dives fairly close. This is a great way to get
over FBs or to avoid an overly offensive opponent. The Rolling Punch is a
great move that goes under most high attacks and projectiles, and the Roll
itself will hit--it will not knock the opponent down, but you will recover
just barely before they do. If you want, try for a Throw, or just jump away.
If blocked Gen's in trouble. His Omega Dash is a powerful Super that will 
leave you at their mercy for a full second if blocked or missed, but it will 
go some FBs and takes high priority over standing attacks, though with good 
timing and anticipation, he can be hit with a crouching kick quickly before 
he reaches 'em. The Death Touch is a very creative Super--if it connects it
will do some damage and a counter will appear over their head; when it 
reaches 0, the opponent will instantly be dizzied! They can only prevent the
dizzy by hitting Gen before it happens, and this does not count if he blocks!
The Rising Slam is like a lot of other Super Air Throws, doing MAJOR damage
and YES, having decent priority on jump-in attacks. In addition, he can 
juggle after the crouching Short launcher with the SC! The Psycho Dive is 
a pretty good SC for confusion, and it's a lot like Spider-Man's Maximum
Spider from MSH (only a lot slower). Since it's done in the air, you're best
to do it as a fake-out when jumping in...

WHAT TO DO WITH GEN'S ALPHA METER...

SC all the way! Gen's SCs rock, and he does enough damage already to worry
about the CCs (except for style points). His defenses IMO are good enough, 
and if you're a really defensive player, just stick with the Crane Style.

#############################################################################

Sakura:

Background: fights in her backyard, and her little brother plays Nintendo in
            the window, and cheers his sister on.
Mid-Boss: Sagat
End-Boss: Ryu
Taunt: giggles and points at the opponent (hits for damage ala Chun Li)

Moves:
------

-Fireball (Hadouken):           QCT+any punch (punch up to 3 times)
-Dashing Dragon Punch (Shoken): F, D, D/F+any punch
-Hurricane Kick (Senpuu Kyaku): QCB+any kick
-Side Hack Kick:                F+Forward (Overhead Strike)
-Choke Hold:                    F or B+Strong or Fierce (close)
-Kick-off:                      F or B+Forward or Roundhouse (close)
-Punch AC (Shoken):             B, D/B, D+any punch (after block)
-Kick AC (Sweep):               B, D/B, D+any kick (after block)         

Super Moves:
------------

-Vacuum Fireball (Shinkuu Hadouken):   QCT, QCT+any punch
 L1-3 hits L2-4 hits L3-5 hits
-Rising Dragon Destroyer (Shoryureppa): QCT, QCT+any kick
 L1-4 hits L2-6 hits L3-7 hits
-Super Low Hurricane:                   QCB, QCB+any kick
 L1-5 hits L2-6 hits L3-7 hits

EXAMPLE COMBOS:
---------------

1. jumping Roundhouse, standing Fierce buffered into Fierce Shoken
2. jumping Roundhouse, crouching Fierce buffered into Fierce FB
3. jumping Fierce, crouching Fierce buffered into Shoryureppa

CC?--Basically the same as Ryu, with lots of Strongs then Fierces into lots
     of FBs, finish with a Shoken...note that you should remember not to tap
     the punch like crazy when doing the FBs, or you'll get the delayed ones.

     OR, try one of these for style points:

1. crouching Fierce -> Fierce DP -> Fierce DP -> Fierce DP (also good 
   Vs. jumping opponents)
2. crouching Fierce -> Forward HK -> -> standing Forward -> Roundhouse HK -> 
   Fierce DP
3. crouching Roundhouse -> FAST crouching Forward -> Fierce FB -> Forward 
   HK -> crouching Fierce -> Fierce DP

COMMENTS:
---------

NOT to be played like Ryu. Her FB has three different levels--tapping punch
once will give you the standard size FB, that will fizzle out at full screen
distance. Tapping twice will give you larger FB that goes about 4 steps, and
tapping 'er three times gives the big kahuna FB, right in front of Sakura.
Note that the double and triple take time to build up. Her Shoken is a dash
following into an uppercut. She can be hit during the dash; best used in
combos, though the JAb version hits once and is a decent deep air counter. 
Her Senpuukyaku is a weird HK that brings her forward and upward, then back
down for 2 hits. Great priority over most low attacks, but if blocked there's
a delay. Her Shinkuu Hadouken is basically the same as Ryu's, and is best 
used to nullify other projectiles. However like her other FB, it will fizzle
out at full screen. Her Shoryureppa is a lot like Ken's, but the lunge 
forward is further, so it has better range--it also goes through FBs at L2 
and L3. Her Low Hurricane Super is pretty cool, racking up the damage, and 
its greatest asset is its low hit range, so use it to take priority over 
high attacks.

WHAT TO DO WITH SAKURA'S ALPHA METER...

Like Ryu, she has powerful CCs, but I find she has awesome defenses without
the ACs. The SCs are awesome up close for taking priority over pretty much
anything, so stick with them unless you find an opening for a level 3 CC.

#############################################################################

Rolento:

Background: his elevator from FF. Lots of detail with some big billboard in
            the background
Mid-Boss: Sodom   
End-Boss: Guy
Taunt: throws a little grenade a few feet, exploding in a puff of smoke

Moves:
------

-Patriot Circle:        QCT+any punch (up to 3 times)
-Mekong Delta Escape:   QCB+any punch, any punch
-Mekong Delta Air Raid: QCB+any kick, then any attack
-Mekong Delta Attack:   all three punches, any punch
-Stinger:               F, D, D/F+any kick
-Pogo Hop:              D, U/B or U/F
-Pogo Stand:            F+Forward
-Pogo Drop:             D+Forward (in mid-air)
-Shoulder Toss:         F or B+Strong or Fierce (close)
-Explode:               F or B+Forward or Roundhouse (close)
-Punch AC (Circle):     B, D/B, D+any punch (after block)
-Kick AC (Leap over):   B, D/B, D+any kick (after block)         

Super Moves:
------------

-"Hook Fatality" :) :          QCT, QCT+any kick
  L1-1 hit L2-1 hit L3-1 hit
-Mine Sweeper:                 QCB, QCB+any punch  
 L1-2 hits L2-3 hits L3-4 hits 

EXAMPLE COMBOS:
---------------

1. jumping Strong, crouching Forward buffered into Patriot Circle (The ONLY 
   combo you need--15 hits, good damage!)
2. jumping Strong, crouching Strong
3. Stinger (low to ground), standing Fierce     
4. J.Roundhouse, crouching Roundhouse

CC?--Rolento kicks ass with CCs! For a 50+ hit CC, activate it DEEP in the 
     air over their head and start with some jumping Strongs--as soon as you
     land, hold down and keep hitting Strong for 3 hits each time! You can 
     even finish with a Patriot Circle at the end.

     OR, for more style, try this:

     crouching Roundhouse -> Roundhouse Stinger -> Roundhouse Stinger -> 
     Roundhouse Stinger -> Roundhouse Stinger (BIG DAMAGE, lotsa timing)

COMMENTS:
---------

The Patriot Circle makes Rolento twirl his baton around his waist for the 1st
part, then the same for the second, then finishes with an upward twirl for 11
hits! The damage is decent, but it's best used in combos, as you can be hit
easily if blocked. The Mekong Delta Escape is a roll backward (FAST), then a
jump forward to hit 'em overhead. Great for avoiding most projectiles, and 
pretty cool against lunging/dashing attacks (even some Supers like Ken's
Shoryureppa!) If the jump attack is blocked, you can usually be countered,
definetely ACed (of course). The Mekong Delta Air Raid is a great pecking 
tool, and is basically like Vega's Wall Dive, except you can control what
Rolento does during the jump off the wall (any jumping attack)--you can also
control his distance, i.e. hold forward and he'll jump further. Great for 
evasing projectiles and a lot of moves in general;and of course, since you 
can perform and jumping attack out of it, you can go into a jump-in combo! 
The Mekong Delta Attack is a cool, powerful defensive move--Rolento will do a 
backflip, invulnerable to some things, then by pressing punch again he will 
roll forward VERY fast for good damage (not multiple hits as I originally 
thought). Again, good for avoiding dashing/lunging attacks, and great against 
slow FBs (i.e. as in a Ryu FB trap), as you'll back away from it, then roll 
underneath. The Stinger makes Rolento jump up, then by pressing a button 
he'll throw a knife at ANY point during that jump; Short will make him throw 
very close to him, Forward further ahead, and Roundhouse about full screen. 
He's vulnerable on the way down, but this is a great keep-away move and if 
you anticipate it, you can knock jumping opponents away with it. NOTE: try it
for yourself, it looks HILARIOUS--any opponent can PUNCH OR KICK Rolento's
knife away! Best done with a Short or Jab, and Special Moves (eg. DP) work as
well!
His Hook Fatality SC (I like THAT name!) does great damage, though is 
difficult to connect with; I don't feel like describing it, but the spark 
Rolento fires across the ground at first hits LOW so if anything, mix it up 
with quick high attacks so they leave themselves open. The higher the level, 
the further the spark travels, up to about 4 steps away, and the faster it
moves; this also has high priority on most attacks. The Mine Sweeper is the 
more effective of the two Supers, and it makes Rolento hop back while lobbing 
grenades; it starts and recovers fairly slow, but because of the leap back he 
avoids a lot of attacks--use it to avoid jump in opponents and blow them up, 
or a lot of dashing/lunging moves.

WHAT TO DO WITH ROLENTO'S ALPHA METER...

His ACs are useless as his defenses are a nightmare already (eg. standing STRONG!)--
although the kick AC is definetely worth doing when you block their CC; 
Rolento will fly through them and they will continue to walk away from you, 
their back exposed; it's best to then nail 'em with a Hook Fatality or your 
own CC. Rolento's CCs are TOTALLY worth it at level 3, try to get it as much 
as possible, especially if you master the one with the Stingers. Both SCs 
have their uses, but the Mine Sweeper is more favorable.

#############################################################################

Charlie:

Background: A landing platform in the USA. A Harrier Jet spends the whole
            round hovering behind the fight.
Mid-Boss: Rolento
End-Boss: Bison
Taunt: Rights your name on his hit list of victims

Moves:
------

-Sonic Boom:              charge B, F+any punch
-Somersault Kick:         charge D, U+any kick
-Hopping Half-Roundhouse: F+Forward (Overhead Strike)
-Lunging Front Kick:      B or F+Roundhouse
-Spinning Backfist:       F+Fierce
-Backdrop:                F or B+Strong or Fierce (close)
-Grab `n' Knee:           F or B+Forward or Roundhouse (close)
-Air Backbreaker:         F or B or D+Fierce (close in air)
-Punch AC (Backfist):     B, D/B, D+any punch (after block)
-Kick AC (Sweep):         B, D/B, D+any kick (after block)

Super Moves:
------------

-Sonic Blade:                  charge B, F, B, F+any punch repeatedly
 L1-2 hits L2-3 hits L3-4 hits
-Crossfire Blitz:              charge B, F, B, F+any kick 
 L1-4 hits L2-5 hits L3-6 hits
-Somersault Justice:           charge D/B, D/F, D/B, U+any kick 
 L1-6 hits L2-6 hits L3-7 hits

EXAMPLE COMBOS:
---------------

1. jumping Fierce, crouching Jab, crouching Short buffered into Fierce Sonic 
   Boom
2. jumping Fierce, crouching Jab, crouching Short buffered into L1 Crossfire
   Blitz, L2 Somersault Justice (CORNER)
3. jumping Roundhouse, crouching Strong buffered into Roundhouse Somersault 
   Kick
4. cross-up Forward, crouching Jab, crouching Jab, crouching Short buffered
   into L3 Somersault Justice

CC?--start with lots of Strongs and Forwards, then about half way go into 
     some Sonic Booms, thne with about 1/3 left, do a crouching Roundhouse
     then juggle with a lot of Somersault Kicks

     OR...

1. standing Strong -> Roundhouse Somersault Kick -> Roundhouse Somersault 
   Kick -> Roundhouse Somersault Kick (VS. JUMPING OPPONENT)
2. crouching Roundhouse -> Fierce SB -> Roundhouse Somersault Kick -> Fierce 
   SB -> Roundhouse Somersault Kick

COMMENTS:
---------

Defensive as ever, although I don't find much wrong with that. His Sonic Boom
still has little delay, but can be hit if they jump over it; decent from full
screen for keep-away. The Somersault Kick is still a great air counter, 
although I think his standing Strong is better; if you do air counter with it
use the Forward or Short version, as they have the best recovery, and UNLIKE
the Roundhouse version, CANNOT be air blocked. BTW, his Air Throw, the Back
Breaker, now has sickening priority. Believe it or not, but I managed (after
crouching it) to actually Air Throw Sakura out of her HURRICANE KICK! The 
Sonic Blade SC is still pretty much useless and can still be air blocked; 
best used to deal with FBs from fairly close. The Crossfire Blitz still does 
good damage; if it's blocked at L2 or 3, Charlie's in trouble and it has bad 
priority on low kicks; best used in combos or after blocking dashing moves 
(eg. Guy's Bushin Dash Crescent Kick). The Somersault Justice is still 
Charlie's best Super, if you can master the motions; a GREAT air counter, 
especially near a corner; also has GOOD priority buffered into an opponent's 
sweep or other low move; if blocked or missed, Charlie's dead.

WHAT TO DO WITH CHARLIE'S ALPHA METER...

SCs, all the way. The Somersault Justice when mastered is Charlie's most 
important move, and the only way to do any major damage on combos is with the
Crossfire Blitz or Somersault Justice; the Sonic Blade isn't very effective,
but decent for taking care of FBs near his foe. His ACs are far too slow, and
if you play Charlie properly, meaning constantly charging D/B, you can deal
with countering with the Somersault Kick or Sonic Boom. His CCs are nothing
special either.

#############################################################################

Birdie:

Background: Hilarious! This is a BATHROOM in England somewhere, and even has
            guys standing at the urinals and coming out of the stalls!
Mid-Boss: Dhalsim
End-Boss: Bison
Taunt: flicks out his switch-blade comb

Moves:
------

-Dashing Headbutt:    charge B, F+any punch
-Bullhead Ram:        hold any 2 punches or any two kicks, release
-Chain Grab:          roll 360+any punch
-Bandit Chain:        roll 360+any kick
-Body Splash:         D+Fierce (AIR)
-Repeated Headbutts:  F or B+Strong or Fierce (close)
-Overhead Heave:      F or B+Forward or Roundhouse (close)
-Punch AC (Headbutt): B, D/B, D+any punch (after block)
-Kick AC (Boot):      B, D/B, D+any kick (after block)

Super Moves:
------------

-Jackhammer Rush:                  charge B, F, B, F+any punch
 L1- 3 hits L2- 4 hits L3- 6 hits
-Leaping Bandit:                   QCT, QCT+any button 
 L1- 2 hits L2- 3 hits L3- 4 hits

EXAMPLE COMBOS:
---------------

1. jumping Roundhouse, crouching Short buffered into Fierce Dashing Headbutt
2. cross-up Body Splash, standing Short buffered into Fierce Chain Grab 
   (tick)
3. jumping Fierce, crouching Fierce (1st hit) buffered into Jackhammer Rush

CC?--AWESOME! Start with a LOT of standing Shorts (I know, doesn't seem like
     much), then at about half go into a lot of standing Forwards, then 
     finish with 2 standing Fierces buffered into one last Chain Grab or
     Bandit Chain. I can do about 50% damage with all the hits a L3...
     Alternately, you can charge during the whole CC with Jab+Strong, then
     release a Final Bullhead Ram for around the same damage (if you find the
     360 difficult)

COMMENTS:
---------

Despite his weakened 360 moves, Birdie is still quite a nightmare. His
Dashing Headbutt is faster, initially and in recovery; the Jab version is an 
AWESOME air counter with proper timing; use this primarily, as his awesome-
priority standing Fierce no longer has its priority... The Bullhead Ram can
still be charged to multiple damage levels, although it is IMO not a strong
move, because of its recovery; use it mainly as a counter, and it will go
through FBs JUST as he turns around. The Chain Grab now has reduced range,
and you cannot tick as well with the standing Short; to rememdy this, I have
found you simply have to perform the Short, then wait a split second to do 
the Grab; this will not make it a combo, effectively not making it a tick as
well, so the game will not register this and make the Grab miss. As far as I
know, if the opponent just stands there tapping Jab or Short they can knock
him away before the Chain Grab, but it's still hard to avoid. If it misses 
he'll grab at air and he'll be left open. His new Bandit Chain you should 
treat the same way as the Chain Grab, and as far as I know it has the same 
range; if it misses he'll grab at air and he'll be left open. His Jackhammer
Rush does good damage, but is best used in combos; if blocked you're screwed.
Remember of course that this can be taken out with any low move and timing.
The Leaping Chain Grab, as any Birdie player knows, is his ultimate weapon.
Each button you use makes him leap different distances; ANY TIME the enemy
throws a projectile at you with at least a level charged (this is of course
suicide), instantly pull this off, using the appropriate button for how ever
far away they are; BAM! They're grabbed before they can say "fireball trap"!

WHAT TO DO WITH BIRDIE'S ALPHA METER...

Birdie has great defenses alone, so the ACs are pretty much useless. The CC 
is DEFINETELY worth it at level 3, but you'll find yourself rarely getting to
level 3, as you'll be using the Leaping Chain Grab on fireballers... If 
you're fighting an opponent without a projectile, definetely use the CC.

#############################################################################

Rose:

Background: ruins in Italy
Mid-Boss: Akuma
End-Boss: Bison
Taunt: waves her finger at the enemy

Moves:
------

-Soul Spark:              HCT+any punch
-Soul Catch:              F, D, D/F+any punch
-Soul Spiral:             QCT+any kick
-Soul Reflect (Straight): QCB+Strong
-Soul Reflect (Upward):   QCB+Fierce
-Soul Absorb:             QCB+Jab
-Slide:                   D/F+Forward
-Mind Blast:              F or B+Strong or Fierce (close)
-Punch AC (Exchange):    B, D/B, D+any punch (after block)
-Kick AC (Sweep):         B, D/B, D+any kick (after block)

Super Moves:
------------

-Super Aura Spark:                HCB, HCB+any punch
 L1- 3 hits L2- 5 hits L3- 4 hits
-Aura Assault:                    QCT, QCT+any punch
 L1- 1 hit L2- 3 hits L3- 4 hits
-Aura Soul Shadows:               QCT, QCT+any kick
 L1- 5 seca L2- 6 secs L3- 9 secs

EXAMPLE COMBOS:
---------------

1. jumping Fierce, crouching Fierce buffered into Roundhouse Soul Spiral
2. cross-up Forward, crouching Jab, crouching Jab, crouching Strong buffered
   into Roundhouse Soul Spiral
3. jumping Roundhouse, crouching Fierce buffered into L3 Aura Assault or      
   Super Aura Spark
4. jumping Fierce, crouching Strong buffered into Fierce Soul Reflect, juggle
   with L1 Aura Assualt (!)
5. Aura Soul Shadows, Slide, Slide, Slide, Slide, crouching Fierce buffered
   into Soul Spiral
6. jumping Fierce, standing Short, standing Short, standing Short, standing 
   Short, crouching Fierce buffered into L3 Super Aura Spark

CC?--start with a lot of standing Strongs, then one or two standing 
     Roundhouses, then three or four Soul Spirals around 1/2 meter, then
     finish with a Fierce Soul Reflect and juggle with a Fierce Soul Catch
     (juggling with the normal Soul Catch will only work in a CC, otherwise
     only the Aura Assault will connect.)

     OR...

1. standing Roundhosue -> Roundhouse Soul Spiral -> Roundhouse Soul Spiral -> 
   standing Fierce -> Fierce Soul Catch
2. crouching Fierce -> Fierce Soul Reflect -> Fierce Soul Reflect -> Fierce 
   Soul Reflect -> Fierce Soul Reflect -> Fierce Soul Catch (VS. JUMPING 
   ENEMIES)

COMMENTS:
---------

Losing her chain combos didn't weaken her too much, as her normal combos do
awesome damage anyway! The Soul Spark is a VERY slow recovering FB, so only
use it in combos or full-screen keep-away; her scarf sticks out annoyingly
far, and ala Sagat she can be hit from even farther with it; it will often 
trade hits. Despite what a lot of players say, I find Rose's Soul Catch has
good priority with timing--try to catch them at the peak of their jump, JUST
before they throw their attack. If missed Rose is left open like a DP move.
Her new Soul Spiral is a lunge forward drill-type move, IMO to be used only
in combos, as it has bad priority vs. low attacks, and the recovery is bad. 
Her Soul Reflect with Strong is kinda useless, unless the opponent tries 
coming in on foot after throwing his projectile (eg. Charlie); the Fierce
version is great for catching the ol' FB, jump-in pattern, as well as 
knocking the opponent into the air to JUGGLE with the Aura Assault! The Soul
Absorb now gives Rose a LOT of Alpha Meter energy, so unless you have an
overly offensive opponent, you should use this primarily to build up your
meter. Her Super Aura Spark is a big version of her Soul Spark, and at levels
2 and 3 (and yes, L3 has less hits than L2), she throws in either a forward
flip kick combination, or a bubble around her front, respectively. It can be
jumpd and is easy to avoid all-around, so stick with it in combos, or to go
through normal FBs around 1/2 screen or closer. Her Aura Assualt is VERY
powerful SC, especially at L3. At levels 2 and 3, she does a few hits before
jumping for the final Catch, so don't use these as air counters; save them 
for combos. The level 1 has decent enough speed to grab jumping opponents,
but try to get them at the peak of their jump before they throw their attack.
It is also great for taking advantage of missed DP moves... :-) 
If blocked or missed, Rose is dead. Her Aura Soul Shadows are IMO much better
than CCs, as she can perform Super Combos during it; it also allows her to
move freely instead of floating forward. Use this instead.

WHAT TO DO WITH ROSE'S ALPHA METER...

As I said, CCs are pretty much useless when she has her Soul Shadow SC 
(unless you're going for some style), so forget them. Her ACs are useless, 
except her Punch AC is great against CCs (see Rolento, as it's basically the 
same). Her SCs are the best, pretty much.

#############################################################################

Sodom:

Background: A circus lot in the USA with some tractor/trailers in the 
            background (a LOT like Big Bear's stage from Fatal Fury Special!)
Mid-Boss: Ken
End-Boss: Guy
Taunt: bows at the waist

Moves:
------

-Jigoku Scrape:                   QCT+any punch
-Butsumetsu Buster:               roll 360+any punch
-Daikyo Burning:                  roll 360+any kick
-Saiha Catch:                     F, D, D/F+any kick (after blocking?)
-Tengu Walk:                      B, D/B, D+any kick (when knocked down)
-Back Roll:                       F, D/F, D+any punch (when knocked down)
-Far Underhand Toss:              F or B+Strong or Fierce (close)
-Short Underhand Toss:            F or B+Forward or Roundhouse (close)
-Punch AC (Strong Jigoku Scrape): B, D/B, D+any punch (after block)
-Kick AC (Slide):                 B, D/B, D+any kick (after block)

Super Moves:
------------

-Mega Jigoku Scrape (Meido No Miyage): QCT, QCT+any punch
 L1- 3 hits L2- 6 hits L3- 7 hits
-Mega Power Bomb (Tenchuu Satsu): roll 720 forward+any punch
 L1- 2 hits L2- 2 hits L3- 3 hits

EXAMPLE COMBOS:
--------------- 

1. jumping Fierce, crouching Short buffered into Butsumetsu Buster
2. jumping Fierce, crouching Fierce buffered into Fierce Jigoku Scrape
3. jumping Fierce, crouching Fierce buffered into Daikyo Burning
4. Jumping Fierce, crouching Fierce buffered into L3 Mega Jigoku Scrape

CC?-- lots of fun; start with lots of standing Shorts 'till about 1/3 of the
      meter's up, then switch to standing Forwards until about 2/3, then
      finish with a few standing Roundhouses buffered into the Daikyo Burn;
      alternately, you can finish with 2 or 3 Strong Jigoku Scrapes. Either
      way, great damage!

     OR, for more style: (JS=Jigoku Scrape)

1. standing Jab -> Jab JS -> standing Strong -> Strong JS -> standing 
   Roundhouse -> Fierce JS -> Strong JS -> Strong JS
2. crouching Fierce -> Fierce JS -> crouching Fierce -> Fierce JS -> Jab JS 
   -> Strong JS (VS. JUMPING OPPONENTS)

COMMENTS:
---------

Despite losing his chain combos, I don't feel Sodom's been weakened; his 
normal combos still do good damage. His Jigoku Scrape now has a new motion,
as well as a LOT of priority. The Jab version hits twice, but is kinda 
useless and can be hit with a low move, the Strong version is an 
uppercut-type slash with GREAT priority on jumping attacks, and the Fierce 
version is a far-reaching overhead slash, GREAT for dealing with 
slides/sweeps and has the farthest range as well. All three are good in 
combos, and do about the same damage. It is difficult to counter the Fierce 
version if blocked, but the other two can be hit with long reaching, fast 
moves. The Butsumetsu Buster is even more annoying to connect with, and can
easily be hit with a Jab to stop it, and if missed can be countered easily;
as with Birdie, I find that, although it can be broken, waiting a split 
second after your standing Short or whatever tick you're using (I prefer
standing Forward) before doing the Power Bomb will let it connect. Otherwise, use it 
occasionally out of jump-ins, but it's not a solid part of Sodom's strategy. 
The Daikyo Burning, though still very slow moving and in recovery, has been 
majorly beefed up and does AWESOME damage dow; use it to counter a missed 
slow recovery move, or definetely in combos once the motion is mastered. I 
still haven't figured out how to use the Saiha Catch, though another FAQ says 
to do it after the enemy misses a move; I'm thinking perhaps it will grab 
their fist or foot as they attack? Hmm... Anywho, his Mega Jigoku Scrape is 
still an AWESOME air counter, getting up to three hits in the juggle; buffer 
into a deep jumper's (doesn't have to be really deep) attack to knock 'em out 
of the sky. Otherwise, best used in combos; if blocked he can be countered, 
especially at level 3. His Mega Power Bomb is pretty much useless, unless 
using the SEMI-effective tick I explained above with standing Forward. If it misses,
not only did you lose the Alpha meter energy, but you also leave yourself
open to counterattack. Use rarely.

WHAT TO DO WITH SODOM'S ALPHA METER...

SC, all the way. His ACs are pretty much useless with his great defense, but
mind you if you can get yourself up to level 3, try for a big CC.

#############################################################################

Zangief:

Background: a Russian factory; fences with lots of machinery, and monitors at
            the back with Russian text scrolling
Mid-Boss: Birdie
End-Boss: Ken
Taunt: Flexes his muscles ala Hulk Hogan

Moves:
------

-Spinning Clothesline:      any two punches
-Turbo Clothesline:         any two kicks
-Banishing Punch:           F, D, D/F+any punch 
-Spinning Piledriver:       roll 360+any punch (close)
-Double German Suplex:      roll 360+any kick (close)      
-Atomic Drop:               roll 360+any kick 
-Body Splash:               D+Fierce (AIR)
-Knee Drop:                 D+Short or Forward  (in mid-air)
-Long Low Kick:             hold D/F+Forward
-Long Toe Sweep:            hold D/F+Roundhouse
-Headbutt:                  U+Fierce or Strong (during straight jump)
-Backdrop:                  F or B+Strong or Fierce (close)
-Neck Bite:                 F or B+Forward or Roundhouse (close)
-Stomach Pump:              hold D, Strong or Fierce (close)
-Punch AC (Grabbing Punch): B, D/B, D+any punch (after block)
-Kick AC (Side Kick):       B, D/B, D+any kick (after block)

Super Moves:
------------

-Final Atomic Buster:             roll 720+any punch
 L1- 3 hits L2- 5 hits L3- 6 hits
-Rising Air Throw:                QCT, QCT+any kick

EXAMPLE COMBOS: (Or ticks, if you prefer)
---------------

1. Knee Drop, SPD
2. Banishing Punch, Fierce SPD
3. jumping Fierce, crouching Jab, crouching Jab, crouching Jab, crouching 
   Jab, crouching Jab etc...
4. jumping Fierce, standing Fierce
5. jumping Roundhouse, crouching Roundhouse
6. jumping Roundhouse, crouching Forward buffered into Atomic Drop
7. Knee Drop, crouching Jab -> crouching Short XX Fierce SPD or FAB

CC?-- well, you've got two choices. Either you can use the repeated Spinning
      Clotheslines, but that can only be used well as an air counter (if you
      do, it's worth it!). Otherwise, do something like Birdie's, starting
      with lots of Jabs and Shorts, then Forwards about 1/2 meter, then one
      or two Fierces, one or two Clotheslines (Turbo), then Finish with a
      Fierce SPD for GREAT damage.

COMMENTS:
---------

I'm the local 'Gief master in these parts, but I'm gonna have to say he's 
been weakened as a whole in SFA2. This is mainly because you cannot put the 
SPD in combos very easily, and ticking is difficult. To tick in SFA2, you 
either have to use the Atomic Drop (works every time but it's weak), or use 
the standing Short, wait, SPD tactic I described with Birdie. The Knee Drop 
is the ONLY tick that still works the old fashioned way, so use it 
CONSTANTLY.

The Spinning Clothesline is best used as a deep air counter, as it has good
priority (doesn't work if the jump-in attack is really high, like with Guy).
It can sometimes take out long-range kicks and punches, especially Dhalsim's
big Roundhouses. The Turbo Clothesline is faster and recovers faster, but has
little priority, either on jumping or standing attacks; it's best used to
build up your Alpha Meter, while negating projectile from far away. Up close,
the Banishing Punch is the better choice to take out projectiles, 'cause if
you go through them with the Fierce version, you can combo into an SPD! As I
said, the SPD was not only weakened, but its range is quite short, and most
ticks won't work. Best after a single jump-in attack (especially Knee Drop), 
or even better after blocking an attack (or sac-throw; see my Zangief FAQ). 
Very rare in combos, and if missed Zangief will grab at the air and can be 
hit. The Double German Suplex is basically the same, but at least if it's 
done from a distance you'll get the Atomic Drop; the Atomic Drop is one of 
his better moves in SFA2; although slower, it is the only reliable Throw you 
can tick with easily, and even the good ol' crouching Forward tick will work; 
if you do it too close you'll get the Double German Suplex. Use mostly in 
combos and ticks. His FAB does MASSIVE damage, if you can get it to connect; 
best only after jump-in ticks, which will allow you to get the 720 spin; if 
it misses the big Z's in trouble. Despite what others say, the Rising Air 
Throw is fairly effective, if you grab 'em at the peak of their jump; or 
after a missed DP! If it misses 'Gief's left wide open.

NOTE: Don't forget to check out my BIG Zangief FAQ on my homepage!

WHAT TO DO WITH ZANGIEF'S ALPHA METER...

Zangief's repeated Clothesline CC is a deadly air counter, so use it until
you master the 720 motion, and from then on, save it for the FAB; IMO you 
need a little bit of practice to time the Rising Air Throw properly, but once 
you do, use that instead of the CC. His ACs are TOTALLY useless, slow and 
have no range.

SPECIAL CODE: CLASSIC ZANGIEF-

To play as SF2 Classic Zangief, highlight 'Gief in the Arcade mode and PRESS
Start. After releasing Start, move through Sagat, Sodom, Rose, Birdie, 
Charlie, Dhalsim, Ryu, Adon, Chun Li, Guy, Ken, and back to 'Gief (you'll
note it makes a big square on the grid--easier to remember). After landing 
back on Z immediately press and hold Start, then press any button.
Zangief cannot perform CCs, ACs, SCs, or tech hits. He also cannot perform
his German Suplex, Atomic Drop, Turbo Clothesline, Banishing Punch, Long Toe
Sweep or Long Toe Kick. So why use him? I actually use him quite a bit, 
because not only has his Clothesline regained its good 'ol priority, but his
SPD has been returned to is old strength, doing more damage and having a MUCH
extended range! YES, my old ticks and SPD combos work!

#############################################################################

Sagat:

Background: ANOTHER view of that woman's statue in Thailand, this time with
            pillars leading to it. Quite beautiful, actually.
Mid-Boss: Adon
End-Boss: Ryu
Taunt: puts hand to chin and studies the opponent, then smirks

Moves:
------

-High Tiger Wave:           QCT+any punch
-Low Tiger Wave:            QCT+any kick
-Tiger Uppercut:            F, D, D/F+any punch
-Tiger Crush:               F, D, D/F+any kick
-Grab `n' Knee:             F or B+Strong or Fierce (close)
-Punch AC (Tiger Uppercut): B, D/B, D+any punch (after block)
-Kick AC (Side Kick):       B, D/B, D+any kick (after block)

Super Moves:
------------

-Tiger Cannon:                     QCT, QCT+any punch
 L1- 4 hits L2- 5 hits L3- 6 hits
-Tiger Raid:                       QCB, QCB+any kick
 L1- 6 hits L2- 7 hits L3- 7 hits
-Tiger Genocide:                   QCT, QCT+any kick
 L1- 5 hits L2- 9 hits L3- 12 hits

EXAMPLE COMBOS:
---------------

1. jumping Roundhouse, crouching Roundhouse
2. jumping Roundhouse, standing Strong buffered into Tiger Uppercut
3. jumping Roundhouse, crouching Short buffered into Tiger Crush
4. cross-up Forward, crouching Jab, crouching Short buffered into Tiger Raid
5. (corner) jumping Roundhouse, standing Strong buffered into L1 Tiger Raid, 
   L2 Tiger Genocide

CC?--just some Strongs and Forwards, finish with some Roundhouses and Tiger
     Uppercuts.

     OR, for big combos, try:

1. standing Strong -> Jab Tiger Uppercut -> Roundhouse Tiger Crush -> Fierce 
   Tiger Uppercut -> Fierce Tiger Uppercut
2. crouching Roundhouse -> standing Roundhouse -> Fierce Tiger Wave -> Fierce 
   Tiger Wave -> Roundhouse Tiger Knee -> Fierce Tiger Blow

COMMENTS:
---------

I'm also a master of Sagat, and although most say he's really weak in SFA2,
I find he's still workable (although I do agree that SSF2 Sagat was the best
as far as effectiveness). Anywho, his Tiger Waves now have a huge delay and 
because of his big arms, he can be hit with a jumping attack from just about
anywhere. In other words, only use them from full screen if you can help it,
and otherwise it's a good keep-away move, mixed in with the ol' faithful, the
standing Roundhouse as your ultimate air counter. The Tiger Uppercut (I
REFUSE to call it the Tiger "Blow", which is a horribly faggoty title), still
has low prioirity on standing attacks, but it DOES work well as an air 
counter, provided it's real late so you stoop nice and low under 'em. His
Tiger Crush (formerly Tiger Knee) is still is most improved move, and is a
great air counter for both deep (Rounhouse version) and high (Short) jumps,
with decent recovery. Also good in combos. The Tiger Cannon, although quite
plain-looking, is one of his best weapons for dealing with lots of FBs, and
is still fast enough to catch any FB throwers closer than full screen. If
jumped or ducked (up close), he can usually be countered. His Tiger Raid  
still kicks ass at level 3, and is best used to counter a recovering move 
from afar when you can't reach 'em in time (and I mean SLOW RECOVERING,
because Sagat still has to do those kicks at the beginning). Also quite good 
at taking priority over low attacks from a short distance or fairly close. 
Also good in combos; if blocked, its recovery is quite good and you can 
usually avoid counterattack. The Tiger Genocide still retains its awesome 
power and priority; if you wait 'till the last possible second on a deep 
jumper, it will juggle for a few hits (good against those jump-in Throw 
pattern guys), otherwise its best in combos, and takes EXCELLENT priority 
over low attacks up close--buffer away! If blocked, the kickboxer's dead.

WHAT TO DO WITH SAGAT'S ALPHA METER...

SC, SC, SC. His Alpha Counters are useless, although the kick version can 
deal with blocked projectiles from up close nicely... Now, if you're going 
for style, I definetely recommend one of the CCs above, as they do great
damage.

#############################################################################

Akuma:

Background: Akuma's cave hideout, with a cool statue in the background. Still
            got that cool music...
Mid-Boss: Ryu
End-Boss: Gen
Taunt: stomps and the screen shakes

Moves:
------

-Great Fireball (Gou-Hadouken):          QCT+any punch
-Air Slasher Fireball (Zankuu-Hadouken): QCT+any punch (in mid-air)
-Red Fireball (Shakunetsu Gou-Hadouken): HCT+any punch
-Great Dragon Punch (Gou-Shoryuken):     F, D, D/F+any punch
-Hurricane Kick (Tatsumaki Zankuukyaku): QCB+any kick (A)
-Roll (Zenpou Tenshin):                  QCB+any punch
-Air Roll+Slide (Hyakki Shuu):           QCT, U/F+any punch
-Air Roll+Drop Kick (Hyakki Gousen):     QCT, U/F+any punch, any kick
-Air Roll+Palm Strike (Hyakki Goushou):  QCT, U/F+any punch, any punch
-Air Roll+Back Breaker (Hyakki Gousai):  QCT, U/F+any punch, any punch (close)
-Ashura Warp (In front, close):          B, D, D/B+all three punches 
-Ashura Warp (In front, far):            B, D, D/B+all three kicks
-Ashura Warp (Behind, close):            F, D, D/F+all three punches
-Ashura Warp (Behind, far):              F, D, D/F+all three kicks 
-Skull Crusher (Zugai Hasatsu):          F+Strong (Overhead Strike)
-Spin Kick (Senpuu Kyaku):               F+Forward
-Shoulder Toss (Ippon-Seoi Nage):        F or B+Fierce or Strong (close)
-Stomach Throw (Tomoe Nage):             F or B+Forward or Roundhouse (close)
-Punch AC (Gou-Shoryuken):               B, D/B, D+any punch (after block)
-Kick AC (Sweep):                        B, D/B, D+any kick (after block)
                                                 
Super Moves:                                                 
------------

-Great Wave Slaughterer (Messatsu Gouhadou): HCB, HCB+any punch
 L1- 4 hits L2- 6 hits L3- 8 hits
-Great Dragon Slaughterer (Messatsu Goushoryu): QCT, QCT+any punch
 L1- 4 hits L2- 6 hits L3- 8 hits
-Angel Power Slasher (Tenma Gouzankuu): QCT, QCT+any punch (in mid-air)
 L1- 4 hits L2- 6 hits L3- 8 hits
-Raging Demon (Shun Gokusatsu): Jab, Jab, F, Short, Fierce
 L3 only

EXAMPLE COMBOS:
---------------

1. jumping Fierce, crouching Fierce buffered into Hadouken
2. jumping Fierce, crouching Forward buffered into Roll, Throw :)
3. jumping Roundhouse, standing Strong buffered into DP
4. jumping Roundhouse, crouching Fierce buffered into HK
5. cross-up Forward, crouching Fierce buffered into Messatsu Goushoryu
6. jumping Roundhouse, crouching Short buffered into Short HK, DP
7. jumping Fierce, crouching Jab, crouching Short buffered into Messatsu GouHadou

CC?-- See Ryu, though like Ken I recommend more HKs.

      OR, for style try these:

1. standing Roundhouse -> Fierce Red FB -> Roundhouse HK -> Roundhouse HK
2. crouching Roundhouse -> Fierce FB -> Fierce DP -> Fierce FB -> Fierce DP
3. standing Forward -> Fierce Red FB -> Fierce FB -> Fierce FB -> Fierce FB 
   -> Fierce Red FB
4. crouching Roundhouse -> Fierce FB -> Fierce FB -> standing Roundhouse -> 
   Roundhouse HK -> Fierce Red FB
5. crouching Fierce -> Jab DP -> Jab DP -> Jab DP -> Strong DP -> Fierce DP
   (VS. JUMPING OPPONENTS)

COMMENTS:
---------

Still has his huge array of moves; Akuma should be played in roughly the 
0same way as Ryu, working in the Asura warp and Air FB/SC Air FB. Note however
that both moves are slightly slower coming out (especially the regular Air 
FB) and now have steeper angles, so you can no longer play keep-away from 
full screen. Still, the Air FB should be worked into your strategy, either to 
keep opponent's pinned from fairly close, or after jumping over a projectile. 
His Gou-Hadouken is basically the same as Ryu's, so you can use it in 
FB traps fairly effectively. The Red Fireball is even slower than Ryu's old 
one from Super SF2, as Akuma fumes for a moment before throwing it; use it 
sparingly. His DP is pretty much the same as Ken's, with slightly less range, 
and hits thrice. His Hurricane Kick hits thrice and has the added advantage 
of being able to juggle after the Short version.
His Roll is now identical to Ken's, no longer with that stupid hop first; use
it to avoid FBs and come up and counter, or mix into combos and come up with
a Throw. Remember though that he can be hit with a low move if they see it.
His various Air Roll moves, despite what others say, are fairly effective 
IMO. They are pretty good for nailing missed attacks from afar, or they will 
go over most projectiles with good timing; if you don't have a level charged 
for the Messatsu Gouhadou, quickly pull this off when they throw a projectile 
(and you're too far away to jump); if you're at the max distance of the 
Roll, tap kick for the Drop Kick, otherwise go for the powerful Back Breaker. 
His Ashura Warps, though slower than other teleport moves, are still 
effective for confusion; sometimes, it can be more worth your while to Warp 
under a jump-in attack, then counter as they land...
His FB SC, the Messatsu Gouhadou, is pretty much the same as Ryu's, great for 
dealing with FB throwers; if it's jumped, Akuma's in trouble. The Messatsu 
Goushoryu is identical to Ken's Shoryureppa... Akuma's Air FB SC is DEADLY, 
and should be used at every opportunity when jumping over an opponent's 
attack; it will also work buffered into an opponent's EARLY jumping attack! 
His Raging Demon is NOT as usless as I thought; if you miss it the opponent 
can counter, and it is quite slow and counterable with anything fast, but it
IS unblockable. Whenever I play Akuma now I try my hardest to build up to L3
just so I can use this. Its best application is after knocking an opponent
down, and timing it to float towards them JUST as they get up--this IS 
counterable if they time an attack as they get up, but I have had this happen
to me rarely. There are also other ways to use it, like after pinning them
with Air FBs. For more info, see my Evil Ryu FAQ on ways to use the Raging
Demon (thanks to Sean Hoyles for his FAQ on using the Raging Demon), which
can be accessed on my homepage.

WHAT TO DO WITH AKUMA'S ALPHA METER...

Like Ryu, he can go anyway; good SCs, especially the Super Air FB. Good CCs,
decent damage potential at level 3. And his Punch AC is DEFINETELY better
than just DPing, as it will hit 3 times as if the opponent was standing, and
do MAJOR damage.

#############################################################################

Bison:

Background: One the wing of one of his planes, just like in the anime movie 
            when he kidnaps Ken. Two of his Soldiers stand in the background, 
            and salute EVERY time Bison comes near. Pretty cool...
Mid-Boss: Charlie
End-Boss: Ryu
Taunt: Bison crosses his arms

Moves:
------

-Psycho Shot:                  charge B, F+any punch
-Scissor Kick:                 charge B, F+any kick
-Psycho Fist:                  charge D, U+any punch, any punch
-Demon Stomp:                  charge D, U+any kick (then any punch for 
                               Psycho Fist)
-Bison Warp (In front, close): B, D, D/B+all three punches 
-Bison Warp (In front, far):   B, D, D/B+all three kicks
-Bison Warp (Behind, close):   F, D, D/F+all three punches
-Bison Warp (Behind, far):     F, D, D/F+all three kicks 
-Turning Toss:                 F or B+Strong or Fierce (close)
-Air Drop:                     F or B+Fierce (close in air)
-Punch AC (Palm Strike):       B, D/B, D+any punch (after block)
-Kick AC (Short Warp):         B, D/B, D+any kick (after block)

Super Moves:
------------

-Psycho Crusher:                  charge B, F, B, F+any punch
 L1- 3 hits L2- 4 hits L3- 6 hits
-Scissor Kick Nightmare:          charge B, F, B, F+any kick
 L1- 4 hits L2- 6 hits L3- 8 hits

EXAMPLE COMBOS:
---------------

1. jumping Fierce, standing Roundhouse (1st hit) buffered into Scissor Kick
2. jumping Roundhouse, crouching Roundhouse
3. jumping Fierce, crouching Jab buffered into Psycho Shot
4. jumping Fierce, standing Roundhouse (1st hit) buffered into Psycho Crusher

CC?--Pretty good, actually; just tap Roundhouse repeatedly! Good for around 
     30 hits, decent damage!

     OR, if you find that boring like me:

1. standing Roundhouse -> Roundhouse Scissor Kick -> standing Roundhouse -> 
   Roundhouse Scissor Kick -> crouching Roundhouse -> Roundhouse Demon Stomp
2. crouching Roundhouse -> standing Roundhouse -> Fierce Psycho Shot -> 
   Fierce Psycho Shot -> Fierce Psycho Shot -> Roundhouse Demon Stomp

COMMENTS:
---------

Still annoying as ever. Bison's Psycho Shot is still deadly in FB traps, with
its various speeds--one DEADLY setup is to throw a Strong Shot from around
full screen, then Bison Warp close behind them and Throw! The opponent can
jump fairly easily to avoid this, but it is still difficult to break if 
Bison mixes up the various speeds of FBs and distance starting. The Scissor
Kick is not much faster, but although it has slightly better recovery, it can
still be countered if blocked; as usual, it has no priority on jumping moves,
so stick to it when they're on the ground, and it takes priority fairly well
over low attacks. His Psycho Fist will cause him to leap igh, then by hitting
punch he'll double back and dive down for the kill. Good for confusing overly
jumpy opponents, though because of the delay before the dive it's not very
effective over FBs. His Demon Stomp, however, is still great to go over FBs,
but remember the follow-up Psycho Fist IS blockable, so don't use it too 
often, and it can be hit with an uppercut or straight jumping attack fairly
easily. The Bison Warp is still fast as ever; best used mixed up with Throws
and the Psycho Shot, or to go through slow-recovering dashing moves (eg. 
Guy's Bushin Run Crescent Kick), or projectiles. If anticipated the enemy can
hit you as you appear, so be wary. Bison's Psycho Crusher SC is still as 
deadly as ever, especially against deep jumpers; if blocked he can be 
countered, but it is fast and takes priority over everything. The Scissor 
Kick Nightmare should rarely be used, except in combos, as it is weaker than
the Psycho Crusher, and has little priority, especially over jumping attacks.
If blocked, it also has considerable recovery.

WHAT TO DO WITH BISON'S ALPHA METER...

The Short Warp AC will phase Bison out fast enough to avoid the attack, and
possibly counter; not definetely needed, but could be effective. His CCs are
cool, especially with lots of standing Roundhouses; however, I find Bison's
greatest strength is the Psycho Crusher.

#############################################################################

Dan Hibiki:

Background: A marketplace, somewhere...
Mid-Boss: Guy
End-Boss: Sagat
Taunt: sticks his arm up and forward, and flexes (can be done infinitely, and
       jumping or crouching)

Moves:
------

-Fireball (Gadouken):              QCT+any punch
-Shining Dragon Punch (Kouryuken): F, D, D/F+any punch
-Gale Kick (Dankuu Kyaku):         QCB+any kick
-Roll `n' Taunt:                   QCT or QCB+"Chouhatsu"
-Shoulder Toss (Ippon Seoi Nage):  F or B+Fierce or Strong (close)
-Punch AC (Taunt...):              B, D/B, D+any punch (after block)
-Kick AC (Sweep):                  B, D/B, D+any kick (after block)

Super Moves:  
------------

-Air Shaking Fireball (Shinkuu Gadouken): QCT, QCT+any punch
 L1- 3 hits L2- 4 hits L3- 5 hits
-Kenoura Koryuken (Shining Dragon Blaze?): QCT, QCT+any kick  
 L1- 4 hits L2- 5 hits L3- 6 hits
-Sure Victory With unreliable Punch (Hisshou Muraiken): QCB, QCB+any kick
 L1- 5 hits L2- 7 hits L3- 11 hits
-Super Taunt: QCT, QCT+"Chouhatsu" (L3 required, I believe)

EXAMPLE COMBOS:
---------------

1. jumping Forward, standing Forward buffered into Gadouken
2. jumping Fierce, crouching Jab, crouching Jab, standing Short Buffered into
   Gadouken
3. cross-up Forward, staqnding Forward buffered into Hisshou Muraiken
4. cross-up Forward, crouching Fierce buffered into Roundhouse Gale Kick
   (only vs. big characters)
5. jumping Roundhouse, crouching Fierce buffered into Kouryuken     
     
CC?--either do like Ryu's, or a crouching Roundhouse into repeated Gale Kicks
     will also do nicely.

     OR for style:

1. crouching Roundhouse -> Fierce Gadouken -> Fierce Gadouken -> standing 
   Roundhouse -> Roundhouse Gale Kick -> Fierce Koryuken
2. crouching Fierce -> Fierce Koryuken -> crouching Fierce -> Fierce 
   Koryuken -> crouching Fierce -> Fierce Koryuken (VS. JUMPING OPPONENTS)

COMMENTS:
---------

Dan's back, as useless as ever; his Fireball still only goes about a step in
front of him, so use it only in combos, or to nullify real projectiles. The
Shining Dragon Punch is the same as Ryu's, with the exception that Dan's DP
randomly flashes wen you do it; when it flashes, it's INVULNERABLE. His Gale
Kick is still slow, with bad recovery and REALLY low priority. Except in a
few select combos, the only place to use it is to go over projectiles with
the Short version. If blocked, Dan is dead. His new Roll `n' Taunt will avoid
high attacks, but the only thing it'll do is annoy his opponents... The SC
Fireball is good at level 2 or 3 to go through other projectile from fairly
close; if jumped Dan can be hit easily. The Kenoura Kouryuken is Dan's idea
of a Shoryureppa, but will only hop forward at level 3. Level 1 and 2 are 
like weak Shinryukens...use appriopriately. His one redeeming quality is the
Hisshou Muraiken, or "Desperation" as some call it. If blocked, he finishes 
with a DP, so your dead there if blocked. Best used in combos, and the damage 
is QUITE good.

NOTE: to tell you the truth, I don't do that badly with Dan, although I just
      don't find him a good character. If you like Dan or want to learn how
      to play him well (yes, it can be done), go to www.gamefaqs.com, where
      there is a faq on playing Dan!

WHAT TO DO WITH DAN'S ALPHA METER...

Of course, his ACs are useless, especially the Punch... He has some good CCs 
but stick with trying to connect with his Hisshou Muraiken, especially at 
level 3.

#############################################################################

CREDITS:
--------

Thanks to Capcom for a great game, and thanks to the following FAQ writers:
Dan Wells
Gene Leong
and Tyler Oswald
and a BIG thanks to Sean Hoyles (hoyles@public.nfld.com.), the Newfoundlander
that showed me CCs aren't all that bad! He also taught me how to use the 
Raging Demon well!

For their great FAQs. Also thanks to the guys over at the arcade for getting
me started on the game and convincing me to rent it (After reading the 
newsgroup's put-downs). Also a Special Thanks to JD Baptie, who convinced me
through force that Ryu's FB traps are still disgustingly effective! ;-)

This and other FAQs can be accessed at my new homepage:

http://www.geocities.com/SiliconValley/Heights/1910

You can also e-mail me at:

tigeraid@geocities.com


"I said it before and I'll say it again--democracy simply doesn't work!"

                                          -Kent Brockman, the Simpsons