Street Fighter Alpha (SATURN):
Moves and Tactics Guide version 2.4
By John "CUL" Culbert (tigeraid@geocities.com)
Sunday, May 5, '96


Version Changes:

-MORE combos added
-more detailed tactics for each move
-list of attacks each special move can be buffered out of
-end round quotes

Next Version Changes:

-new URL for my homepage

NEXT Version Changes:

-ANOTHER new URL for MY homepage, new e-mail!

LEGEND:
-------


U= Up (on D-Pad)

D= Down (on D-Pad)

B= Back (on D-Pad)

F= Forward (on D-Pad)

1= Quick Punch-Jab (default X button on SATURN)

2= Medium Punch-Strong (default Y button on SATURN)

3= Fierce Punch-Fierce (default Z button on SATURN)

4= Quick Kick-Short (default A button on SATURN)

5= Medium Kick-Foward (default B button on SATURN)

6= Fierce Kick-Roundhouse (default C button on SATURN)

N= Neutral (return D-Pad to center)

QCT= Quarter Circle Toward (roll D-Pad from D to F)

HCT= Half Circle Toward (roll D-Pad from B to D to F)

QCB= Quarter Circle Back (roll D-Pad from D to B)

HCB= Half Circle Back (roll D-Pad from F to D to B)


A WORD ABOUT...


CHARGING:

Hold in the indicated direction for approx. 3 seconds, then finish the
move. (eg. to do Charlie's Somersault Kick, hold down for 3 seconds, then
hit up and any kick at the same time) Note: you can also charge in a
diagonal direction. For moves that charge back, it is possible to hold D/B
or U/B to charge, and for charging down, you can hold D/F or D/B.

THROWS AND GRABS:

Must be done right up close, and are unblockable; they can only be ducked
or avoided. For grabs, repeatedly tap the button used to make the repeated
hits last longer.

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 the classic example of the fierce
punch buffered into a DP.
There are two ways to pull of this classic combo.
a) hit 3, then quickly tap F, D, D/F+3
or b) press and hold 3, quickly tap F, D, D/F, and release 3

Both of these examples can be dubbed as buffering. Note that you don't
neccessarily have to use the same button in the buffering process; you must
remember that the basic principle of buffering is one move done during
another. Another example of buffering would be:
           -3, then quickly tap QCB+6

This is a combo for Ryu, Ken or Akuma; a fierce punch buffered into a
fierce Hurricane Kick. You should see the fierce punch come out, then
before the punch is pulled back the Hurricane Kick comes out. This makes it
a true combo and cannot be blocked at all.

The third example of buffering involves the motions. I'll take the classic
Ryu/Ken/Akuma combo:
           -D+5, D/F, F+3

This is done by pressing and holding down, then tapping Forward kick. As it
comes out, you roll D/F, F and hit 3; the Fireball should come out before
their leg comes back in. The first Down with the ducking 5 allows for the
first motion of the QCT.

Note that the use of pressing and holding a button, then buffering the
motions of a move during that attack doesn't neccessarily have to be done.
It is just a lot easier, and gives you less button presses; in the example
with the Dragon Punch, most will find it easier to press 3, do the motions
the release. Your choice. Either way, if a combo involves buffering I wrote
it in.

CHAIN COMBOS:

This is the system virtually new to the SF series. It involves "chaining"
single moves together by interrupting each (that's right, BUFFERING) as you
go. For examply, take one of Ryu's:
-hold D, 4, 5, 6
This means to hold down, tap 4, and as that kick comes out quickly tap 5,
then do the same for 6. Note that the buffering technique used in chaining
doesn't have to be done as fast as you might in Buffering Special Moves.
Remember that you can also chain Special Moves into the end of some Chain
Combos. Chain Combos cannot be blocked if executed properly and the first
hit connects.

ALPHA COUNTERS:

Immediately after blocking an opponent's attack, you can emmediately
counter with an Alpha Counter. To do this, perform the motion B, D/B, D,
and any punch or kick (the kick or punch varies for each character.) Note:
you need at LEAST a level 1 Super meter. Remember, each character's Aplha
Counter is different; some are better for countering certain things. For
example, Ryu's Counter is a DP; it works best after blocking a jumping
attack. On the the other hand, Akuma's Counter is a Sweep, which would miss
a jumping opponent completely. Also note that because of the speed the
Alpha Counter must be initiated, it could be thought of as a
buffered move, since the counter is performed instantly as
you block the attack.

SUPER METER:

At the bottom of the screen there is a meter called the SUPER 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.
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, Ryu's Super Fireball is done
QCT, QCT+any punch; to use the level 2 Super Firball, you must enter QCT,
QCT+ANY 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 punches, or all THREE kicks (for example, Chun Li's Super Dashing
Burst Kick is done charge B, F, B, F+any kick; to do the level 3, it is
done charge B, F, B, F+all THREE Kicks). NOTE: you can set L or R to all
three punches or all three kicks for ease of use.

BLOCKING:

In addition to regular blocking with B and D/B (remember, you can only duck
or avoid throws; they are unblockable), you can now block in the air by
holding B while jumping.

Moves that ABSOLUTELY CANNOT be air-blocked:
   -Super Combos, including Super projectiles (minus Charlie's)
   -All ground-based normal moves (i.e. uppercuts)

Moves that USUALLY CANNOT be air-blocked but very occasionally are:
   -Ken/Ryu/Sagat/Akuma's Dragon Punch moves
   -Chun Li's Spinning Bird Kick
   -Adon's Jaguar Knee

Moves that USUALLY CAN be air-blocked
   -Charlie's Somersault Kick
   -Charlie's Super Sonic Barrage Super Combo
   -Adon's Jaguar Kick
   -Adon's Jaguar Tooth
   -All normal projectiles
   -All normal air-based moves


RECOVERY MOVES:

There are two types of recovery moves in SFA; the Throw Recovery and
Knockdown Recovery. To counter a Throw, immediately press F or B+3 when the
opponent Throws you; you cannot counter-throw Special Move Throws (eg.
Birdie's Chain Grab). To recover from a knockdown, instantly press B, D/B,
D+any punch just before you hit the ground. You will roll forward and can
hit them as you get up.

TAUNTS:

These can only be done once per round and are done by pressing L and R
simultainiously. TAUNTING TACTICS: since taunts can only be used once a
round, reserve them for places that you can really embarass the opponent.
These are two of my favs: 1) right after a MAJOR combo, initiate the taunt
as they land on the ground. 2) when they're dizzy, walk right up close,
then taunt 'em right in the face! This is especially funny with Chun Li, as
her taunt actually does a little bit of damage. ULTIMATE HUMILIATION:
widdle the enemy down to a fraction of his life meter, then finish 'em with
Chun Li's taunt! This is even better if you can manage to dizzy them first!

WIN SYMBOLS:

There are many types of win symbols depending on how you finish your
opponent:


V= Normal Victory (you killed him with a punch or kick)

S= Special Move (you finished them off with a regular special move)

S*= Super Combo level 1 (if the S has a star in the corner, you finished
    'em off with a level 1 Super Combo)

S2= Super Combo level 2 (if the S has a 2 in the corner, you finished 'em
    with a level 2 Super)

S3= Super Combo level 3 (if the S has a 3 in the coner, you finished them
    with a level 3 BIG finish!)

BASEBALL= Throw (beat 'em with a Throw; you throw a baseball, get it?)

CHEESE= Cheezey finish (this varies and puts one of the above symbols along
        with a brick of cheese! This means you beat them using cheese moves
        during the round. The only for sure cheese move is any blocked
        Special Move, and you'll get a SUPER CHEESE finish if you kill 'em
        with a BLOCKED Super Combo! Ah, Limburger!!) :)

HOURGLASS= Time out (you beat 'em by letting the time run out)

P= Perfect (defeated the enemy without getting hit!)


OVERHEAD SLAMS:

In addition to any jumping attack, there is a new attack that can hit
ducking, blocking opponents up close. These have been noted in each
character's moves list. Some can be used in combos and/or have multiple
hits.

QUOTES:

These are done by holding certain button combinations as the victory screen
comes up. If you don't do one, the computer will select one at random.


CHARACTER PROFILES:


RYU:
---

A student of the Shotokan school of karate, Ryu has devoted his entire life
to perfecting the true way of the warrior through mastery of the Fireball.
It is this devotion that makes Ryu the eternal enemy of Sagat. Now Ryu must
stand tall against revitalized rivals.


QUOTES:

"You fought well, I was honored."               Hold D+3Ps
"I look forward to our next battle"             Hold D+3Ks
"What's wrong?  Why do you hold back?"          Hold D+2+3+6
"Now I'll find a better challenge."             Hold D+3+5+6

OVERVIEW: As always, Ryu is a very well rounded character. He has excellent
          ground cornering abilities with his fireballs and is fairly
          effective in the air with the Hurricane Kick as well. Combine
          this with two highly potent Super Combos to make Ryu a very good
          choice for fighters.


SPECIAL MOVES:
--------------


-Fireball ("Hadoken"): QCT+any punch

Standard Fireball move, fairly good recovery time. The fierce briefly
flashes red when thrown at first; at this time, it'll flame the enemy and
knock him down; substitute for his old Red Fireball from Super and Super
Turbo, I guess. Because of the many Fireball counter moves in SFA, Ryu is
no longer as formidable for pinning opponents in the corner. Try mixing it
with Sweeps and DPs to keep your opponent back.
The Hadoken can be buffered out of:
-any normal standing or crouching attack
---------------------------------------------------------------------------

-Dragon Punch ("Shoryuken"): F, D, D/F+any punch

The Dragon Punch is COMPLETELY invulnerable until it's apex. Go wild with
it; it's the perfect air counter and combo finisher. Up close, all
strengths of the DP will knock down.
The Shoryuken can be buffered out of:
-any normal standing or crouching attack
---------------------------------------------------------------------------

-Hurricane Kick: ("Tetsumakisempukyaku"): QCB+any kick

Can be done in air; if so, it'll arc downwards. If timed correctly, the
Hurricane will go through all NORMAL projectiles as he gets off the ground.
(Except Bison's, Rose's and Sagat's high Tiger.) All strengths will knock
down except in the air. Good combo finisher. If your in the air and the
enemy chucks a projectile from a fairly close distance, initiate the fierce
Hurricane to nail 'em in the head.
The Hurricane Kick can be be buffered out of:
-any normal standing or crouching attack
---------------------------------------------------------------------------

-Down Punch: F+2

Ryu's Overhead Strike, this move has excellent range and can easily
surprise ducking foes from a short distance. It hits twice.
---------------------------------------------------------------------------

-Hop Spin Kick: F+5

This is a fast attack, great for skipping over sweeps and ducking kicks. If
you think you're becoming predictable, follow this with one of his Supers
for a surprise. This is also an Overhead Strike.
---------------------------------------------------------------------------

-Alpha Counter: B, D/B, D+any punch (performs Fierce DP)

VERY good Alpha Counter. Perfect against jumping attackers and hits
instantly, not wasting any animations. Be VERY careful if you attempt
countering anything on the ground, because Alpha Countering Slides and
Sweeps usually misses, and since he performs a FIERCE Dragon Punch, he'll
be left wide open.
---------------------------------------------------------------------------

-SUPER COMBO 1; Super Burst Fireball ("Shinkuu-Hadoken") QCT, QCT+any punch

L1=3  L2=4  L3=5

This is an excellent and powerful counter whenever the enemy throws a
normal fireball, as it goes through them. Beware of anti-fireball Super
combos like Birdie's, though. Look for any opening up close to use it,
especially in the corner. The opponent might throw a projectile at this
point, expecting you to block or try to jump away. But, even if the
Fireball is a millemeter from Ryu's face, pull of the Super and it'll pass
right through him and they'll get nailed with Shinkuu-Hadoken. Use it as a
counter attack for Uppercuts or Sweeps if you're fast enough, or even after
Ryu's Down Punch if they try to counter it.
The Shinkuu-Hadoken can be buffered out of:
-all the same as the normal FB

WARNING! The following are counters to Ryu's Shinkuu-Hadoken:

-Ryu: Shinkuu-Hadoken Super
-Ken: Ground Roll
-Sagat: Tiger Cannon Super, Tiger Knee
-Chun Li: Splits Kick, Dashing Burst Kick Super
-Birdie: Chain Grab Super
-Adon: Jaguar Kick/Jaguar Revolver Super/Jaguar Barrage Super
-Guy: Bushido Leap, Whirlwind Kick
-Sodom: Slide
-Rose: Slide/Soul Reflect
-Akuma: take your pick...
-M. Bison: Demon Stomp
---------------------------------------------------------------------------

-SUPER COMBO 2; Super Hurricane Vacuum Pummel
                ("Shinkuu Tetsumakisenpukyaku")QCB, QCB+any kick

L1=4  L2=8  L3=13

One of the most powerful level 3 Supers in the game, it does around 75 to
80% damage! Remember, it can only be done up close for it to drag 'em in.
Use it after a jump in, especially in the corner, or after a Hop Spin Kick
and you think they'll try to counter. Don't use it as an air counter; the
hits and damage will be nil.
The Super Hurricane can be buffered out of:
-all the same as the normal HK
---------------------------------------------------------------------------

MISC.
-----

Ryu's jumping 2 produces a two-hit air uppercut that is excellent for close
air combat.

For some reason, Ryu has a standing 5 that can buffer in mid move into a
special move. This could be used as a good surprise tactic.

Jumping 4 is an excellent cross-up combo starter.


COMBOS:
-------

Chain Combo 1: N, 1, 2 (great for buffering into DP or FB)

Chain Combo 2: hold D, 4, 5, 6

Chain Combo 3: hold D, 4, 6

Chain Combo 4: N, 1, 2, D+6

Chain Combo 4: N, 1, 2, 3

1. Jump in with 6, hold D+2, 5 buffer into QCT+3

2. Jump in with 6, hold D+4, 4, 5 buffer into QCT+3

3. Jump in with 6, 5 buffer into QCT, QCT+3 (easy SC combo)

4. Jump in with 6, D+6

5. N, 1, 2 buffer into F, D, D/F+3

6. Jump in with 3 or 6, F, D, D/F+3

7. Up close 3 buffer into F, D, D/F+3

8. Jump in with 3, 2 buffer into F, D, D/F+3

9. 1, 2 buffer into QCT+3

10. Up close 3 buffer into QCT+3

11. Jump in with 6, 5 buffer into QCB+6

12. Jump in with 4, D+4, N+4, 3

14. Jump in with 6, hold D+4, 4, 5 buffer into QCT, QCT+3

15. Jumping straight 4 buffer into QCB, QCB+any kick (looks quite silly...)

16. Jump in with 6, hold D, 4, 3 buffered into QCT+3


CHUN LI:
--------

Secretly pursuing the movements of Shadaloo, the international drug
smuggling operation, Chun-Li fights bravely, unmindful of personal danger.
The memory of her father, killed by the notorious Bison, burns brightly in
her life.

QUOTES:

"I expected better"                             Hold D+3Ps
"I don't have time for amateurs"                Hold D+3Ks
"You don't have the skill to beat me"           Hold D+1+4+5
"If you're going to fight, fight for real"      Hold D+3+4+6

OVERVIEW: She's arguably the most altered of the original SF2 cast. She is
          now harder to use effectively on the ground, but much more
          effective in the air. Her jumping 6 hits twice, and her Air Throw
          is still among the most effective. Her new move, the Splits Kick,
          is a great projectile counter, especially at close range.
          However, her Lightning Kick has been weakened unless using the
          full fierce, or the Super version.


SPECIAL MOVES:
--------------


-Lightning Kick: tap any kick repeatedly.

The faster you tap the kick, the longer it lasts. Great after a jump in and
drains plenty of energy if you've got fast enough fingers. This is great
for ticking off block damage as well, especially in the corner. Don't use
it from a distance since she's vulnerable to projectiles during the kicks.
The Lightning Kick can be buffered out of:
-standing 1
-standing 2
---------------------------------------------------------------------------

-Fireball ("Kikoken"): charge B, F+any punch

Decent projectile, a tad slow. Also not bad after a jump in. The beginning
animation can be seen a mile away and the opponent can jump over, so use
with caution.
The Kikoken can be buffered out of:
-standing or crouching 1
-standing or crouching 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Overhead Drop Kick: D/F+6

Her up close F+6 from before (or should I say after?). A good surprise
attack from up close, but rarely even knocks the enemy over, rather just
staggering them.
---------------------------------------------------------------------------

-Stomp: D+5 in mid-air

Excellent quick attack if you jump the enemy's fireball. Tap 5 repeatedly
for more hits. This is great for pestering the enemy in the corner.
---------------------------------------------------------------------------

-Spinning Bird Kick: charge D, U+any kick

Total of three hits, and decent power. Good air counter as well, as long as
the enemy isn't right over your head. Also a good combo finisher. Use it as
a counter buffered into the enemy's short low attack up close (eg. a
ducking quick kick.)
The Bird Kick can be buffered out of:
-crouching 1
-crouching 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Split Kick: HCB+any kick

If timed correctly will go through projectiles, even Supers like Ryu's. It
cannot be followed up though, but bear in mind if they use a projectile up
close. This also acts as an Overhead Strike. Watch your timing pulling it
off as a DP move can hit her at that time. Note: even though it cannot be
followed up in a true combo, her recovery is lightning fast, and you should
generally be able to come out of it kicking.
---------------------------------------------------------------------------

-Alpha Counter: B, D/B, D+any kick (preforms crouching forward kick)

Best used against Sweepers and Sliders. It is possible to hit jumping
attacks but they must be extremely deep.
---------------------------------------------------------------------------

-SUPER COMBO 1; Dashing Burst Kick: charge B, F, B, F+any kick

L1= 5 L2= 6 L3= 7

Very powerful Super, with good counter-attacking abilities; use it often.
It goes through projectiles, but watch the level 1; she only dashes a short
distance, so Chun Li must be in the right position for it to connect
through a Fireball. Also note it will go through Fireball Supers, so buffer
the motions during the animation pause and unleash it from a short distance
through the Super.
The Dashing Burst Kick can be buffered out of:
-crouching 5
-standing 1
-standing 2
-crouching 4
-crouching 1
-crouching 2
---------------------------------------------------------------------------

-SUPER COMBO 2; Super Spinning Bird Kick: charge D/B, D/F, D/B+U+any kick

L1=5 L2=6 L3= 7

Another powerful Super that is a decent air counter. Also not too hard to
put into crouch combos. The motions are a tad annoying, though.
The Super Spinning Bird Kick can be buffered out of:
-all the same as normal Spinning Bird Kick
---------------------------------------------------------------------------

-SUPER COMBO 3; Super Kikoken Blast ("Kikosho"): QCT, QCT+any punch

L1=5 L2=6 L3= 7

VERY effective and damaging especially to jumping opponents. Try it after a
jump in combo for major damage. Watch grounded opponents though; she can be
hit out of it with a far reaching Sweep or Slide attack since her legs are
wide open (no pun intended :) ).
The Kikoken Blast can be buffered out of:
-standing 1
-standing 2
-ducking 1
-ducking 2
-ducking 5
-ducking 4


COMBOS:
-------


Chain Combo 1: N, 1, 2, 3

Chain Combo 2: N, 1, 2, D+6

Chain Combo 3: hold D, 1, 2

Chain Combo 4: hold D, 1, 2, 6

1. Jump in with 3, hold B, 2 buffer into F+2

2. Jump in with 3 or 6, hold D, 5 buffer into U+6

3. charge B, F, B, F+6, buffer into HCB+6 (corner only)

4. Jump in with 6, N, 1, 2, D+6

5. Jump in with 6, N, 1, 2, 3

6. Jump in with 6, hold B, 1, 2 buffer into F+3

7. Jump in with 6, hold B, 1, 2 buffer into F, B, F+6

8. Jump in with 3, 1, 2 buffer into QCT, QCT+3


CHARLIE:
--------


A member of a secret elite military team, Charlie co-piloted a special
mission into Thailand along with his long-time friend Guile. The mission
backfired, and Charlie and Guile were captured. After escaping the jungle
prison, Charlie now seeks the force behind the unrest in Thailand.

QUOTES:

"Are you always so slow"                        Hold D+3Ps
"One more down. On with the war"                Hold D+3Ks
"Be all that you can be, Scumbag"               Hold D+1+4+5
"You got talent.  Uncle Sam could use you."     Hold D+3+5+6

OVERVIEW: Charlie can be devastating if played defensively. This is a
          problem, as Capcom supposedly intended for SFA to be an offensive
          slug-fest. As did Guile, Charlie must stay on the defensive to
          charge for his special moves. This isn't to difficult in the way
          of combos, and if you can get used to that style, Charlie is a
          real power player. Warning: Charlie has few projectile counters!
          The Somersault Kick will, and Crossfire Blitz levels 2 and 3 pass
          through projectiles. Another weakness is that all of Charlie's
          opponents have easy counters to his Sonic Booms, and they are
          predictable because of the charge back. Here's what they can do
          to him:

Ryu:  If Ryu has a Shinkuu-Hadoken charged, forget trying to throw
      a Boom anywhere near Ryu.  Since you have to charge the Boom,
      it is very predictable when you will be releasing it.  Ryu
      also has the Hurricane to rely on, as that move now goes over the
      Sonic Boom easily.

Ken:  He can roll under the Boom, but you will usually recover in
      time to not get hit.

Sagat:  He can't do much except jump-in, but he can do so pretty
        safely because of his long reaching legs.  If Sagat has a
        Super charged, however, he can nail Charlie on reaction with
        a Tiger Cannon easily.

Chun Li:  She can Split Kick through your Booms.  She can Dashing Burst
          Kick right through them in the corner.  Chun can also simply jump
          over them and kick, and there's little you can do to knock her
          out of these jump attacks.  Thus, you can get cornered rather
          easily when fighting Chun Li.

Birdie:  Birdie can Leaping Chain Grab any Sonic Boom easily.

Adon:  The Jaguar Kick and Jaguar Tooth both work well against a
       Boom attack.

Guy:  Guy can Slide underneath Booms close-up, or he can Bushido
      Run slide underneath them from medium to far range, as well as the
      Bushido Leap.

Sodom:  Sodom can slide under Booms easily and recover instantly.

Rose:  She can slide underneath Booms with great recovery, as well
       as reflect Booms back in your face.


SPECIAL MOVES:
--------------


-Sonic Boom: charge B, F+any punch

Fairly powerful projectile, it's best used in combos, or the quick version
on jumpers. This is thrown slightly higher than Guile's and with one hand;
Slide moves can go under it. The only way to counter this problem is to
throw it with 1; it should hit overconfident opponents as they get up from
the Slide.
The Sonic Boom can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Somersault Kick: charge D, U+any kick

Slightly different angle and looks different than Guile's, it's a good air
counter if timed right, and a decent crouch or jump in combo finisher. Hits
twice with fierce up close. Note: For some reason, this is the most easiest
move in the game to air block, so stick with the quick or medium kick so
you can recover in time. Even then, some can still attack Charlie after
they air block the Somersault Kick, so stick with the standing 6 or ducking
3 as an air counter, and reserve the Somersault Kick for combos. With
perfect timing the Somersault Kick will go through projectiles.
The Somersault Kick can be buffered out of:
-crouching 1
-crouching 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Thrust Kick: F or B+6

Standard mid-range move, good surprise and great for pushing opponents back
while charging back for a Sonic Boom.
---------------------------------------------------------------------------

-Hop Kick: F or B+5

Charlie's Overhead Strike, this will skip over most ducking kicks and
sweeps. This also allows you to charge back, so unleash the Crossfire Blitz
as you land and they try to retaliate.
---------------------------------------------------------------------------

-Air Backbreaker: F or B+2 or 3 in mid-air meeting opponent

This move helps Charlie out a lot in the air, and is extremely powerful.
However, you must be right up close to them and your sprites must overlap,
so just about any opponent can hit Charlie before he gets close enough to
them.
---------------------------------------------------------------------------

-Alpha Counter: B, D/B, D+P (performs a Backfist)

Very slow Counter; Do not even think about attempting it on jumping attacks
unless they are EXTREMELY deep, otherwise the enemy can land and nail
Charlie with a Sweep or other low attack before he has recovered. Instead,
reserve it for countering ground attacks up close if you're in the corner
to gain Charlie some distance.
---------------------------------------------------------------------------

-SUPER COMBO 1; Crossfire Blitz: charge B, F, B, F+any kick

L1=4 L2=5 L3=6

A spectacular Super that does great damage. Best used in a jump in combo.
DO NOT use it on jumping opponents. It cannot go through projectiles at
level 1, only level 2 and 3. If you have either, use them close in when
they throw a fireball.
The Crossfire Blitz can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-SUPER COMBO 2; Somersault Justice: charge D/B, D/F, D/B, U+any kick

L1=5 L2=7 L3=9

Annoying motions, but well worth it. This is a great air counter and can be
used in jump-in combos, especially in the corner. Use it close in as a
counter attack to a blocked ducking move. I have also found that it is
possible to VERY quickly buffer these motions during an opponent's Sweep or
Slide, and you can counter them without blocking it first. Timing is the
key.
The Somersault Justice can be buffered out of:
-crouching 1
-crouching 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-SUPER COMBO 3; Super Sonic Barrage: charge B, F, B, F+any punch rep.

L1=2 L2=3 L3=4

This is fairly effective against projectile throwers a close range. Bear in
mind that all the Sonic Booms can be Air Blocked. Not a large part of
Charlie's repitiore...
The Super Sonic Barrage can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

MISC.
-----

Charlie's crouching 3 should be used as his main air counter instead of the
Somersault Kick. As well, his standing 6 is fairly effective too, but has a
longer reach.

Note: His backfist is done F+3


COMBOS:
-------


Chain Combo 1: hold D, 1, 4, 2, N+3

Chain Combo 2: hold D, 1, 2, N+3

Chain Combo 3: D+1, N, 2, 3

Chain Combo 4: N, 1, 2, F+3 (finishes with Backfist!)

1. Jump in with 6, hold D/B, 4, hold B, 2 buffer into F+3

2. Jump in with 6, hold D/B, 4, 2 buffer into U+6

3. Jump in with 6, hold D/B, 4, 2 buffer into D/F, D/B, U+6

4. Jump in with 6, hold D/B, 1, 1, 4, 5 buffer into F+3 (corner)

5. Jump in with 6, hold D/B, 1, 1, 4, 5 buffer into F, B, F, 6


KEN:
---

A disciple of the shotokan school of karate and past training partner of
Ryu, Ken has an amazing fighting spirit and an even larger ego. Convinced
he is the best fighter, that he can defeat anyone, Ken seeks a
confrontation with his long-time rival.

QUOTES:

"Don't tell me, you're actually unconscious"    D+3Ps
"Now you can see the difference between us"     D+3Ks
"Next time I won't be so easy on you"           D+1+4+5
"You're better than you look, try harder"       D+3+5+6

OVERVIEW: Another of my favorites, Ken singular special moves aren't all
          that powerful, but he is a COMBO KING. He can drain over 50%
          energy with one combo. He also has good projectile evade with the
          Ground Roll. As with Ryu, it's a fairly safe idea to pin the
          enemy in the corner with Fireballs and especially Hurricane Kicks
          in Ken's case, but watch the projectile counters.


SPECIAL MOVES:
--------------


-Fireball ("Hadoken"): QCT+any punch

Identical to Ryu's but slightly slower recovery time.
The Fireball can be buffered out of:
-any standing or crouching punch
-crouching 5
-crouching 4
---------------------------------------------------------------------------

-Dragon Punch ("Shoryuken"): F, D, D/F+any punch

This is THE move for Ken. The perfect combo finisher can rack up many hits
and is more powerful than even Ryu's if all hits connect up close. Like
Ryu's you can use it as an air counter, but it will only take of a sliver
of energy. The fierce version flames.
The Dragon Punch can be buffered out of:
-any standing or crouching punch
-crouching 5
-crouching 4
---------------------------------------------------------------------------

-Hurricane Kick ("Tetsumakisempukyaku"): QCB+any kick

Also racking up many hits, this move won't knock the enemy down like Ryu's.
So, use it to finish off a big combo for major damage and hopefully a
dizzy. Also like Ryu's, it goes through fireballs fairly easily. In the
air, however, it does surprise ducking opponents as an Overhead Strike or
after they throw a fireball.
The Hurricane Kick can be buffered out of:
-any standing or crouching punch
-any crouching kick
---------------------------------------------------------------------------

-Side Axe Kick: F+5

This is Ken's Overhead strike. It hits twice and isn't bad mixed in with
combos either.
---------------------------------------------------------------------------

-Ground Roll: QCB+any punch

Since his Hurricane can't go through projectiles as easily as Ryu's, Ken'll
go under 'em with the Roll! You can then attack as you get up. Try mixing
it into the middle of a combo; up close it'll go under the enemy's legs and
set them up nicely. The Roll will also go under Super Fireballs and even
through some Dashing Supers like Charlie's Crossfire Blitz. Just buffer the
motions during the beginning animations.
---------------------------------------------------------------------------

-Alpha Counter: B, D/B, D+any punch (performs fierce DP)

As with Ryu, it is the perfect counter for jump ins, but watch the recovery
if they're on the ground.
---------------------------------------------------------------------------

-SUPER COMBO 1; Violent Dragon ("Shoryureppa"): QCT, QCT+any punch

L1=4 L2=6 L3=8

This has better range than his Still Dragon, but should NOT be used on
jumping opponents unless they're cornered. It can be chained with a jump in
or easily with a ducking medium kick. Goes through Projectiles. As with
Charlie's it is possible to buffer this move into the enemy's Slide or
Sweep and counter them before the move hits.
The Violent Dragon can be buffered out of:
-same as the normal DP
---------------------------------------------------------------------------

-SUPER COMBO 2; Vertical Dragon ("Shinryuken"): QCT, QCT+any kick

L1=6 L2=7 L3=8

Although the range is nill since Ken goes straight up in the air, it'll
still do fair damage against jumpers at level 2 or 3, but remember to still
hit 'em as close to the ground as possible for it to get good hits and
damage. If you use it against jumpers, buffer it into the enemy's jump
kick, so it won't actually hit you. The CPU loves to use it in this
fashion.
The Vertical Dragon can be buffered of:
-same as normal DP
---------------------------------------------------------------------------

MISC.
-----

Ken's standing 6 produces an extremely low Roundhouse to the knee area;
this has EXCELLENT range; if you have to block a fireball form a short
distance, follow with this.

Ken's jumping forward 5 produces a wierd looking straight kick. This is the
ultimate cross-up attack and Ken can start combos with ease. If you jump
over the enemy, use this in a combo.


COMBOS:
-------


Chain Combo 1: N+ 1, 2

Chain Combo 2: hold D, 4, 5, 6

Chain Combo 3: hold D, 4, 6

Chain Combo 4: N+ 1, 2, D+6

1. Jump in with 6, hold D, 2, 4, 3

2. Jump in with 6, 4, 4, 5, 3

3. Jump in with 6, D+6

4. N, 1, 2 buffer into F, D, D/F+3

5. Jump in with 3 or 6, F, D, D/F+3

6. Up close 3 buffer into F, D, D/F+3

7. Jump in with 3, 2 buffer into F, D, D/F+3

8. 1, 2 buffer into QCT+3

9. Up close 3 buffer into QCT+3

10. Jump in with 4, D+4, N+4, 3

13. Jump in with 4, 4, N+6 or 3

14. Jump in with 6, hold D+4, 4, 5 buffer into QCT, QCT+3

15. Jumping straight 4 buffer into QCT, QCT+any punch

16. Jump in with 3 or 6, hold D+1, 4, 5 buffer into QCB+6

17. Jump in with 3, 3 buffer into QCT, QCT+3

18. Up close 3 buffer into QCT, QCT+3


GUY:
----

Guy's command of ninjitsu fuels his belief that he is a descendant of a
ninja. An intelligent fighter, Guy balances street smarts with ninjitsu
tradition to create a unique combination of strength and calculation.
Instrumental in the downfall of the Mad Gear crime ring, Guy trounces evil
anywhere it lurks.

QUOTES:

"You can't beat what you can't touch"           Hold D+3Ps
"You're so outclassed"                          Hold D+3Ks
"Don't worry, everyone loses to me."            Hold D+2+3+6
"Shouldn't you be crawling to hospital about    Hold D+3+5+6
 now?"


OVERVIEW: If you can get used to using him, he's quite deadly. He's the
          fastest character in the game, and incorporates many "Vega-like"
          characteristics like the Air Suplex and some of his original
          techniques from Final Fight like the Whirlwind Kick. Although
          without projectiles, Guy is very good against Fireball oriented
          characters like Ryu and Sagat with moves like a well-timed
          Bushido Slide and a Bushido Leap and Air Suplex from mid-range.


SPECIAL MOVES:
--------------


-Bushido Run: QCT+any kick

-Bushido Air Roundhouse: QCT+6, any kick

-Bushido Slide: QCT+5, any kick

-Bushido Halt: QCT+4, any kick

These are Guy's dashing attacks, and you should try and mix them up to keep
opponent's guessing. Remember, do the Bushido Run with the button of the
technique you want, then hit any kick at any time to let loose with it.
The Air Roundhouse has excellent recovery and works in simple combos. The
Slide isn't bad for going under projectiles, and the Halt can be used to
make a DP move just miss you as you run in, or you can stop just in front
of them and attempt a throw.
All the Bushido Run techniques can be buffered out of:
-any standing punch
-crouching 4
-crouching 5
-standing 4
---------------------------------------------------------------------------

-Whirlwind Kick: QCB+any kick

Excellent air counterability with this move, and not bad in combos. Use it
after a jump in, but watch the slow recovery of the fierce. This will go
through most projectiles if timed correctly, even some Supers. Hits twice
with 5, three times with six.
The Whirlwind Kick can be buffered out of:
-any standing punch
-standing 5
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Bushido Leap: QCT+any punch

-Elbow Drop: QCT+any punch, any punch

-Air Suplex: QCT+any punch, 3 directly over opponent's head

The Air Suplex should be tried time and again until mastered as it is
powerful. With proper timing, you can snag opponents at the apex of their
DP move with the Suplex easily. The Elbow Drop, if quick, can be followed
up with a combo to surpise the enemy, and it also acts as an Overhead
Strike. The Leap itself also goes over normal projectiles. Be sure to
buffer the Bushido Leap whenever the opponent tries for a Super Combo
projectile.
---------------------------------------------------------------------------

-Air Suplex: F or B+2 or 3 when meeting opponent in mid-air.

You don't have to do the Bushido Leap to do the Suplex. This adds even more
air superiority to Guy's repitoire. Remember though, that since you have to
overlap your sprites with the enemy's, they can get in a hit when you're up
in the air with them before you get close enough to do it. Be careful using
this move.
---------------------------------------------------------------------------

-Elbow Dash: F+2

Guy's Overhead strike that hits twice, with Excellent recovery time. Mix it
up with jump ins and standing medium kicks to keep 'em guessing.
---------------------------------------------------------------------------

-Flip Kick: D/F+6

Hits twice. Not a bad air counter if times precisely, since the beginning
animations are quite slow.
---------------------------------------------------------------------------

-Alpha Counter: B, D/B, D+any kick (performs crouching forward kick)

Very difficult Counter to use. Almost totally useless against jump ins, try
to reserve it for Sweeps and Slides.
---------------------------------------------------------------------------

-SUPER COMBO 1; Dashing Bushido Barrage: QCT, QCT+any kick

L1=4 L2=6 L3=7

At level three, a very powerful Super. Use it after a blocked Bushido run
move as it has good recovery without fear of a good counter. Goes through
projectiles, best up close.
The Dashing Bushido Barrage can be buffered out of:
-all same as Bushido Running techniques
---------------------------------------------------------------------------

-SUPER COMBO 2; Air Bushido Barrage: QCT, QCT+any punch rep.

L1=4 L2=5 L3=6

A fairly useless Super, the enemy must be a short distance away and in the
air for it to hit. Use it sparingly.
---------------------------------------------------------------------------

MISC.
-----

Guy's ducking 6 produces a Slide that can go under projectiles and finish
combos.

Guy's Throw with 6 produces a Grab and Knee. Unlike Ken's, Charlie's or
Sagat's pitiful Knee Grab, this one packs decent power.


COMBOS:
-------


Chain Combo 1: N, 1, 2, 3, 6

Chain Combo 2: hold D, 4, 5, 6

1. Jump in with 3, 1, 2, 3, 6

2. Jump in with 6, hold D, 4, 5, 6

3. Jump in with 3, 1, 2, 3 buffer into QCT, QCT+any kick

4. Up close 3 buffer into QCT+6, 6

5. D+5 buffer into QCB+6

6. Jump in with 6, QCB+6

7. Jump in with 6, D+1, N+2, 3 buffer into QCT+6, 6 (corner; REDIZZY!!)

8. hold F, 1, 1, 1, 2, hold D+3 buffer into QCT+5, 5

9. hold D+1, N+2, hold D+3 buffer into QCT+5, 5

10. Jump in with 6, 1, 1, 2 buffer into QCT, QCT+any kick

11. Up close 3 buffer into QCB+6


BIRDIE:
-------

Influenced by life in the back streets of many Eurpoean cities, Birdie has
become familiar with the working of Shadaloo as a bouncer in many punk
clubs. He yearns for a part of the action, using his strength and style to
avoid the law. Birdie knows he must fight his way into the infamous crime
organization.

QUOTES:

"It's good to be back"                          Hold D+3Ps
"Still the best"                                Hold D+3Ks
"What made you think you could beat me?"        Hold D+2+3+6
"Show some respect & maybe you'll keep          Hold D+3+5+6
 breathing"


OVERVIEW: Despite his size, Birdie isn't all that hard to use. His basic
          punches and kicks are extremely powerful by themselves, and the
          Chain Grab is the most powerful single move (not including
          Supers) in the game (25%). The Dashing Headbutt is great as an
          air counter if timed correctly, and the Sledgehammer Headbutt can
          be charged to full power and is a good surprise attack. He also
          has two incredibly devastating Super Combos. Even though Birdie
          sucks in the air, he has great air counterability using standing
          and crouching fierce punches. You should rarely jump in at
          Birdie, except maybe with Chun Li.


SPECIAL MOVES:
--------------


-Dashing Headbutt: charge B, F+any punch

Very good as an air counter, and is a great surprise attack as the quick
version comes out incredibly fast. Be careful that you use the proper
strength Headbutt depending on your opponent's distance, because Birdie is
left wide open after the charge for a second.
The Dashing Headbutt can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-crouching 4
---------------------------------------------------------------------------

-Sledgehammer Headbutt: charge any two punch buttons, release

Depending on how long you hold the punches, the Sledgehammer can be charged
up to full power for good damage. You'll now how long you've held it, since
the computer says the level when you release the punches. Also note that
since you only have to charge two punches, that leaves a third free for
use. It is recommended that button 1 be free, so that the quick Dashing
Headbutt is at your disposal for air counters. Also remember that as Birdie
is turning he is invulnerable, so if you can charge for a good amount of
time, use it against an opponent at close range when they throw a
projectile.
The Sledgehammer Headbutt can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-crouching 4
---------------------------------------------------------------------------

-Chain Grab: roll 360 degrees+any punch

A devastating move, the Chain Grab is great after a jump in, or even to
counter an up close attack. Use this as your primary weapon, and don't
hesitate to be extremely cheap. Use ticks galore.
The Chain Grab can be buffered out of:
-standing 1
-standing 2
---------------------------------------------------------------------------

-Alpha Counter: B, D/B, D+any punch (produces a headbutt)

Nice range but you must be very careful, as it is slow. Do not attempt a
counter on a Super Combo very often; Birdie's frequently misses and he'll
get nailed with the Super.
---------------------------------------------------------------------------

-SUPER COMBO 1; Leaping Chain Grab: QCT, QCT+any button

L1=1 L2=2 L3=3

This goes in order from weakest to strongest. Hitting 1 will cause Birdie
to hop an extremely short distance and grab his enemy. 6 will cause him to
leap full screen to grab 'em. Extremely usefull Super, as the leap will go
over projectiles, even Supers.
---------------------------------------------------------------------------

-SUPER COMBO 2; Jackhammer Rush: charge B, F, B, F+any punch

L1=2 L2=3 L4=5

At level three it does amazing damage, especially in the corner. If the
first three hits connect, the opponent will be dizzied, and Birdie will
stop to comb his hair, then continue with two more Headbutts! Use this
against characters without projectiles, otherwise stick with the Super
Chain Grab.
The Jackhammer Rush can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-crouching 4
---------------------------------------------------------------------------

MISC.
-----

Birdie's D+3 in mid-air produces a Body Splash, which is a good setup for
the Chain Grab

Both Birdie's standing and crouching 3 are flawless air counters, very
difficult to avoid. These make just about everyone short of Chun Li afraid
to jump in at the punk.


COMBOS:
-------


Chain Combo 1: hold D, 2, 3

Chain Combo 2: hold D, 2, 6

1. Jump in with 3 or D+3 buffer into roll 360 degrees+3

2. Jump in with 3, N, 4, 3

3. Jump in with 3, hold D, 2, 3

4. Jump in with 3, hold D, 2, 6


SODOM:
------

Sodom considers himself a student of Japan and its culture. But as a
American living in America, he has had trouble perfecting the art. A former
henchman for the Mad Gear crime gang, Sodom is consumed with revenge for
Guy.

QUOTES:

"You're just too weak"                          Hold D+3Ps
"Not bad, you should work for me next time"     Hold D+3Ks
"You will not interfere with my plans"          Hold D+1+4+5
"I guess I beat you pretty good.  Nothing       Hold D+3+5+6
 personal"


OVERVIEW: VERY powerful character. He combines great combos with amazing
          power like the Butsumetsu Buster. The Daikyo Burning is weak, but
          can be put effectively in any combo. He also has two extremely
          effective and powerful Super Combos. He also has good air
          counterability with his crouching medium and fierce punches. Try
          and stick with his sai attacks and be careful where you use the
          Daikyo Burning and the Butsumetsu Buster. Note: wanna see Sodom
          in Final Fight? He's the boss of the second level! He goes by the
          name Katana and uses Katanas, and he's much skinnier, but it's
          him.

SPECIAL MOVES:
--------------


-Jitte Slice: F, D, D/F+any punch

This dashing move has great priority on the ground, and can finish off
combos easily. The fierce hits once and knocks down; you're best to finish
combos with the quick, as it hits twice.
The Jitte Slice can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-any standing kick
---------------------------------------------------------------------------

-Butsumetsu Buster: roll 360 degrees+any punch

Extremely powerful move, you must be watchful of where to use it. Because
of the short hop forward, Sodom is left wide open until he grabs the enemy.
Difficult to put in combos, easiest with jump-ins.
---------------------------------------------------------------------------

-Daikyo Burning: roll 360 degrees+kick

Although weak, this move can be put quite easily in combos. He dashes
forward as well, so it can be used after blocking a projectile or long
range special move from a short distance. It is effective mainly because it
brings the enemy to the corner, where you can try and pummel him as best
you can.
The Daikyo Burning can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-any standing kick
---------------------------------------------------------------------------

-Tengu Walk: B, D/B, D+any kick while recovering

Sodom is the only character in the game with the ability to do a special
recovery move. NEVER use this on an enemy after being knocked down if they
are in the air, because Sodom's back is exposed to a hit. This can rack up
at least 3 hits against standing opponents and is a great surprise.
---------------------------------------------------------------------------

-Alpha Counter: B, D/B, D+any punch (performs standing sai swipe)

Not bad against both air and ground attacks, with a fairly short range.
Don't use it on sliders, it'll usually pass over their head.
---------------------------------------------------------------------------

-SUPER COMBO 1; Dashing Sai Barrage: QCT, QCT+any punch

L1= 3 L2=6 L3=7

Not only extremely powerful at level three, this Super is perfect on
jumping attackers and juggles them three times for good damage. It can be
chained in a combo as well.
The Dashing Sai Barrage can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-any standing kick
---------------------------------------------------------------------------

-SUPER COMBO 2; Double Butsumetsu Buster: roll 720 degrees+any punch

L1=1 L2=2 L3=3

Not an easy Super to use, but EXTREMELY powerful. Use it sparingly, though,
as the beginning animations can be seen a mile away and can be countered
easily before he hops. You can try it mainly after a jump in, or even as a
counter for something with slow recovery, like another Sodom's fierce
Jisoku Scrape. At level 3 he does to Butsumetsu Busters then a Daikyo
Burning.
---------------------------------------------------------------------------

MISC.
-----

Sodom's regular ducking 6 produces a Slide which will go under ANY
Fireball, even Sagat's LOW Tiger Wave, and Sodom recovers instantly. Use
this often, the closer the better, especially on Super Fireballs like
Ryu's.


COMBOS:
-------


Chain Combo 1: N, 4, 5, 6

Chain Combo 2; 1, 2, 6

1. Jump in with 3, 1 buffer into F, D, D/F+1

2. N, 4, 5, 6 buffer into 360 degrees+6

3. Jump in with 3, 5 buffer into F, D, D/F+3

4. Jump in with 3, 5 buffer into QCT, QCT+3

5. Jump in with 3, N+1, 5, 6 buffer into F, D, D/F+3

6. Jump in with 3, 4 buffer into roll 360 degrees+6

7. Jump in with 6, N+4, 5, 6 buffer into 360 degrees+6

8. Jump in with 6, D+6

9. Jump in with 6, N, 4, 5, 6, D+6

10. Jump in with 6, 1, hold D+3 buffer into F, D, D/F+1

11. Jump in with 3, 1, 2, 3

12. Jump in with 3, 4, 5 buffer into QCT, QCT+any punch


ADON:
-----

A master of the art of Muay Thai, Adon trained with Sagat but they quickly
became enemies and rivals. Drawing the speed and cunning of the majestic
jaguar, Adon's flashy style of battle has been known to mesmerize victims.
He enters the tourney to prove himself to Sagat.

QUOTES:

"I am a Muay Thai Master, you are sucking gravel" Hold D+3Ps
"My legend starts now"                            Hold D+3Ks
"Don't worry. It's all over."                     Hold D+1+2+4
"Is that the best you can do?"                    Hold D+2+3+6


OVERVIEW: A simplistic character, don't be expecting to find many combos
          for him. His moves are deceaving; the Jaguar Tooth can be timed
          to go over projectiles, and the Jaguar Kick as well with proper
          timing. Both of his Super Combos go through projectiles, making
          him all the more cunning. The idea to playing as him is to keep
          it simple and stick with a calm rational style instead of trying
          to go crazy with combos and even Supers, which'll get you killed
          fast.


SPECIAL MOVES:
--------------


-Jaguar Kick: B, D, D/B+any kick

The fierce will go over opponents up close. Use the quick primarily and in
combos, and the medium against fireballers at a fairly close range. Use it
best as an air counter, but it must be properly timed. It is most likely
possible to buffer this out of many attacks (eg. standing or crouching 2)
but there is really no reason to do so.
---------------------------------------------------------------------------

-Jaguar Tooth: HCB+any kick

Use this to evade projectiles whenever possible, especially opponents
without an easy Dragon Punch-type move, like Rose for instance.
---------------------------------------------------------------------------

-Jaguar Knee: QCT, U/F+any kick

Nice two hitting DP move, best after jump-ins. It's not a bad air counter
if the enemy jumps in low.

The Jaguar Knee can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Jacknife Kick: D/F+5

The ULTIMATE air counter. Very difficult to avoid, use this whenever you
see the chance of them jumping. If the enemy is trying for a cross-up or
jumping in fairly high, use it, but otherwise stick with the powerful
Jaguar Knee.
---------------------------------------------------------------------------

-Alpha Counter: B, D/B, D+any kick (performs a Jaguar Knee)

This is good against air attacks and so-so against ground attacks. But, it
hits instantly and therefore is difficult to avoid.
---------------------------------------------------------------------------


-SUPER COMBO 1; Jaguar Fury: QCB, QCB+any kick

L1=3 L2=4 L3=6

Goes through all projectiles, best up close. Be careful not to use it too
close, or Adon will hop over his enemy. Also not a bad air counter.
---------------------------------------------------------------------------

-SUPER COMBO 2; Jaguar Barrage: QCT, QCT+any punch

Goes through all projectiles. Use it up close whenever they throw a
fireball, or in a combo. NOTE: When using the level 3, VERY rapidly tap 3,
and instead of that rising slam he finishes with, he'll do a Lightning
Fist, which looks better and seems more powerful.The best place to use this
is against an opponent with a Super Fireball; when the screen pauses,
buffer this move in, and you'll go right through their fireball and nail
'em.
The Jaguar Barrage can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-crouching 4
-crouching 5


COMBOS:
-------


Chain Combo 1: N, 1, 2

Chain Combo 2: hold D, 1, 2

Chain Combo 3: N, 1, 2, 6

Chain Combo 4: N, 1, 2, D+6

Chain Combo 5: hold D, 1, 2, 6

1. Jump in with 6, QCT, U/F+6

2. Jump in with 5, B+4, D/B+3

3. Jump in with 6, hold D, 1, 2, 6

4. Jump in with 6, hold D, 1, 2 buffer into QCT, QCT+3

5. Jump in with 6, 1, 2 buffer into QCT, U/F, 6


ROSE:
-----

Rose's inner strength guides her in battle. Constantly searching for the
right balance of action and reaction, Rose displays an intuition that
borders on telepathy. She calls to her soul, and believes the heavens will
punish whomever wields the mystic power without good intentions. (Like
Bison, maybe?)

QUOTES:

"Power is nothing without skill."               Hold D+3Ps
"Are you done?"                                 Hold D+3Ks
"Forgive me, but my fight is not with you."     Hold D+1+4+5
"Today's lesson is over."                       Hold D+3+5+6


OVERVIEW: She's a crafty fighter with great sneak attacks. The Slide is
          fast, and if used during the Super Aura Shadows, can hit many
          times. She can catch anybody's fireball and absorb it or send it
          back. Her Supers are beautiful and powerful, especially the Super
          Aura Assualt. If used properly she's devastating. BTW, if you
          want to see her in Darstalkers Revenge, she's that little girl
          with the teedy bear that always cheers for Donovan... (at least
          that's what the rumours say; the game did take place in the past)


SPECIAL MOVES:
--------------


-Soul Reflect: QCB+any punch

Use it whenever you see a projectile coming. Do it with 1 and you'll absorb
the fireball, giving you energy on your Super Meter. With 2 she'll knock it
straight back, and 3 will knock it up at an angle. Try not to use this move
constantly and become predictable, because if you mis-time it, she'll get
nailed with the fireball. Use the move with 3 against fighters like Ryu,
who think they can Fireball you and then jump in for the kill :)
The Soul Reflect can be buffered out of:
-any standing or crouching punch
-standing 4
-standing 5
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Soul Spark: HCT+any punch

Nice Fireball. Her scarf will hit as well if you're close enough. The
recovery is pretty slow though, and if they jump high enough over it she
can be hit with a jump in.
-The Soul Spark can be buffered out of:
-standing 3
---------------------------------------------------------------------------

-Soul Catch: F, D, D/F+any punch

This is her Air Throw. Use it whenever the enemy is fairly close in the
air. Try not to use it too often, because as with DPs, her recovery is
horrible. But, at the same time, it has an advantage over all the other air
Throws; since it is started from the ground, you can catch opponents a lot
easier without having to get extremely close. Remember to try and use this
whenever the enemy misses a DP move.
---------------------------------------------------------------------------

-Slide: D/F+5

An effective sneak attack, it is best used after the Super Aura Shadows.
And if the opponent attempts to counter, Rose can go into another attack,
especially one of her Supers, since the recovery from the Slide is awesome.
---------------------------------------------------------------------------

-Alpha Counter: B, D/B, D+any punch (performs a Soul Catch)

As with other DP Counters, it is best used on jumping attacks. Remember,
she still has the problem with the recovery, so be careful about countering
sweeps and slides. This is ideal after blocking a DP.
---------------------------------------------------------------------------

-SUPER COMBO 1; Super Soul Spark: HCB, HCB+any punch

L1=3 L2=4 L3=5

Goes through normal projectiles and is best used up close. Be careful as
she will be left open to jumping attacks.
The Super Soul Spark can be buffered out of:
-standing 2
-standing 3
---------------------------------------------------------------------------

-SUPER COMBO 2; Aura Assualt: QCT, QCT+any punch

L1=1 L2=3 L3=4

Her most powerful Super by far, level 1 simply performs a powerful Soul
Catch. Level 2 and 3 act as a DP, so use it up close. After pummeling them
with jabs and slides, they'll get scared into jumping, then WHAM!
Level 2 or 3 Aura Assualt can be buffered out of:
-standing 1
-standing 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-SUPER COMBO 3; Super Aura Shadows: QCT, QCT+any kick

L1= lasts 5 sec. L2= lasts 6 sec. L3= lasts 9 sec.

This will add four times the hits and four times the power to all her
regular hits. Try using the Slide repeatedly!! This is the time to go crazy
and not worry about countering. It is possible to counter Rose, especially
with an Alpha Counter, but the enemy will have to try and orientate himself
before doing so, and by then you'll have taken a decent chunk of life off
their meter.


COMBOS:
-------

Chain Combo 1: hold D, 4, 5, 6

Chain Combo 2: hold D, 1, 4, 5, 6

Chain Combo 3: N, 1, 2

1. N, 1, 2 buffer into HCT+3

2. Jump in with 6, D+6

3. Jump in with 6, hold D, 1, 4, 5, 6

4. Jump in with 6, 1 buffer into QCB+3

5. Jump in with 6, QCT, QCT+3

6. Jump in with 6, N, 1, 2 buffer into HCB, HCB+3

7. Jump in with 6, N, 1, 2 buffer into HCT+3

8. Jump in with 6, hold D+1, 3

9. Cross-up 5, hold+D, 1, 1, 4, 5, 6

10. Jump in with 6, hold D+1, 4, 2

11. Jump in with 3, hold D+1, 4, 5 buffer into QCT, QCT+any punch


SAGAT:
------

Feared throughout his homeland and beyond, Sagat reigned supreme until his
narrow defeat at Ryu's hands. Humiliated and honorless, Sagat vows revenge
at any cost. The tenacious tiger now stands on a new battlefield.

QUOTES:

"Now who's the strongest"                       Hold D+3Ps
"It will take more than you to best me"         Hold D+3Ks
"Do not challenge what you cannot defeat!"      Hold D+1+4+5
"Accept your weakness & never return here!"     Hold D+3+5+6


OVERVIEW: Another of my favorites, most say Sagat has been weakened. I say
          he's been PUMPED. I believe the differences don't make him any
          worse. His Tiger Uppercut is slower, but you can still air
          counter with standing 6. The Tiger Knee is easier to do and
          better in combos, as well as an anti-projectile. His Tiger Waves
          have been slowed down, but this can help against airborne
          opponents. Both the kick Supers are beautiful, and the Super
          Tiger Cannon isn't bad against fireballers. The main idea is not
          to try anything fancy unless you manage to start a successful
          jump in combo. Otherwise, keep your distance and fight as cheesy
          as possible with Tiger Shots and bear in mind they can be
          countered. Play carefully and try not to rely on the Tiger
          Uppercut, more on his standing fierce kick and Tiger Knee.


SPECIAL MOVES:
--------------


-Tiger Wave (High): QCT+any punch

-Tiger Wave (Low): QCT+any kick

Both have been slowed, but are fairly powerful and can be timed against
airborne opponents. The Low Tiger Wave can be buffered out of a crouching
medium kick for an easy two hit. Remember to be watchful of airborner
opponents; if the High Tiger Wave doesn't hit the airborne attacker, they
can easily jump kick Sagat because his recovery is terrible and his arms
stick out a mile.
The High Tiger Wave can be buffered out of:
-crouching 1
-crouching 2
-standing 1
-standing 2
-crouching 4
-crouching 5
The Low Tiger Wave can be buffered out of:
-crouching 1
-crouching 2
-standing 1
-standing 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Tiger Uppercut: F, D, D/F+any punch

Called the Tiger Blow (this sounds extremely faggoty) in SFA, it has been
weakened considerably but hits SEVEN times. A decent air counter, and a
beautiful combo finisher. Remember though that the Uppercut no longer has
great superiority, so stick with the Tiger Knee, especially DEEP jumping
opponents, and try to use his standing 6 as a normal air counter more
often.
The Tiger Uppercut can be buffered out of:
-crouching 1
-crouching 2
-standing 1
-standing 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Tiger Knee: F, D, D/F+any kick

Called the Tiger Crush in SFA, it hits twice with decent power. A good
combo finisher. The fierce will go through most fast projectiles and the
medium or quick can be faked out from a short distance and you can then go
into a kick Super.
The Tiger Knee can be buffered out of:
-crouching 4
-crouching 5
-standing 1
-standing 2
---------------------------------------------------------------------------

-Alpha counter: B, D/B, D+any kick (performs a standing kick)

A tad on the slow side, but has great horizontal range. Use it to get outta
the corner. Since his leg shoots straight horizontally, don't use it
against jumpers unless they're EXTREMELY deep.
---------------------------------------------------------------------------

-SUPER COMBO 1; Super Tiger Cannon: QCT, QCT+any punch

L1=4 L2=5 L3=6

Doesn't look like much, but goes through normal projectiles and does MAJOR
damage at level three. Bear in mind that unlike Ryu's Shinkuu-Hadoken, this
is thrown quite high, and therefore cannot hit ducking enemies, like Ryu's.
Whenever the enemy attempts a Super Fireball, buffer this move in to
counter it.
The Super Tiger Cannon can be buffered out of:
-crouching 1
-crouching 2
-standing 1
-standing 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-SUPER COMBO 2; Tiger Genocide: QCT, QCT+any kick

L1=5 L2=9 L3=13

Very powerful and not a bad air counter if timed correct in the corner.
Stick with it in a combo. Excellent for going through fireballs at close
range, but watch it if you miss, the recovery of the final uppercut(s) is
terrible.
The Tiger Genocide can be buffered out of:
-crouching 1
-crouching 2
-standing 1
-standing 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-SUPER COMBO 3; Tiger Barrage: QCB, QCB+any kick

L1=6 L2=7 L3=7

The advantage is range and excellent recovery. If you get them in a corner,
you can follow with a Tiger Uppercut for a max of 14 hits! Try to use it up
close despite the range, because if you do it from a distance the opponent
should be able to retaliate with an Alpha Counter.
The Tiger Barrage can be buffered out of:
-crouching 1
-crouching 2
-standing 1
-standing 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

MISC.
-----

Despite the weakened Tiger Uppercut, Sagat is still an impressive air
counterer. Try and stick mainly with his standing 6 especially if they try
to jump deep. His standing 3 works as well, but only if they're almost on
top of you.

Also, Sagat's best jump-in attack is either 4 or 6, but if you have to meet
the enemy in the air, put up a fight with either 5 or 3, since they go out
right in front of him.


COMBOS:
-------


Chain Combo 1: N, 1, 2

Chain Combo 2: N, 1, 2, 3

Chain Combo 3: N, 1, 2, 6

1. Jump in with 6, F, D, D/F+3

2. Jump in with 6, N, 1, 2 buffer into F, D, D/F+3

3. Jump in with 6, F, D, D/F+6

4. Jump in with 6, 2 buffer into F, D, D/F+3

5. Jump in with 6, 2 buffer into F, D, D/F+4

6. Jump in with 6, 2 buffer into QCT+3 or 6

7. Jump in with 6, N, 1, 2 buffer into QCB, QCB+any kick

8. Jump in with 6, D+5 buffer into QCT, QCT+any kick

9. Jump in with 6, N, 1, 2 buffer into F, D, D/F, 6

10. Jump in with 6, N, 1, 2 buffer into QCB, QCB+any kick, F, D, D/F+3
    (corner)

11. Cross up 4, N+1 buffer into F, D, D/F+3

12. Jump in with 5, 1, hold D+5 buffer into F, D, D/F+6

13. Jump in with 6, 1, 2 buffer into QCT, QCT+any kick

14. Jump in with 6, hold D+5 buffer into QCT+6

15. Cross-up 4, 1, 2 buffer into F, D, D/F+3


BISON:
------

At the time of SFA, Bison was a big time drug trafficer but was not the
tyrant of Shadaloo that he is in SF2. He's in this tournament to recruit
fighters into the growing Shadaloo orginization.

QUOTES:

"You are a fool to challenge me."               Hold D+3Ps
"You were almost entertaining."                 Hold D+3Ks
"You cannnot fight destiny.  The world is       Hold D+1+2+4
 mine."
"Leave my sight"                                Hold D+3+5+6


OVERVIEW: Bison has changed a lot. He's much bigger and more buff, and lost
          his Psycho Crusher, except as a Super Combo. He now has a
          fireball and can teleport anywhere. Except for the Super Psycho,
          he's not all that powerful; he's been toned down a lot, except
          the fact that even a simple 3-hit can do WHOPPING damage if he
          uses his Supers, or even a Scissor Kick...

HOW TO PLAY AS BISON: on character select screen, hold L and move to the
                      random select box. For player 1, tap Left, Left,
                      Down, Down, Left, Down, Down+1+2. For Player 2, tap
                      Right, Right, Down, Down, Right, Down, Down+1+2. To
                      get black Bison, hit 4+6 for either player with this
                      code.


SPECIAL MOVES:
--------------


-Fireball: charge B, F+any punch

A fairly powerful projectile, the quick punch version is slow and can be
timed as the perfect air counter. Use it frequently as a corner trap.
The Fireball can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Scissor Kick: charge B, F+any kick

A two hit fast attack, it's also not bad as an air counter against
opponents who are going to land a short distance away. Powerful combo
finisher as well. Be sure where you're using it because if blocked Bison
WILL be punished by a quick attack
The Scissor Kick can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Demon Stomp: charge D, U+any kick

This goes over projectiles and can be followed up with a controlled Psycho
Fist for a surprise follow-up. Use it whenever an opponent throws a
fireball from a distance. To follow with the Psycho Fist, wait until you
wish to do it, then hit any punch. Buffer this move during the frozen
animation of a Super projectile, then finish the motion to fly over it.
---------------------------------------------------------------------------

-Teleport (Short): F, D, D/F+all three kicks or B, D, D/B+all three kicks

This will teleport Bison a short distance from his original position. The
direction of the Dragon Punch motion determines the direction of the
teleport. This is beautiful to confuse opponents with rapid teleports; if
you re-appear close, throw for sure.
---------------------------------------------------------------------------

-Teleport (Far): F, D, D/F+all three punches or B, D, D/B+all three punches

This will teleport him a far distance from his original position. Again,
the direction of the DP motion dictates the direction he'll appear in. Use
this and the Short Teleport whenever an opponent jumps in.
---------------------------------------------------------------------------

-Alpha Counter: B, D/B, D+any punch (performs a standing punch)

Probably best to stick with ground countering on this one.
---------------------------------------------------------------------------

-SUPER COMBO 1; Super Psycho Crusher: charge B, F, B, F+any punch

L1=3 L2=4 L3=6

An EXTREMELY powerful Super, especially at level three. Try to hit 'em on
the ground; it's kind of a waste to knock them out of the air since it
won't do very much damage, or hit 'em in the air just above the ground.
This is fairly easy to buffer out of a ducking 1 or 4.
The Psycho Crusher can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-SUPER COMBO 2; Scissor Kick Nightmare: charge B, F, B, F+any kick

L1= 4 L2= 6 L3= 8

This one looks pretty cool and can be put in combos a little easier. Not a
bad air counter either. Unless you're in a combo, try to stick with the
Psycho Crusher. This can also be fairly easily buffered out of ducking 1 or
4. Also, the last hit at level 3 is the Slide, which'll hit low and can
surprise those who block the Super high.
The Scissor Kick Nightmare can be buffered out of:
-standing 1
-standing 2
-crouching 1
-crouching 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

MISC.
-----

His crouching 3 produces an uppercut with amazing air counter-ability. Use
it often on deep jumpers. Also, his standing 6 produces a very high kick,
which is also not bad for air countering.

His ducking 6 produces a Slide, which takes the enemy off their feet and
does decent damage. Be careful however, as the recovery time is horrible if
they block it.


COMBOS:
-------

1. Jump in with 3 or 6, hold D/B+1 buffer into F+6

2. Jump in with 3 or 6, hold D/B+1 buffer into F, B, F, 3 or 6

3. Jump in with 6, D+6

4. Jump in with 6, 6

5. hold D/B+4 buffer into F+3


AKUMA:
------

Akuma is the brother of the famous Sheng Long, and has retained the
teachings of the DEADLY Shoryken, which Sheng Long refused to teach to Ken
and Ryu. Akuma is now wandering the world simply to destroy all opponents.

QUOTES:

"Now stay down."                                Hold D+3Ps
"Weakling.  Is there no one worth fighting?"    Hold D+3Ks
"This grows boring"                             Hold D+1+4+5
"You are not enough even for warmup"            Hold D+3+5+6


OVERVIEW: He's my personal favorite; he's got all of Ken and Ryu's moves,
          four beautiful Super Combos and amazing combos. He takes a little
          bit of expertise to get used to, but it's well worth the
          practice. A definite disadvantage, though, is that he has
          horrible defense; his opponent's attacks do much more damage to
          Akuma than anyone else, so try and stay on the offensive. Stick
          with Ryu-like tactics and mix in the air fireballs and Teleports
          to really screw 'em up.

HOW TO PLAY AS AKUMA: on the character select screen, hold L and move to
                      the random select box. For player 1, tap Left, Left,
                      Left, Down, Down, Down+1+2. For player 2, tap Right,
                      Right, Right, Down, Down, Down+1+2. To get red Akuma,
                      hit 4+6 for any player with this code.


SPECIAL MOVES:
--------------


-Blue Fireball: QCT+any punch

Just like Ryu's, with excellent recovery time. Use these repeatedly against
foes in the corner, but watch for anti-projectile moves. Not a bad combo
finisher, either, but remember that it doesn't knock over.
The Blue Fireball can be buffered out of:
-any normal standing or crouching move
---------------------------------------------------------------------------

-Red Fireball: HCT+any punch

Be careful with this move; it hit's three times with the fierce and is
powerful and knocks 'em down. But, Akuma stands there fuming a split second
before he throws it, leaving him wide open. Not a bad idea to keep your
distance when using this move. Don't try it in combos for sure.
---------------------------------------------------------------------------

-Air Fireball: QCT+any punch in mid-air

This is GREAT move. The CPU loves to fall for this, and it can be done at
ANY height in the air. Also use it if you think you're about to land right
on top of your enemy's projectile; Akuma floats when he throws, so he'll
avoid the projectile.
---------------------------------------------------------------------------

-Dragon Punch: F, D, D/F+any punch

COMPLETELY invincible until its apex, so use it frequently. The fierce hits
three times up close, and it's the ultimate combo finisher. Also use it as
an air counter for near invulnerability.
The Dragon Punch can be buffered out:
-any normal standing or crouching move
---------------------------------------------------------------------------

-Hurricane Kick: QCB+any kick (can be done in mid-air)

A mixture of Ken and Ryu's, this is the ultimate Hurricane. It is extremely
powerful, hits three times with fierce, then knocks down! Use it to finish
a jump in. In the air it arcs downward, so use it to surprise foes on the
ground, especially when they're ducking. Unlike most SFA characters, Akuma
can juggle easily, after the quick Hurricane Kick (see combos).
The Hurricane Kick can be buffered out of:
-any normal standing or crouching move
---------------------------------------------------------------------------

-Hopping Ground Roll: QCB+any punch

This one's different than Ken's so be watchful; Akuma hops before going
into the roll, and during the hop he's vulnerable.
---------------------------------------------------------------------------

-Hopping Air Roll: QCT, U/F+any punch

*into Air Punch: tap any punch in air after Air Roll

*into Drop Kick: tap any kick in air after Air Roll

*into Air Knee Drop: tap 3 when just above opponent's head

*into Slide: N

It's difficult to find any practical use for this move or any of its
follow-up attacks. The only one to really bother with is the Air Knee Drop;
go into the Air Roll when the opponent throws a projectile from mid-range,
then do the Air Knee Drop.
---------------------------------------------------------------------------

-Short Teleport Back: B, D, D/B+all three kicks

-Short Teleport Forward: F, D, D/F+all three kicks

-Long Teleport Back: B, D, D/B+all three punches

-Long Teleport Forward: F, D, D/F+all three punches

Excellent moves for Akuma. Use any of the short ones if you're attacked
with a fireball and don't want to switch screen sides. When Akuma
teleports, he is completely invulnerable. Use them frequently to avoid
projectiles the easy way and to confuse your opponent by mixing up the
different teleports.
---------------------------------------------------------------------------

-Double Chop: F+2

This is Akuma's Overhead Strike, and it hits twice. Nice power, also not
bad mixed in with combos. Basicallt the same as Ryu's except in appearence.
---------------------------------------------------------------------------

-Hop Roundhouse: F+5

Identical to Ryu's, it's great for skipping over sweeps and low kicks up
close, and then following with a Super, especially if they block it.
---------------------------------------------------------------------------

-Alpha Counter: B, D/B, D+any kick (performs a Sweep)

Unlike Ryu's and Ken's, Akuma's Alpha Counter should be used rarely, only
against Slides and maybe the occasional CLOSE sweep. For air countering
stick with his great DP.
---------------------------------------------------------------------------

-SUPER COMBO 1; Super Double Fireball: HCB, HCB+any punch

L1=4 L2=6 L3=8

Just as good as Ryu's in every respect, but the starting animations are a
tad slow, so make sure you do it from a fair distance. It goes through all
normal projectiles, so use it up close if they throw a fireball. Also
buffer the motions during a Super Fireball as a counter. Note that the HCB,
HCB motions are EXTREMELY annoying for most.
The Super Double Fireball can be buffered out of:
-any normal standing or crouching move
---------------------------------------------------------------------------

-SUPER COMBO 2; Violent Dragon: QCT, QCT+any punch

L1=4 L2=6 L3=8

Identical to Ken's, with better range and more damage. Easy to put in a
combo. Don't use it as an air counter, as it'll only hit a few times and
does pitiful damage. It is beautiful as a juggle after a quick Hurricane.
This can be buffered best from an up close 3 or a ducking 5.
The Violent Dragon can be buffered out of:
-any normal standing or crouching move
---------------------------------------------------------------------------

-SUPER COMBO 3; Super Air Fireball: QCT, QCT+any punch in mid-air

L1=4 L2=6 L3=8

Highly effective Super Combo. Use it in place of the regular Air Fireball
constantly, especially if you're in the air and they launch a projectile
from a fairly close range, since Akuma hovers and avoids it. POW!! This can
even work if the enemy is stupid enough to throw a Super Fireball when
Akuma is in the air; buffer the motions during the freeze.
---------------------------------------------------------------------------

-SUPER COMBO 4; Raging Demon: 1, 1, F, N+4, 3 (Level 3)

Maximum Hits= 15

This Super Combo can only be done at level 3. This is an extremely useless
Super unless the enemy happens to be dizzy. The screen'll turn bright white
and you'll see tons o' sparks, then Akuma will reappear, receive a 15 hit
combo bonus and his opponent will have lost exactly 50% damage. But, the
motions are absurd, and Akuma teleports EXTREMELY slowly towards the enemy
before doing it. They can see it coming a mile away. Try to use it if they
launch a Super Projectile your way. Then they're REALLY in for it.


COMBOS:
-------

Chain Combo 1: hold D, 4, 5, 6

Chain Combo 2: hold D, 4, 6

Chain Combo 3: N, 1, 2

Chain Combo 4: hold D, 1, 2

Chain Combo 5: N, 1, 2, D+6

Chain Combo 6: hold D, 1, 6

Chain Combo 7: hold D, 1, 4, etc.

1. Jump in with 3 or 6, 3 buffer into F, D, D/F+3

2. Jump in with 6, hold D+4, 4 buffer into QCB+4, QCB+6

3. Jump in with 6, hold D+4, 4 buffer into QCB+4, F, D, D/F+3

4. Up close 3 buffer into F, D, D/F+3

5. Jump in with 3, 2 buffer into F, D, D/F+3

6. N, 1, 2 buffer into F, D, D/F+3

7. Up close 3 buffer into QCT+3

8. Jump in with 3, QCB+6

9. N, 1, 2 buffer into QCT+3

10. Jump in with 6, hold D+4, 4, 5 buffer into QCT+3

11. Jump in with 3, 3 buffer into QCT, QCT+3

12. hold D+6 buffer into QCB+6

13. Jump in with 6, D+6 buffer into QCB+6

14. Jump in with 3, hold D+4, 5, 6 buffer into QCB+6

15. Jump in with 3, 2 buffer into QCB+6

16. N, 1, 2 buffer into QCB+6

17. Jump in with 6, hold D+1, 4, N+5 buffer into QCT+3

18. Jump in with 6, 6 buffer into F, D, D/F+3

19. jump in with 3, 1, 1, D+6, HCB, HCB, 3

20. Jumping straight, QCT, 1, jump in, QCT+2, hold D, 1, 3, QCB, 4, QCT,
    QCT+3 (corner; see Combo Overview)

21. 1, 2, 3 buffer into QCB+6

22. Jump in with 5, hold D+1, 4, 5 buffer into QCT+3

23. Jump in with 5, 1, 6 buffer into QCT+3

24. Cross-up 6, 1, 4, 3 buffer into QCT, QCT+3

25. Jump in with 4, hold D+1, 3 buffer into QCT+3

COMBO NOTES:

His combos are one of the main reasons that he's my favorite; he's the only
character in SFA who can juggle easily, with or without a Super Combo! Use
all of the combos that are good for Ryu and Ken, and his superior Hurricane
Kick combos; try and finish these with quick Hurricane Kicks so you can
juggle with another Hurricane Kick, a Dragon Punch or especially the
Violent Dragon Super for some MEAN damage! Also note that, as in #19, you
can also juggle VERY fast after a ducking Roundhouse! #20, taken gratefully
from Derek "Dee-Ciple"  Bryant's Akuma FAQ is a beautiful combo for
experts; here's the step-by-step: when the opponent is in the corner, stand
1/3 of a screen away, jump straight up and throw an Air Fireball with 1.
Then instantly jump in at them and throw a medium Air Fireball at point
blank. Then as soon as you land, duck and hit 1, 3, then a quick Hurricane,
then finish it off by JUGGLING with the Super Violent Dragon! Spicy!!!!
Please not that by far these are not all his combos! Akuma is a combo
machine and I have only listed a few of the near limitless list of combos.
Try mixing some ideas from mine and other FAQS and create your own.


DAN:
----

Here's the story as I've heard it. Dan's father was killed by Sagat in a
fight (not before he poked out Sagat's eye though) and now Dan wants
revenge. Rumors run rampant since Dan's Desperation Super Combo is a direct
ripoff of Robert Garcia's Desperation from AOF. Some are saying that Robert
Garcia is in fact Dan's father, but it isn't confirmed yet.

QUOTES:

"Don't even try to get up"                      Hold D+3Ps
"Keep your day job"                             Hold D+3Ks
"My father can beat you, and he's dead"         Hold D+1+2+4
"For a loser, you did pretty well"              Hold D+3+5+6


OVERVIEW: As many on the Net like to call him, Dan is the ultimate suicide
          fighter. All of his moves are 99% offensive; for example, unlike
          Ken, Ryu or Akuma, Dan's Dragon Punch is totally VULNERABLE on
          the way up. The Hurricane Kick has been replaced by a Lunge Kick
          that is extremely powerful and hits three times. It is highly
          difficult to play as Dan, since he has no projectile counters,
          other than jumping or his own cheap Fireball. You MUST get in
          close to an opponent for Dan to do anything. Because of this,
          he's at a great disadvantage against fighters like Sagat, since
          the only thing he can do is hopefully jump over Sagat's Tiger
          Wave and try a combo. Even two of his Supers must be done up
          close. To play him right you must be totally offensive, and try
          to keep some variety in your tactics to keep them guessing. If
          played right Dan is extremely powerful.

HOW TO PLAY AS DAN: on the character select screen, hold L+R and move to
                    the random select box. Tap 1, 4, 5, 2.

SPECIAL MOVES:
--------------


-Fireball: QCT+any punch

Totally different from Ken's, Ryu's and Akuma's. It isn't actually a
projectile, but rather a sort of extension of his own arm; it only reaches
a few steps in front of him. Normal power though. Good for finishing
combos.
The Fireball can be buffered out of:
-any standing or crouching punch
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Dragon Punch: F, D, D/F+any punch

This'll only hit once period, but the power is acceptable. Remember to only
use it when you're ABSOLUTELY sure, because he is vulnerable during the
whole move. Even during combos, it may be a good idea to substitute the
fierce DPs for quicks in case you screw up the combo; You may still have a
chance to recover safely. NEVER pull off the move from a distance.
The Dragon Punch can be buffered out of:
-any standing or crouching punch
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Lunge Kick: QCB+any kick

A neat looking and powerful move, but it's difficult to put into combos.
Also, it can't be used to go through projectiles either, weakening it
further still. To be safe, use the quick version from a few steps and you
should recover in time to block a counter. As well, the quick version is
Dan's ONLY projectile counter, so use it in abundance. This move can be
buffered out of a ducking 5 with quick fingers.
The Lunge Kick can be buffered out of:
-standing 1
-standing 2
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-Alpha Counter: B, D/B, D+any kick (performs a Sweep)

As with Akuma's, this'll only work for sure againt Slides. Never attempt it
on a jumping attack.
---------------------------------------------------------------------------

-SUPER COMBO 1; Super Fireball: QCT, QCT+any punch

L1=3 L2=4 L3=5

Definetely not as effective as Ryu's, the higher the level, the further the
fireball will travel. It has decent power, and it is Dan's only projectile.
Try not to use it at level 1, and only use it in combos at level 2.
The Super Fireball can be buffered out of:
-any standing or crouching punch
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-SUPER COMBO 2; Violent Dragon: QCT, QCT+any kick

L1=4 L2=5 L3=6

Like Ken's, Dan performs two rising Dragon Punches at a complete 90 degree
angle. This Super is okay as an air counter, but stick with it in close-up
combos. If you air counter with it, buffer it into the enemy's jump kick so
you won't get hit. Level's two and three will cause him lunge forward like
Ken's.
The Violent Dragon can be buffered out of:
-any standing or crouching punch
-crouching 4
-crouching 5
---------------------------------------------------------------------------

-SUPER COMBO 3; Desperation: QCB, QCB+any kick

Robert's Desperation from AOF, it does great damage especially at level 3,
but it must be done right up close or a max of 1.5 steps away. At level 2
and 3, he finishes the combo with a DP, and if it's blocked, he's wide
open.
The Desperation can be buffered out of:
-any standing or crouching punch
-crouching 4
-crouching 5


COMBOS:
-------


Chain Combo 1: hold D, 4, 5, 6

Chain Combo 2: hold D, 4, 6

Chain Combo 3: hold D, 1, 2

Chain Combo 4: hold D, 1, 2, 6

Chain Combo 5: N, 1, 2

Chain Combo 6: N, 1, 2, D+6

Chain Combo 7: hold D, 1, 4, 4, 5

1. Jump in with 3, 3 buffer into F, D, D/F+3

2. Jump in with 6, 1, 2 buffer into QCT+3

3. Up close 3 buffer into QCT+3

4. Up close 3 buffer into F, D, D/F+3

5. Jump in with 3, 3 buffer into QCT, QCT+6

6. Jump in with 3, hold D+1, 4, 4, 5 buffer into QCT+3

7. Jump in with 3, hold D+1, 4, 4, 5 buffer into QCT, QCT+3

8. Jump in with 3, hold D+1, 4, 4, 5 buffer into QCB, QCB+6

9. Jump in with 6, D+5 buffer (fast!) into QCB+6

10. Crossup 5, 1, hold D+2 buffer into QCB+5

11. Cross-up 5, hold D+4 buffer into QCT, QCT+6


CREDITS: Special thanks to Capcom for a beautiful game, and to the "Dark
         Avenger" and Dan Wells from the Net for two great Guides, as well
         as Derek "Dee-Ciple" Bryant for a beautiful Akuma FAQ. Also thanks
         to JD Baptie and Jason "Deal With It" Jamieson for help on
         research. 
         
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


         PS- Would somebody please find the rumored codes to play as
             Wolverine and Spiral!! Or at least tell me if they're in the
             Playstation or Saturn versions at all.

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

                                            -Kent Brockman, the Simpsons