o__ __o__/_   o
<|    v       <|>
< >           / \
 |            \o/    o__  __o   \o__ __o      o__ __o/
 o__/_         |    /v      |>   |     |>    /v     |
 |            / \  />      //   / \   / \   />     / \
<o>           \o/  \o    o/     \o/   \o/   \      \o/
 |             |    v\  /v __o   |     |     o      |
/ \  _\o__/_  / \    <\/> __/>  / \   / \    <\__  / \
                                                                       
STREET FIGHTER III 3RD STRIKE FAQ
by Joseph Christopher <sirlordjoseph@icqmail.com>
version 1.2
Nov. 16, 1999
                                                                       
this faq is copyright 1999-2000 Joseph Christopher
                                                                                   
I didn't believe there will come a time when I'll have to write something          
like this just to remind some people of what they all should be knowing            
by heart :( Anyway, here goes...                                                   
                                                                                   
By gaining access to this faq you agree to the following terms:                    
                                                                                   
___________________________________________________________________________________
===================================================================================
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||     Examples of this harm include physical ones, such as getting mauled       ||
||     by someone who lost to you via a technique found in this faq, and         ||
||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
||                                                                               ||
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||     out of ten chances are it is not in its latest update. You must           ||
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||  4) You will not use even a single phrase, sentence, or concept found         ||
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||                                                                               ||
===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                   
* This society does not care if you're the dumbest vegetable on earth,             
  if you do something wrong, someone will make you pay the price! ;)               
                                                                                   
* Doesn't Elena have a nice looking cro*ch? It seems to say, "Come, let's
  be friends..." I didn't notice that at first, but since a friend told
  me about it I couldn't help but agree. By the way I meant croUch. (tsk,
  tsk!) I haven't witnessed any other player use Elena effectively, but
  I still liked her, not only for her cro*ch (crouch, I mean), but also
  for these reasons:
                                                                       
1. Elena is all kicks, meaning your opponent can never memorize your
   every move unless he's an Elena user as well.
2. Elena has a slide kick (DF+HK)
3. Elena's anti-air moves comes out very quick and are multi-hitting
4. Elena can EX all of her specials and they come out REALLY fast!
                                                                       
                                                                       
Why read this guide:
   I. Legend
  II. General Moves
 III. Normal Moves
  IV. Special Moves
   V. Supers
  VI. Combos
 VII. Vs. Computer
VIII. Vs. Human
  IX. Ending
   X. Credits
  XI. Revision History
 XII. Final Words
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____      __    ____   ___  ____  _  _  ____
(_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
 _)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
(____)()  (____)(____) \___/(____)(_)\_)(____/
                                                                       
                                                                       
U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  ____       ___  ____  _  _  ____  ____    __    __
(_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
 _)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
(____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                 __  __  _____  _  _  ____  ___
                (  \/  )(  _  )( \/ )( ___)/ __)
                 )    (  )(_)(  \  /  )__) \__ \
                (_/\/\_)(_____)  \/  (____)(___/
                                                                       
                                                                       
dash       - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
throw      - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
             direction)
overhead   - MP+MK
taunt      - HP+HK
parry      - tap F at the moment of impact of the opponent's attack (maybe
             done in mid-air)
low parry  - tap D at the moment of impact of the opponent's attack (no
             longer can it be done on high attacks)
red parry  - tap F at the moment of impact of the opponent's attack right
             after blocking a previous one. (both the current and previous
             attack must've been a combo for the red parry to be acknowledged)
                                                                                                                                              
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  ____  ____      _  _  _____  ____  __  __    __    __
(_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
 _)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
(____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                       __  __  _____  _  _  ____  ___
                      (  \/  )(  _  )( \/ )( ___)/ __)
                       )    (  )(_)(  \  /  )__) \__ \
                      (_/\/\_)(_____)  \/  (____)(___/
                                                                       
                                                                       
* as I've said, Elena is all legs...I mean kicks. Please email me if I've
  mixed any of her normal moves up because I'm just recalling this from
  my previous games and errors in this case are most likely.
                                                                       
1) LP - being a mix up of good and bad moves, use these only for variety
        and unpredictability of your attacks.
                                                                       
   a) standing - the nearer leg "draws" a circle in front of Elena and
                 hits the opponent's face at the peak.
                                                                       
   b) crouching - Elena makes use of her farther leg to kick the opponent's
                  shin. Being the fastest crouching move, use a multitude
                  this to confuse low-blocking opponents to continue blocking
                  low when you decide to use one of her special overheads
                  (discussed throughout the faq).
                                                                       
   c) jumping - useless, actually. She just sticks his knee out. Maybe
                you can use it to counter a Shoryuken type move but,
                doesn't a parry followed by any other, stronger, attack
                feel a lot better?
                                                                       
2) MP - her best moves! Rely on these, especially her forward MPs throughout
        the game and you're guaranteed to AT LEAST give your opponent
        a tough fight. Read on for the details...
                                                                       
   a) standing - Elena crouches a little and then delivers a high kick
                 to the face. Good anti-air and may serve as an alternative
                 to your Scratch Wheel in case your opponent learned to 
                 parry it already.
                                                                       
   b) forward - you do a hand stand and do what is supposed to be a high
                side K but since you are upside-down, turns out to be
                an overhead,...correction, TOTALLY UNDETECTABLE overhead
                instead.
                                                                       
   c) crouching - it's just a slower but more damaging version of the
                  crouching LP. A highly efficient confuser and a great
                  combo filler as well so, like I said, use it much.
                                                                       
   d) jumping - both her legs will point at the same direction but the
                farther one would be folded while the nearer one would
                be out stretched. This is a very average move in terms
                of damage, speed, and priority. Worth mixing up with other
                jump-ins to confuse the parry masters.
                                                                       
3) HP - definitely high on damage. They may come out a little too slow and
        therefore also a little too low on priority but their awkwardness
        makes them a good confuser.
                                                                       
   a) standing - the farther leg "draws" a circle in front of Elena and
                 hits the opponent's face at the peak. High on damage yet
                 low on reach, recovery, and execution speed. Not to be
                 depended on very much.
                                                                       
   b) crouching - from a crouching position, Elena does a high K with her
                  nearer leg in this of course serves well as an anti-air.
                  I think this move is a lot more damaging than the Scratch
                  Wheel in the case of air-borne opponents but still I'd
                  rather use a special than a normal.
                                                                       
   c) jumping - it's just a slower but more damaging version of the
                jumping MP. This time her farther leg points a little
                more downward as if allowing her nearer one to unleash
                its power, but that's just trivial.
                                                                       
4) LK - too slow for poking and yet too low in damage for a counter move
        so don't use these moves much or maybe just don't use them at all.
                                                                       
   a) standing - just a basic kick to the shin that's too slow for a low
                 damaging attack.
                                                                       
   b) crouching - Elena's folded front leg just turns side ways and
                  stretches out while the whole side of the foot does
                  not leave the ground. Just as damaging as the crouching
                  LP but comes out slower so don't use it.
                                                                       
   c) jumping - you kick diagonally downward with your foot upright, allowing
                your heel to connect. Not a very good air move so don't
                use it at all.
                                                                       
5) MK - nothing these can do that can't be replaced by a more efficient
        version of another move (in this case either an LK or an MP)
        so use them only for a confusing variety.
                                                                       
   a) standing - it's just a lower-hitting yet equally damaging version
                 of the standing MP.
                                                                       
   b) forward - you do a hand stand and do what is supposed to be a high
                side K but since you are upside-down, turns out to be
                an overhead,...correction, TOTALLY UNDETECTABLE overhead
                instead. Sounds like the forward MP? Well that's because
                their only difference is the foot used. This move makes
                use of the farther foot while the forward MP uses the other.
                Added note: this version has a shorter reach.
                                                                       
   c) crouching - it's just a slower but more damaging version of the crouching
                  LK. Not a good confuser nor a good combo filler so don't
                  use it much.
                                                                       
   d) jumping - its just a lower-hitting version of the jumping MP. Nothing
                more I can say about it except that it would just be as
                average as the said move.
                                                                       
6) HK - damaging yet a little slow on the execution time and priority.
        Still worth trying though...
                                                                       
   a) standing - I can't really describe it. You'll have to see it for
                 yourself. Let's just say it's her farther leg that attacks,
                 targeting the head. It sort of makes an outward arc in
                 front of Elena.
                                                                       
   b) back - this is a higher damaging yet axe kick version of the standing
             HK. Naturally I wouldn't be able to describe this move much
             either.
                                                                       
   c) crouching - both Elena's feet stretch out to sweep the opponent while
                  her TOES never leave the ground. You've probably already
                  figured out the only posible position she should be in
                  for this move to pull off. In case not, she's lying face
                  first on the ground.
                                                                       
   d) jumping - you do some sort of cartwheel in mid-air and hit the opponent
                while you're inverted. This is her nest jump-in combo
                starter because of its two-hit damaging property and not
                only that, it comes out fast and has some good priority
                too.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  _  _      ___  ____  ____   ___  ____    __    __
(_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
 _)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
(____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                 __  __  _____  _  _  ____  ___
                (  \/  )(  _  )( \/ )( ___)/ __)
                 )    (  )(_)(  \  /  )__) \__ \
                (_/\/\_)(_____)  \/  (____)(___/
                                                                       
                                                                       
* EX version - done by pressing two P/K instead of one in every move
             - basically just increases in speed and number of hits
                                                                       
1. Scratch Wheel - F,D,DF+K
                                                                       
        Her version of the Shoryuken. As you may have guessed, she uses
   her legs in this move, and in all her other moves. Imagine Guile doing
   a flask K but then he doesn't flip---the result is a big arc done by
   his nearer leg and that's just what Elena does in this move. Always
   use the HK version because its speed does not make it much of a risk.
                                                                       
2. Mallet Smash - F,DF,D,DB,B+P
                                                                       
        A special overhead wherein you jump at an arc towards your opponent
   and land your foot on his skull. It's advisable to use the MP version
   as it is the most balanced, in terms of range, damage, and predictability
   among the three.
                                                                       
3. Rhino Horn - D,DF,F+K
                                                                       
        Useless, actually. She does an unconventional flying kick that's
   high on damage, but low on effectivity and even lower on recovery. Opponents
   can just duck from this move and they'll be fine. Use this to surprise
   opponents who jump back (except Akuma who has an air fireball) especially
   if they've got low life left and would normally exchange hits with you
   and be KOed. However if they are able to parry, THEN you'll realize
   the gravity of your mistake.
                                                                       
4. Spinning Scythe - D,DB,B+K
                                                                       
        Elena bows and does a back kick that hits the opponent's chest.
   She then spins and kicks in the same way twice if you repeat the code
   twice. Nice on damage but very easy to parry and counter so don't rely
   on it much.
                                                                       
5. Lynx Tail - B,D,DB+K
                                                                       
        A four hit sweep that's sure to be nice on the chipping part.
   It is, however, easy to block the first two strikes, which is followed
   by a slight pause that gives enough time for experts to land in a combo
   to super---ouch!
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _      ___  __  __  ____  ____  ____  ___
( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
 \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
  \/  ()  (___/(______)(__)  (____)(_)\_)(___/
                                                                       
                                                                       
1. Spinning Beat - D,DF,F,D,DF,F+K
   (comes in three short super bars)
                                                                       
        Three Scratch Wheels, the last one having more hits and more damage.
   Mostly used in combos.
                                                                       
2. Brave Dance - D,DF,F,D,DF,F+K
   (comes in two moderately long super bars)
                                                                       
        You leap for the opponent and if you connect the first hit, even
   if it is blocked, you'll follow up with a multitude of kicks that'd
   knock the opponent off his feet in the end. It IS quite easy to be on
   the receiving end of a combo to super if this move is blocked so might
   as well gamble with an HK Scratch Wheel right after to nail him just
   in case he's too slow to retaliate. Always remember that a blocked
   sweep from your opponent would be his downfall if you are equipped with
   this super
                                                                       
3. Healing - D,DF,F,D,DF,F+P
   (comes in one long super bar)
                                                                       
        Very self-explanatory. At first I thought this was the cheapest
   move in all of SF, but then I remember GILL'S healing super---now that's
   what I call CHEAP, not to mention his Angel of Death thingy super. Anyway,
   unlike Gill's healing super, this move only restores about one-fourth
   of your life and that is, IF you don't get hit during the process, which,
   again unlike Gill's healing super, is very far from possible. Use this
   move every after a successfully connected Scratch Wheel.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____       ___  _____  __  __  ____  _____  ___
( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
 \  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
  \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                       
                                                                       
(every HK Scratch Wheel may be followed by any of her damaging, not
 healing, supers)
(if you are using her healing super, you may cancel the landing animation
 into that when you time it right)
                                                                       
Beginner
                                                                       
1) HP-> HK
2) MK-> D+HP
3) UF-> HP-> D+HP
4) UF-> HK-> D+HP
5) UF-> HP-> D+LK-> HK Scratch Wheel
6) UF-> HK-> D+LK-> HK Scratch Wheel
7) UF-> HP-> D+LP-> HK Scratch Wheel
8) UF-> HK-> D+LP-> HK Scratch Wheel
                                                                       
Intermediate
                                                                       
1) UF-> HP-> D+MP-> HK Scratch Wheel
2) UF-> HK-> D+MP-> HK Scratch Wheel
                                                                       
Expert
                                                                       
1) UF-> MP-> HP(mid-air)-> LP-> LK-> HK Scratch Wheel
                                                                       
Improbable yet Possible
                                                                       
 1) Fully charged with at least two Spinning Beats (11-hits)
                                                                       
UF-> HK-> D+MK-> EX Lynx Tail-> Spinning Beat
                                                                       
* The EX Lynx Tail must be cancelled into the Spinning Beat
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____      _  _  ___
( \/ )(_  _)(_  _)    ( \/ )/ __)
 \  /  _)(_  _)(_      \  / \__ \
  \/  (____)(____)()    \/  (___/()
             ___  _____  __  __  ____  __  __  ____  ____  ____
            / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
           ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
            \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                       
                                                                       
* A general strategy would be to do a D+LK to MP Mallet Smash your opponent
  repeatedly. It would give you a low ranking afterwards but, it's better
  you know about it just in case.
                                                                       
* These are NOT 100% applicable in all cases. There's always a chance,
  slim as it may be, that the computer did not follow what I say below.
  But it's safe to say that if you follow my guidelines, you'll always
  win.
                                                                       
*  Spinning Beat is the most recommended super for the computer
                                                                       
Akuma - if you block a combo of his that ended with a Hadouken, do an
        HK Scratch Wheel cause he'll jump and try to do another dive K combo
      - if he's in the corner and you do an LK Scratch Wheel, he'll jump
        and you must repeat the Scratch Wheel this time using an HK to
        counter. You may also want to do a Spinning Beat instead.
                                                                       
Alex - whenever he does an HP Back Fist, duck. He'll follow up with a
       Double Dive P which you should be ready to parry and counter
     - if he suddenly walks back for 3 sec, get ready to parry his charging
       elbow
                                                                       
Chunli - she wouldn't be herself if she didn't jump at least 10 times per
         match. Have a handy HK Scratch Wheel at your disposal
                                                                       
Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard
         to anticipate his moves. A good strategy would be to block his
         attacks and retaliate
       - note: don't block all day, especially if he's close cause he,
         like most computer opponents, can always throw you when you least
         expect it
                                                                       
Elena - memorize her body language and you'll see her charging kick from
        a mile away
      - low blocking her D+LK will make her do an overhead kick and follow
        it with a sweep so counter as you see fit
      - she'll super jump for you if you're too far away so time your
        HK Scratch Wheel wisely
                                                                       
Gill - continue parrying his fireballs until he does something else
     - he rarely parries in mid-air so you know what to do
     - don't get intimidated by his meteor shower; it can be parried
     - get intimidated by his ULTRA CHEAP angel of death super
     - have at least one super ready to counter his resurrection super
                                                                       
Hugo - jab(kick) occasionally to make sure he doesn't grapple you
     - when he jumps, carefully time a sweep cause he never expects it
                                                                       
Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
      - if she jumps forward, meet her in the air and pummel her to the
        ground with a normal air attack.
                                                                       
Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
    - if he's near fully charged and you launch an LK Scratch Wheel, he'll
      jump and propell himself with an EX Tatsumaki, landing behind you.
                                                                       
Makoto - don't risk slow moves even if you think their damage is worth
         the wait. She'll surely punish you with her speedy power P
       - don't HK repeatedly just to charge up your super meter. She'll
         see to it that you learn your lesson
                                                                       
Necro - don't jump cause he has a whole lot of ways to counter
      - his mid-air drill K is always followed by a sweep
      - he mixes his groud and air attacks but keep an eye on his feet
        and you'll know when to do an HK Scratch Wheel
                                                                       
Oro - he'll always follow a straight fireball with an upward one
    - he rarely uses his uppercut now. That means you can always beat
      him via jump-in combos
                                                                       
Q - he's crap. Don't know why he was chosen for a secret challenger.
    Not much strategy is needed for him. He can be obliterated even by
    simple jump-in combos
                                                                       
Remy - concentrate on countering his attacks and low parrying his projectile
     - don't rush cause that's what he's waiting for
     - if you must jump, be sure you're ready to parry a 2 hit flash kick
                                                                       
Ryu - if he dashes backwards, expect two hadoukens to come your way. Jump
      and attack
                                                                       
Sean - you're half-screen away and you do an LK Scratch Wheel, he'll always
       counter with a hopping heel K which you, in turn can counter with
       a parry-> super
     - two D+LK s will always be followed by a hopping heel k. Parry and
       super
                                                                       
Twelve - don't lose hope if he's been countering all your jump-ins for half the
         round. he won't be countering the succeeding ones and thus victory
         for you
       - keep an eye out for his invisibility. It's when you give all you've
         got: He'll accept every last bit of it
                                                                       
Urien - crouching for 3 or more seconds yields a dive knee
      - walking back for sec yields a charging shoulder
      - standing for 3 or more seconds yields a projectile
                                                                       
Yang/Yun - they may have different abilities, but the strategies the computer
           has in mind when playing them are identical
         - whenever they're very far from you, they'll super jump and 
           dive K. You'll parry and super
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
 \  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
  \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                       
                                                                       
Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers
                                                                       
1) Brave Dance is the most recommended super
                                                                       
As I have mentioned above, the Brave Dance can out-do an opponent in just
about anything he's trying to pull off. And unlike the other, combo-based,
supers, this one packs a lot of damage with it. Also, as an added feature,
this supers comes in two bars, which means you can re-execute it should
you miss.
                                                                       
2) Mix-up your D+MK, Overhead, and your throw
                                                                       
If you get close to an opponent, try as randomly as possible to execute
one of these attacks and follow it up with another randomly chosen move.
Most of the time I just mix-up the crouching kick and the overhead punch
and only use the throw when my opponents' getting the hang of it.
                                                                       
3) Try jumping straight up as the first round starts
                                                                       
Normally, your challenger would throw a fireball which you should parry.
If he jumps towards you, just do a HK. Sometimes he'll dash in. When this
happens, repeatedly tap forward and LP+LK to anticipate either an attack
or a throw. 
                                                                       
4) Parrying is a big part of the game but...
                                                                       
Elena does not rely on parrying that much. She's the offensive type.
Besides, if you're using her the only good thing to do after parrying is
a super. If, therefore, you haven't charged yourself up yet, better rely
on your Scratch Wheel. It can counter just about anything you can parry
except fireballs.
                                                                       
5) Remember that you are "the great pretender"
                                                                       
Confusing opponents is what Elena does best. Aside from the conventional
mixing up of your D+MK, Overhead, and Throw, you can use her LK Mallet
Smash to get through low-blocking opponents. As I've mentioned above, A good
strategy would be to hit him with a double F+LK and connect with this
move. It won't register as a combo, but you're guaranteed at least one
hit if you don't do it too often. And don't you forget her TOTALLY UNDETECTABLE
overheads, namely, the F+MP and the F+MK!
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  _  _      ____  _  _  ____   ____  _  _   ___
(_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
 _)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
(____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                       
                                                                       
* Elena's sub-boss is Makoto and this is what they have to say:
                                                                       
  Makoto: What's wrong with you?
          Stop smiling like that---it's creepy!
          I came here for a serious fight.
          I'll punish you if you make fun out of me.
  Elena : I just wanted to be your friend.
          That's the reason we fight.
          We should enjoy ourselves!
  Makoto: Friend? I think I'll never understand you.
                                                                       
* Elena's ending:
                                                                       
Elena's talking to herself (I think she's writing a letter) "My dear
Naru-chan, it's lonely that the harvest festival is over here in France.
I remember when we were together for a festival in Japan, we had so much
fun, even the fights were exciting. You really should meet my family.
I think they'd like you." She leaves the cafe (where she was seated)
and murmurs, "I also still got lots to do. I have to study!"
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _       ___  ____  ____  ____   ____  ____  ___
( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
 )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                       
                                                                       
Jeff Maxwell for sharing his opinions on the predictabilities of different
             computer opponents and...
             for constantly giving me a taste of brand new kung-fu shoes
             (but that's nothing compared to the taste of a friendly-
              looking cro*ch! (again, I meant croUch!) hehe)
                                                                       
Red Phoenix (red_phoenix_1@hotmail.com) for info on the whats and hows
                                        of ASCII arts
                                                                       
Nathan Arnold (natholomew@hotmail.com) for the MK-> D+HP combo
                                                                       
BOBOtHEsTRaNgE@aol.com for the EX Lynx Tail-> Spinning Beat combo
                                                                       
Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game
                                                                       
Ms. AsianCuteness for inspiring me in just about everything I do!
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
 )  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                 _   _  ____  ___  ____  _____  ____  _  _
                ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                 ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                       
                                                                       
v1.2 - added combos
v1.1 - improved ASCII art
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____      ____  ____  _  _    __    __
( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
 )  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
             _    _  _____  ____  ____   ___
            ( \/\/ )(  _  )(  _ \(  _ \ / __)
             )    (  )(_)(  )   / )(_) )\__ \
            (__/\__)(_____)(_)\_)(____/ (___/
                                                                       
                                                                       
Please feel free to email me if there's something about Elena I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                       
And just in case you read the last part of this faq before the first,
allow  me restate my legal notice...
                                                                       
By gaining access to this faq you agree to the following terms:                    
                                                                                   
___________________________________________________________________________________
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||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
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||     by someone who lost to you via a technique found in this faq, and         ||
||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
||                                                                               ||
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||     out of ten chances are it is not in its latest update. You must           ||
||     therefore read the latest version of this faq first at the said web       ||
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||     As for webmasters, web page contibutors, and all similar personnel,       ||
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||  4) You will not use even a single phrase, sentence, or concept found         ||
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||     or any of the above statements, delete this faq immediately and discard   ||
||     any help it has done for you.                                             ||
||                                                                               ||
===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~