STREET FIGHTER ZERO 3: PERFECT PACKAGE FAQ v0.3
for the Sony PlayStation  (import)
by K. Megura  
                                     
 Unpublished work Copyright 1998 Kao Megura

 This FAQ is for private and personal use only.  It can only be
 reproduced electronically, and if placed on a web page or site, may be
 altered as long as this disclaimer and the above copyright notice
 appears in full.  This FAQ is not to be used for profitable/promotional
 purposes; this includes being used by publishers of magazines, guides,
 books, etc. or being incorporated into magazines, etc. in ANY way.  This
 FAQ was created and is owned by me, Kao Megura .
 All copyrights and trademarks are acknowledged that are not specifically
 mentioned in this FAQ.  Please give credit where it is due.

The Street Fighter game series and the Final Fight series are (c)
Capcom of Japan and (c) Capcom of America.

This FAQ can be found at:
---------------------------------------------------------------------
Kao Megura's Home Page          members.xoom.com/megura (or) i.am/kao
GameFAQs                        www.gamefaqs.com


 =================
 TABLE OF CONTENTS
 =================

 1.  HOW TO PLAY
       - Basic Commands
       - Basic Abilities
 2.  CHARACTER MOVES LIST
       - Adon
       - Balrog
       - Birdie
       - Blanka
       - Cammy
       - Cody
       - Chun-Li
       - Dan Hibiki
       - Dhalsim
       - Edmond Honda
       - Gen
       - Gouki
       - Guy
       - Karin Kanzuki
       - Ken Masters
       - Nash
       - Rainbow Mika
       - Rolento Schugerg
       - Rose
       - Ryu
       - Sagat
       - Sakura Kasugano
       - Sodom
       - Vega
       - Zangief
 3.  PSX CHARACTER MOVES LIST
       - Dee Jay
       - Fei Long
       - Guile
       - Juli
       - Juni
       - M. Bison
       - Satsui no Hadou ni Mezameta Ryu
       - Thunderhawk
       - Arcade Style M. Bison
       - Shin Gouki
 4.  SECRETS AND CODES
 5.  MODE MENU EXPLANATION
 6.  MISCELLANEOUS
       - Ability Information
       - ISM Information
       - Mode Information
       - Boss Battle Chart
       - Pre-Fight Animations
       - Translations
 7.  AUTHOR'S NOTE
       - Revision History
       - Special Thanks

There is a companion file to this FAQ, the SFA3 Arcade FAQ, which can
also be found at the pages listed above.  Since this FAQ is for an
import game, the Japanese notation and names are used, unlike the
arcade FAQ.


=========================================================================
  1.  HOW TO PLAY
=========================================================================

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
BASIC COMMANDS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 This section outlines the basic controls for all characters:

 (controller directions and results)

  ub  u  uf      Jump Up-Back            Jump Up         Jump Up-Forward
    \ | /
 b -- n -- f     Walk Back / Block       Neutral         Walk Forward
    / | \
  db  d  df      Crouch / Low Block      Crouch          Offensive Crouch


 (button layout and effect)

 LP  MP  HP      Light Punch         Medium Punch        Hard Punch

 LK  MK  HK      Light Kick          Medium Kick         Hard Kick


 (FAQ abbreviations)

  qcf / qcb  -  Press d,df,f or  d,db,b on the joystick.
  hcf / hcb  -  Press b,db,d,df,f or f,df,d,db,b on the joystick.
  Rotate 360 -  Rotate the joystick in a complete circle.  You can start
                and end the circle at any point (i.e. start at uf and
                end at uf, or b to b, etc.)  The shorthand motion for
                this is f,df,d,db,b,ub or the reverse.
  Rotate 720 -  Perform the 360 motion twice (two full rotations).
  PP / PPP   -  Press any two / all three Punch buttons.
  KK / KKK   -  Press any two / all three Kick buttons.
  (air)      -  The move can be performed while on the ground, or while
                in the air (during a jump or after an air recovery).
  x~x        -  All possible ranges are allowed (for example, ub through
                uf, or MK through HP).
  :1         -  The attack is only interruptable on the first hit.
  ZC / AC    -  Zero Counter (in SFZ) / Alpha Counter (in SFA)
  OC / CC    -  Original Combo (in SFZ) / Custom Combo (in SFA)
  SC         -  Super Combo

  Any move that must be done "when knocked down" means that you must
  begin the move as you're falling and finish it as you hit the ground.
  Such moves can also be done if you air block a move very low to the
  ground.

  BTW, a side note on the PSX controller--it sucks ;)  You can alleviate
  this somewhat by going under Key Config. and changing the command time
  to "Long" (Arcade gives you less time than normal, if you have a
  stick and want to mimic the arcade feel).  Doing so gives you more
  time to input your commands.  Also, for those of you who, like me,
  can't do the Somersault Justice-type moves for all the money in the
  world, try charging db,uf,b,uf + K, it seems to work a lot better for
  me, weird as it seems.


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
BASIC ABILITIES
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 This section explains the basic moves of each character.  Remember
 that the ISM (and mode, if one is used), affects which basic abilities
 a person will be able to use.

 ------------------------------------------------------------------------
 BASIC ABILITIES LIST
 ------------------------------------------------------------------------

 Block                  Hold b / db  (air)
 Ground Recovery        Press KK when knocked down
 Air Recovery           Press (b / d) + PP when knocked into the air
 Taunt                  Press (b / f) + Select
 Throw                  When close, b / f + PP / KK  (air)
 Tech. Hit              When thrown, press f + PP / KK
 Damage Reduction       Any direction + P / K while you're getting hit
 Guard Protection       Press b / db to block just prior to an attack
 Counter Hit            Hit someone as they're attacking you
 Zero Counter           While blocking, f + same P + K  (ground only)
 Original Combo         Press the same strength P + K  (air)
 Reversal               Perform a special move as you get off the floor


 To see which of these abilities is available in each ISM, refer to the
 chart below.  Detailed information on the basic abilites can be found
 in the 'Miscellaneous' section.
                  
 ------------------------------------------------------------------------
 ABILITIES              X-ISM           Z-ISM           V-ISM
 ------------------------------------------------------------------------

 Air Blocking           No              Yes             Yes
 Air Recovery           Yes             Yes             Yes
 Ground Recovery        No              Yes             Yes
 Taunts                 Only Dan        Yes             Yes
 Guard Power Rating     High            Varies          Varies
 SC/OC Gauge Speed      Slow            Normal          Fast
 Levels Available       1               3               2  (50% / 100%)
 Zero Counter Cost      n/a             1 SC + 1 GP     50% OC + 1 GP
 Damage Rating          x1.2            x1.0            x0.8
 Defense Rating         x0.8            x1.0            x1.0


 Here's a chart showing the hidden Mode differences:
                  
 ------------------------------------------------------------------------
 MODE NAME    EXPLANATIONS
 ------------------------------------------------------------------------

 SAIKYOU*     - The damage your attacks inflict is slightly lessened
 (Strongest     regardless of the ISM used.
       Mode)  - Your Guard Power Gauge is drastically shortened.
              - You cannot cancel a ground attack into a special move.

 MAZI         - The damage your attacks inflict is considerably
 (Serious       increased, regardless of the ISM used.
       Mode)  - You take double damage from any attack.
              - Your opponent only needs to win one round to defeat you.

 CLASSICAL    - The damage rating is the same as in X-ism (x1.2), and
 (Classical     the gameplay is also the same (i.e. Chun-Li is in her
       Mode)    SF2 outfit and has moves like the Sou Hakkei, etc.)
              - In addition to all of X-ism's restrictions, you lose
                the ability to air recover, reduce block damage, or
                reduce damage taken.
              - Furthermore, you have no Super Combo gauge and no
                Guard Power Gauge (although the latter, if you think
                about it, is beneficial).
                  
 For more detailed information regarding ISMs and the hidden Modes,
 please refer to the 'Miscellaneous' section.

 *  Dan doesn't gain any special abilities in this mode, I kinda wish
    he did, but oh well....  Oh yeah, for those of you unfamiliar with
    Dan lore, don't take the translation seriously, "strongest" is just
    a joke.


 Another chart, this one illustrating who takes the most damage from
 attacks:

 ------------------------------------------------------------------------
 DAMAGE RANKING         WHO FALLS UNDER WHICH RANKING
 ------------------------------------------------------------------------

 Least Damage        :  Zangief

 Less Damage         :  Birdie, Dan, E. Honda, Gen, Ken, R. Mika,
                        Ryu, Sodom, and T. Hawk

 Average Damage      :  Everyone else, mainly:  Adon, Blanka, Cammy,
                        Cody, Chun-Li, Dhalsim, Gouki, Guy, Karin,
                        Nash, Rolento, Rose, Sagat, Sakura, Vega, Dee
                        Jay, Fei Long, Guile, M. Bison, 'Satsui no
                        Hadou' Ryu, Arcade Style M. Bison

 More Damage         :  Balrog, Juli, and Juni

 Most Damage         :  Shin Gouki


=========================================================================
  2.  CHARACTER MOVES LIST
=========================================================================

 Characters are listed in alphabetical order.  Special moves come first,
 then command attacks, then Super Combos, and finally, any Level 3 SCs
 that person may have.  If I don't have the offical Capcom name for a
 move, the name is written in lowercase, in parenthesis.

 To the far left of the move list, you may see the letters X, Z, or V.
 These letters indicate that the move is available only when using
 X-ism, Z-ism, or V-ism.

 Afterwards is information on each character's Zero Counters and
 available throws, not to mention a list of interruptable moves (so
 you know what moves can be used in combos, etc.)  Currently, only
 the interruptable moves for Z-ism characters has been tested, I
 have yet to test what the differences are in X-ism or V-ism but I
 will check it out soon.
                   
-------------------------------------------------------------------------
ADON
-------------------------------------------------------------------------

XZV  Rising Jaguar                   f,d,df + K
 ZV  Jaguar Kick                     b,d,db + K
X    Jaguar Kick                     In air, press K
XZV  Jaguar Tooth                    hcb + K
XZV  Jaguar Crunch                   f + MP
  V  Jutting Kick                    b + HK
XZ   Jaguar Varied Assault           qcf,d,df + P
XZ   Jaguar Thousand                 Tap P during Jaguar Varied Assault
XZ   Jaguar Assassin                 Tap K during Jaguar Varied Assault
 Z   Jaguar Revolver                 qcf,qcf + K

 Zero Counter (ZISM):    HK Rising Jaguar
 Zero Counter (VISM):    Jaguar Assassin
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP / KK
 Interruptable Attacks:  stand   LP MP LK MK
                         crouch  LP MP LK

 - The Jaguar Crunch is an overhead attack.
 - In Z-ism, you can only use the Jaguar Thousand or Jaguar Assassin
   if you perform the Jaguar Varied Assault at Level 3.


-------------------------------------------------------------------------
BALROG
-------------------------------------------------------------------------

XZV  Rolling Crystal Flash           Charge b,f + P
  V  Scarlet Terror                  Charge db,f + K
XZV  Sky High Claw                   Charge d,ub~uf + P
XZV  Flying Barcelona Attack         Charge d,ub~uf + K, b / f + P
XZV  Izuna Drop                      Charge d,ub~uf + K, b / f, dir. + P
XZV  Heki Hari Tsuki                 Charge d,ub~uf + KKK on his stage
XZV  Backslash                       Press PPP
XZV  Short Backslash                 Press KKK
XZV  (forward kick)                  f + HK
XZV  Sankaku Tobi                    Jump against a wall, press f
XZ   Rolling...                      Charge db,df,db,uf + K, then...
XZ   ...Barcelona Attack             Move b / f, press P when close
XZ   ...Izuna Drop                   Move b / f, any dir. + P when close
XZ   Heki Hari Tsuki SC              Charge db,df,db,uf + KKK on his stage
 Z   Scarlet Mirage                  Charge b,f,b,f + K
 Z   Red Impact                      Charge b,f,b,f + P at Level 3

 Zero Counter (ZISM):    Standing Claw Swipe
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP
 Air Throws:             b / f + PP / KK
 Interruptable Attacks:  stand   LP LK MK
                         crouch  LP LK MK

 - Either Backslash move can be used to avoid projectiles or physical
   attacks.
 - When playing on Balrog's stage (the one with the fence in the
   background), you can cling to the fence instead of the walls by
   performing the Heki Hari Tsuki.  After grabbing the fence, Balrog
   will automatically position himself before jumping.  The same
   can be done using the Heki Hari Tsuki SC, which you can follow
   with either of his 'Rolling...' SC attacks.
 - Balrog will lose his claw if he blocks too many attacks, or his face
   mask if he takes too many hits in the head.  You can regain either
   of them by walking over them.  Note that you must have your claw in
   order to perform the Red Impact, otherwise nothing will happen when
   you input the command.  Otherwise, losing either item does not
   affect your offense or defense.  Interestingly enough, even if you
   have both the mask and claw equipped, Balrog's OC and SC shadows
   will still be unmasked and unarmed.


-------------------------------------------------------------------------
BIRDIE
-------------------------------------------------------------------------

XZV  Bull Head                       Charge b,f + P
XZV  Bull Horn                       Hold and release PP / KK
XZV  Murderer Chain                  Rotate 360 + P
XZV  Bandit Chain                    Rotate 360 + K
XZV  Body Slam                       Jump, d + HP
XZV  Bull Drop                       f + HK
X    Bad Hammer                      Get 2 hits w/ close HP, then hold u
XZ   The Birdie                      Charge b,f,b,f + P
 Z   Bull Revenger                   qcf,d,df + P / K

 Zero Counter (ZISM):    LP Bullhead
 Zero Counter (VISM):    Standing Heel Kick
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP
 VISM Variable Attacks:  b + HP
 Interruptable Attacks:  stand   LP MP LK
                         crouch  LP MP LK HP:1

 - The longer you charge the Bull Horn, the more damage it does.
 - The Bull Drop is an overhead attack.
 - When you perform the Bull Revenger, using P makes Birdie hop a
   short distance, while using K makes him leap across the screen.


-------------------------------------------------------------------------
BLANKA
-------------------------------------------------------------------------

XZV  Electric Thunder                Tap P rapidly
XZV  Rolling Attack                  Charge b,f + P
XZV  Backstep Rolling                Charge b,f + K
XZV  Vertical Rolling                Charge d,u + K
XZV  Surprise Forward                KKK / f + KKK
XZV  Surprise Back                   b + KKK
XZ   Rock Crush                      When close, b / f + MP
  V  Rock Crush                      b + MP
XZV  Amazon River Run                df + HP
XZ   Ground Shave Rolling            Charge b,f,b,f + P
 Z   Tropical Hazard                 Charge db,df,db,uf + K, tap P / K

 Zero Counter (ZISM):    HK Vertical Rolling
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP
 Air Throws:             b / f + PP / KK
 VISM Variable Attacks:  b + LP / LK / MK
 Interruptable Attacks:  close   LP
                         stand   LP MP Rock Crush:1
                         crouch  LP LK MK

 - If you keep holding down the button you used to perform the Ground
   Shave Rolling, Blanka will spin in place.  Should you release the
   button, or after few seconds have passed, he'll perform the rest of
   the move.  If someone touches him after the initial jump (while he's
   moving in place), he'll attack them with the rest of the move.
 - During the Tropical Hazard, an opponent can be hit: while fruit is
   falling, when Blanka dives at his opponent, or when any fruit is
   knocked around by an attack.  If you tap P or K while Blanka is on
   the ceiling, more fruit will fall to the ground.  Even after this
   move ends, any watermelons that drop will remain on the floor, and
   either character can hit a watermelon with an attack to send it
   flying forward.  Anyone who is hit takes minor damage.


-------------------------------------------------------------------------
CAMMY
-------------------------------------------------------------------------

XZV  Spiral Arrow                    qcf + K
XZV  Cannon Spike                    f,d,df + K
  V  Cannon Strike                   Jump forward, qcb + K
  V  Cannon Revenge                  qcb + P
XZ   Axle Spin Knuckle               hcb + P
XZV  Hooligan Combination            hcf,uf + P  (press K to cancel)
XZV  Razor Edge Slicer               Do nothing after after H.C.
XZV  Fatal Leg Twister               b / f + K when close after H.C.
XZV  Cross Scissor Pressure          Do F.L.T. when low to the ground
XZ   Spin Drive Smasher              qcf,d,df + K
 Z   Reverse Shaft Breaker           qcb,d,db + K, tap P / K rapidly
 Z   Killer Bee Assault              Charge db,df,db,uf + K at Level 3

 Zero Counter (ZISM):    Standing Far HP
 Zero Counter (VISM):    HK Cannon Spike
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP / KK
 VISM Variable Attacks:  b + P / K
 Interruptable Attacks:  close   LP MP HP LK MK
                         stand   LP MP LK
                         crouch  LP MP LK

 - The Cannon Revenge is a counterattack that is similar to Sodom's
   Shiraha Catch.  It prevents Cammy from getting hit by overheads or
   jump-in attacks.  However, it's very hard to connect, and even if
   it does, Cammy's counterattack (a Cannon Spike) won't always hit.


-------------------------------------------------------------------------
CHUN-LI
-------------------------------------------------------------------------

 ZV  Kikou Ken                       hcf + P
 ZV  Sen'en Shuu                     hcb + K
XZV  Hyakuretsu Kyaku                Tap K rapidly
 ZV  Tenshou Kyaku                   Charge d,u + K
X    Tenshou Kyaku                   Charge d,u + K when knocked down
X    Sou Hakkei                      Charge b,f + P
X    Spinning Bird Kick              Charge b,f + K  (air)
XZV  Kouhou Kaiten Kyaku             df + MK
XZV  Kaku Kyaku Raku                 df + HK
XZV  Yousou Kyaku                    In air, d + MK
XZV  Sankaku Tobi                    Jump against a wall, press f
 Z   Kikou Shou                      qcf,qcf + P
XZ   Senretsu Kyaku                  Charge b,f,b,f + K
 Z   Hazan Tenshou Kyaku             Charge db,df,db,uf + K

 Zero Counter (ZISM):    HP Sou Hakkei
 Zero Counter (VISM):    Crouching MK
 Ground Throws:          b / f + PP
 Air Throws:             b / f + PP
 VISM Variable Attacks:  b + MK / HK / HP
 Interruptable Attacks:  close   HP MK
                         stand   LP MP LK
                         crouch  LP MP LK
                           
 - In X-ism, Chun-Li appears in her SF2 outfit.
 - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks.
 - You can use the Yousou Kyaku multiple times while airborne.
 

-------------------------------------------------------------------------
CODY
-------------------------------------------------------------------------

XZV  Bad Stone                       qcf + P  (hold P to delay)
 ZV  Fake Throw                      qcf + Select  (hold Select to delay)
XZV  Ruffian Kick                    qcf + K
XZV  Criminal Upper                  qcb + P
XZV  Bad Spray                       b,db,d + P when knocked down
XZV  Tokushu Koudou: Knife Hiroi     d + PP when near a knife
XZV  Tokushu Koudou: Knife Kougeki   When armed, press P  (air)
XZV  Tokushu Koudou: Knife Nage      When armed, qcf + P
XZV  Stomach Blow                    f + MP
XZV  Crack Kick                      f + HK
  V  Sakeru                          Hold b / db when attacked
XZ   Final Destruction               qcf,qcf + P
 Z   Dead End Irony                  qcf,qcf + K

 Zero Counter (ZISM):    Shoulder Throw
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + KK
 Interruptable Attacks:  stand   LP MP HP LK  (with knife:  LP MP LK)
                         crouch  LP MP HP LK  (with knife:  LP MP LK)

 - When Cody is armed with a knife:
    * Any Punch attack does more damage and even does block damage.
    * His Bad Stone attack is replaced by the Knife Nage, and the
      Fake Throw move is done using his knife (you can't delay this
      move when you have the knife).  He's unable to use the Stomach
      Blow, either.
    * He will lose his knife if he is hit, if he taunts, performs a
      throw, or uses the Final Destruction.
 - Cody's V-ism move, the Sakeru, is a sort of "auto-dodge" technique.
   Instead of blocking, Cody shifts to the side and the attack passes
   harmlessly through him.  This sort of defense doesn't work against
   all attacks, including jump-ins and certain special moves, and it
   can't be used in the air.
 - During the X-ism Final Destruction, you can move around freely and
   tap P or K when close for an auto-combo.  In the air, pressing any
   button results in a jump kick.  Crouching, Cody performs a single
   punch attack.  Just like in the original Final Fight, you can throw
   someone while auto-comboing them: in this game, just press d + P / K
   after Cody does the 3rd hit of the auto-combo (the Stomach Blow).
   This SC ends after a certain amount of time, or if you are hit.


-------------------------------------------------------------------------
DAN HIBIKI
-------------------------------------------------------------------------

XZV  Gadou Ken                       qcf + P
XZV  Kouryuu Ken                     f,d,df + P
XZV  Dankuu Kyaku                    qcb + K
 ZV  Kuuchuu Dankuu Kyaku            In air, qcb + K
XZV  Zenten Chouhatsu                qcf + Select
XZV  Kouten Chouhatsu                qcb + Select
  V  Saikyou-ryuu Bougyo             Block b / db, then f + PPP  (air)
XZV  Shagami Chouhatsu               Press Select while crouching
XZV  Jump Chouhatsu                  Press Select while jumping
 Z   Shin Kuu Gadou Ken              qcf,qcf + P
XZ   Hisshou Burai Ken               qcb,qcb + K
 Z   Kouryuu Rekka                   qcf,qcf + K
 Z   Chouhatsu Densetsu              qcf,qcf + Select
 Z   Chouhatsu Shinwa                qcb,qcb + Select at Level 3
 Z   Zenten / Kouten Chouhatsu       db / df + P / K during C. Shinwa

 Zero Counter (ZISM):    Chouhatsu (standing taunt)
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP
 Air Throws:             b / f + PP
 Interruptable Attacks:  stand   LP MP LK
                         crouch  LP MP HP LK MK

 - There is a 1-in-8 chance that you'll flash during the Kouryuu Ken.
   If you do, you become invincible during that time.
 - Using the Saikyou-ryuu Bougyo will push an enemy across the screen.
   You can combine this move with a Guard Protected block if someone
   comes at you with a special move or Super Combo.
 - Dan gains a small amount of energy from his standing, crouching,
   and rolling taunts.
 - In X-ism, Dan's taunts gain the ability to hit an opponent for
   minor damage, depending on the situation:
     * His standing taunt hits someone in the air, and will hit if
       your opponent is attacking (it becomes a Counter Hit).  The
       CPU sometimes blocks it standing, I dunno how this works.
     * His crouching taunt will hit someone who is standing or
       crouching.
     * His rolling taunts will hit someone in the air, or a standing
       opponent if you cross them up (i.e., Dan rolls underneath them,
       stands up on the other side, and taunts).
     * Dan's jumping taunt doesn't hit (although perhaps the condition
       to make it hit just hasn't been found yet).
 - During the Chouhatsu Shinwa, you can move around freely.  Pressing
   any button makes Dan taunt, while pressing the Select button makes
   him do a special taunt.  You can also perform the jumping, crouching
   or rolling taunts (using db / df + a button) during this move, but
   you must do them with P or K and you won't gain energy from Dan
   taunting.  Furthermore, all of Dan's taunts can be cancelled into
   anything (i.e. you can jump during a roll taunt, cancel a standing
   taunt into a crouching one, etc.)  This move ends after a certain
   period of time or when Dan is hit.


-------------------------------------------------------------------------
DHALSIM
-------------------------------------------------------------------------

XZV  Yoga Fire                       qcf + P
 ZV  Yoga Flame                      hcb + P
X    Yoga Flame                      hcf + P
 ZV  Yoga Blast                      hcb + K
X    Yoga Blast                      hcf + K
 ZV  Yoga Escape                     b,db,d + K when knocked down
X    Yoga Teleport                   f,d,df / b,d,db + PPP / KKK
 ZV  Yoga Teleport                   f,d,df / b,d,db + PPP / KKK  (air)
 Z   Yoga Shock                      b + LP, hold LP until you attack
 ZV  Yoga Palm                       f + LP
XZV  Drill Zutsuki                   In air, d + HP
XZV  Drill Kick                      In air, d + K
 ZV  Kuuchuu Miyuu                   In air, press Select
X    Yoga Tempest                    hcf,hcf + P
 Z   Yoga Inferno                    qcf,d,df + P
 Z   Yoga Strike                     qcf,d,df + K
 Z   Yoga Stream                     qcb,qcb + P

 Zero Counter (ZISM):    Close Standing MP
 Zero Counter (VISM):    Far Crouching HK
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP
 Interruptable Attacks:  stand   LP MP     (close range)
                         crouch  LP MP HP  (close range)
                         crouch  LK        (far range)

 - Normally, Dhalsim's limbs stretch out quite far.  However, you
   can make them shorter by holding b or db when pressing Punch or
   Kick.  This even works while airborne.  In X-ism, you can't
   control his limbs, however, they'll automatically become shorter
   when you attack from up close.
 - The Yoga Shock is an overhead attack, but only if you wait until
   Dhalsim attacks.
 - In V-ism, Dhalsim can cancel his long-range attacks into special
   moves (namely his standing MP and MK, I haven't tested the rest).
 - The Yoga Stream hits low and must be crouch-blocked.
 - If you play a Dhalsim vs. Dhalsim match, both wives will appear in
   the background.  Freaky!


-------------------------------------------------------------------------
EDMOND HONDA
-------------------------------------------------------------------------

XZV  Hyakuretsu Harite               Tap P rapidly
XZV  Super Zutsuki                   Charge b,f + P
XZV  Super Hyakkan Otoshi            Charge d,u + K
XZV  Ooichou Nage                    Rotate 360 + P
X    Flying Sumo Press               Jump, d + MK
XZV  Hizageri                        f + MK
XZV  Haraigeri                       f + HK
XZ   Oni Musou                       Charge b,f,b,f + P
 Z   Fuji Oroshi                     Charge b,f,b,f + K
 Z   Orochi Kudaki                   Rotate 720 + P at Level 3

 Zero Counter (ZISM):    Standing HP
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP
 Interruptable Attacks:  crouch  LK

 - In X-ism, Honda's crouching HP changes to a double hand slap.
 - Honda won't continue the rest of the Fuji Oroshi if the initial
   headbutt-and-toss part is blocked.  If it isn't, he finishes the
   move with a multi-hit Super Hyakkan Otoshi.


-------------------------------------------------------------------------
GEN
-------------------------------------------------------------------------

 ZV  Ansatsu Ken: Sou-ryuu           Press PPP at any time  (air)
XZV   Hyakurenkou                    Tap P rapidly
XZV   Gekirou                        f,d,df + K
XZ    Zan'ei                         qcf,qcf + P
 Z    Shitenshuu                     qcb,qcb + P

 ZV  Ansatsu Ken: Ki-ryuu            Press KKK at any time  (air)
XZV   Jasen                          Charge b,f + P
 ZV   Ouga                           Charge d,ub~uf + K
XZV   Kyoutetsu                      Press MP
XZV   (low-level hit)                Press HP
 ZV   (counter punch)                d + HP
 ZV   Satsu Jin                      d + LK
XZV   Saizu                          Jump over someone, press MK
 ZV   Uken                           In air, quickly press HK twice
 Z    Kouga                          In air, qcb,qcb + K
 Z    Jakouha                        qcf,d,df + K

 Zero Counter (ZISM):    Sou-ryuu:  HK Gekirou
 Zero Counter (ZISM):    Sou-ryuu:  Advancing Uken (2nd hit)
 Zero Counter (VISM):    Ki-ryuu:   Palm Thrust
 Zero Counter (VISM):    Ki-ryuu:   Sou-ryuu Standing HP
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + KK
 Interruptable Attacks:  (Sou-ryuu)  stand   LP MP HP:1 MK
                         (Sou-ryuu)  crouch  LP MP LK MK
                         (Ki-ryuu)   stand   LP
                         (Ki-ryuu)   crouch  LP MP

 - Gen has two different "styles" of play he can use by pressing PPP
   or KKK.  Once you've changed into a certain style, you can only
   use the moves in that style (for example, in Sou-ryuu style, you
   could use the Shitenshuu but not the Ouga).  Gen normally starts
   in his PPP style, but if you switch to his KKK style, he'll
   remain in it for the rest of the game.  You can switch Gen's
   styles at any time, while jumping, blocking, attacking, when
   knocked down, while dizzy, and so on.
 - In X-ism Gen cannot change styles.  He instead uses a mishmash
   of moves taken from both style instead.  He cannot chain combo
   and has his fast Ki-ryuu style jump.
 - In his Sou-ryuu style, Gen can chain together his normal attacks.
   The sequence is pretty loose--the only real restriction is that
   you can't chain a stronger attack into a weaker one (like HP into
   LK).  Otherwise, just about anything is possible.
 - During the Geki Rou, you need to tap the Kick button as your
   opponent goes higher and higher into the air if you want to get the
   full hits (you'll know if you did this correctly because he'll
   finish with a kick that knocks your foe away).
 - If hit by a Shitenshuu, a timer will appear over the head of Gen's
   opponent and count down.  When it reaches zero, Gen's foe falls to
   the ground and is dizzied.  You can increase the timer speed by
   hitting your foe with multiple Shitenshuus, but your opponent can
   stop the timer by hitting you with an attack.  Note that your
   opponent is damaged during the intitial hits, each time the counter
   goes down by one, and when it hits zero and he / she is dizzied.
   The higher level you use, the more damage the Shitenshuu does during
   the intial hits and for each timer countdown.
 - During the Ouga, you can:
      * Direct your initial leap left or right by charging d,ub / uf
        instead of charging d,u (which always takes you to the wall
        behind you).
      * Do nothing when you touch a wall for a jump kick
      * Press b when you touch a wall to abort the move
      * Press f when you touch a wall for a long kick toward your foe
      * Press u when you touch a wall to move to the ceiling
         + Do nothing when you touch the ceiling to do a head stomp
         + Press ub~uf when on the ceiling to abort the move and drop
           in either direction
         + Press b / f when on the ceiling to use a dive kick in either
           direction
 - The Kyoutetsu is an overhead attack.
 - The Low-Level Hit hits low and must be crouch-blocked.
 - The Counter Punch causes huge amounts of damage if it hits someone
   who is in the middle of an attack (3.5-4.0 times more damage).
   However, if you are hit out of it, you may take lots of damage
   yourself.  The move also has a considerable delay.
 - The Satsu Jin will knock an opponent up into the air.  You can
   follow it with a Jakouha or jump after them with the attack of
   your choice.  Note that if you use the Uken, they can't flip out
   afterwards.
 - Gen's jumping Ki-ryuu MK (the Saizu), works best as a cross-up
   attack.
 - During the Kouga you can:
      * Press LK for a jump kick off the left wall,
         + Then, press MK or do nothing instead for a long kick towards
           your enemy.
         + Or, press HK instead for a higher, faster long kick.
      * Press MK for a head stomp off the ceiling,
         + Then press LK instead to dive left.
         + Or, press HK instead to dive right.
      * Press HK for a jump kick off the right wall,
         + Then, press MK or do nothing instead for a long kick towards
           your enemy.
         + Or, press LK for a higher, faster long kick.
 - It's easy to accidentally tap a button too much so that if you "do
   nothing" after using LK or HK to go to a wall, you'll end up doing
   the following LK or HK move instead.  To prevent this, pressing MK
   has the same effect as "doing nothing".  Gen can perform one extra
   attack per level.


-------------------------------------------------------------------------
GOUKI
-------------------------------------------------------------------------

XZV  Gou Hadou Ken                   qcf + P
XZV  Zankuu Hadou Ken                In air, qcf + P
XZV  Shakunetsu Hadou Ken            hcb + P
XZV  Gou Shouryuu Ken                f,d,df + P
XZV  Tatsumaki Zankuu Kyaku          qcb + K  (air)
 ZV  Zenpou Tenshin                  qcb + P
XZV  Ashura Senkuu                   f,d,df / b,d,db + PPP / KKK
 ZV  Hyakki Shuu                     qcf,uf + P
 ZV  Hyakki Gou Zan                  qcf,uf + P, then do nothing
 ZV  Hyakki Gou Shou                 qcf,uf + P, press P
 ZV  Hyakki Gou Sen                  qcf,uf + P, press K
 ZV  Hyakki Gou Sai                  qcf,uf + P, press P when close
 ZV  Hyakki Gou Tsui                 qcf,uf + P, press K when close
XZV  Tenma Kuujin Kyaku              Jump forward, d + MK at apex
XZV  Zugai Hassatsu                  f + MP
XZV  Senpuu Kyaku                    f + MK
 Z   Messatsu Gou Hadou              hcb,hcb + P
 Z   Messatsu Gou Shouryuu           qcf,d,df + P
 Z   Tenma Gou Zankuu                In air, qcf,d,df + P
XZ   Shun Goku Satsu                 LP,LP,f,LK,HP

 Zero Counter (ZISM):    HP Gou Shouryuuken
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + KK
 VISM Variable Attacks:  b + MP / MK / HP / HK
 Interruptable Attacks:  close   MP HP MK
                         stand   LP LK 
                         crouch  LP MP HP LK MK

 - The Zugai Hasatsu is an overhead attack.
 - In Z-ism, you can only use the Shun Goku Satsu at Level 3.


-------------------------------------------------------------------------
GUY
-------------------------------------------------------------------------

XZV  Bushin Izuna Otoshi             qcf + P,P when close
XZV  Izuna no Hiji Otoshi            qcf + P,P when far
XZV  Houzantou                       qcb + P
XZV  Bushin Senpuu Kyaku             qcb + K
XZV  Hayagake                        qcf + K
XZV  Hayagake: Kyuuteishi            qcf + LK,K
XZV  Hayagake: Kage Sukui            qcf + MK,K
XZV  Hayagake: Kubikari              qcf + HK,K
XZV  Hiji Otoshi                     In air, d + MP
XZV  Kubi Kudaki                     f + MP
XZV  Kamaitachi                      df + HK
XZV  Bushin Gokusa Ken               When close, tap LP,MP,HP,HK
X    Bushin-ryuu Seoi Nage           When close, tap LP,MP,HP, d + HK
XZV  Sankaku Tobi                    Jump against a wall, press f
 Z   Bushin Hassou Ken               qcf,d,df + P
 Z   Bushin Gourai Kyaku             qcf,d,df + K
XZ   Bushin Musou Renge              hcb,hcb + P

 Zero Counter (ZISM):    Crouching HP
 Zero Counter (VISM):    Crouching MK
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP
 VISM Variable Attacks:  b + MP / HK / MK / HK
 Interruptable Attacks:  close   MP HP LK MK
                         stand   LP MP LK
                         crouch  LP MP HP LK MK

 - The Kubi Kudaki and Hayagake: Kubikari are overhead attacks.
 - The Hayagake: Kage Sukui hits low and must be crouch-blocked.
 - In Z-ism, you can only use the Bushin Musou Renge at Level 3.


-------------------------------------------------------------------------
KARIN KANZUKI
-------------------------------------------------------------------------

XZV  Guren Ken                       qcf + P,P
XZV  Hou Shou                        f,d,df + P
XZV  Mujin Kyaku                     f,d,df + K
XZV  Ressen Chou                     b,d,db + P,P
XZV  Ressen Ha                       qcf,uf + K
XZV  Yasha Gaeshi (Joudan)           qcb + P
XZV  Yasha Gaeshi (Gedan)            qcf + K
XZV  Arakuma Inashi                  Rotate 360 + K
XZV  Elegant Kick                    f + MK
XZ   Kanzuki-ryuu Hou Ou Ken         qcf,d,df + P
 Z   Kanzuki-ryuu Shinpikaibyaku     qcf,d,df + K

 Zero Counter (ZISM):    Standing HP
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP / KK
 Interruptable Attacks:  stand   LP MP LK MK  (either part)
                         crouch  LP MP HP LK

 - The Elegant Kick and Ressen Ha are overhead attacks.
 - You can interrupt or follow the Guren Ken with another attack, as
   shown below:

    Guren Ken to Hou Shou            f + P after 1st punch
    Guren Ken to Hou Shou            P after 2nd punch
    Guren Ken to Mujin Kyaku         K after 1st or 2nd punch
    Guren Ken to Ressen Chou         df + P,P after 1st or 2nd punch
    Guren Ken to Ressen Ha           u + P after 1st or 2nd punch
    Guren Ken to Y.G. (Joudan)       b + P after 1st or 2nd punch
    Guren Ken to Y.G. (Gedan)        b + K after 1st or 2nd punch
    Guren Ken to Daisokubarai        d + K after 1st or 2nd punch

 - For example, to perform the Hou Shou, you'd input (qcf + P,P,P)
   or (qcf + P, f + P).  To use the Daisokubarai, you'd input
   (qcf + P, d + K) or (qcf + P,P, d + K).  Note that the
   Daisokubarai hits low and must be crouch-blocked.
 - The Yasha Gaeshi moves are used to reverse attacks.  The Joudan
   version works against high attacks and jumping attacks, while the
   Gedan version works against low attacks and sweeps.  While there
   is some start-up lag to either version, you can attack somone
   while they are getting hit by the counter, with a little timing.


-------------------------------------------------------------------------
KEN MASTERS
-------------------------------------------------------------------------

XZV  Hadou Ken                       qcf + P
XZV  Shouryuu Ken                    f,d,df + P
XZV  Tatsumaki Senpuu Kyaku          qcb + K  (air)
 ZV  Zenpou Tenshin                  qcb + P
 ZV  Zentou                          qcf + Select
XZV  Inazuma Kakato Wari             f + MK
XZV  Ushiro Mawashigeri              f + HK
X    Doujioshi SP                    Crouching LK, then d + LK + HP
XZ   Shouryuu Reppa                  qcf,d,df + P
 Z   Shinryuu Ken                    qcf,d,df + K, tap P / K rapidly
 Z   Shippuujinrai Kyaku             qcb,qcb + K at Level 3

 Zero Counter (ZISM):    HP Shouryuuken
 Zero Counter (VISM):    Standing HK
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP
 VISM Variable Attacks:  b + MP / MK / HP / HK
 Interruptable Attacks:  close   MP HP MK:1 HK
                         stand   LP LK 
                         crouch  LP MP HP LK MK

 - The Inazuma Kakato Wari is an overhead attack.


-------------------------------------------------------------------------
NASH
-------------------------------------------------------------------------

XZV  Sonic Boom                      Charge b,f + P
XZV  Somersault Shell                Charge d,u + K
 ZV  Dash                            Tap f,f  (or tap uf~df,uf~df)
 ZV  Knee Bazooka                    Press K during Dash
X    Knee Bazooka                    b / f + LK
XZV  Jump Sobat                      b / f + MK
XZV  Step Kick                       b / f + HK
XZV  Spin Back Knuckle               Press HP
XZ   Somersault Justice              Charge db,df,db,uf + K
 Z   Sonic Break                     Charge b,f,b,f + P
 Z   Crossfire Blitz                 Charge b,f,b,f + K

 Zero Counter (ZISM):    Spin Back Knuckle
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP / KK
 VISM Variable Attacks:  b + MP / HP
 Interruptable Attacks:  close   MP HP
                         stand   LP LK 
                         crouch  LP MP LK

  - The Jump Sobat is no longer an overhead.
  - You can throw an extra Sonic Boom per level during the Sonic Break.
    So you can tap P once at Level 1, twice at Level 2, or thrice at
    Level 3 (for four Sonic Booms in all).  You don't have to throw
    them all at once, but once a Sonic Boom leaves the screen, the move
    is over, so don't delay for too long.


-------------------------------------------------------------------------
RAINBOW MIKA
-------------------------------------------------------------------------

XZV  Flying Peach                    qcb + P
XZV  Shooting Peach                  qcb + K
XZV  Paradise Hold                   Rotate 360 + P
XZV  Daydream Headlock               Rotate 360 + K, tap P / K rapidly
XZV  Wingless Airplane               In air, hcb + K
XZV  Flying Body Attack              Jump b / f, d + HP
XZV  Knee Attack                     Jump b / f, d + LK
X    (spinning side kick)            b / f + MK
 ZV  (spinning side kick)            f + MK
XZV  Sliding                         d + HK
 Z   Heavenly Dyanamite              Rotate 720 + P, tap P / K rapidly
 Z   Rainbow Hip Rush                qcf,d,df + P
XZ   Sardine's Beach Special         qcf,d,df + K
XZ   Hashiru                         Move b / f after S.B.S.
XZ   Dageki: Enzui Drop Kick         Press LP during Hashiru
XZ   Dageki: Sliding                 Press MP during Hashiru
XZ   Dageki: Enzui Lariat            Press HP during Hashiru
XZ   Tobikoshi                       Press K during Hashiru
XZ   Tobikoshi                       Run into your enemy during Hashiru
XZ   Moonsault Press                 Press P or do nothing after Dageki
XZ   Missile Kick                    Press K after Dageki
XZ   Paradise Hold                   Press b / f + P after Dageki
XZ   Paradise Hold                   Hold b / f after Dageki
XZ   Wingless Airplane               Press b / f + K after Dageki
XZ   Enzui Lariat                    Press P after Tobikoshi
XZ   Enzui Drop Kick                 Press K after Tobikoshi
XZ   Rainbow Suplex                  Press b / f + P after Tobikoshi
XZ   Daydream Headlock               Press b / f + K after Tobikoshi

 Zero Counter (ZISM):    Crouching HP
 Zero Counter (VISM):    Crouching MK
 Ground Throws:          b / f + PP / KK, db / df + PP / KK
 Air Throws:             b / f + PP
 Interruptable Attacks:  stand   LP LK
                         crouch  LP LK
 
 - Mika's crouching HP knocks her opponent really high into the air.
   For that reason, you can follow it with just about anything, and
   in the corner, _everything_ (short of a 360 / 720 throw).  Of
   course, this only works if your opponent doesn't flip out, though.
 - The Flying Peach has lag at the beginning, while the Shooting
   Peach has lag at the end.  You'll have to mix them up in order
   to use them successfully against a smart opponent.
 - Once, I got Mika to dizzy herself during the Heavenly Dynamite.
   I still have no clue how I did it; does anyone know what causes
   this?
 - The Sardine's Beach Special combination looks confusing, but
   it's actually rather easy.  Simply move close to your enemy,
   press P or K, and from there, press P / K, or b / f + P / K.  If
   you used the Dageki to hit your opponent, Mika performs the
   rest of the moves from the corner post of a wrestling ring.
   If you used the Tobikoshi to leap over them, she'll do any of
   the four finshers from behind her opponent.  If you still just
   don't quite get it, try taking a look at this chart below:

                    .---------------------------.
                    |  Sardine's Beach Special  |
 .--------------------------------------------------------------------.
 |              (when close):  (as Mika jumps from the corner post):  |
 |              Dageki     ->  Moonsault Press / Missile Kick /       |
 |           /                 Paradise Hold / Wingless Airplane      |
 |  Hashiru                                                           |
 |           \  (when close):  (once Mika is behind her opponent):    |
 |              Tobikoshi  ->  Enzui Lariat / Enzui Drop Kick /       |
 |                             Rainbow Suplex / Daydream Headlock     |
 `--------------------------------------------------------------------'


-------------------------------------------------------------------------
ROLENTO SCHUGERG
-------------------------------------------------------------------------

XZV  Patriot Circle                  qcf + P  (perform 3 times)
XZV  Stinger                         f,d,df + K, then press P / K
XZV  Mekong Delta Attack             Press PPP, then P when you land
XZV  Mekong Delta Air Raid           qcb + P, then press P
XZV  Mekong Delta Escape             qcb + K, then do any attack
XZV  Trick Landing                   Just before you land, press KKK
 ZV  High Jump                       Tap db~df,ub~uf
XZV  Spike Rod                       In air, d + MK
XZV  Fake Rod                        f + MK
XZV  Take No Prisoner                qcf,qcf + P
 Z   Steel Rain                      qcf,qcf + K
 Z   Mine Sweeper                    qcb,qcb + P

 Zero Counter (ZISM):    Patriot Circle (final input)
 Zero Counter (VISM):    Forward Leap (does no damage)
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + KK
 VISM Variable Attacks:  b + MK
 Interruptable Attacks:  close   HP MK
                         stand   LP LK
                         crouch  LP LK MK

 - Rolento's Stinger knives can be destroyed if they are hit with
   an attack (any attack will work, whether it's a standing LK or
   a fireball, etc.)  You have to time it right, though, or else
   you'll take the hit.
 - The Spike Rod can be used repeatedly to keep Rolento bouncing.
   It can be used during a jump or High Jump, but not during the
   Mekong Delta Escape.
 - In X-ism, Rolento won't bounce after the Spike Rod, but he can
   use it during the Mekong Delta Escape as well as during jumps.
   Speaking of which, his normal b / f jumps become High Jumps.


-------------------------------------------------------------------------
ROSE
-------------------------------------------------------------------------

XZV  Soul Spark                      hcf + P
XZV  Soul Throw                      f,d,df + P
XZV  Soul Reflect                    qcb + P
XZV  Soul Spiral                     qcf + K
XZV  Sliding                         df + MK
 ZV  Soul-piette                     f + HK
 Z   Aura Soul Spark                 qcb,qcb + P
XZ   Aura Soul Throw                 qcf,d,df + P
 Z   Soul Illusion                   qcf,d,df + K

 Zero Counter (ZISM):    Soul Collect (hop to other side)
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP
 Air Throws:             b / f + PP
 VISM Variable Attacks:  b + MP / MK / HP / HK
 Interruptable Attacks:  close   MP HP
                         stand   LP LK MP
                         crouch  LP MP HP LK MK

 - If you absorb a projectile using the Soul Reflect (see below), then
   the next Soul Spark you perform will do slightly higher damage if
   it hits.  This only works for one Soul Spark, though.
 - In addition to causing damage, the Soul Reflect can also be used
   against projectiles.  The LP version absorbs a projectile, giving
   Rose a small amount of SC power.  The MP version reflects a
   projectile directly forward.  And the HP version reflects a
   projectile at an up-forward angle.  Note that if Rolento's Stinger
   knives are reflected, they go straight even if HP is used.  And
   while Rose cannot use the Soul Reflect against an SC projectile,
   Dan's Shin Kuu Gadou Ken is an exception to this rule.
 - Rose can reflect any SC projectile during the Level 3 Aura Soul
   Spark.
 - During the Soul Illusion, Rose is trailed by illusions who add to
   the number of hits that any of her attacks inflict.  This move only
   ends once a certain amount of time has passed; Rose can be hit
   without having this SC end.


-------------------------------------------------------------------------
RYU
-------------------------------------------------------------------------

XZV  Hadou Ken                       qcf + P
 ZV  Hadou no Kamae                  qcf + Select
XZV  Shakunetsu Hadou Ken            hcf + P
XZV  Shouryuu Ken                    f,d,df + P
XZV  Tatsumaki Senpuu Kyaku          qcb + K  (air)
X V  Seichuu Nidan Tsuki             f + HP
XZV  Sakotsu Wari                    f + MP
 ZV  Senpuu Kyaku                    f + MK
XZ   Shinkuu Hadou Ken               qcf,qcf + P
 Z   Shinkuu Tatsumaki Senpuu Kyaku  qcb,qcb + K
 Z   Metsu Shouryuu Ken              qcf,d,df + K at Level 3
 Z   Shin Shouryuu Ken               Perform the M.S. from a distance

 Zero Counter (ZISM):    HP Shouryuuken
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP
 VISM Variable Attacks:  b + P / b + HK
 Interruptable Attacks:  close   MP HP
                         stand   LP  
                         crouch  LP MP HP LK MK

 - The Sakotsu Wari is an overhead attack.
 - To change the Metsu Shouryuu Ken into the Shin Shouryuu Ken, you have
   to perform it from a bit ouside of Ryu's sweep range.  If you got
   the right distance, Ryu will hit with the very tip of his elbow and
   do four hits total (and inflict a lot more damage, as well).


-------------------------------------------------------------------------
SAGAT
-------------------------------------------------------------------------

XZV  Tiger Shot                      qcf + P
XZV  Ground Tiger Shot               qcf + K
X    Tiger Uppercut                  f,d,df + P
 ZV  Tiger Blow                      f,d,df + P
X    Tiger Crush                     qcf,uf + K
 ZV  Tiger Crush                     f,d,df + K
 ZV  Fake Kick                       Quickly press MK twice
 Z   Tiger Cannon                    qcf,qcf + P
XZ   Tiger Genocide                  qcf,d,df + K
 Z   Tiger Raid                      qcb,qcb + K
 Z   Angry Charge                    qcf + Select

 Zero Counter (ZISM):    Standing Heel Kick
 Zero Counter (VISM):    HP Tiger Blow
 Ground Throws:          b / f + PP
 Air Throws:             b / f + PP / KK
 VISM Variable Attacks:  b + MP / HP
 Interruptable Attacks:  close   MP HP
                         stand   LP MK:1 HK (first part)
                         crouch  LP MP LK

 - After using the Angry Charge, the next Tiger Blow that you perform
   will do increased damage if it hits.  This only lasts for one use
   of the Tiger Blow, though.


-------------------------------------------------------------------------
SAKURA KASUGANO
-------------------------------------------------------------------------

XZV  Hadou Ken                       qcf + P,P,P
XZV  Shou Ou Ken                     f,d,df + P
 ZV  Sakura Otoshi                   f,d,df + K, tap P,P,P
XZV  Shunpuu Kyaku                   qcb + K  (air)
XZV  Flower Kick                     f + MK
XZ   Midare Zakura                   qcf,d,df + K
 Z   Shinkuu Hadou Ken               qcf,qcf + P
 Z   Haru Ichi Ban                   qcb,qcb + K

 Zero Counter (ZISM):    MP Shou Ou Ken
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + KK
 VISM Variable Attacks:  b + MP / HP / HK
 Interruptable Attacks:  close   MP HP
                         stand   LP MP LK
                         crouch  LP MP HP LK

 - The Flower Kick is an overhead attack.
 - After the initial hit of the Sakura Otoshi, you can add more hits
   by tapping any Kick button (this requires a bit of timing, though).
 - The Haru Ichi Ban hits low and must be crouch-blocked.


-------------------------------------------------------------------------
SODOM
-------------------------------------------------------------------------

XZV  Jigoku Scrape                   qcf + P
XZV  Butsumetsu Buster               Rotate 360 + P
XZV  Daikyou Burning                 Rotate 360 + K
XZV  Shiraha Catch                   f,d,df + K
XZV  Yagura Reverse                  b,d,db + K
XZV  Kouten Okiagari                 When knocked down, f,df,d + P
XZV  Tengu Walking                   When knocked down, b,db,d + K
XZV  Tengu Walking                   While getting up, qcf + K
XZV  Sliding                         d + HK
XZ   Meido no Miyage                 qcf,qcf + P
 Z   Ten Chuu Satsu                  Rotate 720 + P

 Zero Counter (ZISM):    MP Jigoku Scrape
 Zero Counter (VISM):    Sliding
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP
 VISM Variable Attacks:  b + MP / HP
 Interruptable Attacks:  close   MP
                         stand   LP LK MK
                         crouch  LP HP LK

 - In X-ism, Sodom's jitte are replaced by katana, giving his attacks
   a slightly longer range.
 - The Shiraha Catch is a counterattack move that can be used against
   overhead attacks or against jumping attacks.  If Sodom connects,
   he'll perform a throw.  However, this can be Tech. Hit out of.
 - The Yagura Reverse is a fake Tengu Walking.  Used out of the blue,
   it doesn't have much use since it can't hit non-attacking characters
   (there are a few exceptions, such as Honda).  However, it can be
   used as a reversal, and can hit characters who are attacking you,
   although this is risky since it doesn't have much priority (though
   it counts as a Counter Hit should it connect).  It can also hit
   someone if Sodom blocked a move from up close (such as against a
   blocked Shou Ou Ken).


-------------------------------------------------------------------------
VEGA
-------------------------------------------------------------------------

 ZV  Psycho Shot                     Charge b,f + P
X    Psycho Crusher                  Charge b,f + P
XZV  Double Knee Press               Charge b,f + K
XZV  Head Press                      Charge d,u + K
XZV  Somersault Skull Diver          b / f + P after Head Press
XZV  Somersault Skull Diver          Charge d,u + P, b / f + P
 ZV  Vega Warp                       f,d,df / b,d,db + PPP / KKK
XZ   Psycho Crusher                  Charge b,f,b,f + P
 Z   Knee Press Nightmare            Charge b,f,b,f + K

 Zero Counter (ZISM):    Vega Warp (behind opponent)
 Zero Counter (VISM):    Standing Palm Thrust
 Ground Throws:          b / f + PP
 Air Throws:             b / f + PP
 VISM Variable Attacks:  b + MP / HP / MK / HK
 Interruptable Attacks:  close   MP
                         stand   LP LK HK:2
                         crouch  LP MP LK MK


-------------------------------------------------------------------------
ZANGIEF
-------------------------------------------------------------------------

XZV  Double Lariat                   Press PPP, move b / f
XZV  Quick Double Lariat             Press KKK, move b / f
XZV  Screw Piledriver                Rotate 360 + P
XZV  Flying Powerbomb                Rotate 360 + K
XZV  Atomic Suplex                   Rotate 360 + K when close
X    Banishing Flat                  f,df,d + P
 ZV  Banishing Flat                  f,d,df + P
XZV  Body Press                      Jump b / f, d + HP
XZV  Double Knee Drop                Jump b / f, d + LK / MK
XZV  Headbutt                        Jump up, u + MP / HP
XZ   Headbutt                        f + HP
  V  Headbutt                        f + MP
XZV  Dynamite Kick                   db + MK
XZV  Russian Kick                    db + HK
XZ   Final Atomic Buster             Rotate 720 + P
 Z   Aerial Russian Slam             qcf,d,df + K

 Zero Counter (ZISM):    Standing MK
 Zero Counter (VISM):    Standing HP
 Ground Throws:          b / f + PP / KK, db / df + PP / KK
 Air Throws:             b / f + PP
 Interruptable Attacks:  stand   LP LK
                         crouch  LP LK Dynamite Kick

 - Either Double Lariat move can be used to avoid projectiles.  The
   KKK version has a shorter duration but also offers limited
   invincibility against low attacks.
 - The Banishing Flat can negate non-SC projectiles.  You can actually
   combo this move from a Dynamite Kick, but it's hard to do.


=========================================================================
  3.  PSX CHARACTER MOVES LIST
=========================================================================

Although Juni, Juli, and M. Bison are available in the arcade version,
they're being listed here because there are some differences in the PSX
version regarding these three characters.

-------------------------------------------------------------------------
DEE JAY
-------------------------------------------------------------------------

XZV  Air Slasher                     Charge b,f + P
XZV  Double Rolling Sobat            Charge b,f + K
X V  Jackknife Maximum               Charge d,u + K
XZV  Machine Gun Upper               Charge d,u + P, tap P rapidly
XZV  Knee Shot                       Jump b / f, d + LK
XZ   Sobat Carnival                  Charge b,f,b,f + K
 Z   Climax Beat                     Charge db,df,db,uf + P
 Z   Theme of Sunrise                Charge db,df,db,uf + K

 Zero Counter (ZISM):    HK Jackknife Maximum
 Zero Counter (VISM):    Crouching MK
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + KK
 VISM Variable Attacks:  b + LP / HP / b + K
 Interruptable Attacks:  close   LP MP
                         stand   LP
                         crouch  LP LK


-------------------------------------------------------------------------
FEI LONG
-------------------------------------------------------------------------

XZV  Rekka Ken                       qcf + P  (perform 3 times)
XZV  Shien Kyaku                     b,d,db + K
X V  Rekkuu Kyaku                    qcf,uf + K
XZV  Chokka Raku Shuu                b / f + MK
XZV  Engeki Shuu                     f + HK
XZ   Rekka Shin Ken                  qcf,d,df + P
 Z   Shien Renkyaku                  qcb,qcb + K
 Z   Ryuu Yassai                     qcb,qcb + P at Level 3
 Z   Ryuu Shin Yassai                Perform R.Y. from a distance

 Zero Counter (ZISM):    HK Shien Kyaku
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + KK
 VISM Variable Attacks:  b + P / b + K
 Interruptable Attacks:  close   LP MP HP LK
                         stand   LP
                         crouch  LP

 - The Chokka Raku Shuu is an overhead attack.
 - Like Ryu's Metsu Shouryuu Ken, the Ryuu Yassai can be upgraded
   into a stronger version.  To do it, position yourself so that
   the flame on Fei's hand touches your opponent, not his actual
   fist.  If you do it right, the hits and damage done will increase.


-------------------------------------------------------------------------
GUILE
-------------------------------------------------------------------------

XZV  Sonic Boom                      Charge b,f + P
XZV  Somersault Kick                 Charge d,u + K
XZ   Knee Bazooka                    b / f + LK
  V  Knee Bazooka                    b / f + MK
XZV  Rolling Sobat                   b / f + MK
XZV  Reverse Spin Kick               When close, b / f + HK
XZV  Spinning Back Knuckle           f + HP
 Z   Sonic Hurricane                 Charge b,f,b,f + P
XZ   Somersault Strike               Charge db,df,db,uf + K

 Zero Counter (ZISM):    Spinning Back Knuckle
 Zero Counter (VISM):    Rolling Sobat
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP / KK
 VISM Variable Attacks:  b + MP / HP / HK
 Interruptable Attacks:  close   MP HP
                         stand   LP LK
                         crouch  LP MP LK

 - The Rolling Sobat is an overhead attack.


-------------------------------------------------------------------------
JULI
-------------------------------------------------------------------------

XZV  Sniping Arrow                   qcf + K
XZV  Cannon Spike                    f,d,df + K
XZV  Axle Spin Knuckle               hcb + P
XZV  Falling Arc                     f + MK
XZ   Reverse Shaft Breaker           qcb,d,db + K, tap P / K rapidly
 Z   Spin Drive Smasher              qcf,d,df + K

The following moves only work in Dramatic or Team Battle Mode:

XZV  Psycho Charge Beta              Press PPP
XZV  Psycho Charge Gamma             CPU Juli only
 Z   Psycho Rolling                  qcf,qcf + P
 Z   Death Cross Dancing             LP,LP,f,LK,HP at Level 3

 Zero Counter (ZISM):    HK Mach Slide
 Zero Counter (VISM):    HK Cannon Spike
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP / KK
 Interruptable Attacks:  stand   LP MP HP LK MK
                         crouch  LP MP LK

 - The Falling Arc is an overhead attack.
 - The Psycho Charge Beta will restore lost life.
 - The Psycho Charge Gamma can only be used by CPU Juli.  She'll
   summon Juni to help heal her if Juni isn't attacking.
 - Both characters are required in order to use the Psycho Rolling
   or Death Cross Dancing.


-------------------------------------------------------------------------
JUNI
-------------------------------------------------------------------------

XZV  Spiral Arrow                    Charge b,f + K  (air)
XZV  Cannon Spike                    Charge d,u + K
XZV  Mach Slide                      qcf + K
XZV  Cannon Strike                   Jump forward, qcf + K
X    Psycho Shield                   Block b / db, then f + PPP
 ZV  Psycho Shield                   Block b / db, then f + PPP  (air)
XZV  Hooligan Combination            hcf,uf + P  (press K to cancel)
XZV  Razor Edge Slicer               Do nothing after after H.C.
XZV  Fatal Leg Twister               b / f + K when close after H.C.
XZV  Cross Scissor Pressure          Do F.L.T. when low to the ground
XZV  Earth Direct                    Rotate 360 + P
XZV  Falling Arc                     f + MK
XZ   Psycho Streak                   Charge b,f,b,f + P
 Z   Spin Drive Smasher              Charge db,df,db,uf + K

The following moves only work in Dramatic or Team Battle Mode:

XZV  Psycho Charge Alpha             Press KKK
 Z   Psycho Rolling                  qcf,qcf + P
 Z   Death Cross Dancing             LP,LP,f,LK,HP at Level 3

 Zero Counter (ZISM):    HK Mach Slide
 Zero Counter (VISM):    HK Cannon Spike
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP / KK
 Interruptable Attacks:  stand   LP MP HP LK MK
                         crouch  LP MP LK

 - The Falling Arc is an overhead attack.
 - The Psycho Charge Beta will restore lost SC / OC power.
 - Both characters are required in order to use the Psycho Rolling
   or Death Cross Dancing.


-------------------------------------------------------------------------
MIKE BISON
-------------------------------------------------------------------------

XZV  Dash Straight                   Charge b,f + P
XZV  Dash Upper                      Charge b,f + K
 ZV  Dash Ground Straight            Charge b,df + P
 ZV  Dash Ground Upper               Charge b,df + K
  V  Buffalo Head                    Charge d,u + P
 Z   Buffalo Head                    Charge d,u + P when knocked down
XZV  Turn Punch                      Hold and release PPP / KKK
XZ   Crazy Buffalo                   Charge b,f,b,f + P / K
 Z   Crazy Buffalo                   Charge b,f,b,f + P
 Z   Gigaton Blow                    Charge b,f,b,f + K at Level 3

 Zero Counter (ZISM):    LP Buffalo Head
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP
 Air Throws:             b / f + PP
 VISM Variable Attacks:  b + MP / HP / MK / HK
 Interruptable Attacks:  close   MK
                         stand   LP LK
                         crouch  LP MP LK

 - The longer you charge the Turn Punch, the more damage it does.
 - During the Crazy Buffalo, you can press and hold Kick to make
   Bison perform multiple Dash Uppers, or hold Punch to switch him
   back to Dash Straights.


-------------------------------------------------------------------------
THUNDERHAWK
-------------------------------------------------------------------------

XZV  Condor Dive                     Press PPP at apex of jump
 ZV  Condor Spire                    b,d,db + P
XZV  Tomahawk Buster                 f,d,df + P
XZV  Maximum Typhoon                 Rotate 360 + P
XZV  Heavy Body Press                Jump b / f, d + HP
XZ   Raging Typhoon                  Rotate 720 + P
 Z   Canyon Splitter                 qcf,qcf + P

 Zero Counter (ZISM):    Close Standing HK
 Zero Counter (VISM):    Crouching HK  (single sweep)
 Ground Throws:          b / f + PP
 Air Throws:             b / f + PP
 VISM Variable Attacks:  b + MP / HP / MK / HK
 Interruptable Attacks:  close   MP
                         stand   LP LK
                         crouch  LP LK

 - The Condor Spire is an overhead attack.
 - T. Hawk only has two SCs--his "Double Typhoon" from SSF2T was
   renamed "Raging Typhoon" in this game.


-------------------------------------------------------------------------
SATSUI NO HADOU NI MEZAMETA RYU
 Surge of Murderous Intent Awakened in Ryu  (aka "Evil Ryu")
-------------------------------------------------------------------------

XZV  Hadou Ken                       qcf + P
XZV  Shakunetsu Hadou Ken            hcf + P
XZV  Shouryuu Ken                    f,d,df + P
XZV  Tatsumaki Senpuu Kyaku          qcb + K  (air)
XZV  Ashura Senkuu                   f,d,df / b,d,db + PPP / KKK
X V  Seichuu Nidan Tsuki             f + HP
XZV  Sakotsu Wari                    f + MP
XZV  Senpuu Kyaku                    f + MK
 Z   Shinkuu Hadou Ken               qcf,qcf + P
 Z   Messatsu Gou Shouryuu           qcf,d,df + K
 Z   Shinkuu Tatsumaki Senpuu Kyaku  qcb,qcb + K
XZ   Shun Goku Satsu                 LP,LP,f,LK,HP

 Zero Counter (ZISM):    HP Shouryuuken
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP / KK
 Air Throws:             b / f + PP
 VISM Variable Attacks:  b + P / b + HK
 Interruptable Attacks:  close   MP HP
                         stand   LP  
                         crouch  LP MP HP LK MK

 - The Sakotsu Wari is an overhead attack.
 - In Z-ism, you can only use the Shun Goku Satsu at Level 3.


-------------------------------------------------------------------------
ARCADE STYLE M. BISON
-------------------------------------------------------------------------

XZV  Dash Straight                   Charge b,f + P
XZV  Dash Upper                      Charge b,f + K
 ZV  Dash Ground Straight            Charge b,df + P
 ZV  Dash Ground Upper               Charge b,df + K
 ZV  Buffalo Head                    Charge d,u + P when knocked down
XZV  Turn Punch                      Hold and release PPP / KKK
XZ   Crazy Buffalo                   Charge b,f,b,f + P / K
 Z   Crazy Buffalo                   Charge b,f,b,f + P
 Z   Gigaton Blow                    Charge b,f,b,f + K at Level 3

 Zero Counter (ZISM):    LP Buffalo Head
 Zero Counter (VISM):    Crouching HK
 Ground Throws:          b / f + PP
 Air Throws:             b / f + PP
 VISM Variable Attacks:  b + MP / HP / MK / HK
 Interruptable Attacks:  stand   LP MP LK MK
                         crouch  LP MP LK MK

 - This version of M. Bison plays similar to the the PSX version,
   although he uses the same frames for many of his Punch and Kick
   attacks, just like the arcade version of M. Bison.  Because of
   this, he also has no variable attacks in V-ism.  Furthermore,
   his Buffalo Head move can only be used as a counterattack.
 - The longer you charge the Turn Punch, the more damage it does.
 - During the Crazy Buffalo, you can press and hold Kick to make
   Bison perform multiple Dash Uppers, or hold Punch to switch him
   back to Dash Straights.


-------------------------------------------------------------------------
SHIN GOUKI
 True Great Devil
-------------------------------------------------------------------------

 This version of Gouki plays just like the normal Gouki, but he throws
 two air fireballs instead of one and they have a much wider range.  His
 Shun Goku Satsu is also much faster and goes full-screen.  If you've
 gotten the message in World Tour Mode saying that he's enabled, then
 go highlight Gouki, hold L2 and press any button to select him.


=========================================================================
  4.  SECRETS AND CODES
=========================================================================

 -----------------------------------------------------------------------
 To get:                     Do this:
 -----------------------------------------------------------------------

 Classical Mode              Get a total game time of 3:00+ hours.

 Mazi Mode                   Get a total game time of 4:00+ hours.

 Saikyou Mode                Get a total game time of 5:00+ hours.

 (all three modes)           ...or, beat Arcade Mode on difficulty #4.

 Arcade Style M. Bison       Master at least one ISM in World Tour Mode.
                             You should get a message saying that Bison
                             is usable after beating Shin Vega the second
                             time, or if you go on to unlock Guile and
                             the rest, then after you beat the game.
                             Then highlight Bison, hold L2, and press
                             any button.

 Guile                       Get to level 19 or 27 in World Tour Mode
                             (it seems to just be random).

 'Satsui no Hadou' Ryu       Get to level 28 in World Tour Mode.

 Shin Gouki                  Get to level 31 in World Tour Mode with
                             all ISMs mastered.  You should get a
                             message saying that Shin Gouki is usable
                             after beating Shin Vega the second time,
                             or if you go on to unlock Guile and the
                             rest, then after you beat the game.  Then
                             highlight Gouki, hold L2, and press any
                             button.
                                                
 Team Battle Mode            Beat Hong Kong stage in World Tour Mode.
 ...                         ...or, beat Arcade Mode on difficulty #8.   

 Survival Mode               Beat Point 48106 in World Tour Mode.

 Dramatic Battle+            Beat Team Battle Mode with both teams.
 ...                         ...or, beat the game on difficulty #8.

 Final Battle                Beat Arcade Mode on difficulty #7.

 Almost full animation*      Pick same character vs. same character

 PSX Character Intro.        Log more than 50 hours on your game.

 + Weirdly enough, in this mode, if you use Ryu and Ken, they have
   their old SF2-style fireballs back.  And if you use Juni and Juli,
   they have a special dual-person win pose (they both do their taunts
   at the same time--with their backs facing each other, it sort of
   looks like the wings of the Shadowlaw insignia.  Neat!)

 * For example, Cody will get both walking stances, his win poses,
   and his taunts in a Cody vs. Cody match.  However, in a Gen vs.
   Gen match, Gen is still missing the post-Zan'ei animation where
   he clutches his hand.
 

 -----------------------------------------------------------------------
 FIGHT SHIN GOUKI in FINAL BATTLE MODE
 -----------------------------------------------------------------------

 Any character can fight Shin Gouki in this mode, not just Evil Ryu.
 In order to do this, select the character of your choice, then hold
 L1 + L2 while you choose your ISM (or hold it right after you select
 your character, if you're using Classical Mode).  Keep holding L1 and
 L2 and Shin Gouki should be listed as your opponent on the VS screen.
                          

 -----------------------------------------------------------------------
 GAME SHARK CODES
 -----------------------------------------------------------------------

 All of these were written by me, please don't repost them without
 crediting me, thanks.  Although I usually write the variable number
 as 'xx', this seems to confuse people, so I'm leaving the original
 code intact (i.e., unchanged, the Character Select code gives you
 Cody, since he's character 1B in the game's memory).

 Player 1 Infinite Life                 80194078 0075

 The infinite life code doesn't work for your partner if you're in
 Dramatic Battle mode.

 Player 1 Infinite SC / OC Gauge        8019416A 0090

 This code is kind of cool, because if you're using Classical Mode,
 you can still perform your X-ism Super Combo at will ^_^;  If you
 use it in V-ism, it's not exactly infinite--your Original Combo ends
 when the timer runs out, but the gauge instantly refills so you can
 do another one right afterwards, if you wish.

 Player 1 Cody always has Knife         80194324 00FF

 Does just what it says.  If you play with Balrog, his mask will keep
 falling off, which isn't quite as useful as always having the knife
 but certainly is pretty fun to watch ;)

 Player 1 Character Select              8019414E 001B

 Rather than list all the possibilities, I'll just list the fun ones.
 Change 001B for the character of your choice:

   0004  Chun-Li        (in her Zero series costume)
   0006  Sodom          (with his Zero series jitte)
   0011  Gen            (in permanent Sou-ryuu mode)
   0012  Chun-Li        (in her X-ism cheongsam)
   0013  Gen            (in permanent Ki-ryuu mode)
   0014  Sodom          (with X-ism katana)
   0015  Arcade Bison   (the arcade-only version of M. Bison)
   0017  Evil Ryu       (aka 'Satsui no Hadou' Ryu)
   0020  Guile
   0024  Shin Gouki

 Trying to do certain X-ism moves with Chun-Li in her Alpha costume
 will cause the game to crash.  You'll get lots of glitches using
 the other characters in the 'wrong' ISM, too (like Sodom w/ katana
 in Z-ism), though they're mostly just graphical glitches and nothing
 too serious.

 Player 1 Mode Select                   801941AE 0000

 You can replace '0000' with:  0000  Normal
                               0100  Com (the CPU plays for you)
                               0200  Mazi
                               0300  Saikyou
                               0400  Classical

 This code is really only useful for those people who haven't earned
 the hidden modes yet.  It won't affect the first player if it's the
 CPU (i.e., you couldn't always fight Classical opponents in Arcade
 Mode), but if you set it to 'Com' you can have the CPU control the
 first player in any mode where you can set the mode normally (i.e.
 choose Mazi, Saikyou, or Classical).  If you pick Arcade Mode, after
 the CPU controled player wins for you, you're asked to continue, just
 as if you had lost.

 If anyone wants to help, I'm still trying to get a code for Shin
 Vega.  I think this can be accomplished through getting a code for
 Shadowlaw-ism (the ISM used by Shin Vega and sometimes by the bosses;
 it's essentially Z-ism with a X-ism style Super Combo Gauge).  I've
 made an ISM select already though, and you can't choose anything
 aside from the three normal ISMs, so I'm sort of stumped.

 I'm also trying to make a World Tour code so that you can activate as
 many of the ISM plus options as you want instead of just 3 squares'
 worth.  It seems like it'd be an easy code to make, but so far, I've
 had no luck.


=========================================================================
  5.  MODE MENU EXPLANATION 
=========================================================================

 * Just a note; when you want to save your game, you'll have to do it
   twice, since it asks you if you want to save and then if you're
   sure you want to overwrite your data.  So choose the top option
   both times when saving general options or World Tour data.

 -----------------------------------------------------------------------
 WORLD TOUR MODE
 -----------------------------------------------------------------------

 In this mode, you get to pick a character and go around the world
 fighting different people.  Your score is converted into experience
 points that you can use to augment your abilities.  This section will
 be completed in the next update, but here's some misc. info. for now:

 Your maximum level is 32, ISMs max out at Level 5.  The best way to
 earn lots of points towards level-up is to finish the rounds quickly
 and with a Perfect, at all possible.  This is because you get 30000
 points from a Perfect round!

 Stuff you can earn:

 ZERO CANCEL  (costs 2 squares)
  - You can cancel any normal move into a special move.

 SUPER ZERO CANCEL  (costs 2 squares)
  - You can cancel special moves into Super Combos (just like in SF3).

 SUPER GUARD  (costs 2 squares)
  - You don't take block damage from special moves.

 INFINITE GUARD  (costs 1 square)
  - Your Guard Power Gauge never decreases.

 AUTO GUARD  (costs 1 square)
  - When not attacking, you'll automatically block an incoming attack.

 AIR GUARD  (costs 1 square)
  - You can block in air.  Only useful in X-ism.

 GUARD POWER PLUS  (costs 1 square)
  - You lose less guard power when blocking.
     
 ZERO COUNTER PLUS  (costs 1 square)
  - You do lots of damage when you Zero Counter an attack.

 GAUGE PLUS  (costs 1 square)
  - Your SC / OC gauge slowly regenerates.  Very useful in all
    modes, particularly X-ism.

 DAMAGE PLUS  (costs 2 squares)
  - If your enemy blocks your special move, they take added block
    damage.

 HARD BODY  (costs 1 square)
  - You cannot be dizzied (but can still be Guard Crushed).

 ORIGINAL COMBO  (costs 2 squares)
  - You can use Original Combos along with any ISM.  This has no
    effect in V-ism; in Z-ism, think of it like the dual SC / CC
    meter of SFA2 (you could use the power for an Original Combo
    or a Super Combo).  The same goes for X-ism.
  
 ZERO COMBO  (costs 2 squares)
  - You can cancel any normal move into any other normal move.  Not
    quite like chain combos since you can cancel a move into itself
    and do other interesting stuff, since there's no rule to how you
    must combo together attacks.

 POWER BALANCE  (found at bottom of screen)
  - This lets you set the offense and defense of your character on a
    sliding scale.  So, if I boost my POW up to 2, I'll do extra
    damage to my foe.  However, my DEF is now at -2 and I'll take
    extra damage should I get hit.

 List of the stages (not in order)

 JAPAN          vs. Dan         Normal Type
 CHINA          vs. Dan         Normal Type
 HONG KONG      vs. Chun-Li     Survival
 THAILAND       vs. Adon        Survival
 U.S.S.R.       vs. Mika        Normal Type
 INDIA          vs. Adon        Time Attack
 GREECE         vs. Cammy       Normal Type
 ITALY          vs. Balrog      Hyper Type
 POINT 48106    vs. Cammy       Normal Type
 BRAZIL         vs. Blanka      Time Attack
 JAMAICA        vs. Honda       Survival
 U.S.A.         vs. Guy         Survival
 U.S.A.         vs. Bison       Normal Type
 MEXICO         vs. Bison       Power Type
 U.S.A.         vs. Sodom       Normal Type
 U.S.A.         vs. Sakura      Normal Type
 JAPAN          vs. Honda       Power Type
 JAPAN          vs. Dan         Survival
 JAPAN          vs. Ryu         Survival

 This list only shows the first opponent, most countries have you fight
 several battles.  There are all sorts of variations in battle, such as:

  - You have to fight two people at once.
  - You have to fight someone with an infinite SC gauge.
  - Only combos inflict damage.
  - Only Super Combos inflict damage.
  - Only Original Combos inflict damage.
  - Only hitting someone while they're Guard Crushed causes damage.

 ...and so on.  No matter what the "goal" of the current battle is,
 you'll always win if you have more life when time runs out (although
 some battles are on infinite time).

 At several points during World Tour, the game appraises your score
 and then ends the game at a certain point (after the Shin Vega battle
 at Point 48106 is one of them).  This means that you didn't raise
 enough overall levels.  The better you do, the more fights you can
 get through, and of course, the more countries you clear and levels
 you raise, the more characters that are unlocked.  If you manage to
 get the best score (Level 31 with all ISMs mastered), you can earn
 all the characters, a few modes, and fight Shin Gouki (the last boss)
 in one fell swoop.


=========================================================================
  6.  MISCELLANEOUS
=========================================================================

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
ABILITY INFORMATION
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 This section explains abilities and features available to each
 character.  Some of them may not be available to a character depending
 on who he / she is and what ISMs they're using.  More information on
 the ISMs can be found in the next section.

  ---------------------------------------------------------------------
  BLOCK                        (air blocking is not available in X-ism)
  ---------------------------------------------------------------------

  COMMAND:
   Hold b to block most standing attacks, jumping attacks, and
   overheads.  Hold db to block most standing and low attacks.  Note
   that you won't block unless the attack your opponent is using is
   relatively close to you.  You can also block in air by performing
   the block command while jumping or after an air recovery.

  NOTES:
   When you block, you take no damage from normal moves, and reduced
   damage from special moves and Super Combos.


  ---------------------------------------------------------------------
  GROUND RECOVERY                      (this is not available in X-ism)
  ---------------------------------------------------------------------

  COMMAND:
   When you're knocked down, press any two Kick buttons to roll forward
   once you hit the ground.  You can hold KK before you're knocked down
   to roll the moment you hit the ground, too.

  NOTES:
   By using the ground recovery, you can pass through your opponent or
   simply move closer towards them.  It's useful for escaping from
   corners and so that your foe can't attack you as you get up.


  ---------------------------------------------------------------------
  AIR RECOVERY
  ---------------------------------------------------------------------

  COMMAND:
   When you're knocked up into the air, press any two Punch buttons to
   flip upright and land a short distance away.  You can do b + PP
   instead to flip upright and land a further distance away.  Or, you
   can press d + PP to flip, but you'll keep falling in the same
   direction at the same speed, with no mid-air "float" like with the
   other two types of air recovery.  You can hold PP before you're
   knocked into the air to automatically flip upright, too.

  NOTES:
   Normally, you can be juggled by another of your enemy's attacks
   when you're knocked into the air.  However, once you've flipped, you
   can air block (in certain modes), or perform an attack to prevent
   this from happening.  It's also a useful way to land on your feet
   rather than your back.


  ---------------------------------------------------------------------
  TAUNT                                (this is not available in X-ism)
  ---------------------------------------------------------------------

  COMMAND:
   Press Select while standing or crouching.  Birdie, Cody*, Gouki,
   Shin Gouki, Ken, Nash, Ryu, and Satsui no Hadou Ryu all have a
   second taunt which is done by pressing f + Select.  Birdie has a
   third taunt which is done by pressing b + Select.

  NOTES:
   Realistically, taunts have no practical use since they leave you
   open to attack and can't be cancelled.  Rose has a random,
   alternate saying for her taunt, and the following characters have
   damaging taunts: Birdie, Chun-Li, Dan (only in X-ism), Gouki, Shin
   Gouki, Rolento, Sakura, and Sodom.  These cause minor damage, but
   they can kill someone.  Dan and Dhalsim have an air taunt which can
   be done by pressing Select while in the air.  Dan can also taunt
   when he's crouching.  You can taunt once per round (Dan can taunt
   infinitely in each round).  You can also cancel a normal move into
   your taunt animation, if that move is normally cancelable.  Dan
   earns small amounts of SC energy from his crouching and standing
   taunts, as well.

   *  Only if you're playing Cody vs. Cody.


  ---------------------------------------------------------------------
  THROW 
  ---------------------------------------------------------------------

  COMMAND:
   Press b / f + any two Punch buttons (some characters can also use
   any two Kick buttons).  This can be done in air.

  NOTES:
   If you're not close enough to your opponent, you'll go into a
   "missed throw" animation that leaves you vulnerable to attacks.
   Your opponent can reduce the damage he or she takes from a throw by
   doing a Tech. Hit (f + PP / KK when thrown), which also makes them
   land on their feet.  If you miss a throw, you'll still earn SC
   power, or if you're using V-ism, you'll earn quite a bit of OC
   power (since your gauge charges the fastest in V-ism).


  ---------------------------------------------------------------------
  ZERO COUNTER                        (this is not available in X-ism)
  ---------------------------------------------------------------------

  COMMAND:
   While you're blocking an attack on the ground, press f + the same
   Punch and Kick buttons.  You need to have at least 1 level of your
   SC gauge filled (in Z-ism), or 50% or higher of your OC gauge filled
   (in V-ism), in order to do this.  You also need at least one spare
   notch in your Guard Power Gauge.  When you use a ZC, the animation
   will pause briefly and you'll stop blocking and perform a preset
   attack.  The attack you use changes depending on what "-ism" you're
   using.

  NOTES:
   ZCs are handy if your opponent is aggressive or is trying to kill
   you via block damage and you want to get away from them.  ZCs do
   little damage but can kill someone.  However, because they shorten
   the length of your GPG, they're best saved for do-or-die situations,
   as a small Guard Power gauge is not a good thing to have.


  ---------------------------------------------------------------------
  SUPER COMBO                          (this is not available in V-ism)
  ---------------------------------------------------------------------

  COMMAND:
   The command for a SC changes depending on the character.  Usually
   it's a double motion (like qcf,qcf), plus a Punch or Kick button.
   The button used has no purpose in X-ism; in Z-ism, it affects the
   level of power used (LP / LK for Level 1, MP / MK for Level 2, HP
   / HK for Level 3).  Some Z-ism characters have SCs that can only be
   used at Level 3--in that case, the button used is unimportant.  If
   you have one level of power and use a Medium or Hard attack, you'll
   still do a Level 1 SC; the same applies to using HP or HK if you
   have only 2 levels.

  NOTES:
   Super Combos share many traits: they are generally faster and have
   more priority than normal moves; they can juggle an opponent, and
   they hit multiple times and usually do lots of damage.  In Z-ism,
   these traits improve depending on the level of SC energy expended
   (so a Level 3 SC costs more but does more damage, etc. than a Level
   1 SC).  X-ism SCs can be considered as "Level 4" SCs; they are
   generally better than even a Level 3 SC but take a longer amount of
   time to charge up.


  ---------------------------------------------------------------------
  ORIGINAL COMBO                      (this is only available in V-ism)
  ---------------------------------------------------------------------

  COMMAND:
   Press the same strength Punch + Kick buttons together.  You need to
   have at least 50% of your OC energy built up in order to use this.
   When you activate an OC, you are trailed by shadows that mimic your
   every action, but only the last one (it's colored differently) can
   actually hit an opponent.  What strength P + K you use determines
   the amount of space between each shadow; use LP + LK for them to be
   close together, MP + MK to space them further apart, and HP + HK
   for a wide gap between each shadow.  Basically, the closer your
   last shadow is to you, the sooner it attacks after you perform an
   attack.

  NOTES:
   OCs are very different from the way they were in SFA2.  You can't
   block during an OC, and you can taunt infinitely and use charge
   moves without charging (i.e. simply tap b,f + P for Birdie's
   Bullhead).  You can still juggle an opponent easily with your
   attacks, and can cancel normal attacks (not special moves, although
   there's still no delay time after performing one so you can go into
   another move faster than you could normally).  Unlike a SFA2 CC,
   you can walk wherever you want to or jump without always moving
   forward.  Also, you can throw / air throw during a OC as well.  If
   you're hit while your OC is activated, it ends, and you lose all
   remaining OC power above 50%  (more if you were closer to reaching
   50%).  If you started with 50%, then you lose it all if you're hit.


  ---------------------------------------------------------------------
  GUARD POWER GAUGE
  ---------------------------------------------------------------------

  NOTES:
   When you block or air block an attack, this gauge decreases
   slightly.  If you keep blocking attacks, it will keep decreasing
   until it empties.  If this happens, your character gets Guard
   Crushed and will become dizzy (and open to an attack) for a moment
   before it recharges.  However, when it recharges, it's overall
   length is reduced by a notch, making it easier for you to be Guard
   Crushed.  When not blocking, the GPG refills slowly, but only to the
   current length of the GPG and not any further if you've lost a notch
   or more.  Another way to lose GPG notches is to use a Zero Counter.
   If your opponent can block in the air, you can Guard Crush them in
   the air, although they'll fall to the ground after getting GC'd.


  ---------------------------------------------------------------------
  COUNTER HIT
  ---------------------------------------------------------------------

  COMMAND:
   Hit your opponent with an attack while they're in the midst of
   performing their own attack.

  NOTES:
   When you perform a Counter Hit, the hit sound is much louder and the
   action pauses for a brief moment.  A move that becomes a Counter Hit
   does more damage than it normally would.


  ---------------------------------------------------------------------
  DAMAGE REDUCTION
  ---------------------------------------------------------------------

  COMMAND:
   When getting hit by an attack, press in any direction (plus any
   button, if you want to).

  NOTES:
   Doing this slightly reduces the amount of damage you take from an
   attack.  You'll know if it worked because you'll flash red while in
   your 'damaged' pose.  This can be done repeatedly against multi-hit
   attacks in order to conserve more life.


  ---------------------------------------------------------------------
  GUARD CRUSH PROTECTION
  ---------------------------------------------------------------------

  COMMAND:
   Try to block an attack as it comes out instead of blocking it in
   advance (like parrying in reverse).  This works against high and
   low attacks, and can be done in the air as well, if your character
   can air block.

  NOTES:
   Doing this reduces the amount of Guard Power you lose from your
   Guard Power Gauge.  Your character will flash blue if you've done
   this properly.


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
ISM INFORMATION
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 One of SFZ3's new features is the ISM select.  After you pick your
 character, you pick a particular ISM to use.  Each ISM has different
 properties and changes the way your character plays, from giving them
 new moves and abilities to disabling Zero Counters and air-blocking.
 Each ISM has its' own strengths and weakness; it's up to you to discover
 which one works best with your favorite characters.  An explanation of
 each ISM is listed below:

 ------------------------------------------------------------------------
 X-ISM  (Simple Mode)
 ------------------------------------------------------------------------

  The name "X-ism" comes from SSFIIX, the Japanese name of our SSF2T
  game.

  MODE BENEFITS
   Like in other modes, your Guard Power Gauge length depends on the
   character.  However, all GPGs are longer in X-ism than in other
   modes, making it harder for an X-ism character to get Guard Crushed.
   Also, your attacks (punches, kicks, special moves, etc.) do more
   damage in this mode.

  MODE LOSSES
   You cannot air block, use the ground recovery roll, or Zero Counter.
   You cannot taunt either (excluding Dan, as usual).  X-ism characters
   have only one, predetermined Super Combo.  They also take slightly
   more damage from attacks (blocked or not) than in other ISMs.


 ------------------------------------------------------------------------
 Z-ISM  (Standard Mode)
 ------------------------------------------------------------------------

  The name "Z-ism" comes from the title of the SFZ series (the SFA
  series in the States).

  MODE BENEFITS
   Z-ism characters have just about everything available to them that
   other modes lack: air blocking, both ground and air recoveries,
   Zero Counters (these cost 1 level of SC power and 1 notch of your
   Guard Power Gauge), and taunting (once per round only, excluding
   Dan).  Plus, their SC gauge charges up at a decent pace, compared
   to X-ism's slow-filling Super Combo gauge.  They also have access
   to all of their Super Combos (excluding Dhalsim).

  MODE LOSSES
   Characters in this mode do an average amount of damage per hit, but
   this is less than in X-ism.  Each character's Guard Power Gauge
   varies depending on who you're using, which means that it's easy
   for certain characters to get Guard Crushed.


 ------------------------------------------------------------------------
 V-ISM  (Variation Mode)
 ------------------------------------------------------------------------

  The name "V-ism" comes from the Original / Variable combos used in
  this ISM.

  MODE BENEFITS
   Like Z-ism characters, they have full access to special abilities
   such as air blocking, ground and air recoveries, Zero Counters
   (these cost 50% of a full OC gauge and drain 1 notch from your
   Guard Power Gauge), and taunting (again, once per round only,
   excluding Dan).  Also, you can determine which range of attacks
   you'll use (far or close), by leaving the controller neutral or
   holding it back when you press a Punch or Kick button (this doesn't
   apply to all characters).  The OC gauge also charges very quickly
   in this mode, giving you more frequent access to Original Combos.
   Most obvious is that you can use Original Combos, although this
   works in place of Super Combos.


  MODE LOSSES
   All characters in this mode do less damage per hit than in any other
   mode, making this the worst mode damage-wise.  Plus, it costs half
   an OC gauge to use an Zero Counter, which is still worse than
   Z-ism's requirements, even though the OC gauge fills quickly.


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
MODE INFORMATION
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 There are three hidden modes in this game that can be used along with
 ISMs to change the way your character plays.  To unlock the modes, refer
 to the "Secrets and Codes" section.  Information on the modes is found
 below:

 ------------------------------------------------------------------------
 SAIKYOU MODE
 ------------------------------------------------------------------------

 This mode is named after Dan Hibiki's style of fighting, 'Saikyou' (in
 English, "the strongest").  This is an in-joke, of course, since Dan is
 a pathetic character and Saikyou Mode actually makes a character
 significantly weaker than he or she would normally be.  In this mode,
 you have a very short Guard Power Gauge, making it easy for you to get
 Guard Crushed.  What's worse, you cannot interrupt normal moves with
 special moves or Super Combos (hence, no two-in-ones).  It's also
 twice as easy to get dizzed in this mode, and the damage you inflict
 is slightly less than it would be if you just picked an ISM and no
 special mode.

 Unlike the arcade version, the PSX version of Saikyou Mode has been
 fixed and there are no glitches, such as throws that do 99% damage,
 etc.  And just for the record, I think Dan rocks ;)


 ------------------------------------------------------------------------
 MAZI MODE
 ------------------------------------------------------------------------

 Using Mazi Mode (in English, "serious") requires you to play carefully,
 as one wrong move could cost you the battle.  In this mode, the damage
 you inflict is greater than in Saikyou Mode.  However, you take around
 2 times as much damage from your opponent.  I think you take the most
 damage if you get hit while your lifebar is decreasing.  Furthermore,
 you only need to lose one round and you will lose the entire match,
 although you must win two rounds to progress (as you normally would).


 ------------------------------------------------------------------------
 CLASSICAL MODE
 ------------------------------------------------------------------------

 The name of this mode refers back to the original SF2 games, or in
 other words, SF2-style gameplay without all the additions and features
 added in over the years.  Note that you're forced into using X-ism if
 you use Classical Mode.  In this mode, there is:

     - No air blocking.                 - No SC or OC gauge!
     - No air recovery.                 - No Zero Counters.
     - No ground recovery.              - No Guard Power Gauge.
     - No taunts (except for Dan).

 In terms of character moves, it's just like X-ism (Sodom has his
 katana, Vega has the Psycho Crusher as a normal move, etc.)  One
 important change is that your character cannot be juggled much (he
 or she falls to the floor), and no Guard Power Gauge means that
 you don't have to worry about getting Guard Crushed, which is also
 quite an asset.  Since this mode is essentially X-ism, the damage
 you inflict is the same as in X-ism as well.


-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
BOSS BATTLE CHART
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-

 SFZ3's game progression has been changed significantly from SFA2.  It
 works like this:

  - After picking a character, you'll get to see a little intro
    explaining who they are and what they're up to.
  - Your 5th battle is against your mid-boss.  There are no special
    requirements to fight him / her, it's automatic.  The only thing
    notable about a mid-boss battle is that you will exchange some
    words with your opponent before the fight begins and sometimes,
    after it ends.
  - Your 9th battle is against your second mid-boss.  Nothing too
    special about this, either.
  - Your 10th battle is usually against Shin Vega, a really powerful
    version of Vega.  Some characters will fight someone else for
    their 10th battle, in which case they will then proceed to an
    extra 11th match against Shin Vega.
  - If you beat your 10th/11th match, you beat the game and get to
    see your character's ending.  Lose to any character and the game
    ends, but lose to Shin Vega and you get to watch a bad ending
    while the credits scroll ;)

 Below is a listing of each character's mid-bosses and final boss:

 Name           5th Battle     9th Battle     10th Battle    11th Battle
 -----------------------------------------------------------------------
 Adon           Ken            Rose           Vega
 Balrog         Zangief        Cammy          Vega
 Birdie         E. Honda       Blanka         M. Bison       Vega
 Blanka         Dan            Zangief        M. Bison       Vega
 Cammy          Dhalsim        Balrog         Juli & Juni    Vega
 Chun-Li        Birdie         Cammy          Juli & Juni    Vega
 Cody           Birdie         Guy            Vega
 Dan            Chun-Li        Sagat          M. Bison       Vega
 Dhalsim        Rose           Birdie         Juni & Juli    Vega
 E. Honda       Ryu            Sodom          Vega
 Gen            Ryu            Gouki          Vega
 Gouki          Adon           Guy            Vega
 Guy            Karin          Gen            Vega
 Karin          Blanka         Sakura         Juni & Juli    Vega
 Ken            Karin          Sakura         Vega
 Nash           Cammy          Rolento        Vega
 R. Mika        Karin          Zangief        M. Bison       Vega
 Rolento        Sodom          Cody           M. Bison       Vega
 Rose           Guy            Balrog         Juni & Juli    Vega
 Ryu            Rose           Ken            Vega
 Sagat          Dan            Ryu            Vega
 Sakura         E. Honda       Ryu            Vega
 Sodom          Rolento        Chun-Li        Vega
 Vega           Gouki          Sagat          Ryu
 Zangief        Rolento        Chun-Li        Vega

 (PSX characters) ------------------------------------------------------

 Dee Jay        Adon           Sagat          Vega
 Fei Long       M. Bison       Balrog         Vega
 Guile          Chun-Li        Nash           Vega
 Juli           T. Hawk        Cammy          Vega
 Juni           E. Honda       Ryu            Vega
 M. Bison       Gen            Birdie         Vega
 T. Hawk        Nash           Juli           Vega
 'Satsui' Ryu   Sagat          Vega           Shin Gouki
 Arcade Bison   Gen            Birdie         Vega
 Shin Gouki     Adon           Guy            Vega


-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
WIN POSE LIST
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-

 Below is a listing of each character's win pose.  Some win poses can
 be gotten by using more than one button, but because it can be random
 in some cases (like using MK with Ryu), use with caution.  For some
 characters, you can only get all poses if you're in a same player
 vs. same player match.  Thanks to NRX for correcting the Japanese
 listed here and providing me with quotes and their meanings.


 -----------------------------------------------------------------------
 ADON
 -----------------------------------------------------------------------
  
 LP  Adon laughs and gives his opponent a thumbs down.
 MP  Adon flips back, takes off his tong, and says "Yeah!"
 HP  Adon crosses his arms and laughs.
 LK  Adon turns away, holds out his arms, and looks over his shoulder,
     his teeth gleaming.
 MK  Adon rocks back and forth, then prostrates himself on one knee.
 HK  Like in MK, but he keeps rocking back and forth.


 -----------------------------------------------------------------------
 BALROG
 -----------------------------------------------------------------------

 LP, MK, HK    Balrog stands up, giggles, and sweeps outward with either
               hand.
 MP, HP        Balrog stands up and removes his mask.
 LK            Balrog jumps up, then crouches and giggles.
 MP (no mask)  Balrog stands up and puts a rose in his mouth and says
               "Adios."  (Goodbye.)
 HP (no mask)  Balrog stands up and hangs his braided tail over his
               chest and says "Adios."


 -----------------------------------------------------------------------
 BIRDIE
 -----------------------------------------------------------------------

 LP      Birdie takes out his knife and flips it open.
 MP, HK  Birdie gives a thumbs up, then sticks out his tongue and gives
         a thumbs down as his mohawk gets messed up.
 HP      Birdie licks his chain and says "I'm number one."
 LK      Birdie holds up two fingers and says "...to heaven."
 MK      Birdie holds up three fingers and says "I'm number one."


 -----------------------------------------------------------------------
 BLANKA
 -----------------------------------------------------------------------

 LP      While grinning, Blanka jumps and rolls in place.
 MP      Blanka howls while thrusting his arms into the air.
 HP      Blanka uses his electric powers to start up a blender, then
         drinks the fruit juice inside.
 LK, MK  Blanka does the MP pose repeatedly, without howling.
 HK      Blanka eats a piece of fruit then throws the rind/skin/core
         (depending) onto his opponent's body.  He keeps doing this so
         that soon there's a little pile of stuff lying atop his foe ;)


 -----------------------------------------------------------------------
 CAMMY
 -----------------------------------------------------------------------

 LP, HK  Cammy poses and then looks towards the screen.
 MP      Cammy salutes Vega, who appears in the air, and says "Yes,
         sir!"
 HP      As with MP, but she simply stands at attention and says
         nothing.
 LK      Cammy turns her back to the screen, gives a thumbs up, and
         looks behind her.
 MK      As with LK, but she turns around and smiles while giving a
         thumbs up at the end.


 -----------------------------------------------------------------------
 CHUN-LI
 -----------------------------------------------------------------------

 LP, LK  Chun-Li crosses her arms and bows her head.
 MP, MK  While laughing, Chun-Li jumps up and down.  She stops, shakes
         her head, and flashes a peace sign while saying "Yatta!"
         (I did it!)
 HP, HK  Chun-Li performs several swift kicks, then draws her leg back
         while shouting.


 -----------------------------------------------------------------------
 CODY
 -----------------------------------------------------------------------

 Any  Cody holds his arms out in an "I dunno" gesture and says "Whew!"
 *    Cody looks behind him and runs off screen.  Edi. E runs onscreen,
      shouts, and fires his gun before chasing after Cody.  Cody then
      runs back, Crack Kicks Edi. E offscreen, and does his LP pose.

 *  Hold any button but LP after winning the final round.

 
 -----------------------------------------------------------------------
 DAN HIBIKI
 -----------------------------------------------------------------------

 LP, HK  Dan flexes an arm and shakes it while saying "Shaaa!"
 MP      Dan frees his arm from his gi, taunts, and says "Rakushou!"
         (Easy win!)
 HP      Dan stands with his legs close together and with one hand by
         his side.  He gives a thumbs up with his other shaking hand
         and says "Yoyuussu!"  (Piece of cake!) - I guess?
 LK      Same as the LP pose, but Dan is crying and says "Yattaze,
         oyaji!" (I did it, father!)
 MK      Same as the LP pose, but Dan says "Hyaah!"


 -----------------------------------------------------------------------
 DEE JAY
 -----------------------------------------------------------------------

 LP, HK  He sticks his hands in his pants and whistles, saying "Thank
         you everyone!"
 MP      He waves two castanets in the air and says "Feel my beat!"
 HP      As in MP, but he poses and says "Oh yeah!" between waves.
 LK      As in LP, but he says "I did okay!"
 MK      As in MP, but he says "Loser!"*

 *  Doesn't the voice acting for Dee Jay just completely suck?


 -----------------------------------------------------------------------
 DHALSIM
 -----------------------------------------------------------------------

 LP      Dhalsim floats in air while mumbling.
 MP      Dhalsim bows his head and clasps his hands while saying "Yoga!"
 HP      Dhalsim floats in his taunt pose while mumbling quickly.
 LK      Same as LP, but Dhalsim says "Samadhi...."  (It's a state of
         enlightment)
 MK, HK  Same as MP, but Dhalsim has the same quote as in LK.


 -----------------------------------------------------------------------
 E. HONDA
 -----------------------------------------------------------------------

 LP, MK, HK  Honda stands up, lifts his arms up, and laughs.
 MP          Honda sticks out an arm and rotates his neck, and says
             "Dosukoi!"  (No real meaning,  it's a traditional sumo
             kiai.)  Don't ask me what a 'kiai' is, though.
 HP          Honda stands up and holds his arms in a thinking pose,
             with one hand on his chin.  He says, "Sekai wa hiroi nou!"
             (The world is large! - referring to the great number of
             worth opponents)
 LK          Honda gives a thumbs up and says "Donna mon jai!"
             (Anything! - referring to his believe that he can outdo
             anything thrown at him.)


 -----------------------------------------------------------------------
 FEI LONG
 -----------------------------------------------------------------------

 P  Fei does several kicks, then yells and does a pose.
 K  Fei yells and his whole body trembles.


 -----------------------------------------------------------------------
 GEN
 -----------------------------------------------------------------------

 LP, MK, HP  Gen folds his arms and says, "You are a big fool."
 MP, LK, HK  Gen folds his arms and laughs.


 -----------------------------------------------------------------------
 GOUKI / SHIN GOUKI
 -----------------------------------------------------------------------

 LP, MK  Gouki gets into the horse stance and begins shaking.
 MP, HK  Gouki gets into the horse stance and the screen shakes.
 HP, LK  Gouki turns away and the kanji 'Ten' (heaven) appears on his
         back.


 -----------------------------------------------------------------------
 GUILE
 -----------------------------------------------------------------------

 LP, MP, HK  Guile runs a comb through his hair and says "I'm
             impressed!"
 HP          Guile's dog tag shines and he says "Amateur!"
 LK          Guile lifts up an arm and flexes it, smiling and saying
             "Hmph!"
 MK          Guile sticks out two fingers and says "Too easy!" ala Nash.
              

 -----------------------------------------------------------------------
 GUY
 -----------------------------------------------------------------------

 LP, LK  Guy crosses his arms.
 MP, MK  Guy turns away, holds an arm up, then lets it fall.  He says
         "Waruku omou na."  (Don't think badly of me)
 HP, HK  Guy holds his other arm by the wrist, with his fingers pointed
         up.  He says "Korenzo, Bushin-ryuu!"  (This is Bushin style!)


 -----------------------------------------------------------------------
 JUNI / JULI
 -----------------------------------------------------------------------

 LP, MK  Either one does a salute and Vega appears in mid-air.
 MP, HK  Either one stands at attention and Vega appears in mid-air.
 HP, LK  Either one stands in a slightly-turned pose to reveal her back.


 -----------------------------------------------------------------------
 KARIN KANZUKI
 -----------------------------------------------------------------------

 LP  Karin covers her mouth while laughing.
 MP  Karin rests her cheek on her hand with her eyes closed.  She
     says, "Kono Karin ni kateru to omotte?"  (Did you think you
     could beat me?)
 HP  Karin poses, and her servant runs up and kneels, offering her a
     drink.
 LK  Karin poses, and her servant runs up with a first aid kit and
     begins looking worriedly over Karin's opponent.
 MK  Karin poses and her servant runs by with a dish, a poodle
     following him.
 HK  Karin poses as in her HP win pose.
                  

 -----------------------------------------------------------------------
 KEN
 -----------------------------------------------------------------------

 LP, LK  Ken lifts an arm into the air.
 MP, MK  Ken runs a hand through his hair, gives a peace sign, and
         says "Yattaze!" (I did it!)
 HP, HK  Ken holds out his arm and gives a peace sign while saying
         "Yattaze!"


 -----------------------------------------------------------------------
 M. BISON / ARCADE STYLE M. BISON
 -----------------------------------------------------------------------

 P, LK, MK  While chuckling, Bison turns towards the screen and flexes
            his arms.
 HK         As with LK, but Bison rips off his shirt and keeps flexing.
            (If you use Arcade Style Bison, he only flexes once while
            his shirt comes off).


 -----------------------------------------------------------------------
 NASH
 -----------------------------------------------------------------------

 P       Nash puts on his glasses and says "Hmph!"
 LK, MK  Nash turns away, runs a hand through his hair, and says "Too
         easy!"
 HK      Nash adjusts his jacket, squints, and says "Hmph!"
 

 -----------------------------------------------------------------------
 RAINBOW MIKA
 -----------------------------------------------------------------------

 LP          Mika jumps up and down with her arms out while saying
             "Katta!"  (I win!)
 MP, MK, HK  Same as LP, but Mika stops afterwards while her trainer
             drives by in a little cart, holding a wooden sword.
 HP          Same as LP, but her trainer drives up and nods.
 LK          Same as LP, but her trainer leaves behind a tire which
             Mika ties to herself before running off-screen.


 -----------------------------------------------------------------------
 ROLENTO
 -----------------------------------------------------------------------

 LP  Rolento turns around, snaps his fingers, and says "Mission
     complete!"  While this is happening, a row of El Gatos descend and
     stab their knives downwards.
 MP  Rolento tosses a grenade at his foe and laughs when they're hit.
 HP  As in the LP win, but one of the El Gatos stabs out of sync.
 LK  As in the HP win, but the same El Gato instead drops down with the
     Take No Prisoner hook, then pops offscreen.
 MK  As in the LP win, but the El Gatos come down repeatedly in a wave
     formation.
 HK  Rolento turns around, snaps his fingers, and says "Mission
     complete!"


 -----------------------------------------------------------------------
 ROSE
 -----------------------------------------------------------------------

 LP  Rose waves a finger while wind ruffles her scarf and says "Mada
     mada ne."  (You're too slow.)
 MP  Rose lets her scarf drape to the ground and an orb of Soul Energy
     runs along it.  She then says, "Yaru janai."  (Not bad.)
 HP  Rose creates a double and both perform her LP pose with a
     different quote, "Soreja, dame."  (That won't do.)
 LK  Rose creates a double and they lean against each other.  Rose
     opens her eyes while the double's remain closed.  Rose then
     says, "Daijobu?"  (Are you all right?)
 MK  Rose erects a large tarot card in front of her.  It flips around
     and vanishes, momentarily obscuring her.  When it's gone, she's
     wearing a ballgown and is holding several tarot cards.  She then
     says "Ciao!"  (Goodbye!)
 HK  While the wind blows her hair and scarf, Rose takes out a tarot
     card, examines it, and lets it fall from her hand.  Rose remarks,
     "Nattenaiwa...."  (I'm not sure....)


 -----------------------------------------------------------------------
 RYU
 -----------------------------------------------------------------------

 LP, LK  Ryu raises one arm into the air.
 MP, MK  Ryu crosses his arms and wind ruffles his hair.
 HP, HK  Same as MP, but he notices a leaf blowing by his feet.
 *       Ryu turns his back to the screen.

 *  Only happens if you kill someone with the Metsu Shouryuu Ken or
    Shin Shouryuu Ken (I thought you got a different pose for each?)


 -----------------------------------------------------------------------
 SAGAT
 -----------------------------------------------------------------------

 LP, LK  Sagat gets into a thinking pose, grins, and laughs.
 MP, MP  Sagat looks towards the screen, crosses his arms and laughs.
 HP, HK  Sagat crosses his arms, then looks away and laughs.

           
 -----------------------------------------------------------------------
 SAKURA
 -----------------------------------------------------------------------

 LP  Sakura lifts an arm up while laughing, the wind blowing her
     clothes.
 MP  Sakura sways back and forth, doing a little dance.
 HP  Sakura throws several kicks while yelling, and her shoe flies off
     and hits her in the head.
 LK  Same as her HP pose, but her shoe stays on.
 MK  Sakura rubs her nose and then waves her hand while saying
     "Konna toko da ne!"  (That's how it's done!)
 HK  Sakura crosses her arms and looks away ala Ryu, the wind blowing
     her skirt up.


 -----------------------------------------------------------------------
 SATSUI NO HADOU NI MEZAMETA RYU
 -----------------------------------------------------------------------

 LP, HP          Ryu turns his back to the screen.
 LK, MP, MK, HK  Ryu crosses his arms and wind ruffles his hair.


 -----------------------------------------------------------------------
 SODOM
 -----------------------------------------------------------------------

 LP, HK  Sodom bows to his opponent.
 MP      Sodom takes out a fan and waves it, making a font of water
         emerge.  He says "Appare!"  (Bravo!)
 HP      Sodom takes out a fan and waves it, making some butterflies
         appear.  He says "Bureiko!"  (According to Nick Des Barres,
         he has no idea why Sodom says this.  The term means
         "dispensing with formalities," and is used to describe the
         attitude at special company parties, etc. in Japan, when
         bosses and underlings can party together, forgetting about
         rank entirely for one day).
 LK      Sodom crouches and spins his weapons around.
 MK      Same as in LK, but the weapons come out of his hands and he
         looks around.


 -----------------------------------------------------------------------
 THUNDERHAWK
 -----------------------------------------------------------------------

 LP, LK  He whistles and says "Ey!", and an eagle lands on his hand,
         making him smile.
 MP, MK  He stands up and smiles and says "Huh!"
 HP, HK  Same as in MP, but an eagle lands on his shoulder.


 -----------------------------------------------------------------------
 VEGA
 -----------------------------------------------------------------------

 LP, LK  Vega looks towards the screen and drags a thumb across his
         throat.
 MP, MK  Vega crosses his arms and says "Hmph, nurui wa!"
 HP, HK  Vega teleports into the air and floats there while laughing.


 -----------------------------------------------------------------------
 ZANGIEF
 -----------------------------------------------------------------------

 LP  Zangief throws his arms up and grunts.
 MP  As with LP, but he has a quote.
 HP  Zangief flexes his chest muscles, then poses and grins while
     saying "Bolishoi paveida!"  (Big victory!) - I think! ;)  
 LK  As with HP, but he laughs instead.
 MK  Zangief takes a flask of vodka from his belt, drinks it, and
     breathes out a blast of fire.  While he's breathing, Blanka drops
     down and holds out a fish so that Zangief ends up cooking it.
     Blanka goes off-screen with a grin, and Zangief looks back at the
     screen, grinning, his face covered in ash.
 HK  As with MK, but Blanka stays hanging from the ceiling along with
     the fish, both of them charred.


-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
PRE-FIGHT ANIMATIONS
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-

 There are more special intros between characters now.  They're listed
 below, and can be reversed (i.e. Gouki vs. Gen or Gen vs. Gouki will
 still get you the same pre-fight animation, if the conditions are
 right).  Speaking of, listed before the description of the animation
 are the conditions under which it occurs (with some exceptions, Ryu
 vs. Ken is the only pre-fight animation that always occurs when those
 characters meet).

  'SATSUI NO HADOU' RYU vs. SHIN GOUKI
   - Occurs every time you fight Shin Gouki in Arcade Mode.
   - Both characters warp towards each other and attempt a Shun Goku
     Satsu at the same time.  They both get knocked back from the
     result, just as if they had been Guard Crushed.

  GOUKI / SHIN GOUKI vs. GEN
   - Occurs every time you fight Gen in Arcade Mode.
   - Gouki tries to surprise Gen with a Shun Goku Satsu, but Gen
     counters it and then tries his Zan'ei, which Akuma similarily
     blocks.

  KEN vs. RYU
  - Happens every time you fight Ryu (not counting initial boss
    fights).
  - Ken is giving Ryu a noogie; Ryu responds by throwing Ken aside,
    who lands on his feet on the other side of the screen.  While
    nooging Ryu, Ken says, "Tataki tsubushite yaruze!" which means
    "I'll beat you senseless!"

  ADON vs. SAGAT
   - Adon and Sagat throw a couple of punches and kicks at each
     other, with lightning flashing each time they hit (just like
     when you do an AC).  Adon then lifts up an arm and laughs,
     while Sagat frowns at him.

  VEGA vs. CAMMY
   - Vega beckons at Cammy to come at him with his glowing hand.

  CODY vs. GUY
   - A stack of oil drums appears on both sides of the screen.
     Cody appears and bashes the drums with his Criminal Upper, and
     Guy bashes the drums near him with his Bushin Senpuu Kyaku.
     Afterwards, Guy crouches down and picks up a piece of gum that
     was in one of the drums (note that the word "Gum" will appear
     by Guy's name, similar to what happened when you picked up an
     item in Final Fight).
     
  DAN vs. SAGAT
   - Dan stands up and taunts, crying and yelling "Oyaji!"  Sagat
     chuckles in response.
  
  DAN vs. BLANKA
   - Sort of like Blanka's normal intro., but when fruit comes out of
     the back of the truck, Dan pops out as well and does a crouching
     taunt.  Blanka leaps out of the truck, and bounches atop Dan's
     head, dizzying him momentarily.

  E.HONDA vs. SODOM
   - E. Honda and Sodom both do a traditional Sumo entrance pose.


  SAKURA vs. KARIN (CPU only)
   - Sakura rubs her forehead nervously while Karin drops down from a
     helicopter onto the ground, crouching until the 'copter flies away.
                  
  GUY vs. KARIN  (CPU mid-boss only)
   - Karin drops down from a helicopter as in the Karin vs. Sakura
     introduction.

  KEN vs. RYU
  - Ken is giving Ryu a noogie; Ryu responds by throwing Ken aside,
    who lands on his feet on the other side of the screen.  This
    won't happen if you're using Ryu vs. a CPU Ken (on Stage 9).

  RYU vs. SAGAT
   - Sagat's scar glows and he grabs it while smiling.

  RYU vs. SAGAT  (CPU only)
   - Sagat is standing close to Ryu, holding Dan by the head.  He
     tosses him aside and jumps back, ready to fight.

  RYU vs. SAGAT  (CPU X-ism only)
   - When the round begins, Sagat is holding Dan by the head.  You
     hear the sound of an SC beginning, and Sagat knocks Dan into
     the sky with a Tiger Uppercut, while he's being trailed by
     shadows (a Dan-only SC?  Heh, heh!)

  SAKURA vs. DAN
   - Dan rolls on screen, taunting, but Sakura just scratches her
     head in annoyance and ignores him until he stops.
                                               
  ZANGIEF vs. R.MIKA
   - Spotlights shine down on both Zangief and Rainbow Mika as they
     do their normal entrance poses.

  GUILE VS. NASH
                                     
 Nicholas Cheung adds:  "Some of the special intros will not happen
 the first time you face the CPU form of the character if it is one of
 your mid-bosses.  If you lose to that character, then if you continue,
 you will get to see the special intro when you face that character
 again.  (Example is Ryu vs. CPU Ken on Stage 9)"


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
TRANSLATIONS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 These were done by me and so may not be correct.  Some move names are
 omitted if they've appeared previously in the list or if I don't have
 the kanji and so can't make a proper translation.
 
 BALROG

 Heki Hari Tsuki                 Cling to Wall
 Heki Hari Tsuki SC              Cling to Wall Super Combo
 Sankaku Tobi                    Triangle Hop

 CHUN-LI

 Kikou Ken                       Chi (internal energy) Fist
 Sen'en Shuu                     Spinning Circle Kick
 Hyakuretsu Kyaku                Hundred Rending Legs
 Tenshou Kyaku                   Rising Heaven Leg
 Sou Hakkei                      Dual Internal Power Releae
 Kouhou Kaiten Kyaku             Backward Rotating Leg
 Kaku Kyaku Raku                 Crane Leg Drop
 Yousou Kyaku                    Sparrow Talon Leg
 Kikou Shou                      Chi Palm
 Senretsu Kyaku                  Thousand Rending Legs
 Hazan Tenshou Kyaku             Supreme Mountain Rising Heaven Leg

 CODY

 Tokushu Koudou: Knife Hiroi     Special Action: Knife Pick-up
 Knife Kougeki                   Knife Attack
 Knife Nage                      Knife Throw
 Sakeru                          Evasion

 DAN HIBIKI

 Gadou Ken                       Self Taught Fist
 Kouryuu Ken                     Shiny Dragon Fist
 Dankuu Kyaku                    Sky Cutting Leg
 Kuuchuu Dankuu Kyaku            Mid-Air Sky Cutting Leg
 Zenten Chouhatsu                Forward Rolling Taunt
 Kouten Chouhatsu                Backward Rolling Taunt
 Saikyou-ryuu Bougyo             Strongest Style Defense
 Shagami Chouhatsu               Crouching Taunt
 Shin Kuu Gadou Ken              Air Shaking Self Taught Fist
 Hisshou Burai Ken               Certain Victory Trustless Fist
 Kouryuu Rekka                   Shiny Dragon Conflageration

 Chouhatsu Densetsu              Legendary Taunt
 Chouhatsu Shinwa                Mythical Taunt
                                 
 "Saikyou-ryuu" is also the name of Dan's self-made fighting style.

 DHALSIM

 Drill Zutsuki                   Drill Headbutt
 Kuuchuu Miyuu                   Mid-Air Float Play

 EDMOND HONDA

 Hyakuretsu Harite               Hundred Rending Stretched Hands
 Super Zutsuki                   Super Headbutt
 Super Hyakkan Otoshi            Super Hundred Weight Drop
 Ooichou Nage                    Great Gingko Tree Throw
 Hizageri                        Knee Kick
 Haraigeri                       Sweep Kick
 Oni Musou                       Unparalleled Demon
 Fuji Oroshi                     Wind from Mt. Fuji
 Orochi Kudaki                   Great Serpent Smasher

 GEN

 Ansatsu Ken: Sou-ryuu           Assassin Fist: Mourning Style
 Hyakurenkou                     Hundred Rapid Capture
 Gekirou                         Reverse Cascade
 Zan'ei                          Cruel Phantom
 Shitenshuu                      Death Point Curse
 Ansatsu Ken: Ki-ryuu            Assassin Fist: Detestable Style
 Jasen                           Serpent Drill
 Ouga                            Wandering Fang
 Kyoutetsu                       Cursed Chew
 Satsu Jin                       Murder Edge
 Saizu                           Head Smash
 Uken                            Evil Blade
 Kouga                           Lunatic Fang
 Jakouha                         Snake Bite Opening

 GOUKI

 Gou Hadou Ken                   Great Surge Fist
 Zankuu Hadou Ken                Air Slashing Surge Fist
 Shakunetsu Hadou Ken            Scorching Heat Surge Fist
 Gou Shouryuu Ken                Great Rising Dragon Fist
 Tatsumaki Zankuu Kyaku          Air Slashing Tornado Leg
 Zenpou Tenshin                  Forward Roll
 Ashura Senkuu                   (evil demonic spirit) Air Flash
 Hyakki Shuu                     Hundred Demon Raid
 Hyakki Gou Zan                  Hundred Demon Great Slash
 Hyakki Gou Shou                 Hundred Demon Great Raid
 Hyakki Gou Sen                  Hundred Demon Great Edge
 Hyakki Gou Sai                  Hundred Demon Great Smash
 Hyakki Gou Tsui                 Hundred Demon Great Crash
 Tenma Kuujin Kyaku              Demon Air Blade Leg
 Zugai Hassatsu                  Skull Destroyer
 Senpuu Kyaku                    Whirlwing Leg
 Messatsu Gou Hadou              Great Surge Deadly Attack
 Messatsu Gou Shouryuu           Great Rising Dragon Deadly Attack
 Tenma Gou Zankuu                Great Demon Sky Killing
 Shun Goku Satsu                 Imprisoning Death Flash

 GUY

 Bushin Izuna Otoshi             Bushin Izuna Drop
 Izuna no Hiji Otoshi            Izuna Elbow Drop
 Houzantou                       Mountain Demolishing Dipper
 Bushin Senpuu Kyaku             Whirlwind Leg
 Hayagake                        Rapid Run
 Hayagake: Kyuuteishi            Rapid Run: Sudden Stop
 Hayagake: Kage Sukui            Rapid Run: Shadow Scoop
 Hayagake: Kubikari              Rapid Run: Neck Cutter
 Hiji Otoshi                     Elbow Drop
 Kubi Kudaki                     Neck Breaker
 Kamaitachi                      (a type of weapon)
 Bushin Gokusa Ken               Imprisoning Chain Fist
 Bushin-ryuu Seoi Nage           Bushin Style Shoulder Throw
 Bushin Hassou Ken               Eight Paired Fist
 Bushin Gourai Kyaku             Strong Lightning Leg
 Bushin Musou Renge              Unparallelled Rapid Reap

 "Bushin" translates as "God of the Military Arts".

 KARIN KANZUKI

 Guren Ken                       Red Lotus Fist
 Hou Shou                        Demolishing Palm
 Mujin Kyaku                     Infinity Leg
 Ressen Chou                     Violent Sharp Recieval
 Ressen Ha                       Violent Massacre Destruction
 Yasha Gaeshi (Joudan)           Demoness Return (Upper Level)
 Yasha Gaeshi (Gedan)            Demoness Return (Lower Level)
 Arakuma Inashi                  Wild Bear (dunno what 'inashi' means)
 Daisokubarai                    Great Leg Sweep
 Kanzuki-ryuu Shinpikaibyaku     Moon God Style Creation of God's Door
 Kanzuki-ryuu Hou Ou Ken         Moon God Style Emperor King Fist

 "Kanzuki-ryuu" is also the name of Karin's fighting style.

 KEN MASTERS

 Hadou Ken                       Surge Fist
 Shouryuu Ken                    Rising Dragon Fist
 Tatsumaki Senpuu Kyaku          Tornado Whirlwind Leg
 Zentou                          Front Collapse
 Inazuma Kakato Wari             Lightning Flash Heel Split
 Ushiro Mawashigeri              Backward Turning Kick
 Doujioshi SP                    Simultaneous Press Special
 Shouryuu Reppa                  Rising Dragon Render
 Shinryuu Ken                    Divine Dragon Fist
 Shippuujinrai Kyaku             Swift as Lightning Leg

 RAINBOW MIKA

 Hashiru                         Running
 Dageki                          Strike
 Tobikoshi                       Hop Over
 Enzui Lariat                    Afterbrain Lariat
 Enzui Drop Kick                 Afterbrain Drop Kick

 ROLENTO SCHUGERG

 The "Mekong Delta" is a real place in Vietnam.

 RYU

 Hadou No Kamae                  Pretend Surge
 Seichuu Nidan Tsuki             Two-Part Mid-Level Thrust
 Sakotsu Wari                    Collarbone Split
 Shinkuu Hadou Ken               Vacuum Surge Fist
 Shinkuu Tatsumaki Senpuu Kyaku  Vacuum Tornado Whirlwind Leg
 Metsu Shouryuu Ken              Rising Dragon Fist of Destruction
 Shin Shouryuu Ken               True Rising Dragon Fist

 SAKURA KASUGANO

 Shou Ou Ken                     Cherry Blossom Fist
 Sakura Otoshi                   Sakura's Drop
 Shunpuu Kyaku                   Spring Breeze Leg
 Midare Zakura                   Cherry Blossom Riot
 Haru Ichi Ban                   First Storm of Spring

 SODOM

 Jigoku Scrape                   Hell Scrape
 Butsumetsu Buster               Unlucky Day Buster
 Daikyou Burning                 Worst Luck Burning
 Shiraha Catch                   White Blade Catch
 Yagura Reverse                  Oar Reverse
 Kouten Okiagari                 Roll Backwards and Get Up
 Tengu Walking                   (type of demon) Walking
 Meido no Miyage                 Present from Hades
 Ten Chuu Satsu                  Destruction of the Pillars of Heaven

 FEI LONG

 Rekka Ken                       Conflageration Fist
 Shien Kyaku                     Kindling Fire Blazing Leg
 Rekkuu Kyaku                    Violent Sky Leg
 Chokka Raku Shuu                Fall Underneath Kick
 Engeki Shuu                     Distant Attack Kick
 Rekka Shin Ken                  Pure Conflageration Fist
 Shien Renkyaku                  Kindling Fire Rapid Blaze Leg
 Ryuu Yassai                     Eight Dragon Crush
 Ryuu Shin Yassai                True Eight Dragon Crush


=========================================================================
  7.  AUTHOR'S NOTE
=========================================================================

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
REVISION HISTORY
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 VERSION 0.3  (January 13, 1999)
   A real quick update, none of the stuff I promised in the last update
   has been stuck in yet, but there's been some other cool stuff added.
   (I just realized that I never mentioned how to get Arcade Bison and
   Shin Gouki, although it does say how to in the game itself).  Next
   one should be good as I have a week's worth-plus of back mail to dig
   through and pick out the juicy SFZ3 stuff :)  So look for that next
   Friday or earlier.

   Oh yeah, anyone with World Tour questions should check out
   www.gamefaqs.com, there's a World Tour Guide up there that's really
   detailed.  Kudos to the author for such a good job.  My World Tour
   section is gonna look pitiful by comparison, I'm sure. ^_^;

   Also, now that I'm back hitting the books (end of Christmas vacation),
   I'm not gonna have a lot of free time.  So there will be the infamous
   KM-style hella long delay for answering mail.  If you don't get a
   reply, sorry, but that's life (hey, I have a guitar class now, it's
   time to jam!)

 VERSION 0.2  (January 6, 1999)
   More updates and additions, as usual.  The 'pre-fight animations'
   stuff should all be completed by the next update, not to mention
   a bunch of other stuff (including World Tour instructions and menu
   info., which a couple of people have been asking for).

 VERSION 0.1  (December 30, 1998)
   Whew!  I think I've just played this game for two days straight.
   Gotta stop for a while!  There's a lot more to add and quite a bit
   of stuff to put back in from my arcade SFA3 FAQ, but this will have
   to do for the first revision.


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
SPECIAL THANKS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

  I'd like to thank everyone who contributed to the SFA3 FAQ for all
  their help and information.  I'd also like to thank:

  Clarence De Ramos
   - For information on the 'Command' option, and about using Dan's
     standing taunt for counterhits.  And for letting me borrow his
     copy of SFZ3 while mine is getting replaced ;)

  Ryan Mulder                                         
   - For Original Combo and Guard Protection information.

  Nick Des Barres                                 
   - For a whole slew of quote translations and corrections in the
     "win pose" section.

  Fred Davis                                       
   - For some corrections on the US / Japanese names.

  Francis Ibanez                          <3691EC94.771A@i-manila.com.ph>
   - For information on how to get the alternate intro. sequence.

  Ultima                                                
   - For corrections regarding the unlocking of the three hidden modes.

  Ura no Ura                                     (www2.airnet.ne.jp/~tac)
    - For the move names for the new and hidden characters, and for how
      to get the full hits out of Fei Long's Ryuu Yassai.

 Unpublished work Copyright 1999 Kao Megura