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Unpublished work Copyright 1998 Kao Megura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
=========================================================================
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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