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Combo FAQ by MHall

Version: 1.0 | Updated: 02/02/98

                 Street Fighter 3: 2nd Impact Giant Attack

                                Combo FAQ


                           Written by Matt Hall

                               Version 1.0
                            February 2nd, 1998


  NOTE: All information presented in this FAQ is copyright 1998 Matt Hall.
  You may use the information provided in this FAQ in any non-profit
  publication 'FOR FREE!', but please give credit where credit is due, or
  else I'll start bitching at you. Capcom, Street Fighter 3: 2nd Impact
  Giant Attack, all characters and other related things are copyrights of
  their respective trademarks. 


  REVISION HISTORY

1.0 - First official release. This lacks organization of all the sections
and a Table of Contents, I'll do that later.

0.00000001 - Unfinished "preview" version, containing only combos for Alex
and Sean.





  INTRODUCTION

From the title of this FAQ, you can probably guess what it is. Yup, this is
a guide to the many, many combos that can be found in Street Fighter 3:
Second Impact Giant Attack. No long, detailed movelists, no pages and 
pages of character bios and endings, just combos and how to do them.

Ever since I stopped mashing and started improving my skill back in the
SF2 World Warrior days, I've always been fascinated by combos. Finding
them, performing them... combos have always been an important part of 
SF. They allow a player to quickly take off a lot of damage in one series
of moves. Some combos you can do in your sleep, others take insane timing
to pull off.

Hopefully this FAQ will enlighten you and show you combos you have never
seen nor thought of. Just remember... being able to perform combos is one
thing. Pulling them off in the heat of battle against an equally-skilled
(or greater) player is another thing entirely.



  COMBO ENGINE

Street Fighter 3 Second Impact's combo system is almost exactly like its
predecessor, and has many similiarities to other Capcom fighters.

One technique that I pray everyone who reads this FAQ knows about, is
interrupting, also known as buffering, cancelling, two-in-one, etc. The 
basis behind interrupting is that you interrupt a regular move's recovering
frames of animation into a special move, which is the main basis behind
combos. For example, take Ryu's Crouching Fierce. If you hit someone with 
it, then do the motion for the Fireball after the move has recovered, your
opponent will be able to block. However, if you do the motion right as the
Crouching Fierce hits the opponent, you will completely cut out the 
recovering frames of animation and perform the fireball, thus making the
combo possible. This can not be done for every normal move, only select
regular moves can be interrupted, and some of the multi-hitting ones must
be interrupted on the first hit. I have included each character's 
interruptable moves just to help you out. It's important to note that for
some characters only the close versions of certain standing attacks can be
interrupted, the far versions can not. Some characters don't even have 
close versions, meaning their moves can be interrupted no matter how far 
away you are.

The next is super-cancelling. It is similar to regular interrupting as
described above. In super-cancelling you interrupt a special move into a
Super Art. Often this makes comboing a Super Art much easier to do, but it 
has a drawback - super-cancelling will always cause a Super to do less than
if you interrupted it regularly. Let's go back to that hated Shotokan, Ryu
again. When you do the QCF+P motion for the fireball, do another QCF+P
motion afterwards and you will get a Shinkuu Hadoken, Shin-Shoryuken, or
Denjin Hadoken. Unfortunately, making the motion easier like this makes it 
scrubbier and easy for any button-masher to "combo" a Super. Also note that
not all special moves can be super-cancelled. For instance, Alex's Jab 
Flash Chop can not be super-cancelled, but the Strong and Fierce versions
can be. 

The next combo feature is juggling. Juggling involves hitting the 
opponent before they hit the ground. Juggling is often done off of a
character's "launcher" attack (Ibuki's close Standing Roundhouse, Dudley's
Crouching Roundhouse, Yun/Yang Standing Forward, etc.). You're somewhat
limited in the situations in which you can juggle, but I think just about
every character now can juggle in some way or another. Usually the best 
things to juggle with are powerful normal moves, or special moves. Of
course, Super Arts can be used to juggle too, but very few of them will 
actually connect for all the hits. Let's go back to Ryu once more, for 
a combo that involves what we just learned in the last three sections.
Jump-in attack, Crouching Fierce, Fierce Fireball, Shin-Shoryuken, juggle
with Roundhouse Hurricane Kick.
If you played SF3, you probably remember some infinite juggles (Ibuki, Oro).
Well, juggling seems pretty toned down in 2I, and I've noticed that the
juggling seems to be limited to six hits if you're juggling with normals
and specials. Like Dudley's strange juggle combo... knock someone out of 
the air with the LAST hit of the Jab Machine Gun Blow. Repeat 5 times. On
the 6th hit, the combo counter comes up immediately, letting you know that
there is no more juggling allowed. This also happens with Urine and his
EX Headbutt juggles. (infinite, my ass...)  The only way to juggle after 
the sixth hit it seems is to interrupt/super-cancel into a Super Art.

Next, we have chain combos. Almost every character in the game has at least
one now. Chain combos are sort of like interrupting, except that you are
cancelling a normal move with ANOTHER pre-set normal move. An example would
be Dudley's Standing Short, Standing Forward, Standing Strong, Standing
Fierce chain. Four normals move done in a row. Some chains have 
interruptable attacks, such as Yang's Crouching Short, Crouching Forward
chain. You can cancel into a special or Super on either attack. There's
also air chains, getting in two hits in a single jump. Air chains can be
effective when meeting an opponent in the air (you can get both hits), or
surprising your opponent with a second attack if they parry the first as
you jump in. Note that most air chains involve holding Towards on the 
joystick for the second hit.

And then, there are links. Links are sometimes confused with chains. A link
is doing a move AFTER the animation of a move finishes, instead of 
interrupting it. An example of a normal move link is doing two Crouching
Strongs in a row with Yun. It is not a chain, you simply do another 
Crouching Strong after the first one has ended. Most of the links in this
FAQ, however, involve a normal move into a Super Art. One of the best 
examples of this is Sean's close Standing Roundhouse. It recovers fairly
quickly after hitting, and you have plenty of time to do the Super Art
right as the animation is finishing. If you're looking to combo a Super,
you're probably better off doing a link instead of interrupting a move
unless you KNOW it's going to connect. With a link you often have plenty
of time to figure out whether they blocked the attack or not and whether or
not you should be doing the Super Art motion.

Finally, I suppose I should mention crossups. Crossups are a great way to
start combos through a jump-in. A crossup is when your attacks actually 
"hits behind your opponent's head" so to speak and they have to block the 
opposite way. That is, if they were standing on the left when the crossup
was started, they must hold to the right to block the crossup and any other
attack that comes their way. Crossups are harder to knock out of the air
with a DP or similar move, so if you have a character that can do 
crossups, be sure to go for them!


Ok, here are some final miscellaneous things about the SF3 2I combo engine.
Keep these in mind when you're creating or looking for combos.

-Each successive hit in a combo will always do less damage than it usually
would had it been the previous attack. Uh... confused by that weird 
sentence?  :)  For an example, look at Sean's Jumping Roundhouse, Crouching
Forward, EX Tornado Kick into Hyper-Tornado link. The Hyper-Tornado will be 
doing a HELL of a lot less damage than it would do by itself. So why bother
doing a Super if it's not going to do that much damage? Well, sometimes
every little bit counts... and besides, don't you care about style?  :)

-Doing a chain or a Super-cancel (or even worse, both) greatly reduce the 
damage of the Super Art (or so I hear, I don't detect too much of a 
difference). Regardless, if all you care about is damage, go for comboing
Supers by interrupting normal moves only, or of course links. Takes more 
skill this way, but shouldn't there be a fair risk/reward ratio?

-Always keep in mind the six-hit juggle rule (I seem to be the only one
who's found this) when doing crazy combos with characters like Urine. The
only exception to this rule is super-cancelling that sixth and final hit.
But by that time the Super ain't going to be doing squat for damage  :)



  TERMINOLOGY



-Buttons-

        
P = Punch                              K = Kick
Jab = Weak Punch (1).                  Short = Weak Kick (4).
Strong = Medium Punch (2).             Forward = Medium Kick (5).
Fierce = Hard Punch (3).               Roundhouse = Hard Kick (6).
EX = Enhanced version of the special move (push 2 buttons)

-Directions-


F = Toward    UF = Up-Toward       QCF = D, DF, F     DP = F, D, DF
B = Back      UB = Up-Back         QCB = D, DB, B     RDP = B, D, DB
D = Down      DF = Down-Toward     HCF = B, DB, D, DF, F
U = Up        DB = Back            HCB = F, DF, D, DB, B
Charge = Hold the joystick in the specified direction for 2 seconds


-Combo Modifications-

! = Corner only.
(1), (2), etc. = If a number precedes a combo, it means that that combo
is explained a little better in the "Notes" section after the list of
combos.


Since starting a combo often involves a jumping attack, and sometimes
different attacks are better situated for different occasions, I've 
decided to just include which jumping attacks are the best to start combos.
Any combo marked by "Jump-in" means you're best off using one of the 
aforementioned best jumping attacks. Of course, there are some combos where
you will need to use a specific jumping attack to start it.

Also note that in not every circumstance do I use the exact special move
names. Rather, I preferred to use ones that people would be more familiar
with... if you tell someone to do Yun's Tetsuzankou, they'll probably just
give you a weird look, and then look at the moves list to figure out what
you're talking about. Tell them to do Yun's Bodycheck though, and they'll 
know what move that is.



-=Akuma=-

Best Jumping Attacks: D+Forward, nuff said

Interruptable Attacks:
Close/Far Standing and Crouching Jab
Close/Far Standing and Crouching Short
Close Standing and Crouching Strong
Close Standing and Crouching Forward
Close Standing and Crouching Fierce

Chains:
Standing Strong, Standing Fierce

Combos:
I thought Akuma had more combos than this...

(1) Jump-in, Crouching Forward, Fireball (QCF+P), Messatsu GouHadou - 9 Hits
Jump-in, Crouching Forward, Fireball, Messatsu GouShoryu - ? Hits
Jump-in, Crouching Forward, Fireball, Messatsu GouRasen - ? Hits
Jump-in, Crouching Forward, Dragon Punch (DP+P), Messatsu GouHadou- 9 Hits
Jump-in, Crouching Forward, Dragon Punch, Messatsu GouRasen - ? Hits
Jump-in, Crouching Forward, Roundhouse Hurricane Kick - ? Hits
(2) Jump-in, Crouching Forward, Short Hurricane Kick, Jab Dragon Punch, 
  Messatsu GouRasen - ? Hits
Jump-in, Crouching Forward, Short Hurricane Kick, Fierce Dragon Punch -
  7 Hits
(3) Jump-in, Standing Fierce, Messatsu GouHadou - 8 Hits
(4)! Air Fireball (hits opponent in the air), Jumping Roundhouse - 2 Hits
Air Fireball (hits opponent in the air), Messatsu GouRasen - ? Hits

Notes:
1. You may substitute a Standing or Crouching Fierce for the Crouching
Forward in any of Akuma's listed combos.
2. A popular combo, you juggle after the Short HK with a Jab DP and then
super-cancel it into Messatsu GouRasen.
3. The Messatsu GouHadou is linked off the Standing Fierce.
4. Juggling can be done when the air fireball hits someone in the air...
of course, it works best in the corner.



-=Alex=-

Best Jumping Attacks: Strong, Fierce, Roundhouse

Interruptable Attacks:
Close Standing Jab
Close/Far Standing Short
Close/Far Standing Strong
Close Standing Forward

Chains: 
Crouching Short, Crouching Forward

Combos:
This section of the FAQ seems the most elaborate... probably because Alex
is my main character  :)

(1) Jump-in, Standing Strong/Forward, Jab Flash Chop (QCF+P) - 3 Hits
(2) Jump-in, Standing Strong/Forward, Jab Flash Chop, Boomerang Raid - 8 Hits
Jump-in, Standing Strong/Forward, EX Flash Chop - 4 Hits
(3) Jump-in, Standing Strong/Forward, EX Flash Chop, Boomerang Raid - 8 Hits
Jump-in, Standing Strong/Forward, EX Elbow Smash (charge B, F+K) - 4
(4) Jump-in, Standing Strong/Forward, EX Elbow Smash, Boomerang Raid - 9 Hits
(5) Jump-in, Standing Strong/Forward, EX Knee Strike (DP+K) - 3 Hits
Jump-in, Standing Strong/Forward, Boomerang Raid - 7 Hits
Strong/Fierce Flash Chop, Fierce Back Drop (HCB+P) - 2 Hits
Strong/Fierce Flash Chop, Chokehold (B+Fierce) - ? Hits
Jumping Fierce, Strong Flash Chop, Fierce Back Drop - 3 Hits
Jumping Fierce, Strong Flash Chop, Chokehold - ? Hits
Fierce Flash Chop, Standing Forward, Jab Flash Chop - 3 Hits
Stun Gun Headbutt, <any Flash Chop combo listed above>
Fierce Flash Chop, Stun Gun Headbutt, <any Flash Chop combo listed above>
Strong/Fierce Flash Chop, Hyper Bomb - 4 Hits
Fierce Flash Chop, Standing Forward, Jab Flash Chop, Boomerang Raid - 8 Hits
Fierce Flash Chop, Standing Forward, EX Flash Chop, Boomerang Raid - 8 Hits
Fierce Flash Chop, Standing Forward, EX Knee Strike - 3 Hits
(6) Fierce Flash Chop, Chokehold, Boomerang Raid - ? Hits
(7) Jumping Fierce, Headbutt (B+Fierce) - 2 Hits
(8) Jumping Fierce, Standing Fierce, Boomerang Raid - 3 Hits
(9) Universal Overhead, Boomerang Raid - 6 Hits
(10) Crouching Fierce (trades hits), Roundhouse Knee Strike - 2 Hits
Elbow Smash, Boomerang Raid - 6 Hits
! Elbow Smash (hits opponent in the air), Jumping Fierce
! Elbow Smash (hits opponent in the air), Roundhouse Knee Strike

Notes:
1. In practically all instances, you're best off doing Standing Forward.
Why? Because most characters can duck under the Standing Strong.
2. To do the Boomerang Raid, you do it AFTER the Jab Flash Chop... that is,
you don't super cancel it, you actually end up linking it afterwards. Takes
some practice to get the timing down.
3. The Boomerang Raid is super-cancelled off the first hit.
4. The Boomerang Raid is super-cancelled off the SECOND hit.
5. That's right, the EX Knee Strike can be comboed off of the ground! Cool
huh? The only drawback is that if the opponent was ducking when the combo
was started, the Knee Strike will whiff. Ugh...
6. IMMEDIATELY when Alex releases the opponent from the Chokehold, you have
to do the Boomerang Raid. Somewhat unconfirmed, I saw it on the SF3 Gamest
Tape but have never done it myself...
7. This does more than 50% dizzy on most characters.
8. Totally worthless, but thought I'd list it anyway. The Boomerang Raid is
linked after the Standing Fierce overhead, but the funny thing is that only
one hit connects, the rest is blockable. Told you it was worthless.
9. The Universal Overhead must hit as "late" as possible. The same thing
usually applies to almost all of the other Universal Overhead combos.
10. When the enemy jumps in, and their attack trades hits with Alex's 
Crouching Fierce, snatch them out of the air with the Knee Strike.



  -=Dudley=-

Best Jumping Attacks: Forward, Fierce, Roundhouse

Interruptable Attacks:
Standing Jab and Crouching Jab
Standing Short and Crouching Short
Standing Strong and Crouching Strong
Standing Forward
Standing Fierce (into supers only)
Standing Roundhouse

Chains:
Standing Jab, Standing Strong, Standing Forward
Standing Forward, Standing Roundhouse, Standing Fierce
Standing Short, Standing Forward, Standing Strong, Standing Fierce
Crouching Short, Standing Forward
Crouching Short, Crouching Strong, Crouching Fierce
F+Forward, Standing Forward, Standing Fierce
F+Roundhouse, Standing Forward

Combos:
You might notice that most of these combos use Rolling Thunder... that's
because that's the Super I'm always using for him. Although not as versatile
as Corkscrew Blow, you can tack on a Rolling Thunder for full damage after
almost anything.

Jump-in, Standing/Crouching Strong, Jab Machine Gun Blow (HCF+P) - 5 Hits
Jump-in, Standing Roundhouse, Strong Machine Gun Blow - 6 Hits
Jump-in, Standing Roundhouse, Fierce Corkscrew Blow - 7 Hits
(1) Jump-in, Standing Roundhouse, Rolling Thunder - 10 Hits
(2) Jump-in, Standing Roundhouse, Strong Machine Gun Blow, Rolling 
  Thunder - 14 Hits
(3) Jump-in, Standing Roundhouse, Fierce Jet Uppercut (DP+P), Rocket 
  Uppercut - ? Hits
Jump-in, Standing Roundhouse, Fierce Jet Uppercut, Fierce Corkscrew Blow - 
  9 Hits
(4) Jump-in, Standing Roundhouse, EX Machine Gun Blow, Forward Ducking
  Upper, Rocket Uppercut - ? Hits
(5) Jump-in, Standing Forward, Standing Roundhouse, Rocket Uppercut - ? Hits

Jump-in, Standing Forward, Standing Roundhouse, Rolling Thunder - 11 Hits
Jump-in, Standing Forward, Standing Roundhouse, Fierce Corkscrew Blow -
  8 Hits
(6) Jump-in, Standing Short, Standing Forward, Standing Strong, Standing
  Fierce, Rolling Thunder - 13 Hits
Jump-in, Crouching Short, Crouching Strong, Crouching Fierce, Rolling
  Thunder - 12 Hits
(7) Jump-in, Standing/Crouching Fierce, Rolling Thunder - 10 Hits
F+Roundhouse, Standing Forward, Rolling Thunder - 10 Hits
Crouching Roundhouse, Jumping Fierce
(8) Crouching Roundhouse, Forward Ducking Upper, Rocket Uppercut - ? Hits
(9) Jab Machine Gun Blow (final hit knocks opponent out of air), Jab MGB,
  Jab MGB, Jab MGB, Jab MGB, Jab MGB - 6 Hits
Universal Overhead, Corkscrew Blow - 6 Hits
Universal Overhead, Rolling Thunder

Notes:                                                   
1. You can interrupt the Standing Roundhouse, or you can link it.
2. After the final hit of the Machine Gun Blow, link the Rolling Thunder.
3. Fierce Jet Uppercut can be interrupted on either hit.
4. EX Machine Gun Blow starts juggling, but you won't be able to do too
much damage in the juggle because of damage scaling.
5. Link the Super after the chain.
6. Link the Super after the freakin chain.
7. Take a guess...
8. Dudley's Juggle-mania combos have been toned down big time from SF3. 
This is about the most he can get. Luckily, he no longer needs to be in
the corner to do them.
9. This strange combo is still in there. If you predict a jump ahead of 
time and do the Jab MGB and only the final hit connects, you may notice
that it "launches" the opponent up. So just do another one to juggle, but
timing is crucial. Since the six-hit juggle rule is in effect, you might 
want to finish it with a Ducking Upper or Rocket Uppercut instead.



  -=Elena=-

Best Jumping Attacks: Forward, Fierce

Interruptable Attacks:
Standing and Crouching Jab
Standing and Crouching Short
Standing (1st hit) and Crouching Strong

Chains:
Jumping Jab, F+Forward

Combos:
Elena has a few more combos now, but still not too much. The Mallet Smash
can be used to start combos if your opponent is asleep.

Jump-in, Standing Short, Roundhouse Scratch Wheel (DP+K) - 5 Hits
Jump-in, Standing Short, EX Scratch Wheel - 6 Hits
(1) Jump-in, Standing Short, Forward Scratch Wheel, Spinning Beat - 10 Hits
Jump-in, Crouching Strong, Spinning Beat - 9 Hits
Jump-in, Crouching Strong, Brave Dance - ? Hits
(2) Jump-in, Crouching Strong, EX Spin Scythe (QCB+K), Jumping Roundhouse -
  8 Hits
(3) Jump-in, Crouching Strong, EX Spin Scythe, Forward Scratch Wheel, 
  Spinning Beat - 12 Hits
Jump-in, Crouching Strong, EX Rhino Horn (HCF+K) - 5 Hits
Universal Overhead, Spinning Beat - 8 Hits
Universal Overhead, Brave Dance - ? Hits

Notes:
1. Scratch Wheel is interrupted on the first hit.
2. EX Spin Scythe allows juggling. Whee.
3. It's possible to get two Spinning Beats in one juggle, but I don't know
the specifics of how to do it, only did it once...



  -=Hugo=-

Best Jumping Attacks: Forward, Roundhouse

Interruptable Attacks:
Standing and Crouching Jab
Standing and Crouching Short

Chains:
Yeah, right

Combos:
You didn't really think Hugo would be much of a combo-crazy guy, did you?

(1) Jump-in, Crouching Jab x4 or 5, Hammer Frenzy - 10/11 Hits
(2) Air Toss (HCB+K), Roundhouse Backbreaker Grab (DP+K) - 2 Hits
Air Toss, Roundhouse Clothesline (QCF+K) - 2 Hits
(3)! Air Toss, Strong Shock Wave (QCB+P), Strong Shock Wave, Strong
  Shock Wave, etc. - ? Hits
Air Toss, Megaton Press - 2 Hits
(4) Jab Shock Wave, Standing Forward - 3 Hits
Strong/Fierce Shock Wave, Standing Fierce - 2 Hits
Strong/Fierce Shock Wave, Crouching Jab, Hammer Frenzy - 7 Hits
(5)! Strong Throw, Crouching Strong - ? Hits
(6)! Strong Throw, Crouching Jab, Hammer Frenzy - ? Hits

Notes:
1. Such a ridiculous-looking combo. But it's really good and gives you
more than enough time to do the super.
2. The Air Toss, despite having less range than a REGULAR throw, sets you
up to juggle with whatever.
3. An infinite combo! Only works in the corner. Just keep repeating the
QCB+Strong until they're dizzied. Once they're dizzied, the Shock Wave won't
hit... if you want an extra hit, go with Standing Strong or Forward. Then
finish them off however you want.
4. The Shock Wave recovers extraordinarily quickly, letting you combo 
after it.
5. It's possible to juggle an extra hit or two after his Strong choke throw
in the corner. In this case, a Crouching Strong.
6. You can get three hits of Hammer Frenzy to juggle after the Crouching
Jab. Yippee. Please let me know if you can find any other cool juggles off
that throw.



  -=Ibuki=-

Best Jumping Attacks: Forward, air chains

Interruptable Attacks:
Close/Far Standing and Crouching Jab
Close Standing and Crouching Short
Crouching Strong, B+Strong
Close Standing Forward
Close Standing Fierce (1st hit)
(Standing Roundhouse is cancellable with a super jump)

Chain Combos:
Close Standing Short, Standing Forward (interruptable)
Close Standing Short, Standing Forward, Standing Roundhouse 
Close Standing Jab, Standing Strong, Crouching Roundhouse, Standing Rndhse
Close Standing Jab, Standing Strong, Standing Fierce (interruptable)
Close Standing Fierce, Crouching Roundhouse, Standing Roundhouse
Far Standing Fierce, Standing Fierce (interruptable)
Crouching Short, Crouching Strong (interruptable)
Crouching Short, Crouching Strong, Crouching Fierce
Standing Strong, F+Short
Forward, F+Forward (does not actually combo)
Jumping Jab, Jumping F+Fierce
Jumping Fierce, Jumping F+Forward
Jumping Short, Jumping F+Forward
(I've probably missed some Ibuki chains... anyone want to add?)

Combos:
Ibuki's definitely still a combo-crazy character, the only problem is that
I don't play her much so I don't know most of her combos. More submissions
here are needed. Her best jump-in is by far her Jumping Forward, it must be
the best crossup in the game. Add one hit to each of these combos if you
jump in with an air chain.

Jump-in, Standing Short, Standing Forward, Semi-Throw (HCB+P) - 4 Hits
(1) Jump-in, Standing Short, Standing Forward, Spin Kicks (QCB+K), K - 
  5 Hits
Jump-in, Standing Short, Standing Forward, EX Spin Kicks - 6 Hits
(2) Jump-in, Standing Short, Standing Forward, Hien (DP+K) - ? Hits
Jump-in, Standing Short, Standing Forward, Short Neck Breaker (HCF+K) - 
  4 Hits
(3) Jump-in, Standing Short, Standing Forward, Hashin-Sho, Standing 
  Roundhouse, Hien - 12 Hits
Jump-in, Standing Short, Standing Forward, Yoroi-Doushi - 4 Hits
(4) Jump-in, Standing Jab, Standing Strong, Standing Fierce, Semi-Throw - 
  5 Hits
Jump-in, Standing Jab, Standing Strong, Standing Fierce, [EX] Spin Kicks -
  6-7 Hits
Jump-in, Standing Jab, Standing Strong, Standing Fierce, Hien - ? Hits
Jump-in, Standing Jab, Standing Strong, Standing Fierce, EX/Short Neck
  Breaker - 5-7 Hits
Jump-in, Standing Jab, Standing Strong, Standing Fierce, Hashin-Sho,
  Standing Roundhouse, Hien - 12 Hits
Jump-in, Standing Jab, Standing Strong, Standing Fierce, Yoroi-Doushi -
  5 Hits
(5) Jump-in, Crouching Jab, Crouching Strong, Spin Kicks, Hashin-Sho, 
  <juggle followup> - ? Hits
Jump-in, Crouching Jab, Crouching Strong, Spin Kicks, Yoroi-Doushi - 6 Hits
(6) Far Standing Fierce, Standing Fierce, Hashin-Sho, <juggle> - ? Hits
Headstomp (RDP+K), Dagger (QCF+P), Kasumi-Suzaku - ? Hits
F+Forward, Hashin-Sho, <juggle followup> - ? Hits
Universal Overhead, Hashin-Sho, <juggle followup>
(7) Jump-in, Standing Short, Standing Forward, Taunt (Fierce+Roundhouse) -
  4 Hits
Jump-in, Standing Jab, Standing Strong, Standing Fierce, Taunt - 5 Hits
Far Standing Fierce, Standing Fierce, Taunt - 3 Hits

Notes:
1. You must tap the Kick button to get a 3rd Spin Kick.
2. If you use the EX Hien in a combo, then it's possible to do an attack
on the way down to followup, although I can't always get it to work nor can
I get anything to combo afterward...
3. This is just an example juggle of what to do after the Hashin-Sho. I 
need more juggles.
4. The Standing Fierce whiffs against ducking opponents... except for Hugo.
5. Spin Kicks can be cancelled on the 2nd hit.
6. Weird chain... hit Fierce again after the first hit connects, then do
the Super.
7. These last three combos are taunt combos  :)  The taunt only does a pixel
of damage, so it's just something to do to show your opponent that you 
REALLY could have kicked their ass, but decided to rub it in their face
instead. Just be sure to win  :)



  -=Ken=-
                          
Best Jumping Attacks: Forward, Fierce, Roundhouse

Interruptable Attacks:
Close/Far Standing and Crouching Jab
Close/Far Standing and Crouching Short
Close Standing and Crouching Strong
Crouching Forward
Close Standing and Crouching Fierce

Chains:
Close Standing Strong, Standing Fierce (interruptable)

Combos:
Losing stun damage on his HK was a blow against Ken, but he still has
plenty of combos, especially with EX's.

(1) Jump-in, Crouching Forward, Fireball, Shoryureppa - ? Hits
Jump-in, Crouching Forward, Fireball, Shinryuken - ? Hits
Jump-in, Crouching Forward, Fireball, Shippu-Jinrai-Kyaku - ? Hits
Jump-in, Crouching Forward, Roundhouse Hurricane Kick - 7 Hits
(2) Jump-in, Crouching Forward, EX Hurricane Kick, Shoryureppa - ? Hits
Jump-in, Crouching Forward, EX Hurricane Kick, Shippu-Jinrai-Kyaku - ? Hits
Crossup Forward, Standing Fierce, Fierce Dragon Punch - 5 Hits
(3) Crossup Forward, Standing/Crouching Fierce, Fierce Dragon Punch, 
  Shoryureppa - ? Hits
Crossup Forward, Standing/Crouching Fierce, Fierce Dragon Punch, 
  Shippu-Jinrai-Kyaku - ? Hits
Crossup Forward, Standing/Crouching Fierce, Jab Dragon Punch, Shinryuken - 
  ? Hits
(4) Jump-in, Standing Fierce, Shoryureppa - ? Hits 
Jump-in, Standing Fierce, Shippu-Jinrai-Kyaku
(5) Jump-in, Standing/Crouching Fierce, Shinryuken - ? Hits
(6)! Early Jab Dragon Punch, Jab Dragon Punch, Shinryuken - ? Hits
(7) Jumping EX Hurricane Kick, Jab Dragon Punch - ? Hits

Notes:
1. As with Akuma, feel free to replace the Crouching Forward with a Fierce.
Take out the fireball and you'll do more damage overall.
2. There's a very brief window in which you can link a Super after an
EX Hurricane Kick.
3. Fierce Dragon Punch is super-cancelled on the first hit.
4. You can either interrupt or link the Standing Fierce.
5. You can't link this attack, it must be interrupted.
6. When the enemy jumps near the corner, do a Jab DP as soon as possible, 
you may have enough time to do another one before they hit the ground. 
Cancel into a Shinryuken if you have it.
7. Similar to the last combo, you must knock the opponent out of the air
with a mid-air EX HK. It then becomes possible to juggle once you hit the
ground.



  -=Necro=-

Best Jumping Attacks: Strong

Interruptable Attacks:
Close/Far Standing and Crouching Jab, B+Jab
Close/Far Standing and Crouching Short, B+Short
Close/Far Standing Strong, B+Strong
B+Forward


Chains:
Standing Short, Standing Strong (interuptable)
B+Short, Standing Strong (interruptable)

Combos:
Because of Necro's floaty jumps, jumping attacks are not the best way to
start combos. Do them from the ground instead. I'm not much of a Necro 
player so I could use more combos for him too.

Standing Short, Standing Strong, Snake Fang (HCF+K) - 3 Hits
Standing Short, Standing Strong, Jab Tornado Hook (HCF+P), Magnetic
  Storm - ? Hits
Standing Short, Standing Strong, Strong Tornado Hook, Electric Snake -
  7 Hits
(1) Fierce Tornado Hook, Slam Dance - 6 Hits
Fierce Tornado Hook, Snake Fang - 4 Hits
(2) Fierce Tornado Hook, Fierce Electric Blaster (DP+P), Magnetic Storm - 
  ? Hits
Fierce Tornado Hook, Jab Electric Blaster, Electric Snake - 7 Hits
db+Fierce, B+Roundhouse - 2 Hits
(3) db+Fierce, Standing Strong, Magnetic Storm - ? Hits
(4)! Strong Throw, Magnetic Storm - ? Hits

Notes:
1. Fierce Tornado Hook turns your opponent around, allowing Slam Dance to
combo.
2. Fierce Electric Blaster knocks down. The Jab one does not.
3. Standing Strong MUST be interrupted in the juggle.
4. Damaging corner combo off a regular throw. You can also do Standing 
Strong into Magnetic Storm, but timing is harder.



  -=Oro=-

Best Jumping Attacks: Forward, Roundhouse

Interruptable Attacks:
Close Standing (and far?) and Crouching Jab
Close Standing and Crouching Short
Close Standing and Crouching Strong
Close Standing and Crouching Forward
Crouching Fierce (into supers only)

Combos:
With all the changes in the juggle system, I'm not even sure what kind of
Yagyou-Dama combos can be done anymore, and I've never really tried to find
out since Oro just ain't that much fun anymore (nor strong). Some feedback
from the few, the proud, the Oro users would be appreciated.

(1) Jump-in, Standing Forward, Semi-Throw (qcb+P) - 5 Hits
(2) Crouching Forward, Semi-Throw (qcb+P) - 4 Hits
Jump-in, Standing Strong, Jumping Fierce - 5 Hits
Jump-in, Standing Strong, Fierce Uppercut (charge D, U+P) - 4 Hits
Jump-in, Standing Strong, Kishin-Riki - ? Hits
Jump-in, Standing Strong, Yagyou-Dama, ? -  Hits
Jump-in, Crouching Short, Fierce Uppercut - 4 Hits
Jump-in, Crouching Short, EX Uppercut - 6 Hits

Notes:
1. Semi-Throw has barely any range anymore, so be as close as possible to
the opponent.
2. I've seen it combo off Crouching Forward, but it's rare. My guess is 
that you have to do a meaty Crouching Forward to get it to work. Why did
they make this so hard for Oro to do now? With the reduced damage of the 
Semi-Throw it's not that fearsome...



  -=Ryu=-

Best Jumping Attacks: Forward, Fierce, Roundhouse

Interruptable Attacks:
Close/Far Standing and Crouching Jab
Close/Far Standing and Crouching Short
Close Standing and Crouching Strong
Close Standing and Crouching Forward
Close Standing and Crouching Fierce

Chain Combos:
Far Standing Fierce, Standing Roundhouse

Combos:
Whee. The only new thing he's got is EX Lunge Kick juggles, which are kinda
cool.

(1) Jump-in, Crouching Forward, Fireball, Shinkuu Hadoken - 9 Hits
(2) Jump-in, Crouching Forward, Fireball, Shin-Shoryuken, Fierce Fireball -
  8 Hits
Jump-in, Crouching Forward, Fireball, Shin-Shoryuken, Roundhouse Hurricane
  Kick - 8 Hits
Jump-in, Crouching Forward, Fireball, Shin-Shoryuken, Roundhouse Lunge
  Kick (hcf+K) - 8 Hits
(3) Jump-in, Crouching Forward, Fireball, Shin-Shoryuken, Dash Towards, 
  Dragon Punch - 8 Hits
Jump-in, Crouching Forward, Short Lunge Kick - 3 Hits
Jump-in, Crouching Forward, Hurricane Kick - 3 Hits
Jump-in, Crouching Forward, EX Hurricane Kick - ? Hits
Jump-in, Standing/Crouching Fierce, Shinkuu-Hadoken - 7 Hits
(4) Jump-in, Standing/Crouching Fierce, Shin-Shoryuken, Fierce Fireball/
Roundhouse HK/Roundhouse Lunge Kick/dash-in DP - 8 Hits
(5) Jump-in, Standing/Crouching Fierce, EX Lunge Kick, Dragon Punch - 4 Hits
Jump-in, Standing/Crouching Fierce, EX Lunge Kick, Hurricane Kick - 4 Hits
Jump-in, Standing/Crouching Fierce, EX Lunge Kick, Shinkuu-Hadoken - 8 Hits
(6) Crossup Forward, Standing Fierce, Dragon Punch, Shinkuu-Hadoken - 8 Hits
Crossup Forward, Standing Fierce, Dragon Punch, Shin-Shoryuken, Fierce 
Fireball/Roundhouse HK/Roundhouse Lunge Kick/dash-in DP - 8 Hits

Notes:
1. As with the other Shotos, feel free to substitute Crouching Forward for
either of the Fierces, and omit the fireball for a harder-to-do combo that
does more damage.
2. Shin-Shoryuken can be followed up with a juggle move. Duh.
3. You have to dash immediately after Shin-Shoryuken ends so you're in 
close enough to land the DP.
4. When it comes to damage, it's hard to beat this combo.
5. To do the EX Lunge Kick juggles, don't do them in the corner. Or else 
their body will go right through you and you'll miss.
6. As said before, the DP isn't necessary.


  -=Sean=-

Best Jumping Attacks: Forward, Fierce, Roundhouse

Interruptable Attacks:
Close/Far Standing & Crouching Jab
Close/Far Standing & Crouching Short
Close Standing & Crouching Strong
Crouching Forward
Close/Far Standing & Crouching Fierce
Close Standing Roundhouse

Chains:
Close Standing Strong, Standing Roundhouse
Standing Fierce, F+Fierce (does not actually combo)

Combos:
Use his taunt (the basketball) as a lead-in to combos whenever possible.
You'd be surprised how good that move is for a taunt.

Jump-in, Crouching Forward, Roundhouse Tornado Kick - 6 Hits 
(1) Jump-in, Crouching Forward, Roundhouse Tornado Kick, Hado-Burst - 7 Hits
Jump-in, Crouching Forward, Roundhouse Tornado Kick, Hyper-Tornado - 18 Hits
(2) Jump-in, Crouching Forward, EX Tornado Kick, Hado-Burst - 7 Hits
Jump-in, Crouching Forward, EX Tornado Kick, Shoryu-Cannon - ? Hits
Jump-in, Crouching Forward, EX Tornado Kick, Hyper-Tornado - 18 Hits
Jump-in, Standing Roundhouse, Roundhouse Tornado Kick (QCB+K) - 6 Hits
(3) Jump-in, Standing Roundhouse, Hado-Burst - 3 Hits
Jump-in, Standing Roundhouse, Shoryu-Cannon - ? Hits
Jump-in, Standing Roundhouse, Hyper-Tornado - 14 Hits
(4) Jump-in, Standing Strong, Standing Roundhouse, Hado-Burst - 4 Hits
Jump-in, Standing Strong, Standing Roundhouse, Hyper-Tornado - 15 Hits
Crossup Forward, Standing Strong, Fierce Dragon Smash (DP+P) - 4 Hits
(5) Crossup Forward, Standing Strong, Fierce Dragon Smash, Hado Burst - 
4 Hits
Crossup Forward, Standing Strong, Fierce Dragon Smash, Shoryu Cannon - 
? Hits
(6) Buttcheck (QCF+K), Hado-Burst - 2 Hits
Buttcheck, Hyper-Tornado - 13 Hits

Notes:
1. A Super Art can be linked after Sean lands from the Tornado Kick, but 
timing is critical.
2. The same goes for his EX Tornado Kick, but timing is MUCH easier.
3. To do this combo you can either interrupt the Standing Roundhouse, or
wait til the animation finishes and then link the Super. You can also do
this with Standing or Crouching Fierce too.
4. Again, link a Super after the chain.
5. Dragon Smash is interrupted on the first hit.
6. Guess what?!? That's right, you link the super after the Buttcheck.



  -=Urien=-

Best Jumping Attacks: Fierce, Roundhouse

Interruptable Attacks:
Standing and Crouching Jab
Standing and Crouching Short
Standing Strong
Crouching Fierce (1st hit)

Chains:
Standing Jab, Standing Strong

Combos:
Most of his combos are based around Aegis Reflector and juggles. Experiment 
with doing Aegis Reflectors behind your opponent and then trying to combo 
and knock them into the Reflector for more hits. IMO the Reflector is his 
best Super because of all the crazy things you can do with it, but this is 
supposed to be a Combo FAQ so I'll shut up...

(1) Jump-in, Standing Jab, Standing Strong, Short Tackle (charge B, F+K), 
  Tyrant Slaughter - 9 Hits
Jump-in, Standing Jab, Standing Strong, Short Tackle, Temporal Thunder - 
  9 Hits
(2)! Jump-in, Standing Jab, Standing Strong, Short Tackle, Jab Aegis
  Reflector, Jump-in, Standing Jab, Standing Strong, Short Tackle, Jab
  Aegis Reflector, Jump-in, Crouching Fierce, Strong Headbutt (Charge D,
  U+P) - 24 hits
! Jump-in, Standing Jab, Standing Strong, Short Tackle, Jab Aegis Reflector, 
  Crouching Short, Jump-in, Standing Jab, Standing Strong, Short Tackle, Jab 
  Aegis Reflector, Crouching Short, Jump-in, Crouching Fierce, Roundhouse 
  Tackle - 26 hits
(3) Jump-in, Standing Jab, Standing Strong, Short Tackle, Strong Aegis
  Reflector, Crouching Forward - 7 Hits 
(4) Jump-in, Standing Jab, Standing Strong, EX Tackle, Tyrant Slaughter -
  10 Hits
Jump-in, Crouching Short, Jab Headbutt - 3 Hits
Jump-in, Crouching Fierce, Jab/Strong Headbutt - 4 Hits
(5) Jump-in, Crouching Fierce, EX Headbutt, Crouching Fierce, EX Headbutt -
  8 Hits
Jump-in, Crouching Fierce, EX Headbutt, Crouching Fierce, Standing
  Fierce - 7 Hits
Jump-in, Crouching Fierce, EX Headbutt, Crouching Fierce, Fireball (QCF+P),
  Temporal Thunder - 12 Hits
Jump-in, Crouching Fierce, EX Headbutt, Crouching Fierce, Roundhouse Tackle,
  Temporal Thunder - 12 Hits
! Jump-in, Standing Jab, Standing Strong, Short Tackle, Jab Aegis Reflector,
  Jump-in, Crouching Fierce, EX Headbutt, Crouching Fierce, Roundhouse 
  Tackle, Standing Fierce - 18 Hits
(6) EX Tackle, Crouching Short, EX Tackle, Crouching Short, etc. - ? Hits

Notes:
1. The Jab, Strong chains whiffs if the first hit nailed a croucher. Ugh...
2. Urine's crazy combo o' doom! Well, not really. Despite looking pretty
good, it does little damage. Fun and flashy. It might sound hard, but it's
not... just get up to the first Reflector, when you see it connecting just
jump in again and do the same combo over again. After that, finish it off
with a Crouching Fierce into a juggle. If you want, you can also omit the
second Reflector and the instead go into Urine's Juggle-mania combos. An
example is given later.
3. This combo isn't much, but I thought it was kinda interesting since 
you interrupt the stun from the Tackle by doing a Super Art, which gives 
you enough time to actually link a Crouching Forward and knock them into 
the Reflector behind them.
4. Since EX Tackle isn't super-cancellable, link the Super after the second
hit.
5. Juggle-mania with that Crouching Fierce and EX Headbutt! Just remember
the "six-hit juggle rule". When you do the second Crouching Fierce, try to
hit with the 2nd hit only of it so you can do a final juggle move.
6. This is a semi-infinite combo I stumbled upon a couple days ago. Despite
what you might think, IT IS VERY VERY HARD. Linking the Crouching Short 
after an EX Tackle is very difficult, but I've seen it register on the
combo counter a half-dozen times so I know I'm not hallucinating. If you had
perfect timing, you'd be able to keep the combo going until you run out of
Super meter (since it requires EX moves). And if you can keep it going
forever, then you might want to consider using Tyrant Slaughter since you
can store the most Super with it (i.e. the most EX's)



  -=Yang=-

Best Jumping Attacks, Fierce, Forward-DF+Forward air chain, Dive Kick

Interruptable Attacks:
Standing & Crouching Jab
Standing & Crouching Short
Close Standing & Crouching Strong
Crouching Forward
Close Standing Fierce (1st hit)
(Standing Forward can be cancelled with a super jump)

Chains:
Standing Strong, Standing Fierce, B+Fierce (super-cancellable)
Standing Short, Standing Forward, Standing Roundhouse
Crouching Short, Crouching Forard (interruptable)
Jumping Forward, Jumping df+Forward

Combos:
Add one hit to each combo if you start a jumping combo with the Forward-
df+Forward air chain. Also, it's possible to start combos with his HCB+K 
grab too. Most of the combos here will work when done after the HCB+K grab, 
just omit the jump-in. Also note that any combo not involving a Super Art
means that you can probably "spice it up" by performing the Seiei-Enbu, and
then doing the combo for more hits than usual. Wheeee.  

(1) Jump-in, Standing Strong, Standing Fierce, B+Fierce - 4 Hits
Jump-in, Standing Strong, Standing Fierce, B+Fierce, Tenshin-Senkyutai -
  10 Hits
Jump-in, Standing Short, Standing Forward, Standing Roundhouse - 4 Hits
Jump-in, Standing Strong, "Rekka Ken" (QCF+P) x3 - 5 Hits
Jump-in, Crouching Short, Crouching Forward, Rekka Ken x3 - 6 Hits
Jump-in, Crouching Short, Crouching Forward, Tenshin-Senkyutai - 9 Hits
Jump-in, Crouching Short, Crouching Forward, Raishin-Mahhaken - 11 Hits
(2) Jump-in, Crouching Short, Crouching Forward, EX Senkyutai, Crouching 
  Strong - 7 Hits
Jump-in, Crouching Short, Crouching Forward, EX Senkyutai, 
  Tenshin-Senkyutai - 12 Hits                             
(3) Standing Forward, Forward Senkyutai, Crouching Strong - 4 Hits
(4) Standing Forward, Forward Senkyutai, Tenshin-Senkyutai - 9 Hits

Notes:
1. ROBOT COMBO!
2. You can juggle off of Forward and EX Senkyutai's. (and the Roundhouse 
one too I think)
3. Use this when someone jumps at you.
4. Ditto.



  -=Yun=-

Best Jumping Attacks: Forward, Fierce, Jab-Fierce air chain, Dive Kick

Interruptable Attacks:
Standing & Crouching Jab
Standing & Crouching Short
Close Standing & Crouching Strong
Crouching Forward
Close Standing Fierce (1st hit)
(Standing Forward can be cancelled with a super jump)

Chains:
Standing Strong, Standing Fierce, B+Fierce (super-cancellable)
Standing Jab, Standing Short, Standing Strong (interruptable)
Crouching Roundhouse, Standing Roundhouse
Jumping Jab, Jumping F+Fierce

Combos:
Add one hit to each combo if you start a jumping combo with the Jab-Fierce 
air chain. Also, it's possible to start combos with his HCB+K grab too.
Most of the combos here will work when done after the HCB+K grab, just omit
the jump-in. Overall, I'd say that Yun is more of a combo-oriented
character than Yang is, and more fun to play too... (but still hellishly
powerful)

(1) Jump-in, Standing Strong, Standing Fierce, B+Fierce - 4 Hits
(2) Jump-in, Standing Strong, Standing Fierce, Sourai-Rengeki - 9 Hits
(3)! Jump-in, Standing Strong, Standing Fierce, B+Fierce, Genei-Jin,
  Jab Hop Punch, Jab Hop Punch, Jab Hop Punch, Jab Hop Punch, Jab Hop
  Punch, Standing Forward, Fierce Hop Punch - 21 Hits
(4) Jump-in, Standing Strong, Standing Fierce, B+Fierce, You-Hou, Jab
  Bodycheck (DP+P) - 8 Hits
(5)! Jump-in, Standing Strong, Standing Fierce, B+Fierce, You-Hou, Jab 
  Bodycheck, Fierce Hop Punch (QCF+P) - 9 Hits
(6) Jump-in, Standing Jab, Standing Short, Standing Strong, Jab Hop Punch - 
  5 Hits                                   
Jump-in, Standing Jab, Standing Short, Standing Strong, Forward Senkyutai -
  6 Hits
(7)! Jump-in, Standing Jab, Standing Short, Standing Strong, Forward 
  Senkyutai, You-Hou, Jab Bodycheck, Fierce Hop Punch - 11 Hits
Jump-in, Standing Jab, Standing Short, Standing Strong, Jab Bodycheck,
  You-Hou, Jab Bodycheck - 9 Hits
Jump-in, Standing Jab, Standing Short, Standing Strong, Jab Bodycheck,
  Sourai-Rengeki - 11 Hits
! Jump-in, Standing Jab, Standing Short, Standing Strong, EX Bodycheck, 
  Fierce Hop Punch - 7 Hits
Jump-in, Crouching Forward, Jab Hop Punch - 3 Hits
Jump-in, Crouching Forward, EX Bodycheck - 4 Hits
Jump-in, Crouching Forward, You-Hou, Jab Bodycheck - 6 Hits
Jump-in, Crouching Forward, Sourai-Rengeki - 8 Hits
(8) Standing Forward, Fierce Hop Punch
(9) Standing Forward, Jab Bodycheck, You-Hou, Jab Bodycheck
Standing Forward, Jab Bodycheck, Genei-Jin, Jab Hop Punch x5, Standing
  Forward, Fierce Hop Punch - 19 Hits

Notes:
1. ROBOT COMBO! (had to say it again.)
2. Yun can still link a super by doing it immediately after the Strong-
Fierce instead of finishing with the B+Fierce patticake. This is how
you get full hits from the Sourai-Rengeki. (but who uses that super anyway?)
3. Genei-Jin has been toned down big time from the original SF3. If anyone
finds a really cool juggle better than this one let me know.
4. Robot Combo into You-Hou is way better than into Tenshin Senkyutai. 
Finally Yun has something over Yang... as for juggling after the You-Hou,
it works best if you're in the corner. Otherwise, you usually have to just 
stick with getting a Jab Bodycheck.
5. When in the corner, it's usually best to juggle with a Fierce Hop Punch
after the Jab Bodycheck. You can also try a Senkyutai, or even another Jab
Bodycheck.
6. In the Jab-Short-Strong, you can do several jabs in a row depending on
how close you are and how big your opponent is. You can get at least two
Standing Jabs on everyone. Three on bigger characters. Possible to get 
four on Hugo if you don't do a jump-in.
7. You-Hou can be juggled after the Forward Senkyutai, but timing is really
strict. Who's going to use this anyway when it's easier to do off the
Bodycheck?
8. This is used when someone jumps at you. 
9. For the You-Hou to connect, wait a little while before doing the Jab
Bodycheck. The lower they are to the ground when it connects the better 
your chances of getting all three hits of the You-Hou (otherwise you only
get one and no juggle followup)




  ACKNOWLEDGMENTS

Well, hope you enjoyed this FAQ... there are still plenty of combos to find,
so if you have some that aren't in here, by all means send them in!

E-mail: lordbbh@aol.com

You can always get the latest version of this FAQ off of

ftp://users.aol.com/kensou/2icombo.txt    (or www.gamefaqs.com)


This FAQ couldn't have been complete without the help of the following...

Capcom, for making a great game... it's no ST, but it's fun anyway.
Elusive for his 2I FAQ... I snagged a few combos from there
Onaje Everett and Team Red Herring for actually giving me feedback on the
early version of this FAQ...
All the scrubs at Einstein's and Le Fun in Austin for being the unwilling
victims of a lot of combos   :)



Happy comboing!







































  ***SPECIAL BONUS FUN SECTION!!!***


  "Trash Talking with Urine"


Urien is quite possibly the stupidest name Capcom has ever come up with.
So why not capitalize on it? It's fun making dumb jokes about Urien, so if
you actually play him, why not interject some silly trash-talking into the
mix for some laughs from your friends  :)   And for even more fun, always
pick Urien's Forward color... it looks like... well, you know.

E-mail if you have any more.


"Care for a sample of my Urien?"
"Wait til you taste the power of my Urien!"
"Dude, my Urien was all over you in that fight"
"Once my Urien gets flowing, you can't stop it!"
"I'll bet you've never seen Urien look as good as that!"

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