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Allen Snider by JCulbert

Version: 1.5 |

Allen Snider Character Guide
Street Fighter EX (Arcade)
version 1.5
By John Culbert (tigeraid@geocities.com)

Version Updates:
----------------

v1.2

-changed "thanks to Capcom" to "thanks to Arika" (the real makers of the
 game)
-confirmed game version (according to lancer it is the "English" version)
-other little corrections and additions of tactics

v1.5

-added lotsa Justice Fist tactics
-other odds and ends

INTRODUCTION:
-------------

For once our arcade actually got a game fairly early!! This should help me
get a fairly good head start on doing some strategy and such for EX.

Street Fighter EX IMO could be thought of a LOT like SSF2T. There are NO
chain combos (Except of course things like C.Short -> C.Short with Ken/Ryu),
NO ACs (YES!!!! YES, YES, YES!!!), and also thankfully, no CCs.
Yes, Street Fighter EX is, for the most part, a collection of all the things
we classic SF players like--it has no CCs, ACs, or chain combos, but retains
good ol' Super Combos (wouldn't be a fighting game without them these days),
tech hits (I'd prefer if these weren't there, personally!), and a rigid 
combo system.
And of course, probably the biggest thing about SFEX is the fact that it is
the FIRST Street Fighter game that is polygon-based and 3-D! In my opinion,
it's kinda nice, and doesn't detract from the gameplay that much (some of 
the basic movements like jumping are a little different and require some
getting used to, however).

WHO'S ALLEN SNIDER?
--------------------

Allen's an extremely cool version of Ken and Ryu; he dresses basically the
same, and he has wild orange hair. Instead of the normal hand-guards worn
by the shoto-bros., he wears silk wrappings like a kickboxer (one of the
reasons I like him!) He was going to be the best fighter in the US, until 
Ken defeated him. He now seeks revenge.
Some may think he's just another scrubby guy, but he has the potential to 
play much more creatively than Ryu, with or without his FB...

NOTE: In the "A word about..." section, I use examples in my explanations
      involving OTHER fighters. I prefer to leave Allen for the actual Allen
      guide, and I find examples with other fighters are easier to use. 
      Therefore, I recommend you find a general SFEX FAQ, like Darklancer's, 
      if you don't know what moves I'm talking about.

############################################################################

*******
LEGEND:          BUTTONS
*******
		.-------------Jab
     D-PAD      | .-----------Strong
		| | .---------Fierce
   U/B U U/F    | | |
      \|/       | | |
    B--o--F     | | |
      /|\       O O O
   D/B D D/F    O O O
		| | |
		| | |
		| | |
		| | ----------Roundhouse
		| ------------Forward
		 -------------Short

QCT= Quarter Circle Toward (roll the joystick from D to F)
QCB= Quarter Circle Back (roll the joystick from D to B)
HCT= Half Circle Toward (roll the joystick from B to D to F)
HCB= Half Circle Back (roll the joystick from F to D to B)
 + = enter commands simultainiously
 N  = Neutral (return D-Pad to center)
 J. = Jumping
 S. = Standing
 C. = Crouching
 XX = indicates buffering

Some Short Forms Used in This FAQ:
----------------------------------

SF2= Street Fighter II: the World Warrior (may also refer to it as Classic)
SF2CE= Street Fighter II: Champion Edition (may just be CE)
SF2T= Street Fighter II Turbo: Hyper Fighting
SSF2= Super Street Fighter II: the New Challengers
SSF2T= Super Street Fighter II Turbo (may refer to it as Super Turbo)
SFA= Street Fighter Alpha: Warrior's Dreams
SFA2= Street Fighter Alpha II
DP= Dragon Punch- can be referring to Ryu's, Ken's, Akuma's Special move, or
		  to the similiar joystick/D-Pad motion (F, D, D/F)
HK= Hurricane Kick- can be referring to Ryu's, Ken's or Akuma's Special Move, 
		    or to the similiar motion (QCB+any kick)
FB= Fireball- can be referring to Special Move possessed by many characters,
	      or to the similiar motion (QCT+any punch)
SC= Super Combo
CC= Custom Combo- pertaining to Custom Combos from SFA2
FK= Flash Kick- Guile's (and Charlie's) move, or similiar motion (charge D,
		U+any kick)
SB= Sonic Boom- Guile's (and Charlie's) move, or similiar motion (charge B,
		F+any punch)
YF= Yoga Flame- pertaining to Dhalsim's OLD Special Move or similiar motion 
		(HCT+any punch)
SBK= Spinning Bird Kick- pertaining to Chun Li's pattened move
TBK= Thousand Burst Kick- Chun Li's Super Combo
SPD= Spinning Pileriver- Zangief's pattened move, or similiar motion (roll
			 360 degrees)
FAB= Final Atomic Buster- Zangief's pattened SC, or similiar motion (roll
			  720 degrees)

A WORD ABOUT...
***************

THROWS AND GRABS:

A Throw or Grab (including SPD or other Special Move Throw) must be done 
right up close, and is unblockable; it can only be avoided (some exceptions,
like Zangief's Running Bear Grab, and Cracker Jack's Lazy Buffalo do exist). 

----------------------------------------------------------------------------

TECH HITS:

To perform a tech hit, hold B or F and hit Strong or Fierce (or Forward or 
Roundhouse if your fighter has a Throw with those buttons) just as the 
opponent grabs you; basically, you perform a Throw at the same time the enemy
tries to Throw you. YOU CANNOT TECH HIT SPECIAL MOVE THROWS (eg. Zangief's
SPD)

-----------------------------------------------------------------------------

BLOCKING:

To block an oncoming attack, hold in the opposite direction. To block a low 
attack (i.e. the enemy hits low, like a sweep), hold D/B to crouch and block.
There is NO Air Blocking SFEX!

-----------------------------------------------------------------------------

GUARD BREAKING:
---------------

The only truely new (non-combo) feature of SFEX is the Guard Break; taking up
one level of the Super Meter, a Guard Break will break through an enemy's
block, and stagger them for QUITE a long time, allowing you to set up some
devastating combos. To perform a Guard Break, press Fierce+Roundhouse, or 
Jab+Short, or Strong+Forward.

-----------------------------------------------------------------------------

TICKS:

A tick is an attack that, if you connect with it, you can go into a combo or
some other follow-up of your choice, and if blocked, you will recover in time 
to throw another attack before your opponent can; note that they also recover 
from their blocking frames at relatively the same time, so they will also be 
able to block the follow-up. But, since Throws are unblockable, you can nail 
them with a Throw! A fine example is to hit the opponent with Zangief's 
S.Short; if they block, quickly buffer the SPD and it will be almost 
unavoidable!

-----------------------------------------------------------------------------

SUPER METER:

Underneath your Health meter is a meter which will fill up when you perform 
Special Moves or when you hit the enemy. Once filled to one level, it will
flash and you can now perform one SC (or one Guard Break). It can also 
continue to be filled to a max of 3 levels.

-----------------------------------------------------------------------------

SUPER COMBOS (SFA2 and SSF2T):

Your fighter has the ability to perform a powerful multi-hit attack known as
a Super Combo (SC). You will know a character has executed a Super Combo
because the screen will grow dark for a moment as they gather "chi" (spirit).
ALL ANIMATION except for the gathering of the character's energy will stop,
so your opponent cannot move. If you finish your opponent with an SC, the 
screen will flash brightly, and for some ODD reason in SFEX, a METEOR will
fly through the screen! 

-----------------------------------------------------------------------------

COMBOS:

A combo is a series of attacks that, once the first hit connects, are
totally unblockable until the opponent is knocked down or the attacker is
pushed too far away to continue. In SFEX, the combo system has been ALMOST
returned to the original system in SSF2T. Combos in SFEX generally follow 
the pattern of Jump-in -> Standing or Crouching Attack buffered into Special
Move. You can also start simply from a Standing or Crouching Attack and
buffer into a Special Move (see "buffering" below), and in some cases, more
than one Standing or Crouching attack can be used (eg. two S.Jabs). ONLY
CERTAIN REGULAR ATTACKS ARE BUFFERABLE!

So what's different about SFEX's combo system? Well, first off, there is a
juggle system now, moreso than ever; for example, one time I was using 
Guile, and I hit a jumping opponent (Ken) with my Jab SB. I then jumped and
actually hit him with a J.Fierce before he landed, for a 2-hit combo! NOTE:
JUGGLING IS A BIG PART OF ALLEN'S GAMEPLAY! SEE ALLEN'S COMBOS FOR MORE INFO!

Still, the only big difference is that you can now buffer a SPECIAL MOVE 
into a SUPER COMBO, and a Super Combo into a Super Combo! There are no 
longer different SCs depending on the Super Meter level (except in some cases, 
like Akuma's dreaded Raging Demon) but this is remedied by the fact that you 
can string together up 3 SCs to make, in essence, a L3 Super Combo anyways. 
And hey, all you whiners who complain about no more huge multi-hit combos, 
take this example combo for Chun Li!

J.Roundhouse XX Roundhouse TBK XX Kikosho

This is an excellent example of how easy it is to pull of a HUGE multi-hit 
combo, if you have the timing down pat. For this reason, it is a VERY good 
idea to cancel Special Moves into Super Combos for MASSIVE combo damage.

RESTRICTIONS:

Their are TWO restrictions to the Super Combo buffering: 

1. If the SC is ground-based, your character's feet MUST be on the ground 
when you perform the buffered SC. The best example is with Ken; a powerful 
combo for  him is a Fierce DP buffered into a Shoryureppa--but wait, doesn't 
the DP cause Ken to rise into the air? This problem is solved if you 
perform the Fierce DP. This is because the first 2 hits of the _Fierce_ 
Dragon Punch leave Ken grounded, then he takes off for the the 3rd (now 
non-flaming) hit. The buffered SC WILL work IF you buffer it in before the 
3rd hit of Ken's SC. So this means that, for example, you cannot perform a 
Flash Kick with Guile, then quickly cancel it with a Double Flash Kick SC, 
because Guile will be off the ground with the first FK!

BTW, this restriction does of course not apply to air SCs; for example, the
CPU Ryu did this HORRIBLY powerful combo to me:

J.Roundhouse, C.Forward XX Roundhouse HK XX SUPER HK

Ryu cancelled the 2nd hit of his regular HK into the mid-air Vacuum 
Hurricane and juggle me repeatedly in mid-air! This combo HURT. I would 
assume that he could do the same thing with his DP, perhaps cancelling the
DP near the peak of its ascent!

2. You CANNOT BUFFER AN SC INTO ANOTHER OF THE SAME SC. The big mistake that
lancer pointed out to me is that you cannot buffer two of the same SCs. For 
example, you cannot buffer C.Jack's Crazy Buffalo into ANOTHER Crazy 
Buffalo.

-----------------------------------------------------------------------------

BUFFERING:

This is a technique used in 90% of all fighting games out today. To buffer 
means to do the motions of one move while the animations of another move are 
still being performed. Here's an example for Guile:

-C.Strong XX Roundhouse FK

a) hold D and hit Strong, then U+Roundhouse

In order to perform this as a true combo, you must "cancel" the Strong with
the FK, in other words, the Flash Kick must come out before the animations of 
the Strong are finished (before he draws the punch back after it connects). 
If you are too late the Kick will be blockable and won't count as part of the 
combo.

Eg. 2- (same button buffering)

-C.Strong buffered into Strong Sonic Boom

There are two ways to perform this combo:
a) begin holding D/B, then hit Strong, then F+Strong
b) hold D/B, then press and HOLD Strong, then F and release Strong

Some may find the second easier, but I actually use both. Again, the idea is
to make the Sonic Boom come out before the punch is finished. The second
way is easy simply because there are less things to do, and may keep some
big combos a little more simplistic.
	
Remember of course that you can now buffer Special Moves into SCs and SCs 
into other SCs; the same idea applies, i.e. perform the motion before the
first move's animations are complete.

#############################################################################

SNIDER'S MOVES:
---------------

-Soul Force: QCT+any punch
-Rising Dragon: F, D, D/F+any punch
-Justice Fist: B, D, D/B+any punch
-Kick Pummel: HCB+any kick (close)
-Hop Kick: F+Forward
-Reaping Throw Combo: F or B+Strong or Fierce (close)
-Guard Break; Jumping Knuckle: Jab+Short or Strong+Forward or 
			       Fierce+Roundhouse
-Super Combo 1; Fire Force: QCT, QCT+any punch
-Super Combo 2; Triple Break: QCT, QCT+any kick

REGULAR MOVES ANALYSIS:
-----------------------

Jab: Both are basic quick punches, standing and crouching respectively. 
     Besides being bufferable, the Jabs are great moves to use up close, and 
     if the opponent isn't really quick, they can tick well.

Strong: C.Strong is your basic, bufferable low punch; now big deal. S.Strong 
	is a bufferable roundhouse elbow, and an all-around great up-close 
	move.

Fierce: The S.Fierce is a cool hook punch, but kinda useless.
	The C.Fierce is a slow low punch, and seems only to be bufferable
	into SUPER COMBOS... J.Fierce is also the basic jumping punch, but
	leaves you in a good position for combos...

Short: Both provide decent ticking ability, but otherwise no big deal.

Forward: C.Forward is the basic shoto-bros. C.Forward, and is a good 
	 bufferable with good priority, range and speed. The S.Forward's no
	 Big deal. J.Forward is a great jump kick, decent for cross-overs,
	 and has slightly better horizontal range than the J.Roundhouse.

Roundhouse: S.Roundhouse is a good high roundhouse, and his only decent
	    regular move air counter. The C.Roundhouse is your basic
	    knockdown trip, with good range and great damage. It can be 
	    taken out with some fast high-priority moves, so be careful.
	    BTW, the J.Roundhouse is one of the best jumping attacks in the
	    game; it angles EVER-SO-SLIGHTLY upward, so it's good in 
	    air-to-air, and also uses his whole underside as a contact area
	    so, it's an awesome jump-in as well. Use OFTEN. Looks a bit like
	    Dan's from SFA2.

#############################################################################

MOVES ANALYSIS:
---------------

-Soul Force-

Allen throws your basic FB.

Except in combos or when you are desperate, this should be only used for
offensive pressuring. It'll make you look like Ryu if you do, and Allen has 
greater strengths anyways. If anything use it to get CLOSER to the opponent, 
but throwing it for pressure and following it in. See combos section for more 
info.

-Rising Dragon-

Allen performs a multi-hitting DP (doesn't look the same as Ken's, BTW)

Possibly the best DP move in the game, the Jab version is a great air 
counter and the Fierce version hits more times than Ken's! Great in combos,
and of course it has the same bad recovery. GREAT reversal move, use it a LOT
if the enemy likes to get over you as you're rising from a knockdown. The Jab
version can also be used TO A CERTAIN extent as a meaty attack (especially if
you know the enemy likes to get up with sweeps or FBs.)

-Justice Fist-

Allen performs a dashing punch to the mid-section. After connecting, he goes
into a Horse stance ala Akuma.

To be used VERY carefully, it has the longest recovery of any Special Move.
That Jab version takes out projectiles, and unlike what I previously said,
this is one of its best features; first off, he still goes into his horse
stance afterwards, so even if you destroy the FB, they can still hit you
during the recovery. HOWEVER, since this IS SFEX, you can buffer the Justice
Fist into a Super Combo! So basically, if you take out a projectile from
around mid-range, cancel the Justice Fist into a Fire Force, and if you 
manage to take out a FB close enough, cancel into a Triple Break!
Other than that, you must note that it CAN do as much damage as a single Fire
Force! I'm not quite sure about how, it just sometimes takes off a shitload 
of damage, and sometimes it does about as much damage as a Soul Force--
perhaps it's distance-affected like Akira's Dashing Palm from VF2... either
way, it is a VERY good idea to hit an opponent with this from short distances
if the enemy whiffs a move; even if you block a DP or they miss it from 
close, it is actually better to do a Justice Fist XX Fire Force or Triple 
Break+juggle than a full combo! 
Since an e-mail from Mark Zedaker (illgoga@geocities.com), I have come to use
the Justice Fist QUITE a bit, for the above FB defense, in combos, and 
another purpose--with GREAT reflexes (something you get from playing Zangief
and Sagat all the time! :) it is actually possible to snuff a LOT of regular
attacks; it seems for the most part that the Justice Fist has invulnerable
frames during the beginning of the dash--it can be taken out by Special Moves
with high priority as far as I know, but if there are opponents who pester
you a lot with regular attacks, ESPECIALLY crouching kicks, take a gamble
once in a while from mid-range and knock 'em out of it with the Jusice Fist!
See combos for more info.

-Kick Pummel-

NOTE: anyone translate the Japanese name?

Allen grabs the opponent, kicks them into the air, then follows them up,
kicking them repeatedly ala Liu Kang.

I use this sometimes to have fun, but I find myself using it less and less; 
the problem is that, unlike the other Grappler's Throws (Zangief, Darun), 
this one does not have good ol' SF2 range (mind you, Darun doesn't really 
have the range either... see my upcoming Darun FAQ). If you're absolutely 
sure you're close enough to grab, then go for it, but I'd personally hit 'em 
with a Justice Fist... Besides, this looks kinda corny anyways, and you can
get a LOT more damage with the Justice Fist XX Fire Force or Triple 
Break+juggle, or another combo...

-Hop Kick-

Allen hops forward with a half-spinning roundhouse.

Not sure if this is an Overhead Strike yet, but it's still good for hopping
over low attacks. If the enemy is kinda slow, try a Super Combo afterwards,
but remember you can't actually combo off the Hop Kick.

-Reaping Throw Combo-

Allen grabs the enemy, punches them, then hooks his leg outside their calf,
sweeps them to the ground, and punches them a final time.

Annoyingly weak but hey, it's damage. This has better range than his Special
Kick Pummel. Mix it in up close with ticks now and then, but it's not that
critical. One good thing is that it trades places with the enemy, and leaves
them relatively close for a meaty attack.

-Guard Break; Jumping Knuckle-

Allen performs a hopping punch.

These are decent moves, and other than using it on persistant turtlers, you
won't get it in often. It may work if you bait them into blocking with a FB
from the max range of the Guard Break.

-Super Combo 1; Fire Force-

Allen draws back and lets out a powerful ball of fire.

Good damage, and is quite critical in big combos (see combos). Using this
for block damage is kinda stupid and is really a waste, so use it to take
out missed moves from a distance (try for a Justice Fist XX SC if you can 
though!) or the other enemy's FB. If you're into the baiting FB crap, then 
you can time it so the jumping opponent lands on it... incidentally, unlike
the previous SF games, the Fire Force will keep the enemy in the air for all
5 hits.

-Super Combo 2; Triple Break-

Allen exclaims "Triple Break!" and hops, performing three snap kicks.

Good priority over low attacks UP CLOSE, and remember that it has little
range. It can also act as an air counter if the opponent is really deep, but
this rarely happens often. The big thing about this is that you can juggle
quite easily after it, best with a Justice Fist or Fire Force. The recovery
is slow if missed or blocked. Best in combos, especially after a Justice Fist
if you're close enough...

#############################################################################

TACTICS:
--------

Allen's basic strategy is to play on the enemy's mistakes. None of his moves
have particularily good enough recovery to use well offensively, and the 
majority of them have good start-up speed. Pressure the opponent with Soul
Forces, but only enough to allow you to get in close, NOT to trap ala Ryu.
Follow in your FBs and wait for them to counter you in some way. Try very
hard to get in the Justice Fist as often as possible, because it can start
combos and does damage well enough by itself (see combos). Remember to use it
against projectiles especially (see Justice Fist). Up close, stress the 
Shorts and Jabs, to tick and maybe even buffer into a Special Move for a
quick combo. Once you have a Super Combo charged, try to stay about mid-range 
but also defensive, and counter appropriately with either SC. 
ABOVE ALL ELSE, don't throw anything out liberally except maybe FBs.
BTW, if the enemy blocks one of your FBs (or Fire Force SC), try for a Guard
Break if you're close enough! ;)

#############################################################################

COMBOS:
-------

Allen has VERY devastating combo potential, especially when he has a couple
of SCs charged. Both the FB and Fire Force SC are very important to big
combos; this is because they only push the opponent back a VERY tiny bit,
and if you have a Super Combo available during either of them, it is easily
buffered from the combo, because the projectile "anchors" the opponent close
to you. When juggling after the Triple Break, you're best to use the Fierce
Justice Fist if you have another SC available to combo in to, or you can
simply juggle with a Fire Force SC.

1. J.Roundhouse, C.Roundhouse

Comments: basic 2-hit knockdown, decent damage.

2. J.Roundhouse, C.Forward XX Fierce Soul Force

Comments: *Yawn*. This smacks of Ken/Ryu, but hey, it's damage. It is also
	  a great "anchor" to buffer into a Super Combo. 3 hits.

3. J.Fierce, S.Strong XX Fierce Rising Dragon

Comments: the S.Strong must be as CLOSE as possible for the DP to hit. The
	  Damage is great, but it's risky.

4. J.Roundhouse, C.Forward XX Fierce Justice Fist

Comments: by no means a safe combo, but it does devastating damage, and has
	  the ability to buffer quickly into a VERY powerful SC combo.

5. J.Roundhouse, C.Forward XX Fierce Soul Force XX Fire Force

Comments: basic powerful combo incorporating a buffered SC. 8 hits.

6. J.Roundhouse, C.Forward XX Fierce Soul Force XX Fire Force XX Triple
   Break, Fierce Justice Fist

Comments: requires 2 levels on the meter, but the damage is AMAZING. You
	  want to start as close as possible to the opponent with the Super
	  FB, so the Triple Break will connect.

7. J.Fierce, S.Strong XX Fierce Soul Force XX Fire Force XX Triple
   Break, Fire Force

Comments: a little more damage than #6, and a tad easier to time, except on
	  large opponents. Basically, the Fire Force motions should be 
	  started once Allen's feet touch the ground from the Triple Break. 
	  16 hits.

8. J.Roundhouse, C.Forward XX Fierce Justice Fist XX Triple Break, Fierce
   Justice Fist XX Triple Break, Justice Fist XX Fire Force

Comments: totally destroys the opponent's life bar, totally worth it if you
	  can get the timing down pat. 16 hits.

#############################################################################

Vs. Strategies:
---------------

Vs. Ryu:

To tell you the truth, getting into a FB war isn't all that dangerous with
Ryu, as far as I know. You can deal with his FBs as well as he can with 
yours, and you also have the Fire Force (however, I don't know how that 
would stand up to the Shinkuu-Hadouken; never came up!). Counter his missed 
HKs and DPs with the Justice Fist or a combo. REMEMBER to use the Justice 
Fist on his FBs!!!!!!!! (SEE JUSTICE FIST!)
Other than that, just be cautious not to fall for his FB/DP traps.

Vs. Ken:

Basically the same as Ryu, but you have to watch for the Roll from 
mid-distance or up close. Counter one if you anticipate it with a Sweep.
Up close his Shoryureppa will take out your regular moves, so keep on your
toes at that range.

Vs. Chun Li:

You can take out her Swallow Kick with a VERY FAST Jab Rising Dragon. In
turn, this Swallow Kick can go over your projectiles and low moves, so don't
throw them out uneccessarily. If she comes at you with the SBK, hopefully
you have a Triple Break charged, otherwise you can only block high (Allen has 
no crouching uppercut attack). Her TBK has great priority up close unless 
you're very late in your sweep animations, but if you block it, counter VERY
fast with a Fire Force buffered into Triple Break+juggle, or a Justice Fist 
XX Fire Force or Triple Break+juggle.

Vs. Pullum:

If you are VERY fast on the draw, you can counter a blocked Drill with a 
Justice Fist, otherwise just use the opportunity to get close. Do not jump
often, as she has great air priority as well as the very damaging Flip Kick
for an air counter. She also has a great pecking S.Roundhouse, so you're 
best to try and get up close and out-prioritize her. Remember she can do
that forward Flipping Kick over your projectiles and low attacks...

Vs. Zangief:

STAY AWAY! Sadly, in order to get far in this fight, you may have to use 
Soul Forces a little more often. When he Clotheslines through them, use the
time to get closer, and hit him as he recovers with a Justice Fist (or 
another Soul Fist, to be safer). Counter his offensive movement at EVERY
turn, otherwise you'll find yourself getting your head slammed into the 
ground.

NOTE: my Zangief FAQ is now up!

Vs. Guile:

Counter his SBs with your own Soul Forces (or the Fire Force), and only jump
them when you're sure you can get the jump-in. Otherwise, stay on the ground
because his air counters are powerful.

Vs. Hokuto:

Her sliding back/forth attacks can take out the Justice Fist if she does them
late, but try using the Jab or Strong, and if she counters it, switch to 
Fierce, which may have enough range to catch her on her way backward. Jumping 
in is fairly safe unless she has her Super FB charged... Nothing much else 
here.

NOTE: She seems to have a lot of potential; I may write a FAQ for her in the
      near future...

Vs. Doctrine Dark:

He will distance you annoyingly with the Explosives, but sometimes they'll
hang around the bomb--if they do, throw a Fierce Justice Fist in; you'll be
stunned by the weak bomb, but you'll have traded hits WELL in your favor. 
He has great air countering, so don't jump unless he has thrown out a Snap
Wire. Once you get up close, he's fairly easy to take out unless he has a
Super charged, in which case be careful.

Vs. Skullomania:

The stupid character with stupid move names isn't too difficult to defeat if
you play on his mistakes heavily. Counter the SkulloCrasher with a TIMED Jab
Rising Dragon, or block it and try for a Justice Fist (may connect). The
SkulloSlide hits low, but if you block it you can counter QUICKLY with the
Justice Fist or combo. Don't jump in on him, as he has great air counters.
His SC versions of the Slide and Crasher are just higher-priority, greater
recovering (in the case of the slide) versions of the normal Special Moves--
counter accordingly.

Vs. C.Jack:

Balrog with kicks (see my C.Jack FAQ!) can be difficult, but if he goes
offensive, time your low attacks well to take out his dashing moves (or a 
Fire Force works well). Don't jump often, and stay about mid-range, 
countering all of his missed attacks with the Justice Fist, and the Rising 
Dragon if he jumps. If he comes in with the Lazy Buffalo, counter with 
whatever you like QUICKLY. The _Crazy_ Buffalo has great priority up close, 
so be careful. Once you block his Dashing Upper or Crazy Buffalo, counter 
VERY quickly with the Triple Break (he can Throw you if you're slow).

NOTE: remember to check out my C.Jack FAQ, posted wherever this one was!

Vs. Blair:

Counter blocked Shoot Kicks with the Justice Fist or C.Roundhouse, and you
can take out her Shoot Upper with a well-timed C.Roundhouse. Remember, her
Sliding Arrow HITS LOW, so be watchful and don't throw out any high moves
without cause. Also, don't throw out low moves when she has a Super Combo
charged, 'cause her kick SC will take it out.

NOTE: I also have a FAQ out for Blair...

Vs. Darun:

Pretty much like playing against a DIFFERENT Zangief (but still not as cool!) 
His Lariat has more range than 'Gief's and hits mid-level, so watch it from a 
short distance. He is VERY slow, so you can counter his jump-ins easily. Once 
he has a level charged, he can take priority over most of your long-ranged 
moves with the Super Lariat. Counter any blocked or missed attack with the 
Justice Fist, to match the damage he can cause.

Vs. Allen:

Hopefully, your opponent uses too many FBs; play him mostly like Ryu, but
watch for the Triple Break up close.

Vs. Kairi:

No one plays him here, but I know that he works a lot like Ryu (essentially
the same moves), so work the FBs accordingly. Watch out for his AMAZING air
counter SC, and his mid-air SC. More later, possibly.

NOTE: I like his SCs and his Throws, so I also have a FAQ for him...

#############################################################################

WHAT'S MISSING?
***************

-MORE COMBOS!
-more Vs. Strategies
-any correction on tactics
-ANY CORRECTIONS
-translation of his HCB+kick Throw...

#############################################################################

CREDITS:
--------

Thanks to ARIKA for a great game, and thanks again to Lancer for his info...
Also a big thanks to Happy Man Arcade for finally getting a game in fairly
early! Finally a big thanks to Jason Jamieson (cka@efni.com), Jarvis, that
dude with the pink hat, that guy who gave me a few good fights with Blair
Dim (especially him!) and all the other guys at Happy Man for playing me. :)

This and other FAQs can be accessed at my homepage:

http://www.geocities.com/SiliconValley/Heights/1910

You can also e-mail me at:

tigeraid@geocities.com

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

					  -Kent Brockman, the Simpsons

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