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Move List and Guide by Kao Megura

Version: 1.5 | Updated: 07/11/2000

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                                                                P L U S
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                      STREET FIGHTER EX 2 PLUS FAQ v1.5
                      for the Sony PlayStation (import)
                             by Chris MacDonald
                             <kmegura@yahoo.com>

 Unpublished work Copyright 2000-2001 Chris MacDonald

 This document is protected by US Copyright Law, and the Berne Copyright
 Convention of 1976.  It is for private and personal use only--it cannot
 be reprinted in part or in whole, or reproduced in any way or in any
 form (written or otherwise).  It is a free document that cannot be used
 in any sort of commercial transaction, including selling it or giving
 it away as a gift.  This FAQ cannot be referenced, altered, or used by
 anybody (including webmasters, publishers, and magazine staff) without
 my express written permission.  This FAQ was created and is owned by
 me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
 exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
 acknowledged and respected that are not specifically mentioned herein.

 I expressly forbid the following publishers/publications from using this
 FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
 Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
 PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
 and Prima Games.  Remember, plagiarism is a crime and is punishable by
 law.
 
 Anyway, the Street Fighter EX series is (c) Arika Co., LTD. and
 Capcom Co., LTD. All characters, move names, and character move names
 are trademarks of Arika and Capcom.
    

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

  1.  INTRODUCTION
       - FAQ Notation
       - Basic Moveslist
  2.  CHARACTER MOVELISTS
       - Area
       - Balrog
       - Blanka
       - Chun-Li
       - Cracker Jack
       - Darun Mister
       - Dhalsim
       - Doctrine Dark
       - Guile
       - Hokuto
       - Ken Masters
       - Nanase
       - Pullum Purna
       - Ryu
       - Sagat
       - Sharon
       - Skullomania
       - Vega
       - Vulcano Rosso
       - Zangief
  3.  HIDDEN CHARACTER MOVELISTS
       - Garuda
       - Hayate
       - Kairi
       - Shadow Geist
       - Cycloid Beta
       - CPU Garuda
       - Vega II
 4.  SECRETS AND TRICKS
       - Unlock the Hidden Stuff - Manual Method
       - Play as the Hidden Characters
       - Fight the Hidden Characters
       - Unlock the Bonus Games
       - Enable Maniac Mode / Sample Data Replay
       - Extra Random Select
       - Infinite SC Energy
       - Secret Win Poses
       - Remove Balrog's Mask
 5.  GAME SHARK CODES
       - Player One Has Infinite Life
       - Player One Has Infinite SC Energy
       - Garuda, Shadow Geist, Kairi, and Hayate are Playable
       - Player One is always in Otedama Mode
       - Player One's Supercancel Limit is Off
       - Player One's Excel is always Active
       - Pause Menu Cursor Select
       - Total Time Count Select
       - Damage Count Select
       - Enable all the Bonus Games
       - Enable Maniac Mode
       - Play as Vega II, CPU Garuda, Cycloid Beta, etc.
       - Character and Mode Select
       - Character Move Select
  6.  EXPERT MODE GUIDE
       - (characters listed alphabetically)
  7.  MANIAC MODE GUIDE
       - (characters listed alphabetically)
  8.  MODES OF PLAY, EXPLAINED
       - Arcade Mode
       - Versus Mode
       - Option Mode
       - Practice Mode
       - Director Mode
       - Bonus Game
  9.  GAMEPLAY NOTES
       - Links, Canceling, and Combos
       - Throws and Tech. Hits
       - Super Combo Gauge and Bonuses
       - Super Combo Levels and Meteor Combos
       - Super Combo Finishes and Victory Symbols
       - Guard Breaks
       - Cancel Breaks
       - Using Excels
       - Reducing Damage 
 10.  MISCELLANEOUS
       - Beating Vega II
       - Color List
 11.  AUTHOR'S NOTE
       - Revision History
       - Special Thanks

 This FAQ is for the _Japanese_ version of SFEX2 Plus.  Since the US
 release, I have gotten complaints about the codes not working, etc.
 All I can say is, there are differences between the two releases, so
 you're going to have to find the codes elsewhere!

 This FAQ was ripped off by Eric Lionel Pratte for his Prima Games'
 SFEX2 strategy guide.  Thanks for the publicity, you jerk!


 ========================================================================
 1.  INTRODUCTION
 ========================================================================

 Hi, and welcome to yet another EX series FAQ.  Right off the bat, you
 should know that this game has lock-out protection, even if you have
 a modded PSX.  One way around this is to own a Japanese PSX or a Net
 Yaroze (grin, grin).  The other way, if you have a modded PSX, is to
 use a Game Shark code.  The code to bypass the lock-out protection is:

                           D01BD48A - 1040
                           801BD48A - 1000

 Kudos goes to xiaNaix (connect.to/xiaNaix.com) for producing the code.
 Kevin Eav says that if this code still doesn't work for you (or if the
 other Game Shark codes by Kenshin and Codehacker that are listed in the
 'Secrets' section don't work), try adding in an extra line, C1000000 -
 0000.  Apparently that worked for him.  If you have a Game Shark that's
 v1.99 or lower, all you need is the second line.


 ------------------------------------------------------------------------
 FAQ NOTATION
 ------------------------------------------------------------------------

 This section outlines the basic controls for all characters:
                        
 [ Controller Layout ]  -------------------------------------------------

  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 ]  -----------------------------------------------------

 LP  MP  HP      Light Punch         Medium Punch        Hard Punch

 LK  MK  HK      Light Kick          Medium Kick         Hard Kick

 You can also set your buttons anyway you like in the Key Config Menu,
 including making the buttons do the Excel command, or the Guard Break /
 Cancel Break command.


 [ FAQ Abbreviations ]  -------------------------------------------------

  qcf / qcb  -  Roll (d,df,f) or (d,db,b) on the joystick.
  hcf / hcb  -  Roll (b,db,d,df,f) or (f,df,d,db,b) on the joystick.
  Charge     -  Hold in the first direction for 2 seconds, then press in
                the 2nd direction and press the listed button (P / K).
  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).
  PPP / KKK  -  Press any three Punch or Kick buttons.
  (air)      -  The move can be performed while on the ground, or while
                in the air.  Any move that can be performed in air can
                be done from the ground by adding ub~uf at the end, and
                pressing the button the moment you leave the ground (for
                instance, you could do Shadow Geist's Death Somer as
                qcb,ub + K, or Pullum's Kind Wind as qcf,qcf,uf + P).
  x~x        -  All possible ranges are allowed (for example, ub through
                uf, or LP through HP).
  SC / MC    -  Super Combo / Meteor Combo
  GB / CB    -  Guard Break / Cancel Break
  *          -  There's a note regarding this bit of information; see
                below.


 ------------------------------------------------------------------------
 BASIC MOVESLIST
 ------------------------------------------------------------------------

 Standing Block         Hold b when attacked
 Crouching Block        Hold db when attacked
 Throw Techniques       When close, press b / f + MP / HP
 Tech. Hit              As you're thrown, press b / f + MP / HP
 Guard Break            Press the same strength P + K  (costs 1 level)
 Cancel Break           Do a Guard Break during a special move or Super
                        Combo (costs 1 level)
 Excel Activation       Press a different strength P + K  (costs 1 level)


 ========================================================================
 2.  CHARACTER MOVELISTS
 ========================================================================

 Characters are listed alphabetically, and their moves are listed in this
 order; common (throws and that person's Guard Break), unique (special
 moves and command attacks), then super moves (Super Combos and that
 person's Meteor Combo, which costs 3 levels to use).  Note that unlike
 as in my SFEX+A FAQ, the moves are not listed in the order in which
 they appear in the in-game menu.  If applicable, I've included some
 notes after the moves list about that character and their moves.  Any
 move in the short moveslist written in lowercase with a set of
 parenthesis around it [like this, "(movename)"] means that I don't have
 the official name for that attack.


 ========================================================================
 AREA
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Transmission                   When close, b / f + MP / HP
 O.C.R.                         When close, b / f + MK / HK
 Hard Crash                     Press the same strength P + K

 Humming Rush                   qcf + P
 Cancer Shell                   Press PPP on final hit of Humming Rush
 Upload                         Hold PPP to fire, then release
 Download                       Hold d + PPP to fire, then release
 Terminator                     b,d,db + P
 Alternative Catch              hcb + K
 Front                          b + K during Alternative Catch
 Rear                           f + K during Alternative Catch
 Jackson Kick                   qcf + K
 Pop-Up Knee                    f + LK from Jackson Kick
 Partition Break                f + MK from Jackson Kick
 Pulldown Heel                  f + HK from Jackson Kick
 Cancer Crash                   LP,LP,f,LK,HP
 Head Crush                     In air, d + HP
 Shift Stamp Punch              df + MP
 Shift Club Upper               df + HP
 Shift Club Straight            f + HP
 Job Step                       f + MK
 Pulldown Leg                   f + HK

 Great Cancer                   qcf,qcf + P  (hold P to delay)
 Great Cancer (Kuuchuu)         In air, qcf,qcf + P
 Five Star Raid                 qcf,qcf + K
 Final Cancer                   qcb,qcb + PPP
 
 -----------------------------------------------------  [ Normal Throws ]
                                  
 English:   Transmission
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 30 damage
 Comments:  An unblockable attack.

 English:   O.C.R.
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Hard Crash
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 English:   Humming Rush
 Command:   qcf + P
 Damage:    3/4/5 hits, 20/22/25 damage total
 Comments:  Can follow with Cancer Shell.

 English:   Cancer Shell
 Command:   Press PPP just as Area does the final hit of the Humming Rush
 Damage:    1 hit, 8 damage (7 from HP Humming Rush)
 Comments:  You can super cancel out of this attack, but you won't
            connect with anything.  You can do this move even if a
            previous hit connects, but the final one doesn't.  This move
            can negate projectiles.
    
 English:   Upload
 Command:   Hold PPP, then release PPP at anytime
 Damage:    3 hits, 23 damage total
 Comments:  As long as you hold down PPP, Area's weapon will keep flying
            forward.  When you release PPP, it pauses for a moment, then
            flies straight up into the air.  While using this move, Area
            loses her weapon for a few moments.  Without her weapon, she
            can only use Kick moves (this means no Transmission, Guard
            Break, Humming Rush, etc.), and all of her punches function
            as a Light Punch in terms of damage / linkability / etc.

 English:   Download
 Command:   Hold d + PPP, then release PPP at anytime
 Damage:    4 hits, 29 damage total
 Comments:  As long as you hold down PPP, Area's weapon will keep moving
            beneath the ground.  When you release PPP, the weapon will
            drill up out of the floor and fly straight up.  While using
            this move, Area loses her weapon for a few moments.  Without
            her weapon, she can only use Kick moves (this means no
            Transmission, Guard Break, Humming Rush, etc.), and all of
            her punches function as a Light Punch in terms of damage /
            linkability / etc.

 English:   Terminator
 Command:   b,d,db + P
 Damage:    1 hit, 29 damage
 Comments:  This attack can reflect projectiles back at your opponent,
            and while the button used determines the speed at which the
            returned projectile flies (HP is fastest), the duration of
            the projectile is unaffected.  This means that if a fireball
            has already traveled pretty far and you reflect it, it will
            only go a short distance before dissipating.  Obviously, you
            can't reflect some projectiles (Kairi's Shinki Hatsudou Kai)
            and others can only be deflected (Pullum's Gradeus Pearl,
            which incidentally will go right through the Terminator if
            Pullum is close enough).  This move can physically hit an
            enemy, although it has a very short range, making this hard
            to do.  Since this move has a long duration, you can always
            use it as a 'defense', since if your opponent tries to punch
            or kick you during the move, they get shocked.

 English:   Alternative Catch
 Command:   hcb + K
 Damage:    1 hit, no damage
 Comments:  This is an unblockable attack.  While it does no damage, it
            does deposit Area behind her opponent, and you can always
            combo off of it into a standing LP, for example.  You can
            also interrupt it halfway through with the Front or Rear
            attacks.

 English:   Front / Rear
 Command:   b / f + K during Alternative Catch
 Damage:    1 hit, 21 damage
 Comments:  These are super cancelable attacks.  Using Front (b + K)
            makes Area fall back in front of her opponent, then kick
            off them, while the Rear move (f + K) makes her kick off
            of them from the behind.

 English:   Jackson Kick
 Command:   qcf + K
 Damage:    1 hit, 11 damage
 Comments:  Can follow with Pop-Up Knee, Partition Break, or Pulldown
            Heel.

 English:   Pop-Up Knee / Partition Break / Pulldown Heel
 Command:   f + LK / MK / HK from Jackson Kick
 Damage:    1 hit, 10/17/20 damage
 Comments:  The Pop-Up Knee launches an opponent into the air, where
            they can be juggled, while the Pulldown Heel is an overhead
            attack that must be blocked high.  The Partition Break has
            no special effect, but has the longest range of any attack,
            and only it and the Pop-Up Knee will actually combo from the
            Jackson Kick.

 English:   Cancer Crash
 Command:   LP,LP,f,LK,HP
 Damage:    1 hit, 5 damage
 Comments:  A taunt move that causes minor damage.  Unlike other taunts,
            this move only hits if an opponent jumps over Area, or if
            they get behind her and walk into her.  Being a special move,
            this attack is super cancelable if it hits.  And not only
            does it have start-up invincibility, but it lasts for a while
            and can hit repeatedly (try using it in the barrel bonus
            game)!  This is the only move involving Punch buttons that
            Area can use without her weapon (after the Upload / Download
            / Final Cancer).

 ---------------------------------------------------  [ Command Attacks ]

 English:   Head Crush
 Command:   In air, d + HP
 Damage:    1 hit, 20 damage
 Comments:  This attack is super cancelable.

 English:   Shift Club Straight
 Command:   f + HP
 Damage:    1 hit, 23 damage
 Comments:  This attack is super cancelable.

 English:   Job Step / Pulldown Leg
 Command:   f + MK / HK
 Damage:    1 hit, 23/30 damage
 Comments:  Both attacks are super cancelable.  The Pulldown Leg is an
            overhead attack that must be blocked high.
             
 English:   Shift Stamp Punch / Shift Club Upper
 Command:   df + MP / HP
 Damage:    1 hit, 13/19 damage
 Comments:  Both attacks are super cancelable, and the Shift Stamp Punch
            is cancelable.

 ------------------------------------------------------  [ Super Combos ]

 English:   Great Cancer
 Command:   qcf,qcf + P  (hold P to delay)
 Damage:    5-11 hits, 48-75 damage
 Comments:  The longer you delay this move, the further forward Area
            travels, and the more times the move hits.  This move can
            negate most normal, SC, and MC projectiles (even those that
            hit multiple times).
                          
 Japanese:  Great Cancer (Kuuchuu)
 English:   Mid-Air Great Cancer
 Command:   In air, qcf,qcf + P
 Damage:    3 hits, 44 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 English:   Five Star Raid
 Command:   qcf,qcf + K
 Damage:    5 hits, 47 damage
 Comments:  It's possible to have Area launch her opponent with the Five
            Star Raid, but jump up and miss some or all of the attacks.
            If she misses the final attack, she'll fall to the ground on
            her rear and will take a moment to come to her senses while
            she's crouching on the ground. She can be hit while she's
            falling, lying on the ground, or while recovering, sad to
            say.

 ------------------------------------------------------  [ Meteor Combo ]

 English:   Final Cancer
 Command:   qcb,qcb + PPP
 Damage:    30 hits, 135 damage
 Comments:  After using this move, Area loses her weapon, (the Cancer)
            for the rest of the stage.  Without her weapon, she can only
            use Kick moves (this means no Transmission, Guard Break,
            Humming Rush, etc.), and all of her punches function as a
            Light Punch in terms of damage / linkability / etc.  Anyway,
            this move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).
            
 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       5; super cancel
 MEDIUM PUNCH   15; cancelable      13; cancelable      14; super cancel
 HARD PUNCH     23; super cancel    19; super cancel    20; super cancel
 LIGHT KICK      4; cancelable       2; cancelable       5; super cancel
 MEDIUM KICK    15; cancelable      13; cancelable      14; super cancel
 HARD KICK      23; super cancel    18; super cancel    23; super cancel
                   

 ========================================================================
 BALROG                                (known as "Vega" outside of Japan)
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Wire Smash                     When close, b / f + MP / HP
 Whirlwind Suplex               In air, any direction but u + MP / HP
 Tureno Claw                    Press the same strength P + K

 Rolling Crystal Flash          Charge b,f + P
 Sky High Claw                  Charge d,ub~uf + P
 Advancing Wire                 Charge d,ub~uf + K, move b / f...
 Flying Barcelona Attack        ...then press P while in air
 Izuna Drop                     ...when close, any dir. but u + P in air
 Attaching Claw                 f,d,df + P
 Backslash                      Press KKK

 Ground Crystal Flash           Charge b,f,b,f + P
 Scarlet Terror                 Charge b,f,b,f + K
 Sky High Illusion              Charge db,df,db,ub~uf + P
 Advancing Wire SP              Charge db,df,db,ub~uf + K, move b / f...
 Rolling Barcelona Attack       ...then press P while in air
 Rolling Izuna Drop             ...when close, any dir. but u + P in air
                    
 -----------------------------------------------------  [ Normal Throws ]

 English:   Wire Smash
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 English:   Whirlwind Suplex
 Command:   When close, any direction but u + MP / HP  (both characters
            must be in air)
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Tureno Claw
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.  If you've lost your claw, you get it
            back automatically when you perform this move.

 -----------------------------------------------------  [ Special Moves ]

 English:   Rolling Crystal Flash
 Command:   Charge b,f + P
 Damage:    3/4/6 hits, 23/23/26 damage total  (19/20/23 with no claw)
            
 English:   Sky High Claw
 Command:   Charge d,ub~uf + P
 Damage:    1 hit, 21 damage
 Comments:  The direction used (ub or uf) makes you fly to that side of
            the screen.  Normally (when you charge u), Balrog always
            jumps to whatever wall is closest.
            
 English:   Advancing Wire
 Command:   Charge d,ub~uf + K, move b / f while in air
 Damage:    No hits, no damage
 Comments:  The direction used (ub or uf) makes you fly to that side of
            the screen.  Normally (when you charge u), Balrog always
            jumps to whatever wall is closest.  After this move, you
            can simply land, or use the Flying Barcelona Attack or
            Izuna Drop.
                                      
 English:   Flying Barcelona Attack
 Command:   Press P after Advancing Wire
 Damage:    1 hit, 21 damage  (17 damage with no claw)

 English:   Izuna Drop
 Command:   When close, any direction but u + P  (both characters
            must be in air)
 Damage:    1 hit, 40 damage
 Comments:  This is an unblockable attack.  It can hit an opponent who
            is on the ground or in the air.

 English:   Attaching Claw
 Command:   f,d,df + P
 Damage:    1 hit, 13 damage
 Comments:  If you've lost your claw, you can regain it using this move
            (you can also get it back by performing any Super / Meteor
            Combo).  If you already have your claw, doing this move will
            'reset' the damage, so if you would have lost your claw in
            a few more hits, you will now have to take the average 17-22
            hits to lose it.  This move can hit certain standing
            opponents (like Sagat, Zangief, or Darun), but the range is
            really short.  It can also be used as an anti-air attack.

 English:   Backslash
 Command:   Press KKK
 Damage:    No hits, no damage
 Comments:  Balrog's only invincible for the first half of this move.
            According to Deeshad, once his hands touch the ground, Balrog
            can be hit (I've tried this out, and that seems to be the
            case).  This means that you can't use it to pass through
            fireballs (the only exceptions are Tiger Cannons, and the
            High Tiger Shot, but the latter requires excellent timing).
            However, you can use it to avoid physical attacks, like
            sweeps, command attacks, throws, Dhalsim's stretchy limbs,
            etc.  This move can also be used for a quick retreat.

 ------------------------------------------------------  [ Super Combos ]

 English:   Ground Crystal Flash
 Command:   Charge b,f,b,f + P
 Damage:    14 hits, 54 damage total
 Comments:  If you've lost your claw, you get it back automatically
            when you perform this move.

 English:   Scarlet Terror
 Command:   Charge b,f,b,f + K
 Damage:    2 hits, 15 damage total
 Comments:  The second hit of this move will knock your opponent into
            the air, where they can be juggled.  They can also be
            juggled when they 'rebound' off the ground (they can even
            be air thrown during the rebound)!  You can also juggle your
            opponent with special moves, including the Flying Barcelona
            Attack, Sky High Illusion, and Rolling Barcelona Attack.
            If you've lost your claw, you get it back automatically
            when you perform this move.

 English:   Sky High Illusion
 Command:   Charge db,df,db,ub~uf + P
 Damage:    8 hits, 49 damage
 Comments:  The direction used (ub or uf) makes you fly to that side of
            the screen.  Normally (when you charge u), Balrog always
            jumps to whatever wall is closest.  If you've lost your claw,
            you get it back automatically when you perform this move.
                             
 ------------------------------------------------------  [ Meteor Combo ]

 English:   Advancing Wire SP
 Command:   Charge db,df,db,ub~uf + K
 Damage:    No hits, no damage
 Comments:  The direction used (ub or uf) makes you fly to that side of
            the screen.  Normally (when you charge u), Balrog always
            jumps to whatever wall is closest.  After this move, you
            can simply land, or use the Rolling Barcelona Attack or
            Rolling Izuna Drop.  Note that while you cannot perform this
            move unless you have three levels of SC power, you lose only
            one level of power when you perform this move.  If you've
            lost your claw, you get it back automatically when you
            perform this move.

 English:   Rolling Barcelona Attack
 Command:   Press P after Advancing Wire
 Damage:    5 hits, 75 damage total
 Comments:  When you use this move, you lose your remaining two levels
            of SC power.

 English:   Rolling Izuna Drop
 Command:   When close, any direction but u + P  (both characters
            must be in air)
 Damage:    1 hit, 140 damage
 Comments:  This is an unblockable attack.  It can hit an opponent who
            is on the ground or in the air.  When you use this move, you
            lose your remaining two levels of SC power.

 ------------------------------------------------------  [ Attack Info. ]
            
                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       4; cancelable       5; can't cancel
 MEDIUM PUNCH   12; cancelable      13; cancelable      14; can't cancel
 HARD PUNCH     20; super cancel    18; super cancel    20; can't cancel
 LIGHT KICK      4; cancelable       4; cancelable       5; can't cancel
 MEDIUM KICK    15; cancelable      12; cancelable      14; can't cancel
 HARD KICK      21; super cancel    18; super cancel    20; can't cancel

          (damages for when you don't have your claw attached)

 LIGHT PUNCH     2; cancelable       5; cancelable       5; can't cancel
 MEDIUM PUNCH   13; cancelable      14; cancelable      15; can't cancel
 HARD PUNCH     21; super cancel    19; super cancel    21; can't cancel

 Balrog loses his claw after around 17-22 hits (irregardless of type or
 strength, but they have to be single hits, and not from connecting a
 multi-hit attack.  Also, they have to hit him at the waist level or
 higher, so for instance, a crouching MP or jumping LK would work, but
 any crouching kick would not).  Amazingly enough, his normal Punch
 attacks do more damage without his claw, but his Rolling Crystal Flash
 and Flying Barcelona Attack do less.  You can get your claw back by
 performing a Guard Break, Cancel Break, Super Combo, or the Advancing
 Wire SP.  You can also get it back by performing the Attaching Claw.


 ========================================================================
 BLANKA
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Wild Fang                      When close, b / f + HP
 Raging Nail                    Press the same strength P + K

 Electric Thunder               Tap P rapidly
 Vertical Rolling               Charge d,u + K
 Rolling Attack                 Charge b,f + P
 Backstep Rolling               Charge b,f + K (press P to abort)
 Kidou Shuusei                  Direct b / f during Backstep Rolling
 Surprise Forward               Press KKK
 Surprise Back                  Press ub~db + KKK
 Amazon River Run               df + HP
 Rock Crush                     f + MP

 Ground Shave Rolling           Charge b,f,b,f + P  (hold P to delay)
 Jungle Beat                    Charge b,f,b,f + K
 Beast Hurricane                In air, qcf,qcf + P
 Super Electric Thunder         qcf,qcf + KKK

 -----------------------------------------------------  [ Normal Throws ]

 English:   Wild Fang
 Command:   When close, b / f + HP, tap P / K / directions rapidly
 Damage:    1 hit, 40-48 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Raging Nail
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.
                            
 -----------------------------------------------------  [ Special Moves ]

 English:   Electric Thunder
 Command:   Tap P rapidly
 Damage:    1 hit, 26 damage
 Comments:  Blanka can be hit out of this move with certain physical
            attacks, providing they are relatively fast and hit low
            (like Balrog's crouching LK or Vega's HK slide).

 English:   Vertical Rolling
 Command:   Charge d,u + K
 Damage:    1 hit, 26 damage
 Comments:  This move is best used as an anti-air attack.  If Blanka
            doesn't hit anything after reaching the peak of his jump,
            he stops rolling and falls back to the ground.

 English:   Rolling Attack
 Command:   Charge b,f + P
 Damage:    1 hit, 21 damage
 Comments:  The button used determines how fast and how far you roll.

 English:   Backstep Rolling
 Command:   Charge b,f + K  (can press P to abort before take-off)
 Damage:    1 hit, 26 damage (none if aborted)
 Comments:  You can abort this move by pressing P while Blanka is
            leaping back (although the 'abort' animation can't hit).
            You can also use the Kidou Shuusei just as Blanka takes
            to the air.
                           
 Japanese:  Kidou Shuusei
 English:   "Change the arc of your flight"
 Command:   Press b / f during Backstep Rolling
 Damage:    Doesn't affect damage of Backstep Rolling
 Comments:  Pressing b / f either shortens or lengthens the arc of
            Blanka's roll, respectively.

 English:   Surprise Forward
 Command:   Press KKK
 Damage:    No hits, no damage
 Comments:  You can use this move to pass through your opponent.
            Blanka's not invincible during this move, but you can use
            it to quickly approach your opponent.

 English:   Surprise Back
 Command:   Press ub~db + KKK
 Damage:    No hits, no damage
 Comments:  You can use this move to pass through your opponent.
            Blanka's not invincible during this move, but you can use
            it to quickly back away from your opponent.
            
 ---------------------------------------------------  [ Command Attacks ]

 English:   Amazon River Run
 Command:   df + HP
 Damage:    1 hit, 18 damage
 Comments:  This attack hits low and must be crouch-blocked.  However,
            the long recovery delay means that you're in big trouble if
            this move is blocked.  On the other hand, you can use this
            move to slide beneath most projectiles, and it's super
            cancelable into the Super Electric Thunder.  It's also
            super cancelable at the end of an Excel, since it's possible
            to super cancel it into the Ground Shave Rolling or Jungle
            Beat by tapping b,f,b,f + P / K.

 English:   Rock Crush  (misspelled as "rokkurasshu" in the in-game list)
 Command:   f + MP
 Damage:    2 hits, 16 damage
 Comments:  Either hit of this attack is cancelable / super cancelable.
       
 ------------------------------------------------------  [ Super Combos ]

 English:   Ground Shave Rolling
 Command:   Charge b,f,b,f + P  (hold P to delay)
 Damage:    6-12 hits, 51-59 damage total
 Comments:  Unlike previous SF games, if your opponent touches you while
            you're spinning in place, this move won't automatically
            execute--that only happens when you release P or keep holding
            it after a while.  Unfortunately, the damage increase for
            delaying this move is minor, so you're better off delaying
            this move for timing purposes only and not in the hopes of
            doing more damage.

 English:   Jungle Beat
 Command:   Charge b,f,b,f + K
 Damage:    6 hits, 59 damage total
 Comments:  An unblockable attack.  The initial leap can be used to pass
            over attacks.

 English:   Beast Hurricane
 Command:   In air, qcf,qcf + P
 Damage:    9 hits, 55 damage total

 ------------------------------------------------------  [ Meteor Combo ]

 English:   Super Electric Thunder
 Command:   qcf,qcf + KKK
 Damage:    25 hits, 120 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     5; cancelable       2; cancelable       6; super cancel
 MEDIUM PUNCH   16; cancelable      13; cancelable      15; super cancel
 HARD PUNCH     22; super cancel    20; super cancel    21; super cancel
 LIGHT KICK      5; cancelable       2; cancelable       6; super cancel
 MEDIUM KICK  2x17; super cancel    14; cancelable      15; super cancel
 HARD KICK      22; super cancel    18; super cancel    21; super cancel

 Blanka's standing Medium Kick is super cancelable on either hit.


 ========================================================================
 CHUN-LI
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Koshuu Da                      When close, b / f + MP / HP
 Koshuu Raku                    When close, b / f + MK / HK
 Ryuusei Raku                   In air, any direction but u + MP / HP
 Sen'en Shuu                    Press the same strength P + K

 Hyakuretsu Kyaku               Tap K rapidly
 Gomen ne!                      LP,LP,f,LK,HP
 Kaiten-teki Kaku Kyakushuu     qcf + K
 Hien Shuu                      qcb + K
 Yousou Kyaku                   In air, d / df + MK
 Sou Shouda                     f + MP

 Kikou Shou                     qcf,qcf + P
 Senretsu Kyaku                 qcf,qcf + K
 Hazan Tenshou Kyaku            qcb,qcb + K
 Kikou Shou: Goku               qcf,qcf + PPP

 -----------------------------------------------------  [ Normal Throws ]

 Japanese:  Koshuu Da
 English:   Attacking Tiger Strike
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 Japanese:  Koshuu Raku
 English:   Attacking Tiger Drop
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 Japanese:  Ryuusei Raku
 English:   Shooting Star Drop
 Command:   When close, any direction but u + MP / HP  (both characters
            must be in air)
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 Japanese:  Sen'en Shuu
 English:   Spinning Circle Kick
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 Japanese:  Hyakuretsu Kyaku
 English:   Hundred Rending Kicks
 Command:   Tap K rapidly
 Damage:    4/8/9 hits, 20/32/32 damage total

 Japanese:  Gomen ne!
 English:   "I'm sorry!"
 Command:   LP,LP,f,LK,HP
 Damage:    1 hit, 5 damage
            
 Japanese:  Kaiten-teki Kaku Kyakushuu
 English:   Rotary Target Crane Leg Kick  (a.k.a. 'Spinning Bird Kick')
 Command:   qcf + K
 Damage:    3/4/6 hits, 16/20/26 damage total

 Japanese:  Hien Shuu
 English:   Flying Kick
 Command:   qcb + K
 Damage:    1 hit, 21 damage
 Comments:  You can use this move to pass over fireballs.  With proper
            timing, you can follow it up with an attack, like a
            crouching HK.

 ---------------------------------------------------  [ Command Attacks ]
          
 Japanese:  Yousou Kyaku
 English:   Eagle Talon Kick
 Command:   In air, d / df + MK
 Damage:    1 hit, 17 damage
 Comments:  After the Yousou Kyaku hits or is blocked, you can do another
            mid-air attack, even another Yousou Kyaku (up to three can be
            done in the air in one go).

 Japanese:  Sou Shouda
 English:   Paired Palm Strike
 Command:   f + MP
 Damage:    1 hit, 17 damage
 Comments:  This attack is super cancelable.

 ------------------------------------------------------  [ Super Combos ]

 Japanese:  Kikou Shou
 English:   Chi (Internal Energy) Palm
 Command:   qcf,qcf + P
 Damage:    5 hits, 40 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 Japanese:  Senretsu Kyaku
 English:   Thousand Rending Kicks
 Command:   qcf,qcf + K
 Damage:    11 hits, 58 damage total

 Japanese:  Hazan Tenshou Kyaku
 English:   Supreme Mountain Ascension Kick
 Command:   qcb,qcb + K
 Damage:    6 hits, 39 damage total
 Comments:  A hit opponent is knocked into the air and can be juggled.

 ------------------------------------------------------  [ Meteor Combo ]

 Japanese:  Kikou Shou: Goku
 English:   Ultimate Chi Palm
 Command:   qcf,qcf + PPP
 Damage:    8 hits, 111 damage total
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       5; can't cancel
 MEDIUM PUNCH   15; cancelable      12; cancelable      14; can't cancel
 HARD PUNCH     23; super cancel    21; super cancel    20; can't cancel
 LIGHT KICK      4; cancelable       4; cancelable       5; can't cancel
 MEDIUM KICK    15; super cancel    12; cancelable      14; can't cancel
 HARD KICK      21; super cancel    18; super cancel    20; can't cancel


 ========================================================================
 CRACKER JACK
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Power Hunter                   When close, b / f + MP / HP
 Power Lift Throw               When close, b / f + MK / HK
 Double Arm Punch               Press the same strength P + K

 Dash Straight                  Charge b,f + P
 Dash Upper                     Charge b,f + K
 Feint Dash                     qcb + P
 Batting Hero                   hcf + P
 Soccer Ball Kick               hcf + K
 Final Punch                    Hold PPP / KKK to charge, then release
 Angry Fist                     f + MP

 Crazy Jack                     Charge b,f,b,f + P  (press K, then P)
 Raging Buffalo                 Charge b,f,b,f + K
 Home Run Hero                  qcb,qcb + P
 Grand Slam Crusher             qcb,qcb + K
 Home Run King                  qcf,qcf + KKK  (can then press P)

 -----------------------------------------------------  [ Normal Throws ]

 English:   Power Hunter
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 English:   Power Lift Throw
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Double Arm Punch
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 English:   Dash Straight
 Command:   Charge b,f + P
 Damage:    1 hit, 26 damage
 Comments:  Knocks an opponent back, but won't knock them down.

 English:   Dash Upper
 Command:   Charge b,f + K
 Damage:    1 hit, 26 damage
 Comments:  Knocks an opponent down.

 English:   Feint Dash
 Command:   qcb + P
 Damage:    No hits, no damage
 Comments:  Can be used not only as a fake-out, but also to quickly
            close distances between you and your opponent.

 English:   Batting Hero
 Command:   hcf + P
 Damage:    1 hit, 21 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (but it only stops one hit of multi-hit projectiles).
            For each projectile you deflect, a current tally will show
            up in the corner of the screen that reads "1 roo!"  (I have
            no idea what that means--'row' maybe?)  This number also
            increases every time you do the maximum damage version of
            the Home Run King.

 English:   Soccer Ball Kick
 Command:   hcf + K
 Damage:    1 hit, 26 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).  For each projectile
            you deflect, a little number tally reading "1 ten!" (1
            point), will appear in the corner of the screen.  Get up to
            3 points, and you get a "Hat Trick!" message--this has no
            effect on the game, it's just a little bonus you get for
            stopping so many fireballs :)

 English:   Final Punch
 Command:   Hold PPP / KKK to charge, then release
 Damage:    1 hit, damage varies with charge time (see below)
 Comments:  The damage that this move does increases the longer you
            hold PPP / KKK down:

               Time                   Level           Damage (vs. Ryu)
               -------------------------------------------------------
                2 timer counts        Level 1         17 points
                4 timer counts        Level 2         21 points
                7 timer counts        Level 3         30 points
               10 timer counts        Level 4         35 points
               15 timer counts        Level 5         48 points
               20 timer counts        Level 6         61 points
               26 timer counts        Level 7         70 points
               32 timer counts        Level 8         78 points
               38 timer counts        Level 9         91 points
               43 timer counts        Final Level    100 points

            Remember that canceling into the Final Punch will reduce
            the damage done.

 ----------------------------------------------------  [ Command Attack ]

 English:   Angry Fist
 Command:   f + MP
 Damage:    1 hit, 21 damage
 Comments:  An overhead attack that must be blocked high.

 ------------------------------------------------------  [ Super Combos ]

 English:   Crazy Jack
 Command:   Charge b,f,b,f + P  (can then press K, then P)
 Damage:    5 hits, 55 damage total  (all Dash Straights)
            5 hits, 51 damage total  (all Dash Uppers)
 Comments:  When you perform this move, Jack throws a bunch of dashing
            punches.  The first punch is always the Dash Straight type,
            but you can switch to Dash Upper punches by pressing K at
            any time.  He'll continue to do that type of punch until
            you press P again.  This also means that you can alternate
            between the two types of attacks, but not all hits may
            juggle, though.

 English:   Raging Buffalo
 Command:   Charge b,f,b,f + K
 Damage:    1 hit, 69 damage
 Comments:  An unblockable attack.

 English:   Home Run Hero
 Command:   qcb,qcb + P
 Damage:    1 hit, 15 damage
 Comments:  This move can be used to pass under certain attacks.  A hit
            opponent is knocked into the air and can be juggled.

 English:   Grand Slam Crusher
 Command:   qcb,qcb + K
 Damage:    4 hits, 55 damage total
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 ------------------------------------------------------  [ Meteor Combo ]

 English:   Home Run King
 Command:   qcf,qcf + KKK  (can then press P)
 Damage:    2 hits, 110 damage (normally)
            2 hits, 105 damage (if you press P and hit)
            2 hits, 135 damage (if you press P at the right time)
            1 hit,  15 damage (if you press P and miss)
 Comments:  If you don't do anything after the intial kick hits, Jack
            will bat his opponent to Mars and back for considerable
            damage.  However, you can control when Jack swings his bat
            by pressing P.  If you miss, you only get the kick damage,
            and if you hit, the enemy flies across the screen for less
            damage than normal.  However, if your timing is just right,
            and you hit right as the green flash changes to red, Jack
            will shout "Todome ja!" and bat his opponent all the way
            out to Pluto and back for higher damage than normal.  Each
            time you get that version, a tally will show up in the
            corner of the screen.  It's the same one used for the
            Batting Hero, so if you deflect three projectiles, then hit
            with this move, it will read "5 row!"

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       5; can't cancel
 MEDIUM PUNCH   16; cancelable      13; cancelable    2x16; can't cancel
 HARD PUNCH     24; super cancel    20; cancelable      21; can't cancel
 LIGHT KICK      5; cancelable       5; cancelable       5; can't cancel
 MEDIUM KICK    16; cancelable      13; cancelable      15; can't cancel
 HARD KICK      24; super cancel    18; super cancel    21; can't cancel


 ========================================================================
 DARUN MISTER
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Backdrop                       When close, b / f + MP / HP
 German Suplex                  When close, b / f + MK / HK
 Ganges DDT (Kuuchuu)           In air, any direction but u + MP / HP
 Ganges Chop                    Press the same strength P + K

 Lariat                         qcf + P
 Darun Catch                    b,d,db + P
 Ganges DDT                     f,d,df + K
 Brahma Bomb                    Rotate 360 + P  (misses from afar)
 Indra Bashi                    Rotate 360 + K  (misses from afar)
 Daikaku                        Press PPP

 Indra~ Bashi                   qcb,qcb + K
 Chouzetsu Kishin Bomb          Rotate 720 + P  (misses from afar)
 G.O.D.                         Rotate 360 + PPP (misses from afar)
 (g.o.d. continuation)          Rotate 360 + P / K when icon appears (x3)
 (g.o.d. finisher)              Charge u,d,u + P / K when '???' appears

 -----------------------------------------------------  [ Normal Throws ]

 English:   Backdrop
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 English:   German Suplex
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.
 Japanese:  Ganges DDT  (Kuuchuu)
 English:   Mid-Air Ganges DDT
 Command:   When close, any direction but u + MP / HP  (both characters
            must be in air)
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Ganges Chop
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 English:   Lariat
 Command:   qcf + P
 Damage:    1/2/2 hits, 20/22/24 damage total
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).  Due to the angle of
            the Lariat, some projectiles (Like Sagat's Ground Tiger
            Shot), cannot be hit and negated.
            
 English:   Darun Catch
 Command:   b,d,db + P
 Damage:    1 hit, 30 damage
 Comments:  This move only catches airborne opponents.  Obviously, this
            means you can get them out of a jump or after an Indra~
            Bashi, but this move can even catch Ryu out of his Tatsumaki
            Senpuu Kyaku, for example.  It's also useful to do in case
            someone is nearby and you think they're going to jump, since
            it will catch them the moment they leave the ground.

 English:   Ganges DDT
 Command:   f,d,df + K
 Damage:    1 hit, 40 damage
 Comments:  An unblockable attack, but it can be crouched under.

 English:   Brahma Bomb
 Command:   When close, rotate 360 + P  (misses from afar)
 Damage:    1 hit, 52 damage
 Comments:  An unblockable attack.

 Japanese:  Indra Bashi
 English:   Indra Bridge
 Command:   When close, rotate 360 + K  (misses from afar)
 Damage:    1 hit, 52 damage
 Comments:  An unblockable attack.

 Japanese:  Daikaku
 English:   Omnipotence
 Command:   Press PPP
 Damage:    No hits, no damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).  This move can stop
            practically anything: normal attacks, command attack, special
            moves, etc., even Super Combos and Meteor Combos!  It can't
            stop jumping or low attacks, though.  If Darun stops an
            attack from up close, his opponent will be stunned
            momentarily, and Darun can follow up with a standing or
            crouching LP, LK, or MP.  If you use the Brahma Bomb, Indra
            Bashi, Indra~ Bashi, or Chouzetsu Kishin Bomb against a
            stunned opponent, the move will actually combo!  The same
            applies to the G.O.D., even though it won't register on the
            combo meter.

 ------------------------------------------------------  [ Super Combos ]

 Japanese:  Indra~ Bashi
 English:   "Indraa--!" Bridge
 Command:   qcb,qcb + K
 Damage:    1 hit, 15 damage
 Comments:  This move can be used to pass under certain attacks.  A hit
            opponent is knocked into the air and can be juggled.  The
            instruction booklet spells 'bashi' as 'hashi', but since
            Darun clearly says 'bashi', and since it's like that in the
            SFEX+A booklet, I'm sticking with 'bashi'.
                                                                
 Japanese:  Chouzetsu Kishin Bomb
 English:   Superior Terrible God Bomb
 Command:   When close, rotate 720 + P  (misses from afar)
 Damage:    1 hit, 74 damage
 Comments:  An unblockable attack.  If you perform a MP or HP Lariat
            and it is blocked, you can super cancel between hits and
            this move will connect.

 ------------------------------------------------------  [ Meteor Combo ]

 English:   G.O.D.
 Command:   When close, rotate 360 + PPP  (misses from afar)
 Damage:    1 hit, 35 damage (5 damage to you if your foe breaks out)
 Comments:  An unblockable attack.  If you perform a MP or HP Lariat and
            it is blocked, you can super cancel between hits and this
            move will connect.  During this move, you can rotate 360 + P
            / K to make the move continue into the G.O.D. Continuation.
            However, if you do nothing, the move ends, and if your foe
            presses the same button that you used (i.e., you input 360
            + K and they press any Kick button), then they break out and
            the move ends.  For the first input _only_, you'll take
            damage if your opponent breaks out, and this can kill you.

        (The following moves cost no additional Super Combo power):

 English:   G.O.D. Continuation
 Command:   Rotate 360 + P / K x3 during G.O.D.
 Damage:    1 hit, 50,10,70 damage
 Comments:  Like the G.O.D., you can make this move continue by rotating
            360 + P / K each time a new icon appears at the top of the
            screen.  Your opponent can break out by pressing P / K and
            getting a matching attack type (you did 360 + P, and your foe
            pressed P), though.  If this happens, your opponent stumbles
            away from you and the move ends.
                 
 English:   G.O.D. Finisher
 Command:   Charge u,d,u + P / K when '???' icon appears
 Damage:    1 hit, 102 damage (267 damage all told)
 Comments:  Like the previous moves, if your opponent picks the same
            button you did, the move ends.  If they fail, however,
            then Darun performs the finishing sequence.

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       7; can't cancel
 MEDIUM PUNCH   17; cancelable      14; cancelable      16; can't cancel
 HARD PUNCH     23; super cancel    23; super cancel    22; can't cancel
 LIGHT KICK      6; cancelable       6; cancelable       7; can't cancel
 MEDIUM KICK    17; super cancel    14; super cancel    15; can't cancel
 HARD KICK      23; super cancel    18; super cancel    22; can't cancel


 ========================================================================
 DHALSIM                                                               
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Yoga Smash                     When close, b / f + MP / HP
 Yoga Throw                     When close, b / f + MK / HK
 Yoga Shock                     Press the same strength P + K

 Yoga Fire                      qcf + P
 Yoga Flame                     qcb + P
 Yoga Blast                     qcb + K
 Yoga Catch                     qcf + K
 Yoga Contact                   Hold K during Yoga Catch
 Yoga Fake                      qcf + hold KKK
 Yoga Teleport (Zen Idou)       f,d,df + PPP / KKK
 Yoga Teleport (Go Idou)        b,d,db + PPP / KKK
 Kuuchuu Fuyuu                  f,uf,u,ub,b + K  (air)
 
 Drill Zutsuki                  In air, d + HP
 Drill Kick                     In air, d + K

 Yoga Drill Kick                In air, qcf,qcf + K
 Kidou Shuusei                  Direct d / u during Yoga Drill Kick
 Yoga Legend                    qcb,qcb + K
 Yoga Inferno                   qcf,qcf + PPP
 
 -----------------------------------------------------  [ Normal Throws ]

 English:   Yoga Smash
 Command:   When close, b / f + MP / HP, tap P / K / directions rapidly
 Damage:    1 hit, 40-56 damage
 Comments:  An unblockable attack.

 English:   Yoga Throw
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Yoga Shock
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 English:   Yoga Fire
 Command:   qcf + P
 Damage:    1 hit, 17 damage
 Comments:  The LP version of this move stuns an opponent, and you can
            combo off of it.  The MP and HP version knock an opponent
            down and cannot be comboed from, though.

 English:   Yoga Flame
 Command:   qcb + P
 Damage:    1 hit, 26 damage
 Comments:  The button used determines how long Dhalsim spews out flames.

 English:   Yoga Blast
 Command:   qcb + K
 Damage:    1 hit, 21 damage
 Comments:  The button used determines how long Dhalsim spews out flames.

 English:   Yoga Catch
 Command:   qcf + K
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.  This move only connects if you get
            the ranges just right, though.  Can follow with the Yoga
            Contact.

 English:   Yoga Contact
 Command:   Hold K during Yoga Catch
 Damage:    No hits, no damage
 Comments:  When used, Dhalsim brings himself over to his opponent's
            location.  Although this move causes no damage, Dhalsim's
            foe is stunned as they are released, and Dhalsim can combo
            them with an attack.

 English:   Yoga Fake
 Command:   qcf + hold KKK
 Damage:    No hits, no damage
 Comments:  As a fake-out move, this is a rather worthless move because
            it's so slow.  If you've really got your opponent terrified
            of the Yoga Catch, use it, but otherwise, don't ;)
                         
 Japanese:  Yoga Teleport (Zen Idou)
 English:   Yoga Teleport (Move Forward)
 Command:   f,d,df + PPP / KKK
 Damage:    No hits, no damage
 Comments:  When used, you'll appear behind your opponent.  Using PPP
            makes you appear further away from your opponent and in the
            background, while KKK makes you appear closer to them and in
            the foreground.  When done on the left side of the screen,
            the foreground and background positions are switched (so
            f,d,df + KKK still makes you appear close to your opponent,
            but the screen will rotate in from the background).

 Japanese:  Yoga Teleport (Go Idou)
 English:   Yoga Teleport (Move Backward)
 Command:   b,d,db + PPP / KKK
 Damage:    No hits, no damage
 Comments:  When used, you'll appear far away from your opponent.  Using
            PPP makes you appear further away from your opponent and in
            the background, while KKK makes you appear closer to them and
            in the foreground.  When done on the left side of the screen,
            the foreground and background positions are switched (so
            b,d,db + PPP still makes you further away from your opponent,
            but the screen will rotate in from the foreground).

 Japanese:  Kuuchuu Fuyuu
 English:   Float in Mid-Air
 Command:   f,uf,u,ub,b + K  (air)
 Damage:    No hits, no damage
 Comments:  Technically, this move only works in the air, but if you
            perform it while on the ground, the ub~uf presses will
            take you into the air ;)
                                    
 ---------------------------------------------------  [ Command Attacks ]

 Japanese:  Drill Zutsuki
 English:   Drill Headbutt
 Command:   In air, d + HP
 Damage:    1 hit, 20 damage
 Comments:  This attack is super cancelable.

 English:   Drill Kick
 Command:   In air, d + K
 Damage:    1 hit, 14 damage
 Comments:  The button used determines the angle of your flight.  This
            attack is super cancelable.

 ------------------------------------------------------  [ Super Combos ]

 English:   Yoga Drill Kick
 Command:   In air, qcf,qcf + K
 Damage:    10 hits, 30 damage total
 Comments:  The button used determines the angle of your flight.  You can
            use the Kidou Shuusei during this move.

 Japanese:  Kidou Shuusei
 English:   "Change the arc of your flight"
 Command:   Press d / u during Yoga Drill Kick
 Damage:    Doesn't affect damage of Yoga Drill Kick
 Comments:  You can use this move to make Dhalsim fly up further or
            reach the ground faster.  It also allows you to get more
            hits by staying off the ground longer (in the case of, say,
            a HK Yoga Drill Kick.
 
 English:   Yoga Legend
 Command:   qcb,qcb + K
 Damage:    9 hits, 59 damage total
 Comments:  If the intial kick misses, Dhalsim won't perform the rest
            of this Super Combo.

 ------------------------------------------------------  [ Meteor Combo ]

 English:   Yoga Inferno
 Command:   qcf,qcf + PPP
 Damage:    26 hits, 113 damage total
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 ------------------------------------------------------  [ Attack Info. ]

 (long range)   STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     4; cancelable       4; super cancel     5; super cancel
 MEDIUM PUNCH   14; super cancel    12; super cancel    14; super cancel
 HARD PUNCH   20/1; super cancel    18; super cancel    20; super cancel
 LIGHT KICK      4; super cancel     4; cancelable       5; super cancel
 MEDIUM KICK  12/5; super cancel    12; cancelable      14; super cancel
 HARD KICK    20/1; super cancel    18; super cancel    20; super cancel

 Dhalsim's standing Hard Punch and Hard Kick do 20 damage if the limb
 barely hits, and 21 damage if it hits squarely.  The same thing applies
 to his standing Medium Kick (you get 12 damage as opposed to 15).

 (short range)  STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     4; super cancel     4; cancelable      not applicable
 MEDIUM PUNCH   13; super cancel    13; cancelable      not applicable
 HARD PUNCH   2x21; super cancel    21; super cancel    not applicable
 LIGHT KICK      4; super cancel     4; cancelable      not applicable
 MEDIUM KICK    15; super cancel    13; cancelable      not applicable
 HARD KICK      21; super cancel    18; cancelable      not applicable

 Dhalsim's headbutt attack (b + HP) is super cancelable on either hit.


 ========================================================================
 DOCTRINE DARK
 ========================================================================
 
 ---------------------------------------------------  [ Short Moveslist ]

 DEATH Moment                   When close, b / f + MP / HP
 DARK Throw                     When close, b / f + MK / HK
 SHUDDER Blade                  Press the same strength P + K

 KILL Wire                      f,d,df + P
 DARK Wire                      qcf + P
 DARK Spark                     Wait a moment after DARK Wire connects
 DARK Hold                      b + P after DARK Wire connects
 EX-plosive                     qcf + K
 KNIFE Nightmare                f + MP
 DEATH Spin Kick                f + MK

 KILL Trump                     qcf,d,df + P
 DARK Shackle                   qcf,d,df + K
 EX-Prominence                  qcb,qcb + K
 DEATH Trap                     qcb,qcb + PPP
 
 -----------------------------------------------------  [ Normal Throws ]

 English:   DEATH Moment
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 English:   DARK Throw
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   SHUDDER Blade
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 English:   KILL Wire
 Command:   f,d,df + P
 Damage:    1 hit, 8 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (but it only stops one hit of multi-hit projectiles).  When
            this move hits an airborne opponent, will cause them to spin
            slowly through the air.  The stronger button you use, the
            higher they are jerked into the air (and the longer they stay
            airborne).  If you try to KILL Wire someone who's already
            spinning, they just get knocked away.

 English:   DARK Wire
 Command:   QCF + P
 Damage:    1 hit, 5 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (but it only stops one hit of multi-hit projectiles).  Can
            follow with DARK Spark or DARK Hold.
            
 English:   DARK Spark
 Command:   Wait a moment after DARK Wire connects
 Damage:    1 hit, 15 damage

 English:   DARK Hold
 Command:   Press b + P once DARK Wire connects
 Damage:    1 hit, no damage
 Comments:  Using this move pulls your opponent over to you.  Since
            they stay stunned for a moment, you can't throw them, and
            if you use the DARK Wire, KILL Wire, DEATH Trap, or SHUDDER
            Blade on them, they'll just get knocked down.

 English:   EX-plosive
 Command:   qcf + K
 Damage:    1 hit, 21 damage
 Comments:  When tossed to the ground, the EX-plosive will explode in a
            few moments (the duration increases depending on what
            strength button you used).  It will also explode if your
            opponent touches it.  You can still hit someone who is
            being hit by this move (for example, with a DARK Wire).

 ---------------------------------------------------  [ Command Attacks ]
        
 English:   KNIFE Nightmare
 Command:   f + MP
 Damage:    1 hit, 21 damage
 Comments:  An overhead attack that must be blocked high.

 English:   DEATH Spin Kick
 Command:   f + MK
 Damage:    1 hit, 15 damage
 Comments:  This attack is super cancelable.
                    
 ------------------------------------------------------  [ Super Combos ]

 English:   KILL Trump
 Command:   qcf,d,df + P
 Damage:    6 hits, 51 damage total

 English:   DARK Shackle
 Command:   qcf,d,df + K
 Damage:    9 hits, 54 damage total

 English:   EX-Prominence
 Command:   qcb,qcb + K
 Damage:    4 hits, 36 damage total
 Comments:  You can hit an opponent just after the EX-Prominence
            explodes, but not once they fly off into the sky.

 ------------------------------------------------------  [ Meteor Combo ]

 English:   DEATH Trap
 Command:   qcb,qcb + PPP
 Damage:    1 hit, 131 damage total
 Comments:  This move can negate most normal, SC, and MC projectiles
            (but it only stops one hit of multi-hit projectiles).

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       5; can't cancel
 MEDIUM PUNCH   15; cancelable      13; cancelable      14; can't cancel
 HARD PUNCH     23; super cancel    19; super cancel    20; can't cancel
 LIGHT KICK      4; cancelable       2; cancelable       5; can't cancel
 MEDIUM KICK    15; cancelable      12; cancelable      14; can't cancel
 HARD KICK      21; super cancel    18; super cancel    20; can't cancel


 ========================================================================
 GUILE
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Judo Throw                     When close, b / f + MP / HP
 Dragon Suplex                  When close, b / f + MK / HK
 Flying Buster Drop             In air, any direction but u + MP / HP
 Elbow Stamp                    Press the same strength P + K

 Sonic Boom                     Charge b,f + P
 Somersault Kick                Charge d,u + P
 Heavy Stab Kick                b / f + HK
 Rolling Sobat                  b / f + MK
 Spinning Back Knuckle          f + HP

 Double Somersault Kick         Charge db,df,db,uf + K
 Opening Gambit                 Charge b,f,b,f + P
 Sonic Boom Typhoon             Charge b,f,b,f + KKK

 -----------------------------------------------------  [ Normal Throws ]

 English:   Judo Throw
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 English:   Dragon Suplex
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 English:   Flying Buster Drop
 Command:   When close, any direction but u + MP / HP  (both characters
            must be in air)
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Elbow Stamp
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.
                            
 -----------------------------------------------------  [ Special Moves ]

 English:   Sonic Boom
 Command:   Charge b,f + P
 Damage:    1 hit, 17 damage
 Comments:  You can follow up this move with an attack (such as throwing
            an LP Sonic Boom and then using the Spinning Back Knuckle).

 English:   Somersault Kick
 Command:   Charge d,u + K
 Damage:    1 hit, 30 damage
 Comments:  If you're fast enough, you can do this move repeatedly
            during an Excel simply by tapping d,u + K repeatedly.

 ---------------------------------------------------  [ Command Attacks ]

 English:   Heavy Stab Kick
 Command:   b / f + HK
 Damage:    1 hit, 21 damage
 Comments:  This attack is super cancelable.

 English:   Rolling Sobat
 Command:   b / f + MK
 Damage:    1 hit, 17 damage
 Comments:  This attack is super cancelable.

 English:   Spinning Back Knuckle
 Command:   f + HP
 Damage:    1 hit, 21 damage

 ------------------------------------------------------  [ Super Combos ]

 English:   Double Somersault Kick
 Command:   Charge db,df,db,uf + K
 Damage:    5 hits, 44 damage total

 English:   Opening Gambit
 Command:   Charge b,f,b,f + P
 Damage:    7 hits, 60 damage total

 ------------------------------------------------------  [ Meteor Combo ]

 English:   Sonic Boom Typhoon
 Command:   Charge b,f,b,f + KKK
 Damage:    10 hits, 117 damage total
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       6; super cancel
 MEDIUM PUNCH   16; cancelable      13; cancelable      15; super cancel
 HARD PUNCH     24; super cancel    20; super cancel    21; super cancel
 LIGHT KICK      5; cancelable       3; cancelable       6; super cancel
 MEDIUM KICK    14; cancelable      14; cancelable      15; super cancel
 HARD KICK      22; super cancel  2x18; super cancel    21; super cancel


 ========================================================================
 HOKUTO
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Kyaku                          When close, b / f + MP / HP
 Keishukou                      When close, b / f + MK / HK
 Bukyaku Zan                    Press the same strength P + K

 Chuugeki Hou                   qcf + P
 Shougeki Ha                    f + P from Chuugeki Hou
 Shinkuu Geki                   qcb + P  (or b + P from Chuugeki Hou)
 Shinkyaku Geki                 qcb + K  (or b + K from Chuugeki Hou)
 Shin                           b + P / K from qcb + P / K
 Ryuusui                        When close, rotate 360 + P
 Gokyaku Kou                    b,d,db + P
 Chuuhou                        f + HP
 Kaishuu                        f + HK

 Renbu                          LP,LP,f,LK,HP
 Kiren'eki                      qcb,qcb + P, hold P to delay
 Kyaku Hougi                    qcb,qcb + K
 Renshou Geki                   qcf,qcf + P
 Shirase Gatana                 qcf,qcf + KKK

 -----------------------------------------------------  [ Normal Throws ]

 Japanese:  Kyaku
 English:   Capture
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 Japanese:  Keishukou
 English:   "Strangle neck with one's hands"
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 Japanese:  Bukyaku Zan
 English:   Dancing Slash Attack
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 Japanese:  Chuugeki Hou
 English:   Demolishing Elbow Attack
 Command:   qcf + P
 Damage:    1 hit, 8 damage
 Comments:  Can follow with Shougeki Ha, Shinkuu Geki, or Shinkyaku Geki.

 Japanese:  Shougeki Ha
 English:   Breaking Palm Attack
 Command:   f + P during Chuugeki Hou
 Damage:    1 hit, 13 damage

 Japanese:  Shinkuu Geki
 English:   Shaking Air Attack
 Command:   qcb + P  (b + P from Chuugeki Hou)
 Damage:    1 hit, 26 damage
 Comments:  Can interrupt with Shin.

 Japanese:  Shinkyaku Geki
 English:   Shaking Leg Attack
 Command:   qcb + K  (b + P from Chuugeki Hou)
 Damage:    1 hit, 21/26/26 damage
 Comments:  Can interrupt with Shin.  The LK version doesn't knock down
            your opponent, but I can't figure out what's supposed to be
            so useful about that.

 Japanese:  Shin
 English:   Sway
 Command:   b + P / K during Shinkuu Geki / Shinkyaku Geki retreat
 Damage:    No hits, no damage
 Comment:   This is a fake out move that must be done before Hokuto
            starts moving forward during the Shinkuu Geki / Shinkyaku
            Geki.  It can't be done from the b + P / K version done after
            the Chuugeki Hou.

 Japanese:  Ryuusui
 English:   Stream
 Command:   When close, rotate 360 + P
 Damage:    1 hit, no damage
 Comments:  An unblockable attack.  This move has no 'missed' animation,
            meaning it won't come out unless you're close to your
            opponent.  Although it does no damage, it leaves Hokuto on
            the other side of her opponent, and you can hit them before
            they recover.

 Japanese:  Gokyaku Kou
 English:   Defend Into Attack
 Command:   b,d,db + P
 Damage:    1 hit, 30 damage (only if it counters)
 Comments:  This move can counter mid-range, high, and jumping attacks.
            If your opponent is close to you and you counter their
            standing Punch attack, Hokuto will do a throw instead of a
            simple elbow strike (pretty nifty considering the elbow
            strike can miss in some cases).  If you do this move but
            are not attacked, Hokuto will pose for a moment, then relax.
            
 ---------------------------------------------------  [ Command Attacks ]

 Japanese:  Chuuhou
 English:   Demolishing Elbow
 Command:   f + HP
 Damage:    1 hit, 24 damage
 Comments:  An overhead attack that must be blocked high.

 Japanese:  Kaishuu
 English:   Reaping Kick
 Command:   f + HK
 Damage:    1 hit, 24 damage
 Comments:  This attack is super cancelable.

 ------------------------------------------------------  [ Super Combos ]

 Japanese:  Renbu
 English:   Rapid Dance
 Command:   LP,LP,f,LK,HP
 Damage:    7 hits, 69 damage
 Comments:  An unblockable attack.

 Japanese:  Kiren'eki
 English:   Refined Spirit Shoot
 Command:   qcb,qcb + P  (hold P to delay)
 Damage:    4-7 hits, 27-45 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).  The longer you delay
            the Kiren'eki, the larger the ball becomes, and the more
            hits / damage it does.

 Japanese:  Kyaku Hougi
 English:   Attacking Phoenix Technique
 Command:   qcb,qcb + K
 Damage:    6 hits, 60 damage

 Japanese:  Renshou Geki
 English:   Violent Rapid Rise
 Command:   qcf,qcf + P
 Damage:    2 hits, 15 damage
 Comments:  The second hit of this move will knock your opponent into
            the air, where they can be juggled.

 ------------------------------------------------------  [ Meteor Combo ]

 Japanese:  Shirase Gatana
 English:   Obituary Sword
 Command:   qcf,qcf + KKK
 Damage:    1 hit, 105 damage
 Comments:  The Shirase Gatana can negate fireballs--if your opponent is
            within range when they throw a fireball, you can do this move
            to stop their attack and hit them at the same time.

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       6; can't cancel
 MEDIUM PUNCH   14; cancelable      13; cancelable      15; can't cancel
 HARD PUNCH     24; super cancel    20; super cancel    21; can't cancel
 LIGHT KICK      5; cancelable       5; cancelable       6; can't cancel
 MEDIUM KICK    16; super cancel    14; super cancel    15; can't cancel
 HARD KICK      22; super cancel    18; super cancel    21; can't cancel
 
                          
 ========================================================================
 KEN MASTERS
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Seoi Nage                      When close, b / f + MP / HP
 Jigoku Guruma                  When close, b / f + MK / HK
 Jigoku Fuusha                  In air, any direction but u + MP / HP
 Inazuma Kakato Wari            Press the same strength P + K

 Hadou Ken                      qcf + P
 Shouryuu Ken                   f,d,df + P
 Tatsumaki Senpuu Kyaku         qcb + K
 Tatsumaki S.K. (Kuuchuu)       In air, qcb + K
 Zenpou Tenshin                 qcb + P

 Shouryuu Reppa                 qcf,d,df + P
 Shinryuu Ken                   qcf,d,df + K, tap P / K / dir. rapidly
 Shippuujinrai Kyaku            qcb,qcb + K
 Chuudan                        qcb + K during Shippuujinrai Kyaku
 Kuzuryuu Reppa                 qcb,qcb + KKK, tap P / K / dir. rapidly
 
 -----------------------------------------------------  [ Normal Throws ]

 Japanese:  Seoi Nage
 English:   Over The Shoulder Throw
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 Japanese:  Jigoku Guruma
 English:   Hell Wheel
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 Japanese:  Jigoku Fuusha
 English:   Hell Windmill
 Command:   When close, any direction but u + MP / HP  (both characters
            must be in air)
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 Japanese:  Inazuma Kakato Wari
 English:   Lightning Flash Splitting Heel
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 Japanese:  Hadou Ken
 English:   Surge Fist
 Command:   qcf + P
 Damage:    1 hit, 17 damage

 Japanese:  Shouryuu Ken
 English:   Rising Dragon Fist
 Command:   f,d,df + P
 Damage:    1 hit, 26/30/30 damage total

 Japanese:  Tatsumaki Senpuu Kyaku
 English:   Tornado Whirlwind Kick
 Command:   qcb + K
 Damage:    3/4/5 hits, 23/30/36 damage total

 Japanese:  Tatsumaki Senpuu Kyaku (Kuuchuu)
 English:   Mid-Air Tornado Whirlwind Kick
 Command:   In air, qcb + K
 Damage:    2 hits, 16 damage total
 Comments:  An alternate input method is qcb,ub~uf + K, which will make
            Ken fly in a very high arc back or forward a bit.

 Japanese:  Zenpou Tenshin
 English:   Forward Body Roll
 Command:   qcb + P
 Damage:    No hits, no damage
 Comments:  Ken is not invincible while rolling, but you can use this
            move to pass under certain attacks or roll through your
            opponent.
                           
 ------------------------------------------------------  [ Super Combos ]

 Japanese:  Shouryuu Reppa
 English:   Rising Dragon Render
 Command:   qcf,d,df + P
 Damage:    5 hits, 52 damage total

 Japanese:  Shinryuu Ken
 English:   Divine Dragon Fist
 Command:   qcf,d,df + K, tap P / K / directions rapidly
 Damage:    4-10 hits, 41-55 damage total

 Japanese:  Shippuujinrai Kyaku
 English:   "Swift as Lightning" Kick
 Command:   qcb,qcb + K
 Damage:    9 hits, 52 damage
 Comments:  Can interrupt with Chuudan.  This move will also stop short
            if it is blocked or if the fifth hit misses.

        (The following move costs no additional Super Combo power):

 Japanese:  Chuudan
 English:   Interruption
 Command:   qcb + K before 5th hit of Shippuujinrai Kyaku
 Damage:    No hits, no damage
 Comments:  This move won't work if you input it after the fifth hit
            of the Shippuujinrai Kyaku.  It's possible to juggle an
            opponent after interrupting that move, though.
            
 ------------------------------------------------------  [ Meteor Combo ]

 Japanese:  Kuzuryuu Reppa
 English:   Nine-Headed Dragon Render
 Command:   qcb,qcb + KKK, tap P / K / directions rapidly near end
 Damage:    22-32 hits, 76-122 damage total
 Comments:  You don't have to start tapping the buttons / control pad
            until near the end of the move, when Ken does a Shinryuu
            Ken-like attack.

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       6; cancelable
 MEDIUM PUNCH   16; cancelable      13; cancelable      15; cancelable
 HARD PUNCH     24; super cancel    20; cancelable      21; cancelable
 LIGHT KICK      5; cancelable       2; cancelable       6; cancelable
 MEDIUM KICK    16; super cancel    13; cancelable      15; cancelable
 HARD KICK      24; super cancel    18; cancelable      21; cancelable


 ========================================================================
 NANASE
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Kyaku                          When close, b / f + MP / HP
 Keishukou                      When close, b / f + MK / HK
 Suikazura                      Press / hold the same strength P + K

 Sanren Kon                     qcf + P  (then input f + P two times)
 Tenshou Kon                    f,d,df + P  (or u + P after Sanren Kon)
 Gekkyou Botan                  b,d,db + P, then hold P
 Kasumi Oroshi                  qcb + K, then K,K  (or during Sanren Kon)
 Ryuusui                        When close, rotate 360 + P
 Raku Shichi Geki               In air, d + MK
 Tou Chuuhou                    f + MP

 Izayoi Rekkon                  qcf,qcf + P
 Yayoi Toukon Gi                qcb,qcb + P  (air)
 Kon no Kidou Shuusei           Press in any dir. during Yayoi Toukon Gi
 Meigetsu (Kon no Idou Teishi)  Press PPP during Yayoi Toukon Gi
 Yuumei (Kon Rakka)             Press KKK during Yayoi Toukon Gi
 Kon o Modosu                   qcb + P after Yuumei
 Machiyoi Tenkyuu Geki          LP,LP,f,LK,HP

 -----------------------------------------------------  [ Normal Throws ]

 Japanese:  Kyaku
 English:   Capture
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 Japanese:  Keishukou
 English:   "Strangle neck with one's hands"
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 Japanese:  Suikazura
 English:   Hiding in Winter
 Command:   Press the same strength P + K  (hold same P + K to delay)
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.  Holding the buttons increases the
            length of Nanase's pole.

 -----------------------------------------------------  [ Special Moves ]

 Japanese:  Sanren Kon
 English:   Three Rapid Canes
 Command:   qcf + P  (then input f + P two times)
 Damage:    1 hit, 17/17/21 damage  (first hit)
            1 hit, 8/13/13 damage  (second and third hit)
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).  Can follow the first
            two cane strikes with the Tenshou Kon or Kasumi Oroshi.
            Obviously, comboing the cane strikes reduces each one's
            overall damage.  Only certain versions of the cane will
            combo, since using different button strengths changes the
            length of each cane strike.

 Japanese:  Tenshou Kon
 English:   Ascention Cane
 Command:   f,d,df + P, or u + P during the first two Sanren Kon cane
            strikes.
 Damage:    1 hit, 17 damage
 Comments:  Can negate projectiles.  The button used changes the length
            of the cane strike.
            
 Japanese:  Gekkyou Botan
 English:   Moon-Mirror Tree Peony
 Command:   b,d,db + P  (can hold P)
 Damage:    1 hit, 21 damage  (13 damage if P is held)
 Comments:  This move can counter mid-range, high, and jumping attacks.
            If P is held, Nanase knocks her opponent into the air, where
            they can be juggled.  If you do this move but are not
            attacked, Nanase will pose for a moment, then relax.


 Japanese:  Kasumi Oroshi
 English:   Misty Mountain Wind
 Command:   qcb + K, then press K,K
 Damage:    3 hits, 32 damage total
            (1st and 2nd hit, 8 damage, 3rd hit, 7 damage)
 Comments:  This move can negate most normal, SC, and MC projectiles
            (but it only stops one hit of multi-hit projectiles).  Using
            LK makes Nanase attack in front of her; MK makes her attack
            beneath her, and HK makes her attack behind her.  After the
            first Kasumi Oroshi, you can press K twice more for two more
            attacks (and for example, you could do qcb + LK, then press
            MK, then press HK, to make Nanase attack in front of her,
            then below her, then behind her for a 3-hit combo).
                  
 Japanese:  Ryuusui
 English:   Stream
 Command:   When close, rotate 360 + P
 Damage:    1 hit, no damage
 Comments:  An unblockable attack.  This move has no 'missed' animation,
            meaning it won't come out unless you're close to your
            opponent.  Although it does no damage, it leaves Hokuto on
            the other side of her opponent, and you can hit them before
            they recover.
            
 ---------------------------------------------------  [ Command Attacks ]

 Japanese:  Raku Shichi Geki
 English:   Violent Falling Knee
 Command:   f + HK
 Damage:    1 hit, 14 damage
 Comments:  This attack is super cancelable into the Yayoi Toukon Gi.
                                             
 Japanese:  Tou Chuuhou
 English:   Demolishing Elbow Step
 Command:   f + MP
 Damage:    1 hit, 21 damage
 Comments:  An overhead attack that must be blocked high.  This move is
            super cancelable, but only into the Machiyoi Tenkyuu Geki.
                   
 ------------------------------------------------------  [ Super Combos ]

 Japanese:  Izayoi Rekkon
 English:   Sixteen-Day Old Moon: Violent Cane
 Command:   qcf,qcf + P
 Damage:    11 hits, 50 damage

 Japanese:  Yayoi Toukon Gi
 English:   Month of March: Cane Throwing Technique
 Command:   qcb,qcb + K  (air)
 Damage:    5 hits, 50 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).  Can follow with Kon
            no Kidou Shuusei, Meigetsu, or Yuumei.

        (The following moves cost no additional Super Combo power):

 Japanese:  Kon no Kidou Shuusei
 English:   "Change the arc of the cane's flight"
 Command:   Press in any direction during Yayoi Toukon Gi
 Damage:    Same as Yayoi Toukon Gi, if it hits
 Comments:  Using this move makes the spinning cane fly in the specified
            direction.  Can follow with Meigetsu or Yuumei.

 Japanese:  Meigetsu (Kon no Idou Teishi)
 English:   Harvest Moon / Full Moon ("Stop the movement of the cane")
 Command:   Press PPP during Yayoi Toukon Gi / Kon no Kidou Shuusei
 Damage:    Same as Yayoi Toukon Gi, if it hits
 Comments:  Using this makes the cane spin in place, wherever it is at.
            After a moment, it will shrink and vanish.

 Japanese:  Yuumei (Kon Rakka)
 English:   "Dawn, with the moon visible" (Falling Cane)
 Command:   Press KKK during Yayoi Toukon Gi / Kon no Kidou Shuusei
 Damage:    Same as Yayoi Toukon Gi, if it hits while falling
 Comments:  Using this makes the cane fall to the ground, where it
            will lie for a while before shrinking and vanishing.  Can
            follow with Kon o Modosu.  When you don't have your cane,
            doing other moves will make you attack with a second cane,
            but you can't do the Yayoi Toukon Gi again until the first
            cane has vanished / been recalled.

 Japanese:  Kon o Modosu
 English:   "Bring the cane back"
 Command:   qcb + P for a limited time after Yuumei
 Damage:    Same as Yayoi Toukon Gi, if it hits while returning
 Comments:  Using this move makes the cane fly off the ground and back
            to wherever Nanase is; it will follow her for a while
            before shrinking and vanishing.  If your opponent is
            standing over it, and can hit them while still on the
            ground, if this move is input.  Not only can you cancel out
            of a special move into this attack (it's a special move),
            but you can even super cancel out of the Izayoi Rekkon into
            this move.

 ------------------------------------------------------  [ Meteor Combo ]
            
 Japanese:  Machiyoi Tenkyuu Geki
 English:   "Violent rain from a cloudy sky, in the early morning"
 Command:   LP,LP,f,LK,HP
 Damage:    2 hits, 121 damage  (if done alone)
            2 hits, 77 damage  (if you attempt to combo / cancel into it)
 Comments:  If this attack is comboed into, canceled into, or done after
            a successful Guard Break, then Nanase will not fly as high,
            and will do less damage overall.  There is a third, and even
            more powerful version of this move, according to G Nocide,
            but I have no idea how it's done.  Any suggestions?

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       4; super cancel
 MEDIUM PUNCH   13; cancelable *    12; cancelable      14; super cancel
 HARD PUNCH     21; super cancel    19; super cancel    20; super cancel
 LIGHT KICK      4; cancelable       2; cancelable       4; super cancel
 MEDIUM KICK    15; cancelable      13; super cancel    14; super cancel
 HARD KICK      21; super cancel    18; super cancel    20; super cancel

 * Nanase's standing Medium Punch hits twice and is cancelable on either
   hit.  Against a crouching Sagat, you can actually link into it from
   a crouching MK for two hits (weirdest link I've ever seen).


 ========================================================================
 PULLUM PURNA
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Ordence Foot                   When close, b / f + MP / HP
 Neck Factor                    When close, b / f + MK / HK
 Dance Wind                     In air, any direction but u + MP / HP
 Arakul Ankle                   Press the same strength P + K

 Drill Purrus (Chijou)          qcf + K
 Drill Purrus (Kuuchuu)         In air, qcf + K
 Femina Wind                    In air, qcb + P
 Ten'el Kick                    qcb + K
 Prim Kick                      f,d,df + K
 Reverse Ankle                  In air, b + MK
 Arakul Wrist (Kuuchuu)         In air, d + MP
 Arakul Wrist                   f + MP

 Reswal Kahna                   qcf,qcf + K
 Praec Larm                     qcb,qcb + K
 Kind Wind                      In air, qcf,qcf + P
 Gradeus Pearl                  qcf,qcf + PPP
 
 -----------------------------------------------------  [ Normal Throws ]

 English:   Ordence Foot
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 English:   Neck Factor
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 30 damage
 Comments:  An unblockable attack.

 English:   Dance Wind
 Command:   When close, any direction but u + MP / HP  (both characters
            must be in air)
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Arakul Ankle
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 Japanese:  Drill Purrus (Chijou)
 English:   Ground Drill Purrus
 Command:   qcf + K
 Damage:    1 hit, 20 damage

 Japanese:  Drill Purrus (Kuuchuu)
 English:   Mid-Air Drill Purrus
 Command:   In air, qcf + K
 Damage:    1 hit, 14 damage

 English:   Femina Wind
 Command:   In air, qcb + P
 Damage:    No hits, no damage
 Comments:  The Femina Wind is Pullum's old double-jump, but with a
            different command.  Using LP makes her jump up-back, MP
            straight up, and HP makes her leap up-forward, although she
            now jumps very slowly, unlike in SFEX+A.  However, since
            it's now a special move, you can hit someone with a normal
            attack, then cancel into it, and you can do normal attacks
            after it, (like an MK, or the Reverse Ankle, Drill Purrus,
            etc.)  However, you can't super cancel directly out of the
            Femina Wind.

 English:   Ten'el Kick
 Command:   qcb + K
 Damage:    1/2/3 hits, 20/23/26 damage total
 Comments:  It's possible to duck under this attack.

 English:   Prim Kick
 Command:   f,d,df + K
 Damage:    2 hits, 25/27/29 damage total
             
 ---------------------------------------------------  [ Command Attacks ]

 English:   Reverse Ankle
 Command:   In air, b + MK
 Damage:    1 hit, 14 damage
 Comments:  The Reverse Ankle only hits if you jump over your opponent.
            It's also super cancelable.  Remember that you still have to
            do the Kind Wind command from your direction that you
            originally faced in.  For example, if I'm on the 2P side
            (right), and jump over my opponent's head, I have to press
            b + MK for the Reverse Ankle, then qcf,qcf + P for the Kind
            Wind, not qcb,qcb + P.

 Japanese:  Arakul Wrist (Kuuchuu)
 English:   Mid-Air Arakul Wrist
 Command:   In air, d + MP
 Damage:    1 hit, 20 damage
 Comments:  This attack is super cancelable.  It's easiest to super
            cancel the moment the move hits, but it's possible to still
            do it while she's flying forward (in which case, she'll
            suddenly move back to do the Kind Wind).  Note that your
            opponent recovers form this move faster than you do (!), so
            it's possible for them to hit you as you fly over them.
            
 English:   Arakul Wrist
 Command:   f + MP
 Damage:    1 hit, 20 damage
 Comments:  An overhead attack that must be blocked high.
                          
 ------------------------------------------------------  [ Super Combos ]

 English:   Reswal Kahna
 Command:   qcf,qcf + K
 Damage:    6 hits, 60 damage total

 English:   Praec Larm
 Command:   qcb,qcb + K
 Damage:    6 hits, 45 damage total

 English:   Kind Wind
 Command:   In air, qcf,qcf + P
 Damage:    5 hits, 28 damage total
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 ------------------------------------------------------  [ Meteor Combo ]

 English:   Gradeus Pearl
 Command:   qcf,qcf + PPP
 Damage:    1 hit, 120 damage
 Comments:  This move can negate most normal, SC, and MC projectiles (but
            it only stops one hit of multi-hit projectiles).  During this
            move, you'll hear various parts of Pullum's stage music from
            SFEX+A.  This move can also "catch" people out of the air.
            Since it's a projectile, it can be deflected by certain
            attacks, though.
            
 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       4; cancelable
 MEDIUM PUNCH   15; cancelable      12; cancelable      14; cancelable
 HARD PUNCH     23; super cancel    19; super cancel    20; cancelable
 LIGHT KICK      4; cancelable       2; cancelable       4; cancelable
 MEDIUM KICK    15; cancelable      12; cancelable      14; cancelable
 HARD KICK      23; super cancel    18; super cancel    20; cancelable               


 ========================================================================
 RYU
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Seoi Nage                       When close, b / f + MP / HP
 Tomoe Nage                      When close, b / f + MK / HK
 Sakotsu Wari                    Press the same strength P + K

 Hadou Ken                       qcf + P
 Shakunetsu Hadou Ken            hcb + P
 Shouryuu Ken                    f,d,df + P
 Tatsumaki Senpuu Kyaku          qcb + K (then b + K x2, then/or press K)
 Kyuubi Kudaki                   f + HP
 Senpuu Kyaku                    f + MK

 Shinkuu Hadou Ken               qcf,qcf + P
 Shinkuu Tatsumaki Senpuu Kyaku  qcb,qcb + K
 Shinkuu T.S.K. (Kuuchuu)        In air, qcb,qcb + K
 Shin Shouryuu Ken               qcf,qcf + KKK
 
 -----------------------------------------------------  [ Normal Throws ]

 Japanese:  Seoi Nage
 English:   Over The Shoulder Throw
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 Japanese:  Tomoe Nage
 English:   (A judo technique) Throw
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 Japanese:  Sakotsu Wari
 English:   Collarbone Splitter
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 Japanese:  Hadou Ken
 English:   Surge Fist
 Command:   qcf + P
 Damage:    1 hit, 17 damage

 Japanese:  Shakunetsu Hadou Ken
 English:   Scorching Heat Surge fist
 Command:   hcb + P
 Damage:    2 hits, 16 damage total
 Comments:  Does less damage than the Hadou Ken, so I don't really know
            what advantage it has over that move.

 Japanese:  Shouryuu Ken
 English:   Rising Dragon Fist
 Command:   f,d,df + P
 Damage:    1 hit, 26/30/30 damage total

 Japanese:  Tatsumaki Senpuu Kyaku
 English:   Tornado Whirlwind Kick
 Command:   qcb + K, then b + K twice, then (or at anytime) press K
 Damage:    4 hits, 29/30/30 damage total
 Comments:  You can delay the next input for a moment.  Using the
            'press K' version ends the move, even if you haven't put
            in b + K yet or have only input b + K once before.  Note
            that while the MK and HK versions keep your opponent on the
            ground, the LK version will knock them over and take them
            up into the air with successive hits.

 ---------------------------------------------------  [ Command Attacks ]

 Japanese:  Kyuubi Kudaki
 English:   Dove's Tail Crusher
 Command:   f + HP
 Damage:    2 hits, 25 damage total
 Comments:  You can follow this move with a crouching MP, MK, or LK,
            and even cancel those attacks into specials, etc.  For some
            reason, I can never get c. MP -> MK to link off of this move,
            I dunno why.  This attack is super cancelable.

 Japanese:  Senpuu Kyaku
 English:   Whirlwind Kick
 Command:   f + MP
 Damage:    1 hit, 17 damage
 Comments:  This attack is super cancelable.
               
 ------------------------------------------------------  [ Super Combos ]
               
 Japanese:  Shinkuu Hadou Ken
 English:   Vacuum Surge Fist
 Command:   qcf,qcf + P
 Damage:    5 hits, 38 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 Japanese:  Shinkuu Tatsumaki Senpuu Kyaku
 English:   Vacuum Tornado Whirlwind Kick
 Command:   qcb,qcb + K
 Damage:    8 hits, 59 damage total

 Japanese:  Shinkuu Tatsumaki Senpuu Kyaku (Kuuchuu)
 English:   Mid-Air Vacuum Tornado Whirlwind Kick
 Command:   In air, qcb,qcb + K
 Damage:    8 hits, 40 damage total
               
 ------------------------------------------------------  [ Meteor Combo ]

 Japanese:  Shin Shouryuu Ken
 English:   True Rising Dragon Fist
 Command:   qcf,qcf + KKK
 Damage:    3 hits, 140 damage total  (vs. a grounded opponent)
            5 hits, 47 damage total  (vs. an airborne opponent)
 Comments:  To get the full hits from this move, try to do it from up
            close, and against a grounded opponent.  Otherwise, you
            may only get one hit, and if your opponent's in the air,
            you get a multi-hit Shouryuu Ken instead, which does a lot
            less damage, too.

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       6; can't cancel
 MEDIUM PUNCH   16; cancelable      13; cancelable    2x15; can't cancel
 HARD PUNCH     24; super cancel    20; cancelable      21; can't cancel
 LIGHT KICK      5; cancelable       2; cancelable       6; can't cancel
 MEDIUM KICK    16; cancelable      13; cancelable      15; can't cancel
 HARD KICK      22; super cancel    18; cancelable      21; can't cancel


 ========================================================================
 SAGAT
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Tiger Carry                    When close, b / f + MP / HP
 Tiger Rage                     When close, b / f + MK / HK
 Tiger Tool                     Press the same strength P + K

 Tiger Shot                     qcf + P
 Ground Tiger Shot              qcf + K
 Tiger Fake                     b,d,db + P
 Tiger Blow                     f,d,df + P
 Tiger Crush                    f,d,df + K

 Tiger Genocide                 qcb,qcb + P
 Tiger Raid                     qcb,qcb + K
 Tiger Cannon                   qcf,qcf + P
 Ground Tiger Cannon            qcf,qcf + K
 Tiger Storm                    qcf,qcf + PPP  (press P up to 5 times)


 -----------------------------------------------------  [ Normal Throws ]

 English:   Tiger Carry
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 English:   Tiger Rage
 Command:   When close, b / f + MK / HK, tap P / K / directions rapidly
 Damage:    1 hit, 23-28 damage
 Comments:  An unblockable attack.  For some reason, it's really hard
            to get the extra hits in, maybe it's just me.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Tiger Tool
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 English:   Tiger Shot
 Command:   qcf + P
 Damage:    1 hit, 17 damage

 English:   Ground Tiger Shot
 Command:   qcf + K
 Damage:    1 hit, 17 damage

 English:   Tiger Fake
 Command:   b,d,db + P
 Damage:    No hits, no damage

 English:   Tiger Blow
 Command:   f,d,df + P
 Damage:    1/3/7 hits, 26/29/35 damage total

 English:   Tiger Crush
 Command:   f,d,df + K
 Damage:    2 hits, 25 damage total
               
 ------------------------------------------------------  [ Super Combos ]
               
 English:   Tiger Genocide
 Command:   qcb,qcb + P
 Damage:    10 hits, 57 damage total

 English:   Tiger Raid
 Command:   qcb,qcb + K
 Damage:    7 hits, 44 damage total

 English:   Tiger Cannon
 Command:   qcf,qcf + P
 Damage:    1 hit, 30 damage

 English:   Ground Tiger Cannon
 Command:   qcf,qcf + K
 Damage:    1 hit, 30 damage

 ------------------------------------------------------  [ Meteor Combo ]

 English:   Tiger Storm
 Command:   qcf,qcf + PPP  (can then press P up to five times)
 Damage:    19 hits, 120 damage total  (no successful P presses)
            23 hits, 128 damage total  (one successful P press)
            26 hits, 134 damage total  (two successful P presses)
            29 hits, 140 damage total  (three successful P presses)
 Comments:  This move can be enhanced, doing more hits and damage.
            To power it up, you have to press any Punch button right
            as Sagat connects with each of the first three physical
            attacks (before he throws the huge fireball).  If you do
            it right, you'll get a lightning flash when each hit is
            timed properly.  The end result is that the fireball
            Sagat throws will be bigger, and at maximum strength,
            will turn purple.

 Even More  To help you time the button presses, a little display shows
 Comments:  up in the corner of the screen when you do this move.  The
            white arrow going across the display indicates the amount of
            time left before Sagat does the projectile attack, and the
            red arrows that appear indicate each time Sagat made an
            attack.  When you press a punch button, you'll either get a
            little blue arrow, indicating that you missed, or if your
            blue arrow matches up with the three red arrows, you'll get
            a golden arrow instead.  Obviously, if you do this move from
            too far away, no arrows will appear as Sagat hits the air,
            and timing your Punch presses won't do anything.  You can
            still enhance the Tiger Shot if it is blocked, though.  Oh
            and yes, if you try pressing Kick instead of Punch, you'll
            use up your five chances, but no arrows appear (in other
            words, you can't power-up the Tiger Storm with Kicks).

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       6; can't cancel
 MEDIUM PUNCH   16; super cancel    13; cancelable      15; can't cancel
 HARD PUNCH     24; super cancel    22; super cancel    20; can't cancel
 LIGHT KICK      5; cancelable       2; cancelable       6; can't cancel
 MEDIUM KICK    16; super cancel    13; cancelable      15; can't cancel
 HARD KICK      22; super cancel    18; super cancel    22; can't cancel
                                           

 ========================================================================
 SHARON
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Bloody Mount                   When close, b / f + MP / HP
 Bloody Choke                   When close, b / f + MK / HK
 Flying Neck Drop               In air, any direction but u + MP / HP
 Spinning Double Knuckle        Press the same strength P + K

 Gale Hammer Punch              qcf + P
 Double Hammer Punch            f + P from Gale Hammer Punch
 Bermuda Symphony               f,d,df + K  (df + K from G. Hammer Punch)
 Half Moon Kick                 qcb + K  (ub~db from Gale Hammer Punch)
 Prisoner Scissors              Any dir. but u + K before H.M.K. hits
 Crimson Terror                 When close, rotate 360 + P
 Sliding Sweeper                df + HK
 Crash Punch                    f + HP
 Step Combo Punch               f + MP
 Step Combo Kick                f + MK

 Load                           qcf,qcf + P
 Hellfire                       qcf,qcf + P anytime after Load
 Shuttle Combination            qcb,qcb + P
 Sharon Special                 qcf,qcf + K
 Chuudan                        qcb + K during Sharon Special
 Assault Rifle                  qcf,qcf + PPP  (changes from up close)
 
 -----------------------------------------------------  [ Normal Throws ]

 English:   Bloody Mount
 Command:   When close, b / f + MP / HP, tap P / K / directions rapidly
 Damage:    1 hit, 40-48 damage
 Comments:  An unblockable attack.

 English:   Bloody Choke
 Command:   When close, b / f + MK / HK, tap P / K / directions rapidly
 Damage:    1 hit, 41-45 damage
 Comments:  An unblockable attack.

 English:   Flying Neck Drop
 Command:   When close, any direction but u + MP / HP  (both characters
            must be in air)
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Spinning Double Knuckle
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.
                       
 -----------------------------------------------------  [ Special Moves ]

 English:   Gale Hammer Punch
 Command:   qcf + P
 Damage:    1 hit, 13 damage
 Comments:  Can follow with Double Hammer Punch, Half Moon Kick, or
            Bermuda Symphony.

 English:   Double Hammer Punch
 Command:   f + P from Gale Hammer Punch
 Damage:    1 hit, 13 damage

 English:   Bermuda Symphony
 Command:   f,d,df + K  (df + K during Gale Hammer Punch)
 Damage:    1 hit, 35 damage  (if opponent hits the ground)
 Comments:  An unblockable attack.  The button used determines how far
            Sharon dashes forward, but if you did this move from the
            Gale Hammer Punch, she always moves the same distance
            irregardless of the button used.  Once an opponent is
            launched into the air, they can be juggled, but if you do
            hit them, they won't take the 35 damage from hitting the
            floor (which means the Bermuda Symphony did zero damage to
            them).

 English:   Half Moon Kick
 Command:   f,d,df + K  (ub~db + K during Gale Hammer Punch)
 Damage:    1 hit, 21 damage
 Comments:  Can follow with Prisoner Scissors.

 English:   Prisoner Scissors
 Command:   When close, any direction but u + K just before Half Moon
            Kick would have hit
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.  This move will only come out if
            Sharon flies into her opponent pretty dead on; if you do
            a Half Moon Kick from so far away that only her leg would
            have hit, then the Prisoner Scissors won't come out.

 English:   Crimson Terror
 Command:   When close, rotate 360 + P
 Damage:    1 hit, no damage
 Comments:  An unblockable attack.  This move has no 'missed' animation,
            meaning it won't come out unless you're close to your
            opponent.  Although it does no damage, it leaves Sharon on
            the other side of her opponent, and you can hit them before
            they recover.
                         
 ---------------------------------------------------  [ Command Attacks ]

 English:   Sliding Sweeper
 Command:   df + HK
 Damage:    1 hit, 18 damage
 Comments:  This attack is super cancelable.  It hits low and must be
            crouch-blocked.

 English:   Crash Punch
 Command:   f + HP
 Damage:    1 hit, 21 damage
 Comments:  An overhead attack that must be blocked high.

 English:   Step Combo Punch
 Command:   f + MP
 Damage:    2 hits, 20 damage total

 English:   Step Combo Kick
 Command:   f + MK
 Damage:    2 hits, 20 damage total

 ------------------------------------------------------  [ Super Combos ]

 English:   Load
 Command:   qcf,qcf + P
 Damage:    No hits, no damage
 Comments:  After you perform the Load, a bullet mark appears next to
            Sharon's name, and she will now be holding a gun.  From this
            point on until the end of the stage, you can use the Hellfire
            attack.  You can super cancel into this move, but not out of
            it.

 English:   Hellfire
 Command:   qcf,qcf + P anytime after Load
 Damage:    1 hit, 70 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).  After using this move,
            you have to use the Load again before you can use the
            Hellfire again.

 English:   Shuttle Combination
 Command:   qcb,qcb + P
 Damage:    6 hits, 53 damage total

 English:   Sharon Special
 Command:   qcf,qcf + K
 Damage:    4 hits, 54 damage total
 Comments:  Can interrupt with Chuudan.

        (The following move costs no additional Super Combo power):

 Japanese:  Chuudan
 English:   Interruption
 Command:   qcb + K after 1st hit of Sharon Special
 Damage:    No hits, no damage
 Comments:  This move won't work if you input it after the first hit
            of the Sharon Special.

 ------------------------------------------------------  [ Meteor Combo ]

 English:   Assault Rifle
 Command:   qcf,qcf + PPP
 Damage:    1 hit, 120 damage
 Comments:  Normally, your opponent can block the Assault Rifle, but not
            if it's done up close.  You don't even need to be right next
            to your opponent, you can do it from a few steps away.  You
            can tell if you did it since you'll get a new animation for
            the move.  You can get this effect even if you super cancel
            into it from a close attack (say, from a Gale Hammer Punch).
            You can even do it after the Crimson Terror.  However, if
            your attack is blocked, or if your opponent is crouching, the
            unblockable version won't come out.  Note that the gunfire
            comes out so high that it passes over most projectiles
            instead of passing through them.  It will negate and pass
            through moves like the Tiger Storm projectile, though.

 ------------------------------------------------------  [ Attack Info. ]
                              
                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       6; can't cancel
 MEDIUM PUNCH   14; super cancel    13; cancelable      14; can't cancel
 HARD PUNCH     22; super cancel    20; super cancel    19; can't cancel
 LIGHT KICK      5; cancelable       5; cancelable       6; can't cancel
 MEDIUM KICK    14; super cancel    14; cancelable    13x2; can't cancel
 HARD KICK      24; super cancel    18; super cancel    19; can't cancel
    

 ========================================================================
 SKULLOMANIA
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Skullo Stand                   When close, b / f + MP / HP
 Skullo Space                   In air, any direction but u + MP / HP
 Skullo Punch                   Press the same strength P + K

 Skullo Crusher                 qcf + P
 Skullo Slider                  qcf + K
 Skullo Head                    f,d,df + P
 Skullo Dive                    Press P during Skullo Head
 Skullo Stealer                 Skullo Dive into the ground
 Skullo Shock                   hcb,ub,u + P
 Skullo T'katchev               b,d,db + K
 Tensuu Hyouji                  Press LP + MK + HP from Skullo T'katchev
 Skullo Back Ten                Tap b,b
 Skullo Dash                    Tap f,f
 Skullo Tackle                  Skullo Dash into an opponent
 Stepping Upper                 f + MP
 Dangerous Heel                 f + MK

 Shin Skullo Dream              LP,LP,f,LK,HP
 Super Skullo Crusher           qcf,qcf + P
 S. Skullo Crusher (Kuuchuu)    In air, qcf,qcf + P
 Super Skullo Slider            qcf,qcf + K
 Skullo Ball                    qcb,qcb + P  (can perform 2 times)
 Skullo Energy                  qcb,qcb + K
 Super Skullo Energy            qcb,qcb + KKK

 -----------------------------------------------------  [ Normal Throws ]

 English:   Skullo Stand
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 English:   Skullo Space
 Command:   When close, any direction but u + MP / HP  (both characters
            must be in air)
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Skullo Punch
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.
 
 -----------------------------------------------------  [ Special Moves ]

 English:   Skullo Crusher
 Command:   qcf + P
 Damage:    1 hit, 21 damage
 Comments:  Can go over some low attacks.  This move will only combo from
            a crouching HP.

 English:   Skullo Slider
 Command:   qcf + K
 Damage:    1 hit, 26 damage
 Comments:  A low attack that must be crouch blocked.  There's pretty
            sizable recovery delay if it's blocked, though.

 English:   Skullo Head
 Command:   f,d,df + P
 Damage:    1 hit, 17/21/26 damage  (13 damage if the shoulder hits)
 Comments:  If you do this move from far away, Skullomania's shoulder
            will hit instead for less damage.  You can still follow
            either version with the Skullo Dive, though.

 English:   Skullo Dive
 Command:   Press P after Skullo Head
 Damage:    1 hit, 21 damage
 Comments:  This move only combos from an LP Skullo Head.  If you hit the
            ground first, this move becomes the Skullo Stealer.

 English:   Skullo Stealer
 Command:   Skullo Dive into the ground
 Damage:    1 hit, 17 damage
 Comments:  A low attack that must be crouch blocked.  It's still
            super cancelable, though.

 English:   Skullo Shock
 Command:   hcb,ub,u + P
 Damage:    No hits, no damage
 Comments:  After a moment, you can interrupt this move by pressing any
            button or pressing in any direction.  You can take advantage
            of this by starting up a command like the Shin Skullo Dream
            or Skullo Head while he's laughing, and timing it so that you
            press P right as this move becomes interruptible--Skullo will
            go directly from his taunting into the attack.

 English:   Skullo T'katchev  (the "t'katchev" is a gymnastic move)
 Command:   b,d,db + K
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.  The button used determines where
            Skullo falls.  Note, though, that you can avoid this move
            simply by jumping, as it can't hit airborne enemies.  Can
            follow with Tensuu Hyouji.

 Japanese:  Tensuu Hyouji
 English:   "Indication of your score"
 Command:   Immediately press LP + MK + HP after inputting S. T'katchev
 Damage:    No additional hits or damage
 Comments:  This move has no purpose other than to show you your "score"
            for landing the Skullo T'katchev (like in gymnastics, get
            it?)  The best score is a 10.00, for which you are awarded a
            "Bravo!" message.  I'm not sure what determines your score,
            though.  This move has no effect on damage or anything like
            that, nor does it give you extra SC power, etc.

 ---------------------------------------------------  [ Command Attacks ]

 Japanese:  Skullo Back Ten
 English:   Skullo Backspin
 Command:   Tap b,b
 Damage:    No hits, no damage
 Comments:  You can pass through projectiles and avoid attacks with this
            move.

 English:   Skullo Dash
 Command:   Tap f,f  (press b to stop)
 Damage:    No hits, no damage
 Comments:  You can perform a special move while dashing, or even do an
            abbreviated version, by either pressing in a direction while
            dashing, or simply holding a button before the dash, then
            tapping f,f (see the table below).  If you run into your
            opponent, you'll automatically do the Skullo Tackle.

            Special Move        While dashing...   Before you tap f,f...
            -------------------------------------------------------------
            Skullo Crusher      Press uf~df + P    Hold P, then dash  
            Skullo Slider       Press uf~df + K    Hold K, then dash
            Skullo Shock        Press d + P        Hold P, dash, press d
            Skullo Head         Press u + P        Hold P, dash, press u
            Skullo T'katchev    Press u + K        Hold P, dash, press u

            This is useful for doing moves like the Skullo Shock or
            T'katchev, since trying to enter them manually would normally
            make Skullo stop dashing before the move would come out.
            Remember that the button used will determine the strength of
            the move, just as if you had performed it manually.

 English:   Skullo Tackle
 Command:   Skullo Dash into an opponent
 Damage:    1 hit, 26 damage
 Comments:  This attack is super cancelable.

 English:   Stepping Upper
 Command:   f + MP
 Damage:    1 hit, 21 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).  This attack is super
            cancelable.

 English:   Dangerous Heel
 Command:   f + MK
 Damage:    1 hit, 21 damage
 Comments:  An overhead attack that must be blocked high.
                  
 ------------------------------------------------------  [ Super Combos ]
             
 Japanese:  Shin Skullo Dream
 English:   New Skullo Dream
 Command:   LP,LP,f,LK,HP
 Damage:    7 hits, 69 damage
 Comments:  An unblockable attack.  There's an alternate version of this
            move you can do by holding down d + LP + MK  (you'll always
            see a close up of the "groin-kicking" pose).  CPU Skullo
            always does the original Skullo Dream to me, but I can't
            figure out the command for it.  Anyone know?

 English:   Super Skullo Crusher
 Command:   qcf,qcf + P
 Damage:    5 hits, 53 damage

 English:   Super Skullo Crusher (Kuuchuu)
 English:   Mid-Air Super Skullo Crusher
 Command:   In air, qcf,qcf + P
 Damage:    5 hits, 46 damage

 English:   Super Skullo Slider
 Command:   qcf,qcf + K
 Damage:    8 hits, 50 damage
 Comments:  A low attack that must be crouch blocked (although once
            Skullomania starts spinning at the end, you can block the
            hits high).

 English:   Skullo Ball
 Command:   qcb,qcb + P  (can perform twice at a time)
 Damage:    3 hits, 48 damage (on the way down)
            1 hit, 17 damage (on the way up)
 Comments:  When thrown, the Skullo Ball comes down after a while (the
            stronger the button used, the longer it takes to fall).  It
            can home in on an opponent somewhat, but this is not too
            reliable.  After throwing one Skullo Ball, you can throw
            another one, but you can't have three of them going at the
            same time ;)

 English:   Skullo Energy
 Command:   qcb,qcb + K
 Damage:    1 hit, 35 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).
                        
 ------------------------------------------------------  [ Meteor Combo ]

 English:   Super Skullo Energy
 Command:   qcb,qcb + KKK
 Damage:    7 hits, 108 damage total
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       6; super cancel
 MEDIUM PUNCH   16; cancelable      13; cancelable      15; super cancel
 HARD PUNCH     24; super cancel    20; cancelable      21; super cancel
 LIGHT KICK      5; cancelable       5; cancelable       6; super cancel
 MEDIUM KICK    16; super cancel    13; cancelable      15; super cancel
 HARD KICK      24; super cancel    18; super cancel    21; super cancel


 ========================================================================
 VEGA                              (known as "M. Bison" outside of Japan)
 ========================================================================

 Deadly Throw                   When close, b / f + MP / HP
 Death Suplex                   When close, b / f + MK / HK
 Psychic Crush                  Press the same strength P + K

 Psycho Crusher                 Charge b,f + P
 Double Knee Press              Charge b,f + K
 Head Press                     Charge d,u + P, move b / f afterwards
 Somersault Skull Diver         Press P after Head Press
 Vega Warp (Zenpou Idou)        f,d,df + PPP / KKK
 Vega Warp (Kouhou Idou)        b,d,db + PPP / KKK

 Psycho Cannon                  Charge b,f,b,f + P  (hold P to delay)
 Knee Press Nightmare           Charge b,f,b,f + K
 Psycho Break Smasher           Charge b,f,b,f + PPP

 -----------------------------------------------------  [ Normal Throws ]

 English:   Deadly Throw
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 English:   Death Suplex
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 15 damage
 Comments:  An unblockable attack.  This throw does piddly damage, but
            you can always hit your bouncing opponent with a standing
            HK, crouching HK, Knee Press Nightmare, etc.
            
 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Psychic Crush
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.
                            
 -----------------------------------------------------  [ Special Moves ]

 English:   Psycho Crusher
 Command:   Charge b,f + P
 Damage:    1 hit, 30 damage

 English:   Double Knee Press
 Command:   Charge b,f + K
 Damage:    2 hits, 21 damage total

 English:   Head Press
 Command:   Charge d,u + P  (can move b / f after hitting)
 Damage:    1 hit, 13 damage
 Comments:  Even if this move is blocked, you can still follow it up
            with the Somersault Skull Diver, or you can just move around.

 English:   Somersault Skull Diver
 Command:   Press P after Head Press
 Damage:    1 hit, 21 damage

 English:   Vega Warp (Zenpou Idou / Kouhou Idou)
 English:   Vega Warp (Move Forward / Move Backward)
 Command:   f,d,df / b,d,db + PPP / KKK
 Damage:    No hits, no damage
 Comments:  When you use the Vega Warp, PPP makes you appear further away
            from your opponent and in the background, while KKK makes you
            appear closer to them and in the foreground.  The command you
            input also has an effect: f,d,df makes you appear behind your
            opponent, while b,d,db appear far away from your opponent,
            but still facing them. on the left side of the screen, the
            foreground and background positions are switched (so b,d,db
            + KKK still makes you close to your opponent, but the screen
            will rotate in from the background).

 ------------------------------------------------------  [ Super Combos ]

 English:   Psycho Cannon
 Command:   Charge b,f,b,f + P  (hold P to delay)
 Damage:    5-10 hits, 47-61 damage total
 Comments:  The longer you delay the Psycho Cannon, the large the ball
            gets as well.  You can also juggle people with it while it's
            being delayed.  The delayed version can also go through
            projectiles.

 English:   Knee Press Nightmare
 Command:   Charge b,f,b,f + K
 Damage:    8 hits, 61 damage total

 ------------------------------------------------------  [ Meteor Combo ]

 English:   Psycho Break Smasher
 Command:   Charge b,f,b,f + PPP
 Damage:    10 hits, 143 damage total
 Comments:  The Psycho Break Smasher is a weird move because sometimes it
            will go through just about anything (even Vega II's huge
            Psycho Cannons), yet it's very easy to hit Vega out of it at
            other times (like throwing a Hadou Ken just after he starts
            it, or going through it at any time with a Death Crusher /
            Shouryuu Ken, etc.)  Vega also has two quotes for this move--
            one of them is in Japanese, but he'll sometimes say his SFEXA
            intro quote as well ("It's over, you know it!"), which I
            think is much more menacing ;)  Perhaps it denotes a stronger
            version of this move as well (that would account for it
            sometimes being almost invincible, and sometimes not).

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       6; super cancel
 MEDIUM PUNCH   16; super cancel    13; cancelable      15; super cancel
 HARD PUNCH     22; super cancel    20; cancelable      21; super cancel
 LIGHT KICK      5; cancelable       5; cancelable       6; super cancel
 MEDIUM KICK    16; cancelable      13; cancelable      15; super cancel
 HARD KICK      22; super cancel    18; super cancel    21; super cancel


 ========================================================================
 VULCANO ROSSO                  (his name means "Red Volcano" in English)
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Digestiveo                     When close, b / f + MP / HP
 Respresso                      Press the same strength P + K

 Volcanus                       qcb + P
 Cannosa no Kutsujoku           qcb + K  (counters attacks)
 Hibashiri                      qcf + K
 Vesuvio no Ikari               qcf + P
 Chuugeki                       f + P during Vesuvio no Ikari
 Dragon Kick                    f + K during Chuugeki
 Io no Yoku                     Press (b / f +) PPP
 Etna no Ikari                  Press K during Io no Yoku

 Tameiki no Hashi               qcf,qcf + P
 Accelerando                    qcb,qcb + K
 Pisa no Shatou                 qcb,d,db + P
 Shikei                         qcf,qcf + KKK  (misses from afar)
 
 -----------------------------------------------------  [ Normal Throws ]

 Italian:   Digestiveo
 English:   Digestive
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 Italian:   Respresso
 English:   Repress (?)
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 Italian:   Volcanus
 English:   Volcano
 Command:   qcb + P
 Damage:    2-6 hits, 12-29 damage total
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).  Since you recover
            before your opponent does during the MP or HP Volcanus, you
            can attack them while they're still being hit, or even jump
            over / Hibashiri through them and attack from behind, or
            just use it to keep them occupied.
                                              
 Japanese:  Cannosa no Kutsujoku  (Tai Jump Kougeki)
 English:   Cannosa's Humiliation  (Anti-Jump Attack)
 Command:   qcb + LK  (or during Vesuvio no Ikari or Chuugeki)
 Damage:    1 hit, 12 damage
 Comments:  This is a counter move that only goes into effect if Rosso
            is hit while posing.  The LK version counters jumping
            attacks.

 Japanese:  Cannosa no Kutsujoku  (Taichuu / Joudan Kougeki)
 English:   Cannosa's Humiliation  (Anti-Middle / Low-Level Attack)
 Command:   qcb + MK  (or during Vesuvio no Ikari or Chuugeki)
 Damage:    2 hits, 21 damage total
 Comments:  This is a counter move that only goes into effect if Rosso
            is hit while posing.  The MK version counters standing
            and mid-level attacks.

 Japanese:  Cannosa no Kutsujoku  (Tai Gedan Kougeki)
 English:   Cannosa's Humiliation  (Anti-Lower Level Attack)
 Command:   qcb + HK  (or during Vesuvio no Ikari or Chuugeki)
 Damage:    1 hit, 29 damage
 Comments:  This is a counter move that only goes into effect if Rosso
            is hit while posing.  The HK version counters low level
            attacks.  For some reason, you get a different animation
            depending on whether Rosso counters a low punch or a low
            kick attack (the damage doesn't change or anything).

 Japanese:  Hibashiri
 English:   Running Fire
 Command:   qcf + K
 Damage:    No hits, no damage
 Comments:  You can use this move to approach your opponent, or to even
            pass through them.  The button used determines how far
            forward Rosso travels.

 Japanese:  Vesuvio no Ikari  
 English:   Vesuvius' Anger  (Vesuvius is a volcano in Italy)
 Command:   qcf + P
 Damage:    1 hit, 6/10/14 damage
 Comments:  Can follow with Chuugeki or interrupt with Cannosa no
            Kutsujoku.

 Japanese:  Chuugeki
 English:   Elbow Attack
 Command:   f + P during Vesuvio no Ikari
 Damage:    1 hit, 10 damage
 Comments:  Can follow with Dragon Kick or interrupt with Cannosa no
            Kutsujoku.

 English:   Dragon Kick
 Command:   f + K during Chuugeki
 Damage:    1 hit, 12 damage

 Japanese:  Io no Yoku  
 English:   Wings of Io  (Io is a volcanic Jovian moon)
 Command:   Press b / f + PPP, or simply press PPP
 Damage:    No hits, no damage
 Comments:  You can follow this move with Etna no Ikari.

 Japanese:  Etna no Ikari
 English:   Etna's Anger  (Etna is a volcano in Italy)
 Command:   Press K right after performing Io no Yoku
 Damage:    1 hit, 20 damage
 Comments:  An overhead attack that must be blocked high.

 ------------------------------------------------------  [ Super Combos ]

 Japanese:  Tameiki no Hashi
 English:   Bridge's Sigh
 Command:   qcf,qcf + P
 Damage:    7 hits, 50 damage

 Italian:   Accelerando
 English:   Acceleration / Accelerating
 Command:   qcb,qcb + K
 Damage:    13 hits, 60 damage

 Japanese:  Pisa no Shatou
 English:   Leaning Tower of Pisa
 Command:   qcb,d,db + P
 Damage:    6 hits, 39 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 ------------------------------------------------------  [ Meteor Combo ]

 Japanese:  Shikei
 Italian:   Quattro Panorama
 English:   Four Scenes
 Command:   qcf,qcf + KKK  (misses from afar)
 Damage:    1 hit, 135 damage
 Comments:  An unblockable attack.

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       6; can't cancel
 MEDIUM PUNCH   16; cancelable      13; cancelable      15; can't cancel
 HARD PUNCH     24; super cancel    22; super cancel    21; can't cancel
 LIGHT KICK      3; cancelable       5; cancelable       6; can't cancel
 MEDIUM KICK    14; cancelable      13; cancelable    15x2; can't cancel
 HARD KICK      24; super cancel    18; super cancel  21,8; can't cancel

 Rosso's jumping HK hits twice, but the hits don't combo.  The second
 hit comes out rather late in the move, so you'll have to do it rather
 early to have the second hit come out.
                                       

 ========================================================================
 ZANGIEF
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Iron Claw                      When close, b / f + MP / HP
 German Suplex                  When close, b / f + MK / HK
 Russian Headbutt               Press the same strength P + K

 Double Lariat                  b / f + PPP, or press PPP, move b / f
 Quick Double Lariat            b / f + KKK, or press KKK, move b / f
 Spinning Piledriver            Rotate 360 + P  (misses from afar)
 Atomic Suplex                  When close, rotate 360 + K
 Russian Suplex                 From afar, rotate 360 + K
 Bear Hug                       Press P during Russian Suplex run
 Flying Body Attack             In air, d + HP

 Final Atomic Buster            Rotate 720 + P  (misses from afar)
 Aerial Russian Slam            qcb,qcb + K
 Super Stomping                 qcf,qcf + K
 Chuudan                        qcb + K during Super Stomping
 Cosmic Final Atomic Buster     Rotate 720 + PPP  (misses from afar)
 
 -----------------------------------------------------  [ Normal Throws ]

 English:   Iron Claw
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 English:   German Suplex
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 15 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Russian Headbutt
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 English:   Double Lariat
 Command:   b / f + PPP, or press PPP and move b / f
 Damage:    1 hit, 21 damage
 Comments:  Zangief can pass through projectiles during this move.

 English:   Quick Double Lariat
 Command:   b / f + KKK, or press KKK and move b / f
 Damage:    1 hit, 21 damage
 Comments:  Zangief is invulnerable against certain low attacks during
            this move.

 English:   Screw Piledriver
 Command:   Rotate 360 + P  (misses from afar)
 Damage:    1 hit, 43/52/61 damage
 Comments:  An unblockable attack.  Can also be used while running during
            Russian Suplex, but no matter what button you use, you'll
            always do the MP version in terms of damage.

 English:   Atomic Suplex
 Command:   When close, rotate 360 + K
 Damage:    1 hit, 57 damage
 Comments:  An unblockable attack.  If done from afar, you'll get the
            Russian Suplex.

 English:   Russian Suplex
 Command:   From afar, rotate 360 + K
 Damage:    1 hit, 48 damage
 Comments:  An unblockable attack.  While running, you can interrupt the
            move with the Bear Hug, Spinning Piledriver or Cosmic Final
            Atomic Buster.

 English:   Bear Hug
 Command:   Press P during Russian Suplex, then tap P / K / directions
            rapidly (misses from afar)
 Damage:    1 hit, 22-32 damage
 Comments:  An unblockable attack.  After this move is performed, Zangief
            throws his opponent into the air, where they can be juggled.

 ---------------------------------------------------  [ Command Attacks ]

 English:   Flying Body Attack
 Command:   In air, d + HP
 Damage:    1 hit, 21 damage
          
 ------------------------------------------------------  [ Super Combos ]
                               
 English:   Final Atomic Buster (F.A.B.)
 Command:   Rotate 720 + P  (misses from afar)
 Damage:    1 hit, 78 damage
 Comments:  An unblockable attack.

 English:   Aerial Russian Slam
 Command:   qcb,qcb + K
 Damage:    1 hit, 52 damage total
 Comments:  This move only hits an opponent who's in the air.

 English:   Super Stomping
 Command:   qcf,qcf + K
 Damage:    6 hits, 44 damage total
 Comments:  Can interrupt with Chuudan.

        (The following move costs no additional Super Combo power):

 Japanese:  Chuudan
 English:   Interruption
 Command:   qcb + K before 5th hit of Super Stomping
 Damage:    No hits, no damage
 Comments:  This move won't work if you input it after the fifth hit
            of the Super Stomping.  It's possible to hit an opponent
            after interrupting the move, though (like with a standing
            MK).  If your opponent has blocked the Super Stomping, you
            can super cancel the end of the Chuudan into the F.A.B. or
            C.F.A.B.
 
 ------------------------------------------------------  [ Meteor Combo ]

 English:   Cosmic Final Atomic Buster (C.F.A.B.)
 Command:   Rotate 720 + PPP  (misses from afar)
 Damage:    1 hit, 155 damage
 Comments:  An unblockable attack.  Can also be used while running during
            Russian Suplex.
            
 ------------------------------------------------------  [ Attack Info. ]
                          
                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     6; cancelable       2; cancelable       2; can't cancel
 MEDIUM PUNCH   17; super cancel    14; cancelable      16; can't cancel
 HARD PUNCH     25; super cancel    23; super cancel    22; can't cancel
 LIGHT KICK      6; cancelable       6; cancelable       2; can't cancel
 MEDIUM KICK    17; cancelable      14; cancelable      16; can't cancel
 HARD KICK      23; super cancel    18; super cancel    22; can't cancel
                    

 ========================================================================
 3.  HIDDEN CHARACTER MOVELISTS
 ========================================================================

 ------------------------------------------------------------------------
 HIDDEN CHARACTERS - CAN BE ENABLED
 ------------------------------------------------------------------------

 These characters aren't normally usable, but you can make them available
 by beating Arcade Mode with a certain number of characters, or by
 completing a certain number of Expert Mode missions--see Section 4 for
 details.

 ========================================================================
 GARUDA
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Satsuga                        When close, b / f + MP / HP
 Shouki                         When close, b / f + MK / HK
 Shuuki                         In air, any direction but u + MP / HP
 Saiga                          Press the same strength P + K

 Shuuga                         qcf + P
 Gouga                          hcf + K
 Jazan                          b,d,db + P
 Kizan                          f,d,df + P
 Raiga                          f,d,df + K
 Bu                             f,d,df + PPP, then press P to stop
 Zanki                          f + HP
 Kyouja                         f + HK

 Kienshou                       qcf,qcf + P, tap P / K / dir. rapidly
 Kienbu                         qcb,qcb + P  (air)
 Soukondan                      qcb,qcb + K  (hold K to delay)
 Kyoujin Senshuu                qcb,qcb + KKK  (then use D. Rasen Shou)
 Daikyo Rasen Shou              qcf,qcf + K, tap P / K / dir. rapidly
 Daikyo Senpuu Shou             In air, qcb,qcb + P from D. Rasen Shou
              
 -----------------------------------------------------  [ Normal Throws ]

 Japanese:  Satsuga
 English:   Deadly Fang
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 Japanese:  Shouki
 English:   Soaring Devil
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 Japanese:  Shuuki
 English:   Attacking Devil
 Command:   When close, any direction but u + MP / HP  (both characters
            must be in air)
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 Japanese:  Saiga
 English:   Smashing Fang
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.
                            
 -----------------------------------------------------  [ Special Moves ]

 Japanese:  Shuuga
 English:   Attacking Fang
 Command:   qcf + P
 Damage:    4/6/8 hits, 8/12/16 damage total

 Japanese:  Gouga
 English:   Roaring Fang
 Command:   hcf + K
 Damage:    8 hits, 29 damage
 Comments:  Garuda can still be hit while lying on the ground.

 Japanese:  Jazan
 English:   Serpent Slash
 Command:   b,d,db + P
 Damage:    1 hit, 21 damage
 Comments:  You can use this move to hit someone from afar--it works
            great against long-range projectile throwers.

 Japanese:  Kizan
 English:   Devil Slash
 Command:   f,d,df + P
 Damage:    4/6/10 hits, 23/27/31 damage total

 Japanese:  Raiga
 English:   Lightning Fang
 Command:   f,d,df + K
 Damage:    5/7/8 hits, 19/24/26 damage total
 Comments:  This move can now hit an opponent who's on the ground,
            although it's still best as an anti-air move.  Sadly, this
            move has the strange quality of only hitting once under
            certain situations.

 Japanese:  Bu
 English:   Dance
 Command:   f,d,df + PPP, then press P to stop
 Damage:    No hits, no damage
 Comments:  Garuda is invincible during this move.  Once you've started
            spinning, you can stop at any time by pressing P.

 ---------------------------------------------------  [ Command Attacks ]

 Japanese:  Zanki
 English:   Murderous Devil
 Command:   f + HP
 Damage:    2 hits, 24 damage
 Comments:  Either hit can negate normal, multi-hit, and SC projectiles.

 Japanese:  Kyouja
 English:   Insane Serpent
 Command:   f + HK
 Damage:    3 hits, 24 damage

 ------------------------------------------------------  [ Super Combos ]

 Japanese:  Kienshou
 English:   Demonic Swallow Flight
 Command:   qcf,qcf + P, tap P / K / directions rapidly
 Damage:    6-8 hits, 44-52 damage

 Japanese:  Kienbu
 English:   Demonic Swallow Dance
 Command:   qcb,qcb + P, move in any direction / In air, qcb,qcb + P
 Damage:    7 hits, 48 damage total  (ground version)
            7 hits, 43 damage total  (air version)
 Comments:  During the ground version, you can move forward or backward,
            or even into the foreground or background.

 Japanese:  Soukondan
 English:   Spirits of the Dead Bullet
 Command:   qcb,qcb + K  (hold K to delay)
 Damage:    5-10 hits, 22-33 damage  (projectile hits from afar)
            6-11 hits, 26-36 damage  (projectile hits from fairly close)
            10-19 hits, 32-49 damage  (body flames and projectile hits)
 Comments:  The longer you delay the Soukondan, the faster the flames
            spin (and they do more damage and hit more times).  The
            flames can negate projectiles while they're spinning, and
            while they're being thrown, they can negate multi-hit or SC
            projectiles (once thrown, they can't negate a thing).  Also,
            once thrown, anyone can duck underneath the flames, even big
            guys like Zangief.  If you do this move from up close, it
            does more damage, and if you're so close that the flames hit
            your opponent while they're spinning around Garuda's body,
            you get even more hits and damage.  Note that Garuda recovers
            from a fully-charged Soukondan faster than his opponent does,
            allowing you to follow up with an attack (like the Gouga).
            
 ------------------------------------------------------  [ Meteor Combo ]

 Japanese:  Kyoujin Senshuu
 English:   Evil Spinning Blade Attack
 Command:   qcb,qcb + KKK
 Damage:    6 hits, 70 damage total
 Comments:  Can negate projectiles.  Follow with Daikyo Rasen Shou.

        (The following moves cost no additional Super Combo power):
 
 Japanese:  Daikyo Rasen Shou
 English:   Great Untruth Spiral Flight
 Command:   qcf,qcf + K, then tap P / K / directions rapidly
 Damage:    4-9 hits, 38-48 damage
 Comments:  Can negate projectiles.  Can only be used during Kyoujin
            Senshuu, and can be followed with Daikyo Senpuu Shou.

 Japanese:  Daikyo Senpuu Shou
 English:   Great Untruth Whirlwind Flight
 Command:   In air, qcb,qcb + P
 Damage:    23 hits, 45 damage total
 Comments:  Can negate projectiles.  This move can hit in front of and
            behind Garuda.  Can only be used during Daikyo Rasen Shou.

 BTW, the best way I've found to get the most hits and damage from these
 attacks is to cancel during the 5th hit of the Kyoujin Senshuu (you must
 do it just after it hits so that your opponent has not flown up too
 high), then add one hit to the Daikyo Rasen Shou (you should be at 10
 hits total by now), before canceling into the Daikyo Senpuu Shou.  At
 your height, you can get up to 32 hits and 133 damage all told.

 ------------------------------------------------------  [ Attack Info. ]
                   
                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       6; super cancel
 MEDIUM PUNCH   16; cancelable      13; cancelable      15; super cancel
 HARD PUNCH     24; super cancel    20; cancelable      21; super cancel
 LIGHT KICK      5; cancelable       2; cancelable       6; super cancel
 MEDIUM KICK    16; super cancel    13; cancelable      15; super cancel
 HARD KICK      22; super cancel    18; super cancel    21; super cancel


 ========================================================================
 HAYATE
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Madomashi                      When close, b / f + MP / HP
 Kagura Houzan                  In air, any direction but u + MP / HP
 Daigatana                      Press the same strength P + K

 Kamaitachi                     qcf + P
 Oborodzuki                     qcf + K
 Sorasen (Tsuika Giri)          f + K after Oborodzuki
 Hisen Zan                      f,d,df + P
 Shiraha Tenjin                 b,d,db + P
 Enraku Shishou                 f + HP

 Resshin Kamaitachi             qcf,qcf + P
 Raizanshou                     qcf,d,df + K, tap P / K / dir. rapidly
 Tsumuji Kagerou: Kyoku         In air, qcb,qcb + P
 Orochi Fuujin (Taichi)         qcb,qcb + PPP to counter ground attacks
 Orochi Fuujin (Taikuu)         qcb,qcb + PPP to counter aerial attacks

 -----------------------------------------------------  [ Normal Throws ]

 Japanese:  Madomashi
 English:   Beguiling (?)
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 Japanese:  Kagura Houzan
 English:   Mountain-Demolishing Dance
 Command:   When close, any direction but u + MP / HP  (both characters
            must be in air)
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack. 

 ----------------------------------------  [ Guard Break / Cancel Break ]

 Japanese:  Daigatana
 English:   Great Sword
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.  This move can negate most normal,
            SC, and MC projectiles (but it only stops one hit of multi-
            hit projectiles).

 -----------------------------------------------------  [ Special Moves ]

 Japanese:  Kamaitachi
 English:   Whirlwind Cut
 Command:   qcf + P
 Damage:    1 hit, 16/20/24 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (but it only stops one-two hits of multi-hit projectiles,
            excluding the Shinki Hatsudou Kai).
                                               
 Japanese:  Oborodzuki
 English:   Hazy Moon
 Command:   qcf + K
 Damage:    1/2/3 hits, 8/12/16 damage total
 Comments:  This move can negate most normal, SC, and MC projectiles
            (but it only stops one hit of multi-hit projectiles).  Can
            follow with Sorasen.

 Japanese:  Sorasen (Tsuika Giri)
 English:   "Flashing through the air" (Additional Cut)
 Command:   f + K after Oborodzuki
 Damage:    1 hit, 17 damage (less if it comboed from Oborodzuki)
 Comments:  This move can negate most normal, SC, and MC projectiles
            (but it only stops one hit of multi-hit projectiles).

 Japanese:  Hisen Zan
 English:   Flying Spin Slash
 Command:   f,d,df + P
 Damage:    1 hit, 26 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 Japanese:  Shiraha Tenjin
 English:   Clashing Blade Sword Turn
 Command:   b,d,db + P
 Damage:    1 hit, 24 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (but it only stops one hit of multi-hit projectiles).  This
            is a counter-move; normally Hayate will perform a slash
            attack after a moment, but if he's hit by a standing or
            jumping attack, he immediately counters with the slash.

 ---------------------------------------------------  [ Command Attack ]

 Japanese:  Enraku Shishou
 English:   Swallow-Slaying Violet Rise
 Command:   f + HP
 Damage:    1 hit, 20 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (but it only stops one hit of multi-hit projectiles).  It's
            also an overhead attack that must be blocked high.

 ------------------------------------------------------  [ Super Combos ]

 Japanese:  Resshin Kamaitachi
 English:   Disastrous Earthquake Whirlwind Cut
 Command:   qcf,qcf + P
 Damage:    6 hits, 54 damage total
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 Japanese:  Raizanshou
 English:   Flying Lightning Slash
 Command:   qcf,d,df + K, tap P / K / directions rapidly
 Damage:    4-9 hits, 41-51 damage total
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).

 Japanese:  Tsumuji Kagerou: Kyoku
 English:   Extreme Heat Haze Whirlwind
 Command:   In air, qcb,qcb + P
 Damage:    7 hits, 46 damage total
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).  This move can hit in
            front of and behind Hayate.

 ------------------------------------------------------  [ Meteor Combo ]

 Japanese:  Orochi Fuujin (Taichi)
 English:   Great Serpent Sealing Blade (Anti-Ground)
 Command:   qcb,qcb + PPP
 Damage:    1 hit, 39 damage  (if it doesn't counter)
            12 hits, 140 damage  (if it does counter)
 Comments:  This move can negate most normal, SC, and MC projectiles (but
            it only stops one hit of multi-hit projectiles).  Normally,
            when this is move is performed, Hayate will do a single
            attack after a few seconds.  However, if he is hit by a mid-
            level attack while posing, he'll respond with a series of
            attacks ending with an air throw.  The kanji that appears
            during Hayate's Meteor Combo means "seal".

 Japanese:  Orochi Fuujin (Taikuu)
 English:   Great Serpent Sealing Blade (Anti-Air)
 Command:   qcb,qcb + PPP
 Damage:    1 hit, 39 damage  (if it doesn't counter)
            11 hits, 98 damage  (if it does counter)
 Comments:  This move can negate most normal, SC, and MC projectiles
            (but it only stops one hit of multi-hit projectiles).
            Normally, when this is move is performed, Hayate will do
            a single attack after a few seconds.  However, if he is
            hit by a jumping attack while posing, he'll respond
            with a series of attacks ending with a downward slash.

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       6; super cancel
 MEDIUM PUNCH   16; super cancel    13; cancelable      15; super cancel
 HARD PUNCH     24; super cancel    20; cancelable      21; super cancel
 LIGHT KICK      5; cancelable       5; cancelable       6; super cancel
 MEDIUM KICK    16; cancelable      13; cancelable      15; super cancel
 HARD KICK      24; super cancel    18; super cancel    21; super cancel


 ========================================================================
 KAIRI
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Kutei Kaku                     When close, b / f + MP / HP
 Ura Jigoku Guruma              When close, b / f + MK / HK
 Bukyaku                        Press the same strength P + K

 Shinki Hatsudou                qcf + P
 Mouryou Kasen                  qcb + K (then b + K x2, then/or press K)
 Maryuu Rekkou                  f,d,df + P
 Makuu Shihai (Zenpou Idou)     f,d,df + PPP / KKK
 Makuu Shihai (Kouhou Idou)     b,d,db + PPP / KKK
 Ryuujin Kyaku                  In air, d + MK / HK
 Ryuubu                         f + MK

 Shinki Hatsudou Kai            In air, qcf,qcf + P
 Garyuu Messhuu                 In air, qcf,qcf + K
 Sairou Kyoushuu                qcb,qcb + P
 Shouki Hatsudou                qcf,qcf + PPP
 Kyouja Renbu                   LP,LP,f,LK,HP

 -----------------------------------------------------  [ Normal Throws ]

 Japanese:  Kutei Kaku
 English:   Arm Strike Hold
 Command:   When close, b / f + MP / HP, tap P / K / directions rapidly
 Damage:    1 hit, 30-36 damage
 Comments:  An unblockable attack.

 Japanese:  Ura Jigoku Guruma
 English:   Reverse Hell Wheel
 Command:   When close, b / f + MK / HK
 Damage:    1 hit, 32 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 Japanese:  Bukyaku
 English:   Warrior Kick
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.

 -----------------------------------------------------  [ Special Moves ]

 Japanese:  Shinki Hatsudou
 English:   Divine Soul Invocation
 Command:   qcf + P
 Damage:    1 hit, 23 damage
 Comments:  The button used determines where the fireball appears.

 Japanese:  Mouryou Kasen
 English:   Nature Spirits' Whirling Vortex
 Command:   qcb + K, then b + K twice, then (or at anytime) press K
 Damage:    4 hits, 22/23/23 damage total
 Comments:  You can delay the next input for a moment.  Using the
            'press K' version ends the move, even if you haven't put
            in b + K yet or have only input b + K once before.  Note
            that while the MK and HK versions keep your opponent on the
            ground, the LK version will knock them over and take them
            up into the air with successive hits.

 Japanese:  Maryuu Rekkou
 English:   Evil Dragon Destroying Light
 Command:   f,d,df + P
 Damage:    1 hit, 21/25/28 damage total
 Comments:  At Level 3 (when you have blue flames on your arms that burn
            brightly), this move can negate most normal, SC, and MC
            projectiles (even those that hit multiple times).

 Japanese:  Makuu Shihai (Zen Idou / Go Idou)
 English:   Vacuum Control (Move Forward / Move Backward)
 Command:   f,d,df / b,d,db + PPP / KKK
 Damage:    No hits, no damage
 Comments:  When you use the this move, the combination of commands and
            buttons  you use makes Kairi move in a particular manner:

     Left Side (facing right)
     -----------------------------------------------------------------
     f,d,df + PPP  -  move close to the opponent, into the foreground
     f,d,df + KKK  -  move close to the opponent, into the background
     b,d,db + PPP  -  move away a long distance, into the background
     b,d,db + KKK  -  move away a short distance, into the foreground
     
     Right Side (facing left)
     -----------------------------------------------------------------
     f,d,df + PPP  -  move close to the opponent, into the background
     f,d,df + KKK  -  move close to the opponent, into the foreground
     b,d,db + PPP  -  move away a long distance, into the foreground
     b,d,db + KKK  -  move away a short distance, into the background

   No matter what type of move you do, the PPP version always takes
   about twice as long as the KKK version to complete, since you move
   further along the foreground / background.

 ---------------------------------------------------  [ Command Attacks ]

 Japanese:  Ryuujin Kyaku
 English:   Dragon Leg Blade
 Command:   In air, d + MK / HK
 Damage:    1 hit, 16 damage
 Comments:  With timing, you can follow the MK version with an attack,
            since your opponent will still be recovering when you land.
            The HK version makes you either flip over your opponent, or
            if you're in the corner or doing a Mouryou Kasen, flip away
            (in which case the move is not super cancelable and cannot
            be followed with an attack after the flip).  You can super
            cancel into an attack while flipping, or if you wait a
            moment, you can even do a normal air attack, do another
            Ryuujin Kyaku, or start a mid-air Excel.  Either version is
            super cancelable.

 Japanese:  Ryuubu
 English:   Dragon Warrior
 Command:   f + MK
 Damage:    1 hit, 17 damage
 Comments:  You can super-cancel this move into a mid-air Super Combo.
            The easiest way to do this is enter qcf + MK for the Ryuubu,
            then just stick in qcf + P / K for the Shinki Hatsudou Kai
            or Garyuu Messhuu.

 ------------------------------------------------------  [ Super Combos ]

 Japanese:  Shinki Hatsudou Kai
 English:   Modified Terrible God Invocation
 Command:   In air, qcf,qcf + P
 Damage:    7 hits, 32 damage
 Comments:  This is a stationary attack, unlike as in SFEX+A.

 Japanese:  Garyuu Messhuu
 English:   Refined Dragon Slaying Kick
 Command:   In air, qcf,qcf + K
 Damage:    7 hits, 45 damage
 Comments:  For a brief moment when you touch the ground, you can super
            cancel into the Sairou Kyoushu or either Meteor Combo.

 Japanese:  Sairou Kyoushu
 English:   Cruel Assassin
 Command:   qcb,qcb + P
 Damage:    7 hits, 53 damage
 Comments:  If Kairi misses, he falls back to the ground, unlike as in
            SFEX+A.

 -----------------------------------------------------  [ Meteor Combos ]

 Japanese:  Shouki Hatsudou
 English:   Demonic Disease Invocation
 Command:   qcf,qcf + PPP
 Damage:    33 hits, 110 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).  Using this move costs
            100 points of life.  If you have less life than that, it
            drains it down to zero without killing you.  Furthermore,
            Kairi loses the ability to create blue flames on his hands
            for the remainder of the battle (this means no extra damage
            or projectile-negating abilities at Level 3).  Kairi can
            still be hit while lying on the ground after he collapses at
            the end of this move.
                                                 
 Japanese:  Kyouja Renbu
 English:   Villainous Rapid Dance
 Command:   LP,LP,f,LK,HP
 Damage:    13 hits, 139 damage
 Comments:  An unblockable attack.

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     4; cancelable       4; cancelable       7; super cancel
 MEDIUM PUNCH   17; cancelable      14; cancelable      16; super cancel
 HARD PUNCH     24; super cancel    21; super cancel    23; super cancel
 LIGHT KICK      6; cancelable       4; cancelable       7; super cancel
 MEDIUM KICK    17; cancelable      19; cancelable      16; super cancel
 HARD KICK      24; super cancel    20; super cancel    23; super cancel

 As Kairi gains Super Combo levels, his hands begin to emit a blue flame.
 This is just for show at Level 1 and 2, but once you reach Level 3,
 Kairi's standing stance will change, and he gains two new abilities--
 all his attacks (punch or kick, even throws) will do more damage, and
 he can negate projectiles with any normal or command attack, or with
 the Maryuu Rekkou (this includes multi-hit and SC projectiles).  When
 Kairi uses up his SC levels, the flames fade, but he can regain them by
 earning more power.  Note that if you use the Shouki Hatsudou, Kairi
 loses all of these abilities for the rest of the match.  All damage
 ratings (above) were taken with Kairi at full power; his attacks will do
 less damage normally.

 -------------------------------------------------------  [ Other Stuff ]

 - During the Kyouja Renbu, several kanji appear in clockwise order,
   spelling out 'kekkai kageshuu nenshou fuu', which I attempted to
   translate as 'inheritor of the bloody shadow attack desiring to
   destroy the seal'.  Obviously, I could use some help with this ;)
   Sorta brings Hayate's MC to mind, since the 'seal' kanji appears
   during that move as well.
 - I also wrote out the kanji on the floor of Kairi's stage, although I'm
   not sure I have them in order (it's really hard to tell). Starting
   from the purple (center) kanji, it reads 'shuten jinshuu chisei fuu',
   which seems totally nonsensical--the literal translation is something
   like 'pearl heaven man study earth life seal'.  Yeah, and you thought
   my Kyouja Renbu translation was bad ^_^;

 
 ========================================================================
 SHADOW GEIST
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Death Stand                    When close, b / f + MP / HP
 Death Space                    In air, any direction but u + MP / HP
 Death Kick                     Press the same strength P + K

 Death Crusher                  qcf + P
 Death Break                    qcf + K
 Death Sword Kick               In air, qcf + K
 Death Somer                    In air, qcb + K
 Death Shock                    hcb,ub,u + P
 Death Press                    b,d,db + K
 Death Escape                   Tap b,b
 Stepping Upper                 f + MP
 Death Heel                     f + MK

 Death Dream (Chijou)           LP,LP,f,LK,HP
 Death Dream (Kuuchuu)          When close, rotate 720 + P in air
 Death Government               qcf,qcf + P
 Death Crusher                  qcf,qcf + K
 Death Crusher (Kuuchuu)        In air, qcf,qcf + K
 Death Energy                   qcb,qcb + P
 Super Death Energy             qcb,qcb + PPP

 -----------------------------------------------------  [ Normal Throws ]

 English:   Death Stand
 Command:   When close, b / f + MP / HP
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 English:   Death Space
 Command:   When close, any direction but u + MP / HP  (both characters
            must be in air)
 Damage:    1 hit, 35 damage
 Comments:  An unblockable attack.

 ----------------------------------------  [ Guard Break / Cancel Break ]

 English:   Death Kick
 Command:   Press the same strength P + K
 Damage:    1 hit, 17 damage
 Comments:  An unblockable attack.
 
 -----------------------------------------------------  [ Special Moves ]

 English:   Death Crusher
 Command:   qcf + P
 Damage:    3/4/5 hits, 20/23/26 damage total
 Comments:  Has disgustingly high priority--this move can override all
            kinds of attacks right at the start.
 
 English:   Death Break
 Command:   qcf + K
 Damage:    1 hit, 21 damage
 Comments:  This move has a high vertical range, making it useful as an
            anti-air attack.  You can use the initial invincibility to
            pass through projectiles (you can even have a Shinkuu Hadou
            Ken pass through you), and the 'geyser' of black energy can
            destroy them, but after the startup of this move, Shadow
            Geist is not invincible.  Also, the geyser can't destroy
            projectiles after it's already appeared.
                         
 English:   Death Sword Kick
 Command:   In air, qcf + K
 Damage:    1 hit, 21 damage
 Comments:  If you hit your opponent late enough, you can combo an attack
            after landing.

 English:   Death Somer(sault)
 Command:   In air, qcb + K
 Damage:    1 hit, 21 damage

 English:   Death Shock
 Command:   hcb,ub,u + P
 Damage:    No hits, no damage
 Comments:  After a moment, you can interrupt this move by pressing any
            button or pressing in any direction.  You can take advantage
            of this by starting up a command like the Death Dream or
            Death Press while he's laughing, and timing it so that you
            press P right as this move becomes interruptable--Shadow will
            go directly from his taunting into the attack.

 English:   Death Press
 Command:   b,d,db + K
 Damage:    1 hit, 17 damage
 Comments:  If you hit your opponent late enough, you can combo an attack
            after landing.

 ---------------------------------------------------  [ Command Attacks ]

 English:   Death Escape
 Command:   Tap b,b
 Damage:    No hits, no damage
 Comments:  You can pass through projectiles and avoid attacks with this
            move.

 English:   Stepping Upper
 Command:   f + MP
 Damage:    1 hit, 21 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).  It's also super
            cancelable.

 English:   Death Heel
 Command:   f + MK
 Damage:    1 hit, 21 damage
 Comments:  An overhead attack that must be blocked high.
                  
 ------------------------------------------------------  [ Super Combos ]
             
 Japanese:  Death Dream (Chijou)
 English:   Ground Death Dream
 Command:   LP,LP,f,LK,HP
 Damage:    5 hits, 69 damage
 Comments:  An unblockable attack.

 Japanese:  Death Dream (Kuuchuu)
 English:   Mid-Air Death Dream
 Command:   When close, rotate 720 + P  (both characters must be in air)
 Damage:    3 hits, 69 damage
 Comments:  An unblockable attack.

 English:   Death Government
 Command:   qcf,qcf + P
 Damage:    8 hits, 27 damage
 Comments:  Shadow Geist recovers before his opponent does, allowing you
            to attack your opponent any way you'd like while they're
            being hit.

 English:   Super Death Crusher
 Command:   qcf,qcf + K
 Damage:    5 hits, 56 damage

 English:   Super Death Crusher (Kuuchuu)
 English:   Mid-Air Super Death Crusher
 Command:   In air, qcf,qcf + K
 Damage:    6 hits, 56 damage

 English:   Death Energy
 Command:   qcb,qcb + K
 Damage:    1 hit, 30 damage
 Comments:  This move can negate most normal, SC, and MC projectiles
            (even those that hit multiple times).
                        
 ------------------------------------------------------  [ Meteor Combo ]

 English:   Super Death Energy
 Command:   qcb,qcb + PPP
 Damage:    2 hits, 140 damage total

 ------------------------------------------------------  [ Attack Info. ]

                STANDING ATTACKS    CROUCHING ATTACKS   JUMPING ATTACKS

 LIGHT PUNCH     2; cancelable       2; cancelable       6; cancelable
 MEDIUM PUNCH   16; cancelable      13; cancelable      15; cancelable
 HARD PUNCH     24; super cancel    20; super cancel    21; cancelable
 LIGHT KICK      5; cancelable       5; cancelable       6; cancelable
 MEDIUM KICK    16; cancelable      13; cancelable      15; cancelable
 HARD KICK      24; super cancel    18; super cancel    21; cancelable

 -------------------------------------------------------  [ Other Stuff ]

  - All of Shadow Geist's "shadow" moves (Death Break, Death Government,
    and Death Energy), turn red during an Excel, when your opponent
    starts a Meteor Combo, or when fighting Vega II. ;)


 ------------------------------------------------------------------------
 HIDDEN CHARACTERS - GAME SHARK ONLY
 ------------------------------------------------------------------------

 These characters aren't normally usable unless you have a Game Shark;
 there's no way to play with them without one.  For more information,
 see Section 5.

 ========================================================================
 CYCLOID BETA
 ========================================================================

 ---------------------------------------------------  [ Short Moveslist ]

 Tech. Hit              When close, press b / f + MP / HP / MK / HP
 Excel Activation       Press a different strength P + K  (costs 1 level)

 ------------------------------------------------------  [ Attack Info. ]

 Cycloid Beta has his own set of normal attacks, but no special moves or
 win poses.  He has only two abilities:  If you attempt to throw by
 getting close and pressing b / f + MP / HP / MK / HK, he'll do the
 Tech. Hit animation.  And if you earn enough SC power (by having your
 opponent damage you with an Excel combo), then Cycloid can use Excels
 on the ground or in the air (but, of course, they can't hit).

 Since Cycloid Beta cannot hit his opponent, it's impossible to tell
 how much damage his attacks do, and since he has no special moves, none
 of his normal attacks are cancelable.  Another problem with using
 Cycloid is that he cannot beat any of the modes (Arcade, Vs., etc.),
 and he cannot earn SC power unless he takes damage from his opponent.
 On the plus side, you're invincible to all attacks except for Excel
 combos.


 ========================================================================
 GARUDA  (CPU Version)
 ========================================================================

 This is just a partial moveslist.  For more information, see Garuda's
 section.  I can't include specific damage counts for CPU Garuda's moves
 since you can't use him as the first player in Training Mode.

 ---------------------------------------------------  [ Short Moveslist ]

 Satsuga                        When close, b / f + MP / HP
 Shouki                         When close, b / f + MK / HK
 Shuuki                         In air, any direction but u + MP / HP
 Saiga                          Press the same strength P + K

 Shuuga                         qcf + P
 Gouga                          hcf + K
 Jazan                          b,d,db + P
 Kizan                          f,d,df + P
 Raiga                          f,d,df + K
 Bu                             f,d,df + PPP, then press P to stop
 Maboroshi                      Press PPP when damaged
 Zanki                          f + HP
 Kyouja                         f + HK

 Kienshou                       qcf,qcf + P, tap P / K / dir. rapidly
 Kienbu                         qcb,qcb + P  (air)
 Soukondan                      qcb,qcb + K  (hold K to delay)
 Kyoujin Senshuu                qcb,qcb + KKK  (then use D. Rasen Shou)
 Daikyo Rasen Shou              qcf,qcf + K, tap P / K / dir. rapidly
 Daikyo Senpuu Shou             In air, qcb,qcb + P from D. Rasen Shou
  
 -----------------------------------------------------  [ Special Moves ]

 Japanese:  Maboroshi
 English:   Illusion
 Command:   Press PPP when damaged
 Damage:    1 hit, ?? damage
 Comments:  This move is super cancelable.

 ------------------------------------------------------  [ Attack Info. ]

 CPU Garuda plays exactly like the normal version in all aspects,
 although he gains one new special move, the Maboroshi.


 ========================================================================
 VEGA II
 ========================================================================

 This is just a partial moveslist.  For more information, see Vega's
 section.  I can't include specific damage counts for Vega II's moves
 since you can't use him as the first player in Training Mode.

 ---------------------------------------------------  [ Short Moveslist ]

 Deadly Throw                   When close, b / f + MP / HP
 Death Suplex                   When close, b / f + MK / HK
 Psychic Crush                  Press the same strength P + K

 Psycho Crusher                 Charge b,f + P
 Double Knee Press              Charge b,f + K
 Head Press                     Charge d,u + P, move b / f afterwards
 Somersault Skull Diver         Press P after Head Press
 Vega Warp (Zenpou Idou)        f,d,df + PPP / KKK
 Vega Warp (Kouhou Idou)        b,d,db + PPP / KKK

 Psycho Cannon G                qcf,qcf + P  (hold P to delay)
 Psycho Cannon B                qcb,qcb + P / K  (hold P to delay)
 Psycho Cannon R                Charge b,f,b,f + P  (hold P to delay)
 Knee Press Nightmare           Charge b,f,b,f + K
 Psycho Break Smasher           Charge b,f,b,f + PPP
 
 -----------------------------------------------------  [ Special Moves ]

 English:   Psycho Cannon G
 Command:   qcf,qcf + P  (hold P to delay)
 Damage:    5-10 hits, ?? damage total  (just projectile hits)
            3-17 hits, ?? damage total  (projectile hits while forming)
 Comments:  This projectile floats slowly across the screen when thrown.
            It homes in on an opponent (even if they jump or move into
            the foreground / background), and will remain on top of an
            opponent until it ends.  The projectile will vanish if you
            do a Guard Break / Cancel Break.  You can super cancel in
            and out of this move, but you cannot perform the Psycho Dark
            Cannon or Psycho Twin while the green projectile is on screen
            (you can always super cancel into them, though).

 English:   Psycho Cannon B
 Command:   qcb,qcb + P / K  (hold P to delay)
 Damage:    5-10 hits, ?? damage total
            7-17 hits, ?? damage total  (projectile hits while forming)
 Comments:  When performing this move, using P makes you appear behind
            your opponent (LP is just behind them, HP is far behind).
            Similarly, using K makes you appear in front of them, either
            close by (LK), or far away (HK).  This is a Super Combo, so
            you can super cancel in and out of it.

 English:   Psycho Cannon R
 Command:   Charge b,f,b,f + P  (hold P to delay)
 Damage:    5-10 hits, ?? damage total
            7-13 hits, ?? damage total  (projectile hits while forming)
 Comments:  The longer you delay the Psycho Dark Cannon, the large the
            ball gets.  You can also juggle people with it while it's
            being delayed.  The delayed version can also go through
            projectiles.

 ------------------------------------------------------  [ Attack Info. ]

 Vega II plays exactly like Vega, but his Psycho Cannon has been renamed
 and now grows to humongous proportions.  He also gains two new Super
 Combos, the Psycho Follow Cannon and Psycho Twin Cannon.  In addition
 to his new moves, Vega II always has an infinite SC gauge, a unique
 outfit color (white), and the background of the stage he fights in will
 always have that Meteor Combo effect going.


 ========================================================================
 4.  SECRETS AND TRICKS
 ========================================================================
                 
 ------------------------------------------------------------------------
 UNLOCK THE HIDDEN STUFF - MANUAL METHOD
 ------------------------------------------------------------------------

 All of these codes must be done at the Main Menu.  Simply highlight the
 mode listed and press the START button the listed number of times.  The
 modes have been abbreviated as follows:
 
                A - Arcade              P - Practice
                V - Versus              D - Director
                O - Option              B - Bonus

 The only catch is that you have to enter the code at a relatively
 consistent pace--no long pauses or anything, and you have to follow the
 order so that you press START after each time that you move.  For
 example, to unlock Kairi, you could go left or right after "Option" to
 get to "Bonus", but you'd have to go down from "Bonus" to highlight
 "Practice"; you couldn't go up to "Director", then up again to
 "Practice", since passing over the Director menu isn't part of the code.
 Anyway, the codes are:
         
 Unlock Garuda           Ax3, Px2, Dx3
 Unlock Shadow Geist     Vx3, Ox4, Vx3
 Unlock Kairi            Ox1, Bx3, Px2
 Unlock Hayate           Bx2, Dx4, Px1, Ax5
 Unlock Bonus Games      Bx5, Ox3, Vx1, Dx2
 Unlock Maniac Mode      Px5, Ax5, Vx3, Ox1, Bx1, Px4
 Unlock Sample Data      P,D,V,A,O,B,D,V,A,P  (Start x1 for each one)
 Unlock Vs. Vega II      Bx13, Dx4, Bx13

 Note that when you unlock a hidden character using this code, all other
 hidden characters that come before them are also unlocked.  So if you
 use the Kairi code, Garuda, Shadow Geist, and Kairi all get unlocked.
 What this basically means is that you can use the Hayate code to unlock
 all the hidden characters, not just him.  This doesn't apply to the
 other codes, though (so even if you unlock the Sample Data, which is
 only usable in Maniac Mode, you still have to unlock Maniac Mode
 afterwards before you can select it).


 ------------------------------------------------------------------------
 PLAY AS THE HIDDEN CHARACTERS
 ------------------------------------------------------------------------

 [ THE EXPERT MODE METHOD ]  --------------------------------------------

 You can make the hidden characters playable by beating the following
 missions in Expert Mode:

  - To enable Garuda, complete all the Rank E missions for all 20
    characters.

  - To enable Shadow Geist, complete all the Rank C missions for all 21
    characters (everyone plus Garuda).

  - To enable Kairi, complete all the Rank B missions for all 22
    characters (everyone plus Garuda and Shadow Geist).

  - To enable Hayate, complete all the missions for all 23 characters
    (everyone plus Garuda, Shadow Geist, and Kairi).

 After beating the required number of missions, you'll get a message
 stating 'You get the new character!'


 [ THE ARCADE MODE METHOD ]  --------------------------------------------

 You can also make the hidden characters (except Hayate) playable by
 beating Arcade Mode with different characters (it doesn't matter if you
 win or lose, just that you get your character's ending).

  - To enable Garuda, beat Arcade Mode with at least 10 different
    characters.

  - To enable Shadow Geist, beat Arcade Mode with at least 15 different
    characters (that's 5 more if you enabled Garuda that way, too).

  - To enable Kairi, beat Arcade Mode with at least 20 different
    characters (that's 5 more if you enabled Shadow Geist that way, too).
    However, you also have to get to and defeat Vega II at least once
    (see 'Fight the Hidden Characters', below, for details).

 After beating the game with the required number of people, you'll get
 a message stating 'You get the new character!' upon returning to the
 main menu.


 [ THE MANIAC MODE METHOD? ]  -------------------------------------------

 Having not beaten Maniac Mode yet, I've been wondering what you get when
 you beat it.  Now this is just a guess on my part, but since Vega II is
 fully playable, and there's a blank space after his name in the CD's
 internal memory (and in another area, there's a ??? after his name),
 perhaps he becomes usable when you beat all the Maniac Mode missions.

 Then again, CPU Garuda is fully playable too, but I'm fairly sure he's
 not selectable.  Still, you never know--there seem to be plenty of
 secrets in this game.


 ------------------------------------------------------------------------
 FIGHT THE HIDDEN CHARACTERS
 ------------------------------------------------------------------------

 The following tricks only work in an Arcade Mode game.  All of them
 were tested on NORMAL difficulty--I haven't tried to find out the 3-out
 of-5 requirements yet, either.  Since I'm still trying to figure out
 the requirements, the methods listed below may not always work, or the
 hidden character may appear even if you didn't fulfill all the
 requirements listed here.


 [ FIGHT SHADOW GEIST ]  ------------------------------------------------

 You can fight Shadow Geist on the 3rd or 4th stage (depending on how
 early you fulfill the requirements to fight him).  To get to him, play
 without losing a round or continuing, and perform at least one Excel
 Combo per round on Stage 2 or 3.  You don't have to kill your opponent
 with the Excel, but you do need to damage them while the Excel is
 active).  If you have the rounds set to 1, then you need only do one
 Excel combo on stage 2 or 3.  I find that beating your opponent as fast
 as possible and doing a special finish (SC, MC, or Excel) also seems to
 help.

 I should note that I've managed to get to him without using any Excels
 (just a couple of Perfects and SC finishes, unless you count the Excels
 I did during the Excel Break bonus stage) ;)  At other times, I couldn't
 get him to appear even if I did Excels on the previous stage, although
 I found that doing Excels on both Stage 1 and 2 did make him pop up
 repeatedly.  Like I said, I'm still trying to figure out the exact
 requirements ;)

 If you fight Shadow Geist on the 3rd stage, it's still possible to
 fight Kairi on the 4th stage by getting whatever finish(es) you still
 need (Meteor Combo finishes or Perfect wins).  Note that if you've
 fulfilled both the Shadow Geist and Kairi requirements by the 3rd
 stage, you'll always fight Shadow Geist first, then Kairi.

 Anyway, if you did it right, the message 'Here comes a new challenger!'
 will show up, and then you'll go to Shadow Geist's stage for your 3rd
 or 4th match, where he'll rise out of the ground while laughing.  If you
 lose and continue, you'll end up fighting against your normal opponent
 for that stage (and if you're using EXTRA random select, then your
 character will change even if you quick continue).


 [ FIGHT KAIRI ]  -------------------------------------------------------

 You can fight Kairi on the 3rd or 4th stage (depending on how early you
 fulfill the requirements to fight him).  To get to him, play without
 losing a round or continuing, and perform at least 4 Meteor Combo
 finishes and 2 Perfect wins before the 3rd or 4th stage in order for
 him to appear.  If you have the rounds set to 1, then you need 2 Meteor
 Combo finishes and 1 Perfect win.  I've gotten him to appear with just
 1 MC finish and 1 Perfect win, though.

 If you fight Kairi on the 3rd stage, it's still possible to fight Shadow
 Geist on the 4th stage by using an Excel combo during each round of the
 match (see above).  Note that if you've fulfilled both the Shadow Geist
 and Kairi requirements by the 3rd stage, you'll always fight Shadow
 Geist first, then Kairi.

 Anyway, if you did it right, the message 'Here comes a new challenger!'
 will show up, and then you'll go to Kairi's stage for your 3rd or 4th
 match, where he'll say something before leaping over your head and
 landing across from you.  If you lose and continue, you'll end up
 fighting against your normal opponent for that stage (and if you're
 using EXTRA random select, then your character will change even if you
 quick continue).


 [ FIGHT VEGA II ]  -----------------------------------------------------

 You can only fight Vega II after beating Vega--and you need to get to
 him without losing a round or continuing.  The easiest method is below:

  - At the Street Fighter EX Network's page, they said that you could
    Vega II to appear by beating Kairi or Shadow Geist, then beating Vega
    with a special finish (SC, MC, or Excel).  This not only works, but
    seems to be the easiest way to do it (although I could swear that
    I've fought Vega II even without killing Vega with a special finish).
    In any case, if you're trying to get to Vega, this is the best way to
    do it, IMHO.

 The other methods vary, but they all work, to a degree:

  - Get a lot of Meteor Combo finishes and Perfect wins (the least seems
    to be 11 MC finishes, and 14 Perfect wins).

  - Get a lot of Excel Combo finishes and Perfect wins (it's
    unbelievable, but I did this with only 5 Excel Combo finishes and 1
    Perfect win, with the rounds set to 1)!  I dunno what the 3-round
    requirement is; look for that in the next update.

  - Get a mix of Meteor Combo finishes, Excel Combo finishes, and Perfect
    wins (I did this with I think, 4 Meteor Combo finishes, 3 Excel Combo
    finishes, and 4 Perfects).

 Anyway, if you did it right, the game will start loading, and then it
 will show Vega stand up while another Vega covered in blue flame
 descends from the sky and goes into Vega's body.  Vega will then turn
 white, and you'll fight in a black background with rising lights (the
 same one you see during a Meteor Combo).  If you're using EXTRA random
 select, you'll still play as whatever character you used in the 7th
 stage when you fought Vega.

 I'm still trying to figure out the absolute minimums to fighting him,
 but they seem to keep changing.  Still though, Perfects and Excels seem
 to be the best way to go if you want to get to him.  Note that it's
 possible to fight Shadow Geist, Kairi, and Vega II all in one game (you
 don't get anything special for beating the game after killing all those
 guys, though).


 OTHER PEOPLE'S METHODS
 ------------------------------------------------------------------------
 Isegrim told me that he managed to fight Vega II with only 1 Perfect and
 a couple of Meteor combos, so I'm under the impression that the
 requirement varies somehow.  His method for fighting Vega is to get at
 least two Perfects and try and get Meteor Combo finishes between the two
 bonus games...I tried it with no luck, but ya never know.

 Mr. Guy's method is to play on 1-round matches, and get a Perfect finish
 on either of the first two matches and a Meteor Combo on the other, then
 two Meteor Combo finishes on the second two matches, then again on
 Garuda, and on Sagat. (a total of 1 Perfect and 7 Meteor Combos).  He
 also adds that if you don't kill Sagat with a Meteor Combo, you have to
 do one on Vega, or vice versa, or else Vega II won't appear.  I have to
 test this as well.

 J. Christopher's been writing to me with a slew of stuff that I've
 tested pretty extensively, and can't get to work :(  Anyway, he says
 you can fight Vega by _not_ getting a V, D, Apple, or Clock finish (and
 I assume an H or G finish as well) for every character except Vega, who
 you must kill with a special finish (he says a Super Combo, I assume
 Excels and Meteor Combos would work as well).  If anyone can confirm
 this for me, great, but I'm tired of beating Vega and seeing the
 credits roll. ;)


 ------------------------------------------------------------------------
 UNLOCK THE BONUS GAMES
 ------------------------------------------------------------------------

 There are three hidden bonus games; Excel Break, Satellite Fall, and vs.
 Vega II.  To enable Excel Break and Satellite Fall, complete all the
 Rank D missions for at least 20 characters (any twenty will do, so you
 can do this trick with or without the hidden characters enabled).

 To get the Vs. Vega II bonus game, you have to beat Vega II in Arcade
 Mode.  See above for details on how to get to him.  In either case,
 after fulfilling the proper requirements, you'll get the message, "You
 get the new bonus game!  Check the Bonus Game mode." and the bonus
 games will now be usable.


 ------------------------------------------------------------------------
 ENABLE MANIAC MODE / SAMPLE DATA REPLAY
 ------------------------------------------------------------------------

 Once you've cleared all of the Rank A Expert Mode missions for all of
 the characters (including Garuda, Shadow Geist, Kairi, and Hayate),
 you'll get the message 'You get the Maniac Mode!  Check the Trial Mode.'
 If you go into Practice Mode and pick Trial, you can now choose from
 Expert Mode or Maniac Mode.

 Another option you can unlock is the Maniac Mode replay--when used, you
 can watch the computer beat a person's Maniac Mode mission (it doesn't
 actually count, though; you'll still have to beat the mission yourself.
 To enable the replay, you have to beat everyone's (all 24 characters)
 Expert Mode missions in order (1 to 16), so that you have a total time
 score for each character.

 If your total time is 36 minutes or less (that means you have about 1
 minute, 50 seconds to do all 16 missions per person), the replay option
 will be made available to you--you'll get the message, 'You get the
 sample data!  Check the Maniac Pause Menu.'  To use it, go into Maniac
 Mode, pick a character, and when the game starts, pause, and you'll see
 a new replay option in the pause menu--select it to watch how the CPU
 does the mission.  You can press Select during the replay to make it
 stop.

 Obviously, unlocking this is quite tricky (I haven't done it yet),
 since some characters need over 1'50" to do their missions, requiring
 that you get an even better time on other people's missions.

                      
 ------------------------------------------------------------------------
 EXTRA RANDOM SELECT
 ------------------------------------------------------------------------

 In certain modes (Arcade, Vs, Team, and Vs. Vega II), you can have your
 character be randomly chosen every battle, simply by highlighting a
 random select square (? box), holding Start, and pressing any button.
 When you hold Start, the words 'EXTRA' should appear, and during actual
 gameplay, your character's name will be in orange instead of white.
 After each battle (even for the bonus stages), your character will be
 randomly chosen (this also happens if you Quick Select after losing to
 Kairi or Shadow Geist).  Note that if you beat Arcade mode with an Extra
 random character (it won't work if you just used the normal random
 select square), you'll see Cycloid Beta running towards Vega during the
 ranking screen instead of the character you beat the game with.


 ------------------------------------------------------------------------
 INFINITE SC GAUGE ENERGY
 ------------------------------------------------------------------------

 This is a minor trick, but a fun one.  If you kill someone with at
 least one level of SC power remaining, you'll have infinite SC energy
 for the next few seconds (and no, this won't detract from your power
 the next round).  So if I'm playing with Hayate, have two levels, and
 kill someone with an Excel, I could always cancel into the Resshin
 Kamaitachi, then the Raizanshou, then the Tsumuji Kagerou: Kyoku.  At
 the start of the next round, I'll still have those two levels.  If you
 beat someone and have three levels remaining, you can even do Meteor
 Combos (or do a SC, then cancel into a Meteor Combo)!


 ------------------------------------------------------------------------
 SECRET WIN POSES
 ------------------------------------------------------------------------

 - Darun actually has two secret win poses.  To see the first one, juggle
   your opponent with three Indra~ Bashis in a row.  His belt buckle will
   then gleam during his win pose, and you get a sound effect similar to
   the one heard during the G.O.D.  To see the other one, do the above
   trick, but arrange it so that the third Indra~ Bashi will kill your
   opponent (obviously, this involves lowering their life a ways first).
   When Darun does his win pose, both eyes will shine instead of his
   belt buckle.

 - Dhalsim has a special win pose you can only see if you kill your
   opponent when you yourself have zero life (there's no life gauge at
   all on your side), and you must strike the killing blow when the
   timer is at an odd number (73, 51, etc.)  Dhalsim will start to do
   his 'wiggling' win pose, but his skull necklace will fall off.

 - Doctrine Dark has a special win pose--you have to beat your enemy by
   killing the with an EX-plosive that does block damage, and you must
   get a Perfect.  If done correctly, D. Dark falls on the ground,
   clutching his stomach and laughing.

 - If you kill someone with a Super Combo, Hokuto will do a pose with
   her fans.  If you only use kick attacks during one round and kill
   your opponent with the Kyaku Hougi or Shirase Gatana, you'll get the
   same win pose, but with super huge fans.

 - If you kill your opponent with a special move, Super Combo, or Meteor
   Combo, Kairi will do a special win pose.  Actually, it gets annoying
   after a while ^_^;


 ------------------------------------------------------------------------
 REMOVE BALROG'S MASK
 ------------------------------------------------------------------------

 To play as Balrog with no mask on, simply select him, then hold down
 LP + MK + HP before the next stage begins.  You must repeat this trick
 before every stage if you want to keep playing without the mask.


 ========================================================================
 5.  GAME SHARK CODES
 ========================================================================

 The first three codes were created by Kenshin and Codehacker, but the
 first two codes were tweaked by me a bit (I have a v1.99 Game Shark).
 All other codes made by yours truly ;)

 ------------------------------------------------------------------------
 PLAYER ONE HAS INFINITE LIFE                             301E9204 - 00C8
 by Kenshin and Codehacker
 ------------------------------------------------------------------------

 Kinda self-explanatory ;)


 ------------------------------------------------------------------------
 PLAYER ONE HAS INFINITE SC ENERGY                        301E9205 - 0096
 by Kenshin and Codehacker
 ------------------------------------------------------------------------

 Note that if you perform a Meteor Combo during Excel Break, the round
 will still end even though your SC gauge remains full.  Also, this code
 doesn't work for some of the characters' Maniac Mode missions.


 ------------------------------------------------------------------------
 GARUDA, SHADOW GEIST, KAIRI, AND HAYATE ARE PLAYABLE     801F47B0 - FFFF
 by Kenshin and Codehacker                                801F47B2 - FFFF
 ------------------------------------------------------------------------

 Note that this last code also lets you select the empty spaces on the
 Character Select screen, but doing so will just make the game hang while
 it's loading.  You can also select the second player's Random Select box
 (the blue ? box), but this will still work normally, just as if you'd
 picked your red ? box.
 

 ------------------------------------------------------------------------
 PLAYER ONE IS ALWAYS IN OTEDAMA MODE                     801EAA38 - 1000
 by Chris MacDonald
 ------------------------------------------------------------------------

 With this code, you can play in any mode (Arcade, Versus, etc.) and
 have Otedama juggling abilities, an ability that's normally only
 available in Training Mode.  This code tends to not work very well when
 combined with the 'Supercancel Limit is Off' code, since it tends to
 override that one completely.


 ------------------------------------------------------------------------
 PLAYER ONE'S SUPERCANCEL LIMIT IS OFF                    801EAA38 - 4000
 by Chris MacDonald
 ------------------------------------------------------------------------

 With this code, you can play in any mode (Arcade, Versus, etc.) and do
 stuff like canceling normal attacks into Guard Breaks, interrupting
 supercancel-only moves with special moves, etc.  In other words, you get
 all the abilities you have when you turn your Supercancel Limit off in
 Training Mode.  This code tends to not work very well when combined with
 the 'Always In Otedama Mode' code, since it tends to override that one
 completely.


 ------------------------------------------------------------------------
 PLAYER ONE'S EXCEL IS ALWAYS ACTIVE                      801E923E - 0051
 by Chris MacDonald                                       801E9240 - 0029
 ------------------------------------------------------------------------

 This code makes your character flash and act like their currently in the
 middle of an Excel--you can cancel into attacks repeatedly, and do long
 combo strings using normal attacks, etc.  The second line is not really
 needed; it's just for the 'real' Excel experience :)  If you omit it,
 then you can do Super Combos and Meteor Combos during your Excel, and
 can even cancel out of them!


 ------------------------------------------------------------------------
 PAUSE MENU CURSOR SELECT                                 800D5E34 - 0005
 by Chris MacDonald
 ------------------------------------------------------------------------

 You can change the last digit (5) to whatever you want, but the main
 purpose of this code is so that you can see the CPU demonstrate the
 Maniac Mode missions if you haven't normally enabled this option yet.
 Just go into Maniac Mode, pick a mission, pause the game, and press any
 button (you'll notice that no options are highlighted).  To exit out,
 you'll have to turn the code off, though).


 ------------------------------------------------------------------------
 TOTAL TIME COUNT SELECT                                  801E57D0 - 01A3
 by Chris MacDonald
 ------------------------------------------------------------------------

 And if you don't want to cheat that much, you can always just cheat a
 little by using this code, which gives you a time of 7 seconds for each
 Expert Mode mission irregardless of how long you spend doing them (in
 fact, you get around 7 seconds for the total time as well).  Obviously
 the last few digits can be changed to set the time anyway you like, but
 with 7 seconds per 16 missions, you can beat the 36 minute limit
 easily and enable the Maniac Mode Sample Data replay option (or hey,
 just use the previous code if that's all you're after) ;)


 ------------------------------------------------------------------------
 DAMAGE COUNT SELECT                                      801EAA5E - 00FF
 by Chris MacDonald
 ------------------------------------------------------------------------

 This code is useful for some Expert Mode and most Maniac Mode missions,
 since any attack you do registers as having done 255 damage, which is
 more than enough to clear any damage-based mission (although keep in
 mind that you still have to do all the things leading up to the damage
 count--for example, you have to do the j. HK, c. HK in Sagat's mission
 #15).  For some Excel damage missions, simply activating the Excel will
 make you pass it ;)

 Unfortunately, this code does not work for Hayate's mission, which has
 a glitch in it and will never actually count as completed no matter how
 many times you beat it.  It's a shame too, since I really want to find
 out what happens when you beat Maniac Mode.


 ------------------------------------------------------------------------
 ENABLE ALL THE BONUS GAMES                               801EE3C8 - 0100
 by Chris MacDonald                                       801EE3CA - 0001
 ------------------------------------------------------------------------

 The first code enables Satellite Fall and Excel Break, while the second
 enables vs. Vega II.


 ------------------------------------------------------------------------
 ENABLE MANIAC MODE                                       801EE3C8 - 0001
 by Chris MacDonald
 ------------------------------------------------------------------------

 With this code, you can select the Maniac Mode option from the Trial
 Menu.  I suggest saving your game after inputting this code, then
 restarting and playing without the code from that point on, since it
 seems to crash the game if you try to play Expert / Maniac Mode right
 after inputting this code.


 ------------------------------------------------------------------------
 PLAY AS VEGA II, CPU GARUDA, CYCLOID BETA, ETC.          801E6124 - 2183
 by Chris MacDonald
 ------------------------------------------------------------------------

 This code isn't a 'character select' per se; it instead makes you into
 the second player, whoever that would normally be.  If you try to play
 Excel Break or Satellite Fall, the opposite player opponent will be
 Cycloid Beta, and if you try to play Vs. Vega II, the second player will
 be Vega II.  You can simply start up a game with this code on, but it's
 better to turn it off, and turn it on once the actual round begins.  In
 the case of Vs. Vega II, you can either beat or lose to the computer-
 controlled Vega II, and in the next round, you can control him using
 the 2P controller (or 1P, depending on what side you joined in on).  You
 can now exit this mode and use him in other modes, too.  For example,
 to play as Vega II in Arcade Mode:

   - Go into Vs. Vega II mode using the first controller
   - Turn on the Game Shark in first round
   - In second round, choose 'reset' from the pause menu.
   - With the Game Shark still on, go into arcade mode using the
     first controller
   - Pick any character
   - Round starts with first player vs. Vega II, who is playable.
   - Turn off PAR, beat the first player's character using Vega II
   - You can now use Vega II in arcade mode.

 You could make him the first player, too, by going into Vs. Vega II
 with the second controller and changing the steps accordingly.  The
 catch with this code is that you can't use a hidden character as the
 'main' player in Training Mode (meaning, no damage readouts), only
 as your opponent (and in that case, you can't enter the Training
 Options, for some reason).  And in Versus or Team Battle mode, you need
 to fight a human opponent, since if you try to make the computer pick
 a hidden character in these modes, the game hangs while loading.

 To pick Cycloid Beta, try playing Excel Break, turn the code on during
 the round, beat him, then in the next round, he'll be playable.  You can
 now exit out and use him in other modes (be sure to keep the above
 restrictions in mind).  Just don't have your opponent kill him with a
 Meteor Combo (if they have an infinite SC gauge) as it may hang the
 game. ;)

 CPU Garuda is another story.  Actually, there are CPU versions of Kairi,
 Shadow Geist, Sagat and Vega as well, but they have no new moves (the
 only thing that seems to differentiate them from the normal versions are
 their special intros, but you can't do those when you control them).
 Anyway, to play as CPU Garuda, leave the code off, and play an Arcade
 Mode game.  Get to CPU Garuda (Stage 5), and turn on the code.  Beat
 him, and in the next round, you can play as him and use his only new
 ability, the Maboroshi.

 All these characters have Kairi's movelist for their own, although it
 has a ??? at the top instead of KAIRI.  I don't know about all of them,
 but I tried beating Arcade Mode with Vega II (even got to fight Vega II,
 that was fun), and I got Kairi's ending.  Trying this code in the Taru
 game (barrel game) or Satellite Fall will not work (you can't play as
 the barrels or the ARK-99 satellite, in other words).


 ------------------------------------------------------------------------
 CHARACTER AND MODE SELECT                                801EE358 - 00xx
 by Chris MacDonald
 ------------------------------------------------------------------------

 This code has two effects (I was trying to separate them into two
 individual codes, but with no luck).  The double 00s can be changed to
 let you play with a particular character (for instance, 00 is Guile, and
 0E is Vulcano Rosso).  However, that's just a weird side product: you're
 better off just using the double-line code above (the one made by
 Kenshin and Codehacker).  I'm still trying to figure out just how this
 code works, so look for more info in future updates.

 Anyway, the real value of this code lies in the last two digits, which
 when changed, let you pick a particular mode:
 
 xx = 00  Arcade Mode                   06  No name  (Watch Mode?)
      01  Versus Battle                 07  Option Menu
      02  Team Battle                   08  Expert Mode
      03  No name  (Survival Mode?)     09  Bonus Game
      04  No name  (?)                  0A  Maniac Mode
      05  Practice Mode                 0B  Director Mode

 This code is pretty temperamental, and prone to hanging the game (which
 happens all the time with 00 and 08).  In most cases you can exit back
 out by doing a soft reset (hold down L1+L2+R1+R2, and press Start +
 Select), but you may have to actually power off the PlayStation and try
 again.  So how does the code work?  Well, it depends on what option you
 want.  For example, to play in Maniac Mode, end the code in 0A (so it
 reads 801EE358 000A), and just pick any option except for Arcade, and
 you should go into Maniac Mode.  Or, you could turn off the code once
 the game starts, go into a submenu (every option has this except for
 Arcade), and then turn on the switch, and you'll go straight to the
 Maniac Mode screen.  However, if you did 03 (for Survival Mode), and
 picked any option except for Arcade, you'd go to what looked like the
 list of bonus games.  However, select a bonus game, then pick your
 character, and you'll find yourself at the Survival Mode screen instead.
                 
 With this code, you can access modes that aren't normally available to
 you.  For example, set it to 09, and you get all the bonus games, even
 the unlockable ones like Satellite Fall and Vs. Vega II.  You can even
 pick Maniac Mode if you haven't beaten Expert Mode, just by setting the
 last two digits to 0A (although note that if the hidden characters
 aren't enabled, they won't show up in Expert Mode or Maniac Mode).
 What's especially cool about this code is that it lets you pick some
 modes that looks like they have been disabled:

 SURVIVAL MODE (03):  This is definitely the coolest one, since after
 you pick your character, you're taken to a screen that looks exactly
 like the Survival Mode setup from SFEXA.  The sad thing about this is
 that Survival Mode isn't playable; you can pick a course, but what
 ends up happening is that you fight the same opponent at the same
 stage repeatedly, and after you kill them once, they instantly die in
 all subsequent rounds.  This leads me to believe that this mode was
 going to be put in the game, but never finished, since you're clearly
 taken to the Survival Mode Menu, but it doesn't actually play like it
 should (for example, if you play course 4, after fighting the same
 person 4 times, the game will hang instead of showing your Survival
 record as in SFEXA).  For those who are interested, here are the team
 lineups (keep in mind that there is no Course 1, and that the lineups
 are actually meaningless as you always end up fighting the same
 opponent):

 Course 2: Area, Jack, Shadow, Hokuto, Guile, Nanase, Skullomania, Ryu
 Course 3: Pullum, Zangief, Chun-Li, Ken, Rosso, Sharon, Doctrine Dark,
           Kairi
 Course 4: Sagat, Darun, Sharon, Kairi

 When highlighting Course D, you can press right or left to highlight
 the three boss battles, against Dhalsim, Garuda, or Balrog.

 ? (04):  In this mode, you get to pick your character and then fight
 Kairi, although neither character has any life.  If you beat Kairi,
 then he just keeps dying in all subsequent rounds.  If you lose, the
 game ends--you can't continue.  I have no idea what this was supposed
 to be, maybe something similar to the vs. Vega mode, but for Kairi
 (seeing as he is a hidden boss and all that)?  Note that trying to
 use the code again after losing either pits you against Vega (both
 characters have low life / full life / it varies), or the CPU picks
 someone to fight against Vega (both characters are CPU controlled this
 time), and you can't exit out unless you soft reset.

 WATCH MODE (06):  You get to pick your player and your opponent, but
 when the game loads up, both characters are CPU-controlled and will
 fight against each other.  After one of them wins, the fight reloads
 (same characters, new stage).  It's a lot like SFEXA's Watch Mode,
 except for that you can't change the viewpoint (that happens
 automatically while you watch).
                                     

 ------------------------------------------------------------------------
 CHARACTER MOVE SELECT                                    801E9206 - xx00
 by Chris MacDonald
 ------------------------------------------------------------------------

 With this code, you can make your character perform a specific move no
 matter what command you input.  For example, if I set xx to 05, then
 pick Ryu, he will always throw a Shinkuu Hadou Ken no matter what
 command I input (although the moves come out pretty funky looking--you
 can do a Shouryuu Ken and the super fireball comes out halfway through).

 Anyway, the reason why I made this code was to look for unknown /
 disabled moves, and there's a slew of them, which are mentioned below.
 Keep in mind that this code doesn't actually give you the command to
 do a new move--you can't enter b,d,db + P for the original Skullo Dive,
 or f,d,df + P for the Glowing Fist.  Just experiment with the other
 commands and find which ones you like the best ;)

 The one problem with this select is that it makes the game hang / act
 strange sometimes (you can usually alleviate this by having the other
 player attack you, or by going into the pause menu and changing an
 option to reset the training session, like turning Otedama on or off).
 Another thing is that doing most throw moves (the Skullo T'katchev,
 Kyouja Renbu, etc.) or moves with automatic sequences in them (the
 Machiyoi Tenkyuu Geki or Shin Shouryuu Ken) make the game freeze, and
 all you can do is reset.  It's possible to stick in the code twice,
 and (for example), make one of them the Kyouja Renbu start, and the
 other one is the Kyouja Renbu scream (the finish), and the whole thing
 will work, instead of glitching.  I haven't tested that extensively,
 though.

 Anyway, below is a list of all the moves I've mapped out so far--there's
 sure to be some mistakes, so anyone who wants to contribute, I encourage
 it.  There's some special notation for this section:

 ! (movename) - means it's a disabled move that's not normally usable.
 ? (movename) - means I don't know what the heck this really is.  ^_^;
 (hang)       - means the game may hang when you use this variable.

 I had to severely abbreviate some of the names to get the to fit, sorry
 for the confusion it will undoubtedly cause.  Most of them can be
 figured out, though.  Some of them sound like Job Abilities from FF5,
 don't they? (like ! KyoujaScream) ^_^;


 ------------------------------------------------------------------------
 xx  AREA               BALROG           BLANKA            CHUN-LI      
 ------------------------------------------------------------------------
                                                           
 00  Guard Break       Guard Break       Guard Break       Kikou S./ Goku
 01  Terminator        Backslash         Rolling Attack    Guard Break
 02  Humming Rush      Roll CrysFlash    E. Thunder        Hyakuretsu K.
 03  Jackson Kick      Advancing Wire    Backstep Roll     Hien Shuu
 04  Upload/Downlod    Sky High Claw     Vertical Roll     Senretsu K.
 05  Great Cancer      ! (Barcelona?)    Ground Shave R    Spin.Bird Kick
 06  Five Star Raid    Attaching Claw    Guard Break       Hazan T. Kyaku
 07  Final Cancer      Sky H.Illusion    BeastHurricane    Gomen ne
 08  ? (hang)          SP AdvanceWire    Jungle Beat       ? Throw
 09  ? Alt. Catch      Scarlet Terror    Surprise Forw.    ? Throw
 0A  ? Taunt / Pose    GroundCrysFlsh    Surprise Back     Ryuusei Raku
 0B  ? Taunt / Pose    ? Throw           Guard Break       (game hangs)
 0C  O.C.R.            ? Throw           Beast.H Finish
 0D  ? Throw           W. Wind Suplex    ?
 0E  ? Throw           ? Throw           SP E. Thunder
 0F  (game hangs)      ? Throw           Wild Fang
 10                    ? Throw           ? Elec Damage
 11                    (game hangs)      Jungle B. Hit
 12                                      (game hangs)


 ------------------------------------------------------------------------
 xx  CRACKER JACK      DARUN MISTER      DHALSIM           DOCTRINE DARK
 ------------------------------------------------------------------------

 00  Dash Straight     Guard Break       Yoga Fire         KILL Wire
 01  Dash Upper        Ganges DDT        Yoga Flame        ? DARK Wire 
 02  PPP FinalPunch    Indra~ Bashi      Yoga Blast        ? DARK Hold 
 03  KKK FinalPunch    Lariat            Guard Break       ? DARK Hold 
 04  Guard Break       ! Tasogare L.     Kuuchuu Fuyuu     ? DARK Hold 
 05  Batting Hero      Darun Catch       ! Yoga Inferno    ? DARK Shackle
 06  ! C. Buffalo      D.Catch -Throw    Y. Drill Kick     EX-plosive
 07  Crazy Jack        Mid-Air Ganges    Yoga Legend       KILL Trump
 08  Home Run Hero     G.O.D.            Yoga Teleport     DARK Shackle
 09  ? Feint Dash      ? (hang)          Yoga Catch        EX-Prominence
 0A  G.Slam Crusher    ? MC Flash        ? Throw           DEATH Trap  
 0B  Feint Dash        ? Throw           ? Throw           ! KILL Blade
 0C  Home Run King     ? Throw           Yoga Contact      ?  Throw 
 0D  Power Hunter      ? Throw           ?                 ? Throw
 0E  PowerLiftThrow    Indra Bashi       (game hangs)      D.Shackle End
 0F  C. Buffalo End    Brahma Bomb                         D.Trap End
 10  H.R. King End     ? Throw                             (game hangs)
 11  Punch Hunter      D.Catch -Throw
 12  ? H.R. Begin      ? Throw
 13  (game hangs)      G.O.D Continue
 14                    (game hangs)


 ------------------------------------------------------------------------
 xx  GUILE             HOKUTO            KEN MASTERS       NANASE
 ------------------------------------------------------------------------

 00  Sonic Boom        Chuugeki Hou      Hadou Ken         Guard Break
 01  SomersaultKick    Gokyaku Kou       Shouryuu Ken      Sanren Kon
 02  Guard Break       Shinkuu Geki      Guard Break       Kasumi Oroshi
 03  Opening Gambit    Shinkyaku Geki    Tatsumaki S.K.    Gekkyou Botan
 04  S.B. Typhoon      ? Chuugeki Hou    Mid-Air T.S.K.    YayoiToukon Gi
 05  DoubleSomerslt    Kyaku Hougi       Shouryuu Reppa    Air Yayoi T.Gi 
 06  Throw             Guard Break       Shinryuu Ken      Izayoi Rekkon
 07  Throw             Guard Break       ! Air Hadouken    ? (hang)
 08  FlyBuster Drop    Kiren'eki         Zenpou Tenshin    Machiyoi TGeki
 09  (game hangs)      Kiren'eki         ShippuujinraiK    ?
 0A                    Renbu             Kuzuryuu Reppa    ? Throw
 0B                    ? Chuugeki Hou    ? Throw           ? Throw
 0C                    Renshou Geki      ? JigokuGuruma    ? Throw
 0D                    Shirase Gatana    ? JigokuFuusha    Machiyoi Start
 0E                    ? Throw           (game hangs)      Machiyoi Start
 0F                    ? Throw                             Machiyoi Start
 10                    ? Throw                             (game hangs)
 11                    Renbu End
 12                    ? Throw
 13                    (game hangs)


 ------------------------------------------------------------------------
 xx  PULLUM PURNA      RYU               SAGAT             SHARON
 ------------------------------------------------------------------------

 00  Prim Kick         Hadou Ken         Guard Break       Guard Break
 01  Air D. Purrus     Shouryuu Ken      ? Tiger Shot      Half Moon Kick
 02  ?                 Guard Break       ? Tiger Shot      Crimson Terror
 03  Ten'el Kick       Tatsumaki S.K.    Tiger Blow        Sharon Special
 04  Guard Break       Shakunetsu H.K    Tiger Crush       ! HammrhedRush
 05  ?                 Shinkuu HadouK    ? Tiger Cannon    ? Bermuda Sym.
 06  ? (hang)          Shinkuu T.S.K.    ? Tiger Cannon    ? Pr. Scissors
 07  Reswal Kahna      Air Shin T.S.K    Tiger Raid        ? Air Throw
 08  Ground Purrus     ! Win Pose        Tiger Genocide    Load
 09  Gradeus Pearl     Shin ShouryuuK    Tiger Storm       Hellfire
 0A  Kind Wind         Shakunetsu H.K    Tiger Fake        Assault Rifle
 0B  ? Throw           Shin ShouryuuK    (game hangs)      ? Throw
 0C  ? Throw           Shin ShouryuuK                      ? Throw
 0D  Dance Wind        Shin ShouryuuK                      ? Throw
 0E  Gradeus P. End    Shin ShouryuuK                      ? Throw
 0F  (game hangs)      Shin ShouryuuK                      ? Throw
 10                    ? nothing                           ? Air Throw
 11                    ? Throw                             ? Throw
 12                    ? Throw                             ? Throw
 13                    ? Throw                             Close AssaultR
 14                    (game hangs)                        (game hangs)


 ------------------------------------------------------------------------
 xx  SKULLOMANIA       VEGA / VEGA II    VULCANO ROSSO     ZANGIEF
 ------------------------------------------------------------------------

 00  ?                 ? Psy. Crusher    Volcanus          Double Lariat
 01  Skullo Head       Double Knee P.    Cannosa no K.     Guard Break
 02  Skullo Dash       Psycho Crusher    Hibashiri         Super Stomping
 03  Skullo Slider     K.P. Nightmare    Vesuvio Ikari     ScrewPiledrivr
 04  ?                 Head Press        ? Shikei          ? AtomicSuplex
 05  Skullo Crusher    Guard Break       ? Shikei          ! Glowing Fist
 06  Skullo Shock      Psycho Cannon     Tameiki Hashi     Final Atomic B
 07  ! OriginalDive    ! Intro Pose      Pisa n.Shatou     Bear Hug
 08  S. T'katchev      Vega Warp         ? Shikei          A.Russian Slam
 09  Guard Break       P. BreakSmashr    Io no Yoku        ? (hang)
 0A  Super S.Crushr    ! VegaII Intro    Guard Break       ? SC Flash
 0B  S. SkulloDream    P.FollowCannon    Accelerando       ? Cosmic F.A.B
 0C  Super S.Slider    P. Twin Cannon    ? Throw           ? Throw
 0D  Skullo Energy     ? Throw           ? Nothing         ? Throw
 0E  Super S.Crushr    ? Throw           ? Throw           ScrewPiledrv.
 0F  Super S.Energy    ? Throw           ? Throw           ? Throw
 10  Skullo Ball       ? Throw           ? Throw           Russian Suplex
 11  ? Throw           ? Throw           End of Shikei     F.A.B. End
 12  ? Throw           (game hangs)      (game hangs)      Bear Hug End
 13  ? Throw                                               Air.R.Slam End
 14  ? Throw                                               AtomicSuplxEnd
 15  ? S.Dream Zoom                                        ? Throw
 16  ? S.Dream Zoom                                        ? Throw
 17  (game hangs)                                          (game hangs)


 ------------------------------------------------------------------------
 xx  GARUDA            HAYATE            KAIRI             SHADOW GEIST
 ------------------------------------------------------------------------

 00  Kizan             Guard Break       ShinkiHatsudou    ?
 01  Jazan             Kamaitachi        Maryuu Rekkou     Guard Break
 02  Shuuga            Oborodzuki        Guard Break       Death Shock
 03  Raiga             Hisen Zan         Mouryou Kasen     Death Crusher
 04  ! Maboroshi       Shiraha Tenjin    ShinkiHatsudou    Death Press
 05  Kienbu            Resshin KamaiT    S.Hatsudou Kai    D. Sword Kick
 06  Gouga             Raizanshou        Sairou K (hit)    Death Somer
 07  Soukondan         Tsumuji Kage.K    ? Kyouja Renbu    Super D.Crushr
 08  Kienshou          Orochi Fuujin     Garyuu Messhuu    Air S.D.Crushr
 09  Guard Break       Madomashi         ShoukiHatsudou    Death Dream
 0A  Bu                ?                 Makuu Shihai      Death Energy
 0B  ! Hidden SC       ? Throw           ? (hang)          Death Gov't.
 0C  ! CPU Intro       ?                 Kutei Kaku        Death Break
 0D  KyoujinSenshuu    (game hangs)      ? Throw           ?
 0E  Daikyo Rasen S                      ! KyoujaScream    S. DeathEnergy
 0F  DaikyoSenpuu S                      ! CPU Intro       ? Throw
 10  ? Throw                             (game hangs)      ? Throw
 11  ? Throw                                               ? Throw
 12  Air Throw                                             ? Death Space
 13  CPU Intro                                             ?
 14  Air Throw                                             ?
 15  (game hangs)                                          ? Throw
 16                                                        D. Dream Zoom
 17                                                        (game hangs)

 More information on those disabled moves can be found below:
                                        
 ------------------------------------------------------------------------
 BALROG                                            05 - Barcelona Attack?     
 ------------------------------------------------------------------------

 (05)  This is some sort of unique SC in which Vega leaps into the air
 and does the Barcelona Attack pose, but he only hits once for meager
 damage (less than the normal Flying Barcelona Attack).  I can't figure
 out what the heck this is, but Balrog had a bunch of moves in SFEX2,
 including the ability to do the Flying Barcelona Attack and Izuna Drop
 from the Ground Crystal Flash SC, and a super replacing his Scarlet
 Terror called the Phantom Destruction, which had it's own special
 follow-up (the Spinning Izuna Drop, done as hcf + P in mid-air).  So
 perhaps this move is a remnant of one of those attacks.

 Command:   Try any move, or else throw from up close
 Damage:    1 hit, 8 damage  (trying any move)
            1 hit, 101 damage (attempted as a throw)


 ------------------------------------------------------------------------
 CRACKER JACK                                          06 - Crazy Buffalo
 ------------------------------------------------------------------------

 (06)  For some reason, Jack's Crazy Buffalo makes all other moves hit
 multiple times for very high damage.  Makes me wonder if there wasn't
 some other SC he had that was nixed (perhaps like M. Bison's Gigaton
 Blow from SFZ3?)


 ------------------------------------------------------------------------
 DARUN                                            04 - Tasogare Lariat SC
 ------------------------------------------------------------------------

 (04)  Amazingly, Darun has his Tasogare (Twilight) Lariat SC in here.
 It's just like the SFEXA version, without any lighting effects for the
 Lariat spins or anything.  

 Command:   qcf + P  (was qcf,qcf + P in SFEX+A)
 Damage:    5 hits, 54 damage total


 ------------------------------------------------------------------------
 DHALSIM                                             05 - Yoga Inferno SC
 ------------------------------------------------------------------------

 (05)  In SFEX2, Dhalsim's Yoga Inferno was just a normal Super Combo.

 Command:   f,d,df + PPP  (was qcf,qcf + P in SFEX2)
 Damage:    4 hits, 35 damage total


 ------------------------------------------------------------------------
 DOCTRINE DARK                                            0B - KILL Blade
 ------------------------------------------------------------------------

 (0B)  This is Doctrine's old multi-hit spinning uppercut attack from
 SFEX+A, complete with the little gleam animation.

 Command:   qcf,d,df + P  (was f,d,df + P in SFEX+A)
 Damage:    1/2/3 hits, 17/25/32 damage total


 ------------------------------------------------------------------------
 GARUDA      04 - Maboroshi      0B - Hidden SC       0C / 13 - CPU Intro
 ------------------------------------------------------------------------

 (04)  Yes, normal Garuda has this move ;)

 Command:   qcb,qcb + K  (was press PPP when damaged for CPU Garuda)
 Damage:    1 hit, 17 damage


 (0B)  Believe it or not, this is a disabled super also found in SFEX+A.
 When you hit someone with it in this game, the game always hangs, but
 in SFEX+A, what happens is that Garuda does an SC flash, then does a
 jumping knee attack similar to his mid-air LK.  Upon landing, he does
 an HP Kizan into his air throw.  But in SFEX2P, the game hangs after
 the HP Kizan (not too surprising given the notice above).

 Command:   qcf,qcf + P  (was qcf,qcf + P in SFEX+A)
 Damage:    8 hits, 56 damage total  (not counting air throw damage)

 I got the code to see this move in SFEX+A from some Japanese web page;
 people have been asking me about it, but I don't have their URL and
 couldn't find it after searching through the web, sorry.

 (0C)  This is the intro where CPU Garuda spins and stomps around while
 flames fly all about, just without the flames ;)  It seems as if the
 (13) version is the only one that hits, dunno why.  The damage is the
 same as the Zanki.


 ------------------------------------------------------------------------
 KAIRI             0E - End Part of Kyouja Renbu           0F - CPU Intro
 ------------------------------------------------------------------------

 (0E)  This is the part where the camera gets a close shot of Kairi
 clutching his head and screaming :)  Has no practical use, but you can
 turn up the sound and annoy the hell out of your opponent. ;)

 (0F)  This is the intro you see when you fight Kairi.  He'll say a short
 quip in Japanese, then leap over you and land on the other side.


 ------------------------------------------------------------------------
 KEN                                               07 - Mid-Air Hadou Ken
 ------------------------------------------------------------------------
 
 (07)  When you perform a move, Ken will go into the air and look like
 he's trying to throw a fireball (it's not Kairi's pose, either--it looks
 just like Gouki's mid-air fireball pose from SFEX+A).  Whether it's
 related or not, I actually got this move to hit when I had Zangief's
 move select set to 0B, tried the Super Stomping, and Ken went flipping
 through the air like mad.  What was really amazing is that after a
 moment, he did this animation (which is weird since this code is for the
 first player only), and Zangief got hit with a flame effect (just like
 a Yoga Fire or Shakunetsu Hadou Ken).  If you do this move with qcf + P,
 you see a SC flash before the animation--perhaps this was going to be
 a mid-air super combo, like Gouki's Tenma Gou Zankuu?

 Command:   qcf + P / qcb + P / etc.
 Damage:    No hits, no damage  (1 hit, ?? damage)


 ------------------------------------------------------------------------
 RYU                                                        08 - Win Pose
 ------------------------------------------------------------------------

 (08)  This is just Ryu's win pose where he does a standing HK and gets
 into a horse stance.  It can't hit or anything, and most of the time
 you end up flying offscreen anyway ;)


 ------------------------------------------------------------------------
 SHARON                                           06 - Hammerhead Rush SC
 ------------------------------------------------------------------------

 (06)  This is Sharon's Hammerhead Rush from SFEX2, where she does
 several Gale Hammer Punches into a weird-looking finishing attack
 (perhaps a missed throw attempt?)  It even has the proper voice sample
 ("Haaaa.... Hammerhead Rush!")
 
 Command:   qcf,qcf + P  (was qcf,qcf + P in SFEX2)
 Damage:    4 hits, 37 damage total


 ------------------------------------------------------------------------
 SKULLOMANIA                         07 - Skullo Dive  (original version)
 ------------------------------------------------------------------------

 (07)  Depending on what move you do, Skullo will actually fly up
 (complete with sound effects), and do the Skullo Dive, just like the
 original version from SFEX+A.

 Command:   qcf + P  (was b,d,db + P in SFEX+A)
 Damage:    1 hit, 21 damage  (17 damage if he slides on the floor)


 ------------------------------------------------------------------------
 VEGA (II)        06 - Psycho Dark Cannon       07 - Intro Pose
                  0A - Vega II Intro            0B - Psycho Follow Cannon
                  0C - Psycho Twin Cannon
 ------------------------------------------------------------------------

 (06)  For either Vega, this is the standard Psycho Cannon, but it can be
 build up to an unlimited size.

 (07)  This is some sort of weird intro where Vega taunts you.  I think
 it's his intro pose, sans the glowing shield.

 (0A)  If you attempt this with Vega, the game hangs, but if you're using
 Vega II via the other GameShark code, then he does the little intro
 where he gets off the ground, the screen turns white, and he taunts you
 (no blue flames or second Vega floating around, though) ;)
    
 (0B)  When used with Vega II, you get the normal Psycho Follow Cannon.
 When used with normal Vega, he poses, but no projectile appears.

 (0C)  When used with Vega II, you get the normal Psycho Twin Cannon.
 When used with normal Vega, he teleports and poses, but no projectile
 appears, and there's only one of him  ;)


 ------------------------------------------------------------------------
 ZANGIEF                                                05 - Glowing Fist
 ------------------------------------------------------------------------

 (05)  In SFEX2, Zangief had a move similar to the Banishing Flat; he'd
 step forward while sticking out a glowing fist, and IIRC, you could make
 the hand bigger by holding P.  When you attempt a move with this code
 on, Zangief advances forward, and one of his forearms / fists will
 glow.  I tried holding and releasing P, which didn't do anything, but
 I've somehow been able to get him to do his standing MP with his arm
 glowing and a specific sound effect ("Funyaa!"), mostly from attempting
 to do PPP Double Lariats.

 Command:   Press PPP / KKK  (was f,d,df + P, hold P in SFEX2)
 Damage:    Same damage as the Double Lariat moves, so I dunno.


 ------------------------------------------------------------------------
 SAGAT                                                         (nothing?)
 ------------------------------------------------------------------------

 Sagat should have his CPU intro pose (the one where he turns around and
 says "Mezawari da!"), but he doesn't.  Unless I overlooked it....


 ========================================================================
 6.  EXPERT MODE GUIDE
 ========================================================================

 This section lists each person's Expert Mode missions.  Missions that I
 found to be particularly tricky are followed with suggestions on how to
 beat that particular mission.  Note that unless you are instructed to
 use the Excel ability for a certain mission, using it to complete a
 mission will not work (you have to do it without using Excel).  Also
 note that, for the majority of the missions (or unless instructed
 otherwise), it's always easier to pull off a mission with Ken in the
 corner.  Only a few missions actually require him to be out in the open.

 If you beat a character's Expert mode missions straight through and in
 order, you can get a ranking on how fast you were.  This also causes the
 game to stop for a moment after completing mission 16, so don't be
 alarmed if it happens :)  So what's the point of getting a good time on
 your missions?  Well, if you finish each person's 16 missions in at
 least 1'50" (so your total added time for each character is 36 minutes
 or less), then you get a new Maniac Mode option where you can watch the
 CPU demonstrate how to beat each mission (see Section 4 for details).

 Special notation for this section:

   s.           = do while standing
   c.           = do while crouching
   j.           = do while jumping
   (Excel: )    = start up Excel, then perform whatever is listed in
                  the parentheses. *

 For example, if one of your missions was "c. LK, s. LP, Hadou Ken,
 Shinkuu Hadou Ken, (Excel: perform a 6-hit combo), j. MK", then you'd
 hit your opponent with a crouching LK, link it into a standing LP, then
 cancel that into a Hadou Ken, which you'd super cancel into a Shinkuu
 Hadou Ken.  From there, you'd activate the Excel, and before your
 opponent hit the ground, you'd juggle them with a 6-hit combo or better
 (you get to make up the combo yourself).  Just make sure that the last
 hit keeps them in the air, so that you could finish with a j. MK once
 the Excel wore off.  Obviously, such a combo is impossible to perform,
 but it's just an example that covers most of the situations you'll find
 in this section ^_^;

 * For Excel combos requiring you to get a certain amount of damage (such
   as D. Dark's mission #15), the damage count usually includes attacks
   done before the Excel, and always includes damage done afterwards.  In
   other words, you don't have to do an Excel Combo that does, say 80
   points of damage--you can do one that does 56 points, then do a Super
   Combo as the Excel ends to get the remaining points, and you'll still
   pass the mission.
 
 BTW, characters are listed in alphabetical order here, not in the order
 they appear on the Mission Select screen.
                                                                  
 ------------------------------------------------------------------------
 AREA
 ------------------------------------------------------------------------

  1  Upload
  2  Download
  3  Humming Rush
  4  Great Cancer
  5  Five Star Raid
  6  Final Cancer
  7  Jackson Kick, Partition Break
  8  Reflect a Hadou Ken using the Terminator
  9  c. MK, Humming Rush
 10  Upload, j. HK
 11  Jackson Kick, Pop-Up Knee, s. HK
 12  Have the Download hit during the Alternative Catch
 13  Great Cancer, Five Star Raid, Great Cancer (in mid-air)
 14  Head Crush, c. MK, Humming Rush, Great Cancer
 15  Jackson Kick, Pop-Up Knee, (Excel: Perform a combo that does 50+
     points of damage).
 16  Keep your opponent off the ground for at least 10 seconds.

 [ Hints ]  -------------------------------------------------------------

 10  Do the Upload next to Ken, jump up and kick him as he flies up.
 11  Get Ken in the corner, and after the Pop-Up Kick, step forward,
     let go of the controller, and press HK.
 12  Start the Download, and hold PPP until the missile is nearing Ken.
     Do the Alternative Catch, and let go off PPP once it begins.  The
     missile will come up and hit him while you flip over.
 14  Get next to Ken, jump straight up, then do the Head Crush late, or
     the c. MK won't link.
 15  Make sure Ken stays in the open for this one.  After the Pop-Up
     Knee, activate the Excel, then start doing HK slides.  Once the
     Excel runs out, do the Five Star Raid.  It's not easy to connect
     the slides after the Pop-Up Knee--I did it once by accident, and
     then just kept trying until it worked again :) 
 16  Since you have an infinite SC gauge for this mission, might as well
     make use of it.  Do a charged Great Cancer, then super cancel into
     the Five Star Raid.  Quickly super cancel from the first hit back
     into the Great Cancer (the idea here is that Area will kick Ken up,
     then do the Great Cancer just off the ground).  Upon landing, step
     forward, do the Five Star Raid again (it will hit Ken as he falls),
     and again cancel into the Great Cancer after the first hit.  Step
     forward after you land, do the Five Star Raid, and let Area jump up
     and finish attacking before super canceling into one last Great
     Cancer.  The timer should hit 0:00 just as Ken lands.

     Kevin Eav had an idea which works much better than mine, which is
     to do the Five Star Raid, but cancel into the Great Cancer _once
     you land_.  This way, you'll do the ground version, and you can
     charge it up a bit while waiting for Ken to fall so that you can
     hit him with it.  Just super cancel back into the Five Star Raid
     and repeat.  You can just keep doing these two steps until the
     time runs out, or you can actually let the Five Star Raid finish
     at some point and end with a mid-air Great Cancer, if you're tired
     of all the super canceling. ;)


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

  1  R. Crystal Flash (Rolling Crystal Flash)
  2  F. Barcelona Attack (Flying Barcelona Attack)
  3  Izuna Drop
  4  Sky High Claw
  5  G. Crystal Flash (Ground Crystal Flash)
  6  Sky High Illusion
  7  Scarlet Terror
  8  Rolling Izuna Drop
  9  c. MK, c. MP
 10  Pass over a Hadou Ken and throw Ken using an Izuna Drop
 11  (Excel: Perform a 25-hit combo.)
 12  G. Crystal Flash, Scarlet Terror
 13  j. HK, s. HK, Scarlet Terror, W. Wind Suplex (Whirlwind Suplex)
 14  c. LP, R. Crystal Flash, G. Crystal Flash
 15  Keep your opponent off the ground for at least 10 seconds.
 16  j. HP, c. MK, c. MP, G. Crystal Flash, Scarlet Terror, Attaching
     Claw

 [ Hints ]  -------------------------------------------------------------

 10  The trick with this mission is to grab Ken while the Hadou Ken is
     still on-screen.  Since it takes so long for the Izuna Drop to
     execute, don't worry about waiting for him to throw a fireball;
     just do the move and he'll usually do one while you're in air.
 11  Get Ken in the corner, start the Excel, and keep doing HP Rolling
     Crystal Flashes, until the Excel is about to end, at which point,
     do one last Rolling Crystal Flash.  This will give you enough time
     to charge up for a Ground Crystal Flash to finish the combo.
 13  Charge back for the Scarlet Terror once you leap into the air,
     and after Ken is sent flying, wait a while before leaping up to
     air throw him.  Or just wait until he rebounds off the ground and
     throw him then ;)
 14  Do an LP Rolling Crystal Flash, and tap b,f + P for the Ground
     Crystal Flash.  The timing's a little trickier than you'd think.
 15  This is the king of lame missions.  Since you have an infinite
     SC gauge, just do the Scarlet Terror repeatedly.  You don't even
     need to time them, since you can wait until Ken slams head-first
     into the ground and use that as your cue to Scarlet Terror him
     as he rebounds.  Amazingly, the CPU still thinks he's airborne :)
 16  Get Ken in the corner for this mission, and jump in really deep
     with the HK, since you have to be very close to Ken by the time you
     do the c. MP or the Ground Crystal Flash won't connect.  Once you've
     hit Ken with the Scarlet Terror, walk forward a few steps, and
     immediately do the Attaching Claw, since it takes a moment for
     Balrog to actually produce a new claw (yes, it will hit airborne
     foes).

     Cyrus Bulsara had another method for doing this which is a lot
     easier; do a Scarlet Terror after the C. MP, since it has much
     more range and will always connect, unlike the Ground Crystal Flash.
     Now juggle your opponent with a Ground Crystal Flash and then
     Scarlet Terror them up into the air again before getting into range
     and doing the Attaching Claw.


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

  1  Electric Thunder
  2  Rolling Attack
  3  Vertical Rolling
  4  Backstep Rolling
  5  Ground Shave Rolling
  6  Beast Hurricane
  7  SP Electric Thunder (Super Electric Thunder)
  8  Pass over a Hadou Ken using the Jungle Beat
  9  c. LK x3
 10  Rolling Attack, Beast Hurricane
 11  Jungle Beat, Beast Hurricane
 12  j. MK, c. LK x3, Rolling Attack
 13  j. MK, c. MK, SP Electric Thunder (Super Electric Thunder)
 14  Vertical Rolling, Beast Hurricane
 15  Jungle Beat, Beast Hurricane, Ground Shave Rolling
 16  j. MK, c. LK x2, Rolling Attack, Beast Hurricane, Ground Shave
     Rolling, Beast Hurricane

 [ Hints ]  -------------------------------------------------------------

  8  Once you see Ken throw a Hadou Ken, do the Jungle Beat, and
     Blanka should jump over the fireball and latch onto Ken.
 10  Since Blanka is in the air during the Rolling Attack, you can
     do the Beast Hurricane at the moment of impact, or while Blanka
     is bouncing back from the Rolling Attack hit.
 11  Once Blanka takes Ken into the air and does most of the hits, you
     should super cancel.
 14  The idea here is to do the Vertical Rolling so that you hit Ken
     as he jumps up into you, so you can get the Beast Hurricane to hit
     in mid-air.  Try distancing yourself from Ken, and doing the HK
     Vertical Rolling when you see that Ken is coming up.  Blanka will
     fly up above Ken, who will then crash into him, and then you can
     super cancel into the Beast Hurricane.
 16  You need to go from the last c. LK into a HP Rolling Attack really
     fast--otherwise it won't cancel.  Once the Rolling Attack hits,
     super cancel into the Beast Hurricane.  Immediately charge back for
     the Ground Shave Rolling, and do it by the 5th or 6th hit.  Let it
     hit, and once Blanka's up in the air during the G.S.R., do the
     final Beast Hurricane.
   

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

  1  Hyakuretsu Kyaku
  2  Hien Shuu
  3  Spinning Bird Kick
  4  Kikou Shou
  5  Senretsu Kyaku
  6  Hazan Tenshou Kyaku
  7  Kikou Shou: Goku
  8  Gomen ne!
  9  c. MK, c. MK
 10  s. HP, c. MK
 11  (Excel: Get a 6-hit combo only using the Hyakuretsu Kyaku.)
 12  Pass over a Hadou Ken with a Hien Shuu, combo it into a c. HK
 13  Senretsu Kyaku, Kikou Shou, Hazan Tenshou Kyaku
 14  Guard Break, Yousou Kyaku x3
 15  Hien Shuu, c. MK, Senretsu Kyaku, Hazan Tenshou Kyaku, Kikou Shou
 16  Spinning Bird Kick, Hazan Tenshou Kyaku, c. MP, Hazan Tenshou Kyaku,
     Senretsu Kyaku

 [ Hints ]  -------------------------------------------------------------

  8  Make sure to space yourself so that only the 'raised hand' part
     of the Gomen ne! hits, and not your LP attacks.
 11  Use the HK version of the Hyakuretsu Kyaku, and just keep tapping.
 12  I suggest using the LK Hien Shuu, then just hitting d + HK once you
     land.  Remember, both attack have to hit Ken, and you have to leap
     over the Hadou Ken using a Hien Shuu or it won't count.
 14  After the Guard Break, leap forward as Ken starts falling back and
     keep stomping him.  This won't work if he's in the corner, though.
 15  I suggest doing half of the Senretsu Kyaku motion with MK (qcf,d +
     MK), then holding that button while you input qcf + LK.  This way
     you won't accidentally do the Spinning Bird Kick.  After landing
     from the Hazan Tenshou Kyaku, do the Kikou Shou.
 16  This mission's hard because the c. MP and Senretsu Kyaku tend to
     miss a lot.  Anyway, do an LK Spinning Bird Kick and super cancel
     sorta late into the first HTK (seems to make Ken go up higher), and
     upon landing, try inputting b,db,b,d + MP, so that you hit Ken with
     the c. MP and have half the command for the next HTK entered.  Then
     just do qcb + K and the next Hazan Tenshou Kyaku will activate.  To
     get the Senretsu Kyaku to hit, you have to do it immediately upon
     landing so that the very first kick hits Ken.  However, if he still
     seems too high in the air, wait a split second before starting it
     sot that he will fall into Chun's foot.

                                          
 ------------------------------------------------------------------------
 CRACKER JACK
 ------------------------------------------------------------------------

  1  Dash Straight
  2  Dash Upper
  3  Batting Hero
  4  Soccer Ball Kick
  5  Final Punch
  6  Home Run Hero
  7  G. Slam Crusher (Grand Slam Crusher)
  8  Raging Buffalo
  9  Crazy Jack
 10  Home Run King
 11  c. MP, c. MK
 12  Get a Hat Trick using the Soccer Ball Kick  (deflect 3 Hadou Kens)
 13  j. HP, c. MP, c. MK, Dash Straight, Home Run Hero
 14  Home Run Hero, s. LP x2, (Excel: Perform a 6-hit combo.)
 15  j. HP, s. MK, Dash Straight, Crazy Jack, G. Slam Crusher, Home Run
     Hero
 16  c. MP, c. MK, Dash Upper, Home Run Hero, c. HP, Home Run Hero,
     Angry Fist

 [ Hints ]  -------------------------------------------------------------

 12  Back up so that there's a lot of distance between you and Ken, and
     use the LK Soccer Kick.  You have to deflect the fireballs all in
     a row; you can't jump over them, or get hit, or use the Batting
     Hero, etc.
 14  Get Ken in the corner, do the Home Run Hero, then hold forward.
     Just keep walking until Ken is really low, then pop him up with two
     quick LPs.  Then activate the Excel, jump up-forward, and start
     rapping on MK to hit him as you jump.  When you land, just hold uf
     and keep pressing MK to finish the combo.  Cedrick points out that
     you can also do this with mission with jumping LKs instead of MKs.
     Theo Horsman had a suggestion that seems to be the easiest--do
     another Home Run Hero after the 2 LPs (you have to be rather fast),
     and once it hits, you can just activate the Excel and do whatever
     the heck you want, since the Home Run Hero juggles your opponent
     really high.
 15  I find that it's easiest to hold K for the Crazy Jack, then super
     cancel into the Grand Slam Crusher.
 16  Get Ken in the corner for this one.  You have to do the c. HP fairly
     quickly for it to hit (but not too early, or else the second Home
     Run Hero won't juggle), then do qcb,qcb + P for the second Home Run
     Hero--if you try to shorthand the motion, you just get the feint
     dash.  Immediately after the second Home Run Hero, do the Angry
     Fist, or it won't hit (since it's pretty slow).
                                           

 ------------------------------------------------------------------------
 DARUN MISTER
 ------------------------------------------------------------------------

  1  Lariat
  2  Ganges DDT
  3  Brahma Bomb
  4  Indra Bashi
  5  Darun Catch
  6  Chouzetsu Kishin Bomb
  7  Indra~ Bashi
  8  G.O.D.
  9  c. MP, Lariat
 10  Guard Break, Ganges DDT (mid-air)
 11  Use the Daikaku to stop the Shouryuu Ken, Chouzetsu Kishin Bomb
 12  Indra~ Bashi, Darun Catch
 13  Lariat, Chouzetsu Kishin Bomb
 14  Lariat, Indra~ Bashi x3, Darun Catch
 15  Indra~ Bashi, s. HK, Indra~ Bashi, Ganges DDT (mid-air)
 16  c. MP x2, Lariat, Indra~ Bashi, j. HP, j. HK

 [ Hints ]  -------------------------------------------------------------

 10  Simply catch Ken as he falls back through the air.
 11  This isn't a super cancel; just Daikaku Ken's attack right as he
     starts, then stick in the Chouzetsu Kishin Bomb.  As long as it
     connects, you pass the mission.
 13  Do an MP or HP Lariat, and super cancel into the Chouzetsu Kishin
     Bomb _between_ hits.
 14  Remember that Ken stays in air longer during each successive
     Indra~ Bashi.  For the third one, it may be necessary to move
     around a bit so that Ken falls directly above you.  Then just
     snag him with the Darun Catch before he lands.
 15  Try doing qcb + HK after the first Indra~ Bashi, so that you have
     half of the command done.  Then stick in qcb + K for the second
     Indra~ Bashi.  I suggest counting to four after the 2nd Indra~
     Bashi, starting the moment Ken is hit.  When you're almost to four,
     jump up and you should be able to catch Ken at the right moment
     for the Ganges DDT to work.
 16  Use a HP Lariat, so you have plenty of time to super cancel into
     the Indra~ Bashi.  Again, I suggest counting to four in order for
     you to get the proper timing--jump when you're almost to four, do
     a late HP against Ken, then immediately jump uf and press HK.

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

  1  Yoga Fire
  2  Yoga Flame
  3  Yoga Blast
  4  Yoga Legend
  5  Yoga Drill Kick
  6  Yoga Inferno
  7  Yoga Catch, Yoga Contact
  8  c. MK (short), Yoga Fire
  9  j. MK, Yoga Drill Kick
 10  Yoga Fire, Yoga Inferno
 11  Yoga Flame, Yoga Legend
 12  j. HP, Yoga Drill Kick, Yoga Legend
 13  Drill Kick, c. MK (sliding), Yoga Legend
 14  Yoga Blast, s. HP (short), Yoga Legend
 15  c. MK (short), Yoga Fire, Yoga Legend, Yoga Drill Kick
 16  Yoga Blast, Yoga Legend, Yoga Drill Kick, s. HP (long)

 [ Hints ]  -------------------------------------------------------------

  8  Hold down-back and hit MK, then do the Yoga Fire.
  9  You can use any type of Yoga Drill Kick but the HK version.
 12  Jump in close to Ken, hit HP, cancel into a LK Yoga Drill Kick,
     and hold down for a moment so that Dhalsim hits the ground faster.
     Upon landing, immediately do the Yoga Legend, and Dhalsim's foot
     should hit Ken squarely.  This is also easier to do if Ken's in
     the corner.
 13  You can use any type of Drill Kick, but you'll need to move Dhalsim
     closer to Ken if you use a stronger Drill Kick.  Do qcb,d + MK
     for the sliding kick, then db,b + K for the Yoga Legend.
 14  To connect with the Yoga Blast on the ground, inch forward so that
     you are standing 'inside' Ken, and try doing a Yoga Blast.  If it
     doesn't hit, tap forward a bit, and try again.  For this mission,
     you need to do it with Ken in the corner, or else the s. HP (the
     headbutt) won't hit.  Don't worry about trying to stick in the
     Yoga Legend command beforehand--you have plenty of time to do it
     before the 2nd headbutt hit ends.
 16  Again, for this mission, inch into Ken until the Yoga Blast can
     burn his face off :)  Then start super canceling once Ken has
     fallen a bit.  During the second part of the Yoga Legend, use LK
     for the Yoga Drill Kick, and try and direct it downward slightly
     with the controller so that after the first few hits, the others
     miss.  Ken should fall and hit Dhalsim's legs once more (or a few
     times more), allowing Dhalsim to hit the ground first and do his
     standing HP, which Ken will then land upon.  And no, you don't need
     to be in the corner for this combo.

     CJayC's method for this mission is a lot easier and works like a
     charm every time.  Do an MK Yoga Drill Kick during the second part
     of the Yoga Legend, after the third punch hits.  Hold up on the
     controller, and you should hit Ken once, then after a moment,
     start hitting him repeatedly.  Upon landing, press HP, and voila!
     You're in perfect range and Ken's at the perfect height every time.


 ------------------------------------------------------------------------
 DOCTRINE DARK
 ------------------------------------------------------------------------

  1  EX-plosive
  2  DARK Wire, DARK Spark
  3  DARK Wire, DARK Hold
  4  KILL Wire
  5  KILL Trump
  6  DARK Shackle
  7  EX-Prominence
  8  DEATH Trap
  9  c. MK, DARK Wire, DARK Spark
 10  DARK Wire, DARK Spark, s. HK
 11  KILL Wire, EX-plosive, KILL Trump
 12  j. HK, c. MK, DARK Wire, DARK Hold, s. HK
 13  j. HK, s. HK, DARK Shackle, KILL Trump
 14  KILL Wire, j. HK, s. HK, KILL Trump
 15  DARK Wire, DARK Hold, EX-Prominence, (Excel: Perform a combo that
     does 70+ points of damage.)
 16  c. MK, DARK Wire, DARK Hold, j. HK (then do a combo that does 60+
     points of damage.)

 [ Hints ]  -------------------------------------------------------------

 10  Just push Ken into a corner, get next to him, and do the DARK Wire.
     You can simply tap HK, and Doctrine will do do the standing kick
     and have it combo after the DARK Spark.
 11  Distance yourself from Ken a bit, and do the HP Kill Wire.  While
     Ken is spinning through the air, drop an EX-plosive.  He'll bounce
     off it and you can KILL Trump him.
 14  Use the HP KILL Wire from a distance, and time the j. HK so that
     you hit Ken while you're descending from your jump, since the s.
     HK needs to hit right afterward.
 15  Get Ken in the corner.  Then do the DARK Wire from up close, and
     activate the Excel right after the EX-Prominence, so that Ken is
     still close enough for you to start hitting him.  Do repeated
     standing LPs, then switch to standing HKs before the Excel ends.
     Ken is now in the perfect position to get hit by a KILL Trump,
     which will get your damage above 70 points.
 16  Get yourself into a corner for this one, and do an LP DARK Wire
     from up close.  Do the jumping HK on the way down, and it will
     hit Ken and make him fly over you.  Use a standing LP to juggle
     him, then cancel into the KILL Trump, which should give you 60+
     points.


 ------------------------------------------------------------------------
 GARUDA
 ------------------------------------------------------------------------
    
  1  Shuuga
  2  Kizan
  3  Gouga
  4  Raiga
  5  Zanki
  6  Kienbu
  7  Kienshou
  8  Soukondan
  9  s. HK, c. MK
 10  j. HP, c. HP
 11  Destroy a Hadou Ken and hit Ken using the Zanki
 12  Soukondan, Gouga
 13  Use the Kyoujin Senshuu to do 120+ points of damage
 14  Soukondan, Kienshou, Kienbu
 15  (Excel: Perform a combo that does 75+ points of damage.)
 16  j. MK, c. MP, c. MK, Shuuga, Kienshou, Kienbu

 [ Hints ]  -------------------------------------------------------------

 11  Space yourself a little ways from Ken so that when he throws a
     Hadou Ken, the headbutt part of the Zanki will negate it, but
     you'll still be close enough to have the second hit smack Ken.  Or
     you can negate the Hadou Ken and hit Ken with just the headbutt
     part, it's your choice.
 12  Get right next to Ken, and delay the Soukondan; this will cause Ken
     to get knocked up in the air, then get hit again in mid-flight when
     the flames fly forward.  You can then connect with a HK Gouga.
 13  Just use the two follow-ups from the Kyoujin Senshuu and you can
     get 120 points of damage easily.
 14  Usually, when you do the Soukondan right next to Ken, you'll only
     get one hit off of the Kienshou.  One way around this is to back up
     so that you're still close to Ken, but that you have enough room so
     the Soukondan flames won't hit him.  Let Garuda fire them, then
     while they're hitting Ken, start super canceling.  You'll get plenty
     of hits with the Kienshou and can easily cancel into the Kienbu.
 15  Get Ken in the corner, and then do three HP Shuugas into a HK Gouga.
     The Excel should end as you do the Kienshou--follow that up in the
     air with the Kienbu.  Or you can just do continuous Shuugas into
     the Kienshou...it's up to you.
 16  It doesn't seem like the Kienshou has enough horizontal range to
     hit after the Shuuga (I use MP for the Shuuga, but that's just me),
     but if you do it quickly enough, they'll connect nonetheless (you
     need to have Ken in the corner as well).


 ------------------------------------------------------------------------
 GUILE
 ------------------------------------------------------------------------
 
  1  Sonic Boom
  2  Somersault Kick
  3  Flying Buster Drop
  4  Opening Gambit
  5  Double Somersault Kick
  6  Sonic Boom Typhoon
  7  j. HP, c. HK
  8  c. LP, Sonic Boom
  9  c. MP, c. LK, Sonic Boom
 10  (Excel: Get a 7-hit combo using only Sonic Booms)
 11  j. HP, c. MP, Somersault Kick
 12  j. HP, c. MP, c. LK, Somersault Kick
 13  Sonic Boom, Sonic Boom Typhoon
 14  Sonic Boom, Double Somersault Kick
 15  Somersault Kick, Double Somersault Kick
 16  j. HP, c. MP, c. LK, Sonic Boom, Opening Gambit, Double Somersault
     Kick

 [ Hints ]  -------------------------------------------------------------
   
 10  Since you don't have to charge during an Excel, just get close,
     start the Excel, and tap b,f + P repeatedly.
 13  After throwing the Sonic Boom, quickly tap b,f + KKK for the Sonic
     Boom Typhoon.
 14  After throwing the Sonic Boom, quickly tap b,uf + K for the Double
     Somersault Kick.
 15  Charge db,uf + K for the Somersault Kick, then immediately tap
     b,uf + K for the Double Somersault Kick.
 16  After the series of links, use HP for the Sonic Boom, then tap
     b,f + P for the Opening Gambit.  Practice the timing on the Opening
     Gambit -> Double Somersault Kick first, to get the hang of it.  You
     should start charging for the D.S.K. the moment you do the Opening
     Gambit, and you should super cancel on the 5th hit (so that you
     press a Kick button by the time Guile does the fifth hit).


 ------------------------------------------------------------------------
 HAYATE
 ------------------------------------------------------------------------

  1  Kamaitachi  
  2  Oborodzuki
  3  Hisen Zan
  4  Shiraha Tenjin
  5  Resshin Kamaitachi
  6  Raizanshou
  7  Tsumuji Kagerou: Kyoku
  8  Orochi Fuujin
  9  c. MK, Oborodzuki
 10  s. HP, c. MK
 11  Destroy a Hadou Ken and hit Ken using the Kamaitachi
 12  Hisen Zan, Tsumuji Kagerou: Kyoku
 13  j. HK, s. HP, c. MK, Kamaitachi
 14  Guard Break, j. HK, j. HP, Tsumuji Kagerou: Kyoku
 15  j. HP, c. MP, c. MK, Kamaitachi, Resshin Kamaitachi, Raizanshou,
     Tsumuji Kagerou: Kyoku
 16  j. HK, (Excel: s. LP, s. HK, Enraku Shishou, Kamaitachi, Hisen Zan),
     Tsumuji Kagerou: Kyoku

 [ Hints ]  -------------------------------------------------------------

  4  All you have to do is hit Ken with the actual sword slash--it
     doesn't even need to counter.
  8  You have to have Ken's kick get countered in order to pass this one.
 11  Get close enough so you can hit with the tip of the Kamaitachi, and
     use any version to negate the fireball and hit Ken all at once.
 13  You have to use LP for the Kamaitachi.
 14  Do a late j. HK against Ken once he's already falling, then jump uf
     and hit HP the moment you land.  From there, you have to quickly
     cancel into the Tsumuji Kagerou: Kyoku.
 15  There's no secret to this one, just practice the links at the
     beginning and go nuts super canceling at the end. :)
 16  Get Ken in the corner.  Believe it or not, you don't want the j. HK
     to be too deep: try to aim for Ken's head, so that you can land,
     start the Excel, and the s. LP will still hit him as he recoils.
     You need to do the Excel combo at a fairly fast pace, or else it
     will end too soon.


 ------------------------------------------------------------------------
 HOKUTO
 ------------------------------------------------------------------------

  1  Shinkuu Geki 
  2  Shinkyaku Geki
  3  Gokyaku Kou
  4  Kyaku Hougi
  5  Kiren'eki
  6  Renshou Geki
  7  Shirase Gatana
  8  Renbu
  9  Chuugeki Hou, Shougeki Ha
 10  j. MK, c. MP
 11  Pass under a Hadou Ken using the Shinkyaku Geki.
 12  Renshou Geki, j. HK
 13  j. HK, (Excel: Perform a 5-hit combo.)
 14  c. MP, Chuugeki Hou, Shougeki Ha, Renshou Geki
 15  j. HP, c. MP, Chuugeki Hou, Kyaku Hougi, Kiren'eki, Renshou Geki
 16  Chuugeki Hou, Shougeki Ha, Renshou Geki, j. HK (Excel: Perform a
     combo that does 60+ points of damage).

 [ Hints ]  -------------------------------------------------------------

 11  Use the HK version, and either guess when Ken will throw the Hadou
     Ken (not that difficult), or do it the moment you see him go into
     his fireball-toss animation.  Don't forget to stand within range so
     that you can still hit Ken with the sweep after moving back.
 13  Get Ken in the corner, do a deep jumping HK, then activate the Excel
     once you land.  If you timed it right, you can combo into a standing
     MP and just do repeated Chuugeki Hou until time runs out (it doesn't
     matter if you get sloppy and do some Shougeki Has, too).
 14  You have to use LP for the Chuugeki Hou, or it won't combo.
 15  Again, use LP for the Chuugeki Hou, and be sure to super cancel very
     quickly after the Kiren'eki.
 16  Quickly go from the Shougeki Ha into the Renshou Geki, then do a
     real late jump forward and hit Ken with the HK.  Now you have to
     start the Excel and hit Ken with a standing LP.  If it connects, do
     some standing HPs to keep juggling him, then do repeated Chuugeki
     Hous for the rest of the Excel.  You can tack on another Renshou
     Geki -> jump HK at the end, if you want.


 ------------------------------------------------------------------------
 KAIRI
 ------------------------------------------------------------------------

  1  Shinki Hatsudou 
  2  Maryuu Rekkou
  3  Mouryou Kasen x4
  4  Shinki Hatsudou Kai
  5  Sairou Kyoushu
  6  Garyuu Messhuu
  7  Shouki Hatsudou
  8  Kyouja Renbu
  9  c. MP, c. MK
 10  c. MK, Shinki Hatsudou
 11  Use the Ryuujin Kyaku to keep yourself in air for 10 seconds.
 12  j. HP, c. HP, Shinki Hatsudou
 13  Sairou Kyoushu, Shinki Hatsudou Kai, Garyuu Messhuu
 14  j. HK, Ryuubu, Shinki Hatsudou Kai, Garyuu Messhuu
 15  j. MK, c. MP, c. MK, Sairou Kyoushu, Shinki Hatsudou Kai
 16  Mouryou Kasen x2, Ryuujin Kyaku, c. MK, Shinki Hatsudou, Shouki
     Hatsudou

 [ Hints ]  -------------------------------------------------------------

 10  You have to use the MP version of the Shinki Hatsudou.
 11  Just do the HK Ryuujin Kyaku over and over, since you'll bounce
     back and forth above Ken.  The only hard part is the timing, since
     you don't want to start the kick too soon, and if you do it too
     late, you'll land on the ground.
 12  You have to use the MP or HP version of the Shinki Hatsudou.
 14  Input qcf + MK for the Ryuubu, so that you can just do qcf + P
     during that move for the Shinki Hatsudou Kai.
 16  Do a MK Mouryou Kasen, then a HK one.  Then immediately enter d + MK
     for the Ryuujin Kyaku (the timing is tricky).  Upon landing, do c.
     MK into a HP Shinki Hatsudou, super cancel into the Shouki Hatsudou.
     The hard part is going from the Ryuujin Kyaku into the c. MK--I just
     kept trying until I got the two to connect. ;)  Theo suggests
     waiting a moment so that the Ryuujin Kyaku hits Ken in the legs, not
     in his chest.  That way you get to the ground sooner after the
     Ryuujin Kyaku hits, and you can still connect into the c. MK.

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

  1  Hadou Ken
  2  Tatsumaki Senpuu Kyaku
  3  Shouryuu Ken
  4  Shouryuu Reppa
  5  Shippuujinrai Kyaku
  6  Shinryuu Ken
  7  Kuzuryuu Reppa
  8  c. MK, Tatsumaki Senpuu Kyaku
  9  j. HK, s. HK
 10  j. HP, c. MP, c. MK
 11  (Excel: Perform a combo that does 36+ points of damage.)
 12  s. HK, Shippuujinrai Kyaku
 13  Hadou Ken, Shouryuu Reppa, Shinryuu Ken
 14  Guard Break, Guard Break, Shinryuu Ken
 15  j. HK, c. MK, Tatsumaki Senpuu Kyaku, Shippuujinrai Kyaku,
     Chuudan, Shouryuu Reppa, Shinryuu Ken
 16  Shippuujinrai Kyaku, Chuudan, c. MP, j. HP, Tatsumaki Senpuu Kyaku

 [ Hints ]  -------------------------------------------------------------

 11  From up close, do (s. HP, s. HK) twice, then throw a Hadou Ken
     and do a HK Tatsumaki Senpuu Kyaku.
 14  After the first Guard Break, walk up to Ken as he flies through
     the air, then do the second one so that it hits him before he
     hits the ground.  Then quickly super cancel into the Shinryuu Ken.
 15  The trick to this mission is to link the Shippuujinrai Kyaku after
     the Tatsumaki Senpuu Kyaku--don't super cancel.
 16  After stopping the Shippuujinrai Kyaku, crouch and throw the MP
     when Ken is close enough, then jump diagonally up forward and hit
     HP on the way up, as quickly as possible.  From there, immediately
     do a TSK...I find that using LK works best.


 ------------------------------------------------------------------------
 NANASE
 ------------------------------------------------------------------------

  1  Sanren Kon
  2  Kasumi Oroshi
  3  Tenshou Kon
  4  Gekkyou Botan
  5  Izayoi Rekkon
  6  Yayoi Toukon Gi
  7  Machiyoi Tenkyuu Geki
  8  c. MP x2
  9  Yuumei
 10  Kasumi Oroshi x3
 11  Tenshou Kon, Sanren Kon
 12  j. HP, c. MP, Sanren Kon x3
 13  Sanren Kon x2, Machiyoi Tenkyuu Geki
 14  Gekkyou Botan, Izayoi Rekkon, Yayoi Toukon Gi
 15  Ryuusui, s. MK, Sanren Kon, Yayoi Toukon Gi, Izayoi Rekkon,
     Yayoi Toukon Gi
 16  j. HP, c. MP, Sanren Kon x2, Izayoi Rekkon, Yuumei

 [ Hints ]  -------------------------------------------------------------

  9  Do the Yayoi Toukon Gi, press KKK, then jump over Ken and input
     qcb + P to call your weapon back and smack Ken at the same time.
 10  You can always get Ken into the corner, do an LK Kasumi Oroshi,
     and keep tapping LK.  Or, with Ken in the middle of the screen,
     back off, do the LK version, then press MK, then HK to hit him
     as you sail past.
 11  Do an LP Tenshou Kon, then do a HP Sanren Kon to hit Ken as he
     falls away from you.
 13  For this mission, you need to get close to your opponent and enter
     the commands during the second Sanren Kon.
 14  Don't hold P during the Gekkyou Botan; you want to keep Ken at your
     level so that the two Super Combos will hit.
 15  The timing on the Ryuusui into s. MK isn't too demanding, but
     you have to use MP for the Sanren Kon or it won't work.  From
     there, super cancel as quickly as possible.  If Ken gets knocked
     up too high in the air during the Izayoi Rekkon, you can always
     hold u during the last Yayoi Toukon Gi to make the cane fly up and
     hit him.  The difficult part about this mission is making sure the
     s. MK still combos after the Ryuusui, since you can still hit your
     opponent late enough for it not to count (even though it seems like
     it, none of the text will turn red).
 16  This one's a little tricky.  Get pretty far away from Ken, do the
     Yayoi Toukon Gi, then do the Yuumei (press KKK to make the cane
     fall to the ground).  You want to make sure that the cane is not too
     close to Ken.  Then go up to Ken, jump over him, and do the combo
     (you can just jump straight up for the j. HP).  Super cancel from
     the second Sanren Kon into the Izayoi Rekkon, then during that move,
     quickly input qcb + P for the Kon o Modosu.  What should happen is
     that since Ken has been pushed back so that he's standing on the
     cane, it will spin around on the ground and hit him.


 ------------------------------------------------------------------------
 PULLUM PURNA
 ------------------------------------------------------------------------

  1  Drill Purrus (ground)
  2  Drill Purrus (mid-air)
  3  Ten'el Kick
  4  Prim Kick
  5  Reswal Kahna
  6  Praec Larm
  7  Kind Wind
  8  Gradeus Pearl
  9  c. MP, c. MK
 10  j. HP, Femina Wind, j. HP
 11  j. HP, s. MP, Prim Kick
 12  Drill Purrus (Chijou), Gradeus Pearl
 13  Drill Purrus (Kuuchuu), j. LK
 14  j. HK, c. MK, Ten'el Kick, Kind Wind
 15  Guard Break, j. HK (Excel: Perform a 6-hit combo).
 16  s. HK, c. MK, Ten'el Kick, Praec Larm, Kind Wind

 [ Hints ]  -------------------------------------------------------------
   
 10  Do a deep jump-in HP, then input qcb + HP to jump forward using
     the Femina Wind, and immediately tap HP again to make it all combo.
 12  Do an LK Drill Purrus, then once you're on the ground, input
     qcf,qcf + PPP for the Gradeus Pearl.
 13  Get Ken in the corner, then get next to him.  Now back up just a
     bit, then jump up and do a HK Drill Purrus.  You should hit Ken
     with your feet just as you land; now hold uf and press LK to
     complete the combo.
 14  You have to use MK or HK for the Ten'el Kick.
 15  Push Ken into the corner, Guard Break him, and do a really late
     j. HK, so you hit him while he's falling down.  Upon landing,
     start the Excel, and keep rapping on LP for the six hits.
 16  Use MK for the Ten'el Kick, and upon landing, do the Praec Larm.
     Once you're in the air, it's time for the Kind Wind.


 ------------------------------------------------------------------------
 RYU
 ------------------------------------------------------------------------
 
  1  Hadou Ken
  2  Tatsumaki Senpuu Kyaku x4
  3  Shouryuu Ken
  4  Shinkuu Hadou Ken
  5  Shinkuu Tatsumaki Senpuu Kyaku
  6  Shin Shouryuu Ken
  7  c. MK, Hadou Ken
  8  c. MP, c. MK
  9  Hadou Ken, Shinkuu Hadou Ken
 10  Tatsumaki Senpuu Kyaku x3, Shinkuu Tatsumaki Senpuu Kyaku (ground)
 11  (Excel: Get a 6-hit combo using only Hadou Kens)
 12  Shouryuu Ken, Shinkuu Tatsumaki Senpuu Kyaku
 13  c. MK, Tatsumaki Senpuu Kyaku x3, Shin Shouryuu Ken
 14  Kyuubi Kudaki, c. MK, Hadou Ken, Shinkuu Hadou Ken
 15  Guard Break, j. HK, s. LP, Shouryuu Ken.
 16  (Excel: Perform a combo that does 80+ points of damage)

 [ Hints ]  -------------------------------------------------------------

 10  The trick here is to land after the third hit of the TSK, then
     input the STSK command once you land.  It won't count if you do
     it in the air.
 11  Stand next to your opponent, start the Excel, and keep throwing
     fireballs repeatedly.
 12  Just do the STSK in air before Ryu and Ken fly too far apart.
 13  Just like in mission 10, land after the third TSK, then do the
     Shin Shouryuu Ken.  It'll have just enough range to hit.
 14  The Kyuubi Kudaki, c. MK part is a link.
 15  Don't do the jumping HK until Ken is falling back down.  This is
     so that Ken will be low enough to the ground to be hit by your
     standing LP, which you need to quickly cancel into a Shouryuu Ken
     (I find that HP works best).
 16  I suggest standing close, doing (s. HP, s HK) two or three times,
     then just keep throwing Hadou Kens until the Excel ends, at which
     point, do a Shinkuu Hadou Ken into the STSK.
 

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

  1  Tiger Shot
  2  Ground Tiger Shot
  3  Tiger Blow
  4  Tiger Crush
  5  Tiger Cannon
  6  Ground Tiger Cannon
  7  Tiger Raid
  8  Tiger Genocide
  9  Tiger Storm
 10  c. LK x3
 11  c. MP, c. MK
 12  Tiger Shot, Tiger Cannon
 13  (Excel: Tiger Shot, Ground Tiger Shot, Tiger Blow, Tiger Crush)
 14  j. HK, c. MP, c. MK, Ground Tiger Cannon
 15  j. HK, s. HK, Tiger Storm  (damage must exceed 130 points)
 16  j. HP, c. MP, c. MK, Ground Tiger Shot, Tiger Raid, Tiger Genocide

 [ Hints ]  -------------------------------------------------------------

  9  You have to hit your opponent physically-just having them get hit
     by the ball of light won't work.
 13  I suggest using HP for the Tiger Blow.  This gives you enough time
     to do the Tiger Crush before Sagat leaves the ground.
 14  You can always stick in a HK Ground Tiger Shot after the c. MK to
     make things easier.
 15  The s. HK -> Tiger Storm is tricky since you have to do the Tiger
     Storm as Sagat pulls back his leg from the s. HK; I suggest waiting
     until you see the hit spark, then do the entire motion.  Practice
     getting the Tiger Storm to it's maximum power until you get the hang
     of it, since that's what you need to do in this mission.  Even
     getting two of the hits timed properly isn't good enough--you have
     to get all three.
 16  Use HK for the Ground Tiger Shot.  You may find it easier to super
     cancel into the Ground Tiger Cannon, then quickly cancel into the
     Tiger Raid (since the Ground Tiger Cannon knocks your opponent away
     very quickly).


 ------------------------------------------------------------------------
 SHADOW GEIST
 ------------------------------------------------------------------------

  1  Death Crusher
  2  Death Break
  3  Death Press
  4  Super Death Crusher
  5  Death Government
  6  Death Energy
  7  Super Death Energy
  8  Death Dream
  9  Death Dream (mid-air)
 10  c. MK, Death Crusher
 11  c. MP, c. MK
 12  Death Government, (Excel: Death Somer x3)
 13  Death Press, c. MP, Death Crusher, Super Death Crusher
 14  Death Government, Death Press, Death Energy
 15  j. HP, j. HP, Death Sword Kick, Death Energy
 16  j. HP, c. MP, Death Crusher, Death Government, Super Death
     Crusher (mid-air), Death Government, Death Somer

 [ Hints ]  -------------------------------------------------------------

 12  Get Ken in the corner, get close, and do the Death Government.
     Then jump forward, activate the Excel right afterward, wait a
     moment more so that you are at Ken's level, then start doing the
     Death Somers.  Ideally, the Death Government should knock Ken pretty
     high into the air (since he's in the corner), giving you plenty of
     space in which to hit him with all three Death Somers.
 13  Push Ken into a corner, jump back, and do the HK Death Press, then
     link into the c. MP.  You can also try with the other strength
     Death Presses, but this one seems to work the most often.  With
     the other strengths, try to position yourself so that you hit
     Ken's shoulder with the tip of Shadow Geist's boots, instead of
     the top of his head.  Kevin Eav suggests getting Ken in the corner
     and doing the LK Death Press from about about halfway away for best
     results, although I had some trouble with that.
 14  Do the Death Government from the far end of the screen, then do a
     HK Death Press to get close.
 15  Get Ken in the corner, then do a deep j. HP, and hit uf + HP the
     moment you land.  You have to immediately do a HK Death Sword Kick
     after the second HP hits.  Although you can do the Death Energy
     upon landing, you can stick in a mid-air Super Death Crusher
     beforehand to make it a little easier.
 16  Get Ken in the corner, get close, and do the combo.  After the first
     Death Government, leap forward and do the mid-air Super Death
     Crusher reasonably late.  This way, you'll land first, and you can
     do the second Death Government, which will juggle Ken, giving you
     plenty of time to leap forward and input the Death Somer.


 ------------------------------------------------------------------------
 SHARON
 ------------------------------------------------------------------------

  1  Gale Hammer Punch
  2  Half Moon Kick
  3  Bermuda Symphony
  4  Crimson Terror
  5  Shuttle Combination
  6  Sharon Special
  7  Hellfire
  8  Assault Rifle
  9  Prisoner Scissors
 10  Use the Hellfire to negate a Hadou Ken and hit Ken
 11  j. HP, Gale Hammer Punch, Hellfire
 12  Gale Hammer Punch x2, Shuttle Combination, Load, Hellfire
 13  (Excel: [s. HP, s. HK] x4), Shuttle Combination
 14  Crimson Terror, c. MP, Gale Hammer Punch x2, Sharon Special,
     Shuttle Combination
 15  j. HP, c. MP, Gale Hammer Punch x2, Sharon Special, Shuttle
     Combination, Sharon Special, Chuudan, s. LP
 16  j. HP, (Excel: Perform a 7-hit combo), c. MK, Gale Hammer Punch,
     Sharon Special

 [ Hints ]  -------------------------------------------------------------

  7  Obviously for this one, you have to do the Load first :)
 10  Use the Load first, then use the Hellfire so that your bullet
     goes through the Hadou Ken and hits Ken immediately afterward.
 11  Load first, then do a really deep jumping HP into the LP Gale
     Hammer Punch.  Kevin's easier solution is to do a jumping HP into
     a crouching MP, then do the rest of the combo--this way you don't
     have to worry about having the HP hit so deep.
 12  You have to super cancel out of the first hit of the Shuttle
     Combination (the uppercut), to buy you some time.  Anyway,
     super cancel from the Combination into the Load, wait until Sharon
     finishes posing, and the moment she stops, do the Hellfire.  It
     should just hit Ken as he falls in front of you.  Another way to
     do it is juggle Ken up with an LP as he falls, then Hellfire him.
 13  Nothing special here, just keep alternating between HP and HK
     until you have 8 hits.  The Excel will end, so super cancel into
     the Shuttle Combination.
 14  The timing on the c. MP after the Crimson Terror is pretty hard,
     but what's really annoying is remembering to reverse the move
     commands for the Sharon Special and Shuttle Combination now that
     you're on the opposite side.  As with Nanase's Ryuusui mission,
     you need to make sure the c. MP actually counts (the text should
     turn red), since it's possible to think that you comboed the two
     moves when you actually didn't, even though the c. MP still hit.
 15  Super cancel real quick from the second Gale Hammer Punch into the
     Sharon Special.  During the rapid kick part, super cancel into the
     Shuttle Combination.  During the rapid punch part of that move,
     super cancel into the Sharon Special, then enter qcb + K to
     interrupt the move.  Upon landing, walk forward and press LP to hit
     Ken on the way down.  The thing to remember here is to walk forward
     about two steps--don't worry about timing the s. LP, as it can hit
     Ken pretty late.  Just make sure you're close enough for it to
     actually hit.
 16  Get Ken in the corner, do a late j. HP, activate the Excel, do a
     crouching MK or two to connect, then do standing HKs to push Sharon
     closer to Ken.  To get the c. MK requirement, it has to hit at the
     end of the Excel or after it, so you can either do repeated c. HKs
     and try to time the c. MK, or do repeated c. MKs and hope that you
     get lucky enough to have it hit (I just watch the text to see if
     it turns red, rather than watch what Sharon's doing).  If it
     registers, do qcf + MP for the Gale Hammer Punch, then quickly
     super cancel into the Sharon Special.


 ------------------------------------------------------------------------
 SKULLOMANIA
 ------------------------------------------------------------------------

  1  Skullo Crusher
  2  Skullo Slider
  3  Skullo T'katchev
  4  Super Skullo Crusher
  5  Super Skullo Slider
  6  Skullo Ball
  7  Skullo Energy
  8  Super Skullo Energy
  9  Shin Skullo Dream
 10  Skullo Head, Skullo Dive
 11  c. MP, c. MK
 12  (Excel: Get a 5-hit combo using only Skullo Sliders), Super
     Skullo Slider
 13  Skullo Energy, Super Skullo Crusher, Skullo Energy                                         
 14  c. MP, Skullo Head, Super Skullo Crusher
 15  Skullo Ball, j. HK, (Excel: Perform a 5-hit combo.)
 16  j. HK, c. MP, c. MK, Super Skullo Slider, Super Skullo Crusher

 [ Hints ]  -------------------------------------------------------------

 10  Get close and use LP for the Skullo Head.
 12  Just get close and keep doing Skullo Sliders until the Excel
     ends, then do the Super Skullo Slider before Ken hits the ground.
 13  After the Skullo Energy, wait a moment before doing the Super Skullo
     Crusher, so that Ken falls on Skullo's head as he flies forward.
     Then just super cancel into the Skullo Energy.
 15  Get Ken in the corner, do an LP Skullo Ball, then jump in and do a
     late HK after the Skullo Ball hits.  Land, activate the Excel, then
     jump up-forward while hammering on LP for a mid-air 6-hit combo.
     Or you can do some standing LPs, then jump and do the rest.
 16  To make this mission easier, you can always go from a c. MK into
     the Skullo Slider, then super cancel into the Super Skullo Slider.


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

  1  Psycho Crusher
  2  Double Knee Press
  3  Knee Press Nightmare
  4  Psycho Cannon
  5  Psycho Break Smasher
  6  Head Press, Somersault Skull Diver
  7  c. MP, c. MK
  8  Kick throw (the Death Suplex), c. HK
  9  Kick throw, (Excel: Perform a 6-hit combo.)
 10  c. MP, c. HP
 11  j. HK, c. MK, Double Knee Press
 12  j. HP, c. MP, Psycho Crusher
 13  Guard Break, (Excel: Perform a combo that does 60+ points of
     damage).
 14  j. HK, c. MP, c. MK, Double Knee Press
 15  j. HK, c. HP, Knee Press Nightmare
 16  j. HK, c. MP x2, c. MK, Knee Press Nightmare, Psycho Cannon

 [ Hints ]  -------------------------------------------------------------

  6  I personally find that it's easier if you move behind Ken after the
     Head Press for the Skull Diver to hit.
  8  You can just hold down and tap HK to make it hit after the throw.
  9  After recovering from the Kick throw, start the Excel, then hold
     down and keep mashing HK for a 6-hit slide kick combo.
 10  The spacing on this one can be a little weird.  I find that jumping
     over my opponent, so that I land right next to them, and then doing
     the c. MP, c. HP link seems to work best.
 13  After the Guard Break, wait until Ken is falling, then jump and
     start the Excel.  Use HP to hit Ken until you land, at which point,
     do some standing HKs into repeated Double Knee Presses for the
     remainder of the Excel.  Or you can just do some standing HPs, then
     do repeated jump HPs until the Excel runs out.
 16  Like Guile's mission #16, I suggest practicing the timing on the
     Knee Press Nightmare -> Psycho Cannon first.  You should start
     charging for the Psycho Cannon the moment you do the K.P.N, and you
     should super cancel on the 4th hit (when he touches the ground after
     coming down from the two knee presses).  After the 4th hit, it's
     impossible to super cancel anymore.


 ------------------------------------------------------------------------
 VULCANO ROSSO
 ------------------------------------------------------------------------

  1  Volcanus
  2  Cannosa no Kutsujoku (HK version)
  3  Etna no Ikari
  4  Tameiki no Hashi
  5  Pisa no Shatou
  6  Accelerando
  7  Shikei
  8  Vesuvio no Ikari x3
  9  Accelerando, Tameiki no Hashi
 10  Etna no Ikari, Accelerando
 11  c. MP, c. MK, Vesuvio no Ikari x3
 12  j. HK, (Excel: Perform an 8-hit combo.)
 13  Cannosa no Kutsujoku (MK version), Pisa no Shatou, Accelerando
 14  Volcanus, j. HP, c. MP, Vesuvio no Ikari x3
 15  j. HP, c. MP, c. MK, Vesuvio no Ikari, Accelerando, Tameiki no
     Hashi
 16  Reduce your opponent's life to zero within 25 seconds. 

 [ Hints ]  -------------------------------------------------------------

  3  You have to jump using PPP, then press K
  8  Just do qcf + P, f + P, f + K
 12  Get Ken in the corner, do a deep jumping HK, start the Excel when
     you land, and hold forward while tapping LP, sticking in some MPs
     for the hell of it :)
 13  You can super cancel out of the Cannosa no Kutsujoku the moment
     Rosso catches Ken's attack, but you need to wait until he hits
     Ken twice and then lands before you start super canceling.  Try
     to cancel from the Pisa no Shatou to the Accelerando as fast
     as possible, or Rosso's kicks won't be high enough to hit Ken.
 14  From a distance, do the HP Volcanus, then jump forward and do the
     rest of the mission.
 15  After the links, it's just a matter of super canceling out of the
     kick part of the Vesuvio no Ikari.
 16  Since you get an infinite SC gauge for this mission, keep super
     canceling between the first few hits of the Tameiki no Hashi and
     Accelerando repeatedly (for the most damage, wait until the end
     of the 'rapid punch' part of the Accelerando before canceling).
     It's boring, but it works.


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

  1  Double Lariat
  2  Russian Suplex
  3  Screw Piledriver
  4  Atomic Suplex
  5  Super Stomping
  6  Aerial Russian Slam
  7  F.A.B. (Final Atomic Buster)
  8  C.F.A.B. (Cosmic Final Atomic Buster)
  9  Stomach Block
 10  Bear Hug
 11  c. MP, c. MK
 12  Guard Break, Aerial Russian Slam
 13  Flying Body Attack, c. MK, Super Stomping
 14  Super Stomping, F.A.B. (Final Atomic Buster)
 15  Bear Hug, (Excel: Perform a 5-hit combo.)
 16  c. MP, c. MK, Super Stomping, Chuudan, s. MK, Super Stomping

 [ Hints ]  -------------------------------------------------------------

  9  Get close to Ken, stun him with a Guard Break, then jump behind
     him and do the Stomach Block.
 10  From afar, rotate 360 + K, then when you're about to grab Ken,
     press P, and Zangief will do the Bear Hug.
 12  You can always push Ken into the corner, then Guard Break him,
     and catch him as he sails downward, but you can also do this
     from the middle of the screen--there's no secret to this mission.
 13  As you land from the Flying Body Attack, do half the motion for the
     Super Stomping (d,df,f,d + MK) so that the c. MK comes out once you
     land, then just stick in qcf + K to start the Super Stomping.
 14  Zangief can no longer simply super cancel the Super Stomping into
     the F.A.B.  Instead, you'll have to do the Chuudan (qcb + K), to
     stop the Super Stomping, and as it ends, _then_ super cancel into
     the F.A.B.  Otherwise, Zangief will miss.
 15  Once the Bear Hug ends, activate the Excel, and simply hold
     forward while rapping on PPP or KKK to do repeated Lariats.
 16  Once the Chuudan kicks in, input qcf + K to do a standing MK,
     and half of the Super Stomping command.  Then input qcf + K
     to start up the second Super Stomping.


 ========================================================================
 7.  MANIAC MODE GUIDE
 ========================================================================

 Once you've completed all the Expert Mode missions for every character,
 Maniac Mode becomes available.  Each character's mission is listed
 below in alphabetical order, and after that is a list of hints for each
 mission.  Note that unlike the Expert Mode missions, you can use Excels
 if you want (and you have to, for most of them).  The Maniac missions
 are really tough, so if anyone's beaten one and wants to tell me how
 they did it, please lemme know.  You'll be properly credited, of course.
 And if you have an easier method than one listed below, send it in!  I'm
 always looking for the easiest methods possible ^_^;

 In the meantime, if you have a GameShark, you can always see the CPU
 beat each person's Maniac Mode by using the code in Section 5 (the
 cursor select), or you can always enable this option normally by beating
 every character's Expert Mode missions in order, and get a time of 1'50"
 or less, so that you have all the missions beaten with a total time of
 less than 36 minutes.  Some of it is pretty darn impressive, and some
 of them really go overboard (like the end of Chun-Li's mission)!

 As of this writing, it is impossible to beat Maniac Mode, due to a
 glitch in the game that won't register Hayate's mission even if you
 beat it.  You'll get the 'Complete' message, but the yellow box in the
 Maniac Mode menu won't turn yellow.  Anyone found a way around this or
 made a Game Shark code they'd wanna share with me?


 ------------------------------------------------------------------------
 MANIAC MODE MISSION LIST
 ------------------------------------------------------------------------

 Area             Great Cancer, (Excel: Perform a 7-hit combo)
 Balrog           Do a combo that does 160+ points of damage 
 Blanka           Do a combo that does 140+ points of damage 
 Chun-Li          Perform a MAX combo
 Cracker Jack     j. HK, perform a MAX combo
 Darun Mister     Do a combo that does 195+ points of damage
                  (but without using the G.O.D.)
 Dhalsim          Perform a MAX combo
 Doctrine Dark    Perform a MAX combo
 Garuda           Perform a MAX combo
 Guile            Do a combo that does 135+ points of damage 
 Hayate           Perform a MAX combo
 Hokuto           Perform a MAX combo
 Kairi            Perform a MAX combo
 Ken Masters      Perform a MAX combo
 Nanase           Perform a MAX combo
 Pullum Purna     Perform a MAX combo
 Ryu              Perform a MAX combo
 Sagat            Tiger Genocide, (Excel: Perform a 5-hit combo)
 Shadow Geist     Perform a MAX combo
 Sharon           Do a combo that does 185+ points of damage 
 Skullomania      Keep your opponent in the air for 12 seconds 
 Vega             Do a combo that does 190+ points of damage 
 Vulcano Rosso    Perform a MAX combo
 Zangief          Super Stomping, Chuudan, (Excel: Perform a 5-hit combo)

 Just what is a MAX combo?  It's a combo that does maximum damage (kills
 your opponent).  I spent a while trying to figure out what it was, and
 finally gave up and used that infinite SC gauge code to beat V. Rosso's
 mission by switching between supers. ;)  How you're supposed to do some
 of these with only three SC gauges seems totally insane to me. ^_^;


 ------------------------------------------------------------------------
 MISSION HINTS
 ------------------------------------------------------------------------

 AREA:  Do the Five Star Raid, and super cancel after the first hit into
 the mid-air Final Cancer (just like in her mission #16).  Upon landing,
 do the Final Cancer on the ground, and it should juggle your falling
 opponent for just a few hits.  Immediately do the Excel, and juggle with
 a few crouching LPs, then do Humming Rushes to complete the Excel.

 SKULLOMANIA:  At Ura no Ura (see credits), the maintainer suggests
 using Skullo Balls, and I can see the sense in that--you only have 3
 levels of SC power, but they regenerate after a while, and it takes
 the Skullo Balls a while to fall.  The thing is, even using two Skullo
 Balls at a time and Excel combos (mainly jumping LPs) to keep Guile in
 air, I've only been able to get four seconds at best.

 SAGAT:  Lorenzo Bertini suggests this method--do a Ground Tiger Shot,
 then a Tiger Raid, and cancel the first hit of that into the Tiger
 Genocide.  Upon landing, start the Excel, and try to hit them with a
 standing Medium Kick.  I haven't gotten it to work myself, but I'm
 sure that's just my bad timing ;)

 ZANGIEF:  Finally got this one to work.  Anyway, Daniel mailed me with
 this suggestion: Start up an Excel, do 2-3 crouching HKs, then 4-5
 standing HKs, into the Super Stomping, and do the Chuudan (the move
 interruption).  What should happen is that Darun is juggled for two of
 the Super Stomping hits, but you recover first, so you can start up
 another Excel and juggle him with a bunch of crouching LPs.

 INTERESTING STUFF:  Some of the characters get an semi-infinite Super
 Combo gauge; the ones I've found are Sagat (nothing drains power unless
 it's done from the Tiger Genocide, like a Cancel Break or super cancel),
 Cracker Jack (nothing drains power), and Zangief (only the Super
 Stomping costs SC power).  What's interesting about this is that you can
 do Sagat's mission with a Ground Tiger Shot at the start (which you get
 for free), and Zangief's with an Excel (which you get for free).  I
 assume that means that you do Cracker Jack's with a Super Combo / Meteor
 Combo / Excel after the j. HK, too.  I mean, at least it narrows down
 the number of possible moves you could use a little bit ;)


 ========================================================================
 8.  MODES OF PLAY, EXPLAINED
 ========================================================================

 Once you start the game, you'll be taken to the main menu, where you can
 pick from a variety of options, listed below:

 ------------------------------------------------------------------------
 ARCADE MODE
 ------------------------------------------------------------------------

 Pick a character and fight against the computer, taking a break after
 the 2nd and 4th stages to to play two different bonus games (Satellite
 Fall and Excel Break).  Afterwards, you fight Garuda, then Sagat, then
 Vega.  It's also possible to fight hidden characters in this mode as
 well, if you fulfill certain requirements.  Beating Arcade Mode will
 reward you with your chosen character's ending (no FMV, just a little
 text blurb, sadly).  At least afterwards, you get to beat up on Cycloid
 Beta while the credits roll (you have infinite SC power, as well).  A
 second player can also join in during this mode, but if so, you cannot
 change your character.

 A unique feature in this mode is that if you clear the bonus games, you
 get special abilities in the next stage.  If you beat the Excel Break
 game, then you get the 'Free Excel' ability for the first round of the
 following stage; basically, Excels can be done without SC power, and
 so you can do them as often as you like, yet still conserve SC power
 for Super Combos and Meteor Combos.

 If you beat the Satellite Fall game, then you get the 'Free Gauge',
 which is 20 seconds of infinite SC power for the first round of the
 following stage (and afterwards, your SC gauge will start at level 3).
 This also means that, for that round only, you can do all kinds of
 crazy stuff, like super canceling from a Super Combo into a Meteor
 Combo.


 ------------------------------------------------------------------------
 VERSUS MODE
 ------------------------------------------------------------------------

 [ VS BATTLE ]  ---------------------------------------------------------

 You and a friend can each pick a character and fight each other.  Unlike
 Arcade Mode, you can change characters after every battle, and what's
 more, you can even set handicaps if they've been enabled in the Options
 Menu.  All the handicap does if give you full life with the handicap
 meter set to full, down to half life if you only have one arrow in the
 handicap meter.

 [ TEAM BATTLE ]  -------------------------------------------------------

 This works like Versus Mode, but you can pick from 1 to 5 characters
 (you can even pick the same character repeatedly) and have them fight 1
 to 5 of your friend's opponents.  Whoever beats an entire team first
 wins.  Unlike the other modes, your character's current life is carried
 over from round to round, so that if your enemy loses, they start off
 with a new character and full life in the next round, but you keep your
 current character and your current life.  Luckily for you, you'll earn
 a small amount of life back (you can earn more back by beating your
 opponent quickly / doing high-count combos on them).  Also, note that
 you can't set handicaps in this mode, but you do get the exclusive
 ability to secretly select who you want by holding L2 down.  When you
 do this, a semi-transparent box covers your character list, and even
 though the second player can see what character you're currently
 highlighting, there's no confirming graphic or sound when you press
 a button.  To reveal who you've picked, release L2.

 Note that for both VS BATTLE and TEAM BATTLE, you can play these modes
 by yourself, in which case you'll fight against the CPU.


 ------------------------------------------------------------------------
 OPTION MODE
 ------------------------------------------------------------------------

 [ GAME OPTION ]  -------------------------------------------------------

   Difficulty:  This makes CPU opponents easier or harder to beat.
   Damage:      How much damage your attacks inflict (and your enemy's)
                inflict.  You can change this to make rounds last longer
                or end faster (since you'll need to do more attacks or
                less attacks to kill your opponent, respectively).  This
                also makes the bonus rounds easier or harder, since your
                targets will take more hits to destroy if the damage is
                on HEAVY, and less hits if it's set to LIGHT.
   Time Stop:   When this is on, you have infinite time in each round.
   Round:       This determines whether matches are best 2 out of 3,
                3 out of 5, or 1 out of 1.  Vs. CPU only applies to one
                player games, while Vs. Human only applies to two-player
                games.
   Short Cut:   Turning this on will omit the "next opponent" sequence
                that appears during an Arcade Mode game.
   Handicap:    If this is turned off, you can't set handicaps in either
                of the Versus Mode games.
   Default:     This returns all the option to their default (green)
                settings.


 [ SOUND OPTION ]  ------------------------------------------------------

 You can set the sound to MONO or STEREO, as well as adjust how loud or
 soft the sound effects (SE) and background music (BGMs) are played.
 There's also a BGM test.


 [ MEMORY CARD ]  -------------------------------------------------------

 Here you can save your game (DATA SAVE), load your SFEX2+ information
 off your Memory Card (DATA LOAD), or set the game on AUTO SAVE.  Note
 that any SFEX2+ data on your card is automatically loaded when the game
 starts up--Data Load is used in case you didn't put in your Memory Card
 before starting up SFEX2+, or if you want to use a friend's SFEX2+ data,
 etc.  The autosave feature isn't automatic; instead, it asks if you want
 to save your game when you change the options, unlock characters, get a
 high score, etc. (just choose YES to save the info, or NO if you don't
 want to).


 [ DATA BASE ]  ---------------------------------------------------------

 Here you can see your high scores (RANKING), and see your records for
 two player battles (VS RESULT).


 [ KEY CONFIG ]  --------------------------------------------------------

 In this menu, you can set up your buttons.  If you set them to Excel or
 Guard Break, then you can do these commands simply by pressing the
 assigned button, instead of pressing two buttons as you normally would
 (you still need 1 level of SC power to use either ability).


 ------------------------------------------------------------------------
 PRACTICE MODE
 ------------------------------------------------------------------------

 [ TRAINING MODE ]  -----------------------------------------------------

 In the Training mode, you can select a character, and try out moves or
 practice combos on an opponent of your choosing, who will normally just
 stand there and take the abuse :)  There are a number of options you can
 choose from in this mode if you pause the game:

 PARTNER ACTION:  You can make your opponent stand, crouch, or jump up.
 You can also make them be controlled by the computer (COM), or control
 them using a second PlayStation controller (HUMAN).

 GUARD:  You can make your opponent block attacks, only block if he's
 hit once, or block all the time.  You can also turn off blocking.  Note
 that this doesn't apply to a character who is being controlled by the
 computer or the 2P controller.

 DATA DISPLAY:  When this is turned off, the info display in the upper-
 left corner (Hit, Damage, Total, Score) will disappear.

 COMMAND DISPLAY:  When this is turned off, the directional arrows and
 button presses that appear along the bottom of the screen disappear.

 SUPER COMBO GAUGE:  You can give both players an infinite amount of SC
 energy, or the normal 3 levels (these gradually replenish when used).

 SUPER CANCEL LIMIT:  When this is turned off, you gain several new
 abilities:

  - You can super cancel the same SCs into each other (like a Pisa no
    Shatou into a second or even third Pisa no Shatou).
  - You can Cancel Break out of normal attacks, command attacks, or even
    out a Guard Break or Cancel Break (try it, it's weird).
  - You can cancel command attacks into special attacks (like Skullo's
    Dangerous Heel into the Skullo Slider).
  - You can cancel _any_ normal move into any special attack.  For
    example, Ryu can normally only cancel his standing HK into a Super
    Combo or Meteor Combo, but with this option turned off, he can
    cancel it into a Hadou Ken or Shouryuu Ken as if it were a normally
    cancelable attack.

 OTEDAMA:  Otedama means 'hackysack', or 'juggling bag game'.  When this
 option is turned on, both characters can be hit in normally impossible
 situations--in other words, it's easier to juggle them.  For example,
 you can knock someone down with a Shouryuu Ken and hit them off the
 floor with a crouching MK, or trip them with a crouching HK and juggle
 them in air with a Hadou Ken or Tatsumaki Senpuu Kyaku.  Although this
 option only works in Training Mode, when you beat the game and the
 credits scroll, you'll be in Otedama mode as well, and can knock Cycloid
 Beta off the floor with attacks just as if you'd turned this option on.

 REPLAY SETTING:  When turned on, you can set it up so that if you
 perform a combo of a certain number of hits, it is replayed.  For
 example, if I set it to 15, and did a combo that did 15 or more hits,
 I'd get a replay of that combo.


 ------------------------------------------------------------------------
 TRIAL MODE
 ------------------------------------------------------------------------

 [ EXPERT MODE ]  -------------------------------------------------------

 In this mode, you can pick a character and then go on 16 'missions' for
 that character, most of which involve performing special moves or doing
 combos.  You can unlock hidden characters and hidden bonus games by
 beating the Expert Mode missions, and if you beat them all, the second
 Trial Mode option, Manic Mode, is enabled.


 [ MANIAC MODE ]  -------------------------------------------------------

 Maniac Mode has to be unlocked (see 'Secrets and Codes' under
 Miscellaneous).  It's sort of like Expert Mode, but each character has
 only one mission, and instead of fighting against Ken, you tend to get
 random opponents for most of the missions.


 ------------------------------------------------------------------------
 DIRECTOR MODE
 ------------------------------------------------------------------------

 This entire thing is, IMHO, a giant waste of space, but I guess if you
 want to impress your friends, you can pick two characters, do some sort
 of giant combo or whatever, then pick the background you want the two
 to fight on, and even add cinematic camera angles, so that the view
 changes as the combo is played back.  Then you can save the whole thing
 to a memory card and replay it to your heart's content.

 Also, my Japanese is pretty sucky, so if any of you out there can read
 the instruction manual and notice any errors in this section, feel free
 to write in.  Anyhow, here's how it works:
                                         
 [ PERFORMANCE ]  -------------------------------------------------------
 
 The first thing to is choose PERFORMANCE.  You'll then be able to pick
 two characters, and then a single round battle will begin.  Note that
 if you pause the game, you can use two of the same options found in
 Training Mode: you can make your opponent perform certain actions or
 have him be computer controlled, and you can give yourself infinite
 combo gauge power, if you like.  When you exit out of this menu, the
 round will reset, though.

 Anyway, once your options are set up, you get to do whatever you'd
 like--the movie ends once your opponent is killed, time runs out (you
 can only save so much to a memory card, obviously), or you choose to
 end this mode and save your data.  When you choose to save your data,
 you'll be taken to a menu where you can pick the slot you want to
 save your data in, and even name your save file.  It costs 5 blocks of
 space to save, though.  If there's already data in that file, you'll be
 asked if you want to overwrite the old data (just select YES twice).

 There is also a premade Performance with Sharon and Guile that you can
 watch.  You don't need a memory card, as it'll load right off the CD.
 You can even save it on your memory card and mess around with it, if
 you want.


 [ CAMERA EDIT ]  -------------------------------------------------------

 The second step is to play around with the camera angles--this is
 mandatory, since you can't view your Performance data.  After selecting
 this option from the Director Mode menu, you'll have to load up your
 Performance data, that you saved in the previous step.  You also have
 to select the type of camera editing that you want: AUTO or MANUAL.
 In MANUAL mode, you can adjust the camera angles any way you like,
 but in AUTO mode, they're all preset (see below for directions).  All
 there is to do in this mode is basically hold down R1 to record your
 performance, and either while it's recording or while you have it
 paused, stick in various camera angles.  For some reason, though, you
 can only play and not rewind the performance...weird.  See below for
 details on the controls during Camera Edit mode.

 Once you've picked the camera edit type, you get to pick the stage on
 which your performance will be replayed.  If you want a random stage,
 just press up or down to highlight that, and press Circle.  If you want
 to select your own stage, highlight that, and press left or right to
 bring up the stage you want.

 Once the stage and characters load up, the action will pause; you can
 now use the following controls:

 AUTO MODE CONTROLS  ____________________________________________________

  O Button      Picks a random camera angle and changes it periodically
  S Button      Puts back into normal view if you changed the viewpoint
  T Button      Press repeatedly for 1-1 or 1-2 viewpoint
  X Button      Press repeatedly for 2-1 or 2-2 viewpoint
  Down          Press repeatedly for 3-1 or 3-2 viewpoint
  Right         Press repeatedly for 4-1 or 4-2 viewpoint
  Up            Press repeatedly for 5-1 or 5-2 viewpoint
  Left          Press repeatedly for 6-1 or 6-2 viewpoint
  Select        Restarts performance
  Start         Takes you to the Pause Menu

  R1 Button     Hold down to play the performance and record.  While
                doing this, you can still change the camera angles.
  R2 Button     Hold down to play the performance (this is just so you
                can watch--you can't change the camera angles while
                holding down R2, and the normal view is always used).
  R2 / L2       If pressed while R2 is being held, all movement stops,
                including camera rotation
  R1 / L2       If pressed while R1 is being held, all movement stops,
                including camera rotation
                       
 MANUAL MODE CONTROLS  __________________________________________________

  S Button      Switches between Normal Camera and Manual Camera (unless
                you're in Manual Camera mode, the directions and buttons
                T, X, and O have no effect).
  T Button      Zooms in; hold to zoom in closer
  X Button      Zooms out; hold to zoom in closer
  O Button      When pressed, the camera locks onto the first player (1P
                CAMERA), and you can use the directions to look at that
                character from any angle.  Press it again to unlock the
                camera (FREE CAMERA), and press it a third time to lock
                onto the second player (2P CAMERA).  Finally, press it a
                fourth time to set it back to FREE CAMERA.
  Directions    Move the camera in different directions depending on what
                mode you're using (see O Button and L1 Button notes).
  Select        Restarts performance
  Start         Takes you to the Pause Menu

  L1 Button     Changes the camera's track type.  Free Camera 1 is the
                default (the camera moves in the direction you press in),
                while Camera 2 lets you 'turn' the camera, as if you were
                actually standing there looking at the performance.
                Camera 3 makes the whole scene rotate depending on what
                direction(s) you press in.
  R1 Button     Hold down to play the performance and record.  While
                doing this, you can still change the camera angles.
  R2 Button     Hold down to play the performance (this is just so you
                can watch--you can't change the camera angles while
                holding down R2, and the normal view is always used).
  R2 / L2       If pressed while R2 is being held, all movement stops,
                including camera rotation
  R1 / L2       If pressed while R1 is being held, all movement stops,
                including camera rotation

 PAUSE MENU CONTROLS  ___________________________________________________

 This shows up when you pause the game, irregardless of what mode you are
 using:

  EDIT OPTION:  These are as follows:

    Cockpit       When turned off, life and SC gauges disappear
    1P / 2P       Makes the first or second player visible / invisible
    Stage         Makes the background appear / disappear *
    Floor         Makes the stage appear / disappear

  * The manual gives some sort of warning about turning this option
    on and off repeatedly.  As far as I can tell, it doesn't do anything,
    though.

  MARK:  You can place a mark using the O button, or delete it using the
  X button.  I noticed that in the demo with Sharon, the marks are placed
  when she uses Super Combos, or when her Excels start or finish.  The
  manual says something about smoother camera motion when you put a mark
  in as well, but to me, it seems to be useless.

  MOVIE CHANGE:  Lets you load up a different Performance movie.

  CAMERA DATA CLEAR:  Any camera angles you stuck in are erased, but
  other stuff (like marks that you inserted / deleted) will remain.

  CAMERA EDIT FINISH:  Pick this when you're done with this mode and want
  to save / exit.
                       
 ONCE YOU'RE FINISHED....  ______________________________________________

 Once you're done setting the camera angles, you can save your editing,
 just like how you saved your performance earlier.  This also costs 5
 blocks; you can either overwrite your old file, or if you have the
 free space, save it somewhere else and name it.

 There is also a premade Camera Edit with Sharon and Guile that you can
 watch.  You don't need a memory card, as it'll load right off the CD.
 You can even save it on your memory card and mess around with it, if
 you want.


 [ WATCH ]  -------------------------------------------------------------

 In this mode, you can load up any saved Camera Edit sequences (you
 can't load Performances), and then watch them.  This includes loading
 up the pre-made Sharon vs. Guile Camera Edit that's on the CD.  And
 that's it...not too exciting, huh?


 ------------------------------------------------------------------------
 BONUS GAME
 ------------------------------------------------------------------------

 All bonus games are one player only.  For all bonus games except Vs.
 Vega II, you can restart the game at any time by pressing Select.

 [ TARU ]  --------------------------------------------------------------

 This is the barrel bonus game from SFEX+A--literally.  The barrels even
 come out in the exact same order as they did in SFEX+A, and to make it
 even easier, little warning signs appear from the next place the barrels
 will come from.  I don't know what the guys at Arika were thinking when
 they did this; I mean, the barrel game is fun, but people who have
 already mastered it in SFEX+A will get bored with this quickly.  The
 only new in-game feature seems to be using Excels, as activating an
 Excel will cause the barrels to move in slow-motion, and once you're
 done attacking them and the Excel ends, they'll explode.  There's also
 a 'damage gauge' shown at the top of the screen that flares up whenever
 you hit a barrel.  As before, you can also earn Technical Bonuses, by
 not attacking any of the barrels (10,000 points), not getting hit by any
 of the barrels (50,000 points), and by not missing any of the barrels
 (20,000 points).  Obviously you can't get this last one and the first
 bonus at the same time). ;)
 
 Theo wrote to me with an easy way to beat this game and get a high
 score--use Blanka, and just sit there and keep doing the Electric
 Thunder by tapping P.  The only times you have to stop are when you have
 the two blue-rimmed barrels coming from the left and right, when you
 have the 4 or 5 black-rimmed barrels coming from the left and right,
 and when you have the super-tough black barrel that comes slowly from
 the right.  In those cases, just use Blanka's Super Electric Thunder
 (his Meteor Combo).  You also need to do this when you have the two
 blue-rimmed barrels coming at you again near the end.  Obviously, having
 a turbo controller helps, but I got pretty far without one until my
 fingers broke off ;)
                     
 You can also do stuff at the scoring screen: you can use the second
 player controller and press Select to make the spinning Barrel explode
 (my favorite trick from SFEXA), as well as use the buttons and shoulder
 buttons to make the barrel spin around, wiggle, and grow bigger or
 smaller, not to mention thinner or fatter.  Neat, especially when you
 explode it after changing it's dimensions ;)
 

 [ EXCEL BREAK ]  -------------------------------------------------------

 This bonus game has to be unlocked.  The goal here is to defeat Cycloid
 Beta before time runs out, but you can only hurt him during an Excel
 Combo (anything that carries over once the Excel ends will also damage
 him, like a Super Combo or, say, the other hits of Ryu's Tatsumaki
 Senpuu Kyaku.  Even throws will damage him).  You also lose if you run
 out of SC gauge power before Cycloid has been defeated, or before time
 runs out.  Luckily for you, all Cycloid does is stand there, and he
 doesn't even have a full life bar anyway.  Too bad Cycloid isn't
 playable, he looks pretty cool. ;_;  You can move around during the
 '3...2...1' countdown, unlike in the Satellite Fall game.

 Kevin Eav has a great suggestion for beating Cycloid--use throws.  He
 takes plenty of damage from them.  If you want, you can even rough him
 up a bit with standing HP and HKs, then throw at the very end for
 maximum damage.


 [ SATELLITE FALL ]  ----------------------------------------------------

 Another unlockable bonus game.  It's a bit like the old "trash the car"
 stage from SF2, as you get to pummel the satellite 'ARK-99' as it floats
 above the earth's surface, plus you have to watch out for the occasional
 falling meteorite :)  You can get more points if you break off the
 various parts of the satellite before destroying it, and you can earn
 points from destroying the meteorites.  If you don't destroy the
 satellite before the time runs out (and it's hard not to), then the
 satellite destroys the Earth in one of the corniest sequences ever
 programmed ^_^;
                                     

 [ VS. VEGA II ]  -------------------------------------------------------

 The final unlockable bonus game.  You get to fight Vega II as much as
 you want.  Note that it's always just one round (like the arcade battle)
 no matter what you've set the round count to.  Needless to say, it's a
 bit tougher than the other bonus games ;)


 [ TARU REPLAY WATCH ]  -------------------------------------------------

 After beating the barrel bonus game, you can save it to your memory card
 (it costs 2 blocks), and replay it using this option whenever you'd
 like.  The CD itself has two save games on it; one with Hokuto earning
 an incredibly high score by getting almost every bonus you'd ever heard
 of, and another one with Ken getting the 'no hit' and 'no knockdown'
 bonuses.  The Hokuto one shows up on the menu screen, but to see the
 one with Ken, you have to highlight Hokuto's save, then press left or
 right.  It'll take a moment for the Ken file to show up.


 ========================================================================
 9.  GAMEPLAY NOTES
 ========================================================================

 ------------------------------------------------------------------------
 LINKS, CANCELING, AND COMBOS
 ------------------------------------------------------------------------

 The SFEX series is really combo-friendly.  There's all kinds of stuff
 you can do in this game:

 [ LINKS ]  -------------------------------------------------------------

 This is what happen when you get two attacks to combo without canceling
 or comboing into them.  This most often happens with normal moves.  For
 example, you can do three standing LPs with Ryu for a 3-hit combo, or
 two crouching MKs with Chun-Li for a 2-hit combo.  Links require a good
 sense of timing, since if you perform another attack too early or too
 late, it either won't come out or won't combo.  I find that the easiest
 way to time a link is to watch the 'hit sparks' when your attack
 connects, and then do the next attack the moment the sparks vanish.
 Unlike other SF games, everyone has a ton of links in the EX series.


 [ NORMAL CANCELING ]  --------------------------------------------------

 Normal canceling is when you cancel or interrupt the frames of a normal
 attack with a special move.  For example, if I do a crouching MK with
 Skullomania, then enter qcf + K for the Skullo Slider, then he won't do
 the 'recovery' frames of his crouching MK and will immediately go into
 the Skullo Slider.  You can also cancel normal attacks into Super Combos
 or Meteor Combos, but note that you can't cancel into throws (like
 Darun's G.O.D. or Zangief's Screw Piledriver or F.A.B.): they won't even
 come out.

 Every character has at least one attack that can't be canceled into a
 special move, but can be canceled into a Super Combo or Meteor Combo
 (like Sharon's standing MP, or Darun's crouching HK).  However, these
 moves can be canceled in Training Mode, if you turn the Super Cancel
 Limit OFF (but that still doesn't mean you can cancel them into throws).


 [ SUPER CANCELING ]  ---------------------------------------------------

 Super canceling refers to doing a particular move into a Super Combo or
 Meteor Combo, namely, any of the following:

  MOVE TYPE                   EXAMPLE
  ---------------------------------------------------------------------
  Most command attacks        Hokuto's Kaishuu into the Kyaku Hougi  
  Special moves               Ken's Hadou Ken into the Shinryuu Ken
  Guard / Cancel Breaks       Area's Hard Crash into the Great Cancer
  _Different_ Super Combos    Pullum's Reswal Kahna into the Kind Wind

 Normally, you can only super cancel Meteor Combos from command attacks
 or special moves, since they require all your energy.  However, if you
 have an infinite SC gauge, then you can cancel a Meteor Combo from a
 Guard Break, Cancel Break, or a super combo.  Note that you cannot
 super cancel or cancel break _out_ of a Meteor Combo, though.  As with
 normal canceling, you can make super canceling easier by simply doing
 half motions (for example, after Ken's Hadou Ken, you can simply input
 d,df + K for the Shinryuu Ken, and for Hokuto, you could always do
 qcf + HK for the Kaishuu, then qcf + P to make her super cancel into
 the Renshou Geki.

 The only really important rule here is the last one--you cannot super
 cancel into the same Super Combo.  For instance, I couldn't interrupt
 the Yoga Legend with the Yoga Legend again.  But I could always do the
 KILL Trump into the DARK Shackle, then do a second KILL Trump.


 ------------------------------------------------------------------------
 THROWS AND TECH. HITS
 ------------------------------------------------------------------------

 Every character has a normal throw, which is done by getting close to
 your opponent and pressing b / f + MP / HP.  Some characters can also
 throw with MK or HK, while others can perform throws in mid-air, by
 pressing in any direction except ub / u / uf + MP + HP.  Throws are
 unblockable, but they can be Tech. Hit (Technical Hit) out of.

 To Tech. Hit out of a throw, simply perform a throw yourself, the moment
 you see yourself being grabbed by your opponent.  You could Tech. Hit
 by doing f + MK, or b + HP, it doesn't really matter (unless, of course,
 your character doesn't have a MK / HK throw, in which case you have to
 use MP or HP.  When you Tech. Hit, both characters stagger apart without
 either of them taking any damage.  The person who did the Tech. Hit also
 gets a SC gauge bonus (see the section on Super Combo Bonuses).  Note
 that you cannot Tech. Hit out of air throws, or special throws like the
 Russian Suplex or Chouzetsu Kishin Bomb.

 Also, many characters now have "missed animations" for their special
 throws.  In other words, if you perform a move like Rosso's Shikei,
 Sharon's Bermuda Symphony, or Zangief's Screw Piledriver when you're not
 close enough to grab your opponent, these characters will simply clutch
 at thin air and be vulnerable for a few moments.  However, for some
 characters, there is no missed animation (like the Ryuusui or Sharon's
 Scarlet Terror) and nothing will happen when you attempt the move from
 far away.


 ------------------------------------------------------------------------
 SUPER COMBO GAUGE AND BONUSES
 ------------------------------------------------------------------------

 At the start of each stage, you begin with an empty Super Combo gauge.
 You can earn SC energy by doing certain things:

  - By performing special moves (whether they hit or miss).
  - By having normal attacks, command attacks or special moves get
    blocked by an opponent.
  - By hitting your opponent with most any kind of attack.
  - By getting bonuses (First Attack, Tech Hit, or Reversal).
  - By getting injured by your opponent.
  - By blocking your opponent's normal, command, special, Super Combo,
    or Meteor Combo attacks.

 You do not get SC energy by doing the following:

  - By performing normal throws or air throws.
  - By performing normal or command attacks that miss (don't hit or get
    blocked).
  - Using Guard Breaks, Cancel Breaks, Excels, or Super Combos (although
    you do earn gauge energy from blocking an opponent's SC / MC hits).

 Note that some special moves will not award you any power, like Balrog's
 Advancing Wire, Blanka's Backstep Rolling (if it is canceled), Dhalsim's
 Kuuchuu Fuyuu, or Skullomania's Skullo Dash.  Even some that don't seem
 like they'd give you power do (like the Ryuusui, which does no damage,
 or the Gekkyou Botan, whether it counters or not).  All special move
 throws (Screw Piledriver, Ryuusui, Ganges DDT, etc.) will give you
 power, even for those that have miss animations (like the Screw
 Piledriver, even if done during the Russian Suplex).  The only missed
 throw animation that gives you no power is a missed Bear Hug.  Energy
 you earn can be carried over from round to round, but not stage to
 stage.  You can expend energy by performing Super Combos, Meteor Combos,
 Excels, Guard Breaks, or Cancel Breaks.

 You can be awarded extra SC power by doing certain things.  If you make
 the first attack in a round, you get a +25 percent bonus (if both
 characters hit each other, they both get the First Attack bonus), and
 if you do a Tech. Hit, _both_ characters get a +15 percent bonus.  If
 you do a reversal, you get a +10 percent bonus.  A reversal is simply
 when you make an attack as you come out of block stun, hit stun, or
 while getting up.  For example, if you're knocked down by Ken's
 Shouryuu Ken, or if you block it, then perform a Somersault Kick as you
 get up / recover, you get a bonus, even if it hits or not.  Note for
 the First Attack bonus--your attack only counts if it does damage.  For
 example, hitting someone with the Sharon's Scarlet Terror wouldn't
 count.  And if you hit them with the Bermuda Symphony, that wouldn't
 count at first, because it initially does no damage.  Once the enemy
 hits the ground or is hit in mid-air during this move, then you get the
 First Attack bonus.

 Also, note that you do not receive a bonus if you do a First Attack,
 Tech. Hit, or do a Reversal while an Excel is active.


 ------------------------------------------------------------------------
 SUPER COMBO LEVELS AND METEOR COMBOS
 ------------------------------------------------------------------------
 
 Unlike as in the SFA games, all Super Combos cost only one level to
 perform.  To do Level 2 or 3 Super Combos, you make repeated SCs juggle
 your opponent--they don't need to cancel.  For example, you could do
 Chun-Li's Senretsu Kyaku, then SC cancel it into her Hazan Tenshou
 Kyaku for a Level 2 SC, or you could simply juggle someone with Darun's
 Indra~ Bashi twice for a Level 2 SC as well.  For a Level 3 SC, you
 could do something like Sagat's Tiger Genocide, into the Tiger Raid,
 into the Tiger Genocide again, or the Tiger Cannon.  Keep in mind that
 if a Super Combo is blocked, it does block damage, but if you super
 cancel it into another Super Combo, it stops doing block damage.  If you
 have an infinite SC gauge, the same thing applies when you super cancel
 a Super Combo into a Meteor Combo (and this also applies to the follow-
 up moves to Garuda's Kyoujin Senshuu Meteor Combo).

 Most Super Combos and Meteor Combos have a moment of invincibility at
 the beginning, in most cases, allowing your character to pass through
 attacks, too.


 ------------------------------------------------------------------------
 SUPER COMBO FINISHES AND VICTORY SYMBOLS
 ------------------------------------------------------------------------

 When you kill someone with a Super Combo, it's called a 'Super Combo
 Finish', and you get a little ending graphic that gets more impressive
 depending on what level SC you did (1, 2, or 3).  Even though Meteor
 Combos take three SC levels, you get a different ending graphic if you
 kill someone with them.  You get a special ending sequence if you kill
 someone with an Excel, too, but it's just a Level 1 SC finish with the
 explosions colored blue.  The other type of special ending is if you
 kill someone with a special move, in which case you get a red-and-white
 flashing effect on the screen.  Your victory symbol for that round
 changes depending on how you killed your opponent, too:

          D    =  The round ended in a draw.
          V    =  Won using a normal move or command attack.
          H    =  Won using a normal throw or air throw.
          S    =  Won using a special move.
          SS   =  Won using a Super Combo.
          M    =  Won using a Meteor Combo.
          G    =  Won using a Guard Break or Cancel Break.
          E    =  Won using an Excel Combo.
        Clock  =  Won by having more life when time ran out.
        Apple  =  Won by doing block damage with a special move.  If
                  you win with a SC or MC, the apple has a much bigger
                  bite taken out of it than normal ;)

 Obviously you can't get the Clock victory symbol if you've turned Time
 Stop on (and so have infinite time).  If you get a Perfect, a little
 "P" mark will appear by your victory symbol as well.  When both
 characters are killed at the same time, or if they have the same amount
 of life at the end of a round, then a draw is announced, and both
 players are considered the victors.  If someone has already won once in
 a previous round, they become the winner.  If both players have the same
 amount of wins, then after the second draw game, the game begins with
 both characters at half life, but with full SC gauge power.  If there is
 a draw at the end of that round, then both characters get a 'NO GAME'
 notice, and the battle ends (neither characters are considered winners
 or losers).


 ------------------------------------------------------------------------
 GUARD BREAKS
 ------------------------------------------------------------------------

 Guard Breaks are moves that cost 1 level of your Super Combo Gauge.
 They are performed by pressing the same strength P + K buttons (LP + LK,
 MP + MK, or HP + HK).  The strength of the buttons used makes no
 difference.  While each character's Guard Break looks different, they
 all have similar characteristics: Guard Breaks are generally very slow,
 short-ranged attacks that have a tell-tale line of blue sparks following
 them as they are performed (not to mention the lightning strike effect
 that surrounds your character).

 Although they are easy to spot, if someone is hit by a Guard Break, they
 will take minor damage, and what's more, will be momentarily stunned,
 allowing the attacker to follow up with whatever attack he / she wishes.
 If they're in the air when they get hit, they'll fly backwards in a
 slow arc, giving you plenty of time to attack them in whatever way you'd
 like.  However, if you hit them with a Guard Break while they're already
 stunned, they'll be knocked over.  While you can't combo into a Guard
 Break, you can super cancel out of it into a Super Combo (or a Meteor
 Combo, if you have an infinite SC gauge).

 Somehow, it's possible to hit an opponent on the ground and have them
 fly slowly into the air, as if they had been hit while airborne.  The
 CPU does this to me a lot, especially when a Guard Break or Cancel Break
 is the killing attack, but I've actually managed to do it once myself,
 so it's not a CPU-only thing.  Anyone know how this works?


 ------------------------------------------------------------------------
 CANCEL BREAKS
 ------------------------------------------------------------------------

 A new addition to EX2, the Cancel Break is basically the ability to
 cancel a special move or Super Combo into a Guard Break.  It's done the
 same way as a Guard Break is performed, and also costs 1 level of power.

 However, it has several differences from a normal Guard Break: for one
 thing, the sparks are colored orange instead of blue, and you get a
 message stating that you did a Cancel Break when you perform one.  More
 importantly, if your opponent is blocking your special move or Super
 Combo, then they'll be stunned by the Cancel Break.  If they're getting
 hit by your attack, then the Cancel Break knocks them over.  If they're
 in air, they usually get knocked over, but I managed to float a character
 with Vulcano Rosso's Cancel Break once.  Of course, you can still super
 cancel out of a Cancel Break into a Super Combo (or a Meteor Combo, if
 you have an infinite SC gauge).  A stunned character recovers from a
 Cancel Break much faster than a Guard Break, so you gotta work fast after
 it hits!
        
 Although Cancel Breaks are slow, it's possible to combo into them from
 an unblocked attack.  Obviously, you can't use Cancel Breaks if your
 special move or Super Combo takes you off the ground (like the Tatsumaki
 Senpuu Kyaku or Shin Shouryuu Ken), or if the SC is a throw-type move or
 button-press SC (like the Final Atomic Buster, or the Shin Skullo
 Dream).


 ------------------------------------------------------------------------
 USING EXCELS
 ------------------------------------------------------------------------

 Another new aspect of EX2 games are the Excel Combos, which are done by
 pressing two buttons of a different type and strength, like MP + HK, or
 HP + LK...it makes no difference what two buttons you press.  Excels
 cost 1 level of SC energy to use and last about five seconds (you can
 tell how much time you have because your character will be flashing a
 certain color during the Excel, and the faster he or she flashes, the
 less time you have remaining).  They can be started on the ground (even
 when crouching) or while in the air, but they can't be started during
 hit stun or block stun.  When an Excel is activated, your character
 poses while the floor changes into a 3-D grid and the background is
 filled with shooting stars.  Your name is also replaced by an Excel
 sign, and any movement you make is followed by afterimages.

 So just what does an Excel do?  It gives you the following abilities:

  - During the 'activation' pose when you first start an Excel, you are
    invincible and can go through attacks.
  - Certain juggles that normally can't be done are possible (like
    tripping someone with Ryu's crouching HK and hitting them with a
    fireball as they fall).
  - All normal attacks and special moves come out faster.
  - All normal attack can cancel into themselves, or into command
    attacks or special moves (this includes normal attacks that are only
    super cancelable, like Nanase's crouching HP).
  - Any command attack can cancel into any special move (such as Doctrine
    Dark's KNIFE Nightmare, which normally isn't even cancelable or super
    cancelable, can be canceled into the EX-plosive during an Excel).
  - Special moves can be canceled into themselves as well.
  - Charge moves can be performed without the charge.
  - The Excel will still continue even if you are injured (and you can
    block during an Excel, too, unlike SFA's Custom / Original Combos).
  - Although you cannot use Guard Breaks, Cancel Breaks, or Super Combos
    (or Meteor Combos, if you have an infinite SC gauge) during an Excel,
    you can still perform them the moment before the Excel ends, or do a
    normal attack or special move at the end of the Excel and cancel into
    one of those moves (they still cost SC energy to use, obviously).
  - You also cancel any command attack into an SC or MC at the end of an
    Excel, even ones that aren't normally cancelable, like Guile's
    Spinning Back Knuckle, Sharon's Crash Punch, Garuda's Kyouja, etc.

 The point of having all these abilities is that you can use Excels to
 perform long, continuous combos, way up into the double-digit range, by
 attacking with normal moves, special moves, and if your timing is right,
 you can even tack on a SC or MC just as the Excel wears out.  On the
 ground, the only tricky part is keeping your opponent within hit range,
 and making sure that they keep getting hit so that they can't attack
 back.  When both characters are in the air, it's a slightly different
 story.  Air Excels tend to be limited to normal moves for a lot of
 characters, since only a couple of characters have mid-air special moves
 or Super Combos.  Obviously if you have those moves, you can use them,
 and some are quite effective (like Pullum's aerial Drill Purrus or
 Shadow Geist's Death Somer).

 For most characters, though, you're limited to doing long strings of
 normal attacks while jumping.  The key to doing air combos is to keep
 hitting your airborne opponent, since if left untouched, they will
 'flip' in mid-fall, and after that point your attacks will miss.
 However, if you are able to hit your opponent with an attack to keep
 them from flipping just before you land on the ground, you can jump
 right back up again and keep attacking them, since they haven't flipped
 and are still vulnerable to attack.  In this way, you can do long aerial
 Excel combos.  Note that some attacks will cause your characters to fall
 to the ground without flipping, yet they will still become invulnerable
 to your attacks if you leave them untouched for too long.  The basic
 rule when doing air Excels is to try and always keep damaging your
 opponent.  As you can see in the Sharon vs. Guile Director Mode movie,
 it's even possible to have an Excel end as you land on the ground, then
 juggle your falling opponent with a normal attack, start up another
 Excel, and leap into the air and keep attacking them.  Not that I've
 managed to do that myself, though :)

 Anyway, some example Excels are as follows:

 (Ground Excels)  For Guile, you could get next to your enemy, hit s. LK
 twice, c. HP twice, cancel that into the Sonic Boom (which could be done
 simply by tapping b,f + P), do two more Sonic Booms, and now that the
 Excel is about to end, tap db,df,db,uf + K for the Double Somersault
 Super Combo, and the whole thing would be a 12-hit combo.

 (Aerial Excels)  If you were Shadow Geist and your opponent was in the
 air, you could start an Excel, jump up, hit LP,LK,MP,MK, do three Death
 Somers, then a Death Sword Kick twice, for an 8-hit combo, all in air.

 However, there are downsides to using the Excel as well:

  - While command attacks (like Doctrine's DEATH Spin Kick) can be
    canceled into from a normal attack, they still come out at their
    normal speed, and cannot cancel into normal punch or kick attacks
    or other command attacks (only special moves and, at the end, Super
    or Meteor Combos).
  - You don't earn SC gauge power from any special moves or damage that
    you do to your opponent during an Excel.
  - Blocked special moves do no block damage (on occasion, I've managed
    to kill someone who blocked my Excel, dunno why).
  - The first attack you make (or if you make an attack after not
    hitting your opponent for a few seconds) does only 1/2 damage,
    and all subsequent hits (even if they don't combo or juggle), will
    only do 1/8th the normal damage.  For example, Ryu's Hadou Ken
    normally does 17 points, but this drops to 8 if it's his first
    Excel Attack, and if he throws a few more, they do only 2 points
    of damage per fireball).
  - You cannot use Super Combos, Meteor Combos, Guard Breaks, or Cancel
    Breaks during an Excel.
  - You don't get a SC gauge bonus if you do a First Attack, Tech. Hit,
    or Reversal during an Excel.

 Remember, although you cannot use any Super Combos, Meteor Combos, Guard
 Breaks, or Cancel Breaks during an Excel, it is still possible to do a
 Super or Meteor Combo at the very end of an Excel, or to cancel or super
 cancel the last hit of an Excel combo into a Super Combo (which is
 necessary for quite a few of the Expert Mode missions), or even into a
 Meteor Combo, if you have an infinite SC gauge.  Furthermore, since you
 don't need to hold in a direction for charge moves, you can tap
 b,f,b,f + P at the end of an Excel to do Blanka's Ground Shave Rolling,
 for example.  For some weird reason, you can even Cancel Break out of
 normal moves at the end of an Excel, don't ask me why.


 ------------------------------------------------------------------------
 REDUCING DAMAGE
 ------------------------------------------------------------------------

 Obviously, the goal of EX2 is to inflict enough damage on your opponent
 so that they get knocked out.  However, there are a lot of factors that
 determine just how much damage you're inflicting on an enemy, or how
 much damage they're doing to you:


 [ CHARACTER STAMINA ]  -------------------------------------------------

 Most characters take the same amount of damage from attacks.  However,
 Darun, Vega and Darun all take less.  Sometimes the amount is very
 slight (for instance, Ryu's standing HK does 22 points of damage against
 most characters, but only 21 points against them), but depending on the
 type of attack, the damage reduction is pretty significant (they only
 take 130 damage from Ryu's Shin Shouryuu Ken, compared to everyone
 else's 140).


 [ ATTACKING FIRST ]  ---------------------------------------------------

 Whoever makes the first attack gets a +25 bonus to their SC gauge;
 however, their attack will also do slightly less damage.  This even
 applies to modes where you don't get the first attack bonus (Training,
 Expert, and Maniac modes)!


 [ ATTACKING A STUNNED FOE ]  -------------------------------------------

 Characters also take less damage when they're staggering around, which
 occurs after a blocked Guard Break or Cancel Break (the kind that leaves
 them standing).  Characters also stagger after Darun's close Daikaku,
 Dhalsim's Yoga Catch, or Doctrine Dark's DARK Wire -> DARK Hold.  In any
 case, hitting an enemy
 who is stunned will result in less damage, although there are some
 exceptions (for example, the damage is not changed if Darun follows his
 Daikaku with a Brahma Bomb or standing LK, but it would with a crouching
 MP, for some reason).


 [ DOING COMBOS ]  ------------------------------------------------------

 Damage is also reduced when you do a combo, in most cases.  For example,
 Ryu's j. HP does 21 points of damage, his c. MP does 13 points, and his
 Hadou Ken (any strength), does 17 points of damage.  So one would assume
 that if you stick the whole thing together as a 3-hit combo, you'd do 51
 points of damage (21 + 13 + 17 - 51).  In fact, that combo only does 48
 points of damage, because after the first hit (the jumping HP), the
 damage of the c. HP and Hadou Ken are reduced.


 [ CANCELING AND SUPER CANCELING ]  -------------------------------------

 Canceling an attack into a special move, or super canceling into a
 special move will also lower the damage of any attacks that hit after
 the first one.  For example, when doing a crouching MK into a Tatsumaki
 Senpuu Kyaku, a Hadou Ken into a Shinkuu Hadou Ken, or a Senpuu Kyaku
 into the Shin Shouryuu Ken, the first move will do full damage, but the
 second move will do reduced damage.  Generally speaking, the more damage
 a move does, the more it is reduced (in the example with the Shin
 Shouryuu Ken, it drops from 140 to 107 points).


 [ REPEATED SUPER CANCELING ]  ------------------------------------------

 One of the faults of introducing Meteor Combos into SFEX2 Plus is that
 it completely eradicated the need to super cancel Super Combos
 repeatedly for high damage attacks.  Why?  Because even though you can
 do a lot of damage by super canceling SCs, you can always do more damage
 with a single Meteor Combo.  Check out the below chart that shows what
 happens when you super cancel multiple times before using Sagat's Tiger
 Raid and Tiger Genocide:

    Cancel No.          Tiger Genocide          Tiger Raid
    -----------------------------------------------------------
    Normally does:      57                      44
    1 super cancel:     49  (72 - 23)           43  (61 - 24)
    2 super cancels:    45  (89 - 44)           32  (74 - 42)
  
 All the damage was tested vs. Ryu, since he takes normal damage (Darun
 would take less damage, as would Vega and Zangief), and all super
 cancels were done on the third hit of either move (after that, you're
 not guaranteed full hits).

 As you can see, a Tiger Genocide after two super cancels results in a
 measly 89 points of damage--for the same price, you could have done a
 Tiger Storm instead for a minimum of 120 damage (up to 138 if you got
 the button presses timed)!  Not only that, but had you connected two
 Tiger Genocides individually, you would have done 114 damage, almost
 1/4th more damage than a Level 3 super cancel series.  And you would
 have had another SC level to spare!  Considering characters only have
 200 points of life anyway, you're much better off sticking with
 individual Super Combos or a Meteor Combo.

 Note that this effect also applies to super canceling into a Meteor
 Combo when you have an infinite SC gauge.  For example, Doctrine Dark's
 DEATH Trap normally does 131 damage, but after 1 super cancel, it drops
 to 63 points, and after 2 super cancels, it drops to 57.  If you had
 done 3 super cancels, then the DEATH Trap, it would only do 47 points of
 damage (for a grand total of only 86 damage!)  One of the benefits of
 having an infinite SC gauge is that you can do long cancels like this,
 and you can even keep an opponent trapped in a series of repeated
 cancels.  After a while, though, you'll be doing the minimum amount of
 damage, so keep that in mind next time you go up against Garuda with a
 Free Gauge bonus ^_^;
           

 ========================================================================
 10.  MISCELLANEOUS
 ========================================================================
           
 ------------------------------------------------------------------------
 BEATING VEGA II
 ------------------------------------------------------------------------

 The most annoying thing about fighting Vega II (aside from the fact
 that he's horribly overpowered), is that you only have one round to beat
 him.  So, hopefully reading this section can help you make that one
 round count.

 Vega II is dressed up in white, has an infinite SC gauge, and has two
 types of massive Psycho Cannons: a red one which goes fast, and a green
 one which slowly floats across the screen.  As if that wasn't bad
 enough, he has a new Super Combo in which a duplicate of himself appears
 opposite you and they both throw huge blue Psycho Cannons at you.  Not
 only do you only get one round to beat this guy (irregardless of what
 you set the round count to), but if he beats you, you can't continue--
 you get a bad ending (no, it's not Vega's normal ending), and the
 credits scroll.  If you do beat him, then the Vs. Vega II bonus game
 will be enabled.  To beat Vega II, I recommend the following:

  - Always block.  Vega will stick out Double Knee Presses and slides
    like mad if you try to attack directly.  The best times to attack are
    after a blocked Head Press / Psycho Crusher / Psycho Break Smasher,
    when you have a small window of time in which Vega can't hit you
    back.
  - If you have a projectile attack, you can hit Vega out of the Psycho
    Break Smasher (at the beginning) pretty easily.
  - You want to be careful after the Head Press, since Vega can still hit
    you with the Somersault Skull Diver, and if he moves behind you while
    you're in air and you attempt a move, you may do nothing at all or
    end up with the reverse (like a Shiraha Tenjin instead of a Hisen
    Zan, which you definitely don't want!)
  - Don't try to hit Vega after a blocked Double Knee Press.  He can do
    those repeatedly and they'll almost always snub whatever attack you
    were making.
  - Don't waste time with Guard Breaks or Cancel Breaks.  They're so slow
    that Vega has enough time to do whatever he pleases, which usually
    means hitting you out of them, or backing out of the way, then
    smacking you silly ;)
  - If Vega begins an Excel, just block low (block high for a moment if
    he begins it in the air, so you don't get hit).  A riskier option is
    to start an Excel just after his, and use your invincibility to go
    through his opening attack, although Vega's so fast that I've had
    him hit me back out of my Excel when I attempt this sometimes.
  - If your character has an attack with a lot of range (like Ken's
    standing HK), it's also possible to walk toward Vega while he warps
    in and stick him with your attack just as reforms.
  - Don't jump.  Vega has the nasty habit of simply standing and HK'ing
    you out of an attack, or jumping up and smacking you with a high-
    priority attack.  At worst, he'll even do a Psycho Dark Cannon (the
    red kind) and juggle you atop it while he charges.
  - Concentrate on simply hitting Vega, not smacking him upside the head
    with a Meteor Combo or Super Combo.  If you have the chance to get
    away with one (see above about blocking moves), then by all means
    go for it, but Vega can kill you much faster than you can defeat
    him, so take all the little openings you get and don't sit around
    waiting for a clear shot.
  - When using Excels, go for an opening, or at least begin them late so
    that you can take advantage of the invincibility window.  Try to make
    your first attack an LP or LK, as you're more likely to hit him with
    a faster attack than a slower one.  Once he's been hit, you can
    follow through any way you'd like.
  - When he does either Psycho Cannon SC or the Psycho Twin Cannon SC
    (the one where he warps), sweep him, since tends to charges up the
    Cannon.  Just keep in mind for the Psycho Twin Cannon that you need
    to wait until he's teleported in fully.  If you don't want to risk
    hitting him out of it, just block backwards like you normally would.
  - Even after blocking the Psycho Twin Cannon, be careful, since Vega
    sometimes does a Psycho Crusher at the end to catch the unwary (he
    also may do this if the SC hits, in which case the Psycho Crusher
    will actually combo).


 ------------------------------------------------------------------------
 COLOR LIST
 ------------------------------------------------------------------------

 Now you can pick your favorite colors every time you play, by using the
 handy list of colors below.  What button you press also determines other
 colors (like Hayate's sword slashes, Garuda's spike attacks, or the
 color of Area's Cancer blasts).  If both players try to pick the same
 colors, one player will end up with the next color type:

   One person gets...  MP / MK colors if LP / LK was picked
                       HP / HK colors if MP / MK was picked
                       LP / LK colors if HP / HK was picked

 The only time when both characters can end up with the same outfits is
 if one of them is chosen by EXTRA Random Select (see the 'Secrets'
 section above) and just so happens to be the same character and same
 outfit.  I just realized that the tint is off on my TV, so, uh...these
 colors should be close to what you actually pick ^_^;
                   
 LP / LK  -  Black / purple clothes, blue and silver Cancer      [ AREA ] 
 MP / MK  -  Light blue / green clothes, blue and gold Cancer
 HP / HK  -  Red / orange clothes, orange and silver Cancer

 LP / LK  -  Royal blue / yellow pants, blue tattoo            [ BALROG ]
 MP / MK  -  Light blue / red pants, red tattoo
 HP / HK  -  White / black pants, black tattoo

 LP / LK  -  Green skin, bronze anklets, brown shorts          [ BLANKA ]
 MP / MK  -  Blue skin, black anklets, olive shorts
 HP / HK  -  Charcoal skin, silver anklets, blue shorts

 LP / LK  -  Blue outfit, gold trim, brown hose               [ CHUN-LI ] 
 MP / MK  -  Gray outfit, orange trim, blue hose
 HP / HK  -  Yellow outfit, pink trim, brown hose

 LP / LK  -  Black shirt, white outfit, pink hat         [ CRACKER JACK ]
 MP / MK  -  Aquamarine shirt, green outfit, green hat
 HP / HK  -  Black shirt, dark purple outfit, white hat

 LP / LK  -  Black shorts, black boots, gold bracers     [ DARUN MISTER ] 
 MP / MK  -  Gold shorts, black boots, silver bracers
 HP / HK  -  Blue shorts, light blue boots, green bracers

 LP / LK  -  Brown skin, yellow apparel, red paint            [ DHALSIM ] 
 MP / MK  -  Copper skin, white apparel, green paint
 HP / HK  -  Purple skin, red apparel, orange paint

 LP / LK  -  Blue suit, yellow hair                     [ DOCTRINE DARK ]
 MP / MK  -  Orange suit, blue hair
 HP / HK  -  White suit, yellow hair

 LP / LK  -  Brown armor, blue clothes, white spikes           [ GARUDA ]
 MP / MK  -  Gray armor, black clothes, red spikes
 HP / HK  -  Mustard armor, burgundy clothes, yellow spikes

 LP / LK  -  Green shirt, green pants                           [ GUILE ]
 MP / MK  -  Olive shirt, blue pants
 HP / HK  -  Purple shirt, purple pants

 LP / LK  -  Brown coat, dark brown pants                      [ HAYATE ]
 MP / MK  -  Yellow coat, brown pants
 HP / HK  -  Red coat, white pants

 LP / LK  -  Pink clothes, green pants                         [ HOKUTO ] 
 MP / MK  -  White clothes, red pants
 HP / HK  -  Light blue clothes, blue pants

 LP / LK  -  White pants, white hair                            [ KAIRI ]
 MP / MK  -  Black pants, white hair
 HP / HK  -  Black pants, black hair

 LP / LK  -  Red gi, red handguards                       [ KEN MASTERS ]
 MP / MK  -  White gi, green-blue handguards
 HP / HK  -  Light green gi, purple handguards

 LP / LK  -  Blue clothes, red sash, dark blue stockings       [ NANASE ]
 MP / MK  -  Pink clothes, yellow sash, white stockings
 HP / HK  -  Black clothes, red sash, dark purple stockings

 LP / LK  -  Turquoise pants, blue vest, purple shirt    [ PULLUM PURNA ] 
 MP / MK  -  Pink pants, purple vest, white shirt
 HP / HK  -  Green pants, white vest, blue shirt

 LP / LK  -  White gi, red handguards, red headband               [ RYU ]
 MP / MK  -  Blue gi, white handguards, light blue headband
 HP / HK  -  Orange gi, black handguards, white headband

 LP / LK  -  Blue shorts, red trim, white wrappings             [ SAGAT ] 
 MP / MK  -  Red shorts, green / yellow trim, white wrappings
 HP / HK  -  Green-blue shorts, white trim, red wrappings

 LP / LK  -  White / black suit, yellow apparel          [ SHADOW GEIST ] 
 MP / MK  -  Yellow / red suit, white apparel
 HP / HK  -  Blue / silver suit, black apparel

 LP / LK  -  Black top with gray shoulders, gray gloves       [ SHARON ] 
 MP / MK  -  Red suit, with pink shoulders, white gloves
 HP / HK  -  Green top, gray pants, blue shoes, white gloves

 LP / LK  -  White suit, white boots / gloves             [ SKULLOMANIA ] 
 MP / MK  -  White suit, red boots / gloves
 HP / HK  -  Green suit, light green boots / gloves

 LP / LK  -  Red outfit, black belt                              [ VEGA ]
 MP / MK  -  Black outfit, blue belt
 HP / HK  -  Green outfit, gold armor

 LP / LK  -  Black / white / yellow suit, purple undersuit   [ V. ROSSO ]
 MP / MK  -  White suit with black trim, peach undersuit
 HP / HK  -  Italian flag suit, yellow undersuit

 LP / LK  -  Red clothes, cold trim                           [ ZANGIEF ] 
 MP / MK  -  White clothes, red trim
 HP / HK  -  Dark green clothes, light green trim

 CPU only -  White outfit, black belt                         [ VEGA II ] 
 1P / 2P  -  Red outfit, black belt 

  
 ========================================================================
 11.  AUTHOR'S NOTE
 ========================================================================

 If you've seen this FAQ in any publication, or know that some place is
 giving it away or selling it to it's customers (like Game Cave, grr...),
 then please let be know by dropping me a line at: <kmegura@yahoo.com>.
 
 It's amazing how people can read my disclaimer, and then go steal stuff
 from this FAQ.  Case in point: Y. Ghani altered the disclaimer in this
 FAQ and stuck it in his / her own SFEX2 Plus guide.  Ghani must also be
 just as bad at reading Japanese as I am, since his / her guide has the
 same misspellings as in previous versions of this FAQ. ;P  I spent a
 good deal of time researching the disclaimer, translations and so on, is
 it that hard to simply credit someone for their work?  I guess so.
 People, please don't edit / copy / reproduce this disclaimer in your own
 FAQ without crediting me.  It is part of the FAQ, y'know.  I'm getting
 sick of people talking how much they don't want to get ripped, while
 they shamelessly cut and paste work that I have done.


 ------------------------------------------------------------------------
 REVISION HISTORY
 ------------------------------------------------------------------------

 Version 1.5  (July 10, 2000)
  - Added in info. on the bonus game replay with Ken, Nanase's third
    version of the Machiyoi Tenkyuu Geki (anyone know how to do it?),
    and other corrections / additions throughout, including the real
    names for Vega II's moves.  I still don't know how to beat Hayate's
    Maniac Mode mission (in the Japnaese version, they may have fixed
    this glitch in the US version).

 Version 1.4  (February 14, 2000)
  - Did some real quick corrections and additions here and there.

 Version 1.3  (February 7, 2000)
  - Redid the moveslist sections; now they're pretty huge, but packed
    with information ;)  Have no fear, I'm writing a much smaller SFEX2P
    Mini-FAQ to accompany this guide, for those of you who don't like
    large FAQs.  I don't either, but this was about as small as I could
    make it :)

    Tons of other stuff was added as well--new GameShark codes, new
    manual cheats, corrections for the Expert Mode listings, and for the
    Excel notes, etc.  Added some notes on Darun's Daikaku, Skullo's
    original Skullo Dream, and a lot of other people's moves.  Also added
    the bit about having Otedama abilities during the ending credits, as
    well as other general info and some stuff on the Hayate Maniac Mode
    glitch.

 Version 1.2  (January 26, 2000)
  - A rather minor update, with some added info on the Super Cancel Limit
    option, super canceling notes in general, victory symbols, more info.
    on Nanase's Machiyoi Tenkyuu Geki, and some translation notes for
    Kairi.

 Version 1.1  (January 24, 2000)
  - The bulk of this update comes in the form of a new Game Shark code
    I wrote that lets you pick your character's special moves.  There
    are quite a few disabled moves in this game, it's weird.  Shame on
    Arika for not making them usable in the home port. ;)

 Version 1.0  (January 23, 2000)
  - More general corrections and stuff.  Added more info on fighting the
    hidden characters, minor move notes, Darun's hidden win poses, and
    did some corrections to the Excel notes.

 Version 0.9  (January 19, 2000)
  - Added a lot of various info., and reorganized the FAQ a bit.  I made
    a few more corrections regarding fighting the hidden characters,
    corrected info on getting Hayate and Maniac Mode, and added info. on
    the Maniac Mode CPU replays.  I also added some new Game Shark codes,
    and made fix-ups all around the FAQ.

 Version 0.8  (January 17, 2000)
  - Added the Game Shark code to play as Vega II / Cycloid Beta / CPU
    Garuda, etc., and added more information on enabling / fighting the
    hidden characters.

 Version 0.7  (January 14, 2000)
  - Stuck in more information on people's individual moves, cleaned up
    some editing errors, and added a Color Chart for each character.

 Version 0.6  (January 10, 2000)
  - Added information on quite a few people's moves, added information
    about moves that do more damage when you rap on the buttons, and
    rewrote / expanded the Damage section.  Also made some more general
    corrections.

 Version 0.5  (January 8, 2000)
  - Added some info. on Sharon's Assault Rifle, and did some corrections
    and additions after getting help from contributors (yay!)  I'm back
    in college starting Monday, so no daily updates anymore.  Then again,
    excluding the Maniac Mode guide, there's not a lot left to add in
    anyway.

 Version 0.4  (January 8, 2000)
  - Corrected the method to fight Vega II and to enable Kairi a bit, and
    added a new Game Shark code, not to mention some info. on what may be
    some disabled modes of play (found in the same section as the new
    Game Shark code).  I've also begun work on the Maniac Mode guide
    (with a grand total of 1 mission completed) ;P  These Maniac missions
    are hella hard, so anyone who wants to help, just drop me a line. ;)

 Version 0.3  (January 6, 2000)
  - Added in a list of cancelable attacks, rewrote / corrected the Excel
    section, and added info. on people's command attacks.  Also included
    a time chart for Cracker Jack's Final Punch, and added a new section
    on determining damage at the end of the 'Gameplay Notes' section.
    I also corrected two of Kairi's translations (wasn't paying attention
    to the kanji, eheheh).  Still trying to get down the timing on Vega's
    Knee Press Nightmare -> Psycho Cannon for his 16th mission ^_^;

 Version 0.2  (January 5, 2000)
  - Finished up the Director Mode section, and made general corrections
    throughout the FAQ.  I also added in some notes on the barrel bonus
    game, team battle, and a trick for Hokuto.  An error for one of the
    Game Shark codes and the bit on the Super Cancel Limit and Otedama
    options has also been fixed.

 Version 0.1  (January 4, 2000)
  - The first release, a lot of stuff in and checked, but there's a lot
    more to go, including finishing up the Expert / Maniac Mode Guide.
    Oh well, at least I finally narrowed down the methods to fight the
    hidden characters after a _lot_ of testing ;)


 ------------------------------------------------------------------------
 SPECIAL THANKS
 ------------------------------------------------------------------------

 I could never have written this without the help of the following
 people--thanks a ton, folks:

 T. Yamada
  - For corrections on Chun-Li and Area's throws, and info. on the
    spelling and translation of 'Accelerando'.

 Navaash Fenwylde
  - For correcting me on the manual code to unlock Maniac Mode.

 Mike Z
  - For confirming the Hayate Maniac Mode glitch.

 Charles MacDonald
  - For helping me figure out the floor designs in Kairi's stage.

 G Nocide
  - For telling me that there were two versions of the Machiyoi Tenkyuu
    Geki.

 Cyrus Bulsara
  - For the easier method for beating Balrog's mission #16.

 Deeshad
  - For correcting my notes on Balrog's Backslash, and providing some
    translations / corrections for Nanase's moves.

 Street Fighter EX Network                          (http://www.sfex.net)
  - For info. on the G.O.D. finisher, and a different way to fight Vega
    II.  This page is really cool, and has an large amount of detailed
    information on SFEX+A as well.  If you can read Japanese, you should
    definitely check it out.

 Mr. Guy
  - For sharing some info. on getting to Vega II in Arcade mode.

 Theo Horsman
  - For some Expert Mode suggestions, and hints on beating the Taru bonus
    game with Blanka.
                           
 Lorenzo Bertini
  - For the solution to Sagat's Maniac mission.

 Daniel "Ryu" Gomez
  - For the solution to Zangief's Maniac mission.

 Rogene Yusi (Isegrim)
  - For a bunch of notes on fighting the hidden characters, and the
    EXTRA random select trick.

 HSB                                            (www.sol.dti.ne.jp/~hsb/)
  - For the Dhalsim necklace trick, and corrections for the Doctrine
    laugh trick and Hokuto fan trick.

 Dalin
  - For telling me how to get maximum damage with Jack's Home Run King.

 Kevin Eav
  - For the usual ton of contributions (check out some of his strategies
    in the missions section) and corrections (he fixed up my mission #9
    listing for Doctrine Dark).  Thanks a lot!
    (v0.9)  For noticing the SC energy error regarding normal moves and
    command attacks.
    (v1.3)  For some more Expert Mission corrections.

 Cedrick C Uytanlet
  - For offering some suggestions on Jack's mission #14.

 Ura no Ura                                      (www2.airnet.ne.jp/~tac)
  - Had some Maniac Mode hints that I'm still trying to figure out and
    perform myself ;)

 Senio Rotondi
  - For providing me with the translations of Vulcano Rosso's moves.

 Chris                                               (www.dashtaisen.com)
  - Some move name translations taken from his EX2 section at the Dash
    Taisen page.

 CJayC                                                 (www.gamefaqs.com)
  - For hosting my FAQs, and for inspiring me to use lots of capitals in
    my disclaimer to get people's attention. ;)
    (v1.2)  For the easier method to beat Dhalsim's mission #16.
    (v1.5)  For the correct spelling of Rosso's "Acchere Land".

 Capcom of Japan                                       (www.capcom.co.jp)
  - Information on unlocking the hidden characters and modes taken from
    their FAX section.
    (v0.9)  For more info. on unlocking Hayate, Maniac Mode and the
    Maniac Mode replay option, again all from their FAX section.

 Kenshin and Codehacker
  - For their GameShark codes (1P Infinite Life / SC Energy, Play as
    Garuda, Shadow Geist, Kairi, and Hayate).

 Darklancer
  - For the translation for 'T'katchev', and for the trick to unmask
    Balrog (which was was based on Darklancer's post to alt.games.sf2
    on how to do the trick in the arcade SFEX2).

 Arika                                                  (www.arika.co.jp)
  - Character move names and other info. taken from their SFEX2P section,
    and from the SFEX2P manual and in-game command lists.
    (v1.3)  For the manual codes to unlock the hidden stuff, taken from
    their BBS post.
    (v1.5)  For move name info. taken from their SFEX3 section.

 xiaNaix                                         (connect.to/xianaix.com)
  - For the GameShark code to play this game on modded PSXs.

 ------------------------------------------------------------------------
 "A cherry onion firefly / tastes sweet / and white as you are blue /
  knows just what she wants to do with you / below the silver skies."
                                 - 'Transformer' by the Smashing Pumpkins
 ------------------------------------------------------------------------
  
 Unpublished work Copyright 2000-2001 Chris MacDonald

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