Street Fighter EX2 Plus – Move List and Guide
PlayStation
Move List and Guide by Kao Megura
Version: 1.5 | Updated: 07/11/2000
-------------------------------------------------------------------- S T R E E T F I G H T E R 888888 8888888 88888888 888888,,,,,8 8,,,,,,8 888,,,,,,,,888 888888,,,,,,,,,,,8 8888888 8,,,,,,,8 888,,,,,,,,,,,,,,888 8,,,,,,,,,,,,888888 8,,,,,,8 8,,,,,,,,8 8,,,,,,,,,,,,,,,,,,8 8,,,,,,888888 8,,,,,,,8 8,,,,,,,,,8 8,,,,,,88888,,,,,,,8 8,,,,,,8 888888 8,,,,,,,,8,,,,,,,,888 8,,,,88 8,,,,,,8 8::::::888888:::::8 888::::::::::::::8 88888 888::::::8 8:::::::::::::::::8 8::::::::::::8 888:::::::888 8::::::::::::888888 8:::::::::::8 888:::::::888 8::::::888888 8::::::::::::8 888:::::::888 888 8::::::8 888888 8::::::8:::::::888 8::::::8888 888::8 8``````888888`````8 888``````8 8````````8 8`````8 888`````8 8`````````````````8 8```````8 8```````8 8``````8888````````8 8````````````888888 8``````8 88888888 8````````````888888 8``````888888 8``````8 8``````888888 888888 8888888 888888 P L U S -------------------------------------------------------------------- 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 Unpublished work Copyright 2000-2001 Chris MacDonald This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976.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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