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FAQ/Move List by CJayC

Version: 0.90 | Updated: 11/12/00

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-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                     S T R E E T   F I G H T E R   E X   3
-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                           For the Sony PlayStation2 
                       FAQ and Move List 0.90 (11/12/00)
-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
   Logo, design, and characters are Copyright 2000 Arika Co., LTD and Capcom
          Co., LTD.  FAQ/Move List Copyright 2000 Jeff "CJayC" Veasey.
  
     The latest version of this document may always be found at GameFAQs:
                         http://www.gamefaqs.com

      If you see this document on _any_ other site, it's an illegal copy.

 THIS DOCUMENT MAY NOT BE REPRODUCED WITHOUT ADVANCE PERMISSION.  SEE THE FINAL
                     SECTION OF THIS DOCUMENT FOR DETAILS.
-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-- C O N T E N T S--

I.    Introduction and Version History
II.   Game System Basics
III.  Tag Match Additions
IV.   Character Move Lists
      A. Team Capcom
         Ryu
         Ken
         Chun-Li
         Guile
         Dhalsim
         Blanka
         Zangief
         Vega/Balrog
         Sakura
      B. Team Arika
         Hokuto
         Kakusei Hokuto
         Skullomania
         D.Dark
         Jack
         Sharon
         Nanase
      C. Hidden Characters
         Sagat (C)
         Bison/Vega (C)
         Garuda (A)
         Shadow Geist (A)
         Kairi (A)
         Pullum Purna (A)
         Area (A)
         Darun Mister (A)
         Vulcano Rosso (A)
      D. Secret Characters
         Bison II/Vega II (C)
V.    Original Mode
VI.   Character Edit Mode
VII.  Game Secrets
VIII. Miscellaneous
IX.   Administrivia

-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

I.    Introduction and Version History


Street Fighter EX 3 is the follow up to 1997's Street Fighter EX and 1999's 
Street Fighter EX 2.  Aside from a massive graphics upgrade, there are now tag,
dramatic, and team battles available in the game, as well as one new character
not seen in the EX world before: Ace, a create-your-own-character.  From Street
Fighter EX 2 Plus, the latest game in the series, only Hayate does not return,
and Sakura returns from her last appearance in SFEX+A on the PlayStation.

A quick note: until I have completed this guide to my satisfaction, it is an
exclusive to GameFAQs.  Too many of my previous guides have been lifted off of
the site without notice, and too many of these other webmasters simply don't 
bother to check back for later versions.  Only once this guide is complete, it
will then be released for use on other sites.

Version History:
V0.1  (03/17/2000): First Release.  Basic game system, move lists for the first
                    15 regularly selectable characters.
V0.1a (03/17/2000): Corrected a horrible mistake based on a bad translation.
V0.2  (03/17/2000): Added the move lists for the 9 hidden characters.
V0.21 (03/18/2000): Added known information about additional medals and modes,
                    EX Character History, secrets from SFEX.NET.
V0.30 (03/18/2000): Began Edit Character Mode transaltions (~30% complete)
V0.31 (03/18/2000): Realized I had forgotten about Sakura's move list, and in
                    the process of working on it discovered an undocumented
                    Meteor Combo!  Also, found an undocumented move for Area.
V0.40 (03/19/2000): Moved corrected Meteor Tag Combos into the move list, 
                    found an undocumneted Skullomania Super, continued Edit 
                    Character mode to 46.5% complete, found my first previously
                    unknown MTC (Pullum) to make 12/25 MTC's known so far, 
                    assuming each character has only one.
V0.45 (03/19/2000): Continued Character Edit mode, 66% complete.
V0.50 (03/22/2000): Continued Character Edit mode, 75% complete.
V0.55 (03/22/2000): Continued Character Edit mode, 79.3% complete.
V0.60 (03/23/2000): Added translations for Gold and Silver medals.
V0.70 (04/03/2000): New Secrets, straight from Arika's web site.  Arika has 
                    also confirmed that there are no additional Meteo Tag 
                    Combos apart from those already known.  Added Vega II.
V0.75 (06/08/2000): Fixed a mis-translated secret, added alternate medal 
                    unlocks from Arika.
V0.80 (10/30/2000): Began Americanization of guide, starting with Character
                    Edit mode.  Still can't figure out those last two
                    Maniac Combos, though...
V0.85 (10/31/2000): Got the last two Maniac Combos!  Woohoo!  All but four
                    move lists properly "Americanized".
V0.90 (11/12/2000): Fixed some of the Secrets (still had "Vega" for "Bison"),
                    corrected Plantinum medal alternate unlock.  Added a
                    note about Kakusei Hokuto, since it was confusing a few
                    people out there.
-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

II.   Game System Basics


===========================
=Abbreviations and Symbols=
===========================
   P: Any Punch button
   LP: Light Punch button
   MP: Medium Punch button
   HP: Heavy Punch button
   PPP: All Punch buttons

   K: Any Kick button
   LK: Light Kick button
   MK: Medium Kick button
   HK: Heavy Kick button
   KKK: All Kick buttons 

   F: Forward (Towards the opponent)
   B: Backward (Away from the opponent)
   D: Down
   U: Up

   1 , 2 , 3: Perform action 1, then 2, then 3 in very quick succession
   1 -> 2 -> 3: Perform actions 1, then 2, then 3 in quick succession
   1 + 2: Perform actions 1 and 2 at the same time

==========
=Controls=
==========
The PlayStation2 controller can be configured to assign any of the standard
six buttons to any pad button, along with the following extra assignments:
  All 3 Punches
  All 3 Kicks
  Throw (LP + LK)
  Surprise Blow (MP + MK)
  Change (HP + HK)

=======
=Throw=
=======
The throw motion has changed in SFEX3 from the previous incarnations.  Instead
of just pushing forward plus a Medium or Heavy punch (or kick), the motion is
now LP + LK.  Most characters also have a second throw, performed by pressing
B + LP + LK.

==============
=Throw Escape=
==============
As the throw motion has changed, so has the Throw Escape.  To escape a throw
before it happens, press F + LP + LK or B + LP + LK right as the throw begins.
This will allow you to escape from the throw unscathed.

===========================
=Surprise Blow/Hard Attack= NEW!
===========================
The Guard Break from the first two SFEX games is gone and has been replaces 
with the Surprise Blow.  The Surprise Blow is an not an unblockable move, but 
it stuns the opponent afterwards if it is not blocked.  Every character has a
unique Surprise Blow, which is performed by pressing MP + MK together.  Also 
unlike the Guard Break, the Surprise Blow does not require a Super Combo level.
A Surprise Blow can also be used as a Momentary Combo (see below).

(The Surprise Blow was called a Hard Attack in the Japanese version of the
 game.  More typical useless Capcom name changes to protect us dirty-minded
 Americans.)

=============
=Super Combo=
=============
Just like SFEX 1 & 2, the Super Combo is returns again.  Your Super Combo
Gauge fills up with each attack thrown and received (or blocked), and 
you can store up to three levels in your gauge.  Each character has multiple 
Super Combos to choose from, and each one requires and uses 1 Super Combo 
Gauge level.

==============
=Meteor Combo=
==============
Returning from SFEX2 is the Meteor Combo, a super-damaging combo that connects 
much like a Super Combo.  Each character has his or her own Meteor Combo, and it
takes all 3 Super Combo Gauge Levels to perform.

========
=Cancel=
========
As with the previous SFEX games, regular moves can almost always be canceled
into special moves by performing the motion of a Special Move before the 
animation of a regular move can complete (such as Ryu's Hard Punch into a 
Hadouken).  Some special moves can be canceled into other special moves as
well.

==============
=Super Cancel=
==============
While a Super Combo is in progress, a different Super Combo can be performed 
(given the restrictions of that combo), resulting in a Super Cancel.  Up to 
3 Super Combos can be performed in a row this way, resulting in huge damage
to an opponent.

=================
=Momentary Combo= NEW!
=================
A Momentary Combo is an automatic Cancel from one Special Move into another.
By pressing a Punch or Kick button at the exact moment a hit from the first
special move is made, the second special move will automatically begin.  When
this occurs, a green or pink flash will come from your character at the 
beginning of the second special.  

Example: Ryu, while standing right next to his opponent, throws a Hadouken.
The instant the fireball connects, press any kick button, and Ryu will launch
into a Tatsumaki Senpuu Kyaku.  

Additionally, a Surprise Blow can be used in place of the Special Move for the 
Momentary Combo by pressing MP + MK when the first Special Move hits.

-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

III.  Tag Match Additions


========
=Change=
========
When playing a Tag Battle, you are also given a tag gauge.  When the tag gauge 
is full,  you can change characters by pressing HP + HK.  For a few seconds,
both of your characters will be onscreen, and you both can attack at once.

=================
=Critical Parade=
=================
When playing a Tag Battle, you can initiate a double-team attack against your
opponent by entering D, DF, F + HP + HK.  The screen will change into a 
flashing background, and you and your partner have several seconds to gang
up against your opponent.   A Critical Parade requires and uses 2 Super Combo
levels from _both_ characters.  During a Critical Parade, you can use unlimited
Super Combos.

==================
=Meteor Tag Combo=
==================
The Meteor Tag Combo is an incredibly devastating attack that is performed by
both characters of a Tag team at the same time.  It requires and uses 3 Super
Combo levels from the active character, but can almost completely destroy an
opponent in one go.  Only certain characters have the combo with certain 
partners, and the relationship is not always reciprocal.  Additionally, the
move to initiate is different for every character.

================
=Emotional Flow=
================
During a Tag match, when one character is KOed, the second character will
come on to the scene, as expected, to finish the fight.  However, the remaining
character will also receive the Super Combo Gauge of the downed partner, for
a total of 6 possible Super Combo levels!

-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

IV.   Character Move Lists

--------------------------------------------------------------------------------
      A. Team Capcom
--------------------------------------------------------------------------------

********************************************************************************

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

Throws
------
 - Seoi Nage (Negative Height Throw)
    LP + LK 

 - Tomoe Nage (Comma Throw)
    B + LP + LK 

Surprise Blow
-----------
 - Sakotsuwari (Collarbone Split)
    MP + MK 

Extra Moves
-----------
 - Senpuu Kyaku (Whirlwind Leg)
    F + MK

 - Kyuubi Kudaki (Stomach Crush)
    F + HP

Special Moves
-------------
 - Hadouken (Surge Fist)
    D, DF, F + P

 - Shakunetsu Hadouken (Burning Surge Fist)
    F, DF, D, DB, B + P

 - Shouryuuken (Rising Dragon Fist)
    F, D, DF + P

 - Tatsumaki Senpuu Kyaku (Whirlwind Leg)
    D, DB, B + K 
    (Follow up with B + K up to 3 times)

Super Combos
------------
 - Shinkuu Hadouken (Vacuum Surge Fist)
    D, DF, F, D, DF, F + P

 - Shinkuu Tatsumaki Senpuu Kyaku (Vacuum Whirlwind Leg)
    D, DB, B, D, DB, B + K
    (Can be performed in mid-air)

Meteor Combo
-----------
 - Shin Shouryuuken (True Rising Dragon Fist)
    D, DF, F, D, DF, F + KKK

Momentary Combo
---------------
 - P: Shakunetsu Hadouken
 - K: Tatsumaki Senpuu Kyaku

Meteor Tag Combo
---------------
  NONE

********************************************************************************

=====
=KEN=
=====

Throws
------
 - Seoi Nage (Negative Height Throw)
    LP + LK 

 - Jigoku Guruma (Hell Car)
    B + LP + LK 

 - Jigoku Fuusha (Hell Windmill)
    D + MP or HP (Air Throw)

Surprise Blow
-----------
 - Inazuma Kakato Wari (Lightning Split)
    MP + MK 

Extra Moves
-----------
 - Zenpo Tenshin (Front Turnover)
    D, DB, B + P

Special Moves
-------------
 - Hadouken (Surge Fist)
    D, DF, F + P

 - Shouryuuken (Rising Dragon Fist)
    F, D, DF + P

 - Tatsumaki Senpuu Kyaku (Whirlwind Leg)
    D, DB, B + K 
    (Can be performed in mid-air)

Super Combos
------------
 - Shouryuureppa (Rising Dragon Explosion)
    D, DF, F, D, DF + P

 - Shinryuuken (Growing Dragon Fist)
    D, DF, F, D, DF + K 
    
 - Shippuu Jinrai Kyaku (Hurricane Thunder Leg)
    D, DB, B, D, DB, B + K
    (D, DB, B + K to cancel)

Meteor Combo
-----------
 - Kuzuryuureppa (Nine-Headed Dragon Explosion)
    D, DB, B, D, DB, B + KKK

Momentary Combo
---------------
 - P: Zenpo Tenshin
 - K: Tatsumaki Senpuu Kyaku

Meteor Tag Combo
---------------
 - With Ryu
    D, DB, B, D, DB, B + PPP

********************************************************************************

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

Throws
------
 - Koshuuda (Tiger Attack Strike)
    LP + LK 

 - Koshuuraku (Tiger Attack Drop)
    B + LP + LK 

 - Ryuusei Raku (Down Meteor)
    D + MP or HP (Air Throw)

Surprise Blow
-----------
 - Senenshuu (Round Screw Kick)
    MP + MK 

Extra Moves
-----------
 - Soushouda (Double-Palm Strike)
    F + MP

 - Tenkuu Kyaku (Air Leg)
    F + HK

 - Yousou Kyaku (Hawk Nail Leg)
    In mid-air, D + MK
    
Special Moves
-------------
 - Hyakuretsu Kyaku (100 Exploding Legs)
    K Repeatedly

 - Kikouken (Mind Contribution Fist)
    Charge B, F + P

 - Hyenshuu (Swallow Kick)
    D, DB, B + K

 - Spinning Bird Kick
    D, DF, F + K

 - Gomen Ne!
    LP -> LP -> F -> LK -> HP

Super Combos
------------
 - Senretsu Kyaku (1,000 Exploding Legs)
    D, DF, F, D, DF, F + K

 - Kikoushou (Concentrated Spirit Palm)
    D, DF, F, D, DF, F + P

 - Hazantenshou Kyaku (Supreme Mountain Sky Rising Leg)
    D, DB, B, D, DB, B + K    

Meteor Combo
-----------
 - Kikoushou Goku (Concentrated Spirit Palm Extreme)
    D, DF, F, D, DF, F + PPP

Momentary Combo
---------------
 - P: Kikouken
 - K: Hyenshuu

Meteor Tag Combo
---------------
  NONE

********************************************************************************

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

Throws
------
 - Judo Throw
    LP + LK 

 - Dragon Suplex
    B + LP + LK 

 - Flying Buster Drop
    D + MP or HP (Air Throw)

Surprise Blow
-----------
 - Elbow Stamp
    MP + MK 

Extra Moves
-----------
 - Spinning Back Knuckle
    F + HP

 - Knee Bazooka
    F or B + LK

 - Rolling Power Kick/Rolling Sobatto
    F or B + MK

 - Heavy Stab Kick
    F or B + HK

Special Moves
-------------
 - Sonic Boom
    Charge B, F + P

 - Somersault Kick
    Charge D, U + K

Super Combos
------------
 - Opening Gambit
    Charge B, F, B, F + P

 - Double Somersault Kick
    Charge DB, DF, DB, UF + K

Meteor Combo
-----------
 - Sonic Boom Typhoon
    Charge B, F, B, F + KKK

Momentary Combo
---------------
 - P: Sonic Boom
 - K: Somersault Kick

Meteor Tag Combo
---------------
 - With Chun-Li
    Charge B, F, B, F + PPP

********************************************************************************

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

Throws
------
 - Yoga Smash
    LP + LK 

 - Yoga Throw
    B + LP + LK 

Surprise Blow
-----------
 - Yoga Shock
    MP + MK 

Extra Moves
-----------
 - Drill Heading/Drill Kashira Tsuki (Drill Head Thrust)
    In mid-air, D + HP

 - Drill Kick
    In mid-air, D + K

 - Yoga Teleport (Forward)
    F, D, DF + PPP or KKK

 - Yoga Teleport (Backward)
    B, D, DB + PPP or KKK

Special Moves
-------------
 - Yoga Fire
    D, DF, F + P

 - Yoga Flame
    D, DB, B + P

 - Yoga Blast
    D, DB, B + K

 - Yoga Catch
    D, DF, F + K

 - Yoga Contact
    K on hit of Yoga Catch

 - Yoga Fake
    D, DF, F + KKK on hit of Yoga Catch

Super Combos
------------
 - Yoga Drill Kick
    In mid-air, D, DF, F, D, DF, F + K
    Direct the move with U and D

 - Yoga Legend
    D, DB, B, D, DB, B + K

Meteor Combo
-----------
 - Yoga Inferno
    D, DF, F, D, DF, F + PPP

Momentary Combo
---------------
 - P: Yoga Fire
 - K: Yoga Blast

Meteor Tag Combo
---------------
  NONE

********************************************************************************

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

Throws
------
 - Wild Fang
    LP + LK 

Surprise Blow
-----------
 - Raging Nail
    MP + MK 

Extra Moves
-----------
 - Rock Rush
    F + MP

 - Amazon River Run
    DF + HP
  
 - Surprise Forward
    KKK

 - Surprise Back
    B + KKK    

Special Moves
-------------
 - Electricity/Electric Thunder
    P Repeatedly

 - Rolling Attack
    Charge B, F + P

 - Vertical Rolling Attack
    Charge D, U + K

 - Back Step Rolling
    Charge B, F + K
    (P to Cancel)

 - Aerial Rolling
    In mid-air, D, DF, F + P

Super Combos
------------
 - Ground Shave Rolling
    Charge B, F, B, F + P

 - Beast Hurricane
    In mid-air, D, DF, F, D, DF, F + P

 - Jungle Beat/Jungle Beast
    Charge B, F, B, F + K

Meteor Combo
-----------
 - Super Electricity/Super Electric Thunder
    D, DF, F, D, DF, F + KKK

Momentary Combo
---------------
 - P: Air Rolling
 - K: Vertical Rolling

Meteor Tag Combo
---------------
 - With Dhalsim
    Charge B, F, B, F + PPP

********************************************************************************

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

Throws
------
 - Air Ankle
    LP + LK 

 - German Suplex
    B + LP + LK 

 - Stomach Block
    B + LP + LK with opponent facing away

Surprise Blow
-----------
 - Elbow Stamp
    MP + MK 

Extra Moves
-----------
 - Flying Body Attack
    In mid-air, D + HP
    
Special Moves
-------------
 - Double Lariat
    PPP

 - Quick Double Lariat
    KKK

 - Spinning Pile Driver/Screw Pile Driver
    F, DF, D, DB, B, UB + P

 - Atomic Suplex
    F, DF, D, DB, B, UB + K 
    (Near Opponent)

 - Russian Suplex
    F, DF, D, DB, B, UB + K 
    (Away From Opponent)

 - Bear Hug
    P before grab of Russian Suplex

Super Combos
------------
 - Final Atomic Buster
    F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB + P

 - Super Stomping
    D, DF, F, D, DF, F + K
    (D, DB, B + K to Cancel)

 - Aerial Russian Slam
    D, DB, B, D, DB, B + K
    (Catches a mid-air opponent)

Meteor Combo
-----------
 - Cosmic Final Atomic Buster
    F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB + PPP

Momentary Combo
---------------
 - P: Growing Fist
 - K: Quick Double Lariat

Meteor Tag Combo
---------------
 - With Darun
    F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB + KKK

********************************************************************************

=============
=VEGA/BALROG=
=============

Throws
------
 - Wire Smash
    LP + LK 

 - German Suplex
    B + LP + LK 

 - Whirlwind Suplex
    D + MP or HP (Air Throw)

Surprise Blow
-----------
 - Turueno Claw
    MP + MK 

Extra Moves
-----------
 - Back Slash
    KKK

 - Attaching Claw
    F, D, DF + P

Special Moves
-------------
 - Claw Roll/Rolling Crystal Flash
    Charge B, F + P

 - Claw Dive/Flying Barcelona Attack
    Charge D, U + K, P to Attack

 - Izuna Drop
    Charge D, U + K, D + P to Throw

 - Sky High Claw
    Charge D, U + P

Super Combos
------------
 - Ground Claw Roll/Grand Crystal Flash
    Charge B, F, B, F + P

 - Sky High Illusion
    Charge DB, DF, DB, UF + P

 - Scarlet Terror
    Charge B, F, B, F + K

 - Spinning Izuna Drop
    After Scarlet Terror, B, DB, D, DF, F + P

Meteor Combo
-----------
 - Rolling Izuna Drop
    Charge DB, DF, DB, UF + K, D + P to Throw

Momentary Combo
---------------
 - P: Sky High Claw
 - K: Flying Barcelona Attack

Meteor Tag Combo
---------------
  NONE

********************************************************************************

========
=SAKURA=
========

Throws
------
 - Sakura Shibome (Sakura Squeeze)
    LP + LK 

 - Cellar Shoot
    B + LP + LK 

Surprise Blow
-----------
 - Flower Kick
    MP + MK 

Special Moves
-------------
 - Hadouken
    D, DF, F + P

 - Shououken
    F, D, DF + P

 - Shunpuu Kyaku
    D, DB, B + K

 - A-Ha-Ha
    F, DF, D, DB, B, UB + P

Super Combos
------------
 - Shinkuu Hadouken
    D, DF, F, D, DF, F + P

 - Midare Zakura
    D, DF, F, D, DF, F + K

 - Haru Ichiban
    D, DB, B, D, DB, B + K

 - Shungoku Satsu
    LP -> LP -> F -> LK -> HP

Meteor Combo
-----------
 - Nekketsu Hadouken
    D, DF, F, D, DF, F + PPP

 - Genki Ichiban
    F, DF, D, DB, B, UB + PPP

Momentary Combo
---------------
 - P: Hadouken
 - K: Shunpuu Kyaku

Meteor Tag Combo
---------------
 - With Ryu
    LP -> LP -> B -> LK -> HP

--------------------------------------------------------------------------------
      B. Team Arika
--------------------------------------------------------------------------------

********************************************************************************

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

Throws
------
 - Kyaku (Catch)
    LP + LK 

 - Keishukou (Hand Neck Squeeze)
    B + LP + LK 

 - Ryuusui (Stream)
    F, DF, D, DB, B, UB + P

Surprise Blow
-----------
 - Bukyakuzan (Dance Attack Kill)
    MP + MK 

Extra Moves
-----------
 - Chuuhou (Collapse Elbow)
    F + HP

 - Gaishuu (Cut Kick)
    F + HK

Special Moves
-------------
 - Chougekihou (Strong Elbow Charge)
    D, DF, F + P
      Follow up: F+P (Shougekiha)
                 B+P (Shinkuugeki)
                 B+K (Shinkyakugeki)

 - Gokyakukou
    B, D, DB + P (Counter)

 - Shinku-Geki (Vacant Strike Swing)
    D, DB, B + P

 - Shinkyaku-Geki (Vacant Strike Kick)
    D, DB, B + K

 - Shin (Shake)
    After Shinkyakukou or Shinkuukou, B + P or K

Super Combos
------------
 - Kireneki
    D, DB, B, D, DB, B + P

 - Kyakuhougi
    D, DB, B, D, DB, B + K

 - Trance/Kakusei
    D, DF, F, D, DF, F + K
    (Becomes Kakusei Hokuto)

Meteor Combo
-----------
 - Shirasegatana
    D, DF, F, D, DF, F + KKK

Momentary Combo
---------------
 - P: Shinkuukou
 - K: Shinkyakukou

Meteor Tag Combo
---------------
  NONE

********************************************************************************

================
=KAKUSEI HOKUTO=
================

Important Note
--------------
  "Kakusei" Hokuto is not a selectable character, but is Hokuto's transformed
  state after performing a Trance/Kakusei.  She has a different move set
  (including a Meteo Tag Combo), so that set is listed below.

Throws
------
 - Kyaku (Catch)
    LP + LK 

 - Keishukou (Hand Neck Squeeze)
    B + LP + LK 

 - Ryuusui (Stream)
    F, DF, D, DB, B, UB + P

Surprise Blow
-----------
 - Bukyakuzan (Dance Attack Kill)
    MP + MK 

Extra Moves
-----------
 - Chuuhou (Collapse Elbow)
    F + HP

 - Gaishuu (Cut Kick)
    F + HK

Special Moves
-------------
 - Chougekihou (Strong Elbow Charge)
    D, DF, F + P
      Follow up: F+P (Shouringeki)

 - Shinkyakukou (Vacant Strike Kick)
    D, DB, B + K

 - Shouringeki (Glowing Palm Strike)
    D, DB, B + P

Super Combos
------------
 - Renshougeki (Angry Ascension)
    D, DF, F, D, DF, F + P

 - Kireneki (Companion Mind Shoot)
    D, DB, B, D, DB, B + P

 - Kyakuhougi (Bird Attack Skill)
    D, DB, B, D, DB, B + K

 - Renpu (Companion Dance)
    LP -> LP -> F -> LK -> HP

Meteor Combo
-----------
 - Tenkyou Satsu (Shout and Destroy the Sky)
    D, DF, F, D, DF, F + KKK

Momentary Combo
---------------
 - P: Shinkuukou
 - K: Shinkyakukou

Meteor Tag Combo
---------------
 - With Kairi
    LP -> LP -> B -> LK -> HP

********************************************************************************

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

Throws
------
 - Skullo Stunt
    LP + LK 

 - Skullo Space
    In Mid-Air, D + MP or D + HP 

Surprise Blow
-----------
 - Skullo Punch
    MP + MK 

Extra Moves
-----------
 - Step In Upper
    F + MP

 - Dangerous Heel
    F + MK

 - Skullo Dash -> Tackle
    F, F

 - Skullo Back Flip
    B, B

Special Moves
-------------
 - Skullo Head
    F, D, DF + P

 - Skullo Dive
    During Skullo Head, P 

 - Skullo Crusher
    D, DF, F + P

 - Skullo Slider
    D, DF, F + K

 - Skullo Face Slam/Skullo Takachef
    B, D, DB + K
 
Super Combos
------------
 - Super Skullo Crusher
    D, DF, F, D, DF, F + P
    (Can be performed in mid-air)

 - Super Skullo Slider
    D, DF, F, D, DF, F + K

 - New Skullo Dream/Shin Skullo Dream
    LP -> LP -> F -> LK -> HP

 - Skullo Dream (Undocumented)
    LP -> LP -> B -> LK -> HP

 - Skullo Energy
    D, DB, B, D, DB, B + K

 - Skullo Ball
    D, DB, B, D, DB, B + P

Meteor Combo
-----------
 - Super Skullo Energy
    D, DB, B, D, DB, B + KKK

Momentary Combo
---------------
 - P: Skullo Head
 - K: Skullo Slider

Meteor Tag Combo
---------------
  NONE

********************************************************************************

===============
=DOCTRINE DARK=
===============

Throws
------
 - DEATH Moment
    LP + LK 

 - DARK Throw
    B + LP + LK 

Surprise Blow
-----------
 - SHUDDER Blade
    MP + MK 

Extra Moves
-----------
 - KNIFE Nightmare
    F + MP

 - Dark Spin Kick/DEATH Spin Kick
    F + MK

Special Moves
-------------
 - DARK Wire
    D, DF, F + P

 - DARK Spark
    Do nothing after Dark Wire
 
 - DARK Hold
    After Dark Wire, B + P

 - Destroy Wire/KILL Wire
    F, D, DF + P

 - EX-plosive
    D, DF, F + K

Super Combos
------------
 - Dark Trump/KILL Trap
    D, DF, F, D, DF + P

 - DARK Shackle
    D, DF, F, D, DF + K

 - EX-prominence
    D, DB, B, D, DB, B + K

Meteor Combo
-----------
 - Dark Trap/DEATH Trap
    D, DB, B, D, DB, B + PPP

Momentary Combo
---------------
 - P: KILL Blade
 - K: EX-plosive

Meteor Tag Combo
---------------
  NONE

********************************************************************************

======
=JACK=
======

Throws
------
 - Power Hunter
    LP + LK 

 - Power Lift Throw
    B + LP + LK 

Surprise Blow
-----------
 - Double Arm Punch
    MP + MK 

Extra Moves
-----------
 - Angry Fist
    F + MP

Special Moves
-------------
 - Dash Straight
    Charge B, F + P

 - Dash Upper 
    Charge B, F + K

 - Feint Dash
    D, DB, B + P

 - Final Punch
    Hold PPP or KKK, Release to launch

 - Batting Hero
    B, DB, D, DF, F + P

 - Soccer Ball Kick
    B, DB, D, DF, F + K

 - Jack Hammer
    F, DF, D, DB, B, UB + P

Super Combos
------------
 - Home Run Hero
    D, DB, B, D, DB, B + P

 - Crazy Jack
    Charge B, F, B, F + P

 - Raging Buffalo
    Charge B, F, B, F + K

 - Grand Slam Crasher
    D, DB, B, D, DB, B + K

Meteor Combo
-----------
 - Home Run King
    D, DF, F, D, DF, F + KKK

Momentary Combo
---------------
 - P: Feint Dash
 - K: Dash Upper

Meteor Tag Combo
---------------
 - With Vulcano Rosso
    Charge B, F, B, F + PPP

********************************************************************************

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

Throws
------
 - Blade Mount
    LP + LK 

 - Blade Choke
    B + LP + LK 

 - Flying Neck Drop
    D + MP or HP (Air Throw)

 - Crimson Terror
    F, DF, D, DB, B, UB + P

Surprise Blow
-----------
 - Spinning Double Knuckle
    MP + MK 

Extra Moves
-----------
 - Step Combo Punch
    F + MP

 - Step Combo Kick
    F + MK

 - Crush Punch
    F + HP

 - Sliding Sweeper
    DF + HK

Special Moves
-------------
 - Half Moon Kick
    D, DB, B + K

 - Prisoner Scissors
    At Half Moon Kick Connect, D + K

 - Gale Hammer Punch
    D, DF, F + P
      Follow Up: F + P
                 DB + K
                 DF + K

 - Bermuda Symphony
    F, D, DF + K

Super Combos
------------
  - Shuttle Combination
     D, DB, B, D, DB, B + P

  - Load
     D, DF, F, D, DF, F + P

  - Dark Fire/Hellfire
     After Load, D, DF, F, D, DF, F + P

  - Sharon Special
     D, DF, F, D, DF, F + K
     (D, DB, B + K to Cancel)

Meteor Combo
-----------
  - Assault Rifle
     D, DF, F, D, DF, F + PPP

Momentary Combo
---------------
 - P: Gale Hammer Punch
 - K: Bermuda Symphony

Meteor Tag Combo
---------------
  NONE

********************************************************************************

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

Throws
------
 - Kyaku (Catch)
    LP + LK 

 - Keishukou (Hand Neck Squeeze)
    B + LP + LK 

 - Ryuusui (Stream)
    F, DF, D, DB, B, UB + P

Surprise Blow
-----------
 - Suikazura (Hidden Winter)
    MP + MK 

Extra Moves
-----------
 - Touchuuhou (Step Elbow Destroyer)
    F + MP

 - Rakushichi Geki (Sudden Knee Drop)
    In mid-air, D + MK

Special Moves
-------------
 - Tenshoukon (Rising sky barrage)
    F, D, DF + P

 - Sanrenkon (Three-part barrage)
    D, DF, F + P
       Follow up: F + P

 - Kasumioroshi
    D, DB, B + K 
       Follow up: K

 - Gekkyoubotan
    B, D, DB + P
       Follow up: P

Super Combos
------------
 - Yayoitouningi
    D, DB, B, D, DB, B + P
    Can be performed in mid-air

 - Meigetsu (Beautiful Moon)
    During Yayoitouningi, PPP

 - Ariake
    During Yayoitouningi, KKK
    D, DB, B + P to return

 - Izayoirekkon/Izayoirennin (16-Night Severe Cane)
    D, DF, F, D, DF, F + P

Meteor Combo
-----------
 - Machiyoi Tenkyuugeki (Crying Angry Sky)
    LP -> LP -> F -> LK -> HP

Momentary Combo
---------------
 - P: Tenshoukon
 - K: Kasumioroshi

Meteor Tag Combo
---------------
 - With Hokuto
    LP -> LP -> B -> LK -> HP

--------------------------------------------------------------------------------
      C. Hidden Characters 
--------------------------------------------------------------------------------

********************************************************************************

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

Throws
------
 - Tiger Carry
    LP + LK 

 - Tiger Rage
    B + LP + LK 

Surprise Blow
-----------
 - Tiger Break
    MP + MK 

Extra Moves
-----------
 - Tiger Fake
    B, D, DB + P

Special Moves
-------------
 - Tiger Shot
    D, DF, F + P

 - Ground Tiger Shot 
    D, DF, F + K

 - Tiger Blow
    F, D, DF + P

 - Tiger Crush
    F, D, DF + K

Super Combos
------------
 - Tiger Cannon
    D, DF, F, D, DF, F + P

 - Ground Tiger Cannon
    D, DF, F, D, DF, F + K

 - Tiger Raid
    D, DB, B, D, DB, B + K

 - Tiger Cyclone/Tiger Genocide
    D, DB, B, D, DB, B + P

Meteor Combo
-----------
 - Tiger Storm
    D, DF, F, D, DF, F + P

Momentary Combo
---------------
 - P: Tiger Shot
 - K: Ground Tiger Shot

Meteor Tag Combo
---------------
  NONE

********************************************************************************

============
=BISON/VEGA=
============

Throws
------
 - Dead Risuru
    LP + LK 

 - Death Throw
    B + LP + LK 

Surprise Blow
-----------
 - Psycho Crash
    MP + MK 

Extra Moves
-----------
 - Forward Warp/Vega Warp (Front)
    F, D, DF + PPP or KKK

 - Backward Warp/Vega Warp (Back)
    B, D, DB + PPP or KKK   

Special Moves
-------------
 - Psycho Crusher
    Charge B, F + P

 - Double Knee Press
    Charge B, F + K

 - Head Stomp/Head Press
    Charge D, U + K

 - Skull Diver/Somersault Skull Dive
    After Head Press hit, P

Super Combos
------------
 - Psycho Cannon
    Charge B, F, B, F + P

 - Knee Press Nightmare
    Charge B, F, B, F + K

Meteor Combo
-----------
 - Psycho Break Smasher
    Charge B, F, B, F + PPP

Momentary Combo
---------------
 - P: Psycho Crusher
 - K: Head Press

Meteor Tag Combo
---------------
 - With Vega/Balrog
    Charge B, F, B, F + KKK

********************************************************************************

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

Throws
------
 - Satsuga (Murder Tusk)
    LP + LK 

 - Shouki (Flying Demon)
    B + LP + LK 

 - Shuuki (Attacking Demon)
    D + MP or HP (Air Throw)

Surprise Blow
-----------
 - Saiga (Smash Tusk)
    MP + MK

Extra Moves
-----------
 - Zanki (Murder Demon)
    F + HP

 - Kyouja (Snake Madness)
    F + HK

 - Bu (Dance)
    F, D, DF + PPP

Special Moves
-------------
 - Kizan (Devil Murder)
    F, D, DF + P

 - Gouka (Rumbling Tusk)
    B, DB, D, DF, F + K

 - Shuuga (Attack Tusk)
    D, DF, F + P

 - Raiga (Thunder Tusk)
    F, D, DF + K

 - Jazan (Murder Snake)
    B, D, DB + P

 - Ranzan (Murder Storm)
    B, D, DB + K

Super Combos
------------
 - Kienbu (Devil Swallow Dance)
    D, DB, B, D, DB, B + P
    (Can be performed in mid-air)
 
 - Kienshou (Devil Swallow Flight)
    D, DF, F, D, DF, F + P

 - Soukondan (Blue Spirit Bullet)
    D, DB, B, D, DB, B + K

Meteor Combo
-----------
 - Kyoujin Sanshuu
    D, DB, B, D, DB, B + KKK
      Follow-Up 1: D, DF, F, D, DF + K
      Follow-Up 2: D, DB, B, D, DB + P

Momentary Combo
---------------
 - P: Kizan
 - K: Kouka

Meteor Tag Combo
---------------
  NONE

********************************************************************************

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

Throws
------
 - Death Stunt
    LP + LK 

 - Demon Space/Death Space
    D + MP or HP (Air Throw)

Surprise Blow
-----------
 - Death Flip
    MP + MK 

Extra Moves
-----------
 - Stepp In Upper
    F + MP

 - Demon Heel/Death Heel
    F + MK

 - Demon Escape/Death Escape
    B, B

Special Moves
-------------
 - Demon Crusher/Death Crusher
    D, DF, F + P

 - Demon Break/Death Break
    D, DF, F + K

 - Demon Press/Death Press
    B, D, DB + K

 - Demon Sword Kick/Death Sword Kick
    In Mid-Air, D, DF, F + K

 - Death Samu
    In Mid-Air, D, DB, B + K

Super Combos
------------
 - Super Demon Crusher/Super Death Crusher
    D, DF, F, D, DF, F + K
    (Can be performed in mid-air)

 - Demon Governmenr/Death Government
    D, DF, F, D, DF, F + P

 - Demon Dream/Death Dream
    LP -> LP -> F -> LK -> HP

 - Demon Dream/Death Dream (Mid-Air)
    F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB + P

 - Demon Energy/Death Energy
    D, DB, B, D, DB, B + K

Meteor Combo
-----------
 - Super Demon Energy/Super Death Energy
    D, DB, B, D, DB, B + PPP   

Momentary Combo
---------------
 - P: Death Crusher
 - K: Death Press

Meteor Tag Combo
---------------
  NONE

********************************************************************************

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

Throws
------
 - Kuteikaku
    LP + LK 

 - Uraji Goku Guruma
    B + LP + LK 

Surprise Blow
-----------
 - Bukyaku
    MP + MK 

Extra Moves
-----------
 - Ryoubu
    F + MK

 - Ryuujin Kyaku
    In mid-air, D + MK or HK

Special Moves
-------------
 - Mekkuu Zangeki
    B, D, DB + P

 - Maryuu Rekkou
    F, D, DF + P

 - Shinki Hatsudou
    D, DF, F + P

 - Mouryou Kasen
    D, DB, B + K
      Follow up: B + K

Super Combos
------------
 - Shinki Hatsudou Kai
    In mid-air, D, DF, F, D, DF, F + P

 - Sairou Kyoushu
    D, DB, B, D, DB, B + P

 - Garyuu Messhuu
    In mid-air, D, DF, F, D, DF, F + K

Meteor Combo
-----------
 - Kyouja Renbu
    LP -> LP -> F -> LK -> HP

 - Shouki Hatsudou
    D, DF, F, D, DF, F + PPP 

Momentary Combo
---------------
 - P: Shinki Hatsudou
 - K: Mouryou Kasen

Meteor Tag Combo
---------------
  NONE

********************************************************************************

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

Throws
------
 - Odin's Fate
    LP + LK 

 - Neck Factor
    B + LP + LK 

 - Dance Wind
    D + MP or HP (Air Throw)

Surprise Blow
-----------
 - Alacer Ankle
    MP + MK 

Extra Moves
-----------
 - Alacer Wrist
    F + MP

 - Alacer Wrist (Mid-Air)
    In mid-air, D + MP

 - Reverse Ankle
    In mid-air, B + MK

Special Moves
-------------
 - Drill Purrus
    D, DF, F + K
    (Can be performed in mid-air)

 - Pullum Kick
    F, D, DF + K

 - Ten'el Kick
    D, DB, B + K

 - Femina Wind
    In mid-air, D, DB, B + P

Super Combos
------------
 - Praec Larum
    D, DB, B, D, DB, B + K

 - Res Arcana
    D, DF, F, D, DF, F + K

 - Kind Wind
    In mid-air, D, DF, F, D, DF, F + P

Meteor Combo
-----------
 - Gradus Par
    D, DF, F, D, DF, F + PPP 

Momentary Combo
---------------
 - P: Femina Wind
 - K: Drill Purrus

Meteor Tag Combo
---------------
 - With Darun
    D, DB, B, D, DB, B + PPP

********************************************************************************

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

Throws
------
 - Transmission
    LP + LK 

 - OCR
    B + LP + LK 

 - Alternative Catch
    F, DF, D, DB, B + K
    (Follow-up with F or B + K)

Surprise Blow
-----------
 - Hard Crash
    MP + MK 

Extra Moves
-----------
 - Job Step
    F + MK

 - Pull Down Leg
    F + HK

 - Head Crush
    In mid-air, D + HP 

 - Shift Club Straight
    F + LP

 - Shift Stamp Punch
    DF + MP

 - Shift Club Upper
    DF + HP

Special Moves
-------------
 - Emulator
    B, D, DB + P (Projectile Grab)

 - Reverse Gear
    After catching a projectile with Emulator, B, D, DB + P

 - Humming Rush
    D, DF, F + P

 - Jackson Kick
    D, DF, F + K
      Follow up with: F + LK (Pop-up Knee) 
                      F + MK (Partition Break)
                      F + HK (Pull Down Heel)
 - Upload
    In Mid-Air, PPP (release to launch downward)

 - Download
    PPP (release to launch upward)

 - Shoulder Shrug (Undocumented)
    LP -> LP -> F -> LK -> HP

Super Combos
------------
 - Great Cancer
    D, DF, F, D, DF, F + P  
    (Can be performed in mid-air)

 - Five Star Raid
    D, DF, F, D, DF, F + K

Meteor Combo
-----------
 - Final Cancer
    D, DB, B, D, DB, B + PPP

Momentary Combo
---------------
 - P: Humming Rush
 - K: Alternative Kick

Meteor Tag Combo
---------------
  NONE

********************************************************************************

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

Throws
------
 - Back Drop
    LP + LK 

 - German Suplex
    B + LP + LK 

 - Ganges DDT
    D + MP or HP (Air Throw)

Surprise Blow
-----------
 - Ganges Catch
    MP + MK

Special Moves
-------------
 - Lariat
    D, DF, F + P

 - Ganges DDT
    F, D, DF + K

 - Darun Catch
    B, D, DB + P (Air Counter)

 - Daikaku (Great Sensation)
    PPP

 - Joujou (Completion)
    Press KKK when Daikaku connects

 - Brahma Bomb
    F, DF, D, DB, B, UB + P

 - Indra Bridge/Indra Hashi
    F, DF, D, DB, B, UB + K
 
Super Combos
------------
 - Power Indra Bridge/Indra ~ Hashi
    D, DB, B, D, DB, B + K

 - Super Darun Bomb/Chouzetsu Kishin Bomb (Supreme Fierce God Bomb)
    F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB + P

Meteor Combo
-----------
 - Gamble of Darun/G.O.D.
    F, DF, D, DB, B, UB + PPP

Momentary Combo
---------------
 - P: Lariat
 - K: Ganges DDT

Meteor Tag Combo
---------------
 - With Zangief
    F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB + KKK

********************************************************************************

===============
=VULCANO ROSSO=
===============

Throws
------
 - Digestivo
    LP + LK 

Surprise Blow
-----------
 - Respresso
    MP + MK

Extra Moves
-----------
 - Aeolus/Ayelu no Tsubasa (Wing of Ayelu)
    PPP

Special Moves
-------------
 - Etna no Ikari (Anger of Etna)
    PPP, K

 - Sciara Del Fuoco/Hibashiri (Tongs)
    D, DF, F + K

 - Regalo
    KKK

 - Vulcan/Vulcanus
    D, DB, B + P

 - Canassa/Canossa no Kutsujoku (Humiliation of Cancer)
    D, DB, B + K

 - Vesuvio/Vesuvius no Ikari (Anger of Vesuvius)
    D, DF, F + P
      Follow up: F + P
                 F + K

Super Combos
------------
 - Ponte Dei Sospiri/Tame Iki no Hashi (Bridge of Good Breath)
    D, DF, F, D, DF, F + P

 - Torre Pendente/Pisa no Shatou (Leaning Tower of Pisa)
    D, DB, B, D, DB + P

 - Accelerando
    D, DB, B, D, DB, B + K
 
Meteor Combo
-----------
 - Quattro Panorami/Shikei (Four Scenes)
    D, DF, F, D, DF, F + KKK

Momentary Combo
---------------
 - P: Etna no Ikari
 - K: Hibashiri

Meteor Tag Combo
---------------
  NONE

--------------------------------------------------------------------------------
      D. Secret Characters 
--------------------------------------------------------------------------------

===============
=BISON/VEGA II=
===============

Throws
------
 - Dead Risuru
    LP + LK 

 - Death Throw
    B + LP + LK 

Surprise Blow
-----------
 - Psycho Crash
    MP + MK 

Extra Moves
-----------
 - Vega Warp (Front)
    F, D, DF + PPP or KKK

 - Vega Warp (Back)
    B, D, DB + PPP or KKK   

Special Moves
-------------
 - Psycho Crusher
    Charge B, F + P

 - Double Knee Press
    Charge B, F + K

 - Head Press
    Charge D, U + K

 - Somersault Skull Dive
    After Head Press hit, P

Super Combos
------------
 - Psycho Cannon R
    Charge B, F, B, F + P

 - Knee Press Nightmare
    Charge B, F, B, F + K

 - Psycho Cannon G
    D, DB, B, D, DB, B + P

 - Psycho Cannon B
    D, DB, B, D, DB, B + K or D, DF, F, D, DF, F + K

Meteor Combo
-----------
 - Psycho Break Smasher
    Charge B, F, B, F + PPP

Momentary Combo
---------------
 - P: Psycho Crusher
 - K: Head Press

Meteor Tag Combo
---------------
  NONE

-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

V.    Original Mode


In original mode, you must go through six varying battles.  At each battle,
there are various medals you can win by performing certain tasks during each
fight.  For battles 2-5, there are two different ways to earn the medals: Solo 
or with a Partner.  

The medals available to you depend on the difficulty level.  On Easy Mode, you 
cannot earn medals.  On Normal, you can earn Bronze and Silver medals.  On
Hard, you can earn Gold and Platinum medals.

In Normal Mode, your final boss is Vega, but in Hard Mode, you must deal with
True Vega.

The battles and medals are as follows:

=========
=Stage 1=
=========
Dramatic Battle: 1 vs 3
Bronze Medal  : Finish with a Super Combo
Silver Medal  : Finish with a Meteor Combo
Gold Medal    : Get all Gauge Bonuses
Platinum Medal: Finish within 5 counts

=================
=Stage 2 - Party=
=================
Tag Battle: 2 vs 2
Bronze Medal  : Pull off a Tag Combo by using the Change
Silver Medal  : Succeed in 20 hits or more, by using the change (20-Hit Combo)
Gold Medal    : Get over 100 damage during a Change
Platinum Medal: Perform a 30-Hit Combo during a Change

=================
=Stage 2 - Alone=
=================
Tag Battle: 1 vs 2
Bronze Medal  : Perform a Momentary Combo
Silver Medal  : Attack the opponent with a Momentary Combo
Gold Medal    : Attack the opponent with 2 Momentary Combos
Platinum Medal: Attack the opponent with 3 Momentary Combos

=================
=Stage 3 - Party=
=================
Dramatic Battle: 2 vs 1
Bronze Medal  : Succeed in 30 hits or more (Perform a 30-hit Combo)
Silver Medal  : Finish with Perfect!
Gold Medal    : Perform 2 Meteor Combos
Platinum Medal: Get over 100 damage in a single combo

=================
=Stage 3 - Alone=
=================
Death Match: 1 vs 1
Bronze Medal  : Perform a Reversal
Silver Medal  : Perform two Reversals
Gold Medal    : Perform 4 Reversals
Platinum Medal: Finish with a Reversal

=================
=Stage 4 - Party=
=================
Tag Battle: 2 vs 2
Bronze Medal  : Finish with a Critical Parade 
Silver Medal  : Succeed in 20 hits or more, using a Critical Parade
Gold Medal    : Perform a combo for 100 damage during a Critical Parade
Platinum Medal: Perform a 40-hit combo during a Critical Parade

=================
=Stage 4 - Alone=
=================
Tag Battle: 1 vs 1
Bronze Medal  : Succed in 10 hits or more (Perform a 10-hit Combo)
Silver Medal  : Succed in 20 hits or more (Perform a 20-hit Combo)
Gold Medal    : Perform 2 Meteor Combos
Platinum Medal: Perfect Finish

=================
=Stage 5 - Party=
=================
Tag Battle: 2 vs 1
Bronze Medal  : Succeed in a Meteor Tag Combo
Silver Medal  : Finish with a Meteor Tag Combo Finish
Gold Medal    : Hit with at least 10 hits of a Meteor Combo
Platinum Medal: Hit with at least 16 hits of a Meteor Combo

=================
=Stage 5 - Alone=
=================
Death Match: 1 vs 1
Bronze Medal  : Finish with a Surprise Blow 
Silver Medal  : Finish with a Momentary Combo
Gold Medal    : Finish with a Reversal
Platinum Medal: Perfect Finish

=========
=Stage 6=
=========
Team Battle: 1-4 vs 1
Bronze Medal  : Succed in a Meteor Combo
Silver Medal  : Succed in two Meteor Combos
Gold Medal    : Hit with 2 Meteor Combos
Platinum Medal: Hit with 3 Meteor Combos

===================
=Staff Roll Battle=
===================
After completing Original Mode, during the Staff Roll you can battle a large
group of generic enemies led by a Hugo-like character who gets bigger each
time you knock him down.  The enemies can be defeated with a simple knockdown,
and the object of this mini-game is to see how many enemies you can take out.

-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

VI.   Character Edit Mode


==========================================
=Trial Normal Mode Translations and Notes=
==========================================
 1: Guard the attack! 1
    Rank E    1st:   50 EXP   Next:  5 EXP
    Notes: Block a low sweep attack with DB.
 2: Guard the attack! 2
    Rank E    1st:   50 EXP   Next:  5 EXP
    Notes: Block a jumping kick followed by a sweep with B, neutral, DB.
 3: Surprise Blow -> Crouching Heavy Kick
    Rank E    1st:   50 EXP   Next:  5 EXP
 4: Jumping Heavy Kick -> Crouching Heavy Kick
    Rank E    1st:   50 EXP   Next:  5 EXP
 5: Throw the opponent! 1
    Rank E    1st:   50 EXP   Next:  5 EXP
 6: Inflict 30 points of damage or more!
    Rank E    1st:  100 EXP   Next:  5 EXP
    Notes: Jumping Heavy Punch -> Crouching Heavy Punch
 7: Succeed in 3 hits or more (Perform a 3-hit combo)
    Rank E    1st:   75 EXP   Next:  5 EXP
    Notes: Jumping Heavy Punch -> Crouching Medium Punch -> Crouching Light Kick
 8: Sliding Arrow
    Rank E    1st:   50 EXP   Next:  5 EXP
 9: Tatsumaki-Senpuu-Kyaku
    Rank E    1st:   50 EXP   Next:  5 EXP
10: Justice Fist
    Rank E    1st:   50 EXP   Next:  5 EXP
11: Surprise Blow -> Throw
    Rank E    1st:   50 EXP   Next:  5 EXP
12: Super Move -> Super Combo
    Rank E    1st:   50 EXP   Next:  5 EXP
    Notes: LK Sliding Arrow -> Fairy Gift
13: Guard an attack and then counterattack!
    Rank E    1st:   50 EXP   Next:  5 EXP
    Notes: Block the attack, then immediately perform a crouching LK
14: Inflict 50 points of damage or more!
    Rank D    1st:  100 EXP   Next: 10 EXP
    Notes: Jumping Heavy Punch -> Crouching Medium Punch -> Fairy Gift
15: Succeed in 2 hits or more! (Perform a 2-hit combo)
    Rank D    1st:   75 EXP   Next:  5 EXP
    Notes: Fairy Gift will hit multiple times in mid-air.
16: Succeed in 10 hits or more!  Perform a 10-hit combo
    Rank D    1st:  150 EXP   Next: 10 EXP
    Notes: Jumping Light Punch -> Crouching Light Punch -> Fairy Gift
17: Protect the lady! 1
    Rank D    1st:  150 EXP   Next: 15 EXP
    Notes: Don't let the woman get KOed.  Just sweep away (Crouching HK)!
18: Hyakuretsu Kyaku
    Rank E    1st:   50 EXP   Next:  5 EXP
19: Fairy Gift
    Rank E    1st:   50 EXP   Next:  5 EXP
20: Raging Buffalo
    Rank E    1st:   50 EXP   Next:  5 EXP
21: Super Combo -> Super Combo (Super Cancel)
    Rank E    1st:   50 EXP   Next:  5 EXP
    Notes: Fairy Gift -> Triple Break
22: Standing Medium Punch -> Super Move -> Super Combo
    Rank D    1st:  100 EXP   Next:  5 EXP
    Notes: Standing Medium Punch -> Shoot Kick -> Triple Break
23: Super Move -> Surprise Blow (Momentary Combo)
    Rank D    1st:  100 EXP   Next:  5 EXP
    Notes: Shoot Kick -> Surprise Blow (The timing of the HA is identical to a 
           standard Momentary Combo. Stand back so only the final hit of the
           Shoot Kick strikes, and hit MP + MK upon the hit)
24: Inflict 90 points of damage or more!
    Rank C    1st:  200 EXP   Next: 10 EXP
    Notes: Final Punch (30 SC Gauge flash hold) -> Triple Break (air hit)
25: Succed in 15 hits or more! (Perform a 15-hit combo)
    Rank C    1st:  200 EXP   Next: 10 EXP
    Notes: Jumping Heavy Kick -> Crouching Medium Punch -> Triple Break -> 
           Triple Break (air hit, begin motion so the TB begins right before
           the opponent hits the ground) -> Fairy Gift (air hit, begin motion 
           so the F.G. begins the instant you land from the Triple Break)
26: Throw the opponent! 2
    Rank E    1st:   50 EXP   Next:  5 EXP
    Notes: Throw a jumper.  The timing is a little hard, but just keep trying.
27: Destroy a Hadouken!
    Rank E    1st:   50 EXP   Next:  5 EXP
    Notes: Justice Fist
28: Shoot Kick
    Rank E    1st:   50 EXP   Next:  5 EXP
29: Triple Break
    Rank E    1st:   50 EXP   Next:  5 EXP
30: Denjin Hadouken
    Rank E:   1st:   50 EXP   Next:  5 EXP


========================================
=Trial Hard Mode Translations and Notes=
========================================
 1: Crouching Medium Punch -> Crouching Medium Punch
    Rank E    1st:   50 EXP   Next:  5 EXP
 2: Escape a Throw!
    Rank E    1st:   50 EXP   Next:  5 EXP
    Notes: Press ( F or B ) + LP + LK right when your opponent attempts to throw
 3: Guard a jump attack and then counterattack
    Rank E    1st:   50 EXP   Next:  5 EXP
    Notes: Block the jump, then immediately perform a crouching LK or LP
 4: Justice Fist -> Super Combo
    Rank E    1st:   50 EXP   Next:  5 EXP
    Notes: LP Justice Fist -> Fairy Gift
 5: Surprise Blow -> Crouching Medium Punch -> Super Move
    Rank D    1st:   75 EXP   Next:  5 EXP
    Notes: Surprise Blow -> Crouching Medium Punch -> Sliding Arrow
 6: Super Move -> Super Combo -> Meteor Combo (Infinite Super Combo Gauge)
    Rank C    1st:  150 EXP   Next: 10 EXP
    Notes: Final Punch -> Fairy Gift -> Denjin Hadouken 
           Initiate D.H. during first cartwheel of Fairy Gift
 7: Standing Heavy Kick -> Super Combo
    Rank C    1st:  100 EXP   Next:  5 EXP
    Notes: Standing Heavy Kick -> Fairy Gift
 8: Destroy 10 Hadoukens in a row!
    Rank C    1st:  150 EXP   Next: 15 EXP
    Notes: HP Justice Fist (hits HK and opponnet), step forward, repeat
 9: Defeat all enemies within 20 seconds! 1
    Rank C    1st:  150 EXP   Next: 15 EXP
    Notes: A single Justice Fist will take out two at once.  Do it several 
           times.
10: Hit with Final Punch for 85 Damage
    Rank D    1st:  100 EXP   Next: 10 EXP
    Notes: Watch your Super Combo bar.  Count at least 30 cycles of flashing.
11: Jumping Medium Kick -> Crouching Medium Punch -> Crouching Medium Punch
    Rank C    1st:  150 EXP   Next: 10 EXP
    Notes: Crossover on the jumping kick (i.e. away from the corner, jump just
           on the opposite side of the enemy, leaving you close enough to hit
           with both MPs)
12: Jumping Heavy Kick -> Crouching Medium Punch -> Super Move -> 
           Super Combo -> Meteor Combo (Unlimited Super Combo Energy)
    Rank C    1st:  200 EXP   Next: 10 EXP
    Notes: Jumping Heavy Kick -> Crouching Medium Punch -> Shoot Kick -> 
           Triple Break -> Denjin Hadouken (start DH motion so it begins the 
           instant you hit the ground)
13: Jumping Heavy Punch -> Crouching Light Kick -> Hyakuretsu Kyaku -> 
           Double Somersault Kick
    Rank C    1st:  200 EXP   Next: 10 EXP
    Notes: In order to get the H.K. to come out immediate after the crouching
           light kick, just start pounding LP and hold DB after the HP.  Once
           the H.K. starts, stop pounding and finish the DSK motion.
14: Somersault Kick -> Double Somersault Kick
    Rank C    1st:  150 EXP   Next: 15 EXP
    Notes: The classic is back.  Charge DB, U + HK, DB, DF, DB, UF + HK in
           one quick sequence.
15: Hienshu -> Standing Heavy Kick -> Senretsu Kyaku -> Sho-Ran
    Notes: Begin around 1/2 screen (just barely inside the range of the 
           Hienshu) so the first kick of the Senretsu Kyaku misses.  This 
           lets you jump in closer to execute the Sho-Ran.
    Rank B    1st:  200 EXP   Next: 10 EXP
16: Aerial Drill Press -> Crouching Light Kick -> Shoot Kick -> Jumping Heavy
           Kick
    Rank B    1st:  200 EXP   Next: 10 EXP
    Notes: Stand right next to opponent, jump straight up, and perform the 
           HK ADP right before you hit the ground.  Perform both Shoot Kick 
           follow-ups to send the opponent into the air for the Jumping HK.
17: Knock out the heavily guarded enemy!
    Rank C    1st:  200 EXP   Next: 20 EXP
    Notes: You have only 45 seconds to take out an enemy that constantly
           blocks and rarely attacks.  Just throw like mad (B + LP + LK 
           is faster), or use the Spinning Pile Driver ad nauseum.
18: Keep your opponent in the air for 10 seconds or more! (Unlimited Super 
           Combo Energy)
    Rank B    1st:  250 EXP   Next: 25 EXP
    Notes: Fairy Gift -> Spin Side Shoot -> Fairy Gift -> Spin Side 
           Shoot -> Fairy Gift -> Spin Side Shoot -> Fairy Gift
           (cancel on first cartwheel of each move)
19: Knock out all the characters within 1 second! 
    Rank C    1st:  200 EXP   Next: 10 EXP
    Notes: Nekketsu Hadouken.  Begin the motion on "Ready"
20: Protect the lady! 2
    Rank B    1st:  250 EXP   Next: 25 EXP
    Notes: Almost too easy.
21: Complete a Galaxy with all follow-ups
    Rank A    1st:  300 EXP   Next: 15 EXP
    Notes: See the move list below on how to do this one completely.
22: Throw -> Crouching Heavy Kick
    Rank D    1st:  100 EXP   Next: 10 EXP
    Notes: Just sweep after a LP + LK throw, timing is tough.
23: Meteor Combo X 3 (Infinite Super Combo Gauge)
    Rank A    1st:  400 EXP   Next: 15
    Notes: Nasty timing here, use the Denjin Hadouken.  For the first
           one, charge it up fully and it will go by itself.  As soon as
           it's released, perform the motion for the second and hold it
           until the instant before the enemy recovers from the stun.
           Throw the third immediately after with NO charge.
24: Standing Heavy Punch -> Crouching Light Kick -> Super Combo -> Meteo
    Combo (Infinite Super Combo Gauge)
    Rank A    1st:  300 EXP   Next: 15 EXP
    Notes: Standing HP -> Crouching LK -> Triple Break -> Denjin Hadouken
           The timing here is NASTY.  For the crouching LK, you actually
           hit the LK button on the DF of the first 1/4 circle forward.
25: Jumping Heavy Kick -> Standing Medium Punch -> Somersault Kick
    Rank B    1st:  250 EXP   Next: 25 EXP
    Notes: Geesh.  Jump forward, hold down, deliver the HK very late,
           keep holding down, on landing go neutral + MP, U + HK.
26: Aragyouji -> Raging Buffalo
    Rank D    1st:  100 EXP   Next: 10 EXP
    Notes: Just activate the Raging Buffalo before the second round of
           the Aragyouji.
27: Crouching Medium Kick -> EX-plosive -> Giga Gladiator
    Rank A    1st:  250 EXP   Next: 15 EXP
    Notes: Not easy easy as it sounds.  Out of your corner, drop an HP 
           EX-plosive in front of the opponent (so it doesn't hit them),
           jump over them, Crouching MK (into the EX-plosive) immediately
           into the GG.
28: Sonic Boom -> EX-plosive -> Hadouken -> Ground Tiger Cannon ->
        Nekketsu Hadouken
    Rank A    1st:  300 EXP   Next: 30 EXP
    Notes: Out of the corner, drop the EX-plosive in front of the enemy,
           jump over (holding back), F + HP for the Sonic Boom, 
           Hadouken in to GTC, finish with the NH as soon as the GTC
           leaves the power-up stage.
29: Defeat all enemies within 20 seconds! 2
    Rank A    1st:  300 EXP   Next: 30 EXP
    Notes: No tricks here, just standing Heavy Kicks (which is damaging,
           but keeps your opponents on their feet)
30: Defeat the Boss!
    Rank A    1st:  400 EXP   Next: 40 EXP
    Notes: Again, no tricks at all.  Just standing Heavy Kicks to the boss
           and anyone who gets near you.  You should be able to take out the
           boss in 20-30 seconds without any problems.
 
==========================================
=Trial Maniac Mode Translations and Notes=
==========================================
 1: Complete the Geifu Danjin Sousyo!
    Rank A    1st:  300 EXP   Next:  10 EXP
    Notes: See the move list below on how to do this one completely.
 2: Hadouken -> Triple Break -> Justice Fist -> Triple Break -> 
    Hadouken
    Rank S    1st:  400 EXP   Next:  40 EXP
    Notes: Not as hard as it sounds.  Cancel the Hadouken into the TB,
           do the Justice Fist as soon as you hit the gound, TB as
           it strikes, and then Hadouken as soon as you hit the 
           ground again. 
 3: Keep your opponent in the air for 30 seconds or more! (Unlimited Super 
           Combo Energy)
    Rank S    1st:  400 EXP   Next: 40 EXP
    Notes: Fairy Gift -> Spin Side Shoot -> Repeat until done, 
           beginning each new move at the end of the last one's
           powerup (except for your first FG, which you need to allow
           to get the enemy airborne)
           Alternately, use the Level 3 Shoryuken (see Maniac #5)
 4: Jumping Medium Kick -> Crouching Medium Punch X 2 -> EX-plosive ->
    EX-plosive -> Super Combo -> Meteor Combo (Unlimited Super Combo Energy)
    Rank A    1st:  300 EXP   Next: 30 EXP
    Notes: Tricky, but hardly impossible.  Out of your own corner, HP 
           EX-plosive a little bit in front, move forward to where you're as 
           close as possible, jump forward, crossover MK, D + MP X 2 
           (the second MP knocks the enemy into the first EX-plosive) -> 
           EX-plosive cancel into Fairy Gift cancel into Denjin Hadouken. 
 5: Shoryuken -> Shoryuken -> Standing Light Punch -> Shoryuken
    Rank S    1st:  500 EXP   Next:  50 EXP
    Notes:  This one is completely impossible.  Unless, of course,
            your Shoryuken is at Level 3.  If the timing is perfect
            on the DF + LP of the move, you'll get a trail of stars
            and you'll launch the enemy high into the air.  Once
            you've got that down, the rest is child's play.  For the third one,
            just do a standard HP Shoryuken to make it easier.
 6: Succeed in 60 hits or more! (Perform a 60 Hit Combo)
    Rank S    1st:  600 EXP   Next: 60 EXP
    Notes: 3-Star LP Shoryuken X 60.  Go right before they hit the
           ground each time.  See #5 for more information.
 7: Canassa -> Sonic Boom -> Ground Tiger Cannon
    Rank S    1st:  999 EXP   Next: 100 EXP
    Notes: MP Canassa -> (Hold DB) -> Crouching LK -> HP Sonic Boom -> GTC
 8: Throw -> Crouching Low Kick -> Shoryuken -> Super Move
    Rank S    1st:  999 EXP   Next: 100 EXP
    Notes: Throw -> Crouching Low Kick -> Double Somersault cancel after
           first hit into Triple Break, walk forward, HP Shoryuken right before
           he hits the ground.  (The "Super Move" isn't necessary!)
 9: Succeed in 40 hits or more with less than 95 damage!
    Rank S    1st:  700 EXP   Next: 70 EXP
    Notes: The hardest mission of all... until you know the secret.  First,
           you'll need a fully powered-up Fairy Gift to perform this, and
           you'll need to be fast on the buttons.  Before beginning your
           combo, start hitting the enemy with HP after HP until his health
           is down to 0.  Once your formerly 21-damage HPs become 10-damage,
           you can begin the carnage. First of all, start with a basic Jumping 
           HP -> Crouching MP -> Tatsumaki Senpuu Kyaku.  On the last hit of 
           the Tatsumaki Senpuu Kyaku, activate the first Fairy Gift in 
           mid-air, and pound the LP and MP buttons for those extra hits.  
           You'll land quickly and on your feet, so immediately go into a 
           Senretsu Kyaku, followed immediately by another Fairy Gift after 
           the first few hits.  Pound the LP and MP buttons some more for the 
           extra hits and you've got it!
10: Inflict 201 points of damage or more with a combo!
    Rank S    1st:  800 EXP   Next: 80 EXP
    Notes: 3-Star LP Shoryuken X 12.  Go right before they hit the
           ground each time.  See #5 for more information.

======================================
=Purchase List Translations and Notes=
======================================
 1: Sliding Arrow
    Cost:  100 EXP    Type: Super Move     Origination: Blair (SFEX)
    Command: D, DF, F + K
 2: Tatsumaki Senpuu Kyaku
    Cost:  100 EXP    Type: Super Move      Origination: Ken
    Command: D, DB, B + K
    3-Star Upgrade: Can be performed in mid-air
 3: Justice Fist
    Cost:  100 EXP    Type: Super Move      Origination: Allen (SFEX)
    Command: B, D, DB + P
 4: Vaulting Kick
    Cost:  100 EXP    Type: Super Move      Origination: Allen (SFEX)
    Command: F, DF, D, DB, B + K
 5: Hyakuretsu Kyaku
    Cost:  100 EXP    Type: Super Move      Origination: Chun-Li
    Command: K repeatedly
 6: Final Punch
    Cost:  100 EXP    Type: Super Move      Origination: Jack
    Command: Hold PPP, release to punch
 7: Healing
    Cost:  200 EXP    Type: Super Combo     Origination: Ace
    Command: D, DF, F, D, DF, F + P
    Description: Ace leaps into the air and heals himself
 8: Fairy Gift
    Cost:  200 EXP    Type: Super Combo     Origination: Ace
    Command: D, DF, F, D, DF, F + P
           Follow up with tapping LP, MP repeatedly for more hits
    Description: Ace performs a cartwheel into the opponent, lifting them up
                 into the air with him.
    3-Star Upgrade: Can be performed in mid-air
 9: Raging Buffalo
    Cost:  200 EXP    Type: Super Combo     Origination: Jack
    Command: Charge B, F, B, F + P
10: Denjin Hadouken
    Cost:  400 EXP    Type: Meteor Combo     Origination: Ace
    Command: D, DF, F, D, DF, F + PPP, Hold the PPP to charge
    Description: An unblockable fireball, but short range and meager damage.
11: Rolling Attack
    Cost:  125 EXP    Type: Super Move      Origination: Blanka
    Command: D, DF, F + P
12: Zenpo Tenshin
    Cost:  125 EXP    Type: Super Move      Origination: Ken
    Command: D, DB, B + P
13: EX-plosive
    Cost:  125 EXP    Type: Super Move      Origination: D.Dark
    Command: D, DF, F + K
14: Shoot Kick
    Cost:  125 EXP    Type: Super Move      Origination: Blair (SFEX)
    Command: D, DB, B + K (Follow up with B + K, B + K)
15: Canassa 
    Cost:  125 EXP    Type: Super Move      Origination: Rosso
    Command: D, DB, B + K
16: Hagan-Syo
    Cost:  125 EXP    Type: Super Move      Origination: Ace
    Command: LP + MP
    Description: Ace jumps forward with a two-handed hard blow.
17: Senretsu Kyaku
    Cost:  250 EXP    Type: Super Combo     Origination: Chun-Li
    Command: D, DF, F, D, DF, F + K
18: Triple Break
    Cost:  250 EXP    Type: Super Combo     Origination: Allen (SFEX)
    Command: D, DF, F, D, DF, F + K
19: Double Somersault Kick
    Cost:  250 EXP    Type: Super Combo     Origination: Guile
    Command: Charge DB, DF, DB, UF + K
20: C.F.A.B. (Cosmic Final Atomic Buster)
    Cost:  500 EXP    Type: Meteor Combo     Origination: Zangief
    Command: F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB + PPP
21: Hadouken
    Cost:  150 EXP    Type: Super Move      Origination: Ryu
    Command: D, DF, F + P
    3-Star Upgrade: Can be performed in mid-air
22: Aerial Drill Purrus
    Cost:  150 EXP    Type: Super Move      Origination: Pullum
    Command: In Mid-Air, D, DF, F + K
23: Hienshu
    Cost:  150 EXP    Type: Super Move      Origination: Chun-Li
    Command: D, DB, B + K
24: Spinning Pile Driver (Screw Pile Driver)
    Cost:  150 EXP    Type: Super Move      Origination: Zangief
    Command: F, DF, D, DB, B, UB + P
25: Sonic Boom
    Cost:  150 EXP    Type: Super Move      Origination: Guile
    Command: Charge B, F + P
26: Giga Gladiator
    Cost:  300 EXP    Type: Super Combo     Origination: Ace
    Command: D, DB, B, D, DB, B, D, DF, F + P
    Description: Ace rushes forward and grabs the enemy, throwing them on to
                 a rising explosion.
27: Sho-Ran (Rising Storm)
    Cost:  300 EXP    Type: Super Combo     Origination: Ace
    Command: B, DB, D, DF, F, D, DF + P
    Description: Ace throws down his fist and the ground explodes directly 
                 around him.
28: Killer Bee Assault
    Cost:  300 EXP    Type: Super Combo     Origination: Ace
    Command: Charge DB, DF, DB, UF + K
    Description: Ace flies through the air, tracks, and hits the opponent.
29: Massive Missile
    Cost:  300 EXP    Type: Super Combo     Origination: Ace
    Command: LP -> LK -> F -> MP -> MK
    Description: Eight missiles fly out of Ace's back and home in on the enemy.
30: Nekketsu Hadouken
    Cost:  500 EXP    Type: Meteor Combo     Origination: Sakura
    Command: D, DF, F, D, DF, F + PPP
31: Shouryuken
    Cost:  175 EXP    Type: Super Move      Origination: Ryu
    Command: F, D, DF + P
    3-Star Upgrade: Using LP, with perfect timing the move knocks the enemy
                    skyward.  Infinite combo is possible.
32: Somersault Kick
    Cost:  175 EXP    Type: Super Move      Origination: Guile
    Command: Charge D, U + K
33: Geifu Danjin Sousyo
    Cost:  175 EXP    Type: Super Move      Origination: Ace
    Command: LP + MP + LK
      Immediately followed by: B, DF + LP + MP
                         Then: F + LP -> Neutral -> F + LP -> Neutral -> F + LP
    Description: Akira's Stun Palm O' Doom (from Virtua Fighter)
34: Junsui Suisyu
    Cost:  175 EXP    Type: Super Move      Origination: Ace
    Command: F, B + LP + LK
    Description: A "throw" move that forces the opponent to crouch.
35: Aragyouji
    Cost:  350 EXP    Type: Super Combo     Origination: Ace
    Command: D, DF, F, D, DF, F + P
    Description: Ace grabs the opponent, throws them down, and then follows
                 up with a headbutt when they stand back up.
36: Ground Tiger Cannon
    Cost:  350 EXP    Type: Super Combo     Origination: Sagat
    Command: D, DF, F, D, DF, F + K
37: Spin Side Shoot
    Cost:  350 EXP    Type: Super Combo     Origination: Blair (SFEX)
    Command: D, DF, F, D, DF, F + K
38: Galaxy
    Cost:  700 EXP    Type: Meteor Combo     Origination: Ace
    Command: D, DB, B, D, DB, B + KKK
             Follow up with: B, D, DB + P
                       Then: F + P    (B + P in Japanese Version?)
                       Then: D, DF, F, B + K
    Description: Ace delivers a series of hard blows to the enemy.

Set 1 ( 1-10): 1600 EXP Total to purchase
Set 2 (11-20): 2000 EXP Total to purchase
Set 3 (21-30): 2450 EXP Total to purchase
Set 4 (31-38): 2450 EXP Total to purchase

=================================
=Character Edit Mode Walkthrough=
=================================
 Trial 1:
   Complete Trial Normal Missions 1-7 (425 EXP)
   Complete Trial Hard Missions 1-3 (150 EXP)
 Purchase 1:
   Purchase Sliding Arrow, Tatsumaki Senpuu Kyaku, Justice Fist, Fairy Gift 
     (500 EXP)
 Edit 1:
   Activate Sliding Arrow, Tatsumaki Senpuu Kyaku, Justice Fist, Fairy Gift
 Trial 2:
   Complete Trial Normal Missions 8-17 (775 EXP)
   Complete Trial Hard Missions 4-5 (125 EXP)
 Purchase 2:
   Purchase Hyakuretsu Kyaku, Final Punch, Raging Buffalo, Denjin Hadouken 
       (800 EXP)
 Edit 2:
   Activate Raging Buffalo, Denjin Hadouken
   Replace Sliding Arrow and Tatsumaki Senpuu Kyaku with Final Punch and 
       Hyakuretsu Kyaku
 Trial 3:
   Complete Trial Normal Missions 18-20 (150 EXP)
   Complete Trial Hard Missions 6-11 (800 EXP)
 Purchase 3:
   Purchase Shoot Kick, Triple Break (375 EXP)
 Edit 3:
   Set up with: Final Punch, Justice Fist, Shoot Kick, Fairy Gift, Triple 
                Break, Denjin Hadouken
 Trial 4:
   Complete Trial Hard Mission 12 (200 EXP)
   Complete Trial Normal Missions 21-30 (900 EXP)
--Normal Mode Complete--
 Purchase 4:
   Purchase Double Somersault Kick (250 EXP)
 Edit 4: 
   Activate Double Somersault Kick, Hyakuretsu Kyaku (doesn't matter what you 
       remove)
 Trial 5:
   Complete Trial Hard Mission 13 (200 EXP)
 Purchase 5:
   Purchase EX-Plosive, Senretsu Kyaku, Canassa, Spinning Pile Driver, 
   Arial Drill Purrus, Hienshu, Giga Gladiator, Sho-Ran (1550 EXP)
 Edit 5:
   Set up with Spinning Pile Driver, Arial Drill Purrus, Shoot Kick, 
   Triple Break, Giga Gladiator, Denjin Hadouken
 Trial 6:
   Complete Trial Hard Missions 16-17, 20, 22-24 (1400 EXP)
 Purchase 6:
   Purchase Nekketsu Hadouken, Somersault Kick (775 EXP)
 Edit 6:
   Activate Somersault Kick, Double Somersault Kick
 Trial 7: 
   Complete Trial Hard Missions 14, 25 (400 EXP)
 Edit 7: 
   Activate Hienshu, Sho-Ran, Senretsu Kyaku
 Trial 8:
   Complete Trial Hard Mission 15 (200 EXP)
 Purchase 7:
   Purchase Spin Side Shoot, Aragyouji, Galaxy (1400 EXP)
 Edit 8:
   Activate Spin Side Shoot, Fairy Gift, Nekketsu Hadouken
 Trial 9:
   Complete Trial Hard Missions 18-19 (450 EXP)
 Edit 9:
   Activate Galaxy, Aragyouji, Raging Buffalo
 Trial 10:
   Complete Trial Hard Missions 21, 26, 29-30 (1100 EXP)
 Purchase 8:
   Purchase Hadouken, Sonic Boom, Ground Tiger Cannon (650 EXP)
 Edit 10: 
   Activate EX-plosive, Sonic Boom, Hadouken, Ground Tiger Cannon, 
            Giga Gladiator, Nekketsu Hadouken
 Trial 11:
   Complete Trial Hard Missions 27-28 (550 EXP)
--Hard Mode Complete--
 Purchase 9:
   Purchase Geifu Danjin Sousyo (175 EXP)
 Edit 11:
   Activate Geifu Danjin Sousyo, Hadouken, Justice Fist, Triple Break
 Trial 12:
   Complete Trial Maniac Missions 1 and 2 (700 EXP)
 Edit 12: 
   Activate EX-plosive, Fairy Gift, Spin Side Shoot, Denjin Hadouken
 Trial 13:
   Complete Trial Maniac Missions 3 and 4(400 EXP)
 Purchase 10:
   Purchase All Remaining Moves (2125 EXP)
 Edit 13:
   Activate Shoryuken
 Original 1:
   Play Original Mode with Ace enough to power up the Shoryuken to Level 3
 Trial 14:
   Complete Trial Maniac Missions 5, 6, and 10 (1900 EXP)
 Edit 14:
   Activate Canassa, Sonic Boom, Ground Tiger Cannon
 Trial 15: 
   Complete Trial Maniac Mission 7 (999 EXP)
 Edit 15:
   Activate Shoryuken, Double Somersault Kick, Triple Break
 Trial 16: 
   Complete Trial Maniac Mission 8 (999 EXP)
 Edit 16:
   Activate Tatsumaki Senpuu Kyaku, Fairy Gift, Senretsu Kyaku
 Original 2: 
   Play Original Mode with Ace enough to power up the Fairy Gift to Level 3
 Trial 17:
   Complete Trial Maniac Mission 9 (700 EXP)
 For the truly insane:
   Continue playing Original Game mode until all of Ace's moves are powered
   up to Level 3 to get a 100% character!


=========================
=Powering Up Ace's Moves=
=========================
As you play Original mode with Ace, you'll begin to power up the moves you use
in combat.  You'll notice that after every Game Over in Original Mode where 
you used Ace, you'll be asked to save the Left or Right Entry (depending on
which you used).

As you use Ace's moves a certain number of times, they power up and sometimes
gain extra abilities.  Once you have leveled up a move, you'll hear Ace say
"OK" in the game, and the number of stars corresponding to your level-up
will appear on the move selection screen in Edit Mode.

               Level 1        Level 2          Level 3
Super Move        20    (+50)    70    (+100)    170  
Super Combo        7    (+17)    24     (+33)     57
Meteor Combo       4     (+8)    12     (+17)     29

-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

VII.  Game Secrets


===================
=Character Unlocks=
===================
To unlock characters, you must beat the game in Original Mode with a new
character. Each time you complete Original Mode in this manner with a unique
character, another character becomes available for use.

Sagat:         Beat the Original Mode game once.
Vega:          Beat the Original Mode game twice.
Garuda:        Beat the Original Mode game three times.
Shadow Geist:  Beat the Original Mode game four times.
Kairi:         Beat the Original Mode game five times.
Pullum:        Beat the Original Mode game six times.
Area:          Beat the Original Mode game seven times.
Darun:         Beat the Original Mode game eight times.
Vulcano:       Beat the Original Mode game nine times.

===============
=Medal Unlocks=
===============
Once you gain all 10 medals of a particular type in Original Mode, a new option
will be unlocked

Bronze:        Sakura becomes the narrator
               Press SELECT on Sakura to activate
Silver:        Unlock Bison II
               Press SELECT on Bison to choose
Gold:          Unlock Evil Ryu
               Press SELECT on Ryu to choose
Platinum:      VS Bison II and VS True Bison added to Arena Mode

=========================
=Alternate Medal Unlocks=
=========================
If the normal methods of unlocking the medals is too hard for you, you can 
always do it the easy way.

Bronze:        Complete Original Mode with Sakura 8 times
Silver:        Complete Original Mode with Bison 8 times
Gold:          Complete Original Mode with Ryu 8 times
Platinum:      VS Bison II: Fight and defeat Bison II four times in Original 
                            mode (see below)
               VS True Bison: Fight and defeat True Bison four times in 
                              Original mode (i.e. complete Hard Mode)

===============
=Extra Battles=
===============
There are three extra battles available to you in Original Mode, depending on 
the character you select.  Finish every stage with either a Meteor Combo, Meteo 
Tag Combo, or Character Parade to unlock the respective hidden battle:

vs. Kairi:        Hokuto or Nanase
vs. Shadow Geist: Skullomania or Sharon
vs. Evil Ryu:     Sagat, Ken, Sakura, and Bison (or Bison II)

================
=Fight Bison II=
================
To fight Bison  II in the final battle of Original Mode, you must meet the 
following conditions:

For Normal Difficulty: 
  - Finish each stage with either a Finish Combo.
    (Meteor Combo, Meteor Tag Combo, or Character Parade)
  - Score more than 500,000 points
  - No continues allowed
For Hard Difficulty:
  - No continues allowed

===============
=Other Secrets=
===============
Play as Dark Kairi: 
  With the cursor on Zangief, move diagonal down-left.  Dark Kairi is 
  identical to the normal Kairi after a Kyouja Renbu.  This was removed
  in the US version in favor of Random Select.

=======
=Mr. T=
=======
On the final level (the Grand Hall) when you're fighting in Training or Arena
mode, you sometimes may be in a blue hall instead of a red one.  In this case,
check out Mr. T's portrait along the wall on either side of the archway.

======================
=Rumors and Questions=
======================
- "CYCLOID" has a character slot in the game program.  Is he in there?

-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

VIII. Miscellaneous


=============================
=EX Series Character History=
=============================

               EX   EX+  EX+A EX2  EX2+ EX2P EX3 
--------------------------------------------------
Ace           |    |    |    |    |    |    | XX |
Area          |    |    |    |    | XX | XX | ** |
Allen Snider  | ** | XX | XX |    |    |    |    |
Vega/Balrog   |    |    |    | XX | XX | XX | XX |
Blair Dame    | ** | XX | XX |    |    |    |    |
Blanka        |    |    |    | XX | XX | XX | XX |
Chun-Li       | XX | XX | XX | XX | XX | XX | XX |
Cracker Jack  | XX | XX | XX | XX | XX | XX | XX |
Cycloid Beta  |    | ** | ** |    | -- | -- | ?? |
Cycloid Gamma |    | ** | ** |    |    |    |    |
Darun Mister  | ** | XX | XX |    | XX | XX | ** |
Dhalsim       |    |    | XX | XX | XX | XX | XX |
Doctrine Dark | XX | XX | XX | XX | XX | XX | XX |
Evil Hokuto   |    | ** | ** |    |    |    |    |
Evil Ryu      |    | ** | ** |    |    |    | ** |
Garuda        | -- | XX | ** | ** | ** | ** | ** |
Gouki         | ** | XX | ** |    |    |    |    |
Guile         | XX | XX | XX | XX | XX | XX | XX |
Hayate        |    |    |    | XX |    | ** |    |
Hokuto        | XX | XX | XX | XX | XX | XX | XX |
Kairi         | ** | XX | XX | ** | ** | ** | ** |
Ken           | XX | XX | XX | XX | XX | XX | XX |
Nanase        |    |    |    | ** | XX | XX | XX |
Pullum Purna  | XX | XX | XX |    | XX | XX | ** |
Ryu           | XX | XX | XX | XX | XX | XX | XX |
Sagat         |    |    |    |    | XX | XX | ** |
Sakura        |    |    | XX |    |    |    | XX |
Shadow Geist  |    |    |    | ** | ** | ** | ** |
Sharon        |    |    |    | XX | XX | XX | XX |
Skullomania   | XX | XX | XX | XX | XX | XX | XX |
TrueBison/Vega|    |    |    |    |    |    | -- |
Bison/Vega    | -- | XX | XX | -- | XX | XX | ** |
Bison/Vega II |    |    |    |    |    | -- | ** |
Vulcano Rosso |    |    |    |    | XX | XX | ** |
Zangief       | XX | XX | XX | XX | XX | XX | XX |
--------------------------------------------------

Key: XX - Character is immediately selectable
     ** - Character is hidden and must be "unlocked" to play
     -- - Character cannot be used, but appears as an opponent
     ?? - Character listed in lineup, but no known appearance yet

Games: EX   - Street Fighter EX (Arcade)
       EX+  - Street Fighter EX Plus (Arcade)
       EX+A - Street Fighter EX Plus Alpha (PlayStation)
       EX2  - Street Fighter EX 2 (Arcade)
       EX2+ - Street Fighter EX 2 Plus (Arcade)
       EX2P - Street Fighter EX 2 Plus (PlayStation)
       EX3  - Street Fighter EX 3 (PlayStation2)

-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

IX.   Administrivia


Sources and Thanks:
  This FAQ was put together using several different sources (aside from my own
know-how and experience).  In no particular order:
  SFEX3 Game Manual 
    For the moves and super moves
  Arika's Web Site (http://www.arika.co.jp/)
    For hidden character moves, throw and Surprise Blow names and Momentary 
    Combos, as well as the alternate unlock methods and hidden battles.
  SFEX.NET
    For the starter list of Meteor Tag Combos and some of the unconfirmed
    secrets in the codes section.
  P-Chan's Page (http://www.geocities.co.jp/Playtown/4479/SF_EX3.html)
    For the full Galaxy and Geifu Danjin Sousyo move follow-ups,
    as well as Ace's Power-Up Requirements.
  Kinjin, gatez, Hiryu
    For pointing out my typos. Oops!
  Patrick Beja
    For pointing out even more typos, confirming a few secrests, and pointing 
    the proper way to Dark Kairi.  
  http://www1.ocn.ne.jp/~taka-s/
    For hints on Maniac Combos 8 and 9.

Contacting Me:
  If you have stuff to add, please do send it along to cjayc@gamefaqs.com 
for inclusion in the next revision.  
  
Copyright Notice:
  This document is Copyright 2000 Jeff "CJayC" Veasey.  It may be not be
reproduced under any circumstances except for personal, private use. It
may not be placed on any web site outside of GameFAQs without advance
permission from the author (cjayc@gamefaqs.com).  It may not be distributed
electronically outside of the GameFAQs web site, and it may not be 
distributed otherwise at all.  
  At some point in the near future, this document may be released for
free public distribution.  The latest version of this document on the
GameFAQs web site will hold the current Copyright and distribution information.
 
-EOF-

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