************************************** STREET FIGHTER ALPHA Frequently Asked Questions ver 1.5 ************************************** Written by Dan Wells (LaPlanta@aol.com) Version 1.5 completed 7/24/95 Please send any corrections or comments to LaPlanta@aol.com ------------------------------------------------- TABLE OF CONTENTS 1) Introduction/Credits/What's New 2) What's Capcom Doing with Alpha? 3) Old/New SF Strategy 4) Blocking Attacks 5) Chain Combos 6) The New Super Combo System 7) Alpha Counters 8) Air Blocking 9) Rolling on the Ground 10) Overhead Hits 11) Throws/Throw Softening/Ticking 12) Jump-ins/Neck Kicks/Meaty Attacks 13) Taunts 14) The Characters -Ryu -Charlie -Sodom -Ken -Birdie -Rose -Sagat -Adon -Akuma -Chun Li -Guy -M. Bison 15) About the Characters 16) Endings 17) Those Little Symbols 18) Character Histories 19) Selecting Akuma/M. Bison 20) Special Endings 21) The Wish List 22) Credits and Thanks ************** INTRODUCTION ************** The wait is over, ladies and gentlemen! SFA has been released nationally. Expect all of your major arcades to receive this game shortly (if they haven't already). Street Fighter Alpha is Capcom's latest installment in the Street Fighting series. For SFA the graphics style has been changed to a more anime-esque look, and each character in the game comes from another game from Capcom's past. There is Charlie, Guile's friend who was killed by M. Bison. You can play Guy from Final Fight or try your hand at Adon, the awesome Thai kickboxer from Street Fighter 1 who still retains his reverse Flash Kick move. Or go the alternate route and play Rose, a woman with magical hair and clothing who comes from Darkstalkers 2. SFA is truly a blast from the past which brings back the magic of the SF series all over again. Tom Cannon was the original FAQ writer, but, due to the fact that he unfortunately was unable to update it, people still had many questions, and that I love this game to death, I decided to write Tom about composing an update to his FAQ. And so here we are. :) Tom Cannon and =P (Mr. Cheung) deserve a lot of credit for finding a lot of the preliminary moves out. They were the first to have the game and were (and still are) much appreciated by those of us who weren't fortunate enough to have beta versions at the time. As always, feel free to E-mail me with your comments, corrections, and complaints at Laplanta@aol.com ***************************** WHAT'S NEW IN THIS REVISION ***************************** A lot of people were very helpful in pointing out stuff that was unclear, inaccurate, or omitted. All of these people have been given credit at the end of the FAQ. I've also been shifting my focus to the less-popular characters like Birdie, Sodom, and Rose, trying to get better strategies for them. Thus, here is roughly what you can expect to find changed in version 1.5: * Explanations of the various operator-controlled options in SFA. * Better explainations of how to link SC's with chain combos. * Expanded uses of the Alpha Counter for specific characters. * Clarification of air-blocking multiple hits. * A Moves Legend added * Corrected/added moves for: -Ken Shoryureppa SC corrected -Chun Li Mega Kikoken SC corrected -Charlie Standing ROUNDHOUSE kick clarified -Birdie Chain Grab corrected Leaping Chain Grab SC corrected Overhead Hit added -Adon Offensive crouching FORWARD kick added -Guy Overhead Hit added "re-dizzy" fully explained -Sodom Sai Grab corrected Sai Crawl added (explained) -Akuma A couple moves corrected/updated Downward Air Kick added -Dan Total information added * Official Capcom names for moves added * Expanded and re-done character strategy sections. * Updated information on Super Combos, including # of hits and damage inflicted * Verbatum endings (some of them) * Information on the new hidden character, Dan. * My Top 10 Cheap Things in SFA List * An expanded Wish List of stuff that I want changed. :) **************************** WHERE TO GET SFA RESOURCES **************************** This FAQ has generously been put on a couple of FTP sites where you can always download the latest version. * brawl.mindlink.net /pub/sfa/sfafaq10.txt Brawl is an FTP site with a large directory dedicated to fighting game FAQs, pictures, sounds, guides, etc. You can DL pictures of SFA digitized from the latest Gamest magazine at this location, and I may be uploading some .wav's of the BGM to SFA eventually. Thanks go to Shinkuu Hadoken for letting the FAQ on-line. * ftp.netcom.com /pub/vi/vidgames/faqs/sfafaq10.txt Maintained by Andy Eddy, Senior Editor of GamePro magazine, this site carries tons of FAQs regarding both arcade stand-ups and home entertainment system games. If there's a video game and there's a FAQ for it, it's here. * AOL Game Forum If you are an AOL member, just go to the keyword GAMES and check the game FAQ section for this file. For pictures of SFA digitized from various magazines like Gamest and DHGF, you can D/L these at brawl.mindlink.net in the same directory listed above. I will also eventually be digitizing the BGM from SFA and making some .wav's out of it, and these will probably by U/L'd as well to the same site. ************************************** IS ALPHA STILL BETA-TESTING OR WHAT? ************************************** Alpha is completely done beta-testing. From all reports and indications that I've gotten, the versions of SFA released nationally are virtually identical to those beta-testing in Chicago, California, and elsewhere. The only difference may be in the computer AI difficulty. Items such as Guy's "re-dizzy" and the Birdie Magic Throw bug (which I have yet to confirm myself) are in there for sure. Capcom will probably not release another version for a while, so these things are in the game for the long-run. ***************** SFA ROM OPTIONS ***************** There are 4 main options that your operator has control over in the SFA ROM Menu. I have seen some parts of the menu myself, while other bits of this info come from posters on the Net. * Speed Select The speed of the game can be set at 3 different speeds: Normal, Turbo 1, and Turbo 2. The operator also has the option of letting the players select their speed. Unfortunately, when this option is active, players can only choose between the 2 slower speed settings. Since the fastest speed is, by far, the nicest speed, I'd highly recommend to your arcade operator that he set it at the highest setting (Turbo 2). * Auto-Blocking Arcade operators have the option of turning Auto-blocking on or off, which determines whether players get the option of using it. I have yet to see an arcade with Auto-blocking active, so I really can't comment on how players react to it. There doesn't seem to be much harm in it, so go ahead and have your operator make it active. * Damage Level This is also configurable to several levels. If you recall in the last FAQ revision, I mentioned that Akuma took less damage at one arcade than the other. Well, I found out later that this was due to the operators fooling with this setting. If it is set at anything less than normal, the only difference I've noticed is that you get considerably more time-out victories, which isn't too good (IMHO). * Computer AI Difficulty There are at least 6 or so settings for this. I've played one of the harder ones, and the computer AI pulls NASTY combos on you with ease, almost to the point where it gets like SSF2T was. It is still a fun challenge, but you really have to know what you are doing (as in: newbie's will be squashed!). ********************* OLD/NEW SF STRATEGY ********************* The first character you will pick when you first play SFA will probably be Ryu, Sagat, Ken, or Chun Li. Understandable indeed. One thing that needs to be stressed, however, is that while this game is essentially based on the SF2 engine, there are a LOT of little nuances and tricks, as well as some major alterations, which make SFA dramaticly different from SSF2T. If you play SFA exactly like you play SSF2T, you're going to get your butt kicked once you run into someone who's learned to adapt to the new engine. Don't make the mistake of assuming that Charlie is Guile, Ken is Ken, Ryu is Ryu, etc. and overlook the differences. Definitely experiment and fool around a bit. Figure out what everyone has lost, what they've gained, and what the new guys mean to the old SF2 strategies. The first time you play Ryu and get grabbed by Birdie's Super Combo, torn apart by a Guy player, or humiliated by Rose and her "magic scarf", you'll know what I mean. ******** LEGEND ******** Throughout this guide I will be using symbols and notations for moves that you may be unfamiliar with. Here is what everything means: JOYSTICK POSITIONS O O O Backwards Jump Vertical Jump Forward Jump \|/ O --O-- O Back Center Forward /|\ O O O Defensive Crouch Down Offensive Crouch BUTTONS JAB STRONG FIERCE O O O O O O SHORT FORWARD ROUNDHOUSE C. JAB translates as Crouching JAB S. FORWARD translates as Standing FORWARD F. ROUNDHOUSE translates as Flying ROUNDHOUSE (a jump kick) Some Abbreviations: You should be able to figure out most abbreviations from the context, but just in case something stumps you, here are all of the potential abbreviations I might use (Although I don't even come close to using all of these). SC......Super Combo DP......Dragon Punch (usually referring to a DP-type motion) RDP......Dragon Punch motion done on the opposite side of the opponent AC......Alpha Counter JB......JAB ST......STRONG FR......FIERCE SH......SHORT FW......FORWARD RH......ROUNDHOUSE QCF......Quarter Circle Forward QCB......Quarter Circle Back HCF......Half Circle Forward HCB......Half Circle Back FB......Fireball Motion (QCF) HK......Hurricane Kick FK......Flash Kick TBK......Thousand Burst Kick ************************************ BLOCKING ATTACKS AND AUTO-BLOCKING ************************************ One of the limitations of the old SF2 engine was that you could not walk backwards if someone threw a projectile at you. This has been changed in SFA so that your opponent or their projectile must be very close for you to block. The obvious advantage is that you can back away from projectiles and some close-range attacks. Auto-Blocking is now in SFA (provided your arcade operator has it turned on). Since all of the SFA machines in my local area appear to still be on loan from Capcom, nobody will change the settings for me to see Autoblocking. Reports indicate that Auto-blocking allows you to only store 1 Level of energy in your Super Meter. I believe that SFA also incorporates the NW system of Auto-blocking, which is where you get only a certain amount of times you can rely on the Auto-blocking before it stops working and you have to fend for yourself. Finally, you can supposedly perform your Super Combos by pushing just punch + kick, exactly like the motions in X-Men: COTA and NightWarriors. ************** CHAIN COMBOS ************** Like Darkstalkers, SFA now has chain combos. Not only do you have "normal" combos from SF2, but you now have certain combinations of normal moves that are specificly designed to work together in a "chain." The only way you can recognize these chain combos is by the way that they "flow" together. These new combos open a whole new door to comboing. If a chain combo starts with a jab, you can do the jab 3-4 times and then do the chain combo. You can mix chain combos and Super Combos. Jump-in/projectile combos can now be widely varied. The whole system is pretty flexible now, allowing you to use which combo you need at the right time, whether you are comboing in a Super Combo, going for maximum damage, or trying to get a dizzy. **************************** THE NEW SUPER COMBO SYSTEM **************************** Every character has a Super Meter at the bottom of the screen that is divided into 3 Levels of power. You increase your Super Meter in 3 ways: 1) Damaging Your Opponent. By far the quickest way of increasing your Super Meter. 2) Performing Special Moves. Everytime you do any type of special move, whether it hits your opponent or not, your Meter goes up. 3) Getting Hit by Your Opponent. Blocking and taking damage increase your Super Meter, but only by a very small amount. Each character has two to four Super Combos which require energy (Chi) from their Super Meter. Each Super Combo can be performed at 3 levels of power, corresponding to the 3 levels of the Super Meter. To perform a Level 1 SC, simply do the proper joystick motion and hit a single punch or kick button (according to the SC). To perform a Level 2 SC, press any 2 of the punch or kick buttons. To perform a Level 3 SC, press all 3 punch or kick buttons. When you actually execute the SC, the screen darkens, the game pauses for a bit less than 1/2 a second, and Chi swirls around your character, focusing on their fists or feet. The SC is then executed with blue trailing frames of animation. The whole SC thing looks much beter than it did in SSF2T. Since you gather energy relatively quickly while fighting, you almost always have a Level 1 SC at your disposal. For this reason most Level 1 SC's have somewhat mediocre priority, invulnerability, and damage potential. Level 2 and 3 SC's are much better, epsecially Level 3 SC's where you can often get up to 50% or more damage with all hits. Thus, you now have the option of attacking with many weaker SC's or one big SC. Which approach you use is totally dependant on the character you are using, your opponent, and your individual style. However, there are 2 things to be careful of. First, if you use a SC, make sure that you are in a position to get most or all of the hits. Using Ken's Level 1 Shinryuken against a jumper is stupid since you'll get a pitiful number of hits and damage. Don't do Charlie's Level 3 Rushing Kick SC if your opponent is airborn since you will only get 2 hits of the SC. Don't use Ryu's Fireball SC just to get 3 hits of blocked damage. Pretty basic stuff. Second, remember that you keep your Super Meter Chi between rounds, like DS2. Thus, you want to be careful about finishing off a weak opponent with a SC. That can be a big unnecessary waste of Chi. Similarly, you want to be really careful about trying to use a full Super Meter to catch-up to an opponent who is trashing you completely. If you miss, you'll lose both the round and all of your Chi for the next round. If your opponent performs a SC while you are not blocking, you WILL NOT be able to block for a very split-second after the Chi gathering animation ends. Thus, if your opponent is close and catches you with a SC while not blocking, you simply cannot just block after the SC animation begins. This is very good, IMHO, since it doesn't allow the Chi animation to be a sort of "flag," giving an opponent all-day to block the oncoming SC. Note that you have to be pretty close for this property to affect you, so don't worry about people pegging you half way across the screen with SC's while you are not blocking. When you perform a Super Combo, the game progresses your opponent's animation by one frame. One partial reason for this may be to show players who tap a button at the last second before a SC that they actually did indeed push a button. In terms of gameplay, though, you can make use of this and other properties of the SFA engine in one particular instance. When your opponent jumps toward you, you can back off (since you can walk backwards while being attacked). This will cause your opponent's jump attack to miss. Then, just before your opponent lands, perform a Super Combo. The animation will progress so that your opponent will land exactly as the Super Combo is performed. Then, since your opponent techically isn't blocking as he automaticly lands, he will not be able to block the Super Combo. Net result: properly timed, you can nail opponents jumping in with a ground-based Super Combo (i.e. Charlie's Rushing Kick SC). You can try using this method of attack instead of doing a standard anti-air move. The damage potential is very good, especially if you have a Level 2 or 3 SC ready. **************** ALPHA COUNTERS **************** There is now a guard-reversal system in SFA called Alpha Counters. To execute an Alpha Counter, you perform the following joystick motion early in your block-stun animation: O- / | + punch/kick O O The button depends on your character. All individual buttons and the type of AC done is listed with the individual characters in their respective sections. Basicly, when you do this, the animation stops for a very brief second. Your character then does one of his moves over his opponent's move, knocking them out of it(theoreticly). When you hit your opponent with an AC, they are knocked down spinning with blue energy swirling around them. This move requires 1 Level of Chi. Unfortunately, Alpha Counters seem to be the most unpredictable moves of the entire game. Sometimes AC's will be blocked or will not hit. Some characters' AC's just plain suck and can't hit jumpers. To top it off, AC's don't do a whole lot of damage to your opponent. Why would you use one, then? * Getting out of the corner. The corner is a BAD place to be in SFA, and you can sometimes use AC's to smack your way out of a corner/fireball trap. * Keeping an opponent in the corner. The corner is a very powerful tool in defeating your opponent. It is often much more critical to keep your opponent in the corner than to preserve one Level of Chi for a Super Combo. * Smacking those annoying kicks! For battling characters who use a lot of long-range kicks (i.e. Adon, Guy, Ken, Charlie, etc), you can break through their kicks and try to make your opponent a bit more weary by Alpha Countering. * Alpha Countering a Super Combo Sometimes an opponent will try and use a SC to finish you off by making you eat tons of block-damage. You can _usually_ AC a Super Combo without any difficulty. * Getting Out of a Tick Attempt When your opponent is mad and cheap and you can't deal with it, just Alpha Counter the jump-in or whatever other move is being used as a tick. One skill you will have to learn is Alpha Countering from a crouching position. To do this, you simply need to quickly move the joystick out of the defensive crouch position and perform the Alpha Counter. You have to be very fast, but you will be able to do it with practice. This ability really helps out when both you and your opponent have very little life left and both have enough Chi for an Alpha Counter. These situations can turn into huge turtle-fests with both opponents afraid to touch each other for fear of an Alpha Counter repraisal. One tactic here is to try a lot of low attacks, since these are much harder to Alpha Counter. If you can reliably AC a low attack and your opponent cannot, that gives you a definite advantage that could very well win the round for you. As a word of caution, be careful about using Alpha Counters against a Super Combo. Do it only if it is crucial to you staying alive. Sometimes, if your opponent is performing a Level 2 or 3 SC and your character's AC isn't fast enough, the Super Combo will knock you out of your Alpha Counter and you will end up getting plastered instead of your opponent. And that REALLY sucks when you try AC'ing a Level 3 Super Combo and eat the whole thing because your AC wasn't up to par. :( ************** AIR-BLOCKING ************** SFA now has air-blocking in its game engine. Here is the list of what can and cannot be air-blocked: Moves that ABSOLUTELY CANNOT be air-blocked: * Super Combos, including SC projectiles (minus Charlie's) * All ground-based normal moves (i.e. uppercuts) Moves that USUALLY CANNOT be air-blocked but very occasionally are: * Ken/Ryu/Sagat/Akuma's Dragon Punches * Chun Li's Vertical Kick * Adon's Jaguar Knee Moves that USUALLY CAN be air-blocked * Charlie's Flash Kick * Charlie's Sonic Blade SC * Adon's Jaguar Kick * Adon's Jaguar Tooth * All normal projectiles * All normal air-based moves Basicly, there are some weird cases (i.e. Ryu's HK), but these are the only exceptions you probably need to be concerned with. Don't worry about all the weird cases, just learn what usually can and cannot be air-blocked and don't be surprised when something else (like a DP) gets air-blocked occasionally. One thing you will want to keep an eye out for is retaliating against your opponent after having a move air-blocked, like a jump kick. Although it typicly only happens near the corner, sometimes you will land close enough to an airborn opponent to hit them as they come down. Your airborn opponent will not be able to block whatever attack you throw at them, so use this opportunity to quickly land a hit instead of waiting for them to land (i.e. a fireball, DP, uppercut, etc.). The reverse is also possible (the blockee landing first and countering) but is somewhat rarer. *********************** ROLLING ON THE GROUND *********************** After getting knocked in the air, by performing a Yoga Flame motion (half-circle) without pushing any buttons, you can hit the ground rolling, similar to Ken's rolling move. The direction you roll is determined by which way you do the Yoga Flame motion. You can use the roll for all types of landings, including air-block landings. This move can be used to get out of corner traps, counter a fireball set-up, etc. It can also get you into trouble as you are not invulnerable while rolling and can be thrown if you end up too near to your opponent. *************** OVERHEAD HITS *************** Similar to Ryu's Rushing Punches of SSF2T, many characters have been given overhead hits that will hit a crouching defender. There usually is a delay to the move, so if you keep on your toes, you can spot them. One tactic is to jump-in and immediately perform an overhead hit. Since most people will block low after blocking a jump-in, you can nail people with the overhead hit. ****************************** THROWS/THROW SOFTENING/TICKS ****************************** Yes, those ultra-cheap throws are back! :)) Capcom has made some adjustments to the throwing part of the game engine to appeal to both throw and non-throw players. * Throw softening is more difficult now. Your reaction time to the throw has to be much quicker than in SSF2T. You also can't soften throws "accidentally" like you almost always could in SSF2T. * All non-special move throws can be softened now, which includes presses and air-throws. * Throw ranges have been reduced. This makes ticking (throwing someone as they come out of a block stun) more difficult and easier to anticipate. * Special move throws like Birdie and Sodom's grabs have shorter ranges than Zangief's piledriver and can can be countered with a jab or other move pretty easily. Ticking is much easier to anticipate now with the reduced throw ranges. It is very easy to chain combo someone out of a tick attempt. The exception is Birdie, who has a few monster ticks with his Chain Grab. However, this tick requires the slow, lathargic Birdie to move-in and get a close jump-in attack or other set-up move, something which isn't necessarily easy. The bottom line is that ticking and throws are harder than before and play less of a role in the outcome of the game. They are no longer the nightmare that they could become in SF2. *********************************** JUMP-INS/NECK KICKS/MEATY ATTACKS *********************************** Just as in SF2, you can jump-in on an opponent who is getting up so that they must block or be hit. It is reasonably difficult to time, being somewhere between Turbo and Hyper Fighting (if I remember correctly). Of course, your opponent can try Alpha Countering, but that's the risk you take. If you do get the jump-in (meaning your opponent tried and failed to DP or something), there are a number of Super Combos and chain combos that go well with a jump-in. These are described later on. If you try and jump-in, however, you must watch to make sure your opponent does not roll away and try to nail you as you come down. There also exist a form of neck kicks in SFA. This is where you hit your opponent's "neck" with the back of your leg as you jump in. Because of the positioning, the fighter on the ground must block in the same direction he is facing. This is much harder to do than in SF2 due to the difficult timing and positioning. The only character I personally can do it reasonably well with is Ken with his flying forward kick. The positioning is actually pretty deceiving since Ken hits on the very upper forward part of the opponent's forehead. Ken then "magicly" skips to the other side to hit behind his opponent. This move sets up some really nice combo attempts. Other characters may have similar attacks. I've seen a human Ryu do it a few times before as well as the CPU with several characters. But, because of the really difficult positioning and timing, don't expect it to be a huge part of the game by any means. Contrary to the difficulty of jump-ins, meaty attack are relatively easy. Meaty attacks are the ground-based equilelants of jump-ins. These are very easy to time. One strategy is to land early from a jump-in, faking your opponent into trying to throw or DP, and then throwing a meaty attack at the last second. All attacks can theoreticly be used as meaty attacks. Try mixing in long-range kicks and close-in punches and jabs to provoke your opponent to try something. As with jump-ins, meaty attacks are prone to the same risks with regard to Alpha Counters as jump-ins. ******** TAUNTS ******** Yes! The SF series has jumped on the humiliation bandwagon by putting character taunts in SFA. You can taunt only once per round by hitting the START button (yours, of course!). Taunts do not use up any Chi, do not hit your opponnet (except for Chun Li), and prevent you from blocking for a brief moment. You cannot use a special move to get out of a taunt. You just have to sit there and let the animation run its course. Neat, eh? Perfect for using after a large SC, or try taunting after throwing a non-thower. Sodom is perfect for this as he just picks up his opponent and throws quickly without even bending down. Taunting right afterwords makes him bow down at his opponent in "respect." Gets people real mad! :)) **************** THE CHARACTERS **************** ***** RYU ***** "What's wrong? Why do you hold back?" -Ryu, SFA Ryu is in the tournament for the spirit of the fight. *Chains* S. JAB, S. STRONG, C. ROUNDHOUSE C. SHORT, C. ROUNDHOUSE C. SHORT, C. FORWARD, C. ROUNDHOUSE *Combos* J. ROUNDHOUSE, C. STRONG, C. FORWARD, FIREBALL J. ROUNDHOUSE, S. JAB, S. STRONG, FIREBALL J. ROUNDHOUSE, C. FORWARD, SHINKUU HADOKEN SC *Alpha Counter* O-- / | + punch O O Ryu blocks the attack and does a fierce Dragon Punch. *Taunt* #1 Ryu stops to adjust his handguards. #2 Ryu stops to adjust his headband. *Overhead Punch* --O + STRONG Ryu raises his fist over his shoulder and then slams down for 2 hits. This is an overhead hit. *Spin Kick* --O + FORWARD Ryu does one rotation of a Hurricane Kick. Ryu's foot hits the opponent as he comes down. *Fireball* | \ --O + punch O O The FIERCE fireball flickers red for a brief second after it comes out. If you hit your opponent with it while it is red, they will catch on fire and be knocked down. *Hurricane Kick* | / O-- + kick O O Now goes over fireballs and Charlie's Sonic Boom. Can be done in the air. *Dragon Punch* --O | \ + punch O O Invulnerable and almost impossible to air-block. *Super Combo #1* Shinkuu Hadoken | \ --O | \ --O + punch O O O O Ryu sends out a massive fireball that goes through projectiles. The fireball loses 1 hit for each projectile it passes through. Level 1: 3 hits. Level 2: 4 hits. Level 3: 5 hits. *Super Combo #2* Shinkuu Tetsumakisenpukyaku | / O-- | / O-- + kick O O O O Ryu does a Hurricane Kick in-place. Hits lots of times and does KILLER block and normal damage. Level 1: 4 hits. Level 2: 8 hits. Level 3: 12 hits. ***** KEN ***** "Now you understand the difference between us!" -Ken, SFA Ken is fighting for a re-match with his long-time friend and rival, Ryu. *Chains* S. JAB, S. STRONG, C. ROUNDHOUSE C. JAB, C. SHORT, C. ROUNDHOUSE C. JAB, C. SHORT, C. FORWARD, C. ROUNDHOUSE *Combos* F. ROUNDHOUSE, C. STRONG, C. FORWARD, FIREBALL F. ROUNDHOUSE, C. SHORT, S. FORWARD, HURRICANE KICK F. ROUNDHOUSE, C. SHORT, S. FORWARD, KRAZY KICK F. FORWARD, C. JAB, S. SHORT, S. FORWARD, HURRICANE KICK F. ROUNDHOUSE, C. SHORT, C. FORWARD, SHORYUREPPA SC F. ROUNDHOUSE, C. SHORT, S. FORWARD, SHINRYUKEN SC *Alpha Counter* O-- / | + punch O O Ken blocks the attack and does a fierce Dragon Punch. *Taunt* #1 Ken runs his fingers through his hair, looks at the players, smiles, does a thumbs-up, and says something in Japanese. #2 Ken beckons his opponent closer with his fingers with a cocky look on his face. *Krazy Kick #1* --O + FORWARD Ken lifts his leg straight up and slams it down on his opponent for 2 hits. This is an overhead hit. *Krazy Kick #2* S. ROUNDHOUSE Ken does a spinning side kick that has good range. *Fireball* | \ --O + punch O O Standard fireball. The fireball delay is longer than Ryu's. *Hurricane Kick* | / O-- + kick O O Goes over fireballs and Charlie's Sonic Boom. Hits multiple times, much better than it did in SSF2T. *Dragon Punch* --O | \ + punch O O Invulnerable and difficult to air-block. *Ground Roll* | / O-- + punch O O Ken tucks into a ball and rolls forward. The length of the roll is determined by the button pressed. *Super Combo #1* Shoryureppa | \ --O | \ --O + punch O O O O Ken does multiple Dragon Punches in a row. Same as his SSF2T SC. Level 1: 4 hits. Level 2: 6 hits. Level 3: 8 hits. *Super Combo #2* Shinryuken | \ --O | \ --O + kick O O O O Ken does a vertical Dragon Punch, spinning around as he goes. Level 1: 6 hits. Level 2: 7 hits. Level 3: 8 hits. ******* SAGAT ******* "Accept your weakness. Never return here!" -Sagat, SFA Sagat seeks a rematch with Ryu, the young fighter who stipped him of his title and scarred his chest in the first Street Fighter tournament. *Chains* S. JAB, S. STRONG, S. ROUNDHOUSE S. JAB, S. STRONG, C. ROUNDHOUSE *Combos* F. ROUNDHOUSE, S.(C.) STRONG, TIGER BLOW F. ROUNDHOUSE, C. FORWARD, LOW TIGER SHOT F. ROUNDHOUSE, S. JAB, S. STRONG, TIGER CRUSH F. ROUNDHOUSE, C. FORWARD, TIGER GENOCIDE *Alpha Counter* O-- / | + kick O O Sagat does a standing forward kick. Good horizontal range. *Taunt* Sagat puts his chin in his palm and stands there, looking at his opponent, grinning. *Low Tiger Shot* | \ --O + kick O O *High Tiger Shot* | \ --O + punch O O *Tiger Blow* --O | \ + punch O O Hits up to 1, 3 and 7 times, depending on the button used. *Tiger Crush* --O | \ + kick O O Hits up to 2 times. *Super Combo #1* Tiger Genocide | \ --O | \ --O + kick O O O O Sagat does a Tiger Knee followed by a Tiger Uppercut. Goes through fireballs at all Levels. Level 1: 5 hits. Level 2: 9 hits. Level 3: 13 hits. *Super Combo #2* Tiger Cannon | \ --O | \ --O + punch O O O O Sagat does a High Tiger Shot that goes through projectiles. Loses 1 hit for every projectile it goes through. Level 1: 4 hits. Level 2: 5 hits. Level 3: 6 hits. *Super Combo #3* Tiger Raid | / O-- | / O-- + kick O O O O Sagat does several standing kicks and ends with a flying straight kick. Level 1: 5 hits Level 2: 7 hits Level 3: 7 hits ********* CHUN LI ********* "I don't have time for amaeturs!" -Chun Li, SFA Chun Li is on a mission for the government to arrest M. Bison for drug trafficking. *Chains* S. JAB, S. STRONG, S. FIERCE S. JAB, S. STRONG, C. ROUNDHOUSE *Combos* F. ROUNDHOUSE, S.(C.) JAB, S.(C.) STRONG, C. ROUNDHOUSE F. ROUNDHOUSE, S. JAB, S. STRONG, S. FIERCE F. ROUNDHOUSE, S.(C.) JAB, S.(C.) STRONG, KIKOKEN F. ROUNDHOUSE, S.(C.) JAB, S.(C.) STRONG, THOUSAND BURST KICK (Corner) THOUSAND BURST KICK, POWER STORM, SPINNING SHADOW KICK *Alpha Counter* O-- / | + kick O O Chun Li does a crouching forward kick. *Taunt* Chun Li puts her hand up by her cheek and says, "Sorry!" in Japanese in a cutesy voice that makes it sound as if she's talking to a child. This is the only Taunt in the game that actually hits an opponent. *Knee Flip* \ + kick O *Split Kick* --O \ | / O-- + kick O O O Chun Li does an upside-down split kick and lunges forward with it (like half of a SBK). Goes through fireballs if timed perfectly (which is hard) and is an overhead hit. *Lightning Kick* Tap kick repeatedy *Kikoken* Charge O-- --O + punch *Spinning Air Kick* Charge | O + kick O | Hits 1, 2, or 3 times, depending on button used. *Super Combo #1* Thousand Burst Kick Charge O-- --O O-- --O + kick Level 1: 5 hits. Level 2: 7 hits. Level 3: ? hits. *Super Combo #2* Spinning Shadow Kick Charge / \ / O + kick O O O | Chun does a hyped-up version of her Vertical Split Kick. Level 1: 5 hits Level 2: 7 hits Level 3: ? hits *Super Combo #3* Power Storm | \ --O | \ --O + punch O O O O Chun Li summons a massive burst of energy in front of her that does excellent damage to jumpers. Level 1: 5 hits. Level 2: 7 hits. Level 3: ? hits. ********* CHARLIE ********* "Be all you can be, scumbag!" -Charlie, SFA Charlie is on a mission for the military to bring down the notorious drug lord, M. Bison. *Chains* C. JAB, C. SHORT, S.(C.) STRONG, S. FIERCE C. JAB, S.(C.) STRONG, S. FIERCE *Combos* F. ROUNDHOUSE, C. SHORT, S. STRONG, SONIC BOOM F. ROUNDHOUSE, C. SHORT, C. STRONG, FLASH KICK F. ROUNDHOUSE, C. SHORT, C. STRONG, SOMERSAULT JUSTICE *Alpha Counter* O-- / | + punch O O Charlie does a spinning backfist. *Taunt* Charlie takes out his list of victims and writes your name on it BEFORE he wins the match. :) *Jumping Spin Kick* O-- or --O, + FORWARD Charlie takes a small leap forward and kicks in the air. This is an overhead hit. *Thrust Kick* O-- or --O, + ROUNDHOUSE Charlie skips forward and does a mid-section thrust kick. *Sonic Boom* Charge O-- --O + punch This is a bit higher than Guile's SB, so Guy, Rose, and Sodom can slide underneath all but the jab SB. *Flash Kick* O Charge | | + kick O This can almost always be air-blocked, so use it with caution. I recommend using the short FK, since your opponent can retaliate as you land from a blocked FIERCE FK. *Super Combo #1* Sonic Break Charge O-- --O O-- --O + punch Charlie lets out multiple Sonic Booms. The timing is so that you can let them out one right after the other or wait up to 3/4 of a second before releasing the next Boom. Level 1: 2 hits. Level 2: 3 hits. Level 3: 4 hits. *Super Combo #2* Somersault Justice O Charge / \ / | + kick O O O Charlie does multiple Flash Kicks in a row. This CANNOT be air- blocked, unlike his normal Flash Kick. Level 1: 5 hits. Level 2: 7 hits. Level 3: 9 hits. *Super Combo #3* Crossfire Blitz Charge O-- --O O-- --O + kick Charlie rushes forward with multiple kicks and punches. Level 1 does not go through fireballs, but Levels 2 and 3 do. Level 1: 4 hits. Level 2: 5 hits. Level 3: 6 hits. ******** BIRDIE ******** "It's good to be back!" -Birdie, SFA Birdie is fighting in the tournament to prove himself worthy of entering Shadaloo. *Chains* Still haven't figured them out, but I probably wouldn't use them anyway. See strategy section for info. *Alpha Counter* O-- / | + punch O O Birdie does a jab Headbutt Rush. *Taunt* Birdie licks the chains around his arms. Tasty! *Headbutt Charge* Charge O-- --O + punch Birdie rushes forward with a Headbutt. Distance is determined by the button used. Using a long-range HBC on a close opponent will cause a move stun, allowing the opponent to counter the move. *Turn-Around Headbutt* Hold any 2 punch/kick buttons and release Similar to Balrog's TAP. Birdie is nearly invulnerable as he turns back before thrusting forward. Like the HBC, the buttons held determine the length of the attack and the delay after- words. *Chain Grab* O / | \ --O / + punch O O O Birdie wraps his chains around his opponent and slams them into the ground twice. *Super Combo #1* Leaping Chain Grab | \ --O | \ --O + button O O O O Birdie leaps *very* quickly into the air and performs a Chain Grab as he lands. The distance Birdie leaps is determined by the button pressed, JAB being the shortest and ROUNDHOUSE being the farthest. Level 1: Birdie does one slam with the Chain Grab. Level 2: Birdie does 2 slams with the Chain Grab. Level 3: Birdie does 2 slams and a Headbutt Rush. *Super Combo #2* Mega Headbutt Rush Charge O-- --O O-- --O + punch Birdie does several Headbutt Rushes in a row. Level 1 does not go through fireballs, but Levels 2 and 3 do. Level 1: 3 Headbutt Rushes. Level 2: 4 Headbutt Rushes. Level 3: Birdie does 3 Headbutts. If all 3 hit, then the opponent is automaticly dizzied, and Birdie takes time-out to comb his hair. Birdie finishes with 3 more Headbutt Rushes. ****** ADON ****** "I am a Muay Thai master. You are sucking gravel." -Adon, SFA Adon is a former student of Sagat and is set on winning the title of World Warrior for himself. *Chains* S. JAB, S. STRONG, S. ROUNDHOUSE S. JAB, S. STRONG, C. ROUNDHOUSE *Alpha Counter* O-- / | + kick O O Adon does a Jaguar Knee. Decent horizontal range and great against jumpers. *Taunt* Adon gives his opponent the "thumbs-down" sign. *Upward Kick* \ + FORWARD O Adon crouches and does a vertical kick with excellent anti-air priority. *Jaguar Kick* O-- | / + kick O O Adon jumps in the air and quickly kicks downward, creating an arc of energy. SHORT: Very quick, horizontal, short arc. FORWARD: Forward arc with greater height and distance. Excellent for going over projectiles. ROUNDHOUSE: High arc with little forward movement. Good for close-in attackers. *Jaguar Tooth* --O \ | / O-- + kick O O O Adon leaps up to the corner of the screen and comes down quickly with a flying kick. SHORT makes Adon land where he took off from. FORWARD and ROUNDHOUSE make him land further forward from his original position. *Jaguar Knee* O | \ --O / + kick O O Adon does a more "vertical" version of Sagat's Tiger Knee. Hits twice. *Super Combo #1* Jaguar Breed Assault | \ --O | \ --O + punch O O O O Adon charges with multiple fist attacks. Goes through fireballs at all Levels. Level 1: 4 hits. Level 2: 6 hits. Level 3: 6 hits. *Super Combo #2* Jaguar Revolver | / O-- | / O-- + kick O O O O Adon does multiple Jaguar Kicks in a row. Level 1: 3 hits. Level 2: 4 hits. Level 3: 6 hits. ***** GUY ***** "You are so outclassed." -Guy, SFA Guy fights in the tournament as a test of personal strength and to defeat M. Bison. *Chains* S. JAB, S. STRONG, S. FIERCE, S. ROUNDHOUSE C. SHORT, C. FORWARD, C. ROUNDHOUSE *Alpha Counter* O-- / | + kick O O Guy does a crouching FORWARD kick. *Taunt* Guy turns his back to the opponent and the players, doing the two-fingered Japanese sign. *Overhead Slam* --O + punch Guy cries out briefly, then slams his fist downward. This is an overhead hit. *Bushido Run* | \ --O + kick O O Guy starts running toward his opponent very quickly. The button you press determines what move you can end the run with. SHORT: Guy stops without attacking. FORWARD: Guy does a running slide kick. ROUNDHOUSE: Guy does a short jump-kick that is an overhead attack. To execute the move at the end of the run, simply push any kick button while running. Remeber, the move you end the run with is determined by the first kick button pressed, not the second. If you do not push the second button, Guy will automatically stop once he reaches his opponent. *Bushido Leap* | \ --O + punch O O Guy tucks into a ball and jumps quickly forward. Pressing a punch button anytime during the flight will cause Guy to stop in mid-air and fall down with a dropping elbow attack. If Guy is right above his opponent, pushing punch will cause Guy to pick his opponent up, spin 360 degrees in the air, and perform a backbreaker as he lands. The button pushed determines the angle of Guy's jump. *Rising Spin Kick* | / O-- + kick O O Guy does a vertical Hurricane Kick that has Dragon Punch-like priority. Hits 1, 2, or 3 times, according to the button used. *Super Combo #1* Bushido Rage | \ --O | \ --O + kick O O O O Guy runs forward and does multiple kicks. Good range. Goes through fireballs at all Levels. Level 1: 4 hits. Level 2: 6 hits. Level 3: 7 hits. *Super Combo #2* Bushido Jump | \ --O | \ --O + punch O O O O Guy does a series of jumping punches and kicks. Level 1: 4 hits. Level 2: 5 hits. Level 3: 6 hits. ******* SODOM ******* "Guess I beat you pretty bad. Nothing personal." -Sodom, SFA Sodom fights to avenge his defeat to Guy several years previous. *Chains* S. JAB, S. FORWARD, S. ROUNDHOUSE S. JAB, S. STRONG, C. ROUNDHOUSE *Alpha Counter* O-- / | + punch O O Sodom does a short version of a Sai Slice. Good range. *Taunt* Sodom stands up straight with his arms at his sides and bows down in "respect." *Sai Slice* --O | \ + punch O O Sodom races forward with his sai outstretched. Good range and speed. *Power Bomb* O | \ --O / + punch O O Sodom takes a small hop forward, jabbing his sai downward. If they touch his opponent, Sodom carries them high into the air and slams them down on the ground. This move cannot be blocked. *Carpet Drop* O | \ --O / + kick O O Sodom runs forward with his sai in front of him. If he hits his opponent, he pushes them down and drags them on the ground until they catch on fire. This move can be blocked. *Super Combo #1* Mega Sai Slice | \ --O | \ --O + punch O O O O Sodom does multiple Sai Slices in a row. Goes through fireballs at Levels 2 and 3. Level 1: 3 hits. Level 2: 6 hits. Level 3: 7 hits. *Super Combo #2* Mega Power Bomb 720 degree circle + punch Sodom grabs his opponents with his Sai and takes them for a ride. Sodom CAN be knocked out of the grabbing animation rather easily. Level 1: 1 massive Power Bomb. Level 2: 2 massive Power Bombs. Level 3: 2 big Power Bombs and a Carpet Drop. ****** ROSE ****** "Are you finished?" -Rose, SFA *Chains* C. JAB, C. SHORT, C. FORWARD, C. ROUNDHOUSE *Alpha Counter* O-- / | + punch O O Rose does a very mini-version of her Soul Catch, throwing her opponent down on the opposite side of her. The opponent is not harmed, but instead is stunned for a fraction of a second. This is a very small window of time to damage your opponent. You typicly can get a RH sweep in, but not always. You can also try going for a _very_ quick SC, such as a Level 1 or 2 Aura Soul Spark SC. *Soul Spark* / | \ --O + punch O O O Rose whips out her scarf and launches a fireball. Her opponent can be hit by both the scarf and the fireball. *Soul Reflect* | / O-- + punch O O Rose snaps her scarf in front of her. Not only does this hit by itself, but it will reflect all normal projectiles back at her opponent. It will not work against Super Combo projectiles, though. JAB: Absorb projectile into Rose's Super Meter. STRONG: Reflect projectile horizontally. FIERCE: Reflect projectile diagonally. *Soul Catch* --O | \ + punch O O Rose jumps up diagonally and air-throws her opponent. *Super Combo #1* Aura Soul Spark | / O-- | / O-- + punch O O O O Rose shoots a Soul Spark that hits multiple times and goes through projectiles. Loses 1 hit for each projectile it passes through. At higher Levels, Rose does a Soul Reflect and some kicks before throwing the Soul Spark. Level 1: 3 hits. Level 2: 6 hits. Level 3: 4 hits. *Super Combo #2* Aura Soul Catch | \ --O | \ --O + punch O O O O Rose does some uppercuts which knock her opponent into the air. She then does a Soul Catch, doing *major* damage. Level 1: Rose simply does a more damaging Soul Catch. This Level DOES NOT hit opponents on the ground like Levels 2 and 3 Level 2: Rose does two uppercut to knock her opponent into the air and then does a Soul Catch. Level 3: Rose does 3 uppercuts and performs a Soul Catch. *Super Combo #3* Soul Illusion | \ --O | \ --O + kick O O O O This causes several "shadows" to follow Rose and mirror her motions. Any hit on her opponent will be multiplied by about 4 as the shadow trails tag their hits on as well. The higher the Level, the longer the shadows remain. Level 1: Images last 5 seconds. Level 2: Images last 6 seconds. Level 3: Images last 9 seconds. ******* AKUMA ******* "Weaklings! Is there no one worth fighting?" -Akuma, SFA Akuma "enters" the tournament for one reason only: to destroy all opponents. *Chains* S. JAB, S. STRONG, C. ROUNDHOUSE C. SHORT, C. ROUNDHOUSE C. SHORT, C. FORWARD, C. ROUNDHOUSE *Alpha Counter* O-- / | + kick O O Akuma does a crouching ROUNDHOUSE kick. *Taunt* Akuma slams his feet on the ground (shaking the screen) and shakes with adrenaline rage for a brief second. *Overhead Karate Chop* --O + STRONG Identical to Ryu's Overhead Punch. This is an overhead hit. *Spin Kick* --O + FORWARD Identical to Ryu's Spin Kick. Hits opponents on the way down. *Fireball* | \ --O + punch O O Standard fireball with *great* recovery time. *Red Fireball* O-- / | \ --O + punch O O O Akuma pauses for a decent delay and then throws a fireball that will set his opponent aflame and knock them down. Hits 1, 2, or 3 times, depending on button used. *Air Fireball* | \ --O + punch (in mid-air) O O Akuma throws a fireball diagonally downward. *Hurricane Kick* | / O-- + kick O O Goes over fireballs and Booms. Hits up to 3 times. *Dragon Punch* --O | \ + punch O O Invulnerable and almost impossible to air-block. *Forward Roll* | / O-- + punch O O Akuma takes a small hop forward and then rolls. Akuma is invulnerable to fireballs during the roll but not the hop. *Air Roll* O | \ --O / + punch O O Akuma does a leap nearly identical to Guy's Bushido Leap. He can come down with a punch or a slide using punch or kick. *Teleport* --O | \ + all 3 punch/kick OR O-- | / + all 3 punch/kick O O O O Akuma warps across the screen, traveling though everything else and appearing at a location determined by the joystick method and buttons used. Kicks teleport you a short distance, punches a long distance. The direction you do the DP motion determines which way you teleport. *Super Combo #1* Double Shinkuu Hadoken | / O-- | / O-- + punch O O O O Akuma crouches down and gathers Chi at both of his fists. He then launches the energy in one big fireball. Level 1: 4 hits. Level 2: 6 hits. Level 3: 8 hits. *Super Combo #2* Shoryureppa | \ --O | \ --O + punch O O O O Identical to Ken's Shoryureppa. Level 1: 4 hits. Level 2: 6 hits. Level 3: 8 hits. *Super Combo #3* Air Shinkuu Hadoken | \ --O | \ --O + punch O O O O Akuma launches an air fireball that acts identical to his ground Shinkuu Hadoken. Level 1: 4 hits. Level 2: 6 hits. Level 3: 8 hits. *Super Combo #4* Raging Demon JAB, JAB, --O, SHORT Akuma teleports slowly toward his opponent. If he makes contact (this ove cannot be blocked) the screen flashes white and Akuma's opponent loses about 50% of his life. Level 3: This SC can only be done at level 3. 15 hits. ********** M. BISON ********** "You were almost entertaining." -M. Bison, SFA M. bison is on a world-wide tour of domination and destruction. *Chains* I couldn't find any today for some reason...I'll figure it out tonight... *Alpha Counter* O-- / | + punch O O Bison does a standing STRONG punch. *Taunt* Bison stands up at attention, crosses his arms, and grins wickedly at his opponent. *Knee Press* Charge O-- --O + kick Bison jumps horizontally with his legs outstretched. Hits 2 times. *Psycho Aura* Charge O-- --O + punch Bison releases a violet energy ball. *Demon Stomp* O Charge | | + kick O Bison flies in the air and quickly stomps on his opponent's head. He can then be controlled as he comes down and attacks a second time by pressing punch. Both attacks are overhead hits. *Demon Flight* O Charge | | + punch O Bison fakes a Demon Stomp, flies over the opponent's head, and can then be controlled as he comes down. He can attack by hitting punch. This move is an overhead hit. *Teleport* --O | \ + all 3 punch/kick OR O-- | / + all 3 punch/kick O O O O Bison teleports, appearing at a location determined by the joystick motion and buttons. Kicks make you teleport a short distance. Punches make you teleport a long distance. The joystick motion determines your teleport direction. *Super Combo #1* Knee Press Nightmare Charge O-- --O O-- --O + kick Bison does multiple Knee Presses. Level 1: 4 hits. Level 2: 6 hits. Level 3: 8 hits. *Super Combo #2* Psycho Crusher Charge O-- --O O-- --O + punch Bison does a REALLY, REALLY powerful version of his SF2 Torpedo. Goes through fireballs at all Levels. Level 1: 3 Level 2: 4 Level 3: 6 ***** DAN ***** "My father could beat you, and he's dead!" -Dan, SFA Dan fight to avenge his father's death at the hands of Sagat and to prove himself the _best_ fighter in the world. *Chains* S. JAB, S. STRONG C. JAB, C. STRONG *Alpha Counter* O-- / | + kick O O Dan does a crouching ROUNDHOUSE. *Taunt* Dan sticks his elbow out at his opponent as he clenches his fist beside his head. Dan can use his taunt infinitely during the round. *Fireball* | \ --O + punch O O This fireball only goes about 2 inches (seriously!). *Dragon Punch* --O | \ + punch O O Standard Dragon Punch, but not nearly as invulnerable. *Gale kick* | / O-- + kick O O Dan flies horizontally forward, performing multiple kicks. The button used determines the angle of flight. *Super Combo #1* Shinkuu Hadoken | \ --O | \ --O + punch O O O O Dan lets a large fireball go that travels various distances, depending on the Level used. Level 1: 3 hits. Level 2: 4 hits. Level 3: 5 hits. *Super Combo #2* Shoryureppa | \ --O | \ --O + kick O O O O Dan does 2 vertical Dragon Punches that his multiple times. Level 1: 4 hits. Level 2: 5 hits. Level 3: 6 hits. *Super Combo #3* Desperation | / O-- | / O-- + kick O O O O Dan does Robert Garcia's desparation move (from Art of Fighting), but without the forward leap at the beginning. Level 1: 4 hits. Level 2: 7 hits. Level 3: 12 hits. ********************** ABOUT THE CHARACTERS ********************** What follows is an in-depth coverage of each of the individual characters' moves and a general strategy outline for each character. This covers what combos are most often used, what each opponent's strengths are, and what to avoid or watch out for when playing with or against a certain character. Of course, since SFA has only been testing a month or so, there are still many things left undiscovered. This section will undoubtedly be changed and appended later on, but this should give you a good general idea of how to start playing each character. ***** RYU ***** *Alpha Counter* O-- / | + punch O O This will cause Ryu to do a FIERCE Dragon Punch. While not having as much range as other Super Combos, this AC has the advantage of hitting your opponent the instant it starts (no unnecessary animation like in Charlie's or Birdie's AC's). It does not hit as deep as a normal DP, so be very careful trying to AC sweeps and slides. The AC is pretty invulnerable, insuring that you can use it against all types of attacks and Super Combos without much fear of trading. Since Ryu performs a FIERCE Dragon Punch, make sure you connect with this move, or you will definitely be eating a combo on your way down. *Overhead Punch* --O + STRONG This overhead hit is a decent move. It has more range than you might think, and you can sometimes nail your opponent with the last part of the hit from afar. *Spin Kick* --O + FORWARD This move is very quick and will hit an opponent on the way down (this is not an overhead hit, your opponent can block it). This lets Ryu skip in closer to his opponent without retaliation. You can use it to try to push your opponent back, tick with it, or skip over foot sweeps and other low attacks. Since you can sometimes be hit afterwords if you try anything but blocking (depending on distance), your opponent may try and sweep you afterwords. Try using a Super Combo as you land if your opponent becomes predictable like this. *Fireball* | \ --O + punch O O Ryu still has a very short fireball delay. However, since many opponents have other means besides jumping to get around fireballs, you have to be very careful when and where you throw fireballs. Fireball corner traps don't work against a lot of characters, and using only fireballs to push an opponent back is risky as well. Use fireballs more in moderation with other attacks to keep your opponent guessing. To keep opponents away, combo fireballs in with footsweeps and other attacks, forcing them to block and be pushed back. Whenever comboing-in a fireball, use the FIERCE version. If you are close, your opponent will be set on fire and be knocked down, giving you the positional advantage. *Hurricane Kick* | / O-- + kick O O If you are quick, this move can counter close-range fireballs easily. You have to do it slightly early to make it over the fireball. Use the HK while jumping to gain superiority over most jumping attacks instead of air-blocking. *Dragon Punch* --O | \ + punch O O This move is totally invulnerable. Let loose with it. *Super Combo #1* Shinkuu Hadoken | \ --O | \ --O + punch O O O O The Shinkuu Hadoken is an excellent attack in fireball wars and close-in fighting. For fireballers, you can react instantly to most opponents' projectiles and respond with a Shinkuu Hadoken. By having a charged SC, you can really take control and intimidate a fireballing opponent. Close-in, ALWAYS be looking for openings where you can throw your SC, especially in the corner. Opponents will often throw a fireball that they expect you to have to block. However, even if their fireball is nearly in your face, you can still instantaneously launch the SC and nail your opponent. Always be doing the SC motions as you are pulling out of certain moves and watch for a projectile attempt from your opponent. Good situations include after a blocked sweep or uppercut, after an intentionally missed sweep (hit them as they run in to hit you), after the overhead punch as they try to retaliate, etc. Using the Shinkuu Hadoken in normal combos requires a bit of fancy joystick work, but the results can be particularly damaging. You have very little leaway in getting the motions for the SC done if you want the SC to hit. The optimum move for this is the crouching FORWARD kick. Basically, you need to insert the FORWARD kick into the first QCF motion of the SC. Then, after the first QCF, just buffer-in a normal fireball. If you do everything close enough together, you will get the Super Combo instead of a fireball, doing nice damage to your unfortunate opponent. It looks something like this: | \ + FORWARD --O | \ --O + punch O O O O Because you have so little time to buffer the SC motion into the C. FORWARD kick, you have to start the motion for the SC before you actually kick. Doing a C. FORWARD and then attempting to do the 2QCF motion will not work. You simply cannot physically do it fast enough. As described in the combo section, you can incorporate a variety of combos with the Shinkuu Hadoken like above. As a final warning, be very careful when trying to use the Shinkuu Hadoken against an opponent with an anti-fireball SC like Adon or Birdie. These characters can buffer their SC's during the chi animation of your SC, thus being able to easily counter before your SC fireball even comes out. *Super Combo #2* Shinkuu Tetsumakisenpukyaku | / O-- | / O-- + kick O O O O This move really has no range, so you have to anticipate your opponent moving in or opening-up to get it to hit. It is best used close-in, especially when your opponent is cornered and desparately trying to escape. Try using it after the Spin Kick if you know that your opponent will try and retaliate. This move does very good damage, so don't totally discount it based solely on its limited range. Do not use this move as an anti-air defense. If you have time to do the SC, do a Dragon Punch instead. If you do this against an airborne opponent, you will get a poor number of hits and damage. *Combos* J. ROUNDHOUSE, C. STRONG, C. FORWARD, FIREBALL The old SF2 combo is still there. It isn't a chain combo, so you do have to time it differently than chain combos. J. ROUNDHOUSE, C. SHORT, C. SHORT, C. FORWARD, FIREBALL Similar to another old SF2 combo, you can now insert a couple C. SHORT kicks since they chain with the C. FORWARD. J. ROUNDHOUSE, C. FORWARD, SHINKUU HADOKEN SC The easiest combo to put the Shinkuu Hadoken SC into. As described before, practice putting the FORWARD kick in during the QCF motions. J. ROUNDHOUSE, C. SHORT, C. SHORT, C. FORWARD, SHINKUU HADOKEN SC * RYU'S TOUCH OF DEATH * The ultimate Ryu combo, this will do *heavy* damage at Level 2 or 3. I recommend putting extra money in the machine and playing a standing-still opponent to get good at this combo. On the heavy-damage machine I've been playing on recently, this combo automatically kills your opponent at Level 3. On a normal damage machine, it might do something like 70% damage. SIDE NOTE: It is possible for Ryu to trip-up an opponent with a ROUNDHOUSE sweep and hit them with a Shinkuu Hadoken on the way down. However, anytime you can get a RH sweep, you can usually FORWARD sweep instead and combo-in the SC on the ground, giving you full hits and damage. The Shinkuu Hadoken can only hit an airborn opponent twice, so its damage potential is limited. Basically, Ryu has not changed much from SSF2T. With the ability to throw multiple Shinkuu Hadokens per round, Ryu can gain considerable ground superiority. However, there are many, MANY moves designed to avoid and retaliate against fireballs. Anti-Fireball Moves: *Ryu- Shinkuu Hadoken SC *Ken- Ground Roll *Sagat- Tiger Cannon SC, Tiger Knee *Chun Li- Axe Kick, TBK SC *Charlie- none *Birdie- Chain Grab SC *Adon- Jaguar Kick/Jaguar Revolver SC/Jaguar SC *Guy- Bushido Leap *Sodom- Slide *Rose- Slide/Soul Reflect *Akuma- Take your pick... *M. Bison- Demon Stomp *Dan- none When playing Ryu, keep these moves in mind for each character and try to minimize their threat. Remember that standard fireball traps will not work against many characters, so be very careful when trying to corner your opponent. ***** KEN ***** *Alpha Counter* O-- / | + punch O O Ken blocks the attack and does a fierce Dragon Punch. Because it is a DP move, it has excellent priority and speed. It also will leave you wide open if you miss with it. *Krazy Kick #1* --O + FORWARD This overhead hit has good recovery, but it is also one of the most predictable overhead hits in the game because of its strange animation. *Krazy Kick #2* S. ROUNDHOUSE Ken's side kick is awesome. This kick definitely helps him a lot by giving him quick, mid-range striking power. *Fireball* | \ --O + punch O O The fireball delay is still slower than Ryu's, so be careful. *Hurricane Kick* | / O-- + kick O O Although this move goes over projectiles, if you have time to hit your opponent with this when going over a fireball, do a roll instead. Use this move in combos to push your opponent back far. Also use it in the air for attack priority. *Dragon Punch* --O | \ + punch O O Totally invulnerable. FIERCE sets opponent on fire. *Ground Roll* | / O-- + punch O O This is the move that makes the new Ken so awesome to play. It is not invulnerable, but it allows Ken to: A) Go under all projectiles (including Sagat's Low Tiger) You can react to fireballs from the correct range, even Ryu's fireballs. You can sweep or DP as you come out of the roll, or try a SC if you are close enough. B) Roll under some rushing SC's Not particularly consistent, but it saves your butt sometimes. C) Roll to the opposite side of your opponent quickly. One NASTY trick is to start a combo, insert the roll into the combo, and then perform a SC just as you reach the other side. It is very quick, and you can often catch your opponent just before they have time to switch their block. Basically, make the roll an unexpected surprise when you have the opportunity, and make it count. *Super Combo #1* Shoryureppa | \ --O | \ --O + punch O O O O This SC has excellent range on the ground. You can snag opponents from sweeping range, and it combos very well with a FORWARD kick. Not recommended against jumpers unless they are cornered. Level 1: 4 hits. Level 2: 6 hits. Level 3: 8 hits. *Super Combo #2* Shinryuken | \ --O | \ --O + kick O O O O This is a vertical Dragon Punch, meaning that you either have to combo it in or get close enough to ambush your opponent. It works pretty well against jumpers at Level 2 or 3, but you have to be sure to hit your opponent as low to the ground with it as possible to get sufficent hits and damage. Level 1: 6 hits. Level 2: 7 hits. Level 3: 8 hits. *Combos* F. ROUNDHOUSE, C. STRONG, C. FORWARD, FIREBALL Standard SF2 combo. It is not a chain combo, so the timing is more precise than other combos. F. ROUNDHOUSE, C. SHORT, S. FORWARD, DRAGON PUNCH Decent damage and easy to perform. F. ROUNDHOUSE, S. STRONG, FIERCE DRAGON PUNCH A nice, easy 5-hitter from SF2 that does excellent damage. Make sure you are close for this one. F. FORWARD, S. JAB, S. SHORT, S. FORWARD, HURRICANE KICK This is the combo seen in the intro to the game. Not something you use everyday, but it is interesting to pull-off. F. ROUNDHOUSE, C. SHORT, C. FORWARD, HURRICANE KICK Pushes your opponent back far. F. ROUNDHOUSE, C. SHORT, S. FORWARD, GROUND ROLL, SHORYUREPPA Not a combo, this series of moves is a good example of how you can incorporate the Ground Roll into your routine to screw your opponent up. You have to buffer the Ground Roll early-on in the S. FORWARD kick. F. ROUNDHOUSE, C. STRONG, C. SHORT, C. FORWARD, SHORYUREPPA SC This is easier to perform than Ryu's Shinkuu Hadoken SC because Ken's SC sucks the opponent in easier. Excellent damage. Because Ken has a longer fireball delay, you can't be nearly as liberal with fireballs as Ryu. Mix-in fireballs with Ken's S. RH and other attacks. Be unpredictable. Push your opponent back. Use that nasty roll move to confuse and ambush your opponent. :) Also, be aware that Ken's flying FORWARD kick can neck kick his opponent easily. Use this occasionally to throw your opponent off-balance. Make sure you have a SC charged-up so that you can take maximum advantage of the hit. A good combo in this situation would be F. FORWARD, C. JAB, C. SHORT, C. FORWARD, SHORYUREPPA SC. ******* SAGAT ******* *Combos* F. ROUNDHOUSE, S.(C.) STRONG, TIGER BLOW F. ROUNDHOUSE, C. FORWARD, LOW TIGER SHOT F. ROUNDHOUSE, S. JAB, S. STRONG, TIGER CRUSH F. ROUNDHOUSE, C. FORWARD, TIGER GENOCIDE *Alpha Counter* O-- / | + kick O O Sagat does a standing forward kick. A tiny bit slow, but it has good horizontal range. Use it to smack out of corner traps. *Low Tiger Shot* | \ --O + kick O O The Low Tiger Shot can be buffered with a crouching FORWARD kick. *High Tiger Shot* | \ --O + punch O O Sagat's arms stick out ANNOYINGLY far. This fact, combined with his increased height, allow most opponents to either jump over the Tiger Shot to hit him from afar or simply nail him on the ground after the Tiger Shot passes overhead. Use with extreme caution. *Tiger Blow* --O | \ + punch O O You basically have to accept the fact that the Tiger Blow (Uppercut) stinks; it has pathetic priority and damage. Use it in combos for good results, but in most other cases it is better to use a standing RH or Tiger Crush instead. *Tiger Crush* --O | \ + kick O O This move can be used as an anti-air defense if your opponent jumps in from afar, thinking that he will trade or knock you out of a Tiger Blow. The RH version also goes over fast projectiles. Do this from medium range to set your opponent up for a Tiger Raid or Genocide SC. *Super Combo #1* Tiger Genocide | \ --O | \ --O + kick O O O O This SC goes through fireballs very well and has excellent reach. However, if you miss or get blocked, you are totally vulnerable coming down from the uppercut. *Super Combo #2* Tiger Cannon | \ --O | \ --O + punch O O O O This is similar to Ryu's Shinkuu Hadoken. However, it travels much higher in the air than Ryu's SC fireball. Thus, the Tiger Cannon cannot hit crouchers, making it impossible to do all of the nifty ambush techniques that Ryu can do with his SC projectile. This SC is only good for using against fireballers. *Super Combo #3* Tiger Raid | / O-- | / O-- + kick O O O O The advantage of this SC is that it has excellent recovery. The disagvantage is that it has less initial reach than the Tiger Genocide. In the corner, you can follow-up the Tiger Raid with a Tiger Blow for 12-14 hits. Basically, Sagat has lost most or all of his corner-trap abilities. You have to play him very carefully, without relying on the Tiger Blow. Use a standing RH or Tiger Crush instead of the Tiger Blow unless you are SURE that you can get a deep, close-in, clean hit with the Tiger Blow. ********* CHUN-LI ********* *Alpha Counter* O-- / | + kick O O Because this AC hits so low, you have to time it perfectly if you want to hit jumpers with it. It takes some practice, but it's not too hard. *Taunt* This is the only taunt in the game that hits your opponent. It even takes off block-damage! Use this as an ultimate humiliation finish. *Axe Kick* --O \ | / O-- + kick O O O Chun's Axe Kick will go through medium and fast projectiles at the very beginning of the flipping animation. It is also an overhead hit. Because this move has excellent recovery, use it to move-in on your opponent and try to confuse them. Buffer it in with Chun's crouching and standing FORWARD kicks to make your opponent change their block often. Be careful about doing this vs characters with DP-type moves, however, as you can be DP'd during the flip animation right before you hit your opponent. The SHORT Axe Kick is a bit faster than the other 2 versions, so use that version when you are very close-in. Use the others for longer-range attacks. If you connect with the kick, you unfortunately cannot combo any move afterwords. However, because of the good recovery of this move, Chun can pretty much start kicking again without her opponent being able to retaliate. Mix-in crouching FW's, consecutive Axe Kicks, fakes, and throws to keep your opponent really confused. As a side note, the Axe Kick can go through SC projectiles. I've caught MANY a Ryu my surprise by walking right up to the SC projectile, Axe Kicking right through it, and smacking the dumbfounded Ryu in the face. Not something you can pull-off repeatedly, but it's pretty funny to watch. :) *Lightning Kick* The Lightning Kick doesn't do very much block-damage now, and it is pretty hard to put into combos. The RH version hits 4-5 times, but is nearly impossible to get started on the fly. *Kikoken* There is now a substantial delay in the opening frames of the Kikoken animation. Not only does this make it harder to catch opponents by surprise, it is a huge flag, allowing most opponents to jump the projectile and nail Chun easily. Use this move CAREFULLY. *Rising Spin Kick* This move has great air priority and is almost never air-blocked. It moves at about a 75 degree angle, so you cannot hit opponents who are almost directly overhead. This move goes very well with combos. *Super Combo #1* Thousand Burst Kick This SC goes through fireball at all Levels, but the positioning for going through a projectile with the Level 1 TBK is very precise. You must be RIGHT up next to the projectile to go through it, and you may not be able to go through some JAB projectiles. The Level 2 and 3 TBK's have much more horizontal range and superior fireball invulnerability. This SC can be linked with other SC's in the corner, as described later on. Unfortunately, Chun seems to have a problem with slides being able to knock her out of the TBK. Be careful when using it against Rose, Guy, and Sodom. *Super Combo #2* Spinning Shadow Kick Charge / \ / O + kick O O O | A hyped-up Vertical Kick. Use in the same manner as you do the normal Vertical Kick. *Super Combo #3* Power Storm | \ --O | \ --O + punch O O O O This move has great anti-air priority and does excellent damage for a Level 1 SC. Use it as an instantaneous anti-air defense. Be very careful about using it on the ground since Chun's feet are not invulnerable to attack. *Combos* F. ROUNDHOUSE, C. FORWARD, RISING SPIN KICK This is probably the best jump-in combo Chun-Li has. It does good damage, and it knocks her opponent down, giving her the positional advantage. You can also use the C. FW, RSK part (Corner) THOUSAND BURST KICK, POWER STORM, SPINNING SHADOW KICK Although I have only gotten the first 2 hits of this combo, people on the Net have vouched for its complete existence. To get the Power Storm, you have to start the 2 X QCF motion during the TBK and end it _just_ as you come out of the TBK. What Chun-Li has lost in ground kick priority and power she makes up for with air priority. Her jumping kicks have priority against almost any move short of a Dragon Punch. Use this along with FW kicks and Axe Kicks to push your opponent back and corner them. Chun Li has exceptionally good throw priority and range. USE THIS TO YOUR ADVANTAGE! Forget what your opponents might think about "cheap" Chun-Li. Chun's throws and ground speed are a major advantage. Make sure you use them; and, if your opponents start getting mad and try to tick you, it's as easy as pie to counter- throw. ********* CHARLIE ********* *Alpha Counter* O-- / | + punch O O This AC is probably the slowest in the entire game. Don't expect to be able to hit jumpers with it. Instead, use it to gain position on your opponent. Its good range helps Charlie nail anyone trying to corner him or throw a fireball nearby. *Jumping Spin Kick* O-- or --O, + FORWARD In the latest version it appears that Capcom improved the recovery of this move a bit. It is an overhead hit with good range, so use it occasionally to catch your opponent off-guard. You can keep a backwards charge while performing this move, so try ambushing your opponent by using a Crossfire Blitz after landing. *Thrust Kick* O-- or --O, + ROUNDHOUSE This move has good horizontal range, and you can keep a charge while doing it. Very good for pushing opponents back. *Sonic Boom* Charge O-- --O + punch If you are having trouble with opponents sliding underneath the Boom, try using the JAB version to catch them as they slide. *Flash Kick* O Charge | | + kick O This can be air-blocked easily, so I recommend using a C. FIERCE or Backfist instead (unless you're _sure_ your opponent is going to attack). If you get air-blocked, each character has a means of hitting you as you land, sometimes even when you use the SHORT version. *Super Combo #1* Sonic Break Charge O-- --O O-- --O + punch This SC is not particularly useful. You can try and catch fireballers close-in with it, but it does a really small amount of damage, especially at Level 1. In fact, you could probably get the same amount of damage against a close-in fireballer just by AC'ing, and that doesn't even need a charge. I usually use the Sonic Break to get block-damage in the corner when my opponent is nearly dead. Keep in mind that the Sonic Break projectiles _can_ be air-blocked. *Super Combo #2* Somersault Justice O Charge / \ / | + kick O O O This is a really useful SC, especially in the corner. It cannot be air-blocked, so you can catch many jumpers who think they are same jumping in on Charlie. At Level 3 this SC will suck an opponent in from a phenominal distance. Use this to counter close-in attacks or fireballs. *Super Combo #3* Crossfire Blitz Charge O-- --O O-- --O + kick Used mainly as a close-in ground attack. Since Level 1 does not go through projectiles, only use it to counter close-in ground attacks. To counter projectiles use the Sonic Break or an AC instead. *Combos* J. ROUNDHOUSE, C. SHORT, C. STRONG, SONIC BOOM J. ROUNDHOUSE, C. SHORT, C. STRONG, FLASH KICK These 2 combos are the most-used for Charlie. If you are in the corner, you can insert a C. JAB at the beginning of the ground part of the combo. J. ROUNDHOUSE, C. SHORT, C. STRONG, SOMERSAULT JUSTICE Your basic SC combo. Since Charlie has to charge for the SC, it basically has to be comboed with a jump-in. It's probably the only time you'll ever get to use it. Charlie really has trouble dealing with quite a few of the characters in SFA. Because he has to charge his main weapon, the Sonic Boom, he doesn't play well to the rapid, back-and-forth, high-offense style of the game. Basically, charging the Boom makes him too predictable, especially with all of the anti-projectile attacks in SFA. Here's what characters can do to Charlie's Sonic Boom attempts: Ryu: If Ryu has a Shinkuu Hadoken charged, forget trying to throw a Boom anywhere near Ryu. Since you have to charge the Boom, it is very predictable when you will be releasing it. Ryu also has the HK to rely on, as that move now goes over the Sonic Boom easily. Ken: He can roll under the Boom, but you will usually recover in time to not get hit. Sagat: He can't do much except jump-in, but he can do so pretty safely because of his long, reaching legs. If Sagat has a SC charged, however, he can nail Charlie on reaction with a Tiger Cannon easily. Chun: She can Axe Kick through your Booms. She can TBK right through them in the corner. Chun can also simply jump over them and kick, and there's little you can do to knock her out of these jump attacks. Thus, you can get cornered rather easily when fighting Chun-Li. Birdie: Birdie can Leaping Chain Grab any Sonic Boom easily. Adon: The Jaguar Kick and Jaguar Tooth both work well against a Boom attack. Guy: Guy can slide underneath Booms close-up, or he can Bushido Run slide underneath them from medium to far range. Sodom: Sodom can slide under Booms easily and recover instantly. Rose: She can slide underneath Booms with great recovery, as well as reflect Booms back in your face. As you can see, most characters have some method of dealing with Charlie's Booms rather well. All I can recommend is try as hard as possible to be unpredictable and attempt to corner your opponent if you can. If your opponent has an anti-fireball SC charged-up, try throwing a Sonic Boom just far enough so that you will recover before getting hit. You can do this to try and trick your opponent into wasting a SC. ******** BIRDIE ******** *Alpha Counter* O-- / | + punch O O This AC has decent range, but it's relatively slow. Be VERY careful when trying to AC a Super Combo. I've gotten knocked out of the AC animation several times. *Headbutt Charge* Charge O-- --O + punch Remember that you have to use the proper range Headbutt, or you will get a stun delay afterwords. Use this move to keep your opponent from getting anywhere close to you. It JAB version is *very* quick and good for this. There is a small area between the ranges of the JAB and STRONG Headbutts where your opponent can "safely" stand. A JAB Headbutt will miss them, and a STRONG Headbutt will produce a move stun. Be aware of this critical area and keep your opponent out of it. All of the Headbutts have excellent anti-air priority. When you are charging the Turn-Around Headbutt with the STRONG and FIERCE buttons, you can use the JAB Headbuut Charge as a good anti-air alternative to the standing FIERCE. *Turn-Around Headbutt* As Birdie turns around, he is invulnerable to all attack. A good strategy is to try and fight close-in and release the TAH right when you opponent attacks. The attack will sail right through Birdie's feet, and you will then trun around and nail your opponent. Your main objective with this move is to hit your opponent deep. Not just blocking the hit, but actually damaging them. Once you connect you can combo-in a Chain Grab for serious damage. You should try this every time you get a successful hit with the TAH. Since you have to hit kinda deep to combo-in the Chain Grab, you should use either the STRONG and FIERCE buttons or the SHORT and FORWARD buttons to charge the TAH with. The latter is more uncomfortable for the hand, but it keeps your FIERCE button free for anti-air defense. If you use the 2 punch buttons for convenience, you can use a standing ROUNDHOUSE or a JAB Headbutt Charge as substitute anti-air attacks. *Chain Grab* O / | \ --O / + punch O O O This move does excellent damage. Your main strategy should revolve around getting opportunities to use this attack. You need to be UTTERLY, TOTALLY CHEAP with this move. That means getting jump-ins and ticking like _mad_ with this move. If you have your opponent in the corner, you will be able to get another jump-in after each successful Chain grab. You have to be a total, rampaging nightmare with this move. Because there are ways of escaping Chain Grab ticks, you need to vary how you tick with each jump-in. Since each tick requires different timing to counter, you can keep your opponent totally confused and petrified, not knowing how you will attack each time. There 3 main jump-in ticks you can use: 1) J. ROUNDHOUSE, S. SHORT, CHAIN GRAB This is the one I use most often. Properly timed, it is hard to counter. 2) J. ROUNDHOUSE, CHAIN GRAB If your opponent starts countering the first tick, use the Chain Grab early by skipping the S. SHORT. This usually throws off your opponent's timing really well. 3) FAKE J. ROUNDHOUSE, C. JAB, C. SHORT, CHAIN GRAB Actually, you can do all sorts of variations on this tick. The fake normally confuses people to no end, and you usually are safe doing it since opponents usually are petrified to even move against a jumping-in Birdie. *Super Combo #1* Leaping Chain Grab | \ --O | \ --O + button O O O O This is the ultimate anti-fireball move. Use it as such. Squash any fireball attempt with this SC. If your opponent dares throw a SC projectile, simply buffer the motions for the SC during your opponent's SC animation. You will be able to perform your SC before your opponent's SC projectile even has a chance to start moving. The button you use determines the distance Birdie leaps. The Leap is kind of self-guiding (especially for the long-range Leaps), so you don't have to memorize how far each button takes you. Use the JAB (or STRONG) Leap for extreme close-in attacks, the SHORT Leap for fireballers half-screen's length away and slightly under, and the ROUNDHOUSE Leap for anything half-screen and beyond. This covers 95% of all the times you will need to use the SC. Another tactic is to use a Headbutt Charge or TAH. As you are recovering, if you feel that your opponent will try to fireball or sweep, perform the SC _right_ after you recover. Your opponent's attack will miss and you will grab them while they are in a move stun. This requires you hitting your opponent at exactly the right distance, so be carefull when trying it. You can also try using the JAB Leap against jumpers. Just back- off slightly and Leap. Any jump kicks will pass right through Birdie, and, if timed properly, Birdle will land to catch them just as they land. *Super Combo #2* Mega Headbutt Rush Charge O-- --O O-- --O + punch When fighting a non-projectile character, this SC is more useful than the Leaping Chain Grab. Use it against characters like Adon, Guy, and Rose since they like to try and poke 'n jab a lot. *Combos* C. FIERCE, HEADBUTT CHARGE To play Birdie well is to play him cheap. Because of his extremely short and low jump, it is very hard to get clear jump-ins on your opponent. You need to take full advantage of any ticking opportunity you get. The Chain Grab does 25%+ damage, do it's well worth pulling off. Don't be afraid of being called "cheap". This is definitely the way Birdie was designed to be played. Birdie's anti-air defenses are excellent. The only character who has priority over his C. and S. FIERCE is Chun-Li. Otherwise, nobody can even dream of jumping-in on Birdie. Use this ability along with JAB Headbutt Charges and RH sweeps to push your opponent back into the corner. This is the main setup for repeated and deadly Chain Grab ticks which will win the game for Birdie. ****** ADON ****** *Chains* S. JAB, S. STRONG, S. ROUNDHOUSE S. JAB, S. STRONG, C. ROUNDHOUSE *Alpha Counter* O-- / | + kick O O Although this AC is angled more vertically than horizontally, it instantaneously hits with no lag time whatsoever. *Upward Kick* \ + FORWARD O This kick, although it looks rather pathetic, has incredible anti-air priority. Use it when you can't use a Jaguar Knee. *Jaguar Kick* O-- | / + kick O O This is Adon's main jabbing weapon. Use a combination of low attacks and SHORT Jaguar Kicks to push your opponent back into the corner. Use the FORWARD version to counter any close-to-mid-range fireball attack. *Jaguar Tooth* --O \ | / O-- + kick O O O This move is particularly good against characters without a solid DP move. Use it to react to fireballs if you are far away. You will be able to glide in quickly, knocking your opponent out of most any ground-based attack. You can also try faking with this move. Try and make your opponent whiff an anti-air move, then retaliate with a chain combo or SC. *Jaguar Knee* O | \ --O / + kick O O You have to be somewhat underneath your opponent not to get knocked out of this move, but it has good priority and damage. *Super Combo #1* Jaguar Breed Assault | \ --O | \ --O + punch O O O O This SC has excellent ground speed and range, and it cuts through fireballs with ease. Use it both as an anti-fireball move and while fighting close-in. *Super Combo #2* Jaguar Revolver | / O-- | / O-- + kick O O O O This move is good as both an anti-air defense (at high Levels) and as an anti-fireball move. If your opponent tries a SC projectile, you can buffer the motions for this SC and release it just as your opponent's SC starts. *Combos* J. ROUNDHOUSE, C. JAB, C. STRONG, C. ROUNDHOUSE Adon's standard chain combo. Use it when you jump-in or when you can hit your opponent on the ground. J. ROUNDHOUSE, C. JAB, C. STRONG, JAGUAR BREED ASSAULT This is the only SC combo Adon really has, but it is effective and does nice damage at all Levels. Adon is a very simple character to use. His strategy revolves around using his S. ROUNDHOUSE and Jaguar Kicks to push his opponent back, countering any jump-in or projectile that his opponent might use. Adon requires patience and a keen eye for making the most of any opportunity that arises. Adon is not a fancy character with a ton of cool combos or strategy. Instead, solid pressure and smart playing make him an effective character to play. ***** GUY ***** *Alpha Counter* O-- / | + kick O O This AC hits very low, so you need to time it precisely for snagging jumpers with it. *Overhead Slam* --O + punch This overhead hit has great range and recovery. Mix it in with lots of sweeps and standing FORWARDs. *Bushido Run* | \ --O + kick O O You have to be very careful when using this move. Although it is quick, each character has some type of move that can hit you out of the run if given the chance. You have to use it close-up and unexpectedly. You can end it in 1 of 3 ways: ROUNDHOUSE: This will produce an overhead hitting jump kick. Not only does this kick have good recovery, but you can use it in combos easily. S. FIERCE, Bushido Run jump kick is a quick combo that will help dizzy an opponent very quickly. It is also part of Guy's corner re-dizzy combo, explained later on. FORWARD: This makes Guy perform a running slide. This slide will go underneath Charlie's Sonic Boom and Rose's Soul Spark. The recovery is not as good as the jump kick, but if you position it just right, you can recover before your opponent can hit you. This move can also be used in combos. SHORT: Using the SHORT version will make Guy stop the second time you hit a kick button. Basically, you use this version to either make your opponent whiff a DP-type move or to run up to someone and throw. NOTHING: Guy will automatically stop once he reaches his opponent, just like the SHORT version. *Bushido Leap* | \ --O + punch O O This sends Guy in an arc toward his opponent. The FIERCE version is the only really useful version as the other 2 are much too high to be effective. You can use this move to counter any mid-range fireball. If your opponent is performing any kind of special move, your throw range will automatically be increased to swoop them out of whatever move they are performing. This includes moves such as Sagat's Tiger Blow, Chun's Rising Spin Kick, and Charlie's Flash Kick. Another useful tactic is to tick with the Bushido leap by buffering it into another move. A good example would be C. JAB, C. FORWARD, Bushido Leap. This combo is explained in greater detail below. If you cannot get close enough to air-throw your opponent, you can perform a dropping elbow by hitting punch anytime during your flight. This elbow move has excellent priority, and you can combo other ground moves into it if you connect with it. The elbow drop is an overhead hit. *Rising Spin Kick* | / O-- + kick O O This move has a DP-like priority to it. Use it as such. The SHORT version of the kick hits low to the ground, making it good for countering close-in fireballers and deep jump attacks. The FORWARD and ROUNDHOUSE versions travel higher and hit more times, but they don't hit low to the ground, making them impossible to use in combos or for countering low attackers in the air or on the ground. *Super Combo #1* Bushido Rage | \ --O | \ --O + kick O O O O This is one of the few rushing SC's that has good recovery if blocked. Use it in ambushes after a blocked Bushido move or after an overhead hit. *Super Combo #2* Bushido Jump | \ --O | \ --O + punch O O O O This move is rather unpredictable. It usually requires your opponent to be far in front of you in the air, but it still is pretty hard to time and position correctly. Not a super-reliable anti-air defense. *Combos* S. FIERCE, BUSHIDO RUN JUMP KICK This is a quick, 3-hit combo that is very easy to dizzy with. GUY'S RE-DIZZY COMBO: (Corner) J. ROUNDHOUSE, C. JAB, S. STRONG, S. FIERCE, BUSHIDO RUN JUMP KICK This combo is insanely hard to pull-off, but it re-dizzys almost every character except Ken and Ryu. Much practice is needed to pull this one off correctly. It may not seem difficult, but you'll see what I mean when you try it. Guy's strength lies in his speed and jabbing moves. Guy also has excellent throw priority. Use all of this to your advantage. Keep constant pressure on your opponent, but don't become predictable. Use lots of throws. Fake throwing and use his 3 crouching kick chain combo to nail a conter-throw attempt. Just keep using that S. FORWARD kick with the occasional Bushido Run jump kick and overhead hit. Just be a total nightmare and try not to let your opponent get a move in edge-wise. The biggest think you need to worry about is not being predictable. Guy's moves are good, but you will get plastered if your opponent sees them coming. While this is true for any character, it is especially true for Guy. If your opponent just keeps blocking in the corner, be patient and weed them out. Throw, tick, fake, etc. to keep your opponent moving. They will them open themselves up to your other attacks. SODOM- Sodom's strategy revolves both around his grabbing moves and his Sai Attacks. His crouching FIERCE and STRONG Sai Slice can take out all jumpers easily. His slide will go underneath STRONG and FIERCE fireballs, including Sagat's low Tiger Shot. Sodom's Power Bomb has a very short range, and there is a delay as Sodom leaps forward with his Sai before he actually grabs his victim. On the up side, the move does almost 25% damage to a healthy opponent and can be used in combos effectively. The Capet Drop, although blockable, can be used in ANY combo Sodom has, regardless of how far away that opponent gets pushed by the normal part of the combo. The Carpet Drop will just suck them in with ease. Sodom's Mega Sai Slice SC his jumpers particularly well and has excellent recovery afterwords. The Mega Power Bomb SC sucks due to the obnoxious motion and the fact that he can be hit out of it with a simple jab. ROSE- Definitely the strangest character of the bunch, Rose is one of the best as well. She has 3 main strengths: her FORWARD slide, her Shawl Reflect, and her Super Combos. The FORWARD slide has absolutely phenominal recovery, yet has a huge range of attack as well. Rose can trade equally with fireballers like Ryu using the slide due to how her legs stick out so far. Rose can even nab opponents with Super Combos or a Soul Spark with ease as they try and counter the slide. The only thing you have to be concerned with is not getting predictable with the slide and, as a result, eating a Super Combo or DP move. The Shawl Reflect is a good move but can get you into trouble if used too much. You can reflect projectiles back into the face of an opponent, but most opponents will not throw a fireball as you stand there waiting for them to do so. If you mis-time the Shawl Reflect, your opponent can nail you with a fireball during the stun afterwords. A good strategy is use several slides and watch for your opponent getting frustrated and trying to fireball his way out of the pattern. Then use the Shawl Reflect and continue pushing that opponent back into the corner. Rose's best Super Combo is, by far, her Uppercut and Punish SC. With all of this jabbing and sliding, your opponent is bound to get frustrated and try and jump. If you don't have time, just use Rose's crouching FIERCE to counter. But you should be watching for the jump and plan accordingly. A Level 3 UAP SC takes off over 50% of the opponent's energy, making it a deadly punishment for one mis-timed jump. These 3 tools, along with whatever else you dish out in your style of play, make Rose a very formiddable opponent if played carefully and systematicly. The 2 moves you have to be careful with are Rose's Soul Catch and her Soul Spark. The Soul Catch is not invulnerable, so you need to catch your opponent rather early or very, very late in their jump to not get knocked out of it. The Soul Spark has Rose extend her scarf outward, making her an easy target for jump-in attacks. AKUMA- Akuma retains all of the strengths of Ryu and gains an air fireball and a teleport. His 2 new moves (the roll and leaping moves) are pretty worthless, so don't bother with them. Just play a strong Ryu and incorporate the air fireball to win. Be careful you don't accidentally do the Red Fireball when trying to do a normal fireball. The motions are *extremely* sensitive, and there is a huge delay on the Red Fireball that will get you killed easily. The one thing that Akuma has against him is a damage handicap. Akuma takes approximately 60% more damage per hit than normal characters do. That means that jump-in combos will do about 50% damage, and Super Combos basicly kill you at high Levels. I had the CPU Ryu do his Level 3 HK Super Combo against my Akuma and take 80% of my life away, utterly destroying me. [Right before I release this]: I just got back from another arcade where the damage Akuma took from opponents was less than what is described above. Chun-Li's Split Kick also had better priority there as well, so it seems that Capcom is still tweaking stuff around on us at different locations. As a side note, Akuma's stage is Chun Li's Great Wall of China stage at sunrise. The BGM is a chaotic, guitarish theme that is difficult to make out. It may be a re-mixed version of the intro music to SSF2T. M. BISON- I haven't played him much (just got to try the code today), but he seems to be more of a normal character (unlike Akuma with all of the nasty air-fireball defenses he can put up). He's strong, but I'm not sure yet if he's one of the best or not. At the arcade where I tried him out, he took normal damage from moves (unlike Akuma). I'll post more about him later and include it in a future revision of the FAQ. ********* ENDINGS ********* MAJOR SPOILERS!!!!! RYU- Fights Sagat Basicly, we see Sagat lying on the ground, beaten and VERY upset. He tells Ryu that he will kill him, but Ryu shrugs Sagat off, complaining that he's too little of a challenge. He tells Sagat as he departs that true warriors fight not with hate but with skill. KEN- Fights Ryu At the beginning of the match, we get some cool dialogue between Ken and Ryu where Ryu puts down Ken as a "trainee" and Ken snidely remarks back that he can and will whoop Ryu's sorry butt in a fight. After the fight, Ryu congratulates Ken on his new-found strength. Awesome pic of Ken and Ryu clasping hands together. Ryu asks what Ken will do next, and Ken replies that he already has another challenger waiting for him elsewhere. Cut to a scene where Ken is walking away victorioius from this next fight. He is on what will become his SF2 background stage. A young, blond-haired girl names Eliza runs after him and asks him why he fights so fiercely. Ken replies that he must battle one man and make him pay for something. This guy Ken is referring to is probably Akuma, the man who trained with Ken and Ryu and ended up killing their teacher in Japan. This woman is obviously the girl who marries Ken at the end of SF2. SAGAT- Fights Ryu SAGAT: "You scarred me and sealed your fate." "Now the scales will be balanced." "You took my honor and now I'll destroy you!" RYU: "You just don't get it, do you?" SAGAT: "Shut up! I won't lose this time!" After winning, Sagat sees Ryu look at him with pity. Sagat is empty. Did Ryu actually fight with all his strength, or did he hold back in honor? Before Sagat can consider this further, a jet lands in the background. M. Bison appears, telling Sagat to forget his foolish vendetta which he has already won. Now, if Sagat truly wants to be feared, he must learn "Psycho Power." We get to see 2 early mug shots of Vega and Balrog in the background. CHUN LI- Fights Bison Chun Li tells Bison that he is under arrest for drug trafficking. After she beats him, we get some brief "You're finished, Bison!" dialogue before Bison gets up off the ground and grasps Chun Li's midsection, blasting Psycho Power throughout her body. Cut to a hospital scene where Chun is surrounded by a couple of government agents. The game then tells us Chun Li's true motive, which is to crush M. Bison for murdering her father. CHARLIE- Fights Bison Bison has no clue who Charlie is, but Charlie seems pretty bent on arresting Bison for something. Anyway, after Charlie wins, he calls in the troops with his radio. But what's this?! Bison crawls up behind Charlie, the screen flashes white, and.... NOOOOOO!!!!!!!!! The last scene we see is Bison tossing Charlie's dog tags over his shoulder, calling Charlie a fool for thinking he would ever let him live. BIRDIE- Fights Bison Birdie tells Bison that he wants to fight him as a test to enter Shadoloo. After beating Bison, Birdie gets to be Bison's right-hand man. We see Birdie picking up some scrawny guy in a suit in a bar somewhere. We then get this "oh-so-dramatic" text postulating whether or not Birdie will try and kill Bison to oust him and take his place. We never find out, and the ending cuts there. ADON- Fights Sagat Adon was Sagat's teacher, but now he touts to Sagat that he has surpassed his master's skill. Sagat tells him to get a life and prepare to be put back in his miserable place. After winning, Adon is approached by M. Bison. Bison admires Adon's strength and proposes that Adon join Shadoloo (join or die, that is). After a few sinical comments about drugs and Bison, M. Bison becomes enraged and attacks Adon. We last see Adon cheerfully jumping up to meet the challenge. GUY- Fights Bison Guy stands over Bison's fallen body, clenching his fists. He says that he is ready and has reached his goal of ultimate strength. After jumping away, Bison looks up from the ground with a wicked smile on his face and says that Guy will pay dearly for the insult given today. SODOM- Fights Guy Sodom tells Guy how much he hates him. Guy makes a couple of comments dripping with sarcasm, and the fight proceeds. Afterwords, we see Sodom re-assembling the Chain Gang crew (presumably from inal Fight). He rallies them, saying that this is the beginning of a new dawn for their organization. And, to make them feared throughout the world, the Chain Gang will now be known as... AAAAAAAAAAAAARRRGH! Sodom holds a Japanese scroll in his hands with the name on it. Since I can't *read* Japanese, I have no clue what it says. The CPU then says something akin to, "Gosh, that is a really stupid name!" Go figure this one out yourself... ROSE- Fights Bison Rose tells Bison that he has abused his power too much and must now pay. Bison obviously knows her and was even expecting her, but he doesn't reveal how they are connected, other than someone sent Rose to deal with Bison. After the match, Rose uses all of her remaining Soul Power to drain Bison dry of energy. This leaves her near-death. Yet, we see Bison on the ground with smoke rising from his heart as Rose hears a heartbeat. The game then asks something like, "What it M. Bison?" referring to the heartbeat. AKUMA- Fights Bison Bison tells Akuma how much he admires his incredible strength. Puzzled, Bison then asks Akuma why he hesitates. We get some blurb about Akuma doubting his strength, and the match proceeds. Afterwords, we see Akuma's portrait with 3 people scrolling by in the background. The game tells us that, although Akuma has bested the greatest warriors of the world, his victory is empty. Akuma realizes that it is the path, not the goal, that matters. M. BISON- Fights Rose Rose confronts Bison, telling him that he has abused his power for too long. Bison remarks that some "group" sent Rose to defeat him, and then they fight. After the battle, Bison stands over Rose's dead body, commenting that Soul Power is nothing compared to his awesome strength. "Will anyone be able to stop Bison from taking over the world?" is the last thought the game gives you. DAN- Fights Sagat Dan sounds rather upset as he revels in the fact that he has reached Sagat. Sagat appears confused, and Dan explains that his father was killed by Sagat. Sagat recalls this man as being the one who blinded Sagat's one eye. After the fight we see Dan rolling around on the ground, making fists and looking generally happy. He starts gleefully cheering that he has beaten Sagat. M. Bison suddenly teleports onto the screen and offers to make Dan the greatest fighter in the world if he joins Shadoloo. Dan, in his new-found arrogance, tells Bison that he is too late, that he is already the greatest in the world. Bison scowls at him and teleports off the screen. ********************** THOSE LITTLE SYMBOLS ********************** When you win a round, you are given a marker by your Energy Bar to signify your win. Instead of a generic marker, in SFA you are given a marker that reflects what type of win you got. Here are some of the symbols you can get: V This stands for a normal move victory. S Special (complex-motion) move victory. S* Super Combo victory. Cheeze S Blocked special move victory. Cheeze S* Blocked Super Combo victory. Lasso Throw victory. Hour Glass Time-out victory. P Perfect (no damage taken) victory. ********************* CHARACTER HISTORIES ********************* Each character in SFA appears in another Capcom game from the past. RYU- The Ryu in SFA is from the original Street Fighter. He has the same red hair and boyish look that he had back in the 80's. Ryu won the first Street Fighter tournament and stripped Sagat of his title of World Warrior. KEN- Ken is also from Street Fighter 1. His skill was overshadowed by the victory of his friend and rival, Ryu. Ken looks much younger as well, having a long ponytail tied back with a ribbon and a much more cocky attitude to him than he did in SF2. SAGAT- The strongest fighter in the world, Sagat, was brought down by a mere boy of a fighter named Ryu in Street Fighter 1. Sagat's chest was scarred horribly by Ryu's winning Dragon Punch. Now, that scar fuels Sagat's hate each day as he trains for his rematch with Ryu. CHUN LI- This is Chun Li's first appearance in the SF timeline. She is originally from SF2 where she avenges the death of her father. In SFA she is working for some government agency. CHARLIE- Charlie is Guile's friend who is killed by M. Bison between SFA and SF2. This is the first game in which he has physically appeared. BIRDIE- This brawler from England was in the original Street Fighter tournament. Back then, his moves consisted of a couple overehad slams and a headbutt. Now, Birdie has been modernized and is ready for serious action. ADON- Adon is Sagat's student from Thailand in Street Fighter 1. He retains his awesome reverse Flash Kick and has a new, formiddable arsenal of kicks as well. GUY- A player character from the smash hit Final Fight, Guy has been given a strange arsenal of moves new to the SF series and retains his rising spin kick from the original game. SODOM- Originally a boss character from Level 2 of Final Fight, Sodom now wields two 2-pronged sai instead of his Katanas and has a host of new rushing and grappling moves. ROSE- Rose is Anita from Night Warriors, another Capcom fighting game. In that game she appears as a small child with a teady bear. All grown-up, she has been sent by someone to destroy M. Bison. AKUMA- Originally there was a fighter in Japan who developed the technique of the Shoryuken in Japan. This technique was handed down to the master's brightest pupil, who subsequently taught it to Akuma, Ken, and Ryu. The original Shoryuken was designed as a killing technique. However, the man who taught Shoryuken to Akuma, Ken, and Ryu removed the killing function of the technique before passing it on to them. As Akuma learned and trained, he re-discovered the lethal potential of the Shoryuken. He went back and killed the 2 teachers in combat, and now roams the world in search of opponents worthy of his skill. Akuma has appeared as a hidden character in both SSF2T and X-Men: COTA. M. BISON- We still don't know where Bison comes from exactly. His first appearance is obviously in SF2, but we still have no idea what his origins are or how he came to power. His ending provides little insight on his origins, other than that he is connected to Rose somehow. DAN- Dan is the only character who isn't tied to Capcom's past. In fact, he is a parody of Robert Garcia from Art of Fighting. All of his moves are pathetic imitations of Robert's normal self. :) It seems that this Dan character has been in some of Capcom's SF2 artwork before, but never has he appeared or even been mentioned in a Capcom game before this. ******************************************* HIDDEN CHARACTERS- AKUMA, BISON, AND DAN ******************************************* Capcom continues the newfound tradition of including hidden characters in their games. To-date, 3 have been found. There may be more, but no one knows for sure. ***TO SELECT AKUMA OR M. BISON**** Get to the Random Select box on your side of the machine. Now, press and hold START. Do the following motions: PLAYER ONE Akuma- down, down, down, left, left, left Bison- down, down, left, left, down, left, left PLAYER TWO Akuma- down, down, down, right, right, right Bison- down, down, right, right, down, right, right After doing the joystick motion, press JAB and FIERCE together. You now have the hidden character you selected! To get the alternate color for the special characters, just use SHORT and ROUNDHOUSE instead. Akuma has been given a few new moves, but remains basically the same as his SF2/X-Men counterparts. M. Bison is the same as the boss M. Bison you see in SFA. ***TO SELECT DAN*** Press START to initiate a one-player game or continue. HOLD START throughout the entire procedure. Move the cursor to the random select box on your side of the screen. Press the following buttons very quickly: For a Pink Dan: JAB, SHORT, FORWARD, ROUNDHOUSE, FIERCE, STRONG For a Green Dan: FIERCE, ROUNDHOUSE, FORWARD, SHORT, JAB, STRONG You now can play Dan, Capcom's parody of Robert Garcia from Art of Fighting. This code will work in either 1-player or 2-player mode. *************************************** SPECIAL ENDINGS AND HIDDEN CHARACTERS *************************************** If you play the computer and do not lose a match, you will get to see the credits for the game scroll by as each character stands in their background while doing their winning pose. At the end of the credits, the Super Combo finishing background (yellow starburst) appears with your character's portrait and the words, "Congratulations! You are XXXXXX master. Your skill has not gone unnoticed." If you complete the game without losing a round, you get the same ending but with different words. Instead of the last sentence, you get, "A new opponent has entered the fight." This appears to be one of the requirements to fight against Dan, the newest hidden character. Dan will occasionally pop-up when you are fighting Adon during a one- player game. It is unknown what else makes Dan appear, but playing a perfect game and getting this message seems to be necessary to get him to come out on Adon's stage. ***************************** TOP TEN CHEAP THINGS IN SFA ***************************** Well, since I live in Chicagoland (MK-mecca), I've encountered many people over the past weeks who don't like my particular style of playing. I've had practically everything I've done called cheap, but these are the most common (and unbelieveable) complaints I've gotten. Some are semi-"reasonable," while others are just totally off the wall. Enjoy reading how stupid some people can be. :) ***TOP TEN CHEAP THINGS IN STREET FIGHTER ALPHA*** 10) Throws Ohhh yes, those nasty, evil throws are back in SFA! Sure, never mind that throw ranges have been reduced, do less damage, and can be softened. A simple throw, even when you can use a more damaging chain combo or Super Combo (i.e. after a missed DP or something), is a total breech of etiquite and sure to send your opponent into a raging fit of spazmatic convultions. 9) Air-blocking Charlie's Flash Kick Air-blocking the FK is considered cheap and lame around here since you can hit Charlie on the way down from the FK. The thing is, however, that you can only hit Charlie after a blocked FORWARD or ROUNDHOUSE FK, but not the SHORT one. Still, for some reason, people around here A) Do not use Charlie's crouching FIERCE instead, and B) _Insist_ on using the ROUNDHOUSE version of the FK *every* *single* *time*! It is quite sad when I can reliably just jump-in, knowing that they will do a RH FK and I can throw them as they land. 8) M. Bison's Uppercut I actually had a good Ryu player complain about M. Bison having a crouching FIERCE that can hit opponents out of the air. A ***RYU**** player complaining about Bison having an uppercut! To top it off, M. Bison's crouching FIERCE is one of the worst in the game since there is a delay before it actually comes out. 7) Alpha Counters Yes, people inevitably complain about AC's all the time, usually when I use them to keep my opponents in the corner . Not much to say here, other than, "Deal with it!" 6) Rose's Chain Combo Since Rose only has one Chain Combo, it's pretty natural that you'd use it a lot, right? Well, I had one guy get all upset the other night because I was only using one combo over and over again with Rose. He might have stopped to think for a second and realized that it was the players' faults for giving me the opportunity to use the combo, rather than me using the same combo over and over again. 5) Rose's Soul Catch What's wrong with this, you ask? How can this move be cheap when it is relatively vulnerable and requires good skill, timing, and positioning to use effectively? IT'S A THROW, DUMMY! And throws are cheap, are they not? Yes, I actually had one guy get all upset over the fact that I was using Rose's Soul Catch (the normal one, not the SC), which he classified as a THROW. 4) Rose's Slide Ohhhh....people HATE this move. Wanna get someone _really_ upset? Use Rose's Soul Illusion SC and repeatedly slide in the corner. :) I've had up to 12-hit/50% damage combos in the corner with this move on a machine set for low damage. :) :) This is the kind of thing that makes people walk away from playing you. 3) Birdie's Chain Grab This is a BEAUTIFUL move. Can be used in ticks similar to Zangief's SPD ticks in SSF2. Virtually uncounterable. What's best is that the CG will leave a cornered opponent in the corner, a sitting duck for another CG attempt. :) 2) Birdie's Leaping Chain Grab SC Yes, this is probably the most complained-about move in the entire game. But the people who complain are so STUPID! They will jump to the opposite side of the screen and THEN throw a fireball. I've had instances where I keep rolling the joystick from across the screen, "faking" the SC. What do they do? They throw a fireball. I'll let them repeatedly throw fireballs, about 4 or 5 of them, and let myself get hit repeatedly. Then, after all this warning, I'll do the SC. They then roll their heads, make some kind of clucking sound, or start swearing rather visciously. I still want a taunt where Birdie jumps at his opponent and kisses them instead of throwing them. :) AND THE #1 CHEAP THING ABOUT SFA IS........ THE INTERNET! Yes, I had a guy complaining to me repeatedly the other night. He and his friends were getting wholloped, and he said that I wasn't good, that I just got all of my moves from the Internet and that, in actuality, just plained sucked! This was at Super Just Games this last Friday night, so, if you are reading this, Mr. Johnson, PLEASE, oh PLEASE E-mail me or post or something! I'd just *love* to get into a conversation with you about SFA and its incredible "cheapness." :) :) :) :) :) *************** THE WISH LIST *************** For now, I'm in the process of re-doing this section since I'm having my first look at a national release version. It'll be re-done when I get the next revision out, which should be in a week (for sure, I promise!). :) ******************** CREDITS AND THANKS ******************** Well, that's about it. A big "Thank you!" goes out to: Tom Cannon............ for mucho info and the basis for this FAQ. =P (Mr. Cheung)....... for info on the characters during beta testing. Shinkuu Hadoken....... for the Akuma/Bison code. alt.games.sf2......... for all of the discussion about SFA over the past month and plenty of info. Have fun...SFA is a GREAT game. Like I said, any comments, suggestions, gripes, etc. can be sent via E-mail to LaPlanta@aol.com I will probably post this FAQ in alt.games.sf2 every couple of weeks as the game gets released. You can always get the latest revision at the following FTP sites: brawl.mindlink.net /pub/sfa ftp.netcom.com /pub/vi/vidgames/faqs