Character Movelist FAQ .-----------------------------. | Copyright 2007 Steven Marr | | By Steven Marr (aka Xenomic)| | xenomic@bigstring.com | | kushara@bigstring.com | | entity_of_chaos@hotmail.com | | AIM: Xenomic, AnkokuRyu | | | '-----------------------------' --------------------------------- Legal Script --------------------------------- All copyrights and trademarks are acknowledged where are not specifically mentioned. If you wish to reproduce this document AS IS, you may do so after asking my permission, and not for profit. If I see fit, I, however, will revoke permission and ask for it to be taken down if necessary. I would like to take the time to point out psychocronic's faq. If you want to take this game to the highest level you can, then do use his faq. It is chalked full of information about each of the fighters, from Vs. Matchups to Movelist descriptions and more. --------------------------------------------------- Table Of Contents --------------------------------------------------- 1. The Basis of this FAQ [001] 2. Keys [002] 3. Breakdown of Attacks [003] 4. System Breakdown [004] 5. Character Breakdowns [005] A. Street Fighter II [006] I. Ryu [007] II. Guile [008] III. Zangief [009] IV. M. Bison [010] B. Street Fighter III [011] I. Alex [012] II. Chun-Li [013] III. Yun [014] IV. Urien [015] C. Street Fighter Alpha [016] I. Guy [017] II. Rose [018] III. Sakura [019] IV. Karin [020] D. Darkstalkers [021] I. Demitri [022] II. Jedah [023] III. Anakaris [024] IV. Felicia [025] E. Red Earth [026] I. Leo [027] II. Kenji [028] III. Hydron [029] IV. Hauzer [030] F. Special Characters [031] I. Ingrid [032] II. Pyron [033] III. Shin Akuma [034] 6. Credits [035] --------------------------------------------------- 1. The Basis of this FAQ [001] This faq is here to help you understand each of the individual fighters moves. This isn't going to go into much depth and detail for each of the fighters, nor is it a comprehensive breakdown of each fighters moves (For that, refer to either each of the individual fighter's faqs, or refer to psychochronic's amazing faq. Here is the link to his faq: http://db.gamefaqs.com/console/ps2/file/capcom_fighting_evolution_a.txt This faq will show how to do each of the moves, and show moves that would otherwise be misseable without experimenting (and those special moves not listed in the manual). So, without further adieu, let us begin! ------------------------------------------------------------ 2. Keys [002] Use this Legend to help you understand the different definitions that I will be using throughout this FAQ. u=up f=forward d=down df=down-forward db=down-back b=back qcf=quarter-circle forward qcb=quarter-circle back hcf=half-circle forward hcb=half-circle back 360=360 degree rotation of directional pad 720=720 degree rotation of directional pad fdp=Forward Dragon Punch (forward, down, down-forward) bdp=Back Dragon Punch (back, down, down-back) LP=Light Punch MP=Medium Punch HP=Heavy Punch LK=Light Kick MK=Medium Kick\ HK=Heavy Kick PPP=Three punches together KKK=Three kicks together Ch.=Charge move (air)=Move can be done in air. (AIR)=Must be performed in air --------------------------------------------------------------- 3. Breakdown of Attacks [003] Here is a breakdown of what category each attack that each fighter in this game uses. Consult this chart if you're unsure as to what attack falls into what category. Moves that meet certain special requirements will be listed by their name. -Projectiles- Moves that can be fired in a fireball-type style, and can hit from across the screen. The following attacks fall into this category: -Hadoken (Ryu) -Shakunetsu Hadoken (Ryu) -Shinku Hadoken (Ryu) -Hadoken (Sakura) -Shinku Hadoken (Sakura) -Gou Hadoken (Shin Akuma) -Messatsu Gou Hado (Shin Akuma) -Chaos Flare (Demetri) -Demon Billion (Demetri) -Sonic Boom (Guile) -Ichimonji (Kenji) -Bakuryusho (Kenji) -Soul Spark (Rose) -Aura Soul Spark (Rose) -Dio-Cega (Jedah) -Sunshot (Ingrid) -Sunburst (Ingrid) -Metallic Sphere (Urien) -Temporal Thunder (Urien) -Aegis Reflector (Urien) -Arctic Stream (Tornado Mist) (Hydron) -Kikouken (Chun-Li) -Kikou-Shou (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Air] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air] -Soul Smasher (Pyron) -Anti-Air- Moves that are used to counter air attacks and jumping opponents. Typically bad when blocked or when they miss. The following attacks fall into this category: -Shoryuken (Ryu) -Shin Shoryuken (Ryu) -Gou Shoryukne (Shin Akuma) -Messatsu Gou Shoryu (Shin Akuma) -Somersault Kick (Guile) -Aerial Russian Slam (Zangief) -Demon Cradle (Demetri) -Somersault Strike (Guile) -Air Knee Grapple (Alex) -Sunrize (Ingrid) -Sunarch (Ingrid) -Sunshine (Ingrid) -Delta Kick (Felicia) -Hydro Spin (Hydron) -Venom Funnel (Hydron) -Tempest Fall (Hauzer) -Hoyoku-Sen (Chun-Li) -Air- Moves that are done while in the air. Great against Rush attacks and some Other attacks, but bad when against Anti-Air attacks. The following attacks fall into this category: -Flower Kick (Sakura) -Royal Judgment (Anakaris) -Bat Spin (Demetri) -Head Stomp (Alex) -Devil Reverse (M. Bison) -Head Stomp (M. Bison) -Zessho Hohou (Yun) -Nishou Kyaku (Yun) -Sun Dive (Ingrid) -Violence Knee Drop (Urien) -Dangerous Headbutt (Urien) -Bushin Hasso Ken (Guy) -Sakura Otoshi (Sakura) -Hazan Shu (Chun-Li) -Zanku Hadoken (Shin Akuma) [Also classified as Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Projectile] -Hyakkisu (Shin Akuma) -Orbital Blaze (Pyron) -Rush- Moves that force the character to dash and attack at the same exact time. These are vulnerable to a lot of attacks, those being Projectiles, Anti-Air, and Air, but can be useful against Other attacks. These also help the character get across the screen faster. The following attacks fall into this category: -Ransetsu Jin (Kenji) -Flash Chop (Alex) -Dashing Elbow (Alex) -Boomerang Raid (Alex) -Stun Gun Headbutt (Alex) -Jumonji (Kenji) -Achilles Rush (Leo) -Chronos Rush (Leo) -Hercules Rush (Leo) -Flying Powerbomb (Zangief) -Chariot Tackle (Urien) -Tyrant Slaughter (Urien) -Rolling Buckler (Felicia) -Dancing Flash (Felicia) -Hayakage (Guy) -Bushin Gorai Kyaku (Guy) -Hydro Spin (Hydron) -Psycho Crusher (M. Bison) -Mega Psycho Crusher (M. Bison) -Deluge Assualt (Hauzer) -Deluge Crisis (Hauzer) -Sakizakura Ken (Sakura) -Midare Zakura (Sakura) -Zodiac Fire (Pyron) -Other- These are moves that don't really fall into any one category, and can be classified by their own self. How these moves work against others depends on the situation at hand. The following attacks fall into this category: -Tatsumaki Senpukyaku (Ryu) -Tatsumaki Zankukyaku (Shin Akuma) -Shunpu Kyaku (Sakura) -Bushin Senpu Kyaku (Guy) -Pharoah Magic (Anakaris) -Hole of Hell (Anakaris) -Midnight Pressure (Demetri) -Midnight Bliss (Demetri) -Total Wipeout (Guile) -Knee Press (M. Bison) -Knee Press Nightmare (M. Bison) -Rasen Kyaku (Kenji) -Flying Powerbomb (Zangief) -Enmazuki (Kenji) -Soul Reflect (Rose) -Soul Throw (Rose) -Aura Soul Throw (Rose) -Soul Spiral (Rose) -Nero Fatica (Jedah) -Spreggio (Jedah) -Ira Spinta (Jedah) -Prova-Del-Cervo (Jedah) -Powerbomb (Alex) -Double Lariat (Zangief) -Punishing Flat (Zangief) -Tetsuzankou (Yun) -Kobokushi (Yun) -Sourai-Rengeki (Yun) -You-Hou (Yun) -Guren Ken (Karin) -Hosho (Karin) -Mujin Kyaku (Karin) -Rasen Cho (Karin) -Ressen Ha (Karin) -Yasha Gaeshi (Karin) -Kanzuki-Ryu Shinbi Kaibyaku (Karin) -Kanzuki-Ryu Ko'ou Ken (Karin) -Sunupper (Ingrid) -Sunlower (Ingrid) -Sun Delta (Ingrid) -Cat Spike (Felicia) -Mars Slash (Leo) -Hozanto (Guy) -Tadpole Spawn (Hydron) -Lightning Mast (Hydron) -Strangling Spark (Hydron) -Haru Ichiban (Sakura) -Spinning Bird Kick (Chun-Li) -Hyakuretsu Kyaku (Chun-Li) -Negative Stolen (Demetri) -Gigas Driver (Leo) -Gaia Driver (Leo) -Spinning Pile Driver (Zangief) -Hyper Bomb (Alex) -Final Atomic Buster (Zangief) -Atomic Suplex (Zangief) -Finale-Rosso (Jedah) -Zenpu Tenshin (Yun) -Arakuma Inashi (Karin) -Sand Splash (Felicia) -Please Help Me! (Felicia) -Hellcat (Felicia) -Bushin Flip (Guy) -Volcano Breath (Hauzer) -Gust Flame (Hauzer) -Planet Burning (Pyron) -Piled Hell (Pyron) -Cosmo Disruption (Pyron) -Teleport- These moves can move the character across the screen, and at anywhere on the screen, depending on which version and button the player used to initiate the move. The following attacks fall into this category: Teleport moves -Ashura Senku (Shin Akuma) -Teleport (M. Bison) -Psycho Vanish (M. Bison) -Kagerou (Kenji) -Utsusemi (Kenji) -Galaxy Trip (Pyron) -Miscellaneous (Misc.)- These are attacks that hold one or more properties. The following attacks fall into this category: -Zanku Hadoken (Shin Akuma) [Also classified as Air and Projectile] -Tenma Gou Zanku (Shin Akuma) [Also classified as Air and Projectile] ---------------------------------------------------------------- 4. System Breakdown [004] This section is here to breakdown each of the individual games systems. (All of this data is from psychochronic's faq) --Street Fighter II-- 1 Super Meter, Rapid-Fire Chain, Rapid-Fire Chain Lockout and Tactical Recovery; your basic old-school right here! *Rapid-Fire Chain: LP or LK rapidly: Rapid-Fire chains allow any SFII character to cancel certain LP and LK attacks into one another. You can keep going with these attacksuntil your opponent is out of range or to be ready to do a special move. This is an easy way to lock in some damage or even have the potential to stun. This type of attack is a great option, even for a charge character, even if you don't have a special move charged and ready to go. Rapid fire attacks can also be chained in any combination starting from punches or kicks and mixing 'kicks-to-punches' or 'punches-to-kicks'. *Rapid-Fire Chain Lockout: After doing 2+ Rapid-Fire Chain hits, the Lockout occurs: In CFE, the SFII characters are not allowed to use Rapid-Fire attacks and cancel them to a Special Move or Super Combo. This could be done in ST though. The good thing here is that there is a way to get around this "lockout" effect. This only goes on to multiple hits of the Rapid-Fire attack. Switching between standing and crouching and/or LP and LK hits removes the limitation. *Super Meter: One Gauge: Goes basic old-school and back to ST; One simple meter. You can only fill the meter once using attacks and Special Moves and thus, can't be filled more after it's reached it's max limitation. The downside to this meter is that you if you miss your Super Combo, you're back to zero and you have to build it all the way up again. The upside to it is several things. One is that it can take out a lot of damage, about 40% minimum to be exact. Two is that it can be easily built. So what if you miss your Super in Round 1, it can be brought over to Round 2 where you can build it again. Third and Final is that each character has two Super Combos at their move list instead of one just like in ST. This gives the player extra options to dish out and also devise multiple game plans to do it. *Tactical Recovery: While grounded, hold Px2: Also seen in CvS2 under the following 3 Grooves (C, P, S). Tactical Recovery gives the player the option to get up regularly or to delay the wakeup of the character after being knocked down. Great to confuse opponents if they'll attempt a mixup or a crossup and to dish out a great wakeup reversal after recovery but not good to Follow-Up attacks. Use this ability wisely. --Street Fighter III-- 2 Super Meters, Leap Attack to break their crouching guard, Dashing to rush opponents down, Quick Standing to get right back up, Parrying to build meter and turn the match around, Super Jump, Super Cancels to cancel a special move into a Super Art and EX Special Moves to create uggle your own juggle combos. *Dashing: Fx2 or Bx2: A great tactic to add speed and mobility. Pressing forward twice commands to dash forward and pressing backward twice commands to dash backward. *Leap Attack: MP + MK: An overhead attack which must only be blocked standing. Great for mix-ups and to attack opponents who use crouch excessively in their gameplan. Has a very quick startup but hits later down the animation and is extremely difficult to link an attack after. *Parrying: -High: Tap F before a high attack hits -Low: Tap D before a high attack hits -Air: While jumping, tap F before an attack hits The known sub-system which made 3S famous around the world and seen in CvS2 playing under the P-Groove. Parrying is another form of blocking which enables to react from a regular block and attack instantly. The opponent freezes for a split-second which makes the player to freely strike in that opportunity. Instead of losing damage, a parry gains meter in return. This effects all forms of attacks, whether it's normals, projectiles and even supers. As it's past counterpart, parrying is for the risky-type players, allowing to have sorts of blind guesses of the opponents attack patterns throughout the match. Parries are also vulnerable to throws, making it more harder at a close-range game so use it strategically as it's one of the most risky sub-systems out there. *EX Moves: Any Special Move using Multiple Buttons instead of one: Uses 50% of 1 gauge, this enables to extend the damage and hits of the move, similar to ES moves for the DS cast. Some EX moves can juggle which can leading to long combos and some characters' moves don't have it EX classified so watch the timing and the move as it costs meter. *Quick Standing: Tap D as you touch the ground before getting knocked down: Seen in the SFIII series and uses the CvS2 Safe Fall sub- system. This ability allows the player to simply bounce back from a knockdown attack before hitting the floor. A quicker way to get right back up, a defensive purpose and to avoid follow-up attacks. Be careful as each character has their own animation frames for this ability. *Super Cancel: Doing a Super Art after a Special Move: SFIII characters have the ability to do a Super Art right after a Special Move and it works exactly like a normal attack cancel. Even EX moves can be cancelled too. *Super Meter: 2 Gauges: SFIII characters has 2 gauges as their meter. When the meter reaches "1/2", it indicates that they are available to execute a Super Art. Each character has 2-3 Super Arts in their move list, which gives multiple options to strike. The ability to have 2 gauges gives the opportunity should that one attempt misses, you're safe to attempt another one and few characters having to use the whole meter in one combo. *Super Jump: D then UB, U or UF: This action enables the character to jump slighty higher and further than a normal jump. It can be used for far crossup attempts and increasing the chances of avoiding projectiles. --Street Fighter Alpha-- *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be taken in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Alpha Counter: While Blocking, reverse QCB + P/K: Known in Japan as the "Zero Counter". Also seen in CvS2 under the following Grooves: (C, A, S, N). This skill costs 50% of your meter which makes your status possible to cancel the remaining guard stun on a blocked attack into a simple counter-attack. It does a small amount of damage and guarantees a knockdown making it useful to turn the tables around or to simply give you a bit of space. Each character here has two Alpha Counters, one of each, a punch and a kick. Both types are good for countering specific attacks, whether it's air, ground, crouch, special or even super so switch between the two accordingly, depending on who you're fighting and the situation. Also going back to it's SFA3 counterpart, the Alpha Counter can kill, so watch out! *Custom-Combo: HP + HK when your Gauge is over 50%: Known greatly as "V-Ism" in SFA3 and "A-Groove" in CvS2. Once activated, your character can simply chain in any normal and special attacks which can be done in a repeated process. The meter now dates in to SFA3 where you can simply activate at 50%. The meter now also dates in to CvS2 as you can activate at 100% and finish off with a Super Combo to dish out some big damage. As an expert would know that there is a large reduction of damage applied to each consecutive hit within. After the first 9 hits, each other hit does a single pixel of damage so beware ofthat effect. This ability is also good because if the opponent blocks, then you have time to switch your attacks and gameplan more quickly before the time runs out. Also during activation, the screen will darken and freeze for a slight second and you'll gain an invincibility frame which is useful to avoid attacks and projectiles freely! Activation with 50%, you'll be invincible 6 frames before and 4 frames after and activation with 100%, you'll be invincible 6 frames before and 14 frames after. Within the 50%-99% range, the higher the percentage, the longer the invinciblity frames kick in. The bad part about the Custom Combo system is that you can't block after activation and should you get attacked, your meter goes back to 0% instead of depeleting 50% of it just like in SFA3 and CvS2. Use this wisely as you're rushing like hell with no shield on you. *Super Combo: Using your characters' designated command, gauge calculated by percentile: One also also taken from CvS2 A-Groove and that's the ability to do a Super Combo. This tactic costs 50% of meter and can be done in Custom Combo when activated at 100%. Very useful if your characters' customs are weak and need to use this for some damage. *Ukemi "Safe Fall": Before touching the ground, hold Px3. You can extend the roll by simply holding F: Also known as the "Safe Fall" and it's been seen in SFA3 and CvS2 under the following 3 Grooves (A, N, K). This is not the CvS2 version of it where you jump a bit back having a tiny bit of invincibility frames at it, this version is nearly exact as it was from SFA3, except it's a little slower. The Ukemi allows the character to roll towards the opponent just as you touch the ground. This ability can be useful for avoiding projectiles, confusing your foes' wakeup strats and any other attacks with heavy recovery. The first 17 frames of the full 43 frames are invincible but the last 26 frames of it are completely vulnerable to attack. This means you're not safe and completely defenseless making this tactic very risky to use. Ukemi must be used with extreme caution. --Darkstalkers-- *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be defended in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Chain-Combo: LP, MP, HP, LK, MK, HK in a successional order: Another thing known from the DS franchise. Pressing them quickly in a certain order (LP, MP, HP), will build your meter quick and also damage too. You can even mixup attacks with few examples such as: (Jedah (air): LP, LK, MK, HK. Demitri (ground): LP, LK, MK, HP, HK. Anakaris (crouch): LK, LP, MP, HK). This is the basic stuff here if you don't have and an important factor to build some fast meter. *Counter-Attack "Guard Cancel": Using your characters' designated guard move while blocking: Just like in DS again! Almost similar to a counter-attack but uses no meter and takes strict and fast timing to execute. You can only perform this ability if you're in the block animation frame. Each DS character has it's own counter (Anakaris: Cobra Blow, Demitri: Demon Cradle, Felicia: Delta Kick, Jedah: Spreegio). At this time, you can use your guard cancel to break free from a normal, combo or super and knock your opponent back a bit. You can even do ES cancels too and that costs 1 meter. Another bad point is don't abuse that because your opponent can react fast and decide to attack or throw you afterwards. *Dashing: Fx2 or Bx2: A great tactic to add speed and mobility. Pressing forward twice commands to dash forward and pressing backward twice commands to dash backward. Each dash differs upon the character: Jedah dashes up, Demitri will be off-screen for a slight second and Felicia can hop while at it. The opponent has to be fast to react so majority of it, it's in your favor. Some characters' normals and specials get added to the dash: Felicia and Anakaris can attack and start a chain-combo while dashing and Demitri's Demon Cradle will attack upwards in a forward movement (45- degree angle) instead of straight up as normal. *ES Moves: Any Special Move using Multiple Buttons instead of one: ES is a short term for "Extra Special". It costs 1 meter and it's a great way to do extra damage when it's needed. ES Moves are usually just extended versions of a special move or a Follow-Up attack and oftenly just add more hits and damage in the process. Some ES moves are also to cause little, some or long block stun or do massive chip damage, or both! Use this to your gameplan if needed! *EX Super: Using your character's designated command: EX is a short term for "Extra". It costs 1 meter (for some EX Moves) and it's also a great way to do extra damage. This is not a ES move, it's pretty much the characters' personal special, a finisher if you wanna call it. Some EX's are Jedah where he can summon the Underworld, Anakaris can use powers of the Pharaoh and so on...each describing the characters' way to add more damage! The downside to it is the execution; Jedah's EX's are unblockable but can be avoided by jumping, Felicia's can be blocked and she is not safe if blocked, Demitri's are grab-only which adds that it can be avoided many ways and Anakaris' have a slow startup. Be consciencious to do this ability as it has its downsides to it. *Follow-Up Attack: U + MK/HK when opponent is grounded: Another thing from the DS franchise that couldn't be forgotten and that's the ability to hit the opponent while they are down. A cheap shot if you wanna call it. This ability will make the character leap in the air and come down on the grounded opponent for some extra damage. There is an ES version of it too as it costs 1 meter and it does multiple hits but somewhat low damage. The things you must be focused on when using the Follow-Up attack is that some character groups can avoid it (SFA characters' can use Ukemi and SFIII characters' can Quick Stand). Time this right also because DS'/Red Earth/Ingrid can use Roll Wakeup. *Roll Wakeup: Hold F or B while grounded: Also known as "Front and Back Move Rising". This ability is a great way to avoid from the stress of an upcoming crossup or a big attack coming to you. The character will slide along the ground for a short time. This is kinda like Tactical Recovery but adding a Roll to it which will force the opponent to change up the plans for the round. An excellent tactic and it is good and recommended to use for defensive players. Super Meter: 3 gauges: Now holding 3 gauges instead of the limit in Vampire Savior which was 9. Gauges can be simply built due to normals, Special Moves and Follow-Up attacks. It can be built fairly fast via chain-combos or converting using the round switches (1 Full SFII meter = 3 Full DS meter). Meters can be used for ES Moves, ES Follow-Ups and EX Supers to serve your opponents greatly. Ultimate guessing game if ES or EX will be used during the match. --Red Earth-- *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be defended in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Dashing: Pressing Fx2 or Bx2: A great tactic to add speed and mobility. Pressing forward twice commands to dash forward and pressing backward twice commands to dash backward. *Follow-Up Attack: U + MK/HK when opponent is grounded: Taken from the DS franchise and that's the ability to hit the opponent while they are down. A cheap shot if you wanna call it. This ability will make the character leap in the air and come down on the grounded opponent for some extra damage. The things you must be focused on when using the Follow-Up attack is that some character groups can avoid it (SFA characters' can use Ukemi and SFIII characters' can Quick Stand). Time this right also because DS'/Red Earth/Ingrid can use Roll Wakeup. *Roll Wakeup: Hold F or B while grounded: Also known as "Front and Back Move Rising". This ability is a great way to avoid from the stress of an upcoming crossup or a big attack coming to you. The character will slide along the ground for a short time. This is kinda like Tactical Recovery but adding a Roll to it which will force the opponent to change up the plans for the round. An excellent tactic and it is good and recommended to use for defensive players. *Super Meter "Gems": 2 Gems max, able to max up to 6 Levels: In the beginning of the match, you start off as a Level 1. Every time you meters range goes up, you'll recieve one gem having two gems maximum. Gems are used for two purposes; One is to press MP + MK to level up the character, which increases damage properties (formula explained below), gain nearly 10% of vitality back and gets closer to a stronger Mystic Break as some supers are to be done only on Level 2 or 3. You can only max up 5 times (Level 6) so use that point in case levelling up to survive is your gameplan. The other purpose is to use Level 1 Mystic Breaks only, which is a viable and passable option. When you level up, the character does a taunt which lasts 20 frames and is invincible for the first 19 of them, making it useful to go through attacks and supers. -Red Earth Formula for the damage increase the character does for each consecutive level up: Notice how it increases then decreases? Use your gems wisely and options are always available. --Level 2: 5.5% --Level 3: 5.25% --Level 4: 5% --Level 5: 4.75% --Level 6: 4.50% *Super Jump: Press D then UB, U or UF: This action enables the character to jump slighty higher and further than a normal jump. It can be used for far crossup attempt and increasing the chances of avoiding projectiles. *Ultimate Guard: Press HP + HK: Pressing this motion commands the characters to go into a defensive stance. During this process, it will block any incoming high or low attack whether it's a normal, special, projecile or super and will receive no guard damage. This ability is very useful to avoid a super and great to execute when you have slivers of vitality remaining. Unfortunately, it has large recovery time and is completely open to throws which can't be effected while still on the stance. *Ultimate Counter: While blocking an attacking using Ultimate Guard, reverse QCB + P/K: An instant reversal attack that can only be executed after the Ultimate Guard ability. It's generally slow on startup and they can be used to punish blocked attacks with some big recovery. Each characters' Ultimate Counter has a different startup period but they all become vulnerable on the second frame of the animation before it connects. Just to note, Hydron and Hauzer don't have a K Ultimate Counter. --Capcom Fighting Evolution (Ingrid and Shin Akuma Only)-- *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be defended in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Counter Roll: Press B or F + MP + MK: Also known better as Counter Movement in CvS2 from the N-Groove. This ability allows Ingrid to do a roll forwards or backwards instantly after a block during the guard animation. This is useful for getting out of corners or various supers such as Leo's Hercules Rush. This ability costs Ingrid 1 level of meter to do. *Dashing: Pressing Fx2 or Bx2: A great tactic to add speed and mobility. Pressing forward twice commands to dash forward and pressing backward twice commands to dash backward. *Roll: MP + MK: Used in CvS2 under the following Grooves C, A, N and known here as "Wrap Around" in this game. Ingrid simply does an invincible roll which has vulnerability in the end part. Rolling is a great way to avoid projectiles and a good way to advance to the opponent more quicker. The bad thing is that it's spammable which can get very annoying and there is Roll Cancel just like in CvS2 but the thing is that the standard attack to be invulnerable for 0.4 seconds are not rewarded. *Roll Wakeup: Hold F or B while grounded: Also known as "Front and Back Move Rising". This ability is a great way to avoid from the stress of an upcoming crossup or a big attack coming to you. The character will slide along the ground for a short time. This is kinda like Tactical Recovery but adding a Roll to it which will force the opponent to change up the plans for the round. An excellent tactic and it is good and recommended to use for defensive players. *Super Meter: 3 levels: Meter is similar to C-Groove from CvS2. Thins thing is that Ingrid has 3 supers and each one contains a different level of each and 1 level can be used for Counter Roll. Somewhat relatively fair time to build meter. *Super Jump: D then UB, U or UF: This action enables the character to jump slighty higher and further than a normal jump. It can be used for far crossup attempts and increasing the chances of avoiding projectiles. ------------------------------------------------------------ 5. Character Breakdowns [005] Here, we shall breakdown the character's moves. Each character will also display a profile (most of them anyways) and a shortened and detailed movelist. Use the navigational system at the Table of Contents to find a specific character. ------------------------------------------------------------ A. Street Fighter II [006] Overall balanced fighters, but have no air blocks, which makes them more vulnerable than most of the other fighters. Not too overpowered, but not too weak. A pretty good section for new players to start with. ------------------------------------------------------------ I. Ryu [007] Average in all aspects. Not overpowered and not underpowered. Just plain old fighting with this character. --Profile-- Nationality-Japanese Birthday-July 26, 1964 Fighting Style-Ansatsuken (Shotokan) karate Age-42 (as of 2006) Height-5'8" Weight-68 kg BWH Sizes B-110 W81 H-85 Blood Type-O Special Skill-Can sleep anywhere, hitch hiking Likes-Youkan Dislikes-Spiders First Appearence-Street Fighter Additional Appearences-Street Fighter II, Super Street Fighter II, Street Fighter II Turbo, Super Street Fighter II Turbo, Street Fighter II Dash, Street Fighter III: 2nd Impact, Street Fighter III: 3rd Strike, Street Fighter III, Marvel Vs. Capcom, Marvel Vs. Capcom 2, Capcom Vs. SNK, Capcom Vs. SNK 2, SVC Chaos: SNK Vs. Capcom. Namco X Capcom, Marvel Superheroes Vs. Street Fighter, X-Men Vs. Street Fighter, Super Gem Fighter, Street Fighter EX, Street Fighter EX2, Street Fighter EX3, Street Fighter: The Movie, Street Fighter Alpha, Street Fighter Alpha 2, Street Fighter Alpha 3, Hyper Street Fighter Alpha, Hyper Street Fighter II The following is taken from Tiamat's guide. Here is the link to his guide for Street Fighter, for everything you'd want to know about it. http://db.gamefaqs.com/coinop/misc/file/street_fighter_plot.txt STREET FIGHTER 1 - Ryu is a prospective warrior who was raised and trained by his master, Gouken. When he hears about the first Street Fighter 1 tournament, he eagerly enters to prove himself. With his skill and prowess, Ryu quickly advances to the finals, where he fought the host of the tournament, Sagat. Sagat, however, was more than a match for Ryu, and proceeded to kick the crap out of him. It seemed like Sagat won. Ryu was down on the ground. Sagat, seeing this, held out his hand to help Ryu up, because the victory was obviously Sagat's and the battle was over. But Ryu wanted to win at all costs. He was desperate to win. For a very brief moment, he became CONSUMED by his desire to win. A strange mysterious force overtook him (Satsu no Hadou) and he immediately teared through Sagat with Metsu shoryuken. The powerful dragon punch came out of no where and caught Sagat completely off guard, tearing through and leaving a scar on his chest, as well as an emotional scar which wouldn't heal for a long time. Ryu didn't know what happened to him, but he did know that he won. He was the Street Fighter champion. Ryu returned to where he was taught by Gouken, hoping his master would know what happened to him when he defeated Sagat. Gouken, was gone, killed by Akuma. Hearing this, Ryu sensed Akuma's chi, and left to search him out. STREET FIGHTER ALPHA 2: Ryu has found Akuma at Akuma's island of Gokuento and challenges him as a fighter. But Akuma was only testing him. Seeing Ryu battle, he tells Ryu that Ryu wields the same power as he does! The Killing Intent, Satsu no Hadou, which is what happened to Ryu when Ryu defeated Sagat. He tells Ryu that once it awakens fully within Ryu, all previous battles will seem like child's play, and to find him after it does awaken, then he and Ryu may have a real battle. With that, he punches the ground, and the island of Gokuentou sinks into the sea, with Ryu getting out just in time. Ryu is left only with Akuma's words, and is confused by what they mean. Eventually, his rival and good friend, Ken, tracks him down. Ken wonders what he has been doing, but Ryu attempts to angrily brush him off. They fight, and Ken wins. Ken then tells Ryu that something seems to be clouding Ryu's mind, and tells Ryu that Ryu needs to be focused. He gives Ryu his red headband as a reminder, should Ryu lose again. Realizing this, Ryu thanks Ken. He needs to get back on track and keep focused, despite what Akuma said to him. Ryu has learned a lot, but there is still more he needs to learn about being a true warrior, fighting, Satsu no Hadou, and himself. Ryu is encountered by a girl named Sakura, who claims to be his number one fan. She eagerly challenges him to a match, and they fight. Realizing that there is more to fighting than just winning, he goes easy on her, and thus Sakura wins the match. Sakura asks Ryu to train her, but he tells her that he can't, because he's still training, himself. He leaves her with a photo of himself walking off into the distance . STREET FIGHTER ALPHA 3: Ryu is still following the path to become a true martial artist. What is the meaning of the "killing intent" building within him? He continues his journey to find the answers, and new challenges. Wavering between giving into the Satsu no Hadou or not, Ryu continued his journey. One day, he met a lady named Rose, who warned him about a man named M. Bison who was trying to hunt Ryu down. She tells Ryu that Ryu must fight with his soul, and not his physical power, or else he will lose to that man. Bison finally did find Ryu. He told Ryu that even if Ryu destroyed his body, his soul was eternal, and that his next body would be Ryu! Ryu is caught off guard and Bison begins to take control of him! He can feel the evil power, and wonders if it is the killing intent Akuma told him about long ago, then finally, his mind gives in, believing that Bison is the answer. Eventually, however, Ken and Sakura, who were looking for him, as well as Sagat who happened to be going there, too, arrived. Seeing what was going on, Ken and Sakura got into a battle with Bison. Sagat, who was disgusted by what Bison did to Ryu (by then, Sagat had realized there was more to fighting than winning and that brainwashing Ryu was one of the lowest things Bison could do), fought and defeated Psycho Ryu. Thanks to the combined efforts of his friend and rival, Ken, admirer Sakura, and rival Sagat, he was contained and he eventually overcame his brainwashing to smack Bison, and Bison was forced to retreat, shocked that Ryu has managed to overcome Psycho Power, because he thought Ryu would give in to Satsu no Hadou, which Psycho Power is sister to. Ryu has realized that giving in to the want to just win is not the way, and gives up the Satsu no Hadou, eagerly looking forward to his future matches just to test his skills and for the excitement of the fight. SUPER STREET FIGHTER 2 TURBO: Hearing about a second Street Fighter tournament, Ryu enters and participates to continue to test and hone his skills. No one knows if he won or not, Capcom has never officially stated who won. STREET FIGHTER 3 SECOND IMPACT: Ryu entered the SF3 tournament to once again continue to test and train himself. He got defeated by Oro. STREET FIGHTER 3 THIRD STRIKE: After Ryu loses to Oro, he travels to America. Of course, being Ryu, he uses his loss to motivate him to become even stronger, after seeing what Oro is capable of, but for the time being, he had more pressing matters. He seeks out Ken so that they have another match. He travels across the country (starting in Oakland) and finally meets Ken in NY. Ken is probably in NY to enter the US Martial Arts Championship, which he wins. Ryu wins his match with Ken, but also has a fight with Alex while he was in NY. Ryu also wins this and encourages Alex to keep on fighting. With the weight of vengeance off of Alex’s back, he is now excited about fighting and searches the world for Ryu and other challengers. Makoto fights to bring back prestige, pride, and honor to her father's dojo. She tracks down the famous Ryu and challenges him. Ryu requests that she show him her best. --Movelist-- Fierce Thrust....................................F + MP Fierce Rush......................................F + HP Hadoken...........................................QCF + P Shakunetsu Hadoken.....................HCF + P Shoryuken........................................FDP + P Tatsumaki Senpukyaku..................QCB + K (Can also be done in air) Shinku Hadoken...............................QCF x2 + P Shin Shoryuken................................QCF x2 + K -Must be next to opponent for full effect of attack. --Movelist Description-- -Basic Moves- -Standing Moves- LP (Quick Jab) -Great for speed, but horrible for damage. However, this can help in raking up damage if you combo other attacks into this move. LP Close (Quick Elbow) -Same deal as witht the normal LP. You have to be right next to your opponent for this move to be executed. Can be chained into normal LP as well. MP (Standing Punch) -Decent in both speed and damage. However, kinda hard to combo into... MP Close (Cross Punch) -Ryu swings his fists into the side of the opponent's face. Pretty good, but a bit slow IMO. Don't try to combo off of this move though. HP (Fierce Punch) -Somewhat slow, but does good damage. Hard to combo off of though. HP Close (Uppercut) -An uppercut. What else? You can try to combo off of this move, but it's not guaranteed. LK (High Kick) -As with the LP, fast and good combo starter, but not good damage at all. LK Close (Shin Kick) -A kick to the shin. Nothing special. As with all of the LP and LK, great for combo starters. MK (Slow High Kick) -As with the MP. MK Close (High Knee) -Ryu knees the opponent in the gut. You have to be right next to the opponent for this move to come out. Nice to combo into the Standing MP or into a Rapid- Fire Chain. HK (Roundhouse Kick) -Great for hitting airbourne opponents. However, it is rather slow, so be cautious. HK Close (High Heel Kick) -Ryu hits the opponent with a kick to the chin, then slams his heel down on their hand. This will also push Ryu and the opponent away from each other, giving you some breathing space. -Crouching Moves- LP (Quick Jab) -Same as with the Standing LP. MP (Normal Punch) -Same as with the Standing MP. HP (Upper Punch) -Ryu pretty much uppercuts the opponent. This move is great as an Anti-Air move, and is pretty safe to use as well. LK (Foot Kick) -Ryu kicks with his foot. Easy enough? Same deal as with the Standing LK. MK (Extended Foot Kick) -Reaches a bit further than the LK. Nothing too special here. HK (Leg Sweep) -Excellent for corner fights or for setting up for one of Ryu's powerful combos. However, don't abuse this move. -Jumping Moves- LP (Falling Fist) -Ryu falls with his fist outwards. Lasts the whole time that he is in the air. You can even combo off of this move if you choose to. Jumping-Up MP (Quick Diagonal Punch) -Ryu quickly punches down at the opponent. This move lasts for about a second, so if you want to hit the opponent on the ground, you'll have to time it right. MP (Quick Face Punch) -An air punch to the face. What else is there to say? Well....it's not that great of a move actually. In fact, it's probably best that you don't use this move at all. HP (Strong Diagonal Punch) -A little slower than the Jumping-Up MP, but stronger. You'll still have to time this move if you want to hit ground opponents. Jumping-Up LK (Falling Heel) -Ryu falls on top of the opponent with his heel first. Lasts the whole time that he is in the air. Pretty good to knock opponents out of the air without having to move towards or away from them. LK (Knee Punch) -Ryu attacks with his knee and a fist. Easy to understand I hope. Good against Tatsumaki Senpukyaku, Shungokusatsu, and the like too. Jumping-Up MK (Quick Heel Kick) -The super fast version of the Jumping-Up LK. Nothing new other than the fact that you'll have to time this right if you want to hit ground opponents. MK (Karate Kick) -The basic flying karate kick. Pretty good against air attacks, and is nice against attacks like Shungokusatsu. Jumping-Up HK (Spin Heel Kick) -Ryu spins his foot sideways and hits with his heel. Other than that, nothing too special. HK (Quick Karate Kick) -The super fast version of the MK. As with most of the quick moves, you'll have to time it right to hit grounded opponents. It's also pretty good to combo off of as well. -Special Normal Moves- -Fierce Thurst- -Not bad in the fact that it can attack crouching opponents and still do good damage to them. This is also a great way to start combos if you're ever close enough to the opponent. -Fierce Rush- -By far one of the better Normal Moves Ryu has, in terms of damage and useability. It can be used as a combo starter for just about any combo, and it moves Ryu closer to the opponent. What more can you ask for? -Throws- LP + LK + <- or -> (Back Throw) -Ryu throws the opponent over his back. Easy enough. <- or -> + LP + LK (Foot Throw) -Ryu throws the opponent over him by using his foot. The directional input must be done first before the move will come out. -Special Moves- -Hadoken- -Speed depends on the P button you used. Try mixing up slow and fast Hadokens to confuse your opponent. STRONG VS. Shoryuken (Ryu) Gou Shoryuken (Shin Akuma) Demon Cradle (Demetri) Somersault Kick (Guile) Sunrize (Ingrid) Sun Upper (Ingrid) Sun Lower (Ingrid) Cobra Blow (Anarkis) Hole of Hell (Anarkis) Midnight Bliss (Demetri) Shungokusatsu (Shin Akuma) Messatstu Gou Shoryu (Shin Akuma) Midnight Pressure (Demetri) Total Wipeout (Guile) Somersault Strike (Guile) Shin Shoryuken (Ryu) Tatsumaki Senpukyaku (Ryu) Tatsumaki Zanku Kyaku (Shin Akuma) Ransetsu Jin (Kenji) Rasen Kyaku (Kenji) Soul Throw (Rose) Aura Soul Throw (Rose) Nero Fatica (Jedah) Spreggio (Jedah) Finale-Rosso (Jedah) Psycho Crusher (M. Bison) Double Knee Press (M. Bison) Knee Press Nightmare (M. Bison) Flash Chop (Alex) Powerbomb (Alex) Dashing Elbow (Alex) Hyper Bomb (Alex) Boomerang Raid (Alex) Spinning Pile Driver (Zangief) Atomic Suplex (Zangief) Flying Powerbomb (Zangief) Final Atomic Buster (Zangief) Kobokushi (Yun) Nisho Kyaku (Yun) Zenpu Tenshin (Yun) Sorai-Rengeki (When far away/Yun) Guren Ken (Karin) Hosho (Karin) Mujin Kyaku (Karin) Rasen Cho (Karin) Yasha Gaeshi (Karin) Arakuma Inashi (Karin) Kanzuki-Ryu Shinbi Kaibyaku (Karin) Kanzuki-Ryu KO'ou Ken (Karin) Chariot Tackle (Urien) Tyrant Slaughter (Urien) Rolling Buckler (Felicia) Hellcat (Felicia) Dancing Flash (Felicia) Chronos Rush (Leo) Achilles Rush (Leo) Mars Slash (Leo) Gaia Driver (Leo) Hercules Rush (Leo) Gigas Driver (Leo) Hoxanto (Guy) Bushin Senpu Kyaku (Guy) Hayakage (Guy) Bushin Hasso Ken (Guy) Bushin Gorai Kyaku (Guy) The Chiller's Attack (Hydron) Hydro Spin (Hydron) Strangling Spark (Hydron) Deluge Assault (Hauzer) Tempest Fall (Hauzer) Sakizakura Ken (Sakura) Shunpu Kyaku (Sakura) Midare Zakura (Sakura) Haru Ichiban (Sakura) Spinning Bird Kick (Chun-Li) Hyakuretsu Kyaku (Chun-Li) NO EFFECT VS. Sunburst (Ingrid) Coffin Drop (Anarkis) Mummy Drop (Anarkis) Chaos Flare (Demetri) Negative Stolen (Demetri) Sonic Boom (Guile) Hadoken (Ryu) Hadoken (Sakura) Ichimonji (Kenji) Bakuryusho (Kenji) Enmazuki (Kenji) Soul Spark (Rose) Soul Spiral (Rose) Dio-Cega (Jedah) Psycho Vanish (M. Bison) Teleport (M. Bison) Air Knee Grapple (Alex) Stun Gun Headbutt (Alex) Double Lariat (Zangief) Punishing Flat (Zangief) Aerial Russian Slam (Zangief) You-Hou (Yun) Sunshot (Ingrid) Sunarch (Ingrid) Sunshine (Ingrid) Sun Delta (Ingrid) Metallic Sphere (Urien) Dangerous Headbutt (Urien) Cat Spike (Felicia) Sand Splash (Felicia) Delta Kick (Felicia) Bushin Flip (Guy) Tornado Mist (Hydron) Tadpole Spawn (Hydron) Venom Funnel (Hydron) Lightning Mast (Hydron) Volcano Breath (Hauzer) Deluge Crisis (Hauzer) Kikouken (Chun-Li) WEAK VS. Pharoah's Magic (Anarkis) Bat Spin (Demetri) Messatsu Gou Hado (Shin Akuma) Demon Billion (Demetri) Shinku Hadoken (Ryu) Kagerou (Kenji) Utsusemi (Kenji) Jumonji (Kenji) Soul Reflect (Rose) Aura Soul Spark (Rose) Ira Spinta (Jedah) Prova-Dei-Cervo (Jedah) Head Press (M. Bison) Devil Reverse (M. Bison) Mega Psycho Crusher (M. Bison) Head Stomp (Alex) Tetzuzankou (Yun) Zessho Hohou (Yun) Ressen Ha (Karin) Sun Dive (Ingrid) Violence Knee Drop (Urien) Temporal Thunder (Urien) Aegis Reflector (Urien) Please Help Me! (Felicia) Gust Flame (Hauzer) Flower Kick (Sakura) Shinku Hadoken (Sakura) Hazen Shu (Chun-Li) Hoyoku-Sen (Chun-Li) Kikou-Sho (Chun-Li) As with Shin Akuma and most fireball users, this move is great to stall your opponent with and play keep-away games. -Shakunetsu Hadoken- -Does a bit more damage than Hadoken, and is a bit slower with start-up time, but you can throw this out with Hadoken. Plus, it can push opponents back away if they get too close to Shin Akuma. STRONG VS. Same as Hadoken. NO EFFECT VS. Same as Hadoken WEAK VS. Same as Hadoken -Shoryuken- -How far up Ryu goes depends on the P button pressed. Be wary when using this move as well. If blocked, your opponent will be free to punish you heavily. Try using it as a Wakeup counter. STRONG VS. Missed Anti-Air attacks (Shoryuken, Somersault Kick, etc.) Dash attacks just as they close in on Shin Akuma (Flash Chop, Achilles Rush, etc.) Air attacks (Flower Kick, Violence Knee Drop, etc.) NO EFFECT VS. None........ WEAK VS. All projectiles Any attacks if misses -Tatsumaki Senpukyaku- -Great for Rush attacks (Flash Chop, Achilles Rush, etc.), and is great to punish missed or blocked Anti-Air attacks. Bad, however, if the opponent ducks under it or is far away when used. STRONG VS. Blocked or missed Anti-Air attacks Rush attacks NO EFFECT VS. Most Super Arts (Aegis Reflector, etc.) WEAK VS. Projectiles (Hadoken, Gou Hadoken, etc.) Anti-Air (Shoryuken, Demon Cradle, etc.) -Super Special Moves- -Shinku Hadoken- -Hits a max of 5 times. Excellent in that it rips through all other projectiles (except Super Art projectiles...) and it repels virtually any attack. STRONG VS. All Rush attacks All projectiles (except Super Art projectiles) All Anti-Air attacks NO EFFECT VS. None WEAK VS. None -Shin Shoryuken- -Downside is that you have to be right next to your opponent for the full effect of this move to connect. It may be best to use this as a combo finisher or as a Wakeup counter. STRONG VS. None NO EFFECT VS. None WEAK VS. All projectiles Most Rush attacks Some Anti-Air attacks --Strengths & Weaknesses-- OFFENSE This is Ryu's best asset. He can constantly put pressure on his opponents with Hadokens, Shakunetsu Hadokens, and his infamous Tatsumaki Senpukyaku. Try to chain in combos on your opponents and finish off with Shin Shoryuken, or fire off Hadokens and Shakunetsu Hadokens (switching between the two and their speeds), and if you see your opponent wide open, fire off a Shinku Hadoken to make them pay for their mistake. You may want to try to tack on as many LP and LK attacks as possible. DEFENSE Compared to other fighters, Ryu is mediocre in this department. His game here is to counter with Tatsumaki Senpukyaku and Shoryuken when the opponent isn't aware. For Wakeup counters, Shin Shoryuken is the best. However, don't abuse it too much, or your opponent may start to back off. Shoryuken is also an excellent Wakeup counter. COMBOS 1) Furious Hadoken! Combo: Jumping LK, Standing LP x2, Standing MP, Hadoken, Shinku Hadoken Opinion: Not bad in the sense that the Hadoken to Shnku Hadoken can do a lot of damage, but the downside is that Shinku Hadoken is easily blocked. 2) Corner Trap Combo: Jumping LK, Standing LP x2, Fierce Rush, Shin Shoryuken Opinion: Will only work in a corner. If you try to do it anywhere else, the Shin Shoryuken will not connect fully. 3) Ultimate Corner Trap! Combo: Crouching LK, Standing LP, Crouching LK, Hadoken, Tatsumaki Senpukyaku, Jumping LK, Standing MP, Fierce Rush, Shin Shoryuken Opinion: Once again, you need to end this combo in a coner for the Shin Shoryuken to connect. One of the more devastating combos that I've found so far, aside from the next one. 4) Ultimate Special Combo! Combo: Shakunetsu Hadoken, Tatsumaki Senpukyaku, Fierce Rush, Shoryuken, Shin Shoryuken Opinion: The ultimate knockdown and knockback combo that I could come up with with Ryu, and it can kill or almost kill just about anyone if you manage to get all of the hits to connect. The downside is that this combo is easily blocked at any point. ------------------------------------------------------------ II. Guile [008] Based more around strategitcally using Sonic Booms and Somersault Kicks to bait your opponent into combos. --Introduction-- Guile is, to say the least, one of the only characters with two special moves and not that many good attacks. He is not for those who focus on pure offense, to say the least, but for those who have the patience to wait out and attack. This faq is dedicated to explain how to use Guile to the best of my knowledge. --Movelist-- Knee Bazooka......................................F or B + LK Backhand..............................................F + HP Sonic Boom..........................................Ch. B, F +P Flash Kick/Somersault........................Ch. D, U + K Total Wipeout......................................Ch. B, F, B, F + P Somersault Strike..................................Ch. DB, DF, DB, DF + K --Movelist Description-- -Normal Moves- -Standing Moves- LP (Quick Jab) -Most basic move in any character's moveset. Quick but does low damage. Great for combo starters. Too bad Guile doesn't have any good combos.... MP (Chin Punch) -Average in all aspects. Also great for combos. MP Close (Left Hook) -Guile does a left hook to the opponent. Must be done right next to the opponent for the move to be executed. HP (Strong Forward Punch) -Guile's Strong Punch. Great for Anti-Air, and does good damage. Also good for combo starters. HP Close (Strong Chin Punch) -Just as with the MP, but a tad bit slower. LK (Shin Kick) -Low in damage, but very quick. Great for combo starters MK (Air Back Kick) -This is good for Anti-Air purposes. Mediocre in all aspects. MK Close (Face Knee) -Guile knees the opponent in the face. You have to be right next to the opponent for the move to be executed. HK (Leap Kick) -A bit slow in startup, but does good damage. Has a bit of slow startup and recovery though. HK Close (Strong Face Kick) -Guile seems to float in the air while doing a back kick. It's odd seeing it, but it does do pretty decent damage. However, the startup time and recovery time are both horrible. -Crouching Moves- LP (Quick Jab) -Same deal as with the Standing LP. MP (Strong Jab) -Slower than the LP, but a bit stronger. HP (Strong Chin Punch) -Same as with the Standing HP Close. LK (Shin Foot Kick) -Guile kicks the opponent in the shin. Good for Rapid-Fire Chains and combos. MK (Foot Back Kick) -Guile attacks with the back of his foot. HK (Sweep Kick) -Great for times when Guile is backed up in a corner. It's also a great move to combo into with a Sonic Boom or a Somersault Kick. -Jumping Moves- LP (Falling Fist) -Guile falls on the opponent with his fists outwards. This will last the whole time that he is in the air, and can be used to start a combo. MP (Chop) -Guile does a chop in the air. Nothing special about this move. Jumping-Up MP (Quick Falling Fist) -This move only lasts about a second in the air, but it serves it's purpose against attacks like Flower Kick and Shungokusatsu. HP (Quick Chop) -A super fast version of the MP. You'll definently have to time it right if you want to hit grounded opponents, but with other moves that work just as well, if not better, why waste this on that? However, it does serve it's purpose against airbourne opponents. Jumping-Up HP (Super Quick Falling Fist) -The super fast version of the Jumping-Up Falling Fist. I wouldn't even bother doing this move, as there are many other, better options available to you. LK (Falling Knee) -This move also lasts the whole time that Guile is in the air. As with the LP, it's great for knocking opponents out of their moves. Jumping-Up LK (Falling Heel) -Same deal as with the LK. MK (Air Kick) -Guile kicks in the air. Got it? Good! Jumping-Up MK (Air Spin Kick) -This move has a couple purposes. One is to knock opponent's out of the air without too much retaliation, and second is to knock opponents out of moves. HK (Air Back Kick) -Similar to the MK, but Guile instead does a back kick. Nothing new here. -Throws- LP + LK + <- or -> (Shoulder Throw) -Guile throws the opponent over his shoulder. Less damaging than the Suplex. <- or -> + LP + LK (Suplex) -Does a great deal of damage to the opponent, and pushes them away from Guile. -Special Normal Moves- -Knee Bazooka- -This is a great alternative to get closer to your opponent and do damage at the same time. It's pretty fast on startup time, but has a bit of a slow recovery time. -Backhand- -This move has pretty good reach and deals good damage, but lacks recovery time. -Special Moves- -Sonic Boom- STRONG VS. All Rush Attacks Most Anti-Air attacks (if blocked or missed) -Shoryuken (Ryu) -Shin Shoryuken (Ryu) -Gou Shoryukne (Shin Akuma) -Messatsu Gou Shoryu (Shin Akuma) -Somersault Kick (Guile) -Aerial Russian Slam (Zangief) -Demon Cradle (Demetri) -Somersault Strike (Guile) -Air Knee Grapple (Alex) -Sunrize (Ingrid) -Sunarch (Ingrid) -Sunshine (Ingrid) -Delta Kick (Felicia) -Hydro Spin (Hydron) -Venom Funnel (Hydron) -Tempest Fall (Hauzer) -Hoyoku-Sen (Chun-Li) NO EFFECT VS. Projectile attacks Teleport moves WEAK VS. Projecitle Super Specials -This is actually quite useful if you change the speed of it. However, never use it in a fireball fight, or you'll lose everytime. Try to be careful when you use this move as well. Otherwise, Guile will get punished. It's safe when blocked, so you don't have to worry about that. Far: O Mid: O Close: O Best Distance: Any -Sonic Kick/Somersault Kick- STRONG VS. All Air Attacks (except Zanku Hadoken) Rush attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Anything if blocked -Great as a Wakeup counter, if you're opponent is not aware of it. However, don't abuse it as a Wakeup counter, otherwise Guile will end up knocked back down. Don't bother using this unless you're close to the opponent. Far: X Mid: O Close: O Best Distance: Mid -Super Special Moves- -Total Wipeout- STRONG VS. All Rush attacks Most Anti-Air attacks NO EFFECT VS. Teleport moves WEAK VS. All projectile attacks Air attacks -Overall, Total Wipeout isn't too bad, but is easily predictable. Try to avoid it unless you see an opening. Far: X Mid: X Close: O Best Distance: Close -Somersault Strike- STRONG VS. Air attacks (except Zanku Hadoken) All Rush attacks Some Anti-Air attacks NO EFFECT VS. Teleport moves WEAK VS. All projectile attacks -The ultimate Anti-Air special! A bit of a pain to pull off at times, but practice and you should get it down in no time. This can probably work as a Wakeup counter as well. Far: X Mid: O Close: O Best Distance: Mid --Strengths & Weaknesses-- Overall, Guile's true strength comes from his defense power and waiting out for opponents to make mistakes. However, this may end up being Guile's demise at times if a player is faced against a ranged fighter. Guile also uses the Street Fighter II system. Not too good, but not too bad. Guile's ultimate weakness has to be the amount of moves that he has. He simply doesn't have nearly enough power to brawl his way into the enemy without taking too much damage. OFFENSE Not particularly one of Guile's best assets, nor one of his worst. He's pretty much average in this department. However, the lack of good specials makes him a bit harder to use. You might want to buckle down in defense and wait out your opponent. DEFENSE Otherwise known as a turtler.....this is definently where Guile should be at. His defense is pretty high, and his specials depend on how open your opponent is. It's possible to charge both Guile's Sonic Boom AND Somersault Kick by holding down and back at the same time. --Strategies for Using Guile-- The number one thing to remember when trying to use Guile is that he isn't that great on offense. You're best bet is to try and make your opponent come to you, then go for some heavy combos like Crouching LK to Crouching MK to Crouching HK. Sonic Boom will lure them in at times, unless they use Projectile themselves. In that case, DON'T USE SONIC BOOM! You'll lose everytime you try and do a fireball fight. Also, at any time that you see an opponent in the air, use Somersault Kick ASAP. Most opponents won't bother blocking in the air until you start using that too much, in which case, just use Total Wipeout the moment they land. Guile is based around counterattacks, and is extremely limited when it comes to combos. You'll have to improvise with single-strike attacks and tactics, though against some opponents like Shin Akuma and Ryu, that won't be enough. Don't expect to win too much with Guile, but don't give up. Practice is all you need to discover that Guile isn't as bad as you may think he is. He does have some combos (although very limited and not too powerful), and he does have some nice tricks up his sleeve if you use him right. ------------------------------------------------------------ III. Zangief [009] All about getting in close and unleashing Grappling moves. Very strong attacks and a decent defense, but suffers if not in close-range. --Introduction-- Zangief has become one of my personal favorites out of the Street Fighters due to his mass arsenal of grappling moves and brute strength. However, he is not as easy to use as one would think. In fact, he's probably one of the harder characters to use in the game (next to Alex). Note that you won't win everytime using Zangief. His 360 degree moves require luck and extreme precision, and his Super Specials are a bit tough to pull off. If you feel that you can't handle Zangief, then don't bother trying to use him. --Profile-- Nationality: Russian Birthday: June 1, 1956 Fighting Style: Professional Wrestling Age: 50 (as of 2006) Height: 7'0" (SF2), 7'1" (SFA) Weight: 115 kg (SF2), 121 kg (SFA) BWH Sizes B: 163 (SF2), 172 (SFA) W: 128 (SF2), 133 (SFA) H: 150 (SF2), 154 (SFA) Blood Type: A Special Skill: Drinking vodka in one gulp, enduring the cold Likes: Wrestling, Cossack Dancing Dislikes: Projectiles, young beautiful women First Appearance: Street Fighter II: The World Warrior Additional Appearances: Street Fighter II: Champion Edition Street Fighter II Turbo: Hyper Fighting Super Street Fighter II: The New Challengers Super Street Fighter II: The Tournament Battle Super Street Fighter II Turbo Street Fighter Alpha 3 Street Fighter Alpha 3 Upper Hyper Street Fighter Alpha Street Fighter Alpha Anthology Hyper Street Fighter II Marvel Vs. Capcom Marvel Vs. Capcom 2 SNK Vs. Capcom: Match of the Millennium Capcom Vs. SNK Capcom Vs. SNK Pro Capcom Vs. SNK 2 Marvel Super Heroes Vs. Street Fighter X-Men Vs. Street Fighter Capcom Fighting Evolution (Bio taken from Wikipedia) Link to article: http://en.wikipedia.org/wiki/Zangief As the Soviet Union's greatest professional wrestler, Zangief was contacted by a man named Erai Hito (Great Man) to demonstrate the Soviet Union's strength to the rest of the world in the second World Warrior tournament. Zangief patriotically agrees and receives fantastic training in the extreme climate of Siberia, that lets him, with this government sponsorship, become "The Red Cyclone." He opposes the activities of Shadoloo and meets one of his fans, the Japanese pro wrestler R. Mika. It is unknown what happened to Zangief after the fall of the Soviet Union. --Movelist-- Headbutt.............................................................U + MP/HP (while jumping up straight) Body Press (AIR)..............................................D + HP Knee Press.........................................................D + LK/MK Exteneded Slide................................................DF + MK/HK Double Lariat.....................................................PPP/KKK simultaneoulsy Punishing Flat...................................................FDP + P Spinning Pile Driver.........................................360 + P Atomic Suplex (in close only)........................360 + K Flying Powerbomb (in distance only)...........360 + K Final Atomic Buster.........................................720 + P Aerial Russian Slam.........................................QCFx2 + K --Movelist Description-- -Normal Moves- -Standing Moves- LP (Chop) -The most basic of the standard moves. Great to knock someone out of a move. Does very little damage, but has high speed. Far: X Mid: X Close: O MP (Backhand Chop) -A bit slower than the LP, but not by any noticable timeset. Nothing special about this move. Far: X Mid: X Close: O HP (Fierce Straight Punch) -Zangief throws a rather strong punch ahead of him. This move is a bit slow, but is quite powerful. It also gives time to use moves such as Spinning Pile Driver and Flyring Powerbomb. Far: X Mid: X Close: O LK (Shin Kick) -As normal, a very quick kick. Surprising for someone as slow as this guy. Far: X Mid: X Close: O MK (Abdomen Kick) -A kick to the abdomen. Nuff said. A little slow, like most of Zangief's moves, but not that bad by any means. Far: X Mid: X Close: O HK (Falling Scissor Kick) -It looks like Zangief does an odd version of the Scissor Kick while falling down to the ground. Is very slow on both recovery and startup too. Far: X Mid: X Close: O -Crouching Attacks- LP (Quick Jab) -As the name applies, a quick jab. Good for Rapid-Fire Combos and other combo starters, but Zangief doesn't really need combos to do any real damage. Far: X Mid: X Close: O MP (Upward Punch) -This move looks like Zangief is hitting the opponent in the groin area. Looks a bit painful......especially by a guy as big as Zangief....not much else special about this move. Far: X Mid: X Close: O HP (Strong Forward Punch) -Pretty much the same as the Standing HP. Nothing new here at all. Far: X Mid: X Close: O LK (Foot Kick) -Zangief kicks with his foot and hits the opponent's foot. Nuff said here. Can be used for Rapid-Fire Chains and combo starters. Far: X Mid: X Close: O MK (Slow Foot Kick) -A much slower version of the Crouching LK. Nothing else to say about this move. Far: X Mid: X Close: O HK (Very Slow Foot Kick) -Great for when Zangief is trapped in a corner. Use this to get him out of corners and to combo into his 360 moves. Far: X Mid: X Close: O -Jumping Attacks- LP (Falling Hand) -Zangief has his hand outstretched while falling. Lasts the whole time he's in the air. Far: X Mid: X Close: O MP (Arm Chop) -Good for when you come face-to-face with an opponent in the air. Also nice to hit ground opponents on the rebound. Nothing special to say otherwise. Far: X Mid: X Close: O Jumping Straight-Up HP (Strong Diagonal Punch) -Zangief punches diagonally. Great to knock opponents out of moves like Tatsumaki Senpukyaku and Flash Chop. Does pretty decent damage. Far: X Mid: X Close: O Jumping HP (Flying Straight Punch) -Zangief extends his body so that he punches almost half-screen. Pretty good against several air attacks, but bad against some other attacks. Far: X Mid: X Close: O LK (Side Kick) -A kick with the side of the foot. Easy, right? Can be used to start a combo. Far: X Mid: X Close: O MK (Foot Kick) -A kick with the foot. Easy again. Nothing special about this except for the fact that you can chain this into an Atomic Suplex. Far: X Mid: X Close: O HK (Flip Kick) -Zangief does a mid-air flip kick. Pretty neat to see, but not very convienient. Far: X Mid: X Close: O -Special Normal Moves- -Headbutt- -Great to stun an opponent. This gives Zangief the time to pull of his Final Atomic Buster and other 360 moves. Far: X Mid: X Close: O -Body Press- -This is the move to use to combo into a command grab, such as Spinning Pile Driver. However, it is prone to Anti-Air attacks, so be wary. Far: X Mid: X Close: O -Knee Press- -Pretty much the same as Body Press. Far: X Mid: X Close: O -Extended Slide- -A sweep move. Great for corner fights. Far: X Mid: X Close: O -Throws- <- or -> + LP + LK (Suplex) -Zangief does a suplex. Nuff said. Far: X Mid: X Close: O LP + LK + <- or -> (Bite) -Zangief bites his opponent up to 6 times. Far: X Mid: X Close: O -Special Moves- -Double Lariat- STRONG VS. Demon Cradle (Demetri) Sunrize (Ingrid) Cobra Blow (Anarkis) Midnight Bliss (Demetri) Shungokusatsu (Shin Akuma) (if timed right) Total Wipeout (Guile) Midnight Pressure (Demetri) Tatsumaki Senpukyaku (Ryu) Tatsumaki Zanku Kyaku (Shin Akuma) Rasen Kyaku (Kenji) Double Knee Press (M. Bison) Flash Chop (Alex) Dashing Elbow (Alex) Boomerang Raid (Alex) Spinning Pile Driver (Zangief) Atomic Suplex (Zangief) Kobokushi (Yun) Tyrant Slaughter (Urien) Achilles Rush (Leo) Hercules Rush (Leo) Mars Slash (Leo) Chronos Rush (Leo) Chariot Tackle (Urien) Mujin Kyaku (Karin) Bushin Senpu Kyaku (Guy) Bushin Hasso Ken (Guy) Hayakage (Guy) Spinning Bird Kick (Chun-Li) Shunpu Kyaku (Sakura) Bushin Gorai Kyaku (Guy) Most projectiles (allows him to bypass them) NO EFFECT VS. Ashura Senku (of course...) WEAK VS. Anti-Air attacks (Somersault Kick, Shoryuken, etc.) Super Move Projectiles (Shinku Hadoken, etc.) Air attacks (Bat Spin, Zanku Hadoken, etc.) -Zangief's famous attack comes back with a vengence. This move is virtually indestructible and is very hard to hit Zangief, with the exception of certain attacks like Bison's Head Stomp. Far: X Mid: X Close: O Best Distance: Close -Punishing Flat- STRONG VS. Projectile attacks (Hadoken, Chaos Flare) Rush attacks NO EFFECT VS. Ashura Senku (once again...) WEAK VS. Air attacks (Head Stomp, Flower Kick, etc.) Super Special projectiles Anti-Air attacks -Fomerly known as Green Glove in other games, this is another great move for Zangief, as it fades out projectiles and moves him closer to his opponent. Very hard to find moves that can do both of what this one does. However, avoid using it when a Super Special projectile is used, as not even Zangief can stop those. Far: X Mid: X Close: O Best Distance: Close -Spinning Pile Driver- STRONG VS. None.... NO EFFECT VS. Ashura Senku (not that it matters....) WEAK VS. All projectile attacks All Rush attacks All Anti-Air attacks All Air attacks -You look at what this move is capable of and you think "Whoa, that's not a very good move". Hold on there sparky! This move is actually one of the most damaging moves in the game, and is one of Zangief's most famous and feared moves. Sure, you have to be close to use it, but there's always a way. Simply jump in and do a HK while doing the movement for this move. It should work just fine. Or, you could try using it as a Wakeup Counter. Far: X Mid: X Close: O Best Distance: Close -Atomic Suplex- STRONG VS. None NO EFFECT VS. Ashura Senku (......) WEAK VS. All Projectile attacks All Rush attacks All Air attacks All Anti-Air attacks -Once again, it doesn't look too good for Zangief, right? Well, you could take the prinicipal behind the Spinning Pile Driver and apply it to this move as well. Jump in with a HK, or use it as a Wakeup Counter. However, note that it hits on the second frame of animation (noted in psychocronic's faq), so your opponent has a chance to escape the move. Far: X Mid: X Close: O Best Distance: Close -Flying Powerbomb- STRONG VS. None NO EFFECT VS. Ashura Senku...... WEAK VS. Everything else..... -This is the move that everybody may recognize by now if they've played Capcom fighting games. Zangief slowly runs towards the opponent, and if it connects, he tosses them into the air and does a Powerbomb (taken from psychocronic's faq. Great faq.). Horrible though due to the fact that it's far away, and if it misses, Zangief is open for attack. Not recommended in the slightest bit. Not when you have other, better moves to use. Far: X Mid: X Close: O Best Distance: Close -Super Special Moves- -Final Atomic Buster- STRONG VS. None NO EFFECT VS. Ashura Senku WEAK VS. Everything -The ultimate Super Special in the game in terms of damage, next to Shin Akuma's Misogi and Shungokusatasu. You have to be right next to the opponent for the move to connect however. Try to use it in the same manner as with the Spinning Power Driver and other moves. Far: X Mid: X Close: O Best Distance: Close -Aerial Russian Slam- STRONG VS. Air attacks NO EFFECT VS. Ashura Senku WEAK VS. Anti-Air attacks Projectile attacks Rush attacks -This is a great move in the fact that it can stop some attacks, such as Spinning Bird Kick and Psycho Crusher. It's clearly a move used to stop Air attacks. However, if it misses, Zangief will pay for it dearly. Make sure your opponent is in the air or doing a move similar to those mentioned earlier before using Aerial Russian Slam. Far: X Mid: X Close: O Best Distance: Close --Strengths & Weakness-- Zangief's strength definently lies in his offensive power. He simply dishes out tremendous amounts of damage with each of his attacks, and some of his attacks have special properties to them that make them even deadlier. However, his attacks are also his own weakness. The majority of them must be done close to the opponent, and with 360 degree motions. It also doesn't help that the Russian wrestler is about as slow as they come. OFFENSE Clearly what Zangief should be at most of the time. He needs to be able to pressure his opponent with Spinning Lariats and Punishing Flats, and mix those up with Spinning Pile Drivers and Atomic Suplexes. His Crouching HK also helps in in corner fights, and the LK version of Spinning Lariat helps against Low and Mid attacks. DEFENSE Mediocre in this department. Zangief's moves are clearly based on being close to the opponent, so why not let your opponent come to you? However, more experienced players won't fall for that that easily, so you may be forced to bring the fight to them. Zangief is able to take hits as well, which means even if he does get hit a couple times, he can still dish out the same amount of damage those 3-4 hits his opponent did to him. --Combos-- Zangief is pretty devastating. However, don't count on him doing any super powerful combos. Yes, Zangief is pretty much a single-strike man, but that's all he needs. However, he still has some great combos that can work just as efficiently as other fighters 10 hit combos. Just take a look! A) The Power of the SPD! That damn annoying 360 getting the better of you? Yeah....it does to everyone. And worse, it goes with a lot of Zangief's moves. And even worse, one of his better normal Specials has to have the 360. So, how can you pull off the Spinning Pile Driver, along with the other 360 moves that Zangief has? Simple! Jump in with a HK, while at the same time, doing the 360 motion and hitting the P button. If done correctly, the HK will hit and then the move will follow. But what if you don't want to jump in at your opponent? Well, you can use a Crouching MK or HK, then do the motion. And if you don't want to do it by either jumping or crouching? Then chain it off of a Spinning Lariat! All 3 of these methods make using 360 moves a piece of cake. B) Final Atomic BUSTER!! Now, we come to the problem of a 720 motion move.....and the only one in the game to boot. Well, you'll have to be fast to pull this off by the previous methods.....it's simply just two 360s in one. However, even then this move may not come out, as the input is very touchy. Go to Practice mode first and practice it. It'll take a little while, but you'll definently want to learn how to use this move. From what I understand, there is a way to cheat the game, but I'm not positive on how it works... C) UWAAHHHH! SPINNING LARIAT!! This move is a godsend. It grants partial invulnerability AND can go through projectiles if timed right. Not bad, I must say. However, DON'T spam it! If you do, your opponent will just keep away from Zangief (which they might do anyways, but this will make it even worse...) D) CHARRRRRRRRRGE! Zangief is the absolute slowest fighter in the game. So, how can we make up for his lack of speed? Well, Punishing Flat is one alterative. It moves Zangief a bit more quickly, plus it stops projecitles (aside from Super Specials). Another alternative is to use Flying Powerbomb, although that may not work as well as you may hope. The majority of the time, you'll just have to walk through attacks and jump. Jumping HK will be your best friend here. E) Turtle? Yes, Zangief has ungodly defense, and yes, Zangief is extremely dangerous if he ever ends up going on defense, as then he can pull of his Final Atomic Buster, Spinning Pile Driver, and use Spinning Lariat more efficiently. So, if you happen to find yourself trapped in a corner being pressured by your opponent, make them pay! ------------------------------------------------------------ IV. M. Bison [010] All about rushing down your opponent with relentless attacks and cunning strategies. Also very good at doing super powerful combos. --Introduction-- M. Bison, the infamous boss of many Street Fighter games, and legendary in SFA3 and SF2. Why would you ever want to use him in this game, when there are better characters like Ryu, Jedah, Anarkis, Demetri, and Shin Akuma? Simple! Because Bison still has what it takes to take on the best of the best, even though he's been tone down from his ultra powerful forms. --Profile-- Full Name: Mike Bison Nationality: Unknown Birthday: April 17, 19XX Fighting Style: Psycho Power Age: Unknown (appears to be in 30's or 40's) Height: 6'0" Weight: 96 kg (212 lbs) (Alpha series), 80 kg (SF2) BWH Sizes B: 133 (Alpha), 129 (SF2) W: 90 (Alpha), 85 (SF2) H: 92 (Alpha), 91 (SF2) Blood Type: A Special Skill: Mind control Likes: World domination Dislikes: Useless soldiers First Appearance: Street Fighter II: World Warrior Additional Appearances: Street Fighter II: Champion Edition Street Fighter II Turbo: Hyper Fighting Super Street Fighter II: The New Challengers Super Street Fighter II: The Tournament Battle Super Street Fighter II Turbo Hyper Street Fighter II Street Fighter: The Movie Street Fighter Alpha Street Fighter Alpha 2 Street Fighter Alpha 2 Gold Street Fighter Alpha 3 Street Fighter Alpha 3 Upper Street Fighter Alpha Anthology Hyper Street Fighter Alpha Street Fighter EX Street Fighter EX Plus Street Fighter EX Plus Alpha Street Fighter EX2 Plus Street Fighter EX 3 X-Men vs. Street Fighter Marvel Super Heroes Vs. Street Fighter SNK Vs. Capcom: Match of the Millennium Capcom Vs. SNK Capcom Vs. SNK Pro Capcom Vs. SNK 2 SVC Chaos: SNK Vs. Capcom Marvel Vs. Capcom 2 Capcom Fighting Evolution SNK Vs. Capcom: Card Fighters Clash SNK Vs. Capcom: Card Fighters Clash 2 Expand Edition Namco X Capcom Cameos: Pocket Fighter Marvel Vs. Capcom (Bio taken from ProTect's Capcom Vs. SNK 2 faq) Link to document: http://db.gamefaqs.com/coinop/arcade/file/capcom_vs_snk_2_m_bison.txt M.Bison is the very evil boss character introduced in the classic Street Fighter II (SF2) series. In Street Fighter II: The World Warrior (WW), he appeared after Sagat as the game's final boss. He employed Sagat, the defeated boss of Street Fighter I (SF1), as well as the fallen boxer Balrog and the insane matador Vega, as warriors and assassins in his criminal empire Shadaloo. It was revealed in various character endings that Bison and/or Shadaloo was responsible for the death of Chun-Li's father, as well as the death of Guile's friend Charlie. The next two games in the SF2 series, SF2: Champion Edition (CE) and SF2: Turbo Hyper Fighting (THF) used these same endings, so Bison kept the same story. In Super SF2, Cammy and T.Hawk, two of the game's new characters, were linked to Bison. Bison claimed to have had a previous romantic involvement with Cammy (which she could not remember, possibly because she had amnesia, possibly because he was lying). Cammy was certain, however, that Bison had double-crossed her and somehow caused her face to be scarred. And Bison had stolen the land which T.Hawk's people called their home. In Super SF2 Turbo (Super Turbo), Bison stood once again as the game's final boss, but he was suddenly attacked by Akuma. After suffering Akuma's Shun Goku Satsu technique, Bison fell unconscious, apparently killed by the power of Akuma's ultimate move. The Street Fighter Alpha (Alpha) series, which was developed and released after SF2, actually comes before SF2 in storyline. In Alpha 1 (A1) and Alpha 2 (A2), Bison does not appear as the final boss for every character. In fact, he is the boss for only a few characters, but he makes cameos in many of the endings. Also, much of the A1 storyline is repeated (or retold) in A2, so I will refer to both these games as Alpha, designating which game(s) which stories come from parenthetically. Alpha 2 Gold has the exact same endings as A2, so it is not mentioned. Chun-Li realized that Bison killed her father (A1 and A2). Adon, a cocky former student of Sagat, attracted Bison's attention and was offered a position in Shadaloo. Adon declined the invitation (A1 and A2). Guy, a Bushin-style ninja from the Final Fight series (and Maki's brother-in-law), challenged Bison to prove his strength and to reveal Bison's weakness (A1 and A2). The mystic Rose (who appears in CvS2 in the later rounds in the London stage; the woman on the left side with the angled hair and the red dress), bearer of Soul Power, came to seal away Bison's evil Psycho Power (the source of his hateful and destructive energy) and nearly died in the attempt, yet Bison miraculously survived her attack (A1 and A2). Birdie, from SF1, a street punk occasionally working as a bouncer, fought Bison to prove himself worthy to join Shadaloo and Bison accepted him (A1 and A2). Dhalsim, an Indian monk, challenged Bison to improve the condition of his suffering people (A2). Bison himself began looking to draft a powerful Shadaloo soldier, finding a fitting specimen in the disciplined yet unwilling young warrior Ryu (A2). Alpha 3 took place after Alpha but still was set before SF2. In this game, Bison was a boss for every character once again. He wanted to capture Ryu and use Ryu's body to contain his Psycho Power, but many Street Fighters opposed him in this goal. Zangief was on a mission to defeat Bison for the glory and safety of Russia. Karin Kanzuki, a rival of Sakura, sought to show she was not scared by Bison's efforts to intimidate her family's zaibatsu (corporation). Charlie was intent on bringing down Bison and is believed to have lost his life in the attempt, telling his friend Guile to leave as he held Bison at the scene of the exploding Shadaloo Headquarters and Psycho Drive (by which Bison intended to conquer the world by gathering the life forces from defeated warriors). Birdie was a member of Shadaloo, as were Balrog, Vega, and Sagat, yet they all turned traitor. Cammy also worked for Shadaloo; it was revealed she was engineered to be Bison's substitute body. She somehow escaped Bison's mind control, possibly with the assistance of Vega. The fate of Cammy's colleagues, Juli and Juni, who had been brainwashed as she had been, is uncertain. Rose once again appeared as the force of pure good against Bison's pure evil. She tried to destroy Bison (who was once her master) by her own hand. After her fight with Bison, she fell weak and was carried away by Guy. Bison's spirit lingered on in the form of a chill which Rose could feel. Exactly how Bison managed to reappear in SF2 is unknown. In the Street Fighter III series (SF3), no mention is made of Bison explicity, but in the third SF3 game, SF3: Third Strike, Chun-Li's mid-boss Urien alluded to her having defeated "that organization," presumably Shadaloo. --Movelist-- Juggle Jump Strong (AIR)..........................MPx2 Psycho Crusher............................................Ch. B, F + P Double Knee Press......................................Ch. B, F + K Head Press....................................................Ch. D, U + K, then P in air Devil Reverse...............................................Ch. D, U + P, then P in air Psycho Vanish.............................................FDP + P Bison Warp (Close)....................................FDP + PP or KK Bison Warp (Away)....................................BDP + PP or KK Mega Psycho Crusher................................Ch. B, F, B, F + P Knee Press Nightmare................................Ch. B, F, B, F + K --Movelist Description-- -Normal Moves- -Standing Moves- LP (Quick Psycho Jab) -About as basic as you can get. Excellent for combo starters and to chain into the Rapid-Fire Combos. MP (Psycho Palm Thrust) -Bison thrusts his palm engulfed in psycho flames at the opponent. Can be used to start a combo as well. MP Close (Low Psycho Hook) -Bison hits the opponent in the abdoment with a hook punch. You have to be next to the opponent for the move to be executed though. HP (Psycho Upper Jab) -Bison jabs the opponent in the jaw pretty much. Not much else to say other than that it moves both fighters a little from each other. HP Close (Psycho Abdomen Jab) -The true abdoment jab of Bison. This move can hurt quite a bit actually, and can be used as a stall into Psycho Crusher or Knee Press. LK (Quick Knee) -Bison knees the opponent in the gut. Easy, right? This can also be used to start a Rapid-Fire Chain or another combo. MK (Kick) -Can't really get any easier than that. It's decent, but slow. HK (Slow Kick) -As if the last move wasn't slow enough, this one's even slower. Don't bother with it that much, as it has too much startup time. -Crouching Moves- LP (Quick Jab) -Same deal as with the Standing LP. MP (Forward Punch) -Bison punches forward at the opponent. Nothing special about this move at all. HP (Slow Forward Punch) -The slow version of the MP. Again, don't bother with this move unless you want to be punished for it. LK (Foot Kick) -Bison kicks the opponent. Nothing special. Can also be used for Rapid-Fire Chains and other combos. MK (Side Foot Kick) -Bison kicks the opponent with the side of his foot. Nothing new. HK (Slide) -This is Bison's famous sweep move. Use it whenever you get into a corner fight. However, watch it if it gets blocked, as it leaves Bison wide open. -Jumping Moves- LP (Superman Punch) -It looks as though Bison is in a Superman pose. Lasts the whole time that he is in the air. Jumping-Up LP (Falling Fist) -Bison falls with his fist out. Lasts the whole time that he is in the air. MP () - Jumping-Up MP (Quick Falling Fist) -The fast version of the Jumping-Up LP. You'll have to time it right to hit grounded opponents though.... HP (Quick Superman Punch) -The fast version of the Jumping-Up LP. You'll have to time it right to hit grounded opponents, but it works wonders against air attacks. Jumping-Up HP (Psycho Fist) -Bison attacks the enemy with his fist engulfed in psycho flames. Nothing special about this move. LK (Falling Leg) -Bison falls onto the opponent with his leg. Lasts the whole time that he's in the air, and good for knocking opponents out of attacks. Jumping-Up LK (Falling Foot) -Same deal with the LK, but Bison uses his foot instead. MK (Quick Falling Leg) -A faster version of the LK. As always, you'll need to time it to hit grounded opponents. Jumping-Up MK (Air Kick) -A kick in the air. What else is there to explain? HK (Quick Toe Kick) -A quick kick that uses the tip of his foot. Easy enough. Jumping-Up HK (Quick Air Kick) -The faster version of the Jumping-Up MK. Just as with all Quick moves, time it right to hit grounded opponents. -Special Standard Moves- -Juggle Jump Strong- -This is the move to use when you want to combo into another attack. Great especially if you use Mega Psycho Crusher immediately after the attack. -Psycho Vanish- -Bison does a chop with his Psycho Powers and hits up to 3 times. Pretty powerful, and great for combo starters. -Throws- LP + LK + <- or -> (Dual Kick Throw) -Bison kicks the opponent, then throw them with his foot. <- or -> + LP + LK (Turn-About Throw) -Bison simply turns around and throws the opponent. -Special Moves- -Psycho Crusher- STRONG VS. Demon Cradle (Demetri) Sun Lower (Ingrid) Midnight Bliss (Demetri) Midnight Pressure (Demetri) Tatsumaki Senpukyaku (Ryu) Tatsumaki Zanku Kyaku (Shin Akuma) Ransetsu Jin (Kenji) Soul Throw (Rose) Aura Soul Throw (Rose) Shin Shoryuken (Ryu) Dashing Elbow (Alex) Powerbomb (Alex) Hyper Bomb (Alex) Boomerang Raid (Alex) Spinning Pile Driver (Zangief) Flying Powerbomb (Zangief) Final Atomic Buster (Zangief) Atomic Suplex (Zangief) Double Knee Press (M. Bison) Knee Press Nightmare (M. Bison) Hosho (Karin) Rasen Cho (Karin) Mujin Kyaku (Karin) Guren Ken (Karin) Sorai-Rengeki (Yun) Nisho Kyaku (Yun) Kobokushi (Yun) Spinning Bird Kick (Chun-Li) Arakuma Inashi (Karin) Yasha Gaeshi (Karin) Kanzuki-Ryu Shinbi Kaibyaku (Karin) Kanzuki-Ryu KO'ou Ken (Karin) Hellcat (Felicia) Tyrant Slaughter (Urien) Chariot Tackle (Urien) Dancing Flash (Felicia) Chronos Rush (Leo) Achilles Rush (Leo) Gigas Driver (Leo) Hercules Rush (Leo) Mars Slash (Leo) Hoxanto (Guy) Bushin Senpu Kyaku (Guy) Hayakage (Guy) Bushin Hasso Ken (Guy) Bushin Gorai Kyaku (Guy) Haru Ichiban (Sakura) Shunpu Kyaku (Sakura) Stun Gun Headbutt (Alex) Punishing Flat (Zangief) Sunarch (Ingrid) Double Lariat (Zangief) Air Knee Grapple (Alex) Dangerous Headbutt (Urien) Bushin Flip (Guy) Delta Kick (Felicia) Sand Splash (Felicia) Cat Spike (Felicia) Devil Reverse (M. Bison) Head Stomp (M. Bison) Sun Dive (Ingrid) Violent Knee Drop (Urien) Soul Reflect (Rose) Jumonji (Kenji) Kagerou (Kenji) Head Stomp (Alex) Ressen Ha (Karin) Zessho Hohou (Yun) Hoyoku-Sen (Chun-Li) Hazen Shu (Chun-Li) Flower Kick (Sakura) Please Help Me! (Felicia) NO EFFECT VS. Hydro Spin (Hydron) Ashura Senku (Shin Akuma) Teleport (M. Bison) Psycho Vanish (M. Bison) Psycho Crusher (M. Bison) WEAK VS. Hadoken (Ryu) Hadoken (Sakura) Gou Hadoken (Shin Akuma) Zanku Hadoken (Shin Akuma) Shinku Hadoken (Ryu) Shinku Hadoken (Sakura) Messatsu Gou Hado (Shin Akuma) Coffin Drop (Anarkis) Sunburst (Ingrid) Chaos Flare (Demetri) Sonic Boom (Guile) Soul Spark (Rose) Aura Soul Spark (Rose) Aerial Russian Slam (Zangief) Ichimonji (Kenji) Sunshot (Ingrid) Metallic Sphere (Urien) Aegis Reflector (Urien) Kikouken (Chun-Li) Volcano Breath (Hauzer) Lightning Mast (Hydron) Strangling Spark (Hydron) Pharoah's Magic (Anarkis) Hole of Hell (Anarkis) Bat Spin (Demetri) Demon Billion (Demetri) Shoryuken (Ryu) (if timed right) Gou Shoryuken (Shin Akuma) (if timed right) Mega Psycho Crusher (M. Bison) Temporal Thunder (Urien) Kikou-Sho (Chun-Li) Gust Flame (Hauzer) Deluge Assault (Hauzer) -The move that made Bison famous. It's been toned down a lot compared to his strongest incarnations in SF2 and SFA3. However, it's still a formidable move. Depending on which P button you used, Bison can travel from 1/4 of the screen to full screen. However, projectiles tend to make this move obsolete, as do timed Shoryuken's. It's relatively safe on block, so Bison should be safe, unless he gets hit immediately afterwards by something like Spinning Lariat. -Double Knee Press- STRONG VS. All Rush attacks (Achilles Rush, Flash Chop, etc.) NO EFFECT VS. Teleport moves WEAK VS. All Anti-Air attacks (unless they were blocked or missed) All projectile attacks (Hadoken, Gou Hadoken, etc.) -Another famous move of Bison's. It comes out relatively fast, so you might be able to surprise your opponent. However, against more experienced players, this move may not work as well. I'd stay away from it unless you can find an opening to use it. This may work as a Wakeup Counter, but it's probably best to try and use Psycho Crusher as a Wakeup counter. -Head Press- STRONG VS. Projectiles (as they tend to miss) Air attacks (Zanku Hadoken, if timed right, etc.) NO EFFECT VS. Teleport moves WEAK VS. Anti-Air moves (Somersault Kick, Shoryuken, etc.) -A decent move in the fact that it can be chained into other moves and does decent damage. It's also great as a Wakeup Counter, as players may not expect it to come out. -Devil Reverse- STRONG VS. Same as Head Stomp NO EFFECT VS. Teleport moves WEAK VS. Same as Reverse Stomp -This move is almost the same as Reverse Stomp. Still great as a Wakeup Counter however. -Bison Warp- STRONG VS. All NO EFFECT VS. None WEAK VS. None -Great for times when Bison is cornered, or when you want to escape a Super Special. It's also good for confusing and infuriating your opponents. However, keep in mind that abusing these moves may cause Bison to get punished. -Super Special Moves- -Mega Psycho Crusher- STRONG VS. All Rush attacks All Air attacks NO EFFECT VS. Teleport moves WEAK VS. None -The ultimate fly-by special! Barely anything can stop this massive attack. However, try to not signal that this move is coming. Instead, try to combo into it, or use it as a Wakeup Counter. -Knee Press Nightmare- STRONG VS. All Rush Attacks Some Anti-Air attacks NO EFFECT VS. Teleport moves WEAK VS. All Projectiles Some Anti-Air attacks (if timed correctly) Some Air attacks -If timed correctly, this can do a lot of damage, up to 8 hits max. This can be predicted, though, so you'll have to combo into it or use it as a Wakeup Counter. --Strengths & Weaknesses-- Bison definently has speed and pressure going for him. Take advantage of those two aspects and he should be able to take on any opponent. Psycho Crusher and Knee Press are the way to go in the offensive game. Pile on some crouching HK and combos, and you should have your opponent making mistakes left and right, leaving them wide open to Mega Psycho Crusher. Defensively, Head Stomp, Devil Reverse, and the Teleport moves will be your best friend. They should help you get out of corners and allow you to get on the offensive. However, this isn't always the case as if your opponent can predict what move you're going to use, then you may have to resort to combos and the Psycho Crusher. Some things to note about Bison: DO: -Use Bison Warp when trapped in corners or when you want to play mix-up games. -Psycho Vanish is your best friend. -Psycho Crusher is a great alternative to get across the screen. DON'T: -Overabuse Psycho Crusher. This will lead to you getting hurt in the long run. -Overabuse Head Stomp or Devil Reverse. -Overabuse Crouching HK. --Combos-- How well can you harness the power of the Psycho Drive? Let's just say that you'll want to. These combos I dug up from my using Bison are, to say the least, insanely strong for a Street Fighter II character. Now note that there are only 3 combos that I have found, and I guarantee that there are more yet to be discovered, so don't just think that these are the only ones that Bison has. A) Psycho Drive Limits Combo: Jumping LK, Psycho Vanish, Crouching HK, Knee Press Nightmare, Psycho Crusher, Bison Warp, Crouching HK, Head Press, Crouching HK, Knee Press, Crouching HK, Mega Psycho Crusher Opinion: This combo, if all the hits connect, will kill the opponent before the Mega Psycho Crusher even comes out. This is the ultimate mix-up combo that I've seen with Bison. Note that with the Bison Warp, you'll want Bison to end up just on the other side of the opponent. This will take practice to get down, but it's by far one of the strongest combos I've seen in this game. B) Ultimate Psycho Crusher! Combo: Standing LP x2, Crouching LP, Crouching HK, Knee Press, Bison Warp, Psycho Crusher x2, Mega Psycho Crusher Opinion: Strong, but the Psycho Crushers are easy to guess. However, if you do manage to get at least one of the Psycho Crushers to hit, then you might have a chance of getting the Mega Psycho Crusher to hit. But odds are, you won't get that lucky. C) Warp Fanatic! Combo: Knee Press, Bison Warp, Psycho Crusher, Bison Warp, Psycho Vanish, Bison Warp, Crouching HK, Bison Warp, Super Special Opinion: This is also a great way to confuse and annoy your opponents. It'll also keep them guessing at what's coming next. Just be careful not to abuse this combo, as the opponent may end up getting you after you warp. --Vs. Matchup Data-- Advantages/Disadvantages So, how does Bison stand against the rest? Let's find out. Vs. Alex Bison might have a tough time beating him due to Alex's strength, but his Psycho Crusher should be more than a match for Alex. Watch for your attacks getting blocked though, as Alex will counterattack you if you're not careful. Vs. Anakaris Favors Bison. He's much faster than Anakaris, and even though Anakaris has more range than Bison, the fact that Bison has Psycho Crusher and Bison Warp makes that pretty much obsolete. Psycho Vanish is pretty good against him as well. Vs. Chun-Li Favors Bison, but not by much. Chun-Li can put up a good fight against Bison, and can counterattack a lot of what he throws at her. Keep an eye for her making mistakes, and capitalize on them. Be careful of her Super Specials, as they do quite a bit of damage to Bison. Use Psycho Crusher sparingly, and avoid using Bison Warp too much. Vs. Demitri This one goes to Demitri. He's just too fast and powerful for Bison to handle. Psycho Crusher becomes obsolete due to Demitri's Bat Spin and Chaos Flare, and Knee Press is equally as worthless. Head Stomp and Devil Reverse won't work as well due to Bat Spin and Demon Cradle. You'll have to duke it out with Demitri in order for Bison to win this one, but that's not as easy as it looks. Vs. Felicia Favors Bison. He's much faster and stronger than Felicia in terms of attacks, and his Psycho Crusher is more than enough to put her down. Knee Press is a great alterative to counter Felicia's Rolling Buckler and Cat Spike, and Psycho Vanish can punish her Rolling Buckler if you block it. Vs. Guile This one's a tough one due to Guile's constant defending. Avoid Psycho Crusher and Knee Press, as they will just end up haunting you in the end. Try to duke it out with Guile instead, but watch out for his kick combo and Total Wipeout. Vs. Guy Favors Guy due to his insane speed. Bison has to be alert at all times in order to even stand a chance against the Bushin ninja. Psycho Vanish is good, but don't overabuse it. Psycho Crusher and Knee Press should help a lot, as should Head Press and Devil Reverse. Use the Crouching HK from time to time to slow Guy down. Vs. Hauzer Should be in Bison's favor, although Hauzer will give him a bit of problem. Deluge Crisis and Volcano Breath are the attacks to worry about here, as Bison will take a lot of damage from those moves. However, focus on just combos and duking it out with Hauzer. Using Psycho Crusher or Knee Press is not a good way to approach this fight, even as big as Hauzer is, since he can easily counterattack you. Vs. Hydron Almost like fighting Bison himself, but much easier. Hydron's Lightning Mast and Strangle Spark are probably the worst you'll encounter here, as well as Hydron's own version of Psycho Crusher. Tadpole Spawn isn't too bad, but it can be a nuisance. Constant Psycho Crushers should put Hydron out of his misery, but don't overabuse it, or else you'll end up with a Lightning Mast in your eyes. Vs. Ingrid Ingrid doesn't have too much to help her aside from Sunburst and Sunshot. Her Sunrize won't work that well because of Psycho Crusher, and her Sun Upper and Sun Lower attacks are all but worthless pretty much. Sunarch may be a bit of a problem, as this is one of the only attacks that can counter anything that Bison throws at her. However, that's where you go in and brawl it out with her. She's not that great in a hand-to-hand battle, so this one should go to Bison no problem. Vs. Jedah Jedah's got this one, but only if a human player use him, and uses him right. The CPU does a horrible job of making him good, so Bison can abuse pretty much everything he has on him. However, don't be surprised if Jedah suddenly decides to lay some pain on you. Finale-Rosso is a definent watch-out-for attack, as you don't want Bison to get hit too hard. Vs. Karin Bison has this one. Karin just simply doesn't have anything that can stop Psycho Crusher or Knee Press, and Bison's rush-down is far too overpowering for her to handle. Not too much to actually say about this one. Vs. Kenji Bison should have this one without a doubt. Kenji isn't too powerful, but he is faster than Bison. Focus on using Head Press and Psycho Crusher, and if you get a chance or see an opportunity, throw out a few Psycho Vanishes. The worst that can happen is Jumonji, which you shouldn't even see in this fight if you're fast enough. Vs. Leo Bison has this one. Leo's attacks are all close-ranged, so Psycho Crusher should take care of that issue. If you want to get in close, watch out for Gigas Driver and Achilles Rush. These will definently do some damage to Bison, and you don't want to take too much before the fight even begins. I'd suggest using Bison Warp and follow up with Psycho Vanish to deal some damage, then get out of range and fire off some Psycho Crushers or Mega Psycho Crushers. Vs. Pyron This one's tough. The CPU makes a nasty habit of teleporting, so Psycho Crusher and Knee Press aren't going to be that useful, nor will Head Stomp or Devil Reverse. This is one fight that you'll have to guess in and duke it out rather than use a strategy in order to win. Just watch out for Pyron's deadly combos and you should be just fine. Vs. Rose Goes to Bison hands-down. The best Rose can do against him is using Soul Spark or Aura Soul Spark when he uses Psycho Crusher or Knee Press. However, Knee Press's startup time is so quick that pulling off the Soul Spark may not be so easy for Rose. Her Soul Throw and Aura Soul Throw are only dangerous if you decide to use Head Stomp or Devil Reverse, and even then, they're not guaranteed to connect. Rapid-Fire Chains and combos also work very well against Rose. Vs. Ryu Ryu has this one if you're not careful. His constant barrage of Hadokens and Shoryukens make using any of Bison's special moves dangerous. Getting in close is pretty tough as well, so your options are really limited. You may have to get in close anyways and duke it out, even though Bison is not nearly as strong as Ryu. Vs. Sakura Bison should be able to beat Sakura, but it'll be a close one. Hadoken and Shinku Hadoken are Bison's worst enemy here, and her Flower Kick can present a bit of a problem if you don't watch it. Her Shunpu Kyaku and Sakizakura Ken are also a bit of a problem as well, but stick to combos and Bison Warp, and you should be able to beat her without too much of a hassle. She doesn't block air attacks well, so you can jump in on her and chain right into a combo. Vs. Shin Akuma Bison can't win this fight, unless you either get really lucky or you find some sort of uber strategy that works against Shin Akuma. Shin Akuma's constant rush-down tactic prevents Bison from even using any of his moves, and Shungokusatsu and Misogi just make this fight unfair. Vs. Urien Urien has this one if you're not careful. Violence Knee Drop can present a problem if you use Psycho Crusher or Knee Press at the wrong time, and Metallic Sphere presents the same threat. Aegis Reflector, Temporal Thunder, and Tyrant Slaugher also deal a great deal of damage to Bison. You're best bet is to focus on using Head Stomps and Devil Reverses to win this fight, as well as using combos. Just watch out for Urien's combos and you should be able to make it out alive. Vs. Yun Goes to Bison. As with Karin, Yun simply doesn't have anything that can really stand up to Bison's rushdown. Nothing else to really say about this fight. Vs. Zangief Goes to Bison. As with Leo, Zangief relies on being close to his opponent, and Bison is great at being away from them. Make sure that Knee Press doesn't get blocked though, or you may end up seeing the ground pretty quick. Head Stomp and Psycho Crusher are the way to go in this fight. ------------------------------------------------------------ B. Street Fighter III [011] All about watching your opponent's move, then countering anything that they do. Parry and Counterattacks are the way to go with these characters. More for the more advanced players than anyone else, but can be a good way for beginners to start out. ------------------------------------------------------------ I. Alex [012] All about hard-hitting combos and Wakeup Counters. Practice a bit with Alex and you'll see that he can fight with the best of them! --Introduction-- Alex is similar to Zangief. Big. Muscular. Strong. Grappler. But what he has that Zangief doesn't is speed and many attacks to choose from. This makes him even more versatile than the Russian wrestler. However, don't expect to win all the time with Alex. To me, I still consider him low-tier compared to others like Ryu and Jedah. --Movelist-- Chop..............................................F + MP Lariat..............................................F + HP Headbutt/Sleeper Hold...............B + HP Flying Cross Chop (AIR)...........DF + HP Flash Chop...................................QCF + P Powerbomb..................................HCB + P Head Stomp.................................Ch. D, U + K Dashing Elbow............................Ch. B, F + K Air Knee Grapple........................DPF + K Hyper Bomb................................360 + P Boomerang Raid.........................QCFx2 + P Stun Gun Headbutt....................QCBx2 + P --Movelist Description-- -Normal Moves- -Standing- LP (Quick Jab) -The most basic of the moves. Quick and good for combo starters. Damage is low. MP (Elbow) -Not bad, in the fact that it can work well with combos. Mediocre damage. HP (Strong Hook) -Pretty fast considering it's a HP attack. Can push opponents back a bit, which can then be used to chain into a Flash Chop to Power Bomb or Hyper Bomb. LK (Ankle Kick) -Pretty fast, and can be chained into combos. Damage is low. MK (Back Kick) -Decent in it's reach and speed. Can be used for combos. HK (Strong Foot) -Excellent in reach and in getting Alex closer to the opponent. Doesn't really knock the opponent back very much. -Crouching- LP (Kneecap Punch) -Alex punches the opponent's knee. Pretty fast and great for combo starters. Low damage. MP (Hand Jab) -Alex jabs with his fingers. Also pretty fast, and can also be used for combo starters. HP (Shoudler Charge) -Great in the fact that it's a great Anti-Air move, knocks the opponent back when it connects, and moves Alex closer to the opponent. Very good move. LK (Foot Kick) -Alex kicks with his foot. Nuff said. Excellent in speed and combo starting priority. Low damage. MK (Slow Foot Kick) -A slower version of the LK. Still good for combos. HK (Foot Sweep) -This is great for corner fights and for times that you're blocking low. However, this may leave you open if your opponent jumps over it. -Jumping- LP (Falling Palm) -Alex falls onto the opponent with his palm out. Lasts the whole time that he is in the air. Good for combo starters, but has low damage rating. MP (Back Chop) -A chop. Nothing new here. Has mediocre damage rating, and can also be used for combos, though the LP is better to use. HP (Strong Chop) -A much slower version than the other Chops. Has slow startup time, but good against Air attacks and for knocking opponents out of moves. LK (Falling Knee) -Alex falls on the opponent with his knee. This move lasts the whole time that Alex is in the air. It's also great for chaining into combos and for knocking opponents out of moves. MK (Spin Heel) -Alex pretty much does a spin kick, but hits with his heel. As with the LK, can knock opponents out of moves and is good for chaining into combos. HK (Drop Kick) -Alex does a drop kick in the air. Easy enough. Great for Anti-Air purpose and for comboing into Hyper Bomb. -Special Normals- Chop -This move does a decent amount of damage and has a pretty decent range. It's also great for chaining into Flash Chop to Hyper Bomb as well. Lariat -A bit like Zangief's Spinning Lariat, but not as powerful or as great. Still, it's worth trying out. Could be comboed into Hyper Bomb.... Headbutt/Sleeper Hold -The Headbutt will only work while the opponent is facing Alex, while conversely, the Sleeper Hold will only work while the opponent's back is facing Alex. Both do a great deal of damage as well. Flying Cross Chop - -Throws- LP + LK + <- or -> (Ground Throw) -Alex throws the opponent to the ground. Nuff said here. -Special Moves- -Flash Chop- STRONG VS. Rush Attacks NO EFFECT VS. Teleport moves WEAK VS. Air Attacks Anti-Air Attacks Other Attacks Projectile Attacks -Overall, not a bad move. It moves Alex across the screen quickly, and the move comes out fast. The downside is that many moves can beat this move with no problem. It's good to throw out, though, when you're opponent is least expecting it, especially as a Counterattack. -Powerbomb- STRONG VS. Nothing NO EFFECT VS. Teleport Moves WEAK VS. Everything! -One of Alex's command throws. It's great for chip damage and for damage in general, but it's extremely short reach leaves Alex wide open for attacks. However, you may be able to use this as a Wakeup Counter or a Counterattack (best when you think you're opponent isn't thinking that you'll strike back). Head Stomp STRONG VS. Rush Attacks Other Attacks All projectiles NO EFFECT VS. Teleport moves WEAK VS. Anti-Air Attacks Other Attacks -Hole of Hell (Anakaris) -Pretty good move in that it can avoid all ground projectiles and a lot of the Rush moves that would otherwise hurt. However, if it's blocked, this can leave Alex open to a world of pain. Makes for a good mixup game though. -Dashing Elbow- STRONG VS. Rush Attacks NO EFFECT VS. Teleport moves WEAK VS. Air Attacks Anti-Air Attacks Other Attacks All projectiles -As with Flash Chop, moves forward straight at the opponent. However, this move isn't what it used to be back in the days of Street Fighter III: 3rd Strike, and suffers a bit from slowness. Doing the EX version, however, makes it move a lot faster and do more damage. You might even be able to combo this into other moves, if you're fast enough. -Air Knee Grapple- STRONG VS. Air Attacks NO EFFECT VS. Teleport moves WEAK VS. Air Attacks -Zanku Hadoken (Shin Akuma) Anti-Air Attacks Other Attacks All projectiles -Alex's Anti-Air command throw. Great for when you see your opponent in mid-air. This move can also work on certain attacks like Tatsumaki Senpukyaku without getting hit, IIRC. It also deals pretty good damage. Use with care, though, as you don't want to end up missing with this move. Try using it as a Counterattack if you see your opponent jump. -Super Special Moves- -Hyper Bomb- STRONG VS. Nothing NO EFFECT VS. Teleport moves WEAK VS. Everything! -You have to be basically right next to your opponent to pull this move off, and if you're not good with 360 motions, then this will be even harder for you to pull off. Try jumping at the opponent while doing a LK, HK, or HP, then immediately do the 360 motion to pull this move off easier. One of the most powerful, if not the most powerful, Super Specials in the game (right up there with Zangief's Final Atomic Buster). -Boomerang Raid- STRONG VS. Rush Attacks NO EFFECT VS. Teleport moves WEAK VS. Air Attacks Anti-Air Attacks Other Attacks All projectiles -Similar to Dash Elbow, except that it ends with either a German Suplex or a Powerbomb. Note that if it's blocked, the rest of the attack won't do anything to the opponent. Deals pretty good damage, but you may want to make sure that you don't miss when you throw it out. -Stun Gun Headbutt- STRONG VS. Rush Attacks NO EFFECT VS. Teleport moves WEAK VS. Air Attacks Anti-Air Attacks Other Attacks All projectiles -Alex does a HP, followed by 4 Headbutts. Immediately stuns the opponent (IIRC), and does a lot of damage, but can be avoided easily just by jumping out of the way. Plus, he's left open to a lot of attacks. This is best done as a Wakeup Counter or a Counterattack. --Strengths & Weaknesses-- Alex is a character who can be used either offensively or defensively (though obvioiusly, he's more of an offensive fighter). He is faster than in 3rd Strike, and has access to all of his Super Arts from that game. On offense, you want to pound constant pressure on your opponent. Never give them a chance to strike back! Flash Chop, Dashing Elbow, Jumping HK, and Hyper Bomb are the way to go. On defense, crouching HK, Hyper Bomb, Stun Gun Headbutt, Head Stomp, and Boomerang Raid will be your best friends. Here are but three combos that I have discovered, and found quite effective, for Alex. Now note that there are definently more than just these three. Test them out for yourself to discover more. A) Stunning Bomb! Combo: Jumping LK, Standing LP, Standing HP, Flash Chop, Stun Gun Headbutt, Hyper Bomb Opinion: Very deadly if you manage to get the Stun Gun Headbutt to connect and stun your opponent. When your opponent does get stunned, the Hyper Bomb should be a piece of cake to pull off on your opponent. This combo does a lot of damage to boot as well. B) Stungun Bomb! Combo: Slash Elbow, Standing HK, Air Stampede, Power Bomb, Hyper Bomb, Stungun Headbutt Opinion: Pretty good, but getting both the Power Bomb AND the Hyper Bomb to connect will be very hard to pull off. Not to mention that you'll need to get the Stungun Headbutt to connect for the combo to even work out. I'd go with one of the other combos personally, but that's my opinion.... ------------------------------------------------------------ II. Chun-Li [013] Speed is the key when using this fighter! Don't rely too much on combos, as they aren't as effective with Chun-Li, and instead focus on moving in and out of the fight! --Profile-- Nationality-Chinese Birthday-March 1, 1968 Fighting Style-Chinese Martial Arts Age-36 Height-170 cm Weight-Won't tell BWH Sizes B-? W-? H-? Blood Type-A Special Skill: Shooting (ranked 6th in an international contest) Likes-Fruti, European treats Dislikes-Crime, Indecisive people Affiliation-INTERPOL First Appearance: Street Fighter II Additional Appearances: Street Fighter II: Champion Edition Street Fighter II Turbo: Hyper Fighting Super Street Fighter II: The New Challengers Super Street Fighter II: The Tournament Battle Super Street Fighter II Turbo Hyper Street Fighter II Street Fighter: The Movie Street Fighter Alpha Street Fighter Alpha 2 Street Fighter Alpha 2 Gold Street Fighter Alpha 3 Street Fighter Alpha 3 Upper Street Fighter Alpha Anthology Hyper Street Fighter Alpha Street Fighter EX Street Fighter EX Plus Street Fighter EX Plus Alpha Street Fighter EX2 Plus Street Fighter EX 3 X-Men vs. Street Fighter Marvel Super Heroes Vs. Street Fighter SNK Vs. Capcom: Match of the Millennium Capcom Vs. SNK Capcom Vs. SNK Pro Capcom Vs. SNK 2 SVC Chaos: SNK Vs. Capcom Marvel Vs. Capcom Marvel Vs. Capcom 2 Capcom Fighting Evolution SNK Vs. Capcom: Card Fighters Clash SNK Vs. Capcom: Card Fighters Clash 2 Expand Edition Namco X Capcom Super Puzzle Fighter --Movelist-- -Normal Moves- Senjou Shou...............................F + MK Yoku Senkyaku..........................F + HK Tenshin Shuu Kyaku................DF + HK Hakkei.........................................B + HP Souren Shou..............................B + MP Yousou Kyaku (AIR)...............D + MK Kakushu Raku Kyaku..............Hold MK (Close only) Yousou Suitatsu Da.................D + HP (while jumping straight up) -Special Moves- Kikouken...................................HCF + P Hyakuretsu Kyaku...................Press K rapidly Spinning Bird Kick..................Ch. D, U + K Hazan Shu................................HCB + K -Super Special Moves- Hoyoku-Sen.............................QCFx2 + K Kikou-Shou..............................QCFx2 + P --Movelist Descriptions-- -Normal Moves- -Standing Moves- LP (Hand Thrust) -This is Chun-Li's poke move. You can probably pull out 4-5 of these within 5 seconds, or maybe even up to 7, if you're fast enough. This is the move you want to use to combo into other moves. LP Close (Quick Elbow) -A standard Close move. Pretty quick and has great combo potential, but the damage is low (as expected). You can probably only get 2 of these off before you go back into the regular LP. MP (Abdoment Punch) -Has decent reach and pushes the opponent back if it connects, but comboing off of this move is not as easy as you would think. It's a little slow, but not by a considerable amount. HP (Strong Fist) -The reach on this move is pretty good, but it's got both slow start-up and recovery time, and by the time your opponent blocks this move, they can most likely counterattack right away. I'd recommend not using this move at all. LK (Heel Kick) -Once again, as with most LP and LK, this move is great for combos and speed priority. It's not nearly as fast as most LKs, but it's still a pretty decent move. MK (Roundhouse Kick) -Decent in that it can be used somewhat as an Anti-Air move, but it's pretty slow and has bad recovery time. Comboing off of this move is a very low priority as well. MK Close (High Kick) -This move is alright, but not recommeneded, as you can simply use the extended version and do more damage. However, this can be good to use for mix-up games when up close. If you abuse the extended version, then use this move instead of that move, then your opponent may not move fast enough to counter any other actions that you may do after you get the chance to attack. HK (Back Roundhouse Kick) -This is similar to the MK in just about all aspects, except that it hits a bit higher than the MK. Don't try to combo off of this move either, as it's not worth the risk of taking damage. -Crouching Moves- LP (Quick Punch) -It's a little slower than most normal Crouching LPs, but it's still good for combo starters. It has very little range as usual, and you can probably pull off about 4 of this within 5 seconds as well. MP (Foot Punch) -Chun-Li punches the opponents foot. Not that great of a move, and has some lag time in both start-up and recovery. Your best bet would be to ignore this move completely. HP (Backhand Chop) -This move executes relatively quick, but comboing off of it is pretty low, as you can get punished for trying. Still, it's nice to knock opponents out of moves, but once again, I'd recommend not using it that much. LK (Foot Kick) -Very limited range and low damage, but great combo starter, poke move, and speed priority move. It's pretty fast compared to the other LP and LK moves that Chun-Li has too. MK (Extended Foot Kick) -Has a little better reach than the LK, but is a lot slower. You can try to combo off of this move as well, but the best thing you can really do is combo it into a Hyakuretsu Kyaku to Houyokusen. HK (Handstand Kick) -Chun-Li stands on one hand and trips the opponent. Surprisngly, this move has pretty good range (similar to Demitri's Crouching HK), and could be used in a mix-up game as well. -Jumping Moves- LP (Falling Fist Diagonal) -Lasts the whole time that Chun-Li is in the air until she hits the ground. It doesn't do that much damage, nor is it good for combos (as far as I know), but it's great for knocking opponents out of moves. LP Straight Up (Falling Fist) -Same as the LP. Nothing different here. MP (Quick Falling Fist Diagonal) -This move is the fast version of the LP. It lasts about half a second, and for it to hit grounded opponents, you'd have to time it right. It's still good for knocking opponents out of moves, and not bad for going into combos. HP (Strong Punch) -It's got decent speed and range, but not one of the better moves that you can use while jumping. It becomes pretty obsolete when you try to hit a grounded opponent who can use Anti-Air (like Ryu or Demitri), so your best bet is to go with some other move. HP Straight Up (Strong Hook) -This move is surprisingly fast for a HP, and it's great for knocking opponents out of moves too. However, the downside is that you HAVE to jump straight up for you to use this move, and against opponents like Shin Akuma and Demitri, that's not going to cut it. LK (Air Kick) -As with both of the LP, this move will last the whole time that Chun-Li is in the air. It's good for combo starters once you get back to the ground, but other than that, I wouldn't mess with this move. LK Straight Up (Falling Leg) -Same deal here. However, this is more useful than the LK, as you can use this to knock opponents out of moves, whether they're on the ground or in the air (with the exception of moves like Shin Akuma's Zanku Hadoken). MK (Quick Air Kick) -The fast version of the LK. As with the MP, you'd have to time it right to hit grounded opponents. Otherwise, the rest is the same as with the MP. MK Straight Up (Quick Falling Leg) -Same deal here as with the MK. HK (Slash Kick) -This is very fast, and has great reach. It's also very good for combo starters, surprisingly enough. It's also safe on both start-up and recovery, which makes this move one of the better ones that you can use. HK Straight-Up (Split Air Kick) -An interesting move, nonetheless, but it lasts about a second. Compared to some of the other moves that Chun-Li has, I wouldn't bother with this move that much. -Special Normal Moves- -Senjou Shou- -Yoku Senkyaku- -Tenshin Shuu Kyaku- -This move is odd, simply in the fact that I haven't seen it do any damage at all. It's more of a flip move than anything else, but not all that useful, as it leaves Chun-Li open to attack. -Hakkei- -Pretty powerful in the fact that it stops a lot of Normal Moves, and that it's speed is outstounding. Comboing off of this move, however, isn't all that great. -Souren Shou- -Extremely fast and has almost zero recovery time and start-up time. You can even combo off of this or chain this endlessly just about. One of the better moves that I've seen with Chun-Li. -Yousou Kyaku- -This is a great move for surprising your opponent and for setting up combos with Chun-Li. However, the recovery time is not that great, and if it's blocked, you're left wide-open to attacks. Use it whenver you think your opponent is least expecting it. -Kakushu Raku Kyaku- -This move will only work if you hold MK down while you're close to the opponent. It will hit up to 3 times, and does pretty decent damage. The start-up time is a little slow, but you can probably still manage to get the 3 hits in regardless. A very nifty move for head-to-head combat. -Yousou Suitatsu Da- -Throws- LP + LK + <- or -> (Turn Throw) -This is Chun-Li's only throw. It's not really worth using, IMO, but that's clearly up to you. It does throw the opponent pretty far away from Chun-Li, but with her in this game, you want her to be close to the opponent. -Special Moves- -Kikouken- STRONG VS. Anti-Air attacks Rush attacks Other attacks NO EFFECT VS. Teleport moves Projecitle attacks (cancels with them) WEAK VS. Super Special Projectile attacks Air attacks -Chun-Li's only projectile (aside from her Kikoushou). It's speed depends on which P button you use to fire it off. The EX version is extremely slow, making it good for rushing in and doing some combos before it hits. -Hyakuretsu Kyaku- STRONG VS. Rush Attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Air attacks Anti-Air attacks -This is the move that makes Chun-Li infamous. However, it's not as potent as it used to be, as it's pretty tough to combo off of and into. However, it's still potent nonetheless. You just have to mash the K button in order to make sure that the move comes out. -Spinning Bird Kick- STRONG VS. Rush attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projecitle attacks Air attacks Anti-Air attacks Other attacks -Hole of Hell (Anakaris) -Another one of Chun-Li's infamous moves. It's actually pretty safe to use compared to some of the other moves, although if blocked, it can still be used against you. Not to mention that a lot of attacks can beat this move. Still, it's good for comboing into other moves, if you manage to get this one to connect. Avoid using it from far away, unless you're trying to trick your opponent. -Hazan Shu- STRONG VS. Air attacks (except Zanku Hadoken) Rush attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Anti-Air attacks Other attacks -Hole of Hell (Anakaris) -This move is useful for many different purposes, some of which you may or may not agree with. It's safe on block and has good start-up and recovery times, is pretty decent for comboes, and does a decent amount of damage. Add to that that it's good against a lot of attacks, and it's hard to find a better move for Chun-Li. -Super Special Moves- -Hoyoku-Sen- STRONG VS. Rush attacks Other attacks NO EFFECT VS. Teleport moves WEAK VS. Projectile attacks Air attacks Anti-Air attacks -Not one of the strongest moves, but you can pretty much combo this move off of almost anything that Chun-Li does. It's nice to do it off of a Hyakuretsu Kyaku, but you have to be able to time it just right in order to pull it off. Not bad by any means. -Kikou-Shou- STRONG VS.