------------------------------------------------------------------------------ Capcom Fighting Evolution FAQ/Move/Analysis Text (aka. Capcom Fighting Evolution Breakdown Text): VERSION 1.31 (Finished Version 1.18) -Created, Edited and Compiled by: Psychochronic of Shoryuken.com (Brettdude in Gamefaqs) -Pros and Cons by: Psychochronic and various others of Shoryuken.com -Various Character Matchups by: Psychochronic and various others of Shoryuken.com -Finalization Analysis by: Psychochronic and Jeron of Shoryuken.com MY FIRST FAQ! The biggest scripture in all of Psychochronic Literature! ------------------------------------------------------------------------------ Last Update: July 17, 2006 ------------------------------------------------------------------------------ Disclaimer: ------------------------------------------------------------------------------ The information provided of this FAQ have been personally analyzed and researched by myself and the others are points posted per character in the threads of Shoryuken.com. These are out of our analysis and research and should there be any mistake, I will gladly edit the text upon request. If you feel you have pitched in information (even one sentence!), I will edit the text to your request and credit you in the process. ------------------------------------------------------------------------------ Notes before reading this document: ------------------------------------------------------------------------------ 1) This document is NOT a tier list (this was in January 2005 a tier list but now changed in July 2005 due to mass amounts of knowledge and information). This is a solid Breakdown of every characters Move List, Pros and Cons and Various Character Matchups in Capcom Fighting Evolution for Arcade (Imported only), PlayStation 2 and XBOX so don't expect anything answered like "Which character is top-tier?" and "What's the best team in the game?". If this is not the information you are looking for, please close this text now. 2a) This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. This document is for private and personal use only--it cannot be reprinted in part or inwhole or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. Although I am...the author in the majority of the text, please respect the other authors whose work I have included in this guide. 2b) This document cannot be hotlinked to any other forums/ sites other than Gamefaqs, Shoryuken and my Geocities webpage (link provided below on the Contact section). To kinda repeat point #2a, this guide cannot be referenced, altered, or used by anybody (including webmasters, publishers and magazine staff) without my express written permission. This guide is created and is owned by me, Brett "Psychochronic" Navarro (aka. "Brettdude" in Gamefaqs). Plagarizing is a crime and is punishable by law. *The ONLY sites outside to use THIS guide other than the sites seen in point #2a is Supercheats. 2c) I...Brett Navarro, have clearly wrote this guide to give back something for the new generation of the fighting game community and to also hone my creative writing skills. Everything here, I fully scoured the internet for various points and researched over 12gb of specific match footage so I can fully give out the latest and comprehensive guide possible. 3) This document is better read on Notepad with the Font set on "Times New Roman" on Regular setting, Size "10" and the screen resolution set on 1024x768. Use the Find feature (Ctrl + F) to find whatever term you're looking for easy mobility. ------------------------------------------------------------------------------ Table of Contents: ------------------------------------------------------------------------------ 1) Version Changes 2) Stage Descriptions -Myanmar -Japan -New York -Underworld -Ruins -Jungle -Hong Kong -Infinity Chamber -Infinity Chamber Remains -Training Zone 3) Legend ^Basics ^Controls ^US to Japanese Terminology Translations 4) Gauge Differentials -Street Fighter II -Street Fighter III -Street Fighter Alpha -DarkStalkers -Red Earth -Ingrid 5) The Breakdown List (Pyron and Shin Akuma not written) *Each character having the following: ^Biography ^Personal Information *Each characters Biography and Personal Information which is seen here is translated as it's originally found from the Capcom Fighting Jam site from Capcom Japan. ^Early Impressions *Each characters Early Impressions were studied by RenoROB on November 25, 2004. During that time, CFE was released to PlayStation 2 about 6-9 days before and there were limited of match videos players were able to retrieve on the internet. This sub-section is clearly based on his studies so don't go shooting on mne because I referenced a past archive. ^Command Normals *Doesn't include follow-up and dashing attacks. ^Damage Propertie ^Special Moves ^Super Combos/EX Moves/Super Arts/Mystic Breaks ^Pros and Cons ^Various Character Matchups *Didn't do Mirror Matchups, not worth my time. ^Endings -Anakaris -Demitri -Guile -Ryu -Kenji (Mukuro) -Rose -Jedah -M. Bison (Vega) -Alex -Zangief -Yun -Karin -Ingrid -Urien -Felicia -Leo -Guy -Hydron (Nool) -Hauzer -Sakura -Chun-Li *The reason I didn't do Pyron and Shin Akuma is because they can't be played in tournaments as they are banned due to their abilites. Flame me if you will but if you don't like it, that's the gospel truth and if you don't like it, talk to someone else. Whatever that cannot be brung to a competition is considered useless. Only console scrubs rely on boss characters for cheap victories. 6) Match Analysis Chart 7) The Stone Cold Truth from Jeron and Psychochronic 8) Random Notes from Jeron and Psychochronic 9) Final Analysis from Psychochronic 10) Contact 11) Credits ------------------------------------------------------------------------------ Version Changes: (+0.01 = Minor Update; Info on sections or sub-section added) (+0.10 = Major Update; New section added) ------------------------------------------------------------------------------ 1.31 - July 17, 2006: ^NEW SUB-SECTION: Early Impressions 1.30 - July 14, 2006: Added the following: ^NEW SUB-SECTIONS: Damage Properties, Endings Contemplating the following: *NOTE: None of these are even 1% in the works. This is what I may add in another update so I'm not confirming anything. -SUB-SECTION: Early Impressions: Basically, what everyone thought of each character one week after it's release on PlayStation 2. Studied by RenoROB and after reading a bit of it, I kinda put a thinking cap on of what he said "Jedah is not good enough; I rank him 7", "Karin's game is so easy but deals little damage; I rank her 12". and "Ryu can beat anyone if they're cornered as his pressure and footsies are top-tier". I kinda did find it retarded so I don't even know if I should put this in. Go ahead, flame me... -SUB-SECTION: Overall Impressions: A finalization of the character with a comparison of it's latest counterpart. A little bit of help from Cam347, FSGamer, Sano and Skankin Garbage. -SECTION: Popularity Chart: Comparing 3 major tournaments (Super Battle Opera 3, Texas Showdown 5 and The 6th Canadian Fighting Game Champion- ships) and splitting them into 2 regional sections (Canada and United States (combined as North America) and Japan), tallies a list of characters commonly used in high-level competition. 1.29 - June 11, 2006: Added the following: ^NEW SECTION: Match Analysis Chart 1.19 - April 28, 2006: Added the following: ^NEW SUB-SECTION: Controls 1.18 - April 13. 2006: Added the following: ^NEW SECTION: Command Normals -Command Normals: Alex, Anakaris, Chun-Li, Demitri, Felicia, Guile, Guy, Hauzer, Hydron, Ingrid, Karin, Kenji, Leo, M. Bison, Rose, Ryu, Sakura, Urien, Yun, Zangief -Matchups: Alex/Anakaris, Alex/Demitri, Anakaris/Chun-Li, Anakaris/Demitri, Chun-Li/Demitri, Chun-Li/Guy, Chun-Li/Leo, Chun-Li/Yun, Demitri/Felicia, Demitri/Leo, Guy/Yun, Leo/Rose *Alex Matchups COMPLETE *Anakaris Matchups COMPLETE *Chun-Li Matchups COMPLETE *Demitri Matchups COMPLETE *Felicia Matchups COMPLETE *Guy Matchups COMPLETE *Leo Matchups COMPLETE *Rose Matchups COMPLETE *Yun Matchups COMPLETE 1.08 - April 7, 2006: Added the following: ^NEW SUB-SECTIONS: The Stone Cold Truth from Jeron and Psychochronic, US to Japanese Terminology Translations -Cons: DarkStalkers (1), Jedah (1), Red Earth (1), Urien (2) -Matchups: Alex/Chun-Li, Alex/Guy, Alex/Leo, Alex/Ryu, Alex/Sakura, Alex/Urien, Anakaris/Felicia, Anakaris/Karin, Anakaris/Rose, Anakaris/Yun, Chun-Li/Hydron, Chun-Li/Ryu, Chun-Li/Urien, Chun-Li/Zangief, Demitri/Yun, Felicia/Sakura, Felicia/Urien, Felicia/Yun, Guy/Karin, Guy/Rose, Guy/Ryu, Guy/Sakura, Guy/Urien, Hydron/Rose, Hydron/Ryu, Hydron/Yun, Ingrid/Leo, Ingrid/Rose, Ingrid/Urien, Ingrid/Yun, Karin/Urien, Karin/Yun, Leo/Urien, Leo/Yun, Rose/Yun, Ryu/Sakura, Ryu/Urien, Ryu/Yun, Sakura/Urien, Sakura/Yun -Pros: Jedah (1) *Hydron Matchups COMPLETE *Ingrid Matchups COMPLETE *Karin Matchups COMPLETE *Rose Matchups COMPLETE *Ryu Matchups COMPLETE *Sakura Matchups COMPLETE *Urien Matchups COMPLETE *Zangief Matchups COMPLETE 1.07 - March 30, 2006: Added the following: -Cons: Felicia (2), Hauzer (1), Street Fighter Alpha (1) -Matchups: Alex/Zangief, Anakaris/Ingrid, Anakaris/M. Bison, Chun-Li/Kenji, Demitri/Ingrid, Demitri/Zangief, Felicia/Hydron, Guile/Guy, Guile/Ryu, Guile/Sakura, Guile/Yun, Guile/Zangief, Guy/M. Bison, Hauzer/Kenji, Hauzer/Leo, Hauzer/Rose, Hauzer/Yun, Hydron/Ingrid, Ingrid/Karin, Ingrid/Ryu, Ingrid/Zangief, Karin/Kenji, Karin/Leo, Kenji/Urien, Leo/Ryu, Leo/Zangief, M. Bison/Rose, Rose/Sakura, Ryu/Zangief, Urien/Yun, Urien/Zangief *Guile Matchups COMPLETE *Hauzer Matchups COMPLETE *Kenji Matchups COMPLETE *M. Bison Matchups COMPLETE 1.06 - March 24, 2006: Added the following: -Matchups: Alex/Hauzer, Alex/Jedah, Alex/Karin, Alex/Rose, Anakaris/Hauzer, Anakaris/Jedah, Chun-Li/Felicia, Chun-Li/Rose, Demitri/Guile, Demitri/Guy, Demitri/Hydron, Felicia/Jedah, Guile/Ingrid, Guy/Hauzer, Guy/Hydron, Hauzer/M. Bison, Hydron/Kenji, Hydron/M. Bison, Hydron/Urien, Ingrid/Jedah, Ingrid/Kenji, Jedah/Kenji, Karin/Ryu, Kenji/Ryu, M. Bison/Ryu, Sakura/Zangief *Jedah Matchups COMPLETE 1.05 - March 16, 2006: Added the following: -Credits: DarkDragon, Faight, Shocky II -Cons: Alex (1), Chun-Li (1), Ingrid (1), Kenji (1), Street Fighter Alpha (1), Urien (1), Yun (1) -Matchups: Alex/Felicia, Alex/Hydron, Chun-Li/Guile, Chun-Li/Karin, Chun-Li/Sakura, Demitri/Ryu, Felicia/Guy, Felicia/Karin, Kenji/Leo, Kenji/Sakura, Kenji/Yun, Leo/M. Bison, Leo/Sakura -Pros: Street Fighter Alpha (1) -Tentatives: Sakura (1) 1.04 - March 5, 2006: Added the following: -Matchups: Anakaris/Guy, Anakaris/Hydron, Chun-Li/Hauzer, Felicia/Zangief, Guile/Hauzer, Guile/Rose, Hauzer/Sakura, Hydron/Sakura, Jedah/Ryu, Karin/M. Bison, Karin/Zangief, Yun/Zangief 1.03 - February 25, 2006: Added the following: -Credits: Saga_Journeyman -Matchups: Anakaris/Zangief, Demitri/Hauzer, Guile/Karin, Hauzer/Ingrid, Hauzer/Ryu, M. Bison/Yun 1.02 - February 21, 2006: Added the following: -Gauge Differentials: Ingrid -Matchups: Alex/Guile -Movelists: Ingrid -Tentatives: Urien (1) *Gauge Differentials COMPLETE *Movelists COMPLETE 1.01 - February 18, 2006: Added the following: -Credits: Majestros, Vasili10 -Matchups: Alex/Kenji, Anakaris/Guile, Demitri/M. Bison, Felicia/Guile, Guy/Jedah, Hydron/Jedah, Jedah/M. Bison, Hydron/Karin, Karin/Rose -Movelists: Ryu, Sakura -Pros: Ingrid (1), Karin (2), Kenji (1), Leo (1) -Victims: Anakaris, Demitri, Felicia, Guy, Jedah, Hauzer, Hydron, Leo, Karin, Kenji, Rose, Sakura *Victims COMPLETED 1.00 - February 17, 2006: Studied months on this guide which has started on July 19, 2005 and submitted to Gamefaqs on February 17, 2006 for approval which offically deems the 1.00 mark. If approved, expect many updates to come as various sections are incomplete. ------------------------------------------------------------------------------ Stage Descriptions: ------------------------------------------------------------------------------ 1) Myanmar: Setting around mountains and valleys on a village. You'll see Adon practicing his normals on the mid-left side and Sagat who is constantly turning his head as he watches the fight. Dhalsim is on the right side mediating on a pedestal with a blue and red flag on it. You'll also see a stone face behind Sagat and the flags of the pedestal which looks similar to the Shadaloo base seen on the Street Fighter II movie. 2) Japan: Setting is on a local bus depot. You'll see Dan and Makoto watching the fight on the left side on a nearby bus and Maki on mid-screen on front of another bus. E. Honda and Ibuki are cheering on the fight as Ibuki is sitting on a sign which is next to a vendor shop. You'll also see which is quite possibly a painting or poster having Cammy and T. Hawk on it which is on a post which is between Makoto and Maki. 3) New York: Setting on a sidewalk at daytime. Sean and Birdie are in the middle as Ken and Charlie as mid-right beside a burger vendor. Beside the burger vendor on the right side is T. Hawk, Cody who is on SFA3 costume and a painting of Balrog on a garage-like door. Left side shows Hugo behind a wall, Dee Jay and Cammy who is wearing a jacket which is surrounding her ST costume and a painting of Sodom on a wall. You'll also see a shadow which resembles Q as it's standing on a rooftop beside a Deli sign. 4) Underworld: Setting is similar to the Destered Chateau in Scotland. Pretty much, a drawing of what is inside the mansion. Setting is like a warped stuck-in-time like environment with a picture of the moon behind the balcony. You'll see B.B. Hood on mid-screen between the windows looking back and forth, a portrait of Morrigan on mid-screen which is similar to her drawing seen from DarkStalkers 3 for PlayStation. Lord Rapter is on the mid-right side on top crawling on a curtain and Jon Talbain is on the left side crawling on a railing. Bats are flying beyond the second window and you'll also see a glimpse of Demitri's castle beyond the first window. 5) Ruins: Setting is like Hazuer's stage from Red Earth and a cross of Ancient Rome. The sun is reflecting upon the background as you'll see other structures and statues. You'll see a statue of Valdoll on the left side beside poles and stairs. On the right side beside a sphinx statue is a statue of Ravange. The tablet on the mid-left side is Gigi and the huge harpee lady tablet on the right side is Lavia. 6) Jungle: Possibly set in the setting depths of Brazil. Trees, leaves, branches and bushes block the view of a lake and little waterfall in which where you'll see Rikuo and Blanka dip in and see their fins. On the right side, you'll see Oro hanging from a tree sleeping. 7) Hong Kong: Setting is at night on the street near a canal. Skyscrapers, buildings and a canal on the right side are beyond the background as you'll see vendor shops outside behind the fight. Hsien-Ko is standing under a green umbrella while Yang is right beside a vendor shop beside his girlfirend and also Yun's girlfriend Hoimei. Fei-Long is seen on the right side as he's on a floating boat behind a railway on the canal. 8) Infinity Chamber: The setting where you'll fight Pyron. Kind of resembles Pyron's Hellstorm stage from Vampire Hunter. The middle pole is a shining time-clock artifact which is surrounded by polygons circling around it forming different shapes. Left side shows an ancient figure depicting the sun as the right side has the same for a moon. There is also an escalator going up, remotely going up the chamber further. 9) Infinity Chamber Remains: This is the setting on where you'll fight Shin Akuma. The setting is where the roof and sides are demolished and the rubble for all-around goes up to the sky on the dark night. You'll also see a mausoleum on the left side as it's built onto a cliff near an ocean behind the ruined stage and a blackhole/moon-type drawing on the top. 10) Training Zone: A checkered environment set in an unknown location. You'll see various blocks and poles on the background as it gets darker beyond the vicinity. On an interesting note on the XBOX version, it's drawn a bit differently as it focuses on ground level as on the PlayStation 2 version, it's drawn on a slight angle. ------------------------------------------------------------------------------ Legend: ------------------------------------------------------------------------------ Basics: U = Up UF = Up-Forward F = Forward DF = Down-Forward D = Down DB = Down-Back B = Back UB = Back QCF = Quarter-Circle Forward QCB = Quarter-Circle Back HCF = Half-Circle Forward HCB = Half-Circle Backward 360 = 360 Degree Motion 720 = 720 Degree Motion P = Punch LP = Light Punch "Jab" MP = Medium Punch "Strong" FP/HP = Hard Punch "Fierce" K = Kick LK = Light Kick "Short" MK = Medium Kick "Forward" FK/HK = Hard Kick "Roundhouse" Victim (Mummy): Character's transformation when Anakaris hits his Royal Judgement to the opponent. Also known as "Sabaki" in Japan. Victim (Vampire): Character's transformation when Demitri connects his Midnight Bliss to the opponent. Controls: PlayStation 2 Button Mapping: Square: Light Punch Triangle: Medium Punch R1: Hard Punch X: Light Kick Circle: Medium Kick R2: Hard Kick L1: Punchx3 L2: Kickx3 XBOX Button Mapping: X: Light Punch Y: Medium Punch White: Hard Punch A: Light Kick B: Medium Kick Black: Hard Kick L: Punchx3 R: Kickx3 US to Japanese Terminology Translations: US -> Japan: Alpha Counter = Zero Counter Capcom Fighting Evolution = Capcom Fighting Jam Counter Attack = Guard Cancel Custom Combo = Original Combo DarkStalkers = Vampire Hydron = Nool Kenji = Mukuro M. Bison = Vega Mummy Victim = Sabaki Parrying = Blocking Red Earth = Warzard Street Fighter Alpha = Street Fighter Zero ------------------------------------------------------------------------------ Gauge Differentials: (+): Pro (Positive note) (?): Unknown (Tentative note) (-): Con (Negative note) --------------------------------------------------------------------------------- 1) Street Fighter II (Ryu, Guile, M. Bison, Zangief): 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. Pros and Cons: (+): Lots of power! (+): 1 easy meter! (+): Easy to stun opponents. (+): Fair defense. (+): Can punish air blockers easily. (-): Lack of speed. (-): Lack of other Sub-Systems. (-): Can get rushed easily. (-): Tactical Recovery not good to Follow-Up attacks. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 2) Street Fighter III (Yun, Chun-Li, Alex, Urien): 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. Pros and Cons: (+): Parrying is now quicker as you can easily attack in the nearly the same frame right after. (+): Ability to Super Cancel. (+): Ability to Super Jump (Jumping slighty higher). (+): Dashing to add speed to your game. (+): Quick Standing great to avoid Follow-Up attacks. (+): Balanced offense and defense. (+): Easy juggling after an EX Move. (+): Leaping Attacks great to hop-and-attack quickly while they do a crouching attack. (?): Parrying similar to CvS2 P-Groove. (?): Super Cancel is kinda like the XBOX version of CvS2. (?): No Red Parries. (?): No Stun Bar. (-): Takes a bit of time to build meter. (-): Parrying does little meter. (-): EX Move costs half a meter. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 3) Street Fighter Alpha (Sakura, Guy, Rose, Karin): Create your own Combo with the Custom Combo system, Air Block, Ukemi (Safe Fall) to roll out of a knockdown and the Alpha Counter; the ability to Counter-Attack after blocking. *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. Pros and Cons: (+): Meter similar to SFA3 V-Ism and CvS2 A-Groove. (+): Can activate meter at 50%. (+): Alpha Counter costs 50% of meter but can kill! (+): Alpha Counter comes out instantly like in CvS2 here. In SFA3, the character taunts then does the Alpha Counter. (+): Super Combo costs 50%. (+): Super Combos are near Level 2 priority. (+): Custom Combos are brain-dead easy to execute! (+): Can Super Combo during a Custom Combo just like CvS2 A-Groove but at activation at 100%. (+): You can extend your Ukemi by holding forward. (+): Takes good of time to build meter. (+): Air Block ready for your aerial defenses. (+): Balanced offense and defense. (?): Can air-block normals from SFA/SFIII/Red Earth/Ingrid and projectiles from all but not normals from SFII characters. (?): Gets 11 invinciblity frames after activating to Custom Combo but only at 100%. (?): No Guard Bar. (-): Lack of speed. (-): Air-block doesn't apply to ground attacks. (-): No pause hits (after a Counter hit) just like in SFA3. (-): Getting hit after activating Custom Combo resets the meter back to 0% instead of depeleting 50% of it like in SFA3. (-): Finishing the match using a Custom Combo resets the meter back to 0% just like in CvS2, not stopping the meter to the percentile like in SFA3. (-): Ukemi maybe useful but it takes some time to recover out of the roll and you can still get hit or supered while at it. (-): Ukemi is too slow compared to its SFA3 counterpart. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 4) DarkStalkers (Demitri, Felicia, Jedah, Anakaris): Holding 3 Super Gauges (9 was the Limit in Vampire Savior!), use Chain Combos to create your own combo in the ground, air or crouch, Follow-Up attack to hit oppoents while they're knocked down Guard Cancel to strike back with a special move right after guarding, Roll Wakeup and Dash to rush opponents down. *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. Pros and Cons: (+): Chain Combos are your friend. (+): Dashing to add speed to your game! (+): Air Block ready for your aerial defenses. (+): Follow-Up attacks to extend damage and your combos! (+): Roll Wakeup for wakeup purposes. (+): Easiest group of characters to mixup combos! (+): ES Moves useful for chip damage and combo setups. (?): ES Follow-Ups great for damage desperation and little damage for knockouts but too much for a meter. (?): EX Super damage properties vary on character. (?): Can air-block normals from SFA/SFIII/Red Earth/Ingrid and projectiles from all but not normals from SFII characters. (?): Counter Attack (ES also) may cost no meter (unless it's ES) but takes strict timing to execute, even less time than Alpha Counter. (?): No Dark Force. (-): Follow-up attacks cannot hit the opponent during their roll wakeup like in Vampire Savior. (-): Can't heal little bits of vitality just like in Vampire Savior. (-): Weak defense. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 5) Red Earth (Leo, Hauzer, Kenji, Hydron): Levelling up the power gems is the ability to Max out up to6 Levels, heal some vital and boost your attack power, Dashing to rush opponents down, Super Jump, Ultimate Guard can block anything (except throws!), Ultimate Counter to Counter Attack after an Ultimate Guard, Roll Wakeup and Follow-Up attack to hit opponents while they're down. *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. Pros and Cons: (+): Roll Wakeup for wakeup purposes. (+): Slight Running to add speed to your game. (+): Air Block ready for your aerial defenses. (+): Levelling up gives opportunities for higher level Mystic Breaks, increases damage power and be able to heal bits of vitality. (+): Ultimate Guard blocks all attacks, even supers! (+): Ultimate Counter is your Counter Attack. (+): Good defense. (?): Can air-block normals from SFA/SFIII/Red Earth/Ingrid and projectiles from all but not normals from SFII characters. (-): Follow-up attacks cannot hit the opponent during their roll wakeup like in Red Earth. (-): Ultimate Guard can't guard throws (Obviously!). (-): Ultimate Counter is just a regular attack and doesn't justify it as a full counter-attack. (-): Weak damage properties (That's why you need to Level up to increase your hit points). (-): Takes a bit of time to build meter. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 6) Ingrid: Having 3 Supers for 3 different levels of Super Combos, she can Roll (just like in CvS2), Air Block, Dash forward and back, Counter Roll, Super Jump and Roll Wakeup. *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. Pros and Cons: (+): Meter like a modified CvS2 C-Groove. (+): Dashing to add speed to your game. (+): Counter Attack costs 1 Level. (+): Counter Roll (aka. Counter Movement) costs 1 Level and is like CvS2 N-Groove. (+): Air Block for your aerial defenses. (+): Roll Wakeup for wakeup purposes. (?): Different Roll Cancel. (?): Can air-block normals from SFA/Red Earth/Ingrid and projectiles from all but not normals from SFII/SFIII characters. (-): 3 different Super Combos for 3 Levels. ------------------------------------------------------------------------------ The Breakdown List: (+): Pro (Positive note) (?): Unknown (Tentative note) (-): Con (Negative note) ---------------------------------------------------------------------------------- 1) Anakaris: Place of Birth: Egypt Race: Mummy Year of Birth: 2664 B.C. Height: 270 cm Weight: 500 g - 500 kg Previously the king of a glorious proud millenial empire, after death the nation fell to ruin. With time passing, he revived with acquired supernatural abilities. With miraculous techniques he worms through the spirits of his opponents. First Appearance: DarkStalkers: The Night Warriors Beneficial Changes: None...exactly the same sprite used in the previous games with nothing new. Roll Wakeup Data (Forward and Backward, including invincibility): 44 frames Dashing: -Forward: 24 frames -Backward: 24 frames Stun Points: 60 Victim: -Mummy: A tablet with Heiroglyphics. -Vampire (1): Female Egyptian Goddess Hathor. -Vampire (2): More feminine version of Anakaris. Known players to use Anakaris: -Chikyuu (Japan) -D44Bas (Japan) -Iyo (Japan) -Mago (Japan) -Ratio1BeatDown (Canada) -Sage (United States) Best Matchups: Guile, Zangief Worst Matchups: Leo, M. Bison Command Normals: Seija no Ayumi: F + MK: *Damage: 600 Anakaris does an axe-kick that has limited anti-air uses and has overhead in it. Chi no Gekirin: F + HK: *Damage: 1200 Anakaris does a floating kick while he's in his casket position. Good to avoid crouching attacks and very effective for a footsie and ground game. Seinaru Bohi: D + K (only in air): *Damage: 700 Anakaris' feet turns into a pyramid and lunge down to the opponent. Good to build easy meter and does a great overhead. Ooinaru Bohi: DF + K (only in air): *Damage: 500 Nearly the same description as Seinaru Bohi, except Anakaris' feet turns into a pyramid and lunge down- forward to the opponent. Good to start off a chain- combo as it's his triangle-jump. Special Moves: Coffin Drop (can be done in air): Dx2 + P/K: *Damage: 1400/1600 (ES) Anakaris simply summons his hand down and a coffin drops down from the air. Each button corresponds to the buttons and follows and from shortest to farthest distances: LP, LK, MP, MK, HP, HK. Great for keep-away games and cheap hits. The ES version sends a bunch of coffins going down to your opponent. Cobra Blow: B, F + P: *Damage: 1200 (LP)/2070 (MP)/2325 (HP)/2790 (ES) Where Anakaris extends his arms near full-screen like a modified HP. Also a great move to punish missed attacks by an opponent and is Anakaris' Guard Cancel. Bad note is that it only hits standing and can be crouched by most characters. The properties can change on this blow as it can hit in the middle of the start and can catch crouching opponents so be sure to time that blow right. When close, the ES version will connect from all but the farthest distance. Royal Judgement (in air only): QCF + P: *Damage: 600/400 (ES) This is where Anakaris pops his face out a bit and throws a curse at the opponent. The opponent turns into a cursed version of themselves, varying upon character and it makes them defenseless and unable to block for about 3-5 seconds as all they can do is move across and jump. A great chance to nail a few pokes while this is still in effect. The ES version curses the opponent for 5-7 seconds. A good way to stall an opponents gameplan. Mummy Drop: QCF + P: *Damage: 1803/1987 (ES) The only throw that Anakaris has as he pops his hands farther and mummifies the opponent then slams them to the ground. An unblockable and it can connect from 3/4 of the screen. All 3 punch versions do the same amount of damage, the only difference is the distance ofthe grab (LP goes short, MP goes medium and HP goes 3/4). Mummy Drop is also good as you can successully grab an opponent after they throw a projectile, they can get caughtand you're completely safe. The ES Version is really useful as the hands shoot forward very slowly grabbing the opponent in sight. EX Supers: Pharaoh Magic (can be done in air): MK, LP, D, LK, MP: *Damage: 6000 A modified version of Royal Judgement as Anakaris curses the opponent. The opponent gets stunned as he throws out more curses; one fire, one ice, one lightning then drops a very big coffin to finish it off. It's very slow on startup but does do some good damage when it connects. This EX move's main purpose is to show off or get a hoot and a holler as you have better uses for your super meter. Only use this move if your timing and confidence is just right. Hole of Hell (2 meters): HCF + Kx2: *Damage: 2400 Another unblockable super in the game and it can catch opponents in the air. Very good move but has two conditions. One is that it takes 2 meters to do and should you miss, you just wasted 2/3 of a full meter. Two is that the range is close only and extremely small. This move is only good to catch and trap opponents when they're stuck in the corner. Pros and Cons: (+): Is definitely great; it's hard to counter-character him, when he's got so many mixups in his rushdown... (+): He can run, or rush...because he HAS knockdown moves! (+): Corner Teleport to avoid corner game. (+): Pressing up will make him float which is good for wakeup games. (+): Mummy Drop good for range. (+): Mummy Drop is unblockable. (+): Royal Judgement and Coffin Drop excellent for keep- away game. (+): Character can be used for rushers or turtlers. (+): Great ground/ground-to-air chain combos! (+): Pharaoh Magic can take away 20% if connected. (?): Sometimes, if you attempt to use crouching FP as anti-air against crossups (say Sakura walks in, pokes and jumps over for the crossup), you will be punished even if you hit them. Since standing FP has such slow recovery, quickly chaining it to standing FK "should" make it safe. (?): Doesn't have Pharaoh Split and Pharaoh Decoration as in Vampire Savior. (?): Hole of Hell is a waste of 2 gauges but it's an unblockable and can catch opponents, even in the air. (?): BROKEN! (-): Mummy Drop is his only throw. (-): Floating may leave as open target. (-): Pharaoh Magic is extremely slow on startup. (-): Doesn't have a regular throw. He can still tech-throw as usual as every other character. (-): Doesn't have a special move which is a decent anti-air. Early Impressions (studied by RenoROB): The very best in CFE and people are calling him Magneto of CFE but I call him TOO F'N GOOD! Yes he might not have a normal throw but that�s all I can say that is negative about him. He rushes down like a fiend, he has amazing keep-away game, his standing HP is like Sagat's standing HP with anti- air capability, his crouching HP has amazing anti-air ability even beats out crossups, his chain can even go into over- head and on top of all that, he can avoid corner pressures by teleporting to the opposite side of the screen (WOW!). During beta i heard he was broken...and with all the supposed BS fixed, he is still the best. (scared to picture him in beta). Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Anakaris due to the rushdown. Anakaris must keep his distance because if he goes up close, he'll suffer from a poke that's as damaging as Chun-Li's, Power Bomb or Flash Chop. Triangle-jump chains own Alex to the extent that if he's cornered, Alex loses the match. Alex's Air Knee Grapple is maybe his good anti-air is Anakaris doesn't block as his Dashing Elbow being okay for a rushing attack. Anakaris' has crouching FP for his anti-air, Royal Judgement and Coffin Drop for keep-away game and Mummy Drop for corner game other than chain-combos. For meter, Hyper Bomb dishes it out greatly and Boomerang Raid is great on distance and random siutations with both Super Arts doing big damage. Anakaris builds his meter fast due to his chains and normals, ES Coffin Drop for corner game, Hole of Hell is also passable and ES Royal Judgement for keep-away game. ES Cobra Blow is also good for ending a combo. Bottom line is that Anakaris wins this due to his chains and abilities but if he gets too close, Alex can lock in a command grab which can become a difference maker due to his high offense dealing to Anakaris' low defense. vs. Chun-Li (studied by Psychochronic): Chun-Li gets rushed down here but has her quick pokes and fast damage to make up for it. Anakaris has his easy tri-jmup combos which make it a complexed guessing game for Chun-Li to react for parrying, otherwise she'll be suffering the chain-combo. Anakaris can also air- block any normal or a Kikoken coming to him, where as Chun-Li must parry what's coming to her. Coffin Drop and Royal Judgement are always there for keep-away games and for Chun-Li, Hazan Shu is good for footsies and Kikou-Shou can chip like hell. Anakaris' meter builds faster due to his rushing game so an ES Royal Judgement is always passable, ES Mummy Drop and Hole of Hell for tick and corner game is effective. In conclusion, Anakaris wins this due to his rushdown but Chun-Li's pokes have stun potential to any DS character due to their low defense and good supers which make up for it. vs. Demitri (studied by Psychochronic): Favors Anakaris 60-40. Demitri does a good job of playing keep-away by using Chaos Flares, Bat Spins and teleport dashes to avoid the startup of Anakaris' chain-combos. Anakaris can't get cornered that easy since he has that corner teleport of his which is effective. Anakaris has his Coffin Drop and Royal Judgement for keep-away game and Mummy Drop for a far-distance game. Demitri must get Anakaris by surprise and some of that is by after the teleport dash where he has viable options; ES Demon Cradle, ES Chaos Flare, Midnight Pressure and Midnight Bliss. Both can build meter well due to their chain-combos as both can start from the air as also after a dash or on the ground. Bottom line is that Anakaris can keep-away Demitri and has the most chance to corner him with Demitri having good chances to play his keep-away game for him to snag the victory using surprise attacks. Meter is very important so time those ES'. vs. Felicia (studied by Psychochronic): Favors Anakaris due to the rushdown. In Vampire Savior, Felicia would've took this match but in CFE, Anakaris' abilities are increased a lot better, making his rushdown and attacks near godlike here. Anakaris has the standard triangle-jump setup chain-combo game to pressure Felicia good, leaving her no mercy for a comeback due to her low defense. Anakaris also has Royal Judgment and Coffin Drop in case he wants to play a keep-away game. Felicia can attempt on the ground using her dashing normals linked to her chains and standing HK for that distance. Rolling Buckler is okay for surprise game and Delta Kick and also crouching HP is good for anti-air. Anakaris has various normals, including crouching HP as anti-air and remember, both can air-block each others attacks. For meters, a tick ES Mummy Drop is good for corner traps and ES Royal Judgement is a good and safe choice. ES follow-up attack is good for Anakaris to finish the match. Felicia's meter can be used for ES Rolling Buckler, ES Hellcat for that tick-throw game and Dancing Flash for surprise game. Bottom line is that Anakaris' abilities rushdown Felicia for free and due to her low vital, the chances of it done is sooner than later. vs. Guile (studied by Psychochronic): Favors Anakaris due to keep-away game and also his chain-combos. Anakaris can simply defend by going on air using Royal Judgement and Coffin Drop because Guile can do his standard Sonic Boom game or jump-in for an attempt of the rushdown. Mummy Drop is also good to use on distance and can punish Sonic Booms too. Anak's anti-air is crouching FP which runs Guile's jump-ins and give Anakaris the chance to go forward for a chain-combo (don't forget to tri-jump!). Guile's rushdown game is nearly all crouch so do that to your disposal as it effects Anakaris' defense, especially his Cobra Blow which is his Guard Cancel. Bottom line is that Anakaris wins this but if he screws up, Guile's poweful normals and easy rushdown can take this which is a rare-but-seen situation. vs, Guy (studied by Psychochronic): Guy gets rushed down for free right here. Anakaris has to balance out his stuff and excel oftenly to hold it, I'd say 70% offense and 30% defense if you ask me. Everything in this match for Anakaris relates to either a poke or a chain-combo and that's his objective here. Simple tri-jump then poke, poke, poke, sweep, follow- up. Guy pretty can't hold it here, his only source of meter use is either a super combo or any form of the Alpha counter depending on where Anakaris will strike first. Since Guy can't roll-wakeup and Ukemi is horrible in this situation, he can be cornered easily which gives Anakaris the chance to do the Hole of Hell. The simple Anakaris can take the match down. vs. Hauzer (studied by Psychochronic): Anakaris wins this one, it's not even funny. Exactly to Anakaris vs. Hydron, Hauzer pressures Anakaris greatly due to long-range pokes and his great anti- air which is Tempest Fall. Both can air-block is aerial situations and both can build fair meter (Anakaris still builds faster though). Anak's standard tri-jump chains are to factor of this match, even an Ultimate Guard must be put mandatory in this situation. Coffin Drop and Royal Judgement pressure Hauzer in terms of defensive game. Meter is important, so for Hauzer, levelling up is highly recommended. For Anakaris, options are spreaded out so be creative. This match favors Anakaris due to the sub-systems and his chain- combos but Hauzer can stand due to long-range pokes defense, fair meter build and the use of Gust Flame. vs. Hydron (studied by Psychochronic): Anakaris wins this due to the rushdown it's just plain ridiculous. Anakaris can just do his standard tri-jump chains no matter what. It's even faster than Hydron can do an Ultimate Guard. If it does happen, Anakaris can simply just do Mummy Drop which beats any Red Earth's Ultimate Guard and defensive game. Hydron's keep-away attempts are the standard Tornado Mist/ Tadpole Spawn spams but it doesn't match to Anak's keep-away game. Anakaris can simply float, double- jump and spam in the air Coffin Drops and Royal Judgements which beats Hydron's like easy. Meter is important, so for Hydron, levelling up is highly recommended. For Anakaris, options are spreaded out so be creative. This match favors Anakaris due to the sub-systems and his chain-combos. vs. Ingrid (studied by Psychochronic): Ingird takes this as she counters whatever coming to her unless she screws up which her chances are viable. Anakaris' tri-jump and standing combos can be easily countered by Ingrid's Sunupper (crouching combos by Sunlower) then an easy Sunburst to dish it out. Ingrid's anti-air is her Sunshot which can keep-away Anakaris for a temporary amount of time. What he can do attempt a corner teleport and continue to rush-game from there. Another attempt is play a keep-away game too using Coffin Drops and Royal Judgements to keep Ingrid from rushing in. Mummy Drops (ES also) can be used to break the footsie game, although timing is risky. Ingrid can respond greatly by her abusing FP's which can pressure Anakaris greatly too. Ingrid wins this one due to her FP and her abilities which counters Anakaris but he can stand up in the fight because Ingrid's defense and stun is extremely low. vs. Jedah (studied by Psychochronic): The most dominant characters in the game battle it out right here and both have their say. Jedah has the air-dash, the chain-combos (air and ground), floating and stalled projectile. Anakaris has floating, chain-combos (ground), tri-jump and two different projectiles but Jedah has the fastest meter built and a regular throw. Both can hold it downand defense can become a key to ease it a bit. Too much offense can mean a quick victory or a quick choke because of both characters' comeback factors. Both have an equal defense and both can be creative with their chain- combos. Both can use ES moves to dhis out even more but for EX moves, it favors Jedah due to the ground. Anakaris has a good EX (Hole of Hell) but lots can say that 2 gauges isn't worth it and Pharaoh Magic is also considered a waste. In conclusion, it's 50-50 and both have their equal ways to bring it. It's hard to say in specific though. vs. Karin (studied by Psychochronic): Karin gets rushed down here and has little to bring in the match. Simple rushing and tri-jump combos owns Karin and her only response is her Yasha Gaeshi's but has to guess high or low which is like a dice-roll game because Anakaris' can simply do a combo from another setup or do Mummy Drop to bring it if Karin is cornered. Karin's game is her crossup game linked to her Gurens and her whiffing game may not take it here. Both have crouching HP's as their anti-airs and nearly have the same meter build. Anakaris can use ES Mummy Drop for corner game and ES follow-up attack is good if you use chain-combos the entire match. Karin's meter is good for customs but must be timed right if you wanna take advantage of those invincibility frames on startup, otherwise she gets hit and it's a waste. Bottom line is that Anakaris rushes down Karin easily and she has little to respond and bring in the match. vs. Kenji (studied by Randomcelestial): Favors Kenji 65-35. Kenji's main tool, jumping HP, is the single most important move in this matchup. Anakaris' tall body makes his advances terribly slow, and coffins only will hit once before Kenji starts mixing in standing HP and knives. Anakaris has tough times getting in, and once he gets in, he has difficulty staying in. He can't run either: both the pillar of flame super and the chain keep him honest.Anakaris can use dashing MP to catch Kenji in the air, bring him to the ground, and begin high-low mixups. It's important to get in as much damage in every skirmish. Right now I've been using EX pursuit every chance possible. Standing LP is your friend and can keep Kenji locked down for a little bit, but once he slips away it's trouble. vs. Leo (studied by Jeron): Anakaris literally has no options against Leo. No air to air, no air game period. Jump down FK with Leo (one of the best jump-ins in the game beats all of Anak's anti-airs). Chronos/Achilles Rushes completely destroys Anakaris since he has no counter and has to guess the high, low, grab game conclusion from it. If he guesses right it really doesnt matter since the patter will repeat itself. Rush is in no way effective against Leo since tri- dives can be Ultimate guarded or if timed right Anti-Air. Leo outprioritizes Anakaris and that is why this match is bad. vs. M. Bison (studied by Psychochronic): Favors Bison due to power and his insane fast recovery time on his moves. Anakaris can do his Coffin Drop and Royal Judgement spam in the air for keep-away game but Bison can clearly rush through after he's blocked one of those projectiles which leaves Anakaris open in the air with the air-block thrown out the window due to Bison's non-projectile moves, Anakaris clearly suffers from that. One would think that his tri-jump chain-combo game can work but that strategy can screw up easily due to Bison's recovery time and agility. Moves such as Psycho Crusher, Head Stomp and Devil Reverse kill Anakaris due to it's power and the fact that it can't be air-blocked. Meter favors Bison as whatever super can chase down badly. Mega Psycho Crusher is punishment in this match. Anakaris meter is better used for ES Royal Judgement, ES Coffin Drop or ES Mummy Drop. It's too risky to do something like Hole of Hell due to easy evasion and two gauges, Bottom line is that Bison owns this match with Anakaris being too slow to respond, Bison is just way too fast here. vs. Rose (studied by Psychochronic): Favors Anakaris due to the rushdown. Both can air-block each others attacks and projectiles, Rose's anti-air can be Soul Throw but must be timed right as Anakaris' pokes can nail during her startup. Anakaris' anti-air is crouching HP them immediately cancelled into crouching HK then he's ready to dash in for a chain-combo. Rose doesn't have a dash which makes it harder for her to get in but her pokes make up for it. Coffin Drop is always good for that keep-away game, Royal Judgement is good also. For meter, Rose has her P Alpha Counter linked combo that I've explained too much in this guide and Anakaris can use Hole of Hell while she's in the corner. ES Royal Judgement is also good too if you wanna use one stock instead of two. The bottom line is that Anakaris' chain- combos deal the damage and push Rose back, which is hard for her to jump-in and do a combo attempt. Triangle- jumps pressure her too and the Ukemi is not safe also. Rose gets rushed down for free. vs. Ryu (studied by Psychochronic): Favors Anakaris due to rushdown. This is a little similar but worse than Anakaris vs. Sakura as Ryu may have power and quick meter, but not air-block, speed, dashing and counters. Coffin Drop is an automatic knockdown which breaks Ryu's standard Hadoken game there. Anakaris has control of the ground so use chain-combos (especially crouching and cornering) for damage. Ryu has some control of the air as Shoryuken's are mad blows against DS' characters. Be sure to time your Tatsumaki Senpuu-Kyaku's also in case Anakaris is crouching/ landing, it can also be used to build meter fast. Ryu may have the power and the meter but Anakaris has the mobilityand combos and lack of sub-systems means lacks of chances to win. The mummy gets this one. vs. Sakura (studied by Psychochronic): Favors Anakaris due to viable options (especially chain- combos). What Anakaris can do to keep Sakura away is Royal Judgements and Coffin Drops because Sakura's normals can do some damage, especially to a DS character. Offensive options can be dashing FP and various chain- combos (especially if it's started after a triangle-jump!). When Sakura is cornered, try to execute more chains to build meter and use the Hole of Hell when necessary. Sakura can ground herself by Hadoken's but be sure to evade when needed because Anakaris has Mummy Drop and that does nearly twice as a Hadoken. Due to this, Sakura can't beat Anakaris due to rushdown, combos and evade-game. vs. Urien (studied by Psychochronic): Anakaris takes it but Urien has chances. I'd say 55-45. This match is similar to Jedah vs. Urien except that pokes is more of a factor and Anakaris' projectiles don't stall. In this situation, Anakaris can use his standard keep- away Coffin Drop game easily converting to rushdown chains fast. Since Anak's chains are too fast (faster than Jedah's), the parrying is way more precise or Urien will be suffering for it. Urien's pokes do some good damage and a good way to chase Anakaris is the air. I'm saying this because MP Metallic Spheres keep Anakaris from upwards and Urien's normals are faster to come out comparing to Anakaris' normals. Quick Standing is great to get up quickly and avoid follow-up attacks but don't do it too often, especially when cornered because a Hole of Hell can come by (which is anybody's weakness when stuck in the corner). Anakaris takes this due to keep-away game and chains but Urien has chances of stopping it. vs. Yun (studied by Psychochronic): Favors Anakaris due to his abilities. Similar to Anakaris vs. Urien, the chances for Yun to takes it are very slim. Anakaris can simply nail his crouching HP when he hits Yun after he does his divekicking abuse then simply cancels it into a crouching HK then continues on his rushing game. Yun has to time his parries right or else a chain-combo is what's coming to him. Yun's meter is useful for some damage like You-Hou but for Anakaris personally, it doesn't juggle him fully which is bad. Anakaris' meter can be used for Royal Judgements, Coffin Drops or Mummy Drops. Bottom line is that Anakaris pressures Yun good unless the player has extremely good guessing skills and has crucial timing for parrying. vs. Zangief (studied by Psychochronic): Obviously favors Anakaris due to his abilites. This match is pretty much the same as Anakaris vs. Sakura with also the combination of Anakaris vs. Ryu; same blood, same mud. The worse part is that Zangief's meter takes hella time to build and his only useful attack is Lariats. Another example on why DS' own SFII characters for free. Ending: A satellite orbiting space has picked up a large image of Anakaris' face on the surface of a planet or the desert. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 2) Demitri: Place of Birth: Romania Race: Vampire Year of Birth: 1483 Height: 197 cm Weight: 101 kg Alias "Torturous nobleman of the Demon Realm (Makai)." Dwells in the courteous manner toward the true nature of Demons. Possesses the ability of prominence over even the Demon Realm. First Appearance: DarkStalkers: The Night Warriors Beneficial Changes: -Face seems to be redrawn. -His win pose where his aura fades out and capes his body during victory, the 3 women don't come out and kneel to him just as in Vampire Savior. Pretty much the same pose as in Vampire Hunter. -His win pose when his aura extends out and slowly evolves to a demon, the demon has been redrawn as you see much of the demon mouth rather than Demitri's face. Roll Wakeup Data (Forward and Backward, including invincibility): 28 frames Dashing: -Forward: 41 frames -Backward: 41 frames Stun Points: 60 Victim: -Mummy: A bat. -Vampire (1): Schoolgirl with bats circling around her. Schoolgirl with bats circling around her. Looks like an older/taller Anita from DarkStalkers. -Vampire (2): A Sacrificial Virgin. Known players to use Demitri: -Combofiend (United States) -Haitani (Japan) -Knit (Japan) -Kymah (Canada) -Y.F. (Japan) Best Matchups: Hauzer, Guile Worst Matchups: Karin, Rose Command Normals: None... Special Moves: Chaos Flare (also in air): QCF + P: *Damage: 800 (LP)/900 (MP)/1000 (HP)/2958 (ES) The Vampire Hunter version Demitri's projectile attack. The flame travels fast and the damage is decent. This can hold back the opponent game to get around to Demitri and make an attempt topunish. The ES version is a faster and wider projectile and does three hits. Good for air and surprise attacks. Demon Cradle (also in dashing): F, D, DF + P: *Damage (Normal): 1600 (LP)/1800 (MP)/2000 (HP)/3185 (ES) *Damage (Dashing): 1600 (LP)/1800 (MP/HP)/2000 (ES) Demitri's version of the Shoryuken as he twrils around in the air slowly and knocks the opponent out of the air. Also his Guard Cancel, it's also a great anti-air to stop the characters from getting in.The ES version does more damage and does seven hits maximum. The dashing version enables Demitri to spin forward on a 45-degree angle towards the opponent. If timed right, the move can move through an opponent's projectile on reaction. Bat Spin (also in air): QCBx2 + K: *Damage: 1775/2136 (ES) Demitri teleports up into the air as he has his cape around this feet in a sharp formation drilling the opponent which is great for trickery tactics such as mind-games and corner escapes. Their is however long recovery as Demitri can bounce back if blocked. The ES version can be used on the ground with safety in the end. It does seven hits before Demitri hits the floor which gives thequick opportunity to do a chain-combo or special to do more damage. Negative Stolen: 360 + P: *Damage: 2400 Demitri simply does his modified throw as elevates a bit higher and spins the opponent towardsthe ground. It's good to break the opponents game and does good damage. Also good for corner game or after a dash. There is no ES version of this move. EX Supers: Midnight Pressure: LP, MP, F, MKx2: *Damage: 3700 Also known as "Midnight Pleasure". First introduced in Vampire Hunter, Demitri slowly dashes towards the opponent and when it connects, he unleashes a barrage of bites and ending with aseries of normals. One of two unblockables, this EX is great to do up close, especially after a dash. Mdnight Bliss: QCF + Px2: *Damage: 3000 First introduced in Vampire Savior and another unblockable in Demitri's move list. Demitri simplymoves in towards the opponent and when it connects, it changes the graphic of the opponent (usually a female version of the character). It's changed here as in Vampire Savior, Demitri grabs the opponent as he drains their life slowly, then they explode. In CFE, he uses his cape to cover the opponent as the screen goes dark and the opponent in their female version screams. Conditions are the same as Midnight Pressure except it does less damage and is great to do in a comical situation. Demon Billion: QCF + Kx2: *Damage: 4600 Also introduced in Vampire Savior and labelled here as "Demon Blast" except it's modified here. In Vampire Savior, Demitri turns into bats and rushes towards the opponent. In CFE, Demitri goes into his Vampire form and throws out bats from is body. This is a great substitute for ES Chaos Flare as it does damage, a great anti-air and a projectile that's nearly full-screen which makes it tough to avoid. It also has goodinvincibility on startup meaning it's good to punish the opponents jump-in or wakeup attempt. A neutral note is that it can't fade out another projectile as Demitri can get hit in the process but in return, the bats still lunge forward in full-force. Pros and Cons: (+): A slight combination of his Vampire Hunter and Vampire Savior styles of gameplay. (+): Excellent ground chain-combos. (+): Teleport Dash is useful. (+): Chaos Flare version is from Vampire Hunter, which comes out more faster and rangeful. (+): Demon Billion now creates demon bats and goes like a full-screen projectile; it doesn't change Demitri into bats then dash-in a bit like Vampire Savior. (+): Demon Billion seems to have invincibility before the bats come out. Maybe use this super to punish wakeup/ jump-in attempts? I'm sure there's a few applications for this super. (+): Midnight Pressure (even though it's a grab and you need to set it up) and ES Chaos Flare are Demitri's best supers. (+): Midnight Pressure costs 1 gauge as supposed to 2 gauges like in Vampire Savior. Now that's good! (+): Characters who cannot crouch under Demitri's Chaos Flare: Ryu, Guile, Zangief, M. Bison, Demitri, Felicia, Anakaris, Jedah, Urien, Alex, Kenji and Hauzer. (?): Demon Billion can be avoided. Depends how much risk the opponent is willing to take (Parries, jumps, etc...). (?): Demon Billion does have start-up invincibility but it also has a long startup so, you have to time it perfectly otherwise you�ll probably trade hits with the opponent. Also, (in a lot of perspectives) this super is easy to block on reaction. (?): Doesn't have Darkside Master as in Vampire Savior 2. (-): Characters who can crouch under Demitri's Chaos Flare: Ingrid, Yun, Chun-Li, Leo, Karin, Rose, Guy and Sakura. (-): Has the lowest Roll Wakeup of 28 frames (Anakaris has 44, Jedah has 40, Felicia has 63, Leo has 32, Kenji has 46 and Hydron has 40). Same thing for Hauzer too as he has 28 frames. (-): Midnight Bliss takes away 10%-20% which is not good for an EX Super. (-): Demitri can float (which is bad and open as target) if his Bat Spin is blocked. (-): Negative Stolen is not that useful. Maybe only after dashing but he's got chain-combos and moves which can lead to better damage. Early Impressions (Studied by RenoROB): Second best isn�t bad. He is everything you ever wanted in a character and he is the ultimate super user. His setups for his raging Midnight Pressure is ridiculous...down right cheap. He does have some drawbacks...(i.e. SFA characters and Leo can crouch under Demitri's Chaos Flare) but it far outweighs his benefits. I have yet to see a move that counter's his HP Demon Cradle. He is a monster in every scenes of the word... Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Alex due to power with Demitri playing a keep- away game here. Alex is too powerful in this match and doing a normal dishes it out. Demitri's chains nearly do little damage due to Alex's okay defense and with Alex being able to parry, he can react with a meaty normal right after that. Close moves like Flash Chop and Power Bomb dish it out nicely. Air Knee Grapple is a good anti-air unless it gets air-blocked or Demitri uses Bat Spin to take it out at least. Chaos Flare can be easily parried, Demon Cradle is a good anti-air and his chains may do little but gives him fast meter build due to that. Alex's meter is built up through parrying and attacks. His normals dish it out and his Super Arts bring out more in the match. Hyper Bomb for jump-ins, random or wakeup game is good and Boomerang Raid for far- distance game. Demitri has surprise game as moves such as ES Chaos Flare, ES Demon Cradle, Midnight Pressure and Midnight Bliss dishes it out good after a teleport dash. Bottom line is that Alex's strength clearly dominated Demitri's defense and he's good to play a keep-away surprise game due to his tactics and abilities. vs. Anakaris (studied by Psychochronic): Favors Anakaris 60-40. Demitri does a good job of playing keep-away by using Chaos Flares, Bat Spins and teleport dashes to avoid the startup of Anakaris' chain-combos. Anakaris can't get cornered that easy since he has that corner teleport of his which is effective. Anakaris has his Coffin Drop and Royal Judgement for keep-away game and Mummy Drop for a far-distance game. Demitri must get Anakaris by surprise and some of that is by after the teleport dash where he has viable options; ES Demon Cradle, ES Chaos Flare, Midnight Pressure and Midnight Bliss. Both can build meter well due to their chain-combos as both can start from the air as also after a dash or on the ground. Bottom line is that Anakaris can keep-away Demitri and has the most chance to corner him with Demitri having good chances to play his keep-away game for him to snag the victory using surprise attacks. Meter is very important so time those ES'. vs. Chun-Li (studied by Psychochronic): Can go either way in this match. Chun-Li's pokes can damage severely due to Demitri's weak defense. Some of Demitri's moves such as Bat Spin and Demon Cradle are not safe on block, meaning Chun-Li can poke and it adds up eventually. The fireball war goes to Chun-Li as she can parry the Chaos Flares easily coming to her. Chain-combos are also important when Demitri's rushing as it adds up meter, damage and a quick finish in the match. Demitri's teleport dash is kinda 50-50 as Chun-Li can easily attack if the timing is right. If Demitri's timing is right, he can do ES Chaos Flare, ES Demon Cradle, Midnight Pressure or Midnight Bliss which brings the pain to Chun-Li. For Chun-Li, her jumps is good to which Demitri can try to poke using Demon Cradle or a timed Bat Spin. For supers, Hoyoku-Sen can be easily Guard Cancelled anytime or at the end, punishing her good. Kikou-Shou is good for chip damage as always. In conclusion, it can go either way due to their abilities. vs. Felicia (studied by Psychochronic): Favors Demitri due to his abilities. Demitri has the Chaos Flare which can keep Felicia away and his teleport dash and Bat Spin to also keep himself away. Felicia has her dashing normals which are very fast and effective and her pokes are also good too. Both have good Guard Cancels which is their anti-airs but Demitri here builds the fast meter and has the best offensive properties and since Felicia has weak defense, it's already a sign there. Chain-combos clearly eat it up and Demitri's teleport dash has options: A simple chain-combo or a Demon Cradle. An ES Chaos Flare, ES Demon Cradle, Midnight Pressure or Bliss is good for surprise attacks if you have the meter which dish out it greatly. Rolling Buckler and Dancing Flash goes under Chaos Flare for that advancing game but it can be risky if blocked as she's open to get hit and even if it hits, it doesn't compare to Demitri's ES' and EX's. Bottom line is that Demitri's abilities can take out Felicia easy due to her weak properties and Demitri can excel in both offense or defense in any or all part of the match. vs. Guile (studied by Psychochronic): Favors Demitri due to mobility. Fireball wars can start off the match with Demitri winning that one because it's not a charge move which can pressure Guile, forcing him to play defense. Demitri has the air-block which can only to effect on Sonic Booms, not anything else. Guile's anti-air is Somersault Kick which take off a huge chunk of bar. Demitri's anti-air can Chaos Flare and Demon Cradle. The fact that Guile can't air-block is the weak point in his systems. Bat Spin can be used for chip damage, evasion purposes or confusion game, yet watch out the Somersault Kick. Speed favors Demitri obviously because Guile can't dash. Fast meter favors Demitri (Guile is favored for strong meter) because he can easily dish out an ES Chaos Flare by surprise or do teleport dash to Midnight Pressure which is the brain-dead easy tactic in the game; tough but effective. Demitri is favored due to dashing, meter build and the DS system which overpowers Guile. vs. Guy (studied by Psychochronic): Similar to Guy vs. Jedah, Guy takes this one due to his agility, pokes and speed. Guy can simply outsmart Demitri by his simple jump/rush-in game right after Demitri does his Chaos Flare or a missed Demon Cradle. Hayagake's rule the ground, Bushin Flips access a blow or throw in the air and his interchangle X-Ism/A-Ism combos punish Demitri in such a degree that due to his low defense, it can damage well and has stun potential. Demitri has to keep out in this match. ES Chaos Flare are good for surprises in case Guy does a rush-in attempt, Demitri can teleport dash and do Midnight Pressure as usual for his rish-in attempts and Bat Spins can be used for evasion and tricky games. Guy's meter can be used for P Alpha Counters or his Bushin Hasso Ken. Custom aren't necessary here but can be affected in case Demitri does his Guard Cancel. Bottom line is that Guy is too fast to strike Demitri which gives the victory to Guy. Guy's pokes are too punishing here, especially for a DS character to inflict it, is very bad due to weak defense and getting stunned right after. Demitri can hang but must play more defense than offense here. vs. Hauzer (studied by Psychochronic/Saga_Journeyman): His Bat Spin can crossup. If you hit him, his fireballs disappear, so feel free to use jumping HP if he starts a fireball war. Don't get too close if he's down with lots of meter as he has grab supers that will catch you quickly. If he releases his Demon Billion, don't try to knock him out of it. Turn on Ultimate Guard and Ultimate Counter at the very end. His crouching HK can be blocked standing. vs. Hydron (studied by Psychochronic): Favors Demitri due to the rushdown and another match on how Hydron can get rushed down for free. Demitri's teleport dash is the factor of his game. Just dash by a Tornado Mist or Tadpole Spawn and strike a Demon Cradle right after. Hydron is mainly a defensive player here and Demitri's game clearly rushes it down. Moves like Bat Spin and Chaos Flare give Hydron the pressure, great agility and speed on air and ground, Midnight Bliss and Midnight Pressure are great rushes for a surprise attack and the fact that Demitri builds faster meter than Hydron clearly favors that point. Hydron has no choice but to level up and Ultimate Guard when a random or precise moment comes in. Hydron has good anti-airs (his Mystic Breaks to be specific) but Demitri can air- block which is not a good sign. Demitri wins for free here but it's not one of Hydron's bad matchups. vs. Ingrid (studied by Psychochronic): Favors Demitri due to his abilities. Both have the near-same defensive properties, both can air-block and both have moves that leave them open if blocked; Demitri having Demon Cradle and Bat Spin and Ingrid having Sun Arch and Sunrize. Ingrid's anti-air would be Sunshots to keep Demitri away from the air, so it's good to use that move in case Demitri does a teleport dash which can result as a hit. Demitri can use Chaos Flares to play his keep-away game then rush-in for a Dashing Demon Cradle. Ingrid can abuse her FP's like hell in any case possible and Demitri can evade using his teleport dash or Bat Spin to get out of Ingrid's close vicinity. Both can build meter fairly well and have positives in their meters. Ingrid's Sunburst's explodes int he damage and it's great to do it after an easy Sunupper. Demitri's meter has many uses; ES Chaos Flare and Midnight Pressure to bring out the pain. Bottom line is that Demitri wins this due to his abilities, multiple uses of meter, chain-combos and Ingrid's low defensive properties. Ingrid has the power to stop it and the chances are fair. vs. Jedah (studied by Psychochronic): One of my favourite matches everytime I fight Kymah (Canada's top CFE player; uses Demitri/Guile). I say it can go either way depending on experience but Jedah takes it but Demitri can hold it and has lots of chances. Demitri can throw Chaos Flares both on ground and on air and Jedah can just throw Dio-Cega's but can rush faster in the fireball war. Jedah's air chains are too-quick (especially his FK) to which Demitri can't counter-attack from due to the FK's quickness and thus is put on defense and continues to suffer a Jedah rushdown. Quick timing, ES Chaos Flares, ES Demon Cradles (using dashing ones too to try to get closer) and timed Bat Spins (which are only useful for countering) can go to Demitri (don't forget Midnight Pressure!). Don't forget about air chains then go mixups from there up close. Easy mixups from the ground and ES Dio-Cega's can win this easily for Jedah. vs. Karin (studied by Psychochronic): Demitri becomes guano in this match. This is like Jedah vs. Karin except Karin doesn't need to be worried about any of the Jedah tactics. Demitri doesn't have a stalled projectile, reliable air-to-ground chain-combos, constant mix-ups, distanceful unblockables and an air-dash. Karin can simply crouch under a Chaos Flare, air block a Chaos Flare, has excellent pokes and can Guren combo to dish out. Don't forget about the Custom Combos as they can serve damage! Karin's footsie game can easily avoid doing Dashing Demon Cradle, Midnight Pressure and Midnight Bliss. If the Batspin doesn't get countered and gets blocked instead, Demitri suffers a poke while in the air. With all that there, Karin wins hands down. vs. Kenji (studied by DarksydePhil): This is actually a really interesting battle, because it's one of the rare times Kenji is forced to stop playing keep- away and actually attack. Throwing daggers is ineffective because Demitri can just throw fireballs all day, and jumping back doesn't work since Demitri can just throw air fireballs. Kenji is forced to on the offensive, which is something he really doesn't do often, and the results can be mixed. However, if Demitri can stay away long enough and just throw fireballs, he controls this match. The bottom lines are Demitri's air fireballs force Kenji to stay out of the air more often than not and go on the offensive, where he isn't so hot. Capitalize on this with HK sweeps and chains to win. vs. Leo (studied by Psychochonic): Favors Leo due to his long poke-range and defensive properties which can handle Demitri's offense game. Demitri's teleport dash has slow recovery unless he does a Demon Cradle right after because Leo can easily do a poke which is still in it's animation until he lands on ground. Even though Leo is probably a mid-heavy character, he can still crouch under the Chaos Flare which can enable him to sweep Demitri right after. Mars Slash is good for anti-air and Gaia Driver is always good for tick-throws. Demitri's teleport dash is the surprising factor which can let him to do ES Chaos Flare, ES Dashing Demon Cradle, Midnight Pressure or Midnight Bliss which can do damage but Leo can avoid and hit out of it due to his poke-range. Level up is a great factor due his offense grows and can dish it out due to DS characters. Hercules Rush can chip damage unless Demitri does a Guard Cancel and Gaia Driver dishes it out nicely. Bottom line is that Leo's abilities can dish it out nicely to Demitri and can play an excelled game. Demitri however, must play defense and keep- away as his Bat Spin, Chaos Flare in the air and his Demon Billion are his only moves for Leo not to get any closer. vs. M. Bison (studied by Shine): Bison seems to have a hard time against Demitri. His vertical DP (Chaos Flare) makes it so that you can't jump over and fake him out as easily as the normal "forward moving" dragon punches like Ryu's. It hits Head Press and you can even ES Chaos Flare if you are awake enough. Also, Bison in general seems to have major problems if you knock him down because he doesn't have a dependable reversal on get up. Demitri's jump- in chains can put repeated pressure on Bison as they will hit out of both Psycho Crusher and Knee Press and the supers won't hit for damage. vs. Rose (studied by Psychochronic): Exactly similar to Demitri vs. Karin. In this one, Rose can absorb for her meter and reflect the Chaos Flares and her Soul Throw is a good Anti-Air. Rose's Aura Soul Spark and Aura Soul Throw defeats Demitri's Midnight Pressure and Midnight Bliss which is oh so good! Don't forget about her pokes and her low combos to Soul Drill. The Super Combos would be more reliable as they can take out as much as 18% so you don't need to Custom Combo anyways. Nothing else to say but Demitri has to excel offense and defense constantly in order to take Rose down, otherwise Rose wins by a long shot. vs. Ryu (studied by Psychochronic): Favors Ryu due to power and easy meter. Every video I've seen eventually becomes a fireball war and one has to crack out of it. Ryu is favored for this due to Hadoken recovery and the fact it builds his meter way faster than Demitri's. Ryu can also crack out of it by timing his Shinkuu Hadoken for big damage. Demitri can crack out of it by either doing a Bat Spin, ES Chaos Flare (if he has meter) or Dashing Demon Cradle. His main objective is to get close for a chain combo but it's kinda tough to get in there. I say that because Ryu's Shoryuken is a very strong anti-air which can take out as much as 14% and his crouching MK is a distanceful poke (which also beats out Midnight Pressure and Midnight Bliss). Demitri can hold it in the fight and has a lot of chances but truth of the matter, Ryu takes it the most. vs. Sakura (studied by Psychochronic): Another easy match for Demitri. Demitri automatically wins the fireball war and can get in closerin more than ways Sakura but she's the fast one to build meter. Moves such as Teleport Dash, Bat Spin and even a jumping normal to a chain are the keys as Sakura doesn't have a passable anti-air (crouching FP is good and useful) when Demitri comes from above. Demitri also takes the air due because he can shoot Chaos Flares which forces Sakura to stay on ground or air-block in that matter. Midnight Pressure as always is his best super and it's great to do it on situation such as if Bat Spin nails up close, it's a perfect time to hit it. Beware Sakura's meter though as her "Sho-Sho-Sho" Custom can take away as much as 60% (that's without the Super finish).Other than that, Demitri wins hands down and Sakura's chances of surviving is quite slim. vs. Urien (studied by DarksydePhil): At first sight, you might think that Urien would win this match, but what you have to realize is that Demitri never has to actually go offensive, he can go either way. The best way to win this is to stay away from Urien and just keep Metallic Spheres. Urien will eventually tire of blocking and parrying and be forced to come after you and this is where the advantage lies. Demitri's Demon Cradle beats anything Urien can use to jump in, including the Knee Drop; just be careful that Urien doesn't parry because it's only a one-hit Demon Cradle. Demitri's jumping FK actually trades with Urien's crouching HP the majority of the time and does more damage, so you should have no fear of juggles here. Urien's Metallic Sphere shooting upwards is useless since Demitri can air block, and can actually bait the anti-air Sphere and then do an ES Batspin for a big combo. Also remember that Demitri can dash through fireballs, so wait for a normal one and then do a Dashing ES Demon Cradle for big damage. Demitri can use his crouching hk for zoning on the ground, and also when Urien jumps in as an anti-air sweep. The bottom line here is, Urien really has very little to do besides attack and his attacks are not very effective at all against Demitri. Meanwhile, Demitri can run away all day, throw fireballs, try to bait attacks and then counter with ES Batspin, ES Dashing Demon Cradle and sweep through lots of Urien's attacks, or especially after a blocked Chariot Tackle. Bottom line is Demitri controls this match because he can keep Urien away and go whenever he wants.Urien has little he can do to Demitri since his fireballs are neutralized, his knee is easily blocked and his Chariot Tackle can be swept if blocked. vs. Yun (studied by Psychochronic): Favors Demitri with Yun having some chances in the match, I'd say 60-40. Divekicking is always the thing for Yun's rush game and it can go either way off that. One must be fast to nail their chain-combos but even before that happens, Demitri can Guard Cancel out of it which is his Demon Cradle. Another alternative after the blocked divekick, Demitri can easily teleport dash to avoid it. Yun's pokes make up for it here as DS' characters have low defense. Chaos Flare can be easily parried and Bat Spin is still good for evasion, it's just not safe on block, leaving him to suffer from a super art or chain-combo. ES Chaos Flare is good for surprise games and Midnight Pressure is always his best EX move. Bottom line is that due to Yun's agility, he can try to rushdown Demitri with his meter building good and doing damage due to his pokes. Demitri can simply evade and pressure in using his chains but has low defense and fair meter build. vs. Zangief (studied by Psychochronic): Favors Demitri due to his sub-systems. Demitri can throw out Chaos Flares all day long with Zangief having no choice to jump over or Lariat. In case of a Lariat, Demitri is free to rush down, using Dashing Demon Cradle or Bat Spin to deliver some hits. Moves such as Spinning Fist or Lariat are some attempts for Zangief to move a bit closer but Demitri can clearly run or rush away due to the teleport dash. It's an surprise, guessing and pressure game if so as right after, Demitri can lock a Midnight Pressure, Chaos Flare or Dashing Demon Cradle (ES if you have meter). I recommend the ES Dashing Demon Cradle because it's kind of a guessing game if Zangief will do a Lariat or a Spinning Pile Driver locked in, Zangief brings it out that it's not even funny. Demitri wins this if he excels and uses projectiles to play a good offense, defense or excelled game (I forgot to add Demon Billion). Zangief can take it if he locks his command grabs at open situations but must play offense. Ending: Demitri enters the Deserted Chateau as he wakes up a sleeping Morrigan who's laughing as Demitri quickly does an attack on her. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 3) Guile: Place of Birth: United States Birthday: December 23 3 Sizes: B125 W83 H89 Blood Type: O Fighting Style: Military Training At the post of the American Air Force. Skilled in handling the Martial Arts. A unique hairstyle and a silent wrath admirable by impressive discernment. First Appearance: Street Fighter II: The World Warrior Beneficial Changes: None...exactly the same sprite drawn for SFA3. Tactical Recovery Data: -Standard Wakeup Time: 79 frames -Delayed Wakeup Time: 94 frames Stun Points: 60 Victim: -Mummy: A hand puppet, an obvious reference of the Muppet Bert from the TV Show Sesame Street. -Vampire: Blonde woman wearing the American flag as a bikini, looks like Pamela Anderson from the TV show Baywatch. Known players to use Guile: -Combofiend (United States) -Daigo Umehara (Japan) -Jeron Grayson (United States) -Kymah (Canada) -LaToucheF7 (France) -Ratio1BeatDown (Canada) -Toma (Japan) Best Matchups: Zangief, Chun-Li Worst Matchups: Jedah, Kenji Command Normals: Spinning Backfist: F + HP: *Damage: 1500 Guile's default FP in WW. Great for mid-range game and does some good damage for a poke. Knee Bazooka: B/F + LK: *Damage: 400 First introduced in CE, Guile extends his knee up as he hops forward. Good for mobility and can move forward while having his charge stored and since it's different from his CvS2 version, it extends a bit up in height. It has a big recovery period so avoid it using as a random or conventional hit. Reverse Spin Kick: B/F + HK (close only): *Damage: 1400 Guile does an upside-down kick up close which can hover over low attacks. A very slow move to serve as a primary attack against opponents who have quick reaction time. Only good to use to catch opponents off guard. Special Moves: Sonic Boom: Charge B, F + P: *Damage: 800 Famous projectile ever since WW. Two good things is that first, the projectile is wide, making the opponent somewhat hard to jump over. Two is, there is ZERO recovery time after it's thrown. After one is done, another can be lunged out immediately! Also it can easily be combo off after it connects. Somersault Kick: Charge D, U + K: *Damage: 1800 (LK)/2000 (MK)/2200 (HK) Also known as "Flash Kick" and "Shield Kick". The ultimate move to put the opponent down from the sky and is Guile's best anti-air. It's also mobile, so you can charge DB and change your option if you want to instead throw a Sonic Boom. Super Combos: Total Wipeout: Charge B, F, B, F + P: *Damage: 6000 Also known as "Guilty Justice" or "Crossfire Blitz". Guile does his Level 3 version oft he Super as it was first introduced in CvS1. Guile goes forward with a barrage of normals, ending it with an F.FP. The super can move through projectiles, starts up instantly, has great recovery time and makes Guile safe when blocked so that gives an opportunity to execute a blow before the opponent moves. Somersault Strike: Charge DB, DF, DB, DF + K: *Damage: 6400 Also known as "Somersault Justice". Guile does two LK Somersault Kicks and finishes off with an HK Somersault Kick. Great for an anti-air but won't each hit won't connect but still dishes out damage. Be sure not to mess up with this super as the opponent can strike after Guile lands. Pros and Cons: (+): Can build the fastest meter AND dishes out damage without using that meter (since his 2 supers have limited uses...besides punishing meaty attacks...)...is DEFINITELY the best battery... (+): Somersault Kick is back to GOD status!, even hitting his head counts! (Full Damage regardless hitting his head or the flash of the kick.) (+): Knee Bazooka (b/f. LK) comes in further and more upwards. (+): Crouching MK is still a great poke and is still a great counterattack. (+): Sonic Booms (as always) have low recovery. (+): Total Wipeout is safe on block and has great recovery time. (-): Does not have Sonic Hurricane, just Somersault Strike and Total Wipeout. (-): Lacks speed on ground level. (-): This fool can't handle fireballs; people like Ryu, Urien, Demitri and Kenji just to name a few who can get him to move forward unsafely. He can't last long on a fireball war. (-): Guile is nothing all but priority. His biggest problem is that he has zero comeback factor. That and his lack of mobility makes it very hard for him to get in. Guile can pace a match very slowly, but all and all 9-10 times once he loses his lead its gameover for him. Solid defensive character but horribly at offense. Remember that there is no guard bar in this game. Early Impressions (studied by RenoROB): The best non-DS character in the game. His pokes are amazing, incredible range and his charge time I think is faster than CvS2. He is (in my opinion) the best battery character in the game as he does not need meter to be to beat you down. His Somersault Kick has amazing priority; it even hits you in the back of the head. Various Character Matchups: vs. Alex (studied by Psychochronic): Guile wins this due to power and easy meter. If you ever heard the point where people said "Guile is strong but facing 3S people, he'll have to get defensive". it's actually a true fact. How Guile takes it is using his standard keep- away game because Alex can parry. Crouching MK's and slower Sonic Booms stall out Alex then Guile can jump-in using a jumping normal. Guile builds fast meter, so a simple crouching LK to Total Wipeout is a viable answer. Alex has to deal the near same properties as he's fighting Bison. Parrying is important because of the slow Sonic Booms, so no random jumping strikes. Hyper Bomb is useful so do that up close if you can. Bottom line is that Guile is too quick and powerful to match Alex. Alex has chances but is considered a mid-heavy character in this match. vs. Anakaris (studied by Psychochronic): Favors Anakaris due to keep-away game and also his chain-combos. Anakaris can simply defend by going on air using Royal Judgement and Coffin Drop because Guile can do his standard Sonic Boom game or jump-in for an attempt of the rushdown. Mummy Drop is also good to use on distance and can punish Sonic Booms too. Anak's anti-air is crouching FP which runs Guile's jump-ins and give Anakaris the chance to go forward for a chain-combo (don't forget to tri-jump!). Guile's rushdown game is nearly all crouch so do that to your disposal as it effects Anakaris' defense, especially his Cobra Blow which is his Guard Cancel. Bottom line is that Anakaris wins this but if he screws up, Guile's poweful normals and easy rushdown can take this which is a rare-but-seen situation. vs. Chun-Li (studied by Psychochronic): Similar to Guile vs. Alex and Guile vs. Felicia, Chun-Li does not have the exact attack properties and stun potential but she has speed, agility and somewhat fair meter. Guile can do his standard Sonic Boom game and Chun-Li could rush-in due to the parrying which can be a 50-50. Guile's attack power is very dominant and has the stun potential here. Chun-Li's attack properties is another somewhat fair but her stun potential is a thumbs down. For meter, favors Guile here because it's easy to build as for Chun-Li, it takes a fair amount of time. Guile doesn't even need meter due to his dominance but a good way to use it is simply poke, poke, poke to Total Wipeout. Chun-Li is not safe after Hoyoku-Sen is blocked and it does very little damage (regular and chip wise) comapred to Kikou-Shou. Guile takes this hands down. Chun-Li must play rush-away to least put up with it. Parrying is a key remember. vs. Demitri (studied by Psychochronic): Favors Demitri due to mobility. Fireball wars can start off the match with Demitri winning that one because it's not a charge move which can pressure Guile, forcing him to play defense. Demitri has the air-block which can only to effect on Sonic Booms, not anything else. Guile's anti-air is Somersault Kick which take off a huge chunk of bar. Demitri's anti-air can Chaos Flare and Demon Cradle. The fact that Guile can't air-block is the weak point in his systems. Bat Spin can be used for chip damage, evasion purposes or confusion game, yet watch out the Somersault Kick. Speed favors Demitri obviously because Guile can't dash. Fast meter favors Demitri (Guile is favored for strong meter) because he can easily dish out an ES Chaos Flare by surprise or do teleport dash to Midnight Pressure which is the brain-dead easy tactic in the game; tough but effective. Demitri is favored due to dashing, meter build and the DS system which overpowers Guile. vs. Felicia (studied by Psychochronic): Favors Guile obviously. Somersault Kick is great anti- air and can take out at least 12%! The strength of his normals are big damage which results in Felicia's chances of even rushing as extremely low! Guile can switch his style, one point is defense and Sonic Booms and the other is jump-in and poke/combo. The most Felicia can do is chain and sweep which results into a follow-up attack. Guile wins due to power...'nuff said. vs. Guy (studied by Psychochronic): Favors Guile due to power. Somersault is a great anti- air can take out 10% and that move ruins any of Guy's jump-in tactics. Sonic Boom can still be air-blocked and that move can build up meter fast. Guy must use his Hayagake's and Bushin Flips to mixup Guile on ground. Bushin Senpuu-Kyaku is okay for anti-airs. Worst case is that both can get hit but Guy suffering more from it due to Guile's heavy normals. Guy must also use his interchangeable X-Ism/A-Ism combos when up close and to setup for a super. Setting up for a custom can be risky though. Guile's Total Wipeout can out as much as 65% so watch out if that's linked up. Bottom line is that Guile takes this due to power and Guy must play offense in order to get some hits in. Guile can play both due to easy projectile, anti-air, meter and his offensive properties. vs. Hauzer (studied by Psychochronic): Jurassic Park taking it to G.I. Joe in translation which means Hauzer wins this with Guile holding it down. Guile's simple Sonic Boom game then poke rushdown can pressure the dinosaur. Simple pokes can pressure Guile though; the range of his FP/FK's, Volcano Breath is an okay projectile and his pokes have the potential to stun quick. Meter here is a factor, once Guile does his super, Hauzer can clearly Ultimate Guard than P Ultimate Counter easily which is a bad sign for SFII vs. Red Earth here. Hauzer can level up and do crouching LK to Deluge Assault ending with a follow-up attack or use Gust Flame when Guile is in the air to wipe him out clean. Deluge Assualt is also good for chip damage but he is automatically open if blocked obviously. Favors Hazuer due to the Red Earth system, his pokes that have the potential to stun and levelling up but Guile can hold it down in this fight. vs. Hydron (studied by Psychochronic): This can favor both sides but I'd go for Hydron on this one. All Hydron can do is play defense on this one as Tornado Mists and Tadpole Spawns can put Guile out. When far, Hydron can far-sweep as a projectile comes in so that limits Guile's options out.With Guile having no dash and no run, all he can do is jump in and attack close range as the classic Sonic Boom spam won't work on this one. Simple close attacks and throws can punish but watch out for Ultimate Guard and Ultimate Counter too. Don't forget Hydron levels up and also Strangling Spark is a great Anti-Air and can take out as much as 60% of Guile's bar which answers that Hydron is favored. vs. Ingrid (studied by Psychochronic): Another good footsie game. Similar to Ingrid vs. Bison, Ingrid takes this due to her Sunshots and defense game. Surely, Ingrid's defensive properties equal Felicia's and most think that this is a bad match for Ingrid...wrong. This is a bad match for Guile if you think about it unless Ingrid messes up in this one which can be very common. Ingrid's crouching FP can go right under the Sonic Boom and her Sunshots are her anti-air with Guile not having the air-block ability. Guile has the fast meter and must lock a super in fast time, otherwise Ingrid can do a Counter Roll for easy evasion. Sunuppers are great for coutners and linking a Sunburst dishes out more damage. Ingrid wins this due to her abusive defense game and with Guile not having the ability to do other stuff such as air-block, dash, counter and all that other stuff, this is a bad match for Guile. Lack of sub-systems is the weak point in Guile. vs. Jedah (studied by DarksydePhil): If Jedah plays this match as purely run-away, he can't win. Jedah can hover above sonic booms easily, and then zone Guile with blades to chip and keep him away. Guile is eventually forced to try to attack, which usually goes pretty miserably since all of his air attacks besides jumping hk get owned by Jedah's jumping attacks. And really the only way to win with jumping hk is 1; there is no blade out and 2; you hit it early enough to hit Jedah before his attack comes out. Guile can't turtle and so is in a position he doesn't like to be in. As long as Jedah stays in the air and runs away the majority of the time, and effectively zones and chips with blades, he'll never give Guile a real opportunity to hit him. This is another match where Guile is forced to attack, which he doesn't do so well. His "throw sonic booms all day" strategy doesn't work since Jedah can just hover above them, and never really gives him a chance for anything. A properly zoning Jedah owns Guile for free. vs. Karin (studied by Psychochronic): Another neutral sided match. Guile can do his standard Sonic Boom game for his defensive purposes. One thing to get his reaction off is Karin's Ressen Ha which can punish it very quickly. Basic rushdowns like Gurens can give Guile a hard time. Guile can build meter fast and when he misses his super, it's okay for him to gain it back; a random super wouldn't hurt. Karin's custom can bring the pain. I say, just activate at 50-60% and you'll be fine as it'll come back faster than later. Guile's keep- away and projectiles are his keys. Karin's Guren's, rushing normals and Customs are her keys. vs. Kenji (studied by DarksydePhil): This is a really hard match for Guile, because Kenji has the ability to double-jump and has all kinds of options in the air. Just when you think it's safe to anti-air flash kick, Kenji double jumps and then punishes you. Kenji can also be really annoying with repeated ground daggers that will force you to block or throw booms to counter. Since Kenji can stay in the air for so long, the strategy of throwing booms all day is nullified. Kenji can also keep Guile effectively zoned using the jump back air chain attack and the standing FP. Sometimes Guile can beat the jump back chain with a jumping RH, but the risk/ reward factor is definitely in Kenji's favor. This is a battle that Kenji can win if he just keeps away and throws daggers. If Guile tries to attack, zone him with more daggers and jump back chains. If Guile tries to wait it out and flash kick, double jump and punish him. vs. Leo (studied by Psychochronic): Leo has his bowl of super-charged Frosted Flakes as this is a tough match for Guile as Leo wins due to sub- systems and poke-range. Guile can do his Sonic Boom game all round and Leo can go forward with pokes in the air. Leo can also air- block so that's another disadvantage to Guile. Guile can do his pokes (MP, MK, FK) while going forward in attempts to hit Leo but Ultimate Guard is also a factor, even though it's questionable to do in this match. I'm saying that is because Guile builds meter fast and that's Leo defensive tactic in the situation. Mars Slashes are great to break Guile's crouch game and levelling up is important too as the Gigas Driver does good damage. In conclusion, Leo can evade and poke like hell as Guile is forced to go up close and due to that, Leo wins the match. vs. M. Bison (studied by Psychochronic): Favors Guile in this one. Think of this as an updated CvS1/ST match with more moves and less speed. Remember to keep charge buffering as Sonic Booms keep Bison back and Flash Kick is great for anti-air, even if Bison goes a bit too far of the jump and hits Guile's head doing the move, it still gives the full damage! Try to crossup when you have the chance and use crouching MK to keep Bison away when he comes closer. What Bison can do when he gets closer is repeatedly poke for pressure game and Knee Presses for some chip damage. Time the Head Press' and Devil Reverses or it's an anti-air to your face. Bottom line is Guile wins this due to favorable attacks and also the range of his normals. vs. Rose (studied by Psychochronic): Similar to Rose vs. Ryu but Guile can stand. Both have a great anti-air and have top-tier pokes. A differential is that Rose can build easy meter or project it back using Soul Absorb or Soul Reflect. Rose can use the standard P Alpha Counter than combo into Soul Drill. Another differential is that Guile can build easy meter no matter what. Customs are a problem if blocked. Remember that there is no guard bar which is very bad. You're better off doing P Alpha Counters and Super Combos. Guile's super have both a negative effect in the end, that's why he has to link them. Guile is not safe in the end of Total Wipeout and he's completely open in the air in the end of Somersault Strike. Favors Rose because to the sub- systems but Guile can put up a fight. I'd say 55-45. vs. Ryu (studied by Psychochronic): Just like a CvS1 match without roll or dash, Ryu takes this one due to his pressure game. Basic Hadokens win in the fireball war because of Guile's projectile being a charge motion and with Guile attempting to jump over, Ryu can simply do a Shoryuken as anti-air. Ryu builds fast meter due to Thurst Fierces and LK Tatsumaki Senpuu-Kyaku's when Guile is knocked down. Guile's Somersault Kick is good for anti-air and wakeup. Both characters can't air-block each others projectiles which also makes it some sort of anti-air. with Guile not having his Sonic Hurricane, his best use for super is his Total Wipeout so link that very quick. Ryu has Shinkuu- Hadoken to eat out any incoming Sonic Booms and can use Shin-Shoryuken for a correctly timed Guile jump- in or a correctly timed move from Guile that involves a ell of a lot of recovery time. Bottom line is that Ryu wins this because his moves pressure Guile and the fact he can build meter faster. Guile can stand though if Ryu screws up which is uncommon. vs. Sakura (studied by Psychochronic): Favors Guile in a 60-40 situation. Guile clearly loses the fireball war due to Sakura's not being a charge move. Sakura can air-block a Sonic Boom but Guile can't air- block a Hadoken. Power favors Guile due to the fact that his normals are are top-tier and has stun potential, even to Sakura's low defense. Meter can favor any side as Guile has a full meter to bring out the pain in its only use which is a Super Combo but Sakura having 3 uses for hers once it's over 50%. Sakura can Alpha Counter when needed, do a Super such as Shinkuu-Hadoken or Haru-Ichiban on wakeup, random or desperation and her "Sho-Sho-Sho" Custom chips like hell giving her the advantage. There is no guard bar in this game so that kinda sucks though. Guile's Somersault Kick is his anti-air and Sakura can't air-block which is bad on her side, Sakura's is Hadokens. Bottom line is that Guile wins this due to power and the fact his normals throw Sakura's anti-air out the window. Fact of the matter is that once Sakura comes up close and has that meter ready for activation, the tables can turn and the outcome can change in that moment. vs. Urien (studied by DarksydePhil): Okay, you can argue all day that Guile is the damage leader here and he can just turtle and run away all day. But you'd be wrong. You forget that Urien can parry and can easily get out of whatever anti-air Guile throws at him. Urien can jump at Guile all day and if he tries a crouching HP or flash kick, Urien can easily parry and punish afterwards, because it's only one hit. Guile can sit back and throw sonic booms, but Urien can just parry them all day. Guile is majorly effective when he can chip with booms and get a lead, then turtle, but he can't turtle vs. a parry character effectively. What ends up happening is Guile has to go on the offensive, and this is where Urien takes advantage of the situation. Urien can anti-air fireball or use the Knee Drop to take Guile out of the sky, and unfortunately most of Guile's attacks are easily parried. Urien dominates this match because Guile can't play his best, which is a turtle strategy. Play this match a few times, learn the parry timing and you win for free. Bottom line is Urien beats Guile because Guile can't turtle vs. a parry character. His sonic boom, crouching HP and flash kick are all easily parryable, which allows Urien to punish him. Guile is forced to go on the offensive and Urien takes advantage of this. vs. Yun (studied by Psychochronic): Similar to Guile vs. Urien, Guile takes this on a 55-45 ratio. Yun can easily parry and get out fo whatever Guile throws at him and Yun clearly punish that because it's one hit. Simple combo into You-Hou dishes it out nicely but meter takes a sum amount of time to build, especially when Yun isn't parrying. The only thing yun must be careful of is abusing his divekicks. Guile can simply use crouching HP or Somersault Kick to punish it greatly. Yun has a lot of combos, tactics and setups to pressure Guile as Yun has more mobility. Bottom line is that Guile is favored due to power but is not mobile enough. Yun has speed, combos, 2 gauges for meter to dish it out but has weak defense. vs. Zangief (studied by Psychochronic): Guile owns this one due to Sonic Booms, easy meter and turtling. Similar to Hydron vs. Zangief, Guile can just spam different speeds of Sonic Booms which gives Zangief three different options. One is attmpt a jump-in, ready to strike but may get hit. Two is to Lariat yet leaving Zangief getting hit with crouching MK's. Three is to do a Spinning Fist in order to gain meter and get closer. Guile's anti-airs can be crouching HP or Somersault Kick that ruins any of Zangief's jump-in attempts. Zangief can respond by has insane tick- ranged Spinning Pile Driver which pressures Guile badly. Bottom line is that Guile can play either offense or defense and win and Zangief must play offense no matter what and since he lacks speed, agility and doesn't throw projectiles is a clear weakness of his game. Ending: Guile is on a podium in front of the White House as his wife Jane and their daughter are behind him as recieves a medal as confetti explodes in the background as people are cheering his name. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 4) Ryu: Place of Birth: Japan Birthday: July 21 3 Sizes: B112 W81 H85 Blood Type: O Fighting Style: Shotokan Karate Aiming at the "true fighting style," a young man who trains constantly day in and day out. He journeys throughout the world searching for opponents to battle. First Appearance: Street Fighter Beneficial Changes: None...exactly the same sprite drawn for CvS1. Tactical Recovery Data: -Standard Wakeup Time: 79 frames -Delayed Wakeup Time: 94 frames Stun Points: 60 Victim: -Mummy: Ryu's duffle bag seen in 3S with a cat tail hanging out of it. -Vampire: Becomes the little girl he meets in Calcutta, India in the Street Fighter II Movie. Known players to use Ryu: -CCL (France) -Dan (Japan) -LaToucheF7 (France) -Sanford Kelly (United States) Best Matchups: Demitri, Hauzer Worst Matchups: Jedah, Kenji Command Normals: Thurst Strong: F + MP: *Damage: 600 first hit, 400 second hit First introduced in ST, Ryu does an overhead that does two hits which is great to keep the opponent guessing and a good normal to start off for a combo. Thurst Fierce: F + HP: *Damage: 600 first hit, 400 second hit First introduced in ST, an advancing move where Ryu fastly punches to the opponent. Very good speed, increases offensive and pressure game and builds meter very good. Special Moves: Hadoken: QCF + P: *Damage: 1000 (LP)/1100 (MP)/1200 (HP) The most famous fireball known throughout the world. Ryu simply does an open palm stance and throws a blue projectile. This move has fast time on startup, decent damage and great recovery time than its past games. Shakunetsu Hadoken: HCF + P: *Damage: 1100 A flaming red version of the move first introduced in NC. It has a little bit of slow startup time but automatically knocks the opponent down if up close which is great for wakeups and crossups. Shoryuken: F, D, DF + P: *Damage: 1800 (LP)/2000 (MP)/2200 (HP) An ultimate rising fist attack that acts as an anti-air and does a knockdown. Can be comboed from nearly any normal ajnd is a key move is Ryu's trap game. If blocked depending on the strength, Ryu is clearly open to get hit due to the recovery time. Tatsumaki Senpuu-Kyaku (also in air): QCB + K: *Damage: 1600 Known as "Hurricane Kick". Ryu does a spinning kick in the air resulting the opponent to get knocked down. This move is great to build meter, crossup attacks and opponent wakeups. Super Combos: Shinkuu-Hadoken: QCFx2 + P: *Damage: 5000 First introduced in ST, a combination of five Hadoken's put together, ready to launch to your opponent. Works well as a projectile eater and has some quick startup time which enables Ryu to pass the opponent's move. Shin-Shoryuken: QCFx2 + K: *Damage: 7600 Another strong super in this game where Ryu does a monsterous Shoryuken. Great to use as a finisher when the opponent is dizzy and a close anti-air when the opponent is going to do a jump in. Pros and Cons: (+): Footsie game is great and has monsterous Hadoken/ Shoryuken recovery. (+): Has Shin-Shoryuken as it's Super Combo. (+): Hadoken much faster than his CvS2 version. (+): Can build easy meter. (+): If you're familiar with any of his CvS2 combos, they'll work here. (+): Thurst Fierce is now faster. (+): Thrust Fierce from about 1/3 screen away it whiffs even though you can clearly see Ryu�s hand in the opponent�s belly. Oay throw setups and besides being fast, it has frame advantage. (?): Missing his vacuum FK. (-): Doesn't have the Shinpuu-Tatsumaki Senpuu-Kyaku Super Combo. (-): Doesn't have his hopkick (f.MK). (-): Hurricane Kick priority is shot to hell. (-): The ability not to dash or run tones his speed greatly. Use Thrust Fierce or LK Tatsumaki Senpuu-Kyaku as a way to get closer. Early Impressions (studied by RenoROB): The shoto himself...what can you say? Ryu has got it all. Super-fast Hadoken, he's able to get in really fast (Thurst Fierce) and with ST meter, he builds meter insanely fast... although his Shoryuken isn�t perfect, his footsie game is top-tier and if he gets you in the corner, good luck getting out with being punished first. Various Character Matchups: vs. Alex (studied by Psychochronic): Can go either way. Alex has probably more power in his attack properties than Ryu, he just has bad jump-ins and lack of agility. Air Knee Grapple is Alex's good anti-air which can be air-blocked. Ryu has his Shoryuken but it can be parried. Air Dive is good for nailing Ryu when he's crouching but it has long recovery time, putting Ryu to easily strike. Alex's normal throw is as the same as his Power Bomb as it nearly does the same damage to any SFII character which is about 8%. Hyper Bomb is still good, whether if it's after a random jump-in, wakeup or after a Flash Chop. Boomerang Raid is good after a Dashing Elbow and Stun Gun Head Butt is pretty easy to avoid if done at random. Ryu's can easily use his Shin-Shoryuken as anti-air and Shinkuu-Hadoken can be easily parried or jumped over. Bottom line is that both characters have nearly the exact same properties and would fight in a draw. Footsies are always there and one must outsmart the other to win. vs. Anakaris (studied by Psychochronic): Favors Anakaris due to rushdown. This is a little similar but worse than Anakaris vs. Sakura as Ryu may have power and quick meter, but not air-block, speed, dashing and counters. Coffin Drop is an automatic knockdown which breaks Ryu's standard Hadoken game there. Anakaris has control of the ground so use chain-combos (especially crouching and cornering) for damage. Ryu has some control of the air as Shoryuken's are mad blows against DS' characters. Be sure to time your Tatsumaki Senpuu-Kyaku's also in case Anakaris is crouching/ landing, it can also be used to build meter fast. Ryu may have the power and the meter but Anakaris has the mobilityand combos and lack of sub-systems means lacks of chances to win. The mummy gets this one. vs. Chun-Li (studied by Psychochronic): Favors Chun-Li due to her fast, abusing and strong attacks which have stun potential and can dish it out during the battle. HP's and HK's pressure Ryu good and break the footsie game. Parrying incoming aerial attacks and Hadokens dish it out with Ryu having no chance to respond after it's parried. Chun-Li builds a fair amount of meter due to her attacks (not including parrying) and it's pretty good compared to Ryu's fast meter build up. Hoyoku-Sen does jack when hit or blocked and she's not safe if blocked because she'll be paying for it greatly if Ryu has a full meter, he can easily do Shinkuu-Hadoken. Kikou-Shou is good because if chips like hell, she's safe if blocked and does more damage than Hoyoku-Sen. Chun-Li has the fastest grab-frames, so a dash and a random-throw would be good. Ryu's ground game can consist of crouching MK, Tatsumaki Senpuu-Kyaku, Hadoken and an LP Shoryuken. Some of Ryu's moves have fast recovery so watch out if Chun-Li is gonna do a random poke because Ryu is ready to strike after. Bottom line is that Chun-Li pressures Ryu due to her footsies, agility and good-reach pokes. It can favor Ryu if Chun-Li screws up like an unsafe move on block or a quickly executed move done on random or desperation, Ryu can quickly strike. vs. Demitri (studied by Psychochronic): Favors Ryu due to power and easy meter. Every video I've seen eventually becomes a fireball war and one has to crack out of it. Ryu is favored for this due to Hadoken recovery and the fact it builds his meter way faster than Demitri's. Ryu can also crack out of it by timing his Shinku Hadoken for big damage. Demitri can crack out of it by either doing a Bat Spin, ES Chaos Flare (if he has meter) or Dashing Demon Cradle. His main objective is to get close for a chain combo but it's kinda tough to get in there. I say that because Ryu's Shoryuken is a very strong anti-air which can take out as much as 14% and his crouching MK is a distanceful poke (which also beats out Midnight Pressure and Midnight Bliss). Demitri can hold it in the fight and has a lot of chances but truth of the matter, Ryu takes it the most. vs. Felicia (studied by Psychochronic): This match obviously points Ryu for the win. With Ryu being the best character on the SFII cast and Felicia being the worst on the DS cast (and probably overall!), this is obviously a bad match for Felicia. What Felicia can do is standing FK because of poke-range at least try to dash in for a chain-combo. She can do Rolling Buckler to get out of fireballs and Delta Kick and Please Help Me is an alright anti-air since Ryu can't air block. Ryu can just do his normals, basic Hadoken game and Shoryuken's can take out as much as 21%! Since Felicia is obviously too weak and can get stunned pretty easily, this favors Ryu automatically. vs. Guile (studied by Psychochronic): Just like a CvS1 match without roll or dash, Ryu takes this one due to his pressure game. Basic Hadokens win in the fireball war because of Guile's projectile being a charge motion and with Guile attempting to jump over, Ryu can simply do a Shoryuken as anti-air. Ryu builds fast meter due to Thurst Fierces and LK Tatsumaki Senpuu-Kyaku's when Guile is knocked down. Guile's Somersault Kick is good for anti-air and wakeup. Both characters can't air-block each others projectiles which also makes it some sort of anti-air. with Guile not having his Sonic Hurricane, his best use for super is his Total Wipeout so link that very quick. Ryu has Shinkuu- Hadoken to eat out any incoming Sonic Booms and can use Shin-Shoryuken for a correctly timed Guile jump- in or a correctly timed move from Guile that involves a ell of a lot of recovery time. Bottom line is that Ryu wins this because his moves pressure Guile and the fact he can build meter faster. Guile can stand though if Ryu screws up which is uncommon. vs. Guy (studied by Psychochronic): Another one of Guy's fast matches. Ryu is too slow to react on any part of Guy's corner rushdown. simple poke to Hayagake: Kubikari to pressuring half of the ground or Bushin Flip turned into Bushin Izuna Drop to catch in the air. Ryu has Hadokens for keep-away game to do some sort of chip damage on ground or air but can be punished by Hayagake: Kage Sukui. Shoryuken's is the best anti-air as it can't be air-blocked which can do good damage. Guy's Hayagake: Kyuteishi is good for advance game and also tick-throw and combo attempts but Guy is clearly left open menaing Ryu can punish greatly due to that move. Guy his that fast meter because it holds two stocks as Ryu's is one and Guy has viable options. An Alpha Counter is good for desperation, Bushin Hasso Ken is good for corners after throws and customs are always good with the condition if he gets hit, it's back to 0%. Ryu can punish due to his Shoryuken recovery and his supers nearly takes out 73%. Bottom line is that Guy has the speed, agility, footsies meter and use of meter compared to Ryu's power. Guy takes this one with Ryu having the chance should Guy mess up at nearly anytime. vs. Hazuer (studied by Psychochronic/Saga_Journeyman): Ryu's air version of the Tatsumaki Senpuu-Kyaku can't be air blocked, but you may be able to knock him out of it with a well timed jumping MP/HK or even an anti-air to which Tempest Fall lights up. You can't stuff Ryu's Hadokens as you would a DS character. Because of this, Ryu can create problems if you try to stay fullscreen. Do not Ultimate Counter a Shin-Shoryuken on reaction as more punches are coming; you will get hit. Hauzer should do much better if he can convince Ryu to play close. Stay within poke range and chip at him. Remember, Ryu can't air block, so Tempest Falls, Deluge Crisis' and Gust Flames are the keys to victory. vs. Hydron (studied by Psychochronic): Can favor any side. Hydron can pressure by spamming Tadpole Spawns and Tornado Mists to which Ryu can't air-block but can try to go over using his air Tatsumaki Senpuu-Kyaku and in case Hydron does a jump, that move can't be air-blocked. Ryu's anti-air is Shoryuken which also can't be air-blocked and the only move that would trade damage with it is probably Hydro Spin or The Chiller's Attack if timed right. Hydron can also pressure by using crouching K's to play keep-away and Ultimate Guard whatever attack that comes to him. Ryu is favored for easy meter due to his easy pokes and moves compared to Hydron's bad pokes and keep- away moves. The only way for Ryu to use a super is if Hydron's attacks are unsafe on block, that gives a long recovery for Hydron, ready for Ryu to use his super. Hydron must level up no matter what. Lightning Mast is good for anti-air and wakeup and Strangling Spark is good for anti-air because Ryu can't air-block and can do lots of damage. Bottom line is that both fighters have their strengths and weaknesses in their moves as it can favor any side. Ryu is more offensive and Hydron is more defensive. vs. Ingrid (studied by Psychochronic): Ryu wins this one due to power and this is an exact opposite match of Felicia vs. Ingrid. Ryu's clear anti- air is Shoryuken which dishes it out greatly. Ingrid's anti-air is her Sunshot in case Ryu does any jump-in attempts. Sun Arch can be good but watch if Ryu hits his normal or else both gets hit with Ingrid suffering a lot more damage. Basic fireball game can be ended as Ingrid can crouch FP after Ryu do his fireball which can get very annoying after. Meter goes to Ryu as his supers are powerful as hell and he builds it way faster than Ingrid's. Ingrid's meter can be used for Sunbursts and that's good in case Ryu does a normal, Ingrid can simply use Sunupper then Sunburst easily. Bottom line is Ryu wins this due to power but Ingrid can counter his attacks in the match which can lead to a comeback if not played right. vs. Jedah (studied by Psychochronic): Another match I hated to study (first was Guile vs. Karin)! Can favor any side if you tell me. Ryu has the power and his Shoryuken is his anti-air in any attempt for Jedah to dash for a chain-combo which is probably a big threat to the standard Jedah game. I say, distance it out very slowly after throwing a Dio-Cega, use a standing FK to rid out Ryu's crouching and jump-in game. MP's are also great and Spreggio's can be risky in this part. Remember that Ryu can do his standard fireball game to build up his meter. For Jedah, use ES moves to chip damage out and probably an EX super if your timing is right. Be careful in doing an chain attempt. For Ryu, normals and special can stun. Shin-Shoryuken is a big threat. It can go both ways regardless if one or both goes rushing or turtling; 50-50. vs. Karin (studied by Psychochronic): Most sides would favor Ryu but in a smart standpoint, it actually favors Karin. Karin has the mobility to take down Ryu greatly. One is her Ressen Ha and that travel far and can punish projectiles easily. Two is crouching FP which is a good anti-air for any of Ryu's jump-ins. Three is her Yasha Gaeshi which counter any physical move of Ryu's (also includes Shin-Shoryuken which does nearly 75%!). Four is the rushdown due to her Guren which leads to built meter, juggles, damage and the stun potential. The final of the five is meter which can be creatively used in three ways; Alpha Counter, Super Combo or Custom Combo. There is no guard bar in this game and once hit, it resets back to 0% which is the downfall. Ryu on the other hand has the projectile, the power, the defense, the rushdown and the fast meter. Yes, he can build meter fast by whiffing but can only used it in full as Karin can use her's half-full. Power as in the offensive properties, his moves also have the stun potential. Ryu's defense is better than Karin's by a good margin but he can't air- block which is a another point in. In conclusion, Karin owns Ryu here due to her sub-systems and her move properties which factor in Ryu greatly. It's not all about power you know, excelling is a key and Ryu doesn't have it against Karin. vs. Kenji (studied by Psychochronic): In a system standpoint, Red Earth owns SFII and this match is a sheer example of it. Ryu can't air-block Kenji's jumping FP and Rasen Kyaku goes through Ryu's Hadoken. Tactics like Kenji's double-jump are good for both rushing and turtling and Kagerou cancel is great to build meter as Ryu's builds faster. Levelling up is a threat to the SFII's and two of Kenji's Mystic Breaks (Jumonji and Bakuryusho) are aerial threats to Ryu's game. Ryu can respond to his normals, fast meter and damaging (but not-so threatening due to Ultimate Guard) supers. Kenji owns Ryu for free because the pokes, the Red Earth system and tactics fare better than the SFII system and Ryu's pokes and tactics. vs. Leo (studied by Psychochronic): Favors Leo due to rushdown via poke-range and the Red Earth system. Any long-ranged poke affects Ryu greatly. Basic Hadoken keep-away game is not good as Leo can just simply jump-over and do a long-ranged poke or Ultimate Guard in case Ryu tries to go rushdown but Leo can do his Ultimate Counter right after. Time it right or suffer a blow or a throw right after. Ryu can't air-block his air-pokes and his ground-pokes can clearly outfootsie Ryu badly. Simple poke- poke-tick Gaia Driver can dish it out but watch out in between the gaps as Ryu can strike a normal or Shoryuken to respond back. Leo's defense is better than Ryu's so simply any Super Combo he takes here can reuslt in at max 65% off which is not bad at all. Ultimate Guard is cheap as hell so take advantage from that. Levelling up is cheap as it makes Leo way stronger and has access to Gigas Driver which brings the pain. Hercules Rush is good for chip damage. Ryu builds the fastest meter due to the quickness of his normals and the fact that it's only one gauge compared to Leo's two. Leo wins this due to his sub- systems and this is a match which is another example of why Red Earth owns SFII characters. One of Leo's best matches but not one of Ryu's worst matches. vs. M. Bison (studied by Psychochronic): Favors Ryu due to his moves and fast meter. For Ryu, quick Hadokens give the pressure and the easy build, Shoryukens beats the Head Stomp and is a great anti-air. Priority for his Tatsumaki Senpuu-Kyaku is garbage as he's open to get hit. For Bison, Psycho Crusher is a good anti-air but not safe if blocked as he's open to get hit. Double Knee Presses give the pressure and easy build too. Psycho Vanish wipes out Ryu's Hadokens and is great for surprise and chip damage and Devil Reverse is good for tricky and crossup game but beware of the Shoryuken. Meter wise, Ryu must time any of his supers or he becomes open. Bison's can do chip damage but he is not safe on block after Mega Psycho Crusher. Knee Press Nightmare is good for wakeups and surprise attacks. In conclusion, Ryu wins this due to his abilities and the fact that Bison's leave him more open leaving for Ryu to strike. Ryu gets pressured if Bison has the meter filled up so in that case, in can be anybody's ball game yet the ball is in Ryu's court. vs. Rose (studied by Psychochronic): Can go anyside but I say Rose takes it. As Rose, use Soul Absorb to build meter then use Soul Reflect to bounce back Ryu's Hadokens. Ryu can't do anything in the air because he can't air-block if the fireball reflects upwards. Keep using Soul Spark to keep Ryu away and from a distance, use FK as it's the longest poke she has and her slide (df + MK). A good anti-air is also Soul Throw and use Soul Drills you have an opening so make a note of that. Play defense on this one. Also a simple P Alpha Counter then combo to Soul Drill can dish out. You don't even need Custom Combos and Super Combos can also be effective so remember to think about your meter as options are always available. As Ryu, throw Hadoken's to build your meter but watch out as it can be reflected. Use crouching rapid-fire chains to combo it up and a Shoryuken can take as much as 13%. With Ryu having a full meter, it can be a great footsie and guessing game. Conclusively, Rose takes it as she has more viable options. vs. Sakura (studied by Psychochronic): Favors Ryu unless Sakura has meter ready to activate for a custom. Ryu has the power and Shoryukens deal as an anti-air and a factorial for damage. Sakura can hold it down and pressure because Ryu can't air-block. Both have good footsies as Sakura has standing HK which can reach far as Ryu has Thurst Fierce and crouching MK. Both have good meter build up but Sakura can use it at 50% where as Ryu must use at full. Ryu's supers can dish out a lot of pain very easily. Sakura's custom can do the damage but one mistake and it's over as meter can get reset to 0% after one simple hit. Bottom line is that Ryu has the power and the meter which brings the pain but Sakura has the pressure and the customs which give a fairly good comeback factor against SFII characters. vs. Urien (studied by Psychochronic): Favors Urien due to his parrying, pressure and mixup game. Fireball game goes nowhere except for Ryu building up his meter unless Urien stops and decides to parry, yet it builds slow. Ryu's anti-air has his Shoryuken but can be parried, giving Ryu hardly any time to react, resulting in Urien to mizup. Urien's anti-air is Metallic Spheres can Ryu can't air-block them. Violence Knee Drop is okay with Chariot Tackle and Dangerous Headbutt being passable but has the chances to trade damage. Ryu's meter is the best here but Shinkuu-Hadoken can be parried easily but his Shin- Shoryuken however is his only good and passable anti-air. Urien's meter pressures greatly. The Aegis Reflector can be done in the middle with Ryu trapped and Temporal Thunder good for ending a juggling combo and cheap chip damage. Bottom line is that Urien's moves and super meter pressure Ryu good, but Ryu's meter can be the difference maker and it can hold it down good. vs. Yun (studied by Psychochronic): Favors Ryu due to power. Yun's divekicking abuse won't work as Shoryuken is a perfect anti-air and can dish out as much as 15% so time that right. Divekicking is good for a tick-throw or combo setup which dishes it out so tone the dickicks a bit. Nearly any air-move won't work unless Ryu gets pressured or in the corner desperate for a hit (divekicks too). Ryu has his crouching MK and Hadokens for distance game and has the easy meter here. Shin-Shoryuken can nearly do 75% and Shinkuu-Hadoken can be easily parried or jumped over. Yun's meter must be used for combos into You-Hou or for Sourai-Rengeki for that easy chip damage. EX moves can be used but don't rely on it too much. Bottom line is that Ryu's power beats out Yun's but he has the jump- in and pressure game which Ryu must block nearly the whole time. Ryu wins due to that but Yun can stand if Ryu tends to screw up which can be common on a 50-50 basis. vs. Zangief (studied by Psychochronic): Favors Ryu due to his abilities and mobility. Basic Hadoken game gives Zangief the three chices of jumping over doing a strike attempt with the wrong timing of him getting hit, a Lariat or a Spinning Fist to get closer. Ryu's Shoryuken is his good anti-air as some of Zangief's normals can result in both instead of himself getting hit and Ryu has the fastest meter. Just do Thrust Fierce's and LK Tatsumaki Senpuu- Kyaku's while Zangief is recovering from the ground to gain that easy advantage. Zangief has to rely on rushing a bit mroe than defense as his command grabs do as much as 30% and his normals are fairly good. Final Atomic Buster is good after a close wakeup or a carefully timed jump-in and Aerial Russian Slam is good for anti-airs. Still, with all that, Zangief has bad speed and well...everything you know compared to Ryu as he has way more faster properties than Zangief by a long shot. Zangief's abilities are very good but he must play offense. Ryu's is better and he can play both. Ryu takes this one easy. Ending: As Ryu is walking in the night through a dark meadow, he sees Jon Talbain jump down from a peak. As Talbain does a Chijou Beast Rush as Ryu's fist lights up as he's ready for a Shoryuken. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 5) Kenji (Mukuro): Place of Birth: Jipangu Age: 28 years Height: 178 cm Weight: 65 kg Taught in the "Oniwabanshu" style rendered loyal to the Tokugawa Shogunate, head of the Ramon (Silk Gate) family. With frank and quick-witted form techniques, a nefarious object flashing around. First Appearance: Red Earth (Warzard) Beneficial Changes: Unknown. Roll Wakeup Data (Forward and Backward, including invincibility): 46 frames Dashing: -Forward: 20 frames -Back: 41 frames Stun Points: 60 Victim: -Mummy: A horn beetle. -Vampire: Female version of Kenji. Looks somewhat like Saya from Namco X Capcom with a ninja's hood and a head cover like that of Naraku's fur disguise from Inuyasha. Known players to use Kenji: -Asenka (France) -Densetsu no Otaku (Japan) -Komemaru (Japan) -Taka (Japan) Best Matchups: Hauzer, Zangief Worst Matchups: Nobody... P Ultimate Counter: Standing LP K Ultimate Counter: Crouching HK Command Normals: Sword Slice: F + MP: *Damage: 900 Kenji floats a bit as he swings his sword towards the opponent. Step Kick: DF + MK: *Damage: 720 Kenji does a step kick while he's crouching which can be a good setup for a combo and is a 50-50 for anti-air. Rising Fist: U + LP (while jumping): *Damage: 450 Kenji does a rising fist in the air. Special Moves: Ichimonji: QCF + P: *Damage: 540 Kenji simply thows a shuriken to the opponent. The move is slow moving with big startup.It's not extremely useful as a poke becuase of the startup effect. The LP version goes veryslow, making it very easy for Kenji for rush in starting on mid or long range. Rasetsu Jin: HCB + P: *Damage: 2700 (LP)/3375 MP)/3936 (HP) Kenji simply pauses for a bit as he prepares his sword and shortly after, dashes instantly towards the opponent doing a multiple hit slash. The bad part is that it's too long when starting up and is extremely not safe on block. The good thing is that does major damage,more than his Jumonji and Bakuryusho Mystic Breaks! Another good thing is that this move can only be crouch blocked so that's good to confuse first-timers. Use with ease. Rasen Kyaku: QCB + K: *Damage: 1080 Kenji's version of the famous Tatsumaki Senpuu-Kyaku. This move is great to travel through most projectiles and good for late crossups. Kagerou: QCF + K: Also known as "Illusion dash". Kenji dashes towards the opponent that creates three illusions of himself during the process. The LK version covers the ground, the MK version covers an up-forward jump and the HK version covers a straight higher forwarding jump. -Ryuuteishi: LP (during Kagerou): *Damage (Ground): 360 *Damage (Air): 540 Doing this during the LK version stops Kenji's run. Doing this immediately results in a tactical move called "Kagerou Cancel" which is great for build meter fast. Doing his air versions does his normal attack. -Botan Otoshi: MP (during Kagerou): *Damage: 900 Does his Sword Slice no matter what version is done. -Raku Kuruma Ate: HP (during Kagerou): *Damage (Ground): 1980 *Damage (Air): 1260 Doing this during the LK version does a bodycheck blow which is similar to his neutral throw. Doing his air versions does his FP poke. Utsusemi: F, D, DF + K: Kenji's teleport that is has startup to have confusion or trick game. The LK version puts Kenji right behind his opponent. The MK and HK versions teleport Kenji to variouspositions in the air. Also great to avoid corners and to strike from above. Mystic Breaks: Jumonji (Level 1): QCFx2 + P: *Damage: 2880 Kenji makes a wall of eight Ichimonji's right in fron of him and throws them to the opponent. This super covers the ground and the mid-part of the screen and leaves Kenji enough time torush in and strike before right before the Ichimonji's get released. It has a little bit of slowness on starup but it's great for chip damage. Use with ease as meter is important. Bakuryusho (Level 2): QCFx2 + K: *Damage: 3323 Kenji throws a bomb on the floor which detonates immediately and creates a very large pillarof fire, the same pillar of fire animation used in one of Urien's 3S win poses believe it or not.The buttons differ on the flame range. The LK version has it set right next to Kenji, the MK version is set on mid-screen and the HK version is set to 3/4 of the screen. This super isuseful in various juggle combos after standing MK, it can be used as an anti-air and can ruin the opponents jump-in attempts from different places of the screen. Enmazuki (Level 3): QCBx2 + P: *Damage: 5200 Kenji dashes forward and nailing the opponent with his fist. This super has a little bit of invulnerability on startup which can be passable for wakeups and countering projectiles. Pros and Cons: (+): His Kagerou cancel builds meter hella fast. (+): He has easy b&b knockdown combos. (+): He has pressures that some opponent can't escape easily. (+): He's the only character that has a double jump. (+): Jumping LP = too good... counter most dp's and most anti-air... (+): He has Anti-Air into Bakuryusho and that's brain dead easy to do! (+): His FP's has amazing range whether if it's ground or air. (+): He's got a pretty nice moveset and his Ratsetsu Jin does great damage. It has Level 2 priority and is good to use when opponents are stunned. (+): Rasetsu Jin does more damage than his Jumonji and Bakuryusho Mystic Breaks. (+): Rasen Kyaku can go through the various moves: Ryu's Hadoken/Shinkuu-Hadoken, Bison's Psycho Crusher, Sakura's Hadoken, Chun-Li's Kikoken, Jedah's Dio-Cega (LP version only) and Kenji's Ichimonji. (+): Jumonji to tough to avoid. (+): Kagerou is good for tricky matches. (+): If timed right, Enmazuki can be used as an anti-air. (?): "The Turtler's Choice" (-): Attacks are laggy and most do very little damage. (-): Damage potential is pretty crap, so try to level up quickly. Meter is important remember? (-): Only the end part of the FP (the hook on the end of the chain) will hit the opponent, the chain doesn't so attacking close, be careful if the opponent does a move, Kenji's FP practically goes through. (-): Utsusemi is extremely slow. (-): K Ultimate Counter sucks! (-): Is an open target if Rasetsu Jin is blocked. (-): Rasetsu Jin can only be crouched-blocked! Early Impressions (studied by RenoROB): Why Kenji? Everyone keeps asking me why is Kenji that high. There is no way; he takes a lot of damage and he deals so little damage...*cough* WRONG! Kenji is too mobile its insane, his b&b knockdown combo does decent damage, his anti-air to Bakuryusho is insane and he builds meter SO FAST (Kagerou cancel repeat), he has some pretty high priority pokes and HP chain can be down right annoying. It's very hard to lock down Kenji and with Ultimate Guard. He is definitely low top-tier in my book. Various Character Matchups: vs. Alex (studied by Psychochronic): Can go either way. What Kenji can do is throw Ichimonji's and his any FP form to keep-away due to Alex's normals having good power. Alex can parry the normals which is a threat to Kenji's gameplan and also the damage of his throws (normal, special or super) which can dish out. Don't forget Boomerang Raid or Hyper Bomb, don't use meter for EX moves, it's a waste of meter and time. Kenji can build meter so the only thing viable is to knockdown Alex then Kagerou cancel like hell to build meter. Using Gems for levelling up is important and any of Kenji's 3 Mystic Break's is good to keep-away (Ichimonji = Chip damage, Bakuryusho = Anti-air, Enmazuki = Close range). Favors any side because Alex has power, mobility, quick small jump-ins and parrying but must play offensive. Kenji has speed, poke-range, easy meter and defensive game. vs. Anakaris (studied by Randomcelestial): Favors Kenji 65-35. Kenji's main tool, jumping HP, is the single most important move in this matchup. Anakaris' tall body makes his advances terribly slow, and coffins only will hit once before Kenji starts mixing in standing HP and knives. Anakaris has tough times getting in, and once he gets in, he has difficulty staying in. He can't run either: both the pillar of flame super and the chain keep him honest.Anakaris can use dashing MP to catch Kenji in the air, bring him to the ground, and begin high-low mixups. It's important to get in as much damage in every skirmish. Right now I've been using EX pursuit every chance possible. Standing LP is your friend and can keep Kenji locked down for a little bit, but once he slips away it's trouble. vs. Chun-Li (studied by Psychochronic/Jeron): You have already read that 3S fares over Kenji with the exception of Chun-Li. The reason is that she gets out footsied and it's too hard for her to get around standing HK. Simple surprise game from Kenji such as Rasen Kayku on wakeup or simple strikes from Utsusemi can pressure Chun-Li greatly. Chun-Li has to utilize the quick standing in case she doesn't wanna suffer from a follow- up attack or Kenji build meter using his effective Kagerou cancels. Ultimate Guard clearly ruins any of Chun-Li's super arts being done. Kikou-Shou and Hoyoku-Sen leave her open after the move is finished, leaving Kenji to simply do an Ultimate Counter right after. Any of Kenji's Mystic Breaks can serve as anti-air to pressure any of Chun-Li's jump-ins. Jumonji and Bakuryusho dish out the pain leaving no choice but for her to parry. Kenji wins this and Chun-Li gets outprioritized greatly here. vs. Demitri (studied by DarksydePhil): This is actually a really interesting battle, because it's one of the rare times Kenji is forced to stop playing keep- away and actually attack. Throwing daggers is ineffective because Demitri can just throw fireballs all day, and jumping back doesn't work since Demitri can just throw air fireballs. Kenji is forced to on the offensive, which is something he really doesn't do often, and the results can be mixed. However, if Demitri can stay away long enough and just throw fireballs, he controls this match. The bottom lines are Demitri's air fireballs force Kenji to stay out of the air more often than not and go on the offensive, where he isn't so hot. Capitalize on this with HK sweeps and chains to win. vs. Felicia (studied by Psychochronic): Favors Kenji unless he loses focus on this one. Both have great speed, agility and have the ability to chain- combo. As Kenji, do whatever it takes to knockdown Felicia then Kagerou cancel like crazy to build meter fast. Try to keep her off the ground as her chains are faster than Kenji's. Felicia has the fast chains, the Guard Cancel and the pokes on the air which make her a somewhat threat in the match. Jumonji is great for chip damage and Bakuryusho does about 20% off Felicia's vital. Leveling up is important which also increases attack powerand heal a bit of life which are factors to how Kenji wins this match. Failure to level up gives opportunites for Felicia to snag this one. vs. Guile (studied by DarksydePhil): This is a really hard match for Guile, because Kenji has the ability to double-jump and has all kinds of options in the air. Just when you think it's safe to anti-air flash kick, Kenji double jumps and then punishes you. Kenji can also be really annoying with repeated ground daggers that will force you to block or throw booms to counter. Since Kenji can stay in the air for so long, the strategy of throwing booms all day is nullified. Kenji can also keep Guile effectively zoned using the jump back air chain attack and the standing FP. Sometimes Guile can beat the jump back chain with a jumping RH, but the risk/ reward factor is definitely in Kenji's favor. This is a battle that Kenji can win if he just keeps away and throws daggers. If Guile tries to attack, zone him with more daggers and jump back chains. If Guile tries to wait it out and flash kick, double jump and punish him. vs. Guy (studied by Psychochronic): This speedy of a great match can go anyway 50-50. When up close, Guy can use his interchangeable X-Ism/A-Ism combos for rushing purposes as Kenji can use his chain- combos too. Guy pretty much rules on ground due to this and also Kenji's weak attack properties so levelling up is important. How Guy rules the ground is due to speed (yes) and he can rush down and sweep Kenji using Hayagake: Kage Sukui to go down through Kenji's shuriken. Don't forget to carefully time your Super or Custom as Kenji can Ultimate Guard but meter isn't necessary for this, perhaps a P/K Alpha Counter? It's up to you on that one. Guy also has the agility so just in case Kenji tries to pull off Jumonji, Guy can easily jump over it (Did you know that?) and attack from there. In Kenji's game, he can build meter fast using his Kagerou cancel and he desperately needs it. Guy always can come close for a combo so time correctly yours into MK to Bakuryusho for a good 25% or so then Kagerou cancel for more meter (follow up attack is a great alternative). Don't forget your teleports to play a little defense and his low jumping FK to annihilate the crouch game for a quick mixup knockdown. Bottom line is that it can go either way, this is a good and entertaining match to watch from both sides. vs. Hauzer (studied by Psychochronic): Favors Kenji due to his mobility, fast meter and long-ranged FP. All Kenji can do is jump-back and do FP's like crazy with Hauzer having no chance other than air-block. This is a very hard match for Hauzer due to his properties, his long-ranged poke here is his FK. Kenji has whatever it takes to get out of Hauzer's way, whether it's a double-jump, Utsusemi, Ichimonji, Jumonji, Bakuryusho and Rasen Kyaku. Hauzer's anti-air's are crouching MP, Gust Flame and Tempest Fall. Note that both characters can air-block so watch the timing of the move. Kenji is favored for the fast meter due to the Kagerou cancels. Once Hauzer is knocked down, at least 2-3 of them will boost the meter heavily. Due to Hauzer's inability to get in on Kenji's game, Kenji is hihgly favored due to his tactics and abilites. One of Hauzer's worst matches here. vs. Hydron (studied by Psychochronic): Favors Kenji due to his abilities, fast meter, offensive properties and long-ranged FP. Hydron is entirely weak due to his bad pokes, bad offensive properties and slow to build meter. Kenji has a double-jump for evade game, Hydron has a wall-jump but his jump is too slow like Dhalsim's. Kenji can abuse his jumping FP and throw out Ichimonji's to wipe out Hydron's Tornado Mists. When Hydron is knocked down, use Kagerou cancels to build meter fast then use chain-combos to setup his Bakuryusho. Jumonji is good for chip damage but Ultimate Guard is there. Hydron's way of attacking is The Chiller's Attack, his crouching K's and Tadpole Spawn's to which all can be easily avoided. Hydron's use for meter for levelling up is to use Lightning Mast on wakeup or anti-air. Strangling Spark can be tricky to connect. In conclusion, Kenji wins this match due to his abilities and Hydron has no choice but to play defense or he gets rushed down for free. Possibly another bad match for Hydron yet facing Jedah and Karin are worse than Kenji. vs. Ingrid (studied by Psychochronic): Favors Kenji by a fair percentile unless he screws up on this one. Tactics such as his double-jump, long-ranged FP, Red Earth system and fast meter are the threats to Ingrid in this situation. Ingrid can simply air-block Kenji's long- ranged pokes easily but they do damage (think Ingrid's defense as an SFA character), double-jump is great for evasion purposes and setups and levelling up is the way to play. Ingrid has the meter, Sunshots, abusive FP's to annoy and Sunupper/Sunlower to counter Kenji which gives Ingrid's comeback factor somewhat good. Simple counter then Sunburst to a clear threat to Kenji's offense which takes down much damage. Kenji can simply build fast meter due to Kagerou cancels and the Mystic Break to keep out for is Bakuryusho or Enmazuki because some of Ingrid's moves have slow recovery and her Sunshot is at an angle. Both can use FP's to be abusive, Kenji is more agile and his defense is good as Ultimate Guard can ruin Ingrid's offense. Kenji takes this due to his abilities and the Red Earth system but Ingrid can fare in if Kenji tends to screw up. vs. Jedah (studied by Psychochronic): Nearly the same as Jedah vs. Leo. As Red Earth characters thrive on the long-range pokes, Kenji's FP's does dish it out and has the stun potential so watch out for Kenji's aerial defense game. Jedah must rush-in starting from the ground ready to execute a chain-combo for his offense game. Kenji's Ultimate Guard must be timed correctly or he'll lose bar like nothing. Kenji's Ultimate Counters have extremely short- range so time that right, messing it up leaves him open for Jedah to do another chain-combo or possbily, an ES or EX setup. Kenji's Jumonji is tough to avoid which leaves Jedah to suffer the chip damage. Kenji also builds meter fast using Kagerou cancels and levelling up for his offensive game. Level up here is Kenji dies more quickly. For Jedah, use Dio- Cega's and chains to bring the pain. For Kenji, use FP's while jumping away and chains to Mystic Breaks to bring it. vs. Karin (studied by Psychochronic): Another SFA character comes in and it favors Karin due to her pressure game and footsies but Kenji can stand up in the match; I'd say 60-40 in Karin's side. Karin's simple whiff-whiff then tick-throw can pressure Kenji very well and leaves him guessing in case he's gonna do an Ultimate Guard. Karin can simply air-block Ichimonji's that Kenji's gonna throw and her Yasha Gaeshi counters nearly all of Kenji's physical attacks, even FP from far range. Kenji's pokes may have low properties but they make up for it due to Karin's lower defense compared to Kenji's. Karin builds the fastest meter by whiffing pokes and her pokes also have stun potential. The bad part about her meter is her Customs as they can be Ultimate Guarded easily with Karin being wide open to get hit. She's better off doing Supers or Alpha Counters. Kenji's meter is that he has to level up and use Bakuryusho and Jumonji as anti-air. The bottom line is that Kenji gets pressured but can stand due to his properties and if he excels both offense and defense, Kenji has a chance. vs. Leo (studied by Psychochronic): Favors Leo due to easy rushdown, attack power and poke- range. Kenji has weak attack properties and in order to match that, he has to level up badly. Kagerou's are a key for meter and also for mixup game too. Kenji's game here consists mostly of defense due to Leo's poke-range. Jumping FP can be good for a keep-away attempt but air-block is the factor here. Leo's game if pure offense. In the air, he has the long poke-range with the sword. In the ground, he can tick-attack then do Gaia or Gigas Driver right after. The ground is the biggest pressure of Kenji in this match which gives him the most trouble if you ask me. Ultimate Guard is hardly even a mention here unless Jumonji and Hercules Rush are used. Level up when the chance is there too. All-in-all, Leo wins this due to attack properties and the rushdown. I'd say a 75-25 percentile in this matchup. vs. M. Bison (studied by DarksydePhil): Undetermined outcome but a very strong match. Kenji's strategy of throwing daggers, using standing FP to keep away on the ground and the jumping air chain in the air, seem to be effective. However, Bison can jump up and RH on reaction and it seems to beat the jumping chain if timed right, or get beaten clean in other instances. Also, Bison can cross up Kenji repeatedly and make him block scissors, and Kenji really can't do anything afterward that won't lead into Bison either crossing up again or using jumping RH for random results. Bison has to stay on the offensive in this match to win, but Kenji is able to keep him away a lot of the time. vs. Rose (studied by DarksydePhil): Undetermined outcome on this match. Kenji can effectively keep away Rose's jump-ins with his jump back chain attack. However, Rose has an advantage since she can absorb/ reflect the daggers, or use the anti-air grab when Kenji messes up his timing in the air. Rose's only hope is to stay on top of Kenji. Rose can cross up Kenji relatively well and then do standard chains and then use standing RH for a long-range poke. Basically, if Rose can stay on top of Kenji and cross him up repeatedly, she can win, but if Kenji can keep Rose away, he wins. vs. Ryu (studied by Psychochronic): In a system standpoint, Red Earth owns SFII and this match is a sheer example of it. Ryu can't air-block Kenji's jumping FP and Rasen Kyaku goes through Ryu's Hadoken. Tactics like Kenji's double-jump are good for both rushing and turtling and Kagerou cancel is great to build meter as Ryu's builds faster. Levelling up is a threat to the SFII's and two of Kenji's Mystic Breaks (Jumonji and Bakuryusho) are aerial threats to Ryu's game. Ryu can respond to his normals, fast meter and damaging (but not-so threatening due to Ultimate Guard) supers. Kenji owns Ryu for free because the pokes, the Red Earth system and tactics fare better than the SFII system and Ryu's pokes and tactics. vs. Sakura (studied by Psychochronic): Similar to Kenji vs. Zangief, Kenji wins this due to mobility, speed and supers. Don't forget about the poke-range. Kenji can do his simple FP, Ichimonji spamming games and Kagerou cancels too to build meter. Red Earth gives Sakura lots of problems and this match is another example of it. One is that it's very hard for her to get in because she's so damn slow and two is that Red Earth thrives on long-range pokes (points out Leo and Kenji specifically). They also have good footsies and good-anti-airs. Sakura doesn'thave good footsies because she's way toned-down andher only good anti-air is crouching FP but that could be air-blocked. Kenji builds meter hella fast and Sakura's builds hella slow. She has no use for it wasted on an Alpha Counter and her Customs or Supers can be Ultimate Guarded. Did I mention levelling up? Yes, it's cheap as Kenji gains life and a chance to do a stronger Mystic Break in the match. In conclusion, Kenji rushes Sakura for free and this match is one of Sakura's worst matches. vs. Urien (studied by Psychochronic): Favors Urien by a huge percentile. Urien's speed and mobility can pressure Kenji to such an extent that it's not even funny. Once Kenji is open (let's say after a bad-timed Utsusemi or a blocked Rasen Kyaku), Urien can do simple crouching FP -> Chariot Tackle -> Temporal Thunder; Kenji is nearly half dead here. Just to also note that Metallic Sphere can hit while he's doing Rasen Kyaku. This is one of a few projectiles that Kenji doesn't go through. Parrying any of Kenji's incoming attacks effect the match greatly and both build meter equally (that's not including the Kagerou cancel). The classic thing for Kenji to do is play an evade game at all costs. FP's are your friend so don't hesitate to use it. Ichimonji's are good also but watch the parrying. Ultimate Guard is okay but once the recovery time kicks in, Kenji is open for a throw or about to be setup for a combo which isn't good. His Ultimate Counters also have very short-range and recovery time too which also isn't good. This is another match on why 3S fares well against Kenji (except for Chun-Li). vs. Yun (studied by Psychochronic/Jeron): Favors Yun due to nearly everything and that moves, speed, meter, properties and pressure. Nearly any of his normals (especially in the air), pressure Kenji very well and it's much more of a guessing game when Yun has meter meaning once Yun gets in, it's a 50-50 chance he has to guess right. Simple divekicks the combo into You-Hou or Sourai-Rengeki for the hits. Ultimate Guard may be useful but Yun is too fast in normals, throws and specials give Yun the advantage. Incorporate parrying Kenji's attacks and he's done. Another match on why 3S fares well against Kenji (except Chun-Li). vs. Zangief (studied by Psychochronic): Favors Kenji easily. What Kenji can do is throw LP Ichimonji's all round and what Zangief can do is use Spinning Fist. Kenji's two standing HP's is what keep Zangief away and forces Kenji to play defense due to the fact the Spinning Pile Driver takes as much as 31%. Both can build meter near evenly and Kenji must level up in order for his Mystic Breaks and normals to get up much stronger. Kenji's jumping FP can safely attack on air that resorts for pressureful game and Jumonji is great for chip damage. One of Kenji's easiest matches. Ending: A helicopter flies around at night as terrorists inside are counting the money as Kenji is standing on a pole. Kenji does one slash and the helicopter splits in half as he sits on the pole in the face of the moonlight with the money flying around. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 6) Rose: Place of Birth: Italy 3 Sizes: B96 W57 H86 Blood Type: Unknown Special Skill: Tarot Fortunes A young beautiful woman whose self pursues M. Bison with her opposing strength "Soul Power." Mysteriously admiring stares and occult ability grinds her bewitched head-to-head opponents. First Appearance: Street Fighter Alpha: Warriors Dreams (Street Fighter Zero: Warriors Dreams) Beneficial Changes: -Doesn't have the intro where she floats with two aura's on her shoulders. Stun Points: 60 Victim: -Mummy: A Tarot card. -Vampire (1): She takes the appearance of Lisa Lisa from Jojo's Bizarre Adventure, this is the first outfit she wore when she first appeared in the Manga. Rose the character herself was inspired by Lisa Lisa. Rose's standard outfit is a lot like Lisa's Lisa's standard outfit. -Vampire (2): Enya from Jojo's Bizarre Adventure. Known players to use Rose: -Arturo Sanchez (United States) -EBI (Japan) -Floe (United States) -Kuzu Otoko (Japan) -Toma (Japan) -Umezono (Japan) Best Matchups: Demitri, Sakura Worst Matchups: Kenji, Yun P Alpha Counter: Modified LP Soul Throw K Alpha Counter: Crouching HK Command Normals: Slide: DF + MK: *Damage: 800 Rose does a slide attack that's great for footsie and advancing game. Rose's good move to which can add damage to her Custom Combos. Special Moves: Soul Spark: HCF + P: *Damage: 900 Rose's basic projectile attack where her extends her arm and scarf. Very good for keep-away and mid-range games and justified as a poke. The LP version goes very slow which is great for a poke setup. Soul Spark has terrible recovery time and a risky move to do so use it with caution. Soul Spiral: QCF + K: *Damage: 1400 (LK)/1600 (MK)/2070 (HK) Introduced in SFA2. Rose dashing forward slightly with her scarf around her arm to thurst the opponent. Very good to end combos as it does a large amount of damage while knocking the opponent down. The LK version combos easily from medium normals and the MK version combos only from hard normals. HK version can be used alone and somewhat an option for chip damage. Soul Reflect: QCB + P: *Damage: 1000 (LP)/1100 (MP)/1200 (HP) Where Rose uses her scarf to reflect the projectile back to the opponent. The LP version is also known as "Soul Absorb" as it can add 17% of meter when it connects. The MP version lunges it back straight to the opponent slightly faster. The HP version reflects it in an upward position and is very effective if you're in a fireball war. It can also give Rose the chance to juggle after it hits. Various options using this move so use it to your great advantage. Soul Throw: F, D, DF + P: *Damage: 1800 This is where Rose leaps into the air ready for a throw and instantly tosses the opponent straight back down into the ground. The bad note is that it has zero priority and it must be done very early for it to be of any use. Super Combos: Aura Soul Throw: QCFx2 + P: *Damage: 3000 Her Level 2 super done in SFA3. Rose does a couple crouching HP's then does her Soul Throw to finish it off. Very great use for anti-air and a way to finish off a Custom Combo. Aura Soul Spark: QCBx2 + P: *Damage: 2800 An extended version of her Soul Spark as it does multiple hits and more damage. It can be very useful in a variety of combos because it can juggle. It can also be cancelled into Rose's crouching HK for desperation purposes to do some great hits. Pros and Cons: (+): Soul Spark is much faster than SFA3. (+): LP Soul Reflect builds meter fast! (17% per fireball absorbed!) (+): Top-tier pokes! (+): Solid footsies. (+): HP Soul Reflect can juggle after the projectile hits. (+): Incredibly useful, with or without Custom Combos. (+): Aura Soul Throw is almost Level 2 super priority. (+): P Alpha Counter is useful for setting up a Super or Custom Combo. (-): Doesn't have Soul Illusion like in SFA3. (-): Too linear with a low comeback factor. (-): Soul Spark has terrible recovery time. (-): Soul Throw has zero priority and must be done very early to be of any use. (-): Lacks speed on ground level. Early Impressions (studied by RenoROB): I never thought I would ever see her be the best SFA character but her she is. She builds meter like a fiend; absorbs a fireball 17% super meter built. (OMG), her Soul Sparks are so much faster than in her SFA days, her crouching HP has crazy priority like it did in SFA2 and her anti-air super is really useful and powerful, her b&b combo are strong and builds pretty decent super meter and her pokes are top tier (damn you standing HK). Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Alex in a 75-25 ratio. Alex's normals take out Rose's lifebar quickly that it's not even funny. Anti-Air wise, Rose's Soul Throw takes it compared to Alex's Air Knee Grapple because that move can be air-blocked, Soul Throw can't be parried yet Air Knee Grapple is more faster. Both build meter meter equally but Alex's Super Arts are threatening. Hyper Bomb takes out as much as 30-40%. Rose's meter can be used for P Alpha Counters or a desperative or random Super Combo (any situation is okay). Customs are also an option too. Alex takes this due to power, fast meter and parrying with Rose able to stand in the fight. vs. Anakaris (studied by Psychochronic): Favors Anakaris due to the rushdown. Both can air-block each others attacks and projectiles, Rose's anti-air can be Soul Throw but must be timed right as Anakaris' pokes can nail during her startup. Anakaris' anti-air is crouching HP them immediately cancelled into crouching HK then he's ready to dash in for a chain-combo. Rose doesn't have a dash which makes it harder for her to get in but her pokes make up for it. Coffin Drop is always good for that keep-away game, Royal Judgement is good also. For meter, Rose has her P Alpha Counter linked combo that I've explained too much in this guide and Anakaris can use Hole of Hell while she's in the corner. ES Royal Judgement is also good too if you wanna use one stock instead of two. The bottom line is that Anakaris' chain- combos deal the damage and push Rose back, which is hard for her to jump-in and do a combo attempt. Triangle- jumps pressure her too and the Ukemi is not safe also. Rose gets rushed down for free. vs. Chun-Li (studied by Psychochronic): Can favor any side. Chun-Li can throw Kikokens and Rose can simply use Soul Absorb which is way more threatening than Rose throwing Soul Sparks and Chun-Li parrying them. Rose's 17% meter build is much more than Chun-Li's 1/20th meter build so fast meter favors Rose. The meter use can favors any side; Chun-Li has two Super Arts which is great for chip and regular damage but somewhat downsided if blocked because Rose can use P Alpha Counter then poke to Soul Drill. Rose has Alpha Counters, two Super Combos and activation for Customs. The downside to that is that Chun-Li can easily parry then quick to strike. Damage and poke go to Chun-Li as they have stun potential opposed to Rose's normals. Rose's normals can do big damage but Chun-Li's parrying is the factor. Bottom line is that it can go either way. It's kinda like a mirror match here and it's a very interesting conclusion once it's ove vs. Demitri (studied by Psychochronic): Exactly similar to Demitri vs. Karin. In this one, Rose can absorb for her meter and reflect the Chaos Flares and her Soul Throw is a good Anti-Air. Rose's Aura Soul Spark and Aura Soul Throw defeats Demitri's Midnight Pressure and Midnight Bliss which is oh so good! Don't forget about her pokes and her low combos to Soul Drill. The Super Combos would be more reliable as they can take out as much as 18% so you don't need to Custom Combo anyways. Nothing else to say but Demitri has to excel offense and defense constantly in order to take Rose down, otherwise Rose wins by a long shot. vs. Felicia (studied by Psychochronic): Rose takes this one due to power. Felicia can take this one as she can invade the ground more faster due to dashing. Rose's normals can easily stun Felicia and her crouching HP or Soul Throw is a great anti-air to keep the cat out. Felicia can chain-combo but there is a problem on this matchup. The problem is Rose's P Alpha Counter. She can simply input that command in the middle of Felicia's chain and then the tables can turn easily. After the counter is done, Rose can simply do crouching MP to Soul Drill for a good 9-12%. Rose doesn't even need Super Combos or Customs in that matter, a mixture of attacking and defending style of a Rose can just need her Alpha Counters to hold that. Bottom line is that Rose can take the match only if she utilizes her P Alpha Counter and her top-tier of normals. If not, a conciencious Felicia maybe able to take the cake. vs. Guile (studied by Psychochronic): Similar to Rose vs. Ryu but Guile can stand. Both have a great anti-air and have top-tier pokes. A differential is that Rose can build easy meter or project it back using Soul Absorb or Soul Reflect. Rose can use the standard P Alpha Counter than combo into Soul Drill. Another differential is that Guile can build easy meter no matter what. Customs are a problem if blocked. Remember that there is no guard bar which is very bad. You're better off doing P Alpha Counters and Super Combos. Guile's super have both a negative effect in the end, that's why he has to link them. Guile is not safe in the end of Total Wipeout and he's completely open in the air in the end of Somersault Strike. Favors Rose because to the sub- systems but Guile can put up a fight. I'd say 55-45. vs. Guy (studied by Psychochronic): Can go either way. Both have their equal amount of damage from their pokes and their solid meter build up due to that. Rose's anti-airs are her Soul Throw, Aura Soul Throw and Aura Soul Spark and and Guy's anti-airs are his Bushin Flip into Bushin Izuna Drop and Bushin Hasso Ken. Bushin Senpuu Kyaku is passable but can be air-blocked. Guy's Hayagake's are good for rushing and tick-combo attempts and Rose's Soul Drill and Soul Spark can keep Guy away, giving a chance for her to play defensive constantly. Customs do decent damage equally and can be hit out easily if Alpha Countered. Bottom line is that both characters hold it down due to their near-equal properties and can go either way. vs. Hauzer (studied by Psychochronic): Favors Hauzer due to pressure game but Rose can stand as chances are there during the fight. Rose can easily use crouching pokes to Soul Drill and can play a Karin game by whiffing pokes then tick-throwing. Hauzer can use FK's and crouching LK's to play a keep-away game. For Hauzer, his anti-airs are Tempest Fall, crouching MP and Ultimate Guard to Ultimate Counter. Rose can use Soul Spark to pressure in which leaves Hauzer two options if he jumps. One is to use FK and hope it'll hit but he gets hit too and the second is air-block and you get slightly closer. Hauzer must play an excelled balance game or else he can lose this one. Relying on strict offense or defense can ruin the match drastically which can favor Rose in some point. vs. Hydron (studied by Psychochronic): Favors Rose due to her footsie game and punishing pokes. Both can try to pressure each other with their projectiles and both can air-block it, Rose can use Soul Absorb to use when Tornado Mist comes in. Rose's anti-air is easily Soul Throw as Hydron's agility is pure garbage and can be done a bit late as the same chances to get as done early. Hydron has horrible pokes and must level up and Rose's pokes are punishing which has stun potential. Rose favors meter due to her Soul Absorb is explained above and can use the standard P Alpha Counter linked to MK Soul Drill easily in case Hydron pulls a poke up close, Aura Soul Throw is also passable for anti-airs and wakeups too. Bottom line is that Rose's properties pressure Hydron and he must level up to bring it to the fight or he's easily dead due to his weak properties. vs. Ingrid (studied by Psychochronic): Ingrid takes this one unless she screws up due to her moves having long recovery time. Crouching HP's are abusive which can do damage and go under Rose's Soul Spark. Sunshots are more pressure than Soul Spark because it can go upwards, it's stationary and fades out in the end which is a good anti-air. Both can air-block each other attacks and projectiles and Rose's Soul Throw can beat in Ingrid's jump-ins. Rose can do her P Alpha Counter -> crouching MP -> MK Soul Drill easily as her counter attack but she needs meter in order for that to happen. Sun Arch and Sunrize are not safe on block which Rose can do Soul Throw or Aura Soul Throw easily. Rose's foot game can be broken if Ingrid does Sunupper then easily do Sunburst which can take out as much as 25%. Ingrid's meter builds faster than Rose's due to her attacks and repeated Sunshots meaning she can play an excelled game here. Bottom line is that Ingrid wins this one due to her abusing HP and her tactics which can be played for an excelled player, mostly defense. Ingrid can easily screw up if her moves are blocked and takes her punishment badly due to Rose's power which overcomes Ingrid's poor defense. vs. Jedah (studied by Psychochronic): I used to play Rose back in the day but this is a pure zoning match that Jedah wins. Rose has nothing to stay on top of Jedah and nothing to beat him in the air other than the Soul Throw. She has nothing to get past the Dio-Cega's other than jumping attacks. All Rose can do in the offensive is throw Soul Sparks and use her normals as any other. No chances for offense here if Jedah is played correctly because of speed, mobility, agility and air attacks to which Rose doesn't have. If Rose has meter, she doesn't need to guess on anti-air. Her meter can go towards her P Alpha Counter then combo to Soul Drill easily. Jedah zones Rose for free and Rose has nothing to answer. She can't beat Jedah in the air and so she has nothing to keep him from zoning with repeated Dio-Cega's. One of Jedah's easiest matches. vs. Karin (studied by Psychochronic): Favors Karin but with Rose doing a some job to keep her away. I'm saying that is because Rose can use Soul Spark in far distance and if Karin attempts a jump, Rose can easily do Soul Throw as anti-air. Karin can use crouching HP as anti-air in case Rose tries to do a jump-in. Air game results in Karin due to her normals being beastly and come out faster than Rose. Rose's only answer for air is Soul Throw and Soul Spark. Ground game favors Karin due to the rushdown. Simple whiff normals then tick-throw for easy meter. Rose can respond by using P Alpha Counter to crouching MP linked to MK Soul Drill. Custom's favor Karin because of again...fast normals and that she has an overhead attack to affect Rose's crouch-game. Rose has okay customs and can use Soul Drill repeated after activate, but really not reliable and passable. Remember that there is no guard bar in this game and Rose has lack of speed and options. vs. Kenji (studied by DarksydePhil): Undetermined outcome on this match. Kenji can effectively keep away Rose's jump-ins with his jump back chain attack. However, Rose has an advantage since she can absorb/ reflect the daggers, or use the anti-air grab when Kenji messes up his timing in the air. Rose's only hope is to stay on top of Kenji. Rose can cross up Kenji relatively well and then do standard chains and then use standing RH for a long-range poke. Basically, if Rose can stay on top of Kenji and cross him up repeatedly, she can win, but if Kenji can keep Rose away, he wins. vs. Leo (studied by Psychochronic): Favors Leo due to his long poke-range and strong defensive properties. Soul Spark can be easily air-blocked and his jump down FK in air beats out her Soul Throw whether it's done early or late. Rose's meter build is pretty bad since she can't use Soul Absorb because Leo doesn't throw projectiles and her only opton is to play offense and poke to Soul Drill. Leo can continue poking as usual, use Mars Slash for surprising close or anti-air game and Gaia Driver is always passable on wakeup or ticks. Levelling up brings the pain, Gigas Driver brings it to the table and Hercules Rush is good for chip damage although watch out since close-range pokes are no good fighting Rose, she can simply P Alpha Counter and strike from there which is her viable use of meter. Super combos are an alternative and Custom combos are complete crap which do little damage, depletes to 0% on hit and gets Ultimate Guarded easily, leaving her having very slow recovery. Leo's meter can be used for levelling up for cheap purposes and Mystic Breaks for damaging purposes. Bottom line is that Leo can excel and keep-away fighting Rose with rose having no choice but to play offense which won't be easy here. vs. M. Bison (studied by Psychochronic): Bison owns this matchup due to power. Any attempt of air-blocking Rose does is thrown out the window because air-blockers can only block projectiles, not normals and that's something Bison can take advantage of. Rose has the easy meter as she can just Alpha Counter any attack coming to her (even the first hit of Mega Psycho Crusher will count). Rose must time her Soul Throw and Soul Spark which can be her anti-airs after Bison does a jump-in, Head Stomp or a Devil Reverse. Bison has the strongest meter as his supers can dish out a lot of big damage too. In conclusion, Bison's abilities own Rose but can she can stand up if her Customs and Alpha Counters to combos are timed right. vs. Ryu (studied by Psychochronic): Can go anyside but I say Rose takes it. As Rose, use Soul Absorb to build meter then use Soul Reflect to bounce back Ryu's Hadokens. Ryu can't do anything in the air because he can't air-block if the fireball reflects upwards. Keep using Soul Spark to keep Ryu away and from a distance, use FK as it's the longest poke she has and her slide (df + MK). A good anti-air is also Soul Throw and use Soul Drills you have an opening so make a note of that. Play defense on this one. Also a simple P Alpha Counter then combo to Soul Drill can dish out. You don't even need Custom Combos and Super Combos can also be effective so remember to think about your meter as options are always available. As Ryu, throw Hadoken's to build your meter but watch out as it can be reflected. Use crouching rapid-fire chains to combo it up and a Shoryuken can take as much as 13%. With Ryu having a full meter, it can be a great footsie and guessing game. Conclusively, Rose takes it as she has more viable options. vs. Sakura (studied by Psychochronic): Favors Rose due to her abilities. Hadokens are very easily countered as Rose can use Soul Absorb or Soul Reflect to gain an advantage and an offensive movement. Sakura builds meter very well which equals her build-up with Rose (minus Soul Absorb) and can bring a decent footsie game considering she and Rose can't dash. Rose's meter is good for ger P Alpha Counter to which it links to crouching MP to Soul Drill; easiest counter and setup for Rose which counters Sakura's offensive and Custom game. The second Sakura's customs are blocked, expect the Alpha Counter to be locked in. Rose's Soul Throw, Soul Spark and Aura Soul Throw is good for anti-airs, Aura Soul Throw is also good for wakeups. For Sakura, Hadokens can be good anti- airs even though Rose can air-block them so stick with either HP or HK. Sakura's good wakeup supers are Haru-Ichiban as it hits the crouching instead of standing. Bottom line is that Rose wins this because she counters Sakura's rush game but Sakura can stand in it if Rose screws up, Sakura can take this one. vs. Urien (studied by DarksydePhil): Rose wins this match because, quite simply, she does a lot of damage. Her staple link of low MP->short soul drill can't be punished if blocked by Urien. Urien also can't parry Rose's anti-air soul throw, and if Urien tries to cross up, Rose's crouching HP is a pretty good move to use. Rose can use standing FK, which has huge range, to poke at Urien and beat the range of any of his crouching kicks. Rose can absorb or reflect Urien's fireballs, and can block the anti-air version. She can use any heavy attack to punish a blocked Kneedrop, and her MP->short soul drill combo to punish a blocked Chariot Tackle. Rose has a bit of a hard time crossing up Urien, I have no idea why, but I would guess because her jump arc is pretty far. If you try to cross him up, you'll usually end up getting a nice crouching HP to the face, or else jumping too far and passing over. If you do get the spacing correct, use crossup medium kick, then two crouching MPs comboed into MP soul drill. The bottom line is Rose controls this match due to her great anti-air options, the fact that she negates fireballs from the picture entirely, and the range/ priority of her standing FK. Urien really can't do anything besides try to bait random parries, and this isn't always the best strategy. vs. Yun (studied by Psychochronic): Favors Yun due to the rushdown. Divekicks own Rose and she has minimal time to do her Soul Throw, otherwise she takes the hit and it gets worse...Yun can setup combos which builds his meter good and is ready for his You-Hou which punishes Rose greatly. Tetsuzankou goes under Soul Spark and Yun is ready to mixup from there. Rose's only response is to time her pokes right and to save for her meter. Aura Soul Throw is good and the classic P Alpha Counter linked to crouching MP -> MK Soul Drill is always there but even though, her meter takes time to build and you know Yun doesn't throw projectiles and Rose's combos are hard for her to get in. SFA's whiffs are only 1% which is too damn slow. Bottom line is that Yun is too fast for Rose as his tactics can pressure and mixup greatly. Rose must act very fast as this is one of ther worst matches and one of Yun's best matches. vs. Zangief (studied by Psychochronic/Skankin Garbage): Favors Rose 60-40. LP Soul Spark is off the hook as it's hard to jump over and K Lariat is too hard to time. Her crouching/standing HK is a long poke but not that threatening as any Lariat can punish it. Soul Drill isn't that bad too.This is pretty much a poking game in Rose's favor so if you're using Zangief, you'll already know you have to be pretty precise to be effective, so make Rose come to you on the ground if anything. Make her resort to Soul Sparks! I didn't mention other normals of Rose's, cause she doesn't need any; her other ones are too short ranged to be very dangerous to Zangief, anyways. In the air, Rose's crouching FP beats everything. The only thing Zangief can do isconsistently win with is the MK Knee Press. Now, why you'd ever be jumping at Rose or anyone is my best guess, but if you do...Yeah. Your only hope is MK Knee Press. I don't recommend doing it, cos you'll have to attack way too early in your jump in. Command grabs are dangrerousas they can take out as much as 23% or more, so footsies are hell in the match as you'll never know if you'll suffer it. Final Atomic Buster can hit as much as 80% and that's not good. Summary is the same way you beat most characters with projectiles. Stay at max range and Lariat through the Soul Sparks until she approaches you. Try to get to that magic range (she'll naturally want to be there too, since that's her max range for standing HK) and wait for the Soul Spark. Jump over that and use Spinning Pile Driver or K Lariat through it and score a knockdown. It's harder to do on Rose than most projectile characters, cause of her crazy long range and good priority (and high flying Soul Spark), but it's not impossible. Oh. And do something ballsy at the beginning of the match to get a lead. Rose, being a character with a projectile, naturally has the advantage in a turtling match, so get the lead before you start turtling. 60-40 in Rose's favor due to projectile, anti-air, counters and defensive gameplay. Ending: With Pyron struggling on his knees after being defeated in the vicinity of the Infinity Chamber, Rose grabs a tarot card. As she turns it around, it's revealed that Pyron is the Death card. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 7) Jedah: Place of Birth: Demon Realm (Makai) Race: Makai Year of Birth: 4045 B.C. Height: 216 cm Weight: 12 kg - 1002 kg The Demon Realm's torturous Dhoma family's legitimate child. As with Demitri his origin is from the Dark. He devises a plan for the world's stability through unifying all souls to himself. First Appearance: Vampire Savior: The Lord of Vampire (DarkStalkers 3) Beneficial Changes: -Face has been redrawn everytime he does his blood- faced screaming win pose as they drawn in razor-sharp teeth and whiter eyes while he screams. You hardly see any blood from his face other than his cheeks, forehead and jaws. -Doesn't do any other win pose after he uses a Prova-Dei- Cervo to finish the match. Jedah just simply disappears with blood mist in the end beside the scroll just like his time over pose and laughs instead of doing any other win pose. -Doesn't have the win pose on where he's doing a crouching MK to slice the body in half then take the opponents soul. This win pose is normally done if he finishes off the match using Prova-Dei-Cervo in Vampire Savior. -Doesn't have the blood dripping off him like the Vampire Savior when he just stands, Jedah just floats as normal. Roll Wakeup Data (Forward and Backward, including invincibility): 40 frames Dashing: -Forward: 29 frames minimum (may be extended by holding Forward) -Backward: 32 frames minimum (may be extended by holding Backward) Stun Points: 60 Victim: -Mummy: A mosquito like bat. -Vampire: Female version of Jedah. Known players to use Jedah: -Ayanami Lilith (Japan) -CCL (France) -Psychochronic (Canada) -Sage (United States) -Shiro (Japan) -Tokido (Japan) -Ultrayox (France) Best Matchups: Sakura, Hauzer Worst Matchups: Chun-Li, M. Bison Command Normals: None... Special Moves: Dio-Cega (also in air): QCF + P: *Damage: 1183/ 2850 (ES) A stalled projectile as Jedah simply throws a saw-blade which serve viable options for the Jedah user. It can be used as an anti-air, give chip damage, ruin an opponents wakeup game, rush-in for a chain-combo or setup an EX move. The ES version extends the blades size and it gives two more hits and more damage. Nero Fatica: QCB + P: *Damage: 1800/3090 (ES) Command throw on ground and is unblockable but must be done up close as recommended or an anti-air if you wanna take the risk. Jedah simply extends his bloody fingernails as he swipes back a bit. As it fully connects, the opponent is trapped on a red bubble and Jedah does standing HK to hit for a finish which does a knockdown. The ES version is practically the same thing except Jedah also does standing LP, standing MP then a standing HK to finish. Spreggio: F, D, DF + P: *Damage: 1200/2070 (ES) First introduced in Vampire Savior 2, Jedah's head simply goes down to the ground as a big splash of blood spews out from his neck socket. The things about this move are that it should only be used as a surprise attack (this move is Jedah's Guard Cancel), it has very slow recovery and it's not a reliable anti-air. The ES version adds 3 hits rather than 1 hit. Use with caution. Ira Spinta (only in air): HCB + K/P: *Damage: 2790/3560 (ES) This is where Jedah floats and laughs then dives right down to catch the opponent, readyto toss them back to the ground as he soonly uses his blade-wings to lunge onto the opponent. Recommended use is to do it near ground level, such as after a dash. The downside is that it's highly predictable and makes Jedah bait for anti-air. It can be cancelled by pressing P instead and Jedah's body swirls around the blades, similar to his Follow-up attack animation. Guarantees a knockdown. The ES version of this move makes the attack more powerful but neither allows to land a Follow-up attack. Again, use with extreme caution. EX Supers: Prova-Dei-Cervo: HCF + Kx2 then K: *Damage: 5000 This is my favourite super in the game and it looks wicked. Jedah summons blood to the floor and after doing the second inital motion, reaches a big bloody hand ready to capture the opponent. Once it hits, Jedah simply disappears for a bit as the bloody hand slams the opponent's head 3 times, drags the opponent 3 times then using the body as a pencil as it's branded to a scroll, having an animation of the opponent suffering. Jedah simply comes back and puts a soul into his body as the opponent slams back down from the sky. The best super...ever! The good thing is that it's an unblockable and can be used as a tick-throw. Simple normals or a Dio- Cega then lock in this move and you have your opponent dead! Also a good thing is you do a Follow-up attack right after. The bad part is it aint fast such as Zangief's grabs but can work on desperation and that this move can be simply avoided by jumping. Finale-Rosso: Dx2 + Px2: *Damage: 4200 A fast unblockable super where Jedah a modifed crouching HK hit and he summons the underworld from there. Once it hits, the opponent goes down to the blood- filled environment as they get hit from all around as Jedah goes down and laughs. Setups and conditions are nearly the same as Prova-Dei-Cervo. This is the only EX super in the game where you can juggle afterwards. Pros and Cons: (+): Excellent Mixups! (+): The only character to air dash. (+): Solid pokes (MP!). (+): Much faster version here than in Vampire Savior. (+): Ability to throw a Dio-Cega then dash for an air/ ground chain-combo (This couldn't be done in Vampire Savior). (+): ES Dio-Cega great for corner attacks and chip damage. (+): Nero Fatica is a throw and it is unblockable. (+): Nero Fatica is much faster than it was in Vampire Savior. (+): Dio-Cega is a good stalling projectile which gives the chance to rush. (+): Finale-Rosso can be juggled as it couldn't in Vampire Savior. You could only do a follow-up attack right after. (+): Any of his EX Supers are great for corner games and are good as tick-throws. (+): Any EX Super can take from 25%-40%. (+): Any EX Super is unblockable. (+): Ira Spinta is great to lastly alter your plans for either throw or attack. (+): Standing FK can't be crouch-blocked which is great to confuse others! (+): Chain-Combos are much easier and faster to execute here than in Vampire Savior. (+): Balanced. Rushers or turtlers can use him great. (?): Doesn't have Santuario from Vampire Savior 2. (?): Doesn't have Sange-Passare as in past Vampire games. (?): BROKEN! (-): Doesn't have a knockdown normal or a sweep on ground (other than standing HK) on crouch level; that hurts any wakeup games he could've had. (-): Has no decent Anti-Air to deal with (Only decent anti- air he has is Nero Fatica and Spreggio but don't rely on it.). (-): Nero Fatica is not as much as a wide range target as it was in Vampire Savior. (-): Spreggio has very slow recovery if it's blocked. (-): Spreggio is much slower than in Vampire Savior 2. (-): Ira Spinta can be risky, so watch out for the opponents anti-air if not timed right. (-): Weak defense compared to Felicia and Ingrid. (-): Floating may leave as open target. (-): EX supers can be easily avoided by jumping. Early Impressions (studied by RenoROB): Now that everyone has played the game and has played him...I hope people realize that he is not the best in the game. Yes he has great mix-ups and he is turtle whore, but he lacks the ability to get out of being rushed down, he has no knockdown pokes and he floats in the air too long that it actually hurts him more than helps him (regardless of his flaws), his ability to turtle and just slowly chip his opponents down can be downright frustrating...hence why he's #7. Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Jedah and just like every other 3S character, Alex can stand up in this one. Alex has some weak jump-ins and slow meter but has the pokes, power, parrying and defense in return. Jedah has the chains, counters, stalled projectile, speed, mobility and unblockable to bring it in the battle but has weak defense. Jedah can do the classic standard Dio-Cega game then dash right in for a chain attempt. It has to be timed right or else Alex can use his Air Knee Grapple which is a good anti-air. For Jedah, try to go on both air and ground as Alex's Powerbomb, Hyper Bomb and Dashing Elbow brings out the pain. ES Dio-Cega's for chip damage, Nero-Fatica can be okay for an anti-air. You can make the arguement that Alex is a mid-heavy character here and that is effective and use Prova-Dei-Cervo for corner and trap game. Jedah kills Alex here but Alex can stand up and will lose slowly due to his excelled properties to hold it. vs. Anakaris (studied by Psychochronic): The most dominant characters in the game battle it out right here and both have their say. Jedah has the air-dash, the chain-combos (air and ground), floating and stalled projectile. Anakaris has floating, chain-combos (ground), tri-jump and two different projectiles but Jedah has the fastest meter built and a regular throw. Both can hold it downand defense can become a key to ease it a bit. Too much offense can mean a quick victory or a quick choke because of both characters' comeback factors. Both have an equal defense and both can be creative with their chain- combos. Both can use ES moves to dhis out even more but for EX moves, it favors Jedah due to the ground. Anakaris has a good EX (Hole of Hell) but lots can say that 2 gauges isn't worth it and Pharaoh Magic is also considered a waste. In conclusion, it's 50-50 and both have their equal ways to bring it. It's hard to say in specific though. vs. Chun-Li (studied by Psychochronic): After watching videos specifically with this matchup and about an hour or two on training mode, for some odd reason, Chun-Li takes this! I'm surprised too on how one of the lowest characters in the game can stand up to the most godly character! I'm shocked as hell so I'll lay it out as Jedah can do his usual Dio-Cega to chain game but you already know Chun-Li can parry so as of that Jedah can MP to chain which can be risky because Chun-Li's normals (especially b.FP) can hit Jedah's extended bloody fingernails poke (MP) and still give full damage! Hoyoku- Sen setups can do as much as 35% due to Jedah's weak defense. Don't forget a few random dash throws as that is fast as hell. Chun-Li, also agile in this one can wreck Jedah's air-game. Don't forget the properties of her normals are good as hell and also have the potential to stun! In conclusion, Chun-Li stands up to Jedah due to excelled balance! vs. Demitri (studied by Psychochronic): One of my favourite matches everytime I fight Kymah (Canada's top CFE player; uses Demitri/Guile). I say it can go either way depending on experience but Jedah takes it but Demitri can hold it and has lots of chances. Demitri can throw Chaos Flares both on ground and on air and Jedah can just throw Dio-Cega's but can rush faster in the fireball war. Jedah's air chains are too-quick (especially his FK) to which Demitri can't counter-attack from due to the FK's quickness and thus is put on defense and continues to suffer a Jedah rushdown. Quick timing, ES Chaos Flares, ES Demon Cradles (using dashing ones too to try to get closer) and timed Bat Spins (which are only useful for countering) can go to Demitri (don't forget Midnight Pressure!). Don't forget about air chains then go mixups from there up close. Easy mixups from the ground and ES Dio-Cega's can win this easily for Jedah. vs. Felicia (studied by Psychochronic): Favors Jedah by a good margin. Felicia has to use her dash in order to make a chain attempt but it's really easy for Jedah to avoid since he rules the air and his dash is an air-dash in comparison to Felicia's which makes Jedah's chain attempts much easier. Nero Fatica is a good anti-air for Jedah and it's a throw. Felicia's anti-air would be Delta Kick but that can be air- blocked. Both of their Guard Cancels have bad recovery but Felicia's (Delta Kick) can do chip-damage compared to Jedah's (Spreggio). Simple Dio-Cega game can rush Felicia greatly and an unblockable in certain times can be useful. Felicia's only good EX has to be Dancing Flash and that's better to be done after a chain-combo. Please Help Me would be good if the timing is right after any of Jedah's slow recovery moves. Jedah wins this hands down unless he screws up and that's uncomon in this situation. vs. Guile (studied by DarksydePhil): If Jedah plays this match as purely run-away, he can't win. Jedah can hover above sonic booms easily, and then zone Guile with blades to chip and keep him away. Guile is eventually forced to try to attack, which usually goes pretty miserably since all of his air attacks besides jumping hk get owned by Jedah's jumping attacks. And really the only way to win with jumping hk is 1; there is no blade out and 2; you hit it early enough to hit Jedah before his attack comes out. Guile can't turtle and so is in a position he doesn't like to be in. As long as Jedah stays in the air and runs away the majority of the time, and effectively zones and chips with blades, he'll never give Guile a real opportunity to hit him. This is another match where Guile is forced to attack, which he doesn't do so well. His "throw sonic booms all day" strategy doesn't work since Jedah can just hover above them, and never really gives him a chance for anything. A properly zoning Jedah owns Guile for free. vs. Guy (studied by Psychochronic): Favors any side but conditions apply to it. Guy runs the ground which makes Jedah get hassled a bit so use dashing slightly upward like mid-up screen to execute your chain. Limit your distances too because getting too high or close results in Guy using an effective anti-air blow which is crouching HP. Guy runs the ground due to speed like Hayagake attacks and his interchangeable X-Ism/A-Ism chains and too much blows results in Jedah getting stunned. Watch the Dio-Cega's because Guy can simply wall-jump ready to attack so it's recommended it can only be done in the corner or to Guy on his wakeup, which is also chain ready. For meters, Jedah's good use is ES Dio- Cega and Guy can chain to Bushin Hasso Ken or an Alpha Counter; preferrably the P version. Bottom line is that one can outrule the other due to their personal and characteristic properties. vs. Hauzer (studied by Psychochronic): Favors Jedah by a long shot. All Jedah needs to do is throw Dio-Cega's and chain like hell. With Hauzer as a big target, Jedah can do as much as 6-8 hits in the air before before landing on the ground for more attacks. All Hauzer can do is time his Tempest Falls for anti-air's but he'd play much as a defensive situation in this match so Ultimate Guard, Ultimate Counters and various pokes can do but speed and agility is what kills him, so time it right. The conclusive point is that Jedah can just chain, mixup and throw Dio-Cega's to rush Hauzer down greatly, You don't even need EX supers for this match, use ES Dio-Cega's to dish out more damage. vs. Hydron (studied by Psychochronic): Hydron becomes snacktime in this match. Hydron is too slow to manage to keep up with Jedah's simple game. Dio-Cega's, air-dash to chain combo possibly a few ES moves can do the job. Hydron has to use Tadpole Spawn and The Chiller's Attack to attempt Jedah out of the air and Tornado Mist, but that move doesn't effect much since Jedah operates on air, not ground. Hydron has to level up and keep-away as much as possible due to easy rushdown or he's a dead squid. Another easy Jedah victory here. vs. Ingrid (studied by Psychochronic): Favors Jedah unless he screws up on this one. Ingrid's offense is good and it fares up to DS characters due to their low defense. Her FP's are abusable, Sunupper is effective for counters, Sunshots is good for anti-airs and Sunburst dishes out the damage and it's good for a Level 1 super. The bad thing about some of Ingrid's moves is her slow recovery. Moves such as Sunrize and Sunarch leave her in the open, ready for Jedah to easily do his Guard Cancel right after, do Nero Fatica or do a chain-combo attempt fastly right when Ingrid is floating openly in the air. Jedah's ES Dio-Cega's bring the pain and unblockables take as much as 30- 45% and it's good do it it when Ingrid is cornered. Don't forget that Ingrid has Felicia defense which easily can be a fast death for Ingrid. Jedah wins this due to his tactics but Ingrid's offense can take it once Jedah messes up at nearly anytime due to her tactics. vs. Karin (studied by Psychochronic): Can go either way and I say that is an undetermined outcome. Karin's normals are very effective and can stun Jedah down the greatest. Karin's low pokes, comboing Guren's than a normal for easy juggling which is great for a tick-throw and can dish out at most 20% (not including the throw). Jedah can just do his basic chain game going air-to-ground, throwing Dio-Cega's then getting ready for a mixup. It's his only way to make due because of Karin's top-tier pokes. Try to sneak in a ES Dio-Cega or Finale- Rosso when you have the chance. The minus side on Jedah is Karin's Custom due to DarkStalkers' defense. I remember seeing an old A-Cho match where a silver-of-life Karin does a 90% Custom Combo so beware Karin's comeback factor. In conclusion, Karin vs. Jedah = Very good outcome. With full meters, it's a very good guessing game and it can go anyway due to experience and one must outsmart the other. vs. Kenji (studied by Psychochronic): Nearly the same as Jedah vs. Leo. As Red Earth characters thrive on the long-range pokes, Kenji's FP's does dish it out and has the stun potential so watch out for Kenji's aerial defense game. Jedah must rush-in starting from the ground ready to execute a chain-combo for his offense game. Kenji's Ultimate Guard must be timed correctly or he'll lose bar like nothing. Kenji's Ultimate Counters have extremely short- range so time that right, messing it up leaves him open for Jedah to do another chain-combo or possbily, an ES or EX setup. Kenji's Jumonji is tough to avoid which leaves Jedah to suffer the chip damage. Kenji also builds meter fast using Kagerou cancels and levelling up for his offensive game. Level up here is Kenji dies more quickly. For Jedah, use Dio- Cega's and chains to bring the pain. For Kenji, use FP's while jumping away and chains to Mystic Breaks to bring it. vs. Leo (studied by Psychochronic): Favors Jedah but Leo can stand. Yes, Leo has a great poke range but Jedah has too and that's his MP and it's ready for a chain-combo. This favors also by speed as Leo is too slow to handle the pressure and also his P Ultimate Counter as it's his only sort of counter. Jedah can start chaining low, mixing up then ending it with a Spreggio, do whatever it takes to knock him down, getting close may mean a hefty poke or probably a Gaia Driver. If one thing, Leo must poke like hell in the air and must play defensive, going on the offense can mean a risk so make sure you have meter and at least at Level 2 ready for a Gigas Driver or Hercules Rush for bits of chip damage. Leo can Ultimate Guards his chains but timing is extremely crucial as Jedah can easily do another chain-combo or simply execute a Prova-Dei-Cervo meaning Leo's chances are slim. vs. M. Bison (studied by DarksydePhil): Bison owns this matchup raw. If Jedah tries to jump back/ hover and throw blades all day, Bison's jump arc is big enough to just walk forward, jump and FK. This does massive damage to Jedah and beats both the blade and Jedah's anti-air moves. Bison can also cross up Jedah all day and keep him blocking with jabs/shorts into scissors. Bison's standing FK beats a lot of Jedah's ground attacks. If Jedah is too close/far for a jumping FK to hit him, do a FP psycho crusher instead to hit him on the way down from a blade when he can't block. All you really need to win this match is jumping FK: If Jedah can't keep you away and chip you, he's not effective at all. By the way, if you find yourself getting trapped, just teleport out of the corner to safety. If you happen to get a sizeable lead, you can actually just sit and do nothing, because nothing Jedah does offensively can really hurt Bison if he just blocks or uses jumping FK to stop blades. The bottom line is Bison owns Jedah since he controls the air, which is where Jedah needs to be to run away and play effectively. Bison also stands a chance on the ground, but if Jedah is bothering you, just block and then wait for him to jump for some more free damage. vs. Rose (studied by Psychochronic): I used to play Rose back in the day but this is a pure zoning match that Jedah wins. Rose has nothing to stay on top of Jedah and nothing to beat him in the air other than the Soul Throw. She has nothing to get past the Dio-Cega's other than jumping attacks. All Rose can do in the offensive is throw Soul Sparks and use her normals as any other. No chances for offense here if Jedah is played correctly because of speed, mobility, agility and air attacks to which Rose doesn't have. If Rose has meter, she doesn't need to guess on anti-air. Her meter can go towards her P Alpha Counter then combo to Soul Drill easily. Jedah zones Rose for free and Rose has nothing to answer. She can't beat Jedah in the air and so she has nothing to keep him from zoning with repeated Dio-Cega's. One of Jedah's easiest matches. vs. Ryu (studied by Psychochronic): Another match I hated to study (first was Guile vs. Karin)! Can favor any side if you tell me. Ryu has the power and his Shoryuken is his anti-air in any attempt for Jedah to dash for a chain-combo which is probably a big threat to the standard Jedah game. I say, distance it out very slowly after throwing a Dio-Cega, use a standing FK to rid out Ryu's crouching and jump-in game. MP's are also great and Spreggio's can be risky in this part. Remember that Ryu can do his standard fireball game to build up his meter. For Jedah, use ES moves to chip damage out and probably an EX super if your timing is right. Be careful in doing an chain attempt. For Ryu, normals and special can stun. Shin-Shoryuken is a big threat. It can go both ways regardless if one or both goes rushing or turtling; 50-50. vs. Sakura (studied by Psychochronic): Another win for Jedah and this is a lot worse than Jedah vs. Rose. This gives Sakura a really hard time as she takes long to build meter which is not worth for an Alpha Counter. She can't even get past the Dio-Cega's and not even Sakura's Hadoken's (not large-charge ones) can't even be offensive because if Jedah's air-dash times right over it, Sakura is gonna take in a hefty chain-combo and that's not good. Corner games is when Sakura's knocked down, she's dead due to chain-combos after repeated Dio-Cega's, Jedah doesn't even need meter in this match at all. Bottom line is that Sakura can't do anything here due to sub-systems as she nothing to bring out. Another easy Jedah victory right here. vs. Urien (studied by Psychochronic): My team of Jedah/Urien right here and the result conflicts as neutral as both can stand upon each other. Urien can keep Jedah out of the air using MP Metallic Spheres as Jedah's main game is dashing, air-dashing and floating. For Jedah, use the standard Dio-Cega rushdown game to go forward but in a slow manner, getting too close too fast has a plus and minus. The plus is that a chain-combo can be quickly executed then use Nero Fatica to move back quick and gain meter. The minus is that Urien's normals are punishing and should the Urien user lock a Chariot Tackle, it can be a sign to Super Cancel to Temporal Thunder which means nearly 28% off Jedah's vital. Poke-range is also neutral and quick too. Jedah has crouching LP/LK and standing/jumping MP while Urien has standing MK, standing FP and jumping FK. Parrying is also a factor but the timing must be crucial and imminent due to Jedah's range and recovery, especially if it's a normal such as MP's, FP's, crouching MK or jumping FK in specific so be careful. Jedah must excel and use Dio- Cega's (especially ES for chip damage) because Urien is more faster and his normals are raised a bit. Same with Urien as Jedah is much easier to work here than in Vampire Savior due to easy execution. My end say says it's 50-50. vs. Yun (studied by Psychochronic): Jedah takes this but Yun stand due to the 3S system and his properties. Agility and speed they both have and an example of that is Yun's divekicks which can setup for a combo and Jedah's chain-combos, setting up starting on air then onto ground. Speed due to Yun's fast specials and dashing and Jedah's fast normals and dashing (air too) as well. Both have the same amount of damage properties so that's a neutral point. Yun on the other hand can parry, which is useful on the air due to Jedah's normals. Jedah can Guard Cancel which can affect Yun's divekicks and while during his Super Arts. Even though they both have fast attacks, Yun's mostly ends with a special as Jedah's doesn't and are mostly normals. Another point is that Jedah has unblockable and is great for corner games after Dio-Cega when Yun fails to parry. Other than above, it can go either way but Jedah has the most chances of winning. vs. Zangief (studied by Psychochronic): One of my favourite matches every time I fight TigerLee (One of Canada's top 5 CFE players; uses Zangief/Guy). The thing about it is that Jedah can rushdown great but getting too close can be a mistake so keep your distance. Use Dio-Cega's (Regular or ES are good) for distance that execute a ground chain-combo (starting in the air, time it right or you'll get a Lariat to your face) or for chip damage. Getting too close may mean a Spinning Pile Driver or other slam which can take off 35% of vitality and watch the air, if Zangief's vertical headbutt nails you, that's about 13% of vital plus an automatic stun which leads to suffering! Since Jedah beats Zangief on other stuff, be sure to time your EX supers for good timing but Zangief's pokes and throws (Final Atomic Buster can take off as much as 85%) are stronger than Jedah's so find openings for your chain- combos since Zangief is a heavy character. Ending: As Jedah is in the Demon Realm watching his terrorful creations taking over Earth, Dante from Devil May Cry is right behind him holding a pistol ready for battle. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 8) M. Bison (Vega): Place of Birth: Unknown Birthday: April 17 3 Sizes: B129 W85 H91 Blood Type: A Fighting Style: Psycho Power Leader of the secret organization Shadowloo. A manipulating demonic being of the negative strength "Psycho Power." Distinguished in fighting style and to the many who happen to meet him, he drops a viciously evil smile. First Appearance: Street Fighter II: The World Warrior Beneficial Changes: None...exactly the same sprite drawn for CvS1. Tactical Recovery Data: -Standard Wakeup Time: 79 frames -Delayed Wakeup Time: 94 frames Stun Points: 60 Victim: -Mummy: The Shadaloo symbol. If you strike the symbol for a tongue it has a light blue hand holding out a red orb with eyes. This is a Behelit from the Berserk Anime/Manga. -Vampire: Female version of himself. Inspired by Natasha Zabigov from the Mobile Fighter G Gundam Anime, even has the same bullwhip. Known players to use M. Bison: -DarksydePhil (United States) -Dr. B (United States) -Jason Cole (United States) -Poppu (France) -Y.H.V.H (Japan) Best Matchups: Rose, Anakaris Worst Matchups: Karin, Leo Command Normals: Juggle Jump Strong: MP twice (only in air): *Damage: 700 per hit First introduced in ST, Bison does two MP's, one after the other. Great for combo and corner setups, especially his Mega Psycho Crusher right after. Special Moves: Psycho Crusher: Charge B, F + P: *Damage: 1400 (LP)/1500 (MP/1600 (HP) The move that made Bison famous ever since CE. Bison lunges to the opponent as he whirls around a wave of purple flame. The range of the move differs on which button you press. The LP version will go nearly 3/4 of the screen. The MP version goes full screen at a slightly higher rate than the LP version. The HP version goes full- screen going full force. This move is good for evading purposes, combo finishers or chip damage. The bad thing about it is that should the opponent block it, it can pass through the opponent and then Bison can get hit from the tail of the move. Double Knee Press: Charge B, F + K: *Damage: 1000 (LK)/1200 (MK)/1400 (HK) Also known as the "Scissors Kick". Another good move as an alternative to the Psycho Crusher. A very good move for footsies game if blocked and a great mid-range poke. Since it has almost zero recovery, you can start a simple mixup or tick-attack, or even do another one again. Similar to Psycho crusher, it's also another great finisher from a combo. Head Press: Charge D, U + K then P in air: *Damage: 1600 Also known as the "Head Stomp". An auto-target attack on where Bison simply stomps the opponent quickly. Since this attack comes out very fast, it's very good to attack projectile throwing characters but it can be easily countered so watch their anti-air. The second part of the motion enables Bison to follow-up the stomp as you can move him left or right and lock in an HP. The extra HP is high-priority and will beat out majority of incoming attacks. Devil Reverse: Charge D, U + P then P in air: *Damage: 1800 Also known as the "Psycho Fist". First introduced in ST, this move is nearly similar to the Head Press. This move enables bison to jump into the air until P is pressed. The second P triggers Bison to flip in the air and sail right down directly to the opponent for a punch. The punch is another high-priority attack and does more damage than the Head Stomp. Very good for tricky and crossup game. Also a safe attack if it's completely blocked. Psycho Vanish: F, D, DF + P: *Damage: 1183 (LP)/1549 (MP)/1899 (HK) First introduced in CvS1 and the move in CvS2 when Bison does his Custom Combo known around the world as "Paint the Fence". Bison simply raises his fist filled with purple flames and simply winds it down fast. It has short range and is great to fade out incoming projectiles but must be used close as a surprise attack, most notably for chip damage, meter build-up and create some block stun. Teleport: -Close: F, D, DF + P/Kx2 -Away: B, D, DB + P/Kx2 First introuced in SFA1 as Bison teleports to a specific point of the screen. The P versions go on a short distance as the K version go on a long distance. The move maybe slighty faster than its CvS2 version but there is slight delay on startup and little recovery. Great to escape the opponents corner games and good for behind surprise attacks. Super Combos: Mega Psycho Crusher: Charge B, F, B, F + P: *Damage: 5600 The CvS2 version of the move. The fastest reaching super in the game bar none. Bison does an extended version of the Psycho Crusher. A very good move to punish an opponents missed attack. Great to to fade out projectiles but timing can be crucial as if the projectile hits the tail of the super, it's considered a hit. Depending on distance, the hits and damage varies with 9 hits being the maximum. Just like it's CvS2 counterpart, it can be juggled after two juggled jumping MP's but is extremely hard to time. Same goes with his kick throw. Again, should this move be blocked, it'll go right the opponent which gets Bison getting a free hit from behind. Knee Press Nightmare: Charge B, F, B, F + K: *Damage: 5600 Also known as "Scissors Kick Nightmare". Inspired and introduced in SFEX+. The better of the two supers because it's safe on block and still gives Bison the advantage. If it hits fully, it'll do two Knee Presses then an additional five hits right after. If the move hits in the air or it's blocked, it'll only do the first four hits then not do the remaining five hit sequence. A good thing is that it has a great startup as it makes Bison invinciblity frames in the start which is great for close range wakeups and projectile punishers. A super which can be done in random and still can give the chance to play mindgames with the opponent. Pros and Cons: (+): Faster teleport to which some may find useful. (+): Solid normals all over the place as usual with beefed up standing kicks and Knee Presses. (+): Mega Psycho Crusher is probably the fastest reaching super in the game. (+): Devil Reverse is tricky game. (+): Has the Psycho Vanish like in CvS2; great projectile stopper and meter builder. (+): Great agility, as equal as CvS2 version. (+): Can stand up to huge and mid-size characters. (+): Recovery Whore! (+): Kicks and Fists can Kill! (+): Knee Press Nightmare is extremely safe on block. (?): Psycho Vanish has short range and can be used only as a surprise attack. (-): Mega Psycho Crusher doesn't do much damage if done in most distances. (-): Hitting the tail of the Psycho Crusher (Regular or Mega) results in a hit. Early Impressions (studied by RenoROB): The old Bison is back. and he's so dangerous; with quick meter,damaging combos and faster teleport you cannot get a better Bison other than say CE Bison. His neutral throw into combo in the corner gives a new flavor for Bison that he never had (exceptt in EX). Various Character Matchups: vs. Alex (studied by Psychochronic): Bison wins due to all-around abilites. Bison's agility can mess up Alex's air-game and his only response is Air Knee Grapple or an attack after a parry. Bison's ground- game is fast due to his normals and damage properties which have the potential to stun Alex (his stun is the second highest in the game of 65). Bison clearly doesn't even need meter in this match as simple combos can simply do the trick. Alex's normals are the only effective in this match. His Powerbomb may have good range but his damage as it only does about 8% to Bison! Time your parries right or else you'll be suffering greatly. Bottom line is Bison can kill with or without meter and I would recommended using a Super Combo to use would probably any of them for some good chip damage.Alex needs meter or he's dead so don't waste it upon EX moves and Hyper Bomb would be the only source of Super Art to dish out the damage. vs. Anakaris (studied by Psychochronic): Favors Bison due to power and his insane fast recovery time on his moves. Anakaris can do his Coffin Drop and Royal Judgement spam in the air for keep-away game but Bison can clearly rush through after he's blocked one of those projectiles which leaves Anakaris open in the air with the air-block thrown out the window due to Bison's non-projectile moves, Anakaris clearly suffers from that. One would think that his tri-jump chain-combo game can work but that strategy can screw up easily due to Bison's recovery time and agility. Moves such as Psycho Crusher, Head Stomp and Devil Reverse kill Anakaris due to it's power and the fact that it can't be air-blocked. Meter favors Bison as whatever super can chase down badly. Mega Psycho Crusher is punishment in this match. Anakaris meter is better used for ES Royal Judgement, ES Coffin Drop or ES Mummy Drop. It's too risky to do something like Hole of Hell due to easy evasion and two gauges, Bottom line is that Bison owns this match with Anakaris being too slow to respond, Bison is just way too fast here. vs. Chun-Li (studied by Jeron): Favors Chun-Li fairly easy. Bison generally gets the shoto treatment from her, Fireball, whiff, whiff, if he jumps, crouching FK. Mix him up when he's on the ground. Repeat. Her Kikou-Shou chips like hell which is really good against not just Bison but everyone with the exception of Red Earth. Just block scissors (or parry if your reaction is good) and don't try to out prioritize him. Chun-Li also has one of the fastest grab frames in the game so random dash throws are good with her. vs. Demitri (studied by Shine): Bison seems to have a hard time against Demitri. His vertical DP (Chaos Flare) makes it so that you can't jump over and fake him out as easily as the normal "forward moving" dragon punches like Ryu's. It hits Head Press and you can even ES Chaos Flare if you are awake enough. Also, Bison in general seems to have major problems if you knock him down because he doesn't have a dependable reversal on get up. Demitri's jump- in chains can put repeated pressure on Bison as they will hit out of both Psycho Crusher and Knee Press and the supers won't hit for damage. vs. Felicia (studied by Psychochronic): The tables can turn at anytime in this rarity of a match. Bison has the top pokes and the agility. All he has do to is punch and kick until Felicia is stunned then pull out a meaty combo for some big damage. Bison doesn't even need meter for this match. Felicia on the other hand has the agility (not as great as Bison's), the poke range, ground speed and chain-combos. Her Delta Kick Guard Crush can be useful on after attacks like the Head Press, Devil Reverse and Psycho Crusher. Her crouching FP is a great anti-air in case Bison tries to do a jump-in and her speed on ground level is ready to do a chain-combo. Meter is important remember so after the sweep of the final hit of the chain, charge your meter; it can be good for a Dancing Flash when Bison lands or if you're in close, an ES Hellcat which is great for a tick-throw. Some would say Bison to win and others would say Felicia but my final decision is that these under-rated characters would battle to an undetermined outcome. vs. Guile (studied by Psychochronic): Favors Guile in this one. Think of this as an updated CvS1/ST match with more moves and less speed. Remember to keep charge buffering as Sonic Booms keep Bison back and Flash Kick is great for anti-air, even if Bison goes a bit too far of the jump and hits Guile's head doing the move, it still gives the full damage! Try to crossup when you have the chance and use crouching MK to keep Bison away when he comes closer. What Bison can do when he gets closer is repeatedly poke for pressure game and Knee Presses for some chip damage. Time the Head Press' and Devil Reverses or it's an anti-air to your face. Bottom line is Guile wins this due to favorable attacks and also the range of his normals. vs. Guy (studied by Psychochronic): Favors Bison due to eay rushdown. Bison's power and meter build clearly can rush Guy down very greatly. Both have the speed and agility to play a keep-away game. Bison can do a simple charge move in case Guy does a Hayagake attempt to punish him down good. Sweeps are good too for distance and pressure game. Bison can also rule the air due to Head Stomps and Devil Reverses so make notes of that. Bushin Flips and Bushin Senpuu Kyaku's can stop it but the timing is very risky as Guy or both can get hit with their attacks. The bottom line here is that Guy's defensive properties can't fare with Bison's offensive properties. Yes, they both have easy meter, agility, keep-away and evasion game equally but all-in-all, Bison rules this matchup here. vs. Hauzer (studied by Psychochronic): Favors Hauzer due to the Red Earth system but Bison has a lot of chances for taking it; a near 50-50 on any side. Ultimate Guard kills any type of Bison offense greatly (even supers!) which is the factorial of Bison's game. Both evenly match on defense but Bison goes for speed, power and easy meter. Hauzer's gems are completely a threat because it can heal his vital, boost his power and do a higher levelled Mystic Break. Bison can't air-block as Hauzer has passable anti-airs (Tempest Fall and Gust Flame) take out Bison's jump-in's badly. Bison can still hold it due to his properties and moves but this match is another example on why SFII's get outnumbered due to the oppositions sub-systems. vs. Hydron (studied by Psychochronic): Favors Bison due to excelled balance and fast meter but Hydron can stand due to the Red Earth system. A reversal of Hauzer vs. Bison, Bison takes it mostly due to the fact that Hydron can get rushed down for free by most of the roster and Ultimate Guard must be timed critically for preperation for an Ultimate Counter. Bison can simply jump over the old standard Tadpole Spawn and Tornado Mist spam game, Bison can't air- block thugh but the timing of the full jump-over is over accurate, ready to strike Hydron. Hydron's only good anti-air can be Hydro Spin or any Mystic Break (costs meter). Venom Funnel isn't reliable enough so time that right. A random Chiller's Attack may be tentative for eithers wakeup. For Bison, time your supers right and excelling offense and defense is a great strategy. For Hydron, levelling up is important and defense is a major factor. Time your Mystic Breaks and Ultimate Guards right. vs. Ingrid (studied by Psychochronic): A good footsie game but Ingrid takes this one. Ingrid can use Sunshots to take out Bison's mid and air game and also to keep him away in case of attacks like Knee Press for instance. Bison can use his nomrals as his are stronger than Ingrid's (except for FP!). Ingrid can use her slide to get closer and jumping FP which is a great crossup. Using Sunupper or Sunlower is very good for defensive purposes but if not timed correctly, Bison takes the advantage of the open attack. Sunburst is pretty much the only good super to slowly chip out Bison. Bison can use short Knee Presses to keep his distance and watch out for supers because Ingrid can counter or use Sunupper and avoid them easily. One of Ingrid's best matches. vs. Jedah (studied by DarksydePhil): Bison owns this matchup raw. If Jedah tries to jump back/ hover and throw blades all day, Bison's jump arc is big enough to just walk forward, jump and FK. This does massive damage to Jedah and beats both the blade and Jedah's anti-air moves. Bison can also cross up Jedah all day and keep him blocking with jabs/shorts into scissors. Bison's standing FK beats a lot of Jedah's ground attacks. If Jedah is too close/far for a jumping FK to hit him, do a FP psycho crusher instead to hit him on the way down from a blade when he can't block. All you really need to win this match is jumping FK: If Jedah can't keep you away and chip you, he's not effective at all. By the way, if you find yourself getting trapped, just teleport out of the corner to safety. If you happen to get a sizeable lead, you can actually just sit and do nothing, because nothing Jedah does offensively can really hurt Bison if he just blocks or uses jumping FK to stop blades. The bottom line is Bison owns Jedah since he controls the air, which is where Jedah needs to be to run away and play effectively. Bison also stands a chance on the ground, but if Jedah is bothering you, just block and then wait for him to jump for some more free damage. vs. Karin (studied by Psychochronic): Favors Karin due to footsies, moves and mobility. In this one, any of Karin's Yasha's can counteract Bison's normals specials and supers. Bison is not safe when Psycho Crusher is blocked because Karin can easily do a standing HK. For meter, it goes to Karin because using at 100% can be risky but it can do at least 40% damage when a custom at 50% is fully executed. Don't forget Karin's standard whiff-wfiff- throw game. Bison's only response is the air because of few of his moves. Bison's defense is a bit higher than Karin's, but offensive is probably equal. Karin favors in super meter, moves, mobility and normals. Favors Karin with a high margin. vs. Kenji (studied by DarksydePhil): Undetermined outcome but a very strong match. Kenji's strategy of throwing daggers, using standing FP to keep away on the ground and the jumping air chain in the air, seem to be effective. However, Bison can jump up and RH on reaction and it seems to beat the jumping chain if timed right, or get beaten clean in other instances. Also, Bison can cross up Kenji repeatedly and make him block scissors, and Kenji really can't do anything afterward that won't lead into Bison either crossing up again or using jumping RH for random results. Bison has to stay on the offensive in this match to win, but Kenji is able to keep him away a lot of the time. vs. Leo (studied by Psychochronic): Favors Leo due to rushdown via poke-range and the Red Earth system. Nearly any hard normal Leo can do, clearly affects Bison's game; especially in the air. The pokes can hit out the Psycho Crusher, Double Knee Press and the incoming jump attacks (Devil Reverse and Head Stomp). Leo can just do his poke-poke-tick Gaia Driver then an easy follow-up attack. Bison's attacks have stun potential but getting to Leo closer will be harder due to the long poke-range. Both can make easy meter and specials are favored to Leo. Red Earth has good defensive so it's very recommended to do Knee Press Nightmare. Mega Psycho Crusher can be Ultimate Guarded and it's about 26 taps in. Gigas Driver can do hefty damage and Hercules Rush can do cheap chip damage. Level up is also very effective. Leo wins this due to his sub-systems and this is a match which is a shear example of why Red Earth owns SFII characters. One of Bison's worst matches. vs. Rose (studied by Psychochronic): Bison owns this matchup due to power. Any attempt of air-blocking Rose does is thrown out the window because air-blockers can only block projectiles, not normals and that's something Bison can take advantage of. Rose has the easy meter as she can just Alpha Counter any attack coming to her (even the first hit of Mega Psycho Crusher will count). Rose must time her Soul Throw and Soul Spark which can be her anti-airs after Bison does a jump-in, Head Stomp or a Devil Reverse. Bison has the strongest meter as his supers can dish out a lot of big damage too. In conclusion, Bison's abilities own Rose but can she can stand up if her Customs and Alpha Counters to combos are timed right. vs. Ryu (studied by Psychochronic): Favors Ryu due to his moves and fast meter. For Ryu, quick Hadokens give the pressure and the easy build, Shoryukens beats the Head Stomp and is a great anti-air. Priority for his Tatsumaki Senpuu-Kyaku is garbage as he's open to get hit. For Bison, Psycho Crusher is a good anti-air but not safe if blocked as he's open to get hit. Double Knee Presses give the pressure and easy build too. Psycho Vanish wipes out Ryu's Hadokens and is great for surprise and chip damage and Devil Reverse is good for tricky and crossup game but beware of the Shoryuken. Meter wise, Ryu must time any of his supers or he becomes open. Bison's can do chip damage but he is not safe on block after Mega Psycho Crusher. Knee Press Nightmare is good for wakeups and surprise attacks. In conclusion, Ryu wins this due to his abilities and the fact that Bison's leave him more open leaving for Ryu to strike. Ryu gets pressured if Bison has the meter filled up so in that case, in can be anybody's ball game yet the ball is in Ryu's court. vs. Sakura (studied by Psychochronic): Favors Bison due to power. Everyone knows that fireballs and footsies lock Bison down, but this match is a clear exception. Fireballs can give Bison the opportunity for a jump-in or an incoming move such as Head Press or Devil Reverse. Yes, Sakura builds meter well to this but Bison's jump-in can be a 50-50 threat so be prepared. Now, about footsies, Sakura has little. She is toned way down compared to her CvS2 counterpart (no rollcancel) and she has lot speed greatly making her so slow but easy to get in. Bison's simple combos can clearly dish out the work easily. Sakura's "Sho-Sho"Sho" Custom is half-effective as it can do good chip damage but it's kinda ineffective on the low point because there is no guard bar in this game. For Bison, any Super is effective in a creative point. Mega Psycho Crusher after a jumping MP and Knee Press Nightmare for randoms, foosties or wakeups. Sakura has an Alpha Counter so watch out. Bison wins this due to power, mobility and easy meter. Sakura is toned-down which is why her odds of winning this match is, well, okay. vs. Urien (studied by DarksydePhil): Urien's crouching short and medium kick beat ALL of Bison's pokes both range and priority-wise, including standing RH. Urien can win this fight extremely easily by just using basic zoning tactics, and jumping back a lot; Urien's jumping RH beats both the scissors and the psycho crusher. Urien is also very hard to cross up with Bison because he can either walk under Bison's jump, or do a crouching HP to either trade with or actually beat Bison's jumping medium kick, which will lead to a combo for big damage. When Bison does land a few hits, unfortunately he barely does any damage. Bison's only real chance here is to do a few zoned scissors/jab psycho crusher for a little bit of chip, but then he really can't do anything to follow it up because Urien can just do a crouching kick and beat anything Bison can throw out. Bison CAN actually beat Urien's jumping attacks with an anti-air crouching FP or standing MP, but the fact of the matter is that Urien doesn't exactly have to jump around much. Bison can try to do zoned RH sweep on reaction when he sees Urien go for a fireball, but this will result in a trade that Bison will come up the damage winner on. One advantage Bison has in this match is that 1. he can't get cornered because of his teleport and 2. he's not bothered by fireballs because of his Teleport. But if Urien throws a high fireball and you're in the air, chances are you're going to eat it. For air-to-air Bison can usually beat Urien, but remember that most Urien's aren't going to press anything but instead wait for you to attack and then parry. In fact, thats the real reason that Bison loses this match: most of his moves, especially psycho crusher, are only a few hits and very easy to parry. And if Urien parries, he's either going to get you up for a combo, or throw you for decent damage. One other advantage Bison has is his ability to block Urien's kneedrop and counter with a psycho crusher, but let's face it, Urien shouldn't be spamming kneedrops anyway. Instead, he should be spamming short and medium flavor shoulder tackles, which Bison really can't do jack about after blocking. vs. Yun (studied by Psychochronic): Favors Bison due to power on most hand. One would say Yun could take it, but the answer is no. Yun has low weak damage properties and his defense is lowered compared to the others of the 3S cast. The only thing he can do to get away is Super Jump and Parry, even though Bison's normals are powerful. Bison also has fast meter comparing to Yun, what's he gonna use it on? Don't waste it on EX Moves or Sourai-Rengeki. Only viable way is You-Hou or for your partner. Yun may equal (maybe a bit less) Bison on speed, agility and ground-game (a bit of it) but Bison's attacks is what kills. Can go either way at most but Bison's chance to win are at a very big percentile. vs. Zangief (studied by Psychochronic/Cam347/ Skankin Garbage): Splits right down the middle if you ask me. For Bison, don't spam the LK trick and limit your slide sweeps, remember that Spinning Pile Driver is deadly! An occasional teleport is useful for defensive purposes mostly and jump-in ticks are a big no-no! Standing HK is the best poke so use that to your advantage. Remember the renda-kara cancelling. After 2 LP/LK from the same position you cannot cancel, so stick to crouching LP, crouching LK, crouching LP x2. Standing LP will get you in trouble if the timings off. For Zangief, don't jump-in crossup HK on wakeup, do the Tactical Recovery, Zangief will get up slower and Spinning Pile Driver, even if he's in the corner don't do it. The Tactical Recovery can be quite tricky you know. Zangief's Lariat's shuts down most of Bison's ground game, not to mention his Spinning Pile Drivers too. That INCLUDES Psycho Crushers and Knee Presses by the way. Beware the meter because Aerial Russian Slam is a good anti-air, so no Head Presses and Devil Reverses! My conclusion is both and dish out evenly and can go either way. Ending: Bison is at the Hidden Shrine in an unknown location as he fights Gill. With a bright light exploding in the match, Gill is defeated as Sagat, Balrog and Vega are watching as The Dolls (Enero, Fevrier, Marz, Aprile, Satsuki, Juni, Juli, Santamu, Xiayu, Jianyu, Noemblu, Decapre) are surrounding the Grand Masters in salute. As they leave in the Shadoloo jet without notice, Gill does a resurrection and looks up at the sky with the jet leaving. This is a reference in the 3S storyline on how Akuma does a Shun-Goku-Satsu on Gill and him not being fully defeated. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 9) Alex: Place of Birth: New York Family: Tom (Father's friend) and Patricia (Father's friend's daughter) A boiling young street fighter whose forged body draws out combat instinct. Welling up with concentration of "What's a fighting style?" poking and moving him, he proceeds to battle. First Appearance: Street Fighter III: New Generation Beneficial Changes: -Only has the intro where he stretches then screams while he rips off his t-shirt. -Win pose is altered when he grabs his sweatband and says "Weak", there is no wind effect like in 3S. -Stance seems slower. Quick Standing Invulnerability Data: 42 frames total; invincible for the first 34 frames Dashing: -Forward: 23 frames -Backward: 28 frames Stun Points: 65 Victim: -Mummy: Looks like a Keebler elf. -Vampire 1: Female version of Alex. -Vampire 2: Patricia from SFIII, the daughter of Alex's friend Tom. Known players to use Alex: -Kytos (France) -Nao. (Japan) Best Matchups: Felicia, Yun Worst Matchups: Kenji, Karin Command Normals: Chop: F + MP: *Damage: 1300 Alex does a quick overhead chop to the opponent. Very fast but does somewhat little damage for a command normal. Lariat: F + HP: *Damage: 1700 Alex swings his hand to the opponent while he swings his clinched fist. A somewhat 50-50 for an anti-air and good does good damage up close. Headbutt/Sleeper Hold: B + HP: *Damage: 2000 (Headbutt)/2464 (Sleeper Hold) A command throw to which Alex catches the opponent he does a Headbutt. Does good damage and has stun potential. If the opponent is turned back while Alex does that command, he does a back choke hold instead which does diddly damage. Flying Cross Chop: DF + HP (only in air): *Damage: 1500 Also known as "Air Dive", Alex dives to the ground from the air to the opponent. Somewhat different from the 3S version, Alex remains in that animation until he lands on ground which has him having very slow recovery right after. Special Moves: Flash Chop: QCF + P: *Damage: 1200 (LP)/1300 (MP)/1400 (HP)/1800 (EX) Alex swipes his hand in a backhand form. The LP and EX version can be comboed after a few normals for solid damage. The HP version spins the opponent around for a split-second amount of time, making it useful to startup a combo or Super Cancel for massive damage. Powerbomb: HCB + P: *Damage: 2000 (LP)/2200 (MP)/2400 (HP) A damaging command throw with a good range and fast timing. Great for tick-throws and to block an opponent's block-state. It can also be comboed after an HP Flash Chop, resulting in Alex doing a release German Suplex. Head Stomp: Charge D, U + K: *Damage: 1800/2000 (EX) Also known as "Air Stampede". Alex jumps into the air and comes smashing down with a double boot stomp which is effective for crossups as it can be confusing to block. The HK and EX version can go near 3/4 of the screen, making it useful to punish projectiles fast, but timing must be done quite early. Dashing Elbow: Charge B, F + K: *Damage: 1400/2000 (EX) Also known as "Slash Elbow". Alex dashes towards the opponent with an upper leveraged standing MP. Though it's not fast as it was in 3S due to slow ends, it kinda gets beaten early as it's going more forward towards the opponent. The EX version goes much faster, does two hits and does a pounce which is great to confuse opponents mid-range. Air Knee Grapple: F, D, DF + K: *Damage: 2100 Also known as "Air Knee Smash". Alex glides into the air and tries to catch the opponent, slamming them directly to the ground under his LK animation. It's a great anti-air which must be done very early before the opponent attacks. The bad things are is that it can be air-blocked and it has no invulnerability, making the move more difficult to use. The EX version does the same version as the regular versions except that it carries a small window of lower body invulnerability. Super Arts: Hyper Bomb: 360 + P: *Damage: 5400 Alex's Super Art I in 3S. Alex grabs the opponent and does two German Suplexes and finishing off with a Powerbomb. It has a slow startup period, making the opponent react quickly to avoid once the animation fully locks in. It has invulnerability on startup, making it useful on wakeup. It can also be comboed after an HP Flash Chop, resulting in Alex doing seven consecutive German Suplexes for insane damage. Boomerang Raid: QCFx2 + P: *Damage: 5000 Alex's Super Art II in 3S. Alex does an HP with a Flash Chop twice then finishes off with a grapple; Front is a Powerbomb while the back is a release German Suplex. Another super which has invulnerability on startup but once blocked, nothing gets affected after, not even the final grapple won't grap the opponent. Stun Gun Headbutt: QCBx2 + P: *Damage: 3600 Alex's Super Art III in 3S. Alex goes towards the opponent on his jumping LP animation and when it lands, Alex nails 4 Headbutts in a row resulting in an automatic stun, ready for Alex to strike out more. It's an unblockable but very easy to avoid just by jumping a direction. Pros and Cons: (+): Faster than his 3S version. (+): FP Flash Chop --> MP Stun Gun Head Butt --> FP Flash Chop --> Hyper Bomb is the deadliest combo in the game, it can do 70-90% depending on character (It also can do 99%!). (+): Headbutt can touch, even in air. (+): Headbutt can also hit crouching characters. (+): Good and fast normals. (+): You can still combo jumping HK to b.HP. (+): Standing HK works as anti-air, comes faster and has great priority. (+): Powerbomb has more range. (+): Hyper Bomb more useful. (+): The second highest stun (65). (+): Most powerful regular throw in the game. (+): More rangeful Head Stomp. Also can crossup when timed right. (?): You can only now combo a LP Power Bomb from an HP Flash Chop at point blank. (Only in the XBOX version, forget about this point if playing the PS2 or Arcade version but it really doesn't affect anything great.) (?): Doesn't have the Spiral DDT like in 3S. (-): Alex's taunt does not increase his power like in 3S. (-): Hyper Bomb has a somewhat slow startup period. It's just slow enough so that the opponent can jump on reaction to the super start up flash which is not good for the Alex user. (-): Lariat no longer moves forward as in 3S. (-): MP and close MK have tighter cancelling windows now which is obviously bad. (-): Extremely pathetic Air Dive. (-): Crouching FP doesn't move forward as much, and you can't land a Rising Knee when one hit whiffs anymore. (-): Crouching FK has something wrong with it, I don't know what. Just feels different. (-): Stun Gun Headbutt will not re-dizzy. (-): Stun Gun Headbutt is so slow! (-): Head Stomp comes a bit slower and has less recovery time. (-): Headbutt can be parried. (-): Doing a follow-up after an Air Dive doesn't work. (Can be done in 3S.) (-): His Dashing Elbow is too slow! (-): His Dashing Elbow to Stun Gun Head Butt unblockable doesn't work. (-): Boomerang Raid doesn't grap if opponent blocks the 4 hits. His hands just go through the opponent. (-): Air Knee Grapple now is angled vertically and is very hard to catch standing opponents with (Hauzer doesn't count). (-): Air Knee Grapple can also be air-blocked and parried. Early Impressions (studied by RenoROB): Just barely above Zangief, why? Cause he can move (OMG, now that 3S characters have been speeded-up), he hauls ass and watch out for his Powerbomb, incredible range, what also makes him better than Zangief is that he can handle the top- tier a lot better than Zangief can, along with his damage and his multiple supers, Alex is definitely upper mid-tier - lower top-tier. Various Character Matchups: vs. Anakaris (studied by Psychochronic): Favors Anakaris due to the rushdown. Anakaris must keep his distance because if he goes up close, he'll suffer from a poke that's as damaging as Chun-Li's, Power Bomb or Flash Chop. Triangle-jump chains own Alex to the extent that if he's cornered, Alex loses the match. Alex's Air Knee Grapple is maybe his good anti-air is Anakaris doesn't block as his Dashing Elbow being okay for a rushing attack. Anakaris' has crouching FP for his anti-air, Royal Judgement and Coffin Drop for keep-away game and Mummy Drop for corner game other than chain-combos. For meter, Hyper Bomb dishes it out greatly and Boomerang Raid is great on distance and random siutations with both Super Arts doing big damage. Anakaris builds his meter fast due to his chains and normals, ES Coffin Drop for corner game, Hole of Hell is also passable and ES Royal Judgement for keep-away game. ES Cobra Blow is also good for ending a combo. Bottom line is that Anakaris wins this due to his chains and abilities but if he gets too close, Alex can lock in a command grab which can become a difference maker due to his high offense dealing to Anakaris' low defense. vs. Chun-Li (studied by Psychochronic): Undetermined outcome in the match as both have the near-equal properties in someway. Alex's normals have short-range and Chun-Li's have long range with Alex's having slightly more power, same with their defensive properties as Alex has higher defense and higher stun points. The thing that favors Chun-Li is her agility, poke-range and easy meter. For anti-airs, Alex has Air Knee Grapple and Chun-Li has Spinning Bird Kick and if timed right, an LP Kikoken. Chun-Li's b. FP is always good on close range and Hazan Shu or Kikoken is good for footsies and mid-screen game. Alex's Power Bomb is good for close-range and Flash Chop is an alternative. Dashing Elbow is good for surprise attacks. For meters, both build ups are good with Chun-Li having more chances to get that gauge. Kikou-Shou is the only super that good and can chip damage other than Hoyoku-Sen that does diddly and leaves her open. Alex's Hyper Bomb is good for close- range and wakeups and Boomerang Raid is an option with him being open if blocked. Stun Gun Head Butt must be timed right or it's a waste of meter and time. Bottom line is that both characters have their moves which are nearly equal and their characteristics are the same due to their properties. It can go 50-50. vs. Demitri (studied by Psychochronic): Favors Alex due to power with Demitri playing a keep- away game here. Alex is too powerful in this match and doing a normal dishes it out. Demitri's chains nearly do little damage due to Alex's okay defense and with Alex being able to parry, he can react with a meaty normal right after that. Close moves like Flash Chop and Power Bomb dish it out nicely. Air Knee Grapple is a good anti-air unless it gets air-blocked or Demitri uses Bat Spin to take it out at least. Chaos Flare can be easily parried, Demon Cradle is a good anti-air and his chains may do little but gives him fast meter build due to that. Alex's meter is built up through parrying and attacks. His normals dish it out and his Super Arts bring out more in the match. Hyper Bomb for jump-ins, random or wakeup game is good and Boomerang Raid for far- distance game. Demitri has surprise game as moves such as ES Chaos Flare, ES Demon Cradle, Midnight Pressure and Midnight Bliss dishes it out good after a teleport dash. Bottom line is that Alex's strength clearly dominated Demitri's defense and he's good to play a keep-away surprise game due to his tactics and abilities. vs. Felicia (studied by Psychochronic): Favors Alex due to power. Damage wise, any one of Alex's attacks has the needs ready to put in an early win. Felicia has to rely on chain-combos no matter what and her attacks are fairly weak. In comparision to stun, Alex wins because of the damage wise plus his stun is 65, Felicia's is 55. In meters, Alex's supers can take out a hefty load. Hyper Bomb can take out as much as 55%. Felicia's can do as much as 25%... maybe even less I guess. Alex has the fastest way to build. Defense...self-explanatory...Felicia has the weakest defense in the game and due to that in order to even hang, she has to play defense no matter what. Getting into Alex is risky because of his power and that's why this match favors Alex. vs. Guile (studied by Psychochronic): Guile wins this due to power and easy meter. If you ever heard the point where people said "Guile is strong but facing 3S people, he'll have to get defensive". it's actually a true fact. How Guile takes it is using his standard keep- away game because Alex can parry. Crouching MK's and slower Sonic Booms stall out Alex then Guile can jump-in using a jumping normal. Guile builds fast meter, so a simple crouching LK to Total Wipeout is a viable answer. Alex has to deal the near same properties as he's fighting Bison. Parrying is important because of the slow Sonic Booms, so no random jumping strikes. Hyper Bomb is useful so do that up close if you can. Bottom line is that Guile is too quick and powerful to match Alex. Alex has chances but is considered a mid-heavy character in this match. vs. Guy (studied by Psychochronic): Favors Alex due to power but his chances of rushdown is pretty low which can go to Guy due to his speed, agility, fast meter and rushdown. Guy has the speedy corner game to pressure Alex with him having a hard time to act for parrying. Alex has to be up close to make some damage and his pokes and Power Bomb clearly make a point of it. Due to Guy's fast poking game, he builds meter faster than Alex's. Hayagake's can be a risk if Alex reacts fast to such an attack as a poke or a Dashing Elbow. Alex's meter is powerful and Hyper Bomb kills out nearly half-life and Guy's meter must be used for customs activated over 60% or supers to stand up to it. Bottom line is that Alex has his pokes and meter which is powerful and Guy can hold it down due to speed and agility. My end say that it's 50-50. vs. Hauzer (studied by Psychochronic): Favors Hauzer due to long-range pokes and the Red Earth system. Hauzer has good defense as you already know so now, Alex has to work a little extra harder in order to stun Hauzer good in order to do aa good rushdown job. Alex can't fare in Hauzer and must parry every chance it comes due to the quickness to his long-ranged pokes. FK's is the clear factor here, crouching LK also and some may even say FP's can be said as a long-range poke. Hauzer also has the fast meter here as those pokes and also Deluge Assualt for chip damage and Tempest Fall for anti-air brings in the gems. Alex's anti-air (not even as it can hit Hauzer standing) is Air Knee Grapple but that can be air- blocked which is a negative. Hauzer has the levelling up and his Mystic Breaks must be parried (especially the Gust Flame while in the air) or else Alex loses this one. One of Alex's worst matches, Hauzer wins this due to Red Earth system, defensive properties and long-range pokes. vs. Hydron (studied by Psychochronic): Favors Alex due to Power and Parries. Hydron here has his regularities of spamming Tornado Mists and Tadpole Spawns as usual. Alex can clearly parry those projectiles and attack after or use Head Stomp get in closer, but that's a risky situation. Alex's normals do great damage and have the potential to stun so that's a note there. Hydron's pokes are terrible and insanely weak here and remember Alex's stun points is 65, not 60 which make it more harder to big out more in the match. Don't forget that Air Knee Grapple beats the Hydro Spin easily! Don't rely or mess up your Ultimate Guard too because Alex can clearly do a Power Bomb which is also a negative on Hydron's side. For meter, Hydron must level up badly as I say, a very mandatory situation. Strangling Spark is good when Alex does a jump-in...what else? Lightning Mast is also useful on wakeup. Alex on meter...simple, save it up and lock-in the Hyper Bomb when up close; don't waste it on EX moves. Alex wins this hands down. vs. Ingrid (studied by Psychochronic): Undetermined outcome on the match. Ingrid can simply play a distance game by FP's and Sunshots to keep away from Alex, Sunrize is maybe her only good anti-air but yet Alex can parry so it can be useful work wakeup games. Alex's sweep seems tobe the only good distanceful attack that's fast so keep that in mind in case Ingrid tries to start a fireball war. Both have nearly exact throw properties so that kinda matches out. Meter is a big factor to both sides; Ingrid's Sunburst can take out at max 17% and Alex's Hyper Bomb can take out as 55% which is some major damage. Ingrid may have the speed and projectile but Alex has the damage properties as his normals are good and especially Hyper Bomb and the fact he can parry, even going on the offensive. It can go any side but I say that the finalization of the outcome is undetermined. vs. Jedah (studied by Psychochronic): Favors Jedah and just like every other 3S character, Alex can stand up in this one. Alex has some weak jump-ins and slow meter but has the pokes, power, parrying and defense in return. Jedah has the chains, counters, stalled projectile, speed, mobility and unblockable to bring it in the battle but has weak defense. Jedah can do the classic standard Dio-Cega game then dash right in for a chain attempt. It has to be timed right or else Alex can use his Air Knee Grapple which is a good anti-air. For Jedah, try to go on both air and ground as Alex's Powerbomb, Hyper Bomb and Dashing Elbow brings out the pain. ES Dio-Cega's for chip damage, Nero-Fatica can be okay for an anti-air. You can make the arguement that Alex is a mid-heavy character here and that is effective and use Prova-Dei-Cervo for corner and trap game. Jedah kills Alex here but Alex can stand up and will lose slowly due to his excelled properties to hold it. vs. Karin (studied by Psychochronic): Favors Karin due to the rushdown but Alex's properties can stand up in the match. Simple whiff-whiff game for Karin and don't forget the sweep too but watch out as Alex can parry so keep your eyes out, even though her poke properties are very quick and fast. The old standard Karin game builds her meter right and the Guren setups deliver the damage good. Alex has the pokes and they do more damage than Karin's and they have some stun potential. Alex's stun is 65 compared to Karin's which is 60. Crouching FP for Karin is a good anti-air in case Alex does a jump-in. Alex can use Air Knee Grapple for his anti-air but that can be air-blocked. Head Stomp is good for wakeup, surprise, desperation, random or reach-in game. Fast meter favors Karin due to the pokes as Alex must do the same and parrying too. Mobility can go either way. Karin can't dash and Alex can which can setup for a Powerbomb. Strong meter can also go either way. Karin has her easy Customs and Alex has his Super Arts to which can bring out the pain, specifically Hyper Bomb. Alex has the power from the meter and the dash but Karin has her Customs, her meter and her fast normals which is why this match favors Karin but Alex having a chance to take the win from her. vs. Kenji (studied by Psychochronic): Can go either way. What Kenji can do is throw Ichimonji's and his any FP form to keep-away due to Alex's normals having good power. Alex can parry the normals which is a threat to Kenji's gameplan and also the damage of his throws (normal, special or super) which can dish out. Don't forget Boomerang Raid or Hyper Bomb, don't use meter for EX moves, it's a waste of meter and time. Kenji can build meter so the only thing viable is to knockdown Alex then Kagerou cancel like hell to build meter. Using Gems for levelling up is important and any of Kenji's 3 Mystic Break's is good to keep-away (Ichimonji = Chip damage, Bakuryusho = Anti-air, Enmazuki = Close range). Favors any side because Alex has power, mobility, quick small jump-ins and parrying but must play offensive. Kenji has speed, poke-range, easy meter and defensive game. vs. Leo (studied by Psychochronic): Can go either way. Leo has the long-range pokes but Alex's pokes has the power. Standing HP is as equal as a Chronos Rush. Both can pressure each other with their pokes but Alex can parry which is not good if Leo is up close. Power Bomb and Gaia Driver nearly trade off, Alex's Dashing Elbow is good for surprise attacks as Leo's Mars Slash is good for anti-air. Alex's Head Stomp is good for wakeups and some attempts for crossups. Leo's Hercules Rush is good for chip damage. Leo's meter must level up to increase his poking power and Gigas Driver is good for tick-throws and it brings it to the table eliminating nearly 40%. Alex's Hyper Bomb backs it up taking out 35% and his meter build is good here. Bottom line is that due to their tactics and abilities, it can go either way. Strong pokes with short-range vs. Weak pokes with long-range. vs. M. Bison (studied by Psychochronic): Bison wins due to all-around abilites. Bison's agility can mess up Alex's air-game and his only response is Air Knee Grapple or an attack after a parry. Bison's ground- game is fast due to his normals and damage properties which have the potential to stun Alex (his stun is the second highest in the game of 65). Bison clearly doesn't even need meter in this match as simple combos can simply do the trick. Alex's normals are the only effective in this match. His Powerbomb may have good range but his damage as it only does about 8% to Bison! Time your parries right or else you'll be suffering greatly. Bottom line is Bison can kill with or without meter and I would recommended using a Super Combo to use would probably any of them for some good chip damage.Alex needs meter or he's dead so don't waste it upon EX moves and Hyper Bomb would be the only source of Super Art to dish out the damage. vs. Rose (studied by Psychochronic): Favors Alex in a 75-25 ratio. Alex's normals take out Rose's lifebar quickly that it's not even funny. Anti-Air wise, Rose's Soul Throw takes it compared to Alex's Air Knee Grapple because that move can be air-blocked, Soul Throw can't be parried yet Air Knee Grapple is more faster. Both build meter meter equally but Alex's Super Arts are threatening. Hyper Bomb takes out as much as 30-40%. Rose's meter can be used for P Alpha Counters or a desperative or random Super Combo (any situation is okay). Customs are also an option too. Alex takes this due to power, fast meter and parrying with Rose able to stand in the fight. vs. Ryu (studied by Psychochronic): Can go either way. Alex has probably more power in his attack properties than Ryu, he just has bad jump-ins and lack of agility. Air Knee Grapple is Alex's good anti-air which can be air-blocked. Ryu has his Shoryuken but it can be parried. Air Dive is good for nailing Ryu when he's crouching but it has long recovery time, putting Ryu to easily strike. Alex's normal throw is as the same as his Power Bomb as it nearly does the same damage to any SFII character which is about 8%. Hyper Bomb is still good, whether if it's after a random jump-in, wakeup or after a Flash Chop. Boomerang Raid is good after a Dashing Elbow and Stun Gun Head Butt is pretty easy to avoid if done at random. Ryu's can easily use his Shin-Shoryuken as anti-air and Shinkuu-Hadoken can be easily parried or jumped over. Bottom line is that both characters have nearly the exact same properties and would fight in a draw. Footsies are always there and one must outsmart the other to win. vs. Sakura (studied by Psychochronic): Favors Alex 55-45. Sakura's game pressures good and Alex's game is majority done up close and him getting in would be 50-50 tough. Power Bomb and his regular throw damage Sakura greatly due to her low defense and pokes have stun potential like a blink of an eye. Sakura has her Flower Kick, Hadoken and her standing HK for her meter build and footsies. Meter here favors Sakura as she can activate at 50% then Custom like theres no tomorrow, leaving Alex to block and suffer the chip damage or to react fast and parrying the first hit, ready to strike. Alex's meter takes time to build and any of his supers dishes it out nicely. Bottom line is that Alex has the power but Sakura fights him nicely and in return, she can stand up due to her fast meter, pressure game and her abilites. vs. Urien (studied by Psychochronic): Favors Urien unless he scrwes up on this one. Urien can pressure using crossup Violence Knee Drops, Metallic Spheres and close-range or surprise are Chariot Tackle and Dangerous Headbutt. Urien's anti-air is his Metallic Spheres as Alex needs to be up close to do some damage. Alex's anti-air is Air Knee Grapple and must be timed right or Alex will suffer the hit. Power Bomb is always great after a dash-in and Flash Chop is an alternative to that. Dashing Elbow is good for surprise attacks which can be useful. Urien builds the fastest meter compared to Alex's. Urien has Aegis Reflector for corners, Temporal Thunder for juggles and Tyrant Slaughter for whiffs. Alex's meter is harder as he has to get in instead of 1- hit whiffs like Urien. Hyper Bomb on wakeups, dashes and randoms and Boomerang Raid is okay after a hit dashing elbow. Stun Gun Head Butt isn't worth it as Alex is in the air in a very slow-motion and Urien can respond easily with a Metallic Sphere. Bottom line is that Urien's moves can pressure Alex from distances which make it hard for Alex as he needs to be close to deal in the match. His pokes and supers make up for it though. vs. Yun (studied by Psychochronic): Favors Alex due to power and ground game. Think of this as a watered-down version of 3S where Yun and Alex's overall properties are completely changed. Yun has the speed and agility which can corner Alex for some hits. With Yun not able to abuse divekicks, this gives no choice but for Yun to work on the ground and with that since he completely has bad damage properties it's unable to greatly rush down. Alex on the other hand has the second highest stun (65) and his normals are great. He can use Air Knee Grapple for an anti-air and with his speed a bit up, he can dish out the damage more quicker. The only thing for Yun is a good footsie game or else he's out. Crossups won't be that easy and with Alex's Powerbomb having great power and great range, this gives Alex an advantage. vs. Zangief (studied by Psychochronic): Favors Zangief due to power but favors Alex due to his abilities so it's pretty much split down the line. Alex has more speed, agility, meter access, parrying and some okay damage. Abilities such as his super-jump, dash and parrying clearly outfootsie Zangief. Air Knee Grapple is a good anti-air, Dashing Elbow and Head Stomp as an okay rushing move and Powerbomb good after a rush- in. Two meters is also good as it's access is easier but it takes a fair amount of time to build compared to Zangief's. EX Moves are debatable due to it's costly meter and low damage. Zangief can use Lariat and Aerial Russian Slam as his anti-air and Spinning Fist or Lariat for crushing in any sort of rush-in attempts. His command grabs done up close for bug damage and one super to unleash the pain but takes more time to build compared to Alex's. A near 50-50 battle, both can hold it down during in the fight due to their abilities even though Alex's is favored due to the 3S sub-systems. Ending: With Alex exhausted in the ring, Tom and Patricia help boost his confidence on the corner in a wrestling match against Mike Haggar with Cody and Jessica watching. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 10) Zangief: Place of Birth: U.S.S.R. Birthday: June 1 3 Sizes: B163 W128 H150 Blood Type: A Fighting Style: Professional Wrestling Exciting specialty throwing moves the greatest treasure of the pro wrestling world, alias "Red Cyclone." Devoting himself to his faithful muscles of steel, he fights unknowing of the world for the dignity of the native country. First Appearance: Street Fighter II: The World Warrior Beneficial Changes: -His face is redrawn as his eyes and mouth are a bit bigger and smoke goes out of his nose. Tactical Recovery Data: -Standard Wakeup Time: 81 frames -Delayed Wakeup Time: 94 frames Stun Points: 70 Victim: -Mummy: Oval doll of himself. These are Russian dolls and are called Nesting Dolls or "Matryoshka" in Russian. -Vampire: Small red haired girl with ponytails and a yellow scarf. Kind of looks like a super-deformed winter-clad Natsumi from Keroro Gunsou, the Manga moreson than the Anime. Known players to use Zangief: -Combofiend (United States) -Matsuda (Japan) -TigerLee (Canada) Best Matchups: Felicia, Yun Worst Matchups: Leo, Hydron, Kenji Command Normals: Headbutt: U + MP/HP (while jumping up straight): *Damage: 800 (MP)/1000 (HP) Zangief does a Headbutt which can stun the opponent easily after one hit. Body Press: D + HP (only in air): *Damage: 1600 Zangief does a body press attack introduced in WW that can crossup or give an attempt to do a command grab. Knee Press: D + LK/MK: *Damage: 800 (LK)/1000 (MK) Same description as the Body Press except Zangief uses his knees to attack. Extended Slide: DF + MK/HK: *Damage: 1100 Zangief extends his foot a bit that allows the opponent to get swept. Special Moves: Double Lariat: P/Kx3 simultaneously: *Damage: 1800 Zangief's famours clothesline spawning its better form circa HF. Zangief clearly spins around with his arms out. One of his anti-airs and which very few moves can counter- attack it. This move let's Zangief become invincible to upcoming projectiles and stops majority sorts of jump- ins. By holding F or B, this can make Zangief move while he spinning making it more mobile. The P version spins for a fair amount of time as the K version spins for a shorter amount of time. Also great to build meter. The only thing Zangief needs to watch out is certain attacks such as Bison's Head Stomp can stop it every time so use the movement to your advantage. Punishing Flat: F, D, DF + P: *Damage: 1400 (LP)/1500 (MP)/1600 (HP) Also known as his "Spinning Fist" and does a few important things for Zangief. which he clearly spins around with a fist in blue aura. One is that it fades out projectiles instantly. Two is that it ups Zangief's offensive game as he moves in slightly closer which leads to a thinking scenario to your opponent. Final is that it can build meter good. Spinning Pile Driver: 360 + P: *Damage: 3800 (LP)/4000 (MP)/4200 (HP) This move is known ever since WW. Zangief simply grabs the opponent as he spins around in the air on a pile driver position. One of the biggest damaging moves in the game and it connects right on the first frame, meaning it comes out likeinstant. Great for tick-thows and mix-up situations making it extremely deadly. Atomic Suplex (in close only): 360 + K: *Damage: 4000 First introduced in NC, Zangied does two German Suplexes. It has slightly less range than the Spinning Pile Driver. The good thing is that when you whiff it out, it'll still make an attempt to grab the opponent. The bad thing is that it hits on the second fram of the animation, making the opponent having a chance to jump out of it. Flying Powerbomb (in distance only): 360 + K: *Damage: 2400 (LK)/2300 (MK)/2200 (HK) First intoduced in NC, Zangief slowly runs towards the opponent ready to grab. Once it connects, Zangief launches the opponents in the air delivering a Powerbomb. Great for a tick-throw but bad in case Zangief misses it, he's clearly open to get attacked. Use with caution. Super Combos: Final Atomic Buster: 720 + P: *Damage: 8800 The SFA2 version and the most feared super in the game period. Zangief does an Atomic Suplex, followed by an LP version of the Spinning Pile Driver and finishing off with an elevated Spinning Pile Driver! Does over 60% in damage. This super comes out likeinstant and hits on the first frame but must be done up close only, that means no whiffing attempts. Aerial Russian Slam: QCFx2 K: *Damage: 6800 First tinroduced in SFA2, Zangief clearly leaps onto the air ready to grab for a Powerbomb. Unlike past games, this move cannot be followed-up after an anti-air. A good thing is that it can connect from certain moves. When Bison is doing his Psycho Crusher or Chun-Li doing a Spinning Bird Kick, the Aerial Russian Slam instantly beats it. Pros and Cons: (+): Spinning Pile Driver range is incredibly long... much longer than his previous incarnation... (+): LP Spinning Pile Driver is FEAR! (+): Good ground normals and pretty good mobility. (+): With a full meter in is the ultimate guessing game. (+): Vertical Headbutt = STUN! (+): The K Lariat is invincible to low and mid attacks...it goes through supers and such... (+): Final Atomic Buster can take out as much as 80%! (+): The highest stun (70). (?): The highest frames during Tactical Recovery (96). (-): Counter-Character Problems. (-): Doesn't have a solid anti-air. (-): Lacks speed and agility. Early Impressions (studied by RenoROB): He is a monster and I really wanted to put him in the top- tier section but he just has some really bad matchups (eg. Kenji, Anakaris, Demitri, and Jedah) vs .the majority of the characters, he just destroys them for free but vs. the top-tier, he just seems to have too much of a hard time getting in to really do damage. Just watch out of Spinning Pile Driver and don�t jump when he has super meter (or else GGPO). Zangief is a dominator in every sense of the word. I just wished he had an easier time against the top- tiers...course there is always Alex. Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Zangief due to power but favors Alex due to his abilities so it's pretty much split down the line. Alex has more speed, agility, meter access, parrying and some okay damage. Abilities such as his super-jump, dash and parrying clearly outfootsie Zangief. Air Knee Grapple is a good anti-air, Dashing Elbow and Head Stomp as an okay rushing move and Powerbomb good after a rush- in. Two meters is also good as it's access is easier but it takes a fair amount of time to build compared to Zangief's. EX Moves are debatable due to it's costly meter and low damage. Zangief can use Lariat and Aerial Russian Slam as his anti-air and Spinning Fist or Lariat for crushing in any sort of rush-in attempts. His command grabs done up close for bug damage and one super to unleash the pain but takes more time to build compared to Alex's. A near 50-50 battle, both can hold it down during in the fight due to their abilities even though Alex's is favored due to the 3S sub-systems. vs. Anakaris (studied by Psychochronic): Obviously favors Anakaris due to his abilites. This match is pretty much the same as Anakaris vs. Sakura with also the combination of Anakaris vs. Ryu; same blood, same mud. The worse part is that Zangief's meter takes hella time to build and his only useful attack is Lariats. Another example on why DS' own SFII characters for free. vs. Chun-Li (studied by Psychochronic): Favors Zangief due to power. Kikokens are an attempt to hold him down as Lariats and Spinning Fists are a way to overcome them for Zangief to get closer. Spinning Pile Driver is punishing if Chun-Li is ever close so don't forget to play a footsie game, Hazan Shu is good to excel. Meter favors Zangief as his buildup is better than Chun-Li's. Chun-Li's meter is good for Kikou-Shou as it chips like hell and is safe opposed to Hoyoku-Sen doing near chips and leaving her open if blocked and if that happens with a full meter Zangief, Final Atomic Buster is coming on the way. Zangief has the power but Chun-Li has the mobility, fast pokes, footsie but not the defense as her properties for that is extremely weak and the meter, Zangief's offense and defense properties are better. vs. Demitri (studied by Psychochronic): Favors Demitri due to his sub-systems. Demitri can throw out Chaos Flares all day long with Zangief having no choice to jump over or Lariat. In case of a Lariat, Demitri is free to rush down, using Dashing Demon Cradle or Bat Spin to deliver some hits. Moves such as Spinning Fist or Lariat are some attempts for Zangief to move a bit closer but Demitri can clearly run or rush away due to the teleport dash. It's an surprise, guessing and pressure game if so as right after, Demitri can lock a Midnight Pressure, Chaos Flare or Dashing Demon Cradle (ES if you have meter). I recommend the ES Dashing Demon Cradle because it's kind of a guessing game if Zangief will do a Lariat or a Spinning Pile Driver locked in, Zangief brings it out that it's not even funny. Demitri wins this if he excels and uses projectiles to play a good offense, defense or excelled game (I forgot to add Demon Billion). Zangief can take it if he locks his command grabs at open situations but must play offense. vs. Felicia (studied by Psychochronic): In specifics, this is the only DS character that can get owned by anybody. Favors Zangief obviously due to power. What Felicia can do is chain like hell no matter what. You're gonna have to excel in both because the odds of Felicia winning is as slim as string. Zangief has the usual Lariat game, special grabs up close and the normals. I'm not even gonna detail any further, all you can know is at least 3 Spinning Pile Drivers kills Felicia...'nuff said. One of Felicia's worst matches and Zangief's best matches. vs. Guile (studied by Psychochronic): Guile owns this one due to Sonic Booms, easy meter and turtling. Similar to Hydron vs. Zangief, Guile can just spam different speeds of Sonic Booms which gives Zangief three different options. One is attmpt a jump-in, ready to strike but may get hit. Two is to Lariat yet leaving Zangief getting hit with crouching MK's. Three is to do a Spinning Fist in order to gain meter and get closer. Guile's anti-airs can be crouching HP or Somersault Kick that ruins any of Zangief's jump-in attempts. Zangief can respond by has insane tick- ranged Spinning Pile Driver which pressures Guile badly. Bottom line is that Guile can play either offense or defense and win and Zangief must play offense no matter what and since he lacks speed, agility and doesn't throw projectiles is a clear weakness of his game. vs. Guy (studied by Psychochronic): Another tough battle that can go any side but truly, Zangief takes this one. Guy has the speed and can go ground and combos to keep Zangief away. Combo into Hozanto for some chip damage and use Hayagake: Kage Sukui/Kubikari for pressuring his crouch game. Sweeps are also good too for distanceful purposes. Zangief has the anti-air and that's obviously the Lariat which is very effective to build meter. Zangief also has the power as a Spinning Pile Driver can take as much as 27% so getting too close means danger here! Guy's (as well as any other SFA character's) defensive properties aren't good against Zangief due to powerful command grabs so that's why Zangief takes this one. vs. Hauzer (studied by Psychochronic): I know what you're thinking...it's that you've imagined for the first time on how Zangief can do a Spinning Pile Driver on a big dinosaur! I'm laughing too...let's get to business. Zangief takes it and I say it goes 55-45. Use K Lariat's with Zangief for a quick damage, even if Hauzer is blocking. Hauzer can use crouching LK to hit it as crouching HK will result in Hauzer getting hit. Any Lariat is a good anti-air so time that right, even if Hauzer is above. Tempest Fall is Hauzer's good anti-air as Zangief may need to do a jumping FP/FK to get closer. Use jumping FK's to keep Zangief away and a couple Volcano Breaths too but Zangief can get closer using the Spinning Fist. To get also closer to use Hauzer, use some tick attacks and also Running Powerbomb to get in more damage. Levelling up is important remember, so use that tactic too, otherwise, use the Deluge Crisis Mystic Break as that's also a good anti-air but needs to be timed right, before Zangief lands on ground. Don't forget as Zangief, use the Stun Headbutt and most notably in situation, Aerial Russian Slam. Zangief takes this due to attack power, building meter fast and quick attacks. Hauzer is pretty much a big-ass punching bag but can keep away Zangief, even though Hauzer is too big for a target. vs. Hydron (studied by Psychochronic/Skankin Garbage): I remember watching hella old A-Cho vids from 2004 when Jedah, Anakaris and Hydron were the commonly picked characters,so I'll lay it down here from watching that retro video. This one obviously favors Hydron no problem. All Hydron can do to keep Zangief away is throwing Tornado Mists, Tadpole Spawns and constant sweeps and pokes. For Tadpole Spawns though, they're a joke with horrible recovery time making it easier to jump over than the Tornado Mists (especially the low ones) and the high ones go right over Zangief! All Zangief can do is Lariat or Spinning Fist to get closer as of Hydron's pokes and special moves can be beat clean by P Lariat very easily (even Strangling Spark!); the only exception is The Chiller's Attack, but if you're watching out for that, you can block that and P Lariat him after it hits. Hydron favors in agility too as Zangief is too slow for the battle. If you're up close, limit your pokes, Ultimate Guards and Chiller's Attacks because you'll indeed suffer damage (such as Spinning Pile Driver) if not timed correctly. For Zangief, from 75% screen distance It's possible to jump over ANY version of Tornado Mists and land before Hydron recovers; you can empty jump into Spinning Pile Driver after an empty jump from that range too. As for full screen, you can do Spinning Fist without any big fear of repercussion. Getting too close to Zangief is danger so remember to play rushing and turtling for this one. It's still a big guessing gameand if Zangief makes one mistake, it's back to square one. You really need to be on your toes for this match. vs. Ingrid (studied by Psychochronic): Can favor any side. Ingrid's Sunshots keep-away Zangief to the point that jumping over or his Lariat can be risky. Ingrid's MP and HP Sunshots target Zangief's up-section to where the projectile will hit indefinetly and makes a good anti-air for any of Zangief's jump-in attempts. Her FP is also annoying so keep that move in mind to annoy. Zangief's main game is to jump over that stuff and do a Spinning Pile Driver at all costs. Ingrid's defensive properties is nearly the same as Felicia's, which means this matchup threatens Ingrid if she messes up big time. Ingrid's meter is best used for Sunbursts for anti-air or Sunshine for chip damage. Zangief can use his Aerial Russian Slam for anti-air or Final Atomic Buster up close which means an automatic victory. Both have the necessary tactics to win and one must outsmart the other. vs. Jedah (studied by Psychochronic): One of my favourite matches every time I fight TigerLee (One of Canada's top 5 CFE players; uses Zangief/Guy). The thing about it is that Jedah can rushdown great but getting too close can be a mistake so keep your distance. Use Dio-Cega's (Regular or ES are good) for distance that execute a ground chain-combo (starting in the air, time it right or you'll get a Lariat to your face) or for chip damage. Getting too close may mean a Spinning Pile Driver or other slam which can take off 35% of vitality and watch the air, if Zangief's vertical headbutt nails you, that's about 13% of vital plus an automatic stun which leads to suffering! Since Jedah beats Zangief on other stuff, be sure to time your EX supers for good timing but Zangief's pokes and throws (Final Atomic Buster can take off as much as 85%) are stronger than Jedah's so find openings for your chain- combos since Zangief is a heavy character. vs. Karin (studied by Psychochronic): Neutral sided here similar to Jedah vs. Zangief. The standard whiff game for Karin is at a 50-50 here because of Zangief's range for Spinning Pile Driver which causes a threat. For Karin, rely on sweeps and jumping normals at a distanceful range. It'll become a big dice roll here when both have full meter. Both can do as much as 75%; depending of Karin's formation of the custom. Zangief favors due to power and grabs. Karin favors due to speed, agility and footsies. Both equal on meter and potential. Hard match right here. vs. Kenji (studied by Psychochronic): Favors Kenji easily. What Kenji can do is throw LP Ichimonji's all round and what Zangief can do is use Spinning Fist. Kenji's two standing HP's is what keep Zangief away and forces Kenji to play defense due to the fact the Spinning Pile Driver takes as much as 31%. Both can build meter near evenly and Kenji must level up in order for his Mystic Breaks and normals to get up much stronger. Kenji's jumping FP can safely attack on air that resorts for pressureful game and Jumonji is great for chip damage. One of Kenji's easiest matches. vs. Leo (studied by Psychochronic): Favors Leo due to rushdown via poke-range and the Red Earth system. Leo can just do his normals from far-range with Zangief's only response is to play defense. Similar to Zangief vs. Kenji, Leo pressures Zangief to a degree on where he can just come up close and do a Gaia Driver very easily. In any case Zangief is close, his Spinning Pile Driver is much more deadly due to the power and range that it can catch from. Zangief has a long time to build meter in case he wants to pull his super anti-air of Aerial Russian Slam. Leo's meter can level up which gives access to mroe power and another Mystic Break of Gigas Driver. Hercules Rush is also good for chip damage. Leo wins this due to his sub-systems and this is a match which is another example of why Red Earth owns SFII characters; same blood, same mud. One of Leo's best matches but not one of Zangief's worst matches. vs. M. Bison (studied by Psychochronic/Cam347 /Skankin Garbage): Splits right down the middle if you ask me. For Bison, don't spam the LK trick and limit your slide sweeps, remember that Spinning Pile Driver is deadly! An occasional teleport is useful for defensive purposes mostly and jump-in ticks are a big no-no! Standing HK is the best poke so use that to your advantage. Remember the renda-kara cancelling. After 2 LP/LK from the same position you cannot cancel, so stick to crouching LP, crouching LK, crouching LP x2. Standing LP will get you in trouble if the timings off. For Zangief, don't jump-in crossup HK on wakeup, do the Tactical Recovery, Zangief will get up slower and Spinning Pile Driver, even if he's in the corner don't do it. The Tactical Recovery can be quite tricky you know. Zangief's Lariat's shuts down most of Bison's ground game, not to mention his Spinning Pile Drivers too. That INCLUDES Psycho Crushers and Knee Presses by the way. Beware the meter because Aerial Russian Slam is a good anti-air, so no Head Presses and Devil Reverses! My conclusion is both and dish out evenly and can go either way. vs. Rose (studied by Psychochronic/Skankin Garbage): Favors Rose 60-40. LP Soul Spark is off the hook as it's hard to jump over and K Lariat is too hard to time. Her crouching/standing HK is a long poke but not that threatening as any Lariat can punish it. Soul Drill isn't that bad too.This is pretty much a poking game in Rose's favor so if you're using Zangief, you'll already know you have to be pretty precise to be effective, so make Rose come to you on the ground if anything. Make her resort to Soul Sparks! I didn't mention other normals of Rose's, cause she doesn't need any; her other ones are too short ranged to be very dangerous to Zangief, anyways. In the air, Rose's crouching FP beats everything. The only thing Zangief can do isconsistently win with is the MK Knee Press. Now, why you'd ever be jumping at Rose or anyone is my best guess, but if you do...Yeah. Your only hope is MK Knee Press. I don't recommend doing it, cos you'll have to attack way too early in your jump in. Command grabs are dangrerousas they can take out as much as 23% or more, so footsies are hell in the match as you'll never know if you'll suffer it. Final Atomic Buster can hit as much as 80% and that's not good. Summary is the same way you beat most characters with projectiles. Stay at max range and Lariat through the Soul Sparks until she approaches you. Try to get to that magic range (she'll naturally want to be there too, since that's her max range for standing HK) and wait for the Soul Spark. Jump over that and use Spinning Pile Driver or K Lariat through it and score a knockdown. It's harder to do on Rose than most projectile characters, cause of her crazy long range and good priority (and high flying Soul Spark), but it's not impossible. Oh. And do something ballsy at the beginning of the match to get a lead. Rose, being a character with a projectile, naturally has the advantage in a turtling match, so get the lead before you start turtling. 60-40 in Rose's favor due to projectile, anti-air, counters and defensive gameplay. vs. Ryu (studied by Psychochronic): Favors Ryu due to his abilities and mobility. Basic Hadoken game gives Zangief the three chices of jumping over doing a strike attempt with the wrong timing of him getting hit, a Lariat or a Spinning Fist to get closer. Ryu's Shoryuken is his good anti-air as some of Zangief's normals can result in both instead of himself getting hit and Ryu has the fastest meter. Just do Thrust Fierce's and LK Tatsumaki Senpuu- Kyaku's while Zangief is recovering from the ground to gain that easy advantage. Zangief has to rely on rushing a bit mroe than defense as his command grabs do as much as 30% and his normals are fairly good. Final Atomic Buster is good after a close wakeup or a carefully timed jump-in and Aerial Russian Slam is good for anti-airs. Still, with all that, Zangief has bad speed and well...everything you know compared to Ryu as he has way more faster properties than Zangief by a long shot. Zangief's abilities are very good but he must play offense. Ryu's is better and he can play both. Ryu takes this one easy. vs. Sakura (studied by Psychochronic): Favors Zangief due to power. Fireballs and footsies are the fundamentals to fight Zangief. Those tactics for Sakura can build meter, although for Zangief, he can clearly Lariat through causing him to be open for a sweep yet it builds easy meter. Sakura must work extra hard for her pokes and combos because of Zangief's defense and stun level which is 70 opposed to Sakura's weak defense and stun level of 60. Sakura can hold it using Super Combos (Haru-Ichiban and Shinkuu-hadoken) and Customs such as "Sho-Sho-Sho" for chip damage. Using it at 50% would be recommended, using it at 100% then getting hit is clearly not good for Sakura. Zangief's supers are threatening. Final Atomic Buster takes out as much as 80% and Aerial Russian Slam takes out as much as 65% and is a good anti-air. Zangief wins this due to power, easy meter and ground game. Sakura's weak defense and tweaked SFA meter gives her a slow and miserable loss right here. vs. Urien (studied by Psychochronic): Favors Urien unless he screws up on this one. The basic pressure game is what win in Urien's favor. Zangief can easily Lariat from an LP Metallic Sphere but not from an MP Metallic Sphere (which is his anti-air) as that aims to his head rather than his waist which is a clear hit. Urien's Violence Knee Drop beats it too if it's timed right. Any of Zangief's jump-ins can result in a mistake due to the 3S parrying. Simple parrying, launch then combo to Temporal Thunder is one of the easiest comebacks there is. Urien's Dangerous Headbutt is good for wakeups and if timed right, anti-airs. Zangief can respond using Spinning Fists, Lariats anytime Urien does a jump-in and tick-Spinning Pile Drivers which bring pain drastically. Final Atomic Buster is good for tick game and Aerial Russian Slam is good for anti-air, although Zangief's meter is somewhat fair to build and he has one shot to use and it's back to 0%. Urien wins this due to his abilities and can play a rushing, turtling or excelled style but Zangief can stand but must play a rushing style. vs. Yun (studied by Psychochronic): Favors Zangief in a similar situation as Felicia vs. Zangief. Divekick abusing will not work here, Zangief's Lariat is a clear anti-air. Getting too close means a Spinning Pile Driver and Yun's defensive properties is very, very low. For Yun, use crouching normals to combos. Tetsuzankou is a good combo finisher is be sure to cancel it to You-Hou for big damage; Sourai-Rengeki is not a good alternative and that super art is merely damage that's equivalent to chips. Zangief gets favored due to power but Yun can give out some pressure. A defensive Yun can slowly increase the chances to win but Zangief is favored by a high margin. Ending: Zangief is seen driving a convertible, surfing, golfing, eating a cheeseburger, checking into a hotel holding shopping bags and in a hot tub with girls. Too bad he's dreaming about while surrounded by polar bears in the freezing cold. This ending was speculated by fans if Zangief was a homosexual as seen in past Capcom references. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 11) Yun: Place of Birth: Shanghai Family: Grandfather User of Chinese fighting arts (Kenpo) who possesses a genious fighting sense. Living in his homeland Hong Kong, together with his younger twin brother they're active as young leaders. First Appearance: Street Fighter III: New Generation Beneficial Changes: -Doesn't have the intro where he jumps from the screen from his skateboard. -Gets a new win pose as he straightens his cap and raises his arm up. Quick Standing Invulnerability Data: 41 frames total; invincible for the first 33 frames Dashing: -Forward: 22 frames -Back: 32 frames Stun Points: 60 Victim: -Mummy: A pot used to carry rice dumplings and stew. -Vampire: His girlfriend Hoimei from SFIII. Known players to use Yun: -Combofiend (United States) -Izumi (Japan) -Nao. (Japan) -Oji (Japan) -RPGv2 (Canada) -Shiro (Japan) Best Matchups: Felicia, Rose Worst Matchups: Hauzer Command Normals: Dakai: F + FP: *Damage: 1400 Yun steps forward a bit as he turns around thrusts his hand outward that pushes the opponent back. Very fast startup and recovery time and good for mid-range and footsie attacks. Senpuu Kyaku: F + MK: *Damage: 1000 Yun does an overhead hop kick towards to the opponent. The speed of the attack is pretty fast and can mixup right after. Raigeku Shuu: DF + K (only in air): *Damage: 800 Also known as "Dive Kick", Yun does a divekick towards the opponent. It may leave him open to suffer an anti-air but it's his best attack from the air to begin his combos. Special Moves: Tetsuzankou: F, D, DF + P: *Damage: 1000 (LP)/1100 (MP)/1200 (HP/EX) Yun roll towards the opponent as he nails a shoulder thrust. The LP version can be comboed and super cancelled for some good damage. The MP and HP version simply juggles the opponent, ready for Yun to do a combo in the air. The EX version goes slightly faster, does two hits and allows juggles. Three of the versions (MP, HP, EX) allow the move to travel under projectiles for some solid damage. Zessho Hohou: QCF + P: *Damage: 1000 (LP)/1200 (MP)/1400 (HP)/1600 (EX) Yun travles in the air and nails a flying fist with differs of range, almost as similar to Terry's Burning Knuckle in CvS2. Good for a surprise attack on close or mid-range and good to finish off a combo. Each button corresponds on the length of the speed as LP version goes mid-range, MP version goes 3/4 of the screen and the HP version goes near full-screen. The EX version does two hits and increases in damage and speed which also juggles for one hit but not necessarily useful. Kobokushi: QCB + P (Px2 to fake): *Damage: 1400 (LP)/1600 (MP)/1800 (HP) Yun's dual palm strike thurst with big startup time. Good for a single hit but has a long animation and very vulnerable to counter-attack when done. Also good for corner combos which can lead to juggle opportunities and a great projectile stopper when timed right. There is no EX version of it. Nishou Kyaku: F, D, DF + K: *Damage: 1200/2000 (EX) Yun flies up into the air doing a double kick which results in two hits. Great for juggling and but not great as an anti air attack. The EX version still does the standard two hits but does a good damage increase making it more effective for juggle combos. Zenpu Tenshin: HCB + K: Yun simply grabs the opponent and flips right over them, giving Yun open to strike. Although it does no damage, this move is better known as a tick-throw setup for a strike on Genei-Jin in 3S. The differed part is that it has a bit of speed toned down on startup, the same part goes is landing it. Super Arts: Sourai-Rengeki: QCFx2 + P: *Damage: 3200 Yun's Super Art II in 3S. Yun does a barrage of normals that ends with a modified flip version of Nishou Kyaku. This super has slight invulnerability on startup but does low damage. You-Hou: QCBx2 + P: *Damage: 3600 Yun's Super Art I in 3S. Yun does an HP, an LP Tetsuzankou then finishes off with a fist blow which juggles the opponent greatly, ready to do more damage. Anoher super which has invulnerability on startup, making it great for wakeup or anti-air options. Pros and Cons: (+): Can produce great air and ground combos. (+): Easy juggling. (+): Sourai-Rengeki is useful after a combo. (+): If you land an FP Tetsuzankou on the ground in the corner, do LP Kobukoushi into You-Hou to get full hits of the super. (+): If you ever launch out of the air with your back to the corner, FK divekick behind them and just combo them back into the corner. (-): Does very little damage. (-): Yun's taunt doesn't increase his power for his throws, specials and normals like in 3S. (-): Meter-Dependant! (-): Doesn't have Genei-Jin like in 3S. (-): Sourai-Rengeki deals pathetic damage; around 15% maybe? Perhaps even less. (-): Nishou Kyaku is not very useful an an anti-air. (-): He is pretty much the same as CvS2. Which means he totally sucks with floaty jumps and slow divekicks. (-): Animation for crouching MK is the same as crouching LK!!! Which means horrible range. (-): Does not have the far standing MK animation from 3S. No matter what range you are in, you always get close standing MK (Launcher). (-): Divekicking is hard to abuse in this game; there's so many characters that had ruin your day in damage (ST cast, Zangief, dp'ers, etc...). (-): You-Hou will not air juggle very well against at least Anakaris and Pyron (although Pyron doesn't really matter), So that kinda blows... (-): Other things to test out is who you can launch with FK at any distance and still be able to LK dive kick and keep juggling. Some fatter characters (like obviously Hauzer) can only be launched from certain farther distances or the dive kick will never whiff. Other characters you might need to FK dive kick to get close enough depending on launch distance. Early Impressions (studied by RenoROB): He is a combo MACHINE. At first I thought wtihout Genei- Jin he would be worthless. His crouching HK and no range and is hella slow. I couldn�t possibly see him being that good, then I saw the Japanese pull off the craziest combos; all of which with little practice really isn�t that hard to pull off. He seems to be the only character who chain-combo build meter the most which is a good thing cause he needs meter to do 85%+ combos (yea, like he need that already), His biggest downfall is the fact that he has low vitality compared to Alex and Urien but if you ever get hit with his standing HK, just pray he doesn�t have a meter or else you will be dead in one combo. Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Alex due to power and ground game. Think of this as a watered-down version of 3S where Yun and Alex's overall properties are completely changed. Yun has the speed and agility which can corner Alex for some hits. With Yun not able to abuse divekicks, this gives no choice but for Yun to work on the ground and with that since he completely has bad damage properties it's unable to greatly rush down. Alex on the other hand has the second highest stun (65) and his normals are great. He can use Air Knee Grapple for an anti-air and with his speed a bit up, he can dish out the damage more quicker. The only thing for Yun is a good footsie game or else he's out. Crossups won't be that easy and with Alex's Powerbomb having great power and great range, this gives Alex an advantage. vs. Anakaris (studied by Psychochronic): Favors Anakaris due to his abilities. Similar to Anakaris vs. Urien, the chances for Yun to takes it are very slim. Anakaris can simply nail his crouching HP when he hits Yun after he does his divekicking abuse then simply cancels it into a crouching HK then continues on his rushing game. Yun has to time his parries right or else a chain-combo is what's coming to him. Yun's meter is useful for some damage like You-Hou but for Anakaris personally, it doesn't juggle him fully which is bad. Anakaris' meter can be used for Royal Judgements, Coffin Drops or Mummy Drops. Bottom line is that Anakaris pressures Yun good unless the player has extremely good guessing skills and has crucial timing for parrying. vs. Chun-Li (studied by Psychochronic): In this watered down 3S-like match, Yun takes this one. Yun's divekicks can link to combos and land Chun-Li in a pressure or corner situation, leaving her choices to parry, attack or jump out of it in order for her to be in the match. With that in effect, Yun builds meter great and if he rkeeps doing that, end a combo in the corner with a Tetsuzankou and super cancel it easily into a You-Hou for great damage then juggle and mixup from there. Chun-Li's pokes are effective in the match and has stun potential. Hoyoku-Sen is good for random and surprise game and Kikou-Shou chips like hell and pushes Yun back making her safe on block. The thing here is that Yun's pokes do like nothing and Chun-Li's Hoyoku-Sen right after juggles for 2 more hits and gives her a chance to mixup or to play an advance game but her corner game is kinda crap compared to Yun's. In conclusion, Yun's abilities beat out Chun-Li's abilities here and due to that since they're toned down, Chun-Li has changed as Yun's has gotten much more pressure like game and his offensive normals get toned for it. Chun-Li's is in reverse though and due to that, she can't fare to Yun here. vs. Demitri (studied by Psychochronic): Favors Demitri with Yun having some chances in the match, I'd say 60-40. Divekicking is always the thing for Yun's rush game and it can go either way off that. One must be fast to nail their chain-combos but even before that happens, Demitri can Guard Cancel out of it which is his Demon Cradle. Another alternative after the blocked divekick, Demitri can easily teleport dash to avoid it. Yun's pokes make up for it here as DS' characters have low defense. Chaos Flare can be easily parried and Bat Spin is still good for evasion, it's just not safe on block, leaving him to suffer from a super art or chain-combo. ES Chaos Flare is good for surprise games and Midnight Pressure is always his best EX move. Bottom line is that due to Yun's agility, he can try to rushdown Demitri with his meter building good and doing damage due to his pokes. Demitri can simply evade and pressure in using his chains but has low defense and fair meter build. vs. Felicia (studied by Psychochronic): Favors Felicia due to her speedy tactics. Delta Kick is her Guard Cancel and it's a good anti-air to respond to Yun's divekicks, crouching HP is good too. Felicia rules the ground as her dashing chain-combos pressure Yun greatly as he must parry the first hit or he'll suffer very good and due to that, she builds meter good, with or without using her Kitty Charge. Yun must play a deep mind-game and must excel to nail his combos in order to dish it out. Meter is important as he can do You-Hou then juggle and mixup from there but his build up is very slow here. Bottom line is that Felicia has the rushdown to bring it which enables Yun to carefully time his attacks right, especially his combo attempts and to excel instead of relying on strict offense or defense. One of Felicia's easiest matches. vs. Guile (studied by Psychochronic): Similar to Guile vs. Urien, Guile takes this on a 55-45 ratio. Yun can easily parry and get out fo whatever Guile throws at him and Yun clearly punish that because it's one hit. Simple combo into You-Hou dishes it out nicely but meter takes a sum amount of time to build, especially when Yun isn't parrying. The only thing yun must be careful of is abusing his divekicks. Guile can simply use crouching HP or Somersault Kick to punish it greatly. Yun has a lot of combos, tactics and setups to pressure Guile as Yun has more mobility. Bottom line is that Guile is favored due to power but is not mobile enough. Yun has speed, combos, 2 gauges for meter to dish it out but has weak defense. vs. Guy (studied by Psychochronic): Can go either way in this match. Both are agile, does equal damage and have good ground, air and corner juggle setups with both of them having very different properties. Yun can parry, high-jump, quick stand and Guy can air-block, air-throw, wall-jump, Ukemi and has 2 Alpha Counters. With their ground and corner games, Guy can use his interchangeable X-Ism/A-Ism combos which can go on from there. Bushin Hasso Ken can juggle if cornered. For Yun, some of his setups begin with a divekick and it goes on from there. Few normals can set it up right and depending on posititon after Tetsuzankou, use Sourai-Rengeki to finish it or You- Hou to bring the pain and juggle some more. Guy has his customs in case he wants to get creative and his Alpha Counters are good for desperate situations. Bottom line is that this match is evenly played that it can go either way. vs. Hauzer (studied by Psychochronic): Favors Hauzer due to power. Yun's divekicking abuse won't work due to Hauzer's anti-airs of crouching MP and Tempest Fall which completely ruins Yun's game dramatically. Yun has to work the ground no matter what but all of Hauzer's pokes clearly affect it too. For Yun, save the meter for combos into You-Hou to bring the pain to Hauzer, don't waste it on EX moves or Sourai-Rengeki is Hauzer blocks it, he can clearly Ultimate Guard while in block stun and do an Ultimate Counter right after. Hauzer can save his meter gems for levelling up to increase his attack power and use Gust Flame as a great anti-air as it's very hard to parry that Mystic Break. Bottom line is that Hauzer rules the match because the Yun tactics leave him open, leaving Hauzer to strike easily. vs. Hydron (studied by Psychochronic): Favors Yun due to the rushdown. Similar to Yun vs. Ryu, divekicking must be limited because you know Hydron is going to Ultimate Guard the attack instantly. Hydron gets pressured badly due to Yun's speed and agility, to which some abilities that are extremely low for Hydron. Hydron's pokes are crap and do bad damage compared to Yun's as his are fast but do slightly more damage than Hydron's. Both can build meter at the same time nearly and Hydron must level up, Yun can save it for a combo into You-Hou then mixup from there. Hydron has his Tadpole Spawn and Tornado Mist which can keep away Yun, but he's too agile and can jump right over, if not, jump and parry then get ready to strike. Bottom line is that Yun is too fast for Hydron and that's why he gets pressured badly here. vs. Ingrid (studied by Psychochronic): Favors Ingrid due to her pressure game. Sunshots are good as anti-airs which pressures for Yun's offense game unless he has quick reactions for parrying. Sunshots and Sunuppers beat out Yun's abusive divekicking greatly, leaving Ingrid to do a Sunburst or if she has no meter, a jumping HP or a Sunshot. Yun's attack properties are weak as it does nearly nothing of bits if you ask me. The only thing Yun's pokes are good for is that it has stun potential because Ingrid has the lower stun properties. Ingrid builds meter faster than Yun because his attacks are pathetic and must rely on parries and combos. Yun's meter is good for combo to You-Hou and that's the only good super he can do to dish it out. Bottom line is that Ingrid's projectiles and Sunupper counter anything of Yun's air-game and Yun must do a jump-in to do some damage Ingrid which isn't easy die to the angles of her Sunshots. Yun has bad attack properties just as how Ingrid has bad defense properties which can be a sole factor here. vs. Jedah (studied by Psychochronic): Jedah takes this but Yun stand due to the 3S system and his properties. Agility and speed they both have and an example of that is Yun's divekicks which can setup for a combo and Jedah's chain-combos, setting up starting on air then onto ground. Speed due to Yun's fast specials and dashing and Jedah's fast normals and dashing (air too) as well. Both have the same amount of damage properties so that's a neutral point. Yun on the other hand can parry, which is useful on the air due to Jedah's normals. Jedah can Guard Cancel which can affect Yun's divekicks and while during his Super Arts. Even though they both have fast attacks, Yun's mostly ends with a special as Jedah's doesn't and are mostly normals. Another point is that Jedah has unblockable and is great for corner games after Dio-Cega when Yun fails to parry. Other than above, it can go either way but Jedah has the most chances of winning. vs. Karin (studied by Psychochronic): Favors Karin due to the rushdown. Divekicks can be easily dealt with either a crouching HP which can trade damage or do a high Yasha Gaeshi for an easy counter. Standard whiff game is still there but the thing to watch out is parrying so sweeps and her overhead kick are a way to confuse and do a mixup. Karin's pokes are better than Yun's and can stun faster.Yun's game is a balance of ground and air. Divekicks after blocked can lead to a tick-throw or a combo attempt which brings in the pain. Karin is the same too as she has her crossups into Gurens then juggle for another one. Both have their meters built good. Karin has her Alpha Counters just in case and her customs to bring it. Yun has the option to use EX moves which have their 50-50 but it's better to do it at a combo into super to do it good but it does low damage due to his weak damage properties. Bottom line is that Karin wins this as her atack properties are better and has better mixups than Yun's. vs. Kenji (studied by Psychochronic): Favors Yun due to nearly everything and that moves, speed, meter, properties and pressure. Nearly any of his normals (especially in the air), pressure Kenji very well and it's much more of a guessing game when Yun has meter meaning once Yun gets in, it's a 50-50 chance he has to guess right. Simple divekicks the combo into You-Hou or Sourai-Rengeki for the hits. Ultimate Guard may be useful but Yun is too fast in normals, throws and specials give Yun the advantage. Incorporate parrying Kenji's attacks and he's done. Another match on why 3S fares well against Kenji (except Chun-Li). vs. Leo (studied by Psychochronic): Favors Leo 55-45 due to his long-range pokes but he can get pressured as Yun is fast in the air. Yun has the simple divekick game which pressures Leo and Ultimate Guard is not that reliable due to his slow recovery which doesn't match Yun's fast speed. From there, simple combos can build meter due to that. Leo has the poke-range but be careful as it can be parried, leaving Leo ready to get hit if it's done up close. Gaia Driver is good and effective and Hercules Rush is 50-50 as the first hit can be parried and a hit goes on or for some cheap chip damage. Both can build meter good but Leo's levelling up increases his power as Yun's attack properties do diddly. Leo wins this due to the Red Earth system and his pokes but Yun can take it due to his pressure, mixups and juggle game. Ultimate Guard that not that reliable as speed plays a big factor due to Yun's moves having quick recovery. vs. M. Bison (studied by Psychochronic): Favors Bison due to power on most hand. One would say Yun could take it, but the answer is no. Yun has low weak damage properties and his defense is lowered compared to the others of the 3S cast. The only thing he can do to get away is Super Jump and Parry, even though Bison's normals are powerful. Bison also has fast meter comparing to Yun, what's he gonna use it on? Don't waste it on EX Moves or Sourai-Rengeki. Only viable way is You-Hou or for your partner. Yun may equal (maybe a bit less) Bison on speed, agility and ground-game (a bit of it) but Bison's attacks is what kills. Can go either way at most but Bison's chance to win are at a very big percentile. vs. Rose (studied by Psychochronic): Favors Yun due to the rushdown. Divekicks own Rose and she has minimal time to do her Soul Throw, otherwise she takes the hit and it gets worse...Yun can setup combos which builds his meter good and is ready for his You-Hou which punishes Rose greatly. Tetsuzankou goes under Soul Spark and Yun is ready to mixup from there. Rose's only response is to time her pokes right and to save for her meter. Aura Soul Throw is good and the classic P Alpha Counter linked to crouching MP -> MK Soul Drill is always there but even though, her meter takes time to build and you know Yun doesn't throw projectiles and Rose's combos are hard for her to get in. SFA's whiffs are only 1% which is too damn slow. Bottom line is that Yun is too fast for Rose as his tactics can pressure and mixup greatly. Rose must act very fast as this is one of ther worst matches and one of Yun's best matches. vs. Ryu (studied by Psychochronic): Favors Ryu due to power. Yun's divekicking abuse won't work as Shoryuken is a perfect anti-air and can dish out as much as 15% so time that right. Divekicking is good for a tick-throw or combo setup which dishes it out so tone the dickicks a bit. Nearly any air-move won't work unless Ryu gets pressured or in the corner desperate for a hit (divekicks too). Ryu has his crouching MK and Hadokens for distance game and has the easy meter here. Shin-Shoryuken can nearly do 75% and Shinkuu-Hadoken can be easily parried or jumped over. Yun's meter must be used for combos into You-Hou or for Sourai-Rengeki for that easy chip damage. EX moves can be used but don't rely on it too much. Bottom line is that Ryu's power beats out Yun's but he has the jump- in and pressure game which Ryu must block nearly the whole time. Ryu wins due to that but Yun can stand if Ryu tends to screw up which can be common on a 50-50 basis. vs. Sakura (studied by Psychochronic): Can go either way. Since Sakura fights 3S very well as her pokes are effective for any purpose. Yun can use divekicks for pressures then can do tick-throw or combos right after. Sakura's meter builds better than Yun's and her customs chip great as Yun must block or he has the chance to parry the first hit and react fast or he eats it bad. Yun's meter is damaging as he can combo to You-Hou than juggle and micup from there which is damn good. Bottom line is that due to their abilities and properties, it can go either way. vs. Urien (studied by Psychochronic): Favors Urien due to power of his normals and supers. Yun's divekicking abuse won't work here as Urien can simply parry, then launch to super resulting in over 30% of vital out due to that mistake. Yun has the good footsie game and can do a Tetsuzankou under Urien's Metallic Spheres and just combo into You-Hou then juggle from there. The bad part about Yun is that his normals and his Sourai-Rengeki are kinda pathetic though. Urien's normals own in this match. FP's abd FK's can pressure Yun to an extent that it has stun potential too. Bottom line is that Urien's abilities have easy access to Yun's tactics and Yun must play a footsie game or else he's dead here. vs. Zangief (studied by Psychochronic): Favors Zangief in a similar situation as Felicia vs. Zangief. Divekick abusing will not work here, Zangief's Lariat is a clear anti-air. Getting too close means a Spinning Pile Driver and Yun's defensive properties is very, very low. For Yun, use crouching normals to combos. Tetsuzankou is a good combo finisher is be sure to cancel it to You-Hou for big damage; Sourai-Rengeki is not a good alternative and that super art is merely damage that's equivalent to chips. Zangief gets favored due to power but Yun can give out some pressure. A defensive Yun can slowly increase the chances to win but Zangief is favored by a high margin. Ending: With an order of food coming in late, Yun swipes it from Yang as he's on his skateboard, ready to deliver. This is a reference in 2I as the background with the crowded street and bus blocking traffic is based on his 2I stage. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 12) Karin: Place of Birth: Japan 3 Sizes: B83 W57 H85 Blood Type: B Special Skill: Several Kanzukiryu Succession Moves Daughter of the illustrious Kanzuki family trust. "Keeping up with everything is sufficient for winners" being the family precept's motto, acquisition exceeding a hundred systems of fighting arts. Until-now-rival Kasugano Sakura is the confronting example of whom her heart seethes. First Appearance: Street Fighter Alpha 3 (Street Fighter Zero 3) Beneficial Changes: -She doesn't have the intro where her butler Ishizaki comes in to the fight and she throws a tray at him. -She doesn't have the intro where she hops out of a helicopter. -She doesn't have the win pose as she poses where her butler Ishizaki brings her a drink. -She doesn't have the win pose as she poses where her butler Ishizaki goes to her opponent while down and gets a first-aid kit. -She doesn't have the win pose as she poses where her butler Ishizaki and her dog run around. Stun Points: 60 Victim: -Mummy: A French Poodle which is her dog seen in her win poses from SFA3. -Victim: Karin wearing a Tennis outfit holding a racket that's similar to her win pose where she holds her elbow. Known players to use Karin: -Arturo Sanchez (United States) -D44Bas (Japan) -Jeron Grayson (United States) -Justin Wong (United States) -Mago (Japan) -Ricky Ortiz (United States) -Taka (Japan) -Y.F. (Japan) Best Matchups: M. Bison, Demitri Worst Matchups: Hauzer, Leo P Alpha Counter: Standing HP K Alpha Counter: Crouching HK Command Normals: Elegance Kick: F + MK: *Damage: 900 Karin hops forward a slight bit as she does on overhead kick. Great to confuse others that it can only be blocked standing and good to repeat her repetitive FK custom combo. Special Moves: Guren Ken: QCF + P or HCF + P: *Damage: 600 first hit, 700 second hit Also known as "The Rekkas" but we'll call it Guren's here. Karin dashes forward a bit with a simple palm push. Basically, the opening for combos and other Guren Ken setups as it has a variety of ways that are made to confuse the opponent's guarding game and land in some good damage. Also good for follow-ups and juggles as well. -Guren Ken: Press P after Guren Ken (1), Guren Ken (2): *Damage: 500 Does one more simple palm push then finishes off with a Hosho. -Guren Hosho: F + P (after Guren Ken 1 or 2): *Damage: 400 Does a Hosho right after without the second Guren. -Guren Mujin Kyaku: K (after Guren Ken 1 or 2): *Damage: 800 Does her famous two-hit step kick which is great for juggling and mixups. -Guren Yasha (High): B + P (after Guren Ken 1 or 2): *Damage: 1400 Does her high counter-attack. -Guren Yasha (Low): B + K (after Guren Ken 1 or 2): *Damage: 1400 Does her low counter-attack. -Guren Ressen Ha: U + K (after Guren Ken 1 or 2): *Damage: 1800 Does an overhead palm attack. -Guren Kusabi: D + K (after Guren Ken 1 or 2): *Damage: 600 Does a simple slide sweep. -Guren Chochu: DF + P, P (after Guren Ken 1 or 2): *Damage: 1400 Does one part of her Rassen Cho then finishes off with her Ressen Chu. Hosho: F, D, DF + P: *Damage: 1300 (LP)/1400 (MP)/1500 (HP) Karin does a simple palm thurst that sends the opponent back and down. Lacks range as she nearly stands on the same spot but has a large hit factor around it and is capable of beating incoming normals. The downside is that it has substantial recovery time, making her not safe on block. Mujin Kyaku: F, D, DF + K: *Damage: 800 Karin's famous two-hit step kick that lanuches the opponent. Excellent for juggle setups which allows Karin to nail a free attack (normal, special, super) in the process. Does very little damage alone but can be comboed after Guren Ken. Rasen Cho: B, D, DB + P: *Damage: 800 Karin nails an elbow thrust towards the opponent. Just like Mujin Kyaku, this is also another extension after Guren Ken. The move itself has no interesting uses. -Ressen Chu: Press P (after Resen Cho): *Damage: 600 Same thing as Rasen Cho, Karin just nails a second elbow. Nothing interesting also. Ressen Ha: QCF, UF + K: *Damage: 1800 A leaping overhead attack. Karin simply jumps forward and circles her palms. Very slow overhead but can punish projectile attempts and opponents on crouch game. Yasha Gaeshi (High): QCB + P: *Damage: 1400 Karin's high counter-attack which can instantly hit jumping and standing attacks. It can even punish super combos too! Moves such as Ryu's Shin-Shoryuken, Hydron's Strangling Spark, Yun's You-Hou just to name a few big damaging super combos won't be affected! Karin simply counters that no problem! Yasha Gaeshi (Low): QCB + K: *Damage: 1400 Karin's low counter-attack which can instantly hit crouching attacks and sweeps. This version is somewhat too risky to do mid-screen because of heavy recovery time. Notice an extra 2-3 frames when done? Good to use after Guren Ken but by itself...be sure to time it right. Arakuma Inashi: 360 + K: *Damage: 1550 (LK)/1824 (MK)/2065 (HK) A multi-hit command throw. Karin simply knee's the opponent just like her neutral throw, then simply draws the opponent down. This move is useful for many of Karin's closeup game but not useful for comboing as this move was a big factor in SFA3, not here. Super Combos: Kanzuki-Ryu Shinbi Kaibyaku: QCF x2 + P: *Damage: 2600 Karin does her Level 1 version of this Super Combo. A different formation of Guren Ken thrusts that ends with her Hosho. It does less damage than a Guren Ken juggled with an s.HP but it has some invincibility frames on startup, making it great to whiff out on desperation or defensive scenarios. Kanzuki-Ryu Ko'ou Ken: QCF x2 + K: *Damage: 2700 Karin swings her palms like Ressen Ha's and jumps straight up in the air. Perfect for anti-airs and does great damage after juggling a Guren Ken or finishing off a Custom Combo. Pros and Cons: (+): Has amazing Anti-Air ability even her super is a great anti-air. (+): Excellent footsie game. (+): Her Custom Combos can do as much from 50%-90%, depending of character and formation of Combo. (+): Highest comeback factor! (+): Easy to execute Custom Combos. (+): Her crouching MK is bufferable! (+): Her crouching HP is a good anti-air. (+): Doing MP's repeatedly is great for rushing and gives a chance to whiff out a throw! (+): Can stun easily and faster! (+): Her jumping HK can also cross up. The back of her other leg also has a hit box. I think its a little similar to Iori's b.LK in CvS2. (+): Fastest sweep in the game, Karin's sweep is likeinstant and has like zero recovery. Possibly the fastest sweep in all of SF history; sweep is ruthless and destructive (Top- tier right there!). (+): Her Mujin Kyaku Custom (Karin's "Sho-Sho-Sho" like Custom Combo) can chip as much as 8% and is great for cheap knockouts. (+): Great juggling (eg. Guren Ken --> Guren Mujin Kyaku --> Kanzuki-Ryu Ko'ou Ken) (+): She can combo her LP version Guren Kens after the above bufferable moves. She can only connect with the palm strike finish and the hopkick though. And you have to be quick. Good news nonetheless. (+): Also, this is kinda surprising, but her Yasha Gaeshi's come out fast. Real fast. The animation is the same, but Karin will counter anytime after inputting the QCB + P/K motion. (+): Her counters is exactly like Geese from CvS2 (even Super Combos can be affected!). (+): Her FK Ressen Ha is now travels full screen making it much easier to punish projectiles. (+): Karin can combo her Custom finishing her Guren combo. Time the Last FK before the custom ends and land LP, standing LP Guren! (+): Karin doesn't have to work that hard to establish mid-range, and once she does, she dominates very well. I don't think she falls prey to projectile abuse (i.e. Hauzer). Just as in SFA3, Karin won't be jumping a whole lot either unless she's attempting a MK crossup. Her ground game is very strong. (?): Outside the Gurens, the Rasen Cho and Ressen Chu can be taken advantage because of their natural combo potential. Plus, they're kinda flashy. However, you're better off sticking to bufferable moves -> Guren Ken -> Guren Mujin Kyaku -> finisher. (?): Hmm....it seems Karin cannot combo Guren Kens during her Custom. She can only use the initial palmstrike. She can still do the finishers but you have to input the motions kinda slowly or she'll cancel into one of her normals. (-): In Guren Ken, the Rasen Cho and Ressen Chu are (and I hate to say it) worthless. No combo potential easily blocked/interrupted. The delay isn't really worth anything. (-): Karin's Mujin Kyaku doesn't have the "push" effect as it did in SFA3. This means it's not safe on block. You're gonna get hit. So no more blasting through any retalitation with her Kanzuki-Ryu Shinbi Kaibyaku. As a matter of fact, none of her finishers seem to be safe (not even her sweep). (-): Karin's Guren Ken's now have slight gap openings for blocking which is bad news. So finish off with her Mujin Kyaku (can lead to Custom Combo) or Palm Strike. Timing is crucial though. (-): Unfortunately, the LK Mujin Kyaku is unsafe vs. all characters since there is no push like SFA3. Now, the LK Ressen Ha finisher is interesting. (-): Hmm....what else needs to be said of her Guren Kens? Well, if you use her strong or fierce Gurens outside of a combo and the opponent blocks the first palm (shame on you), you can be thrown or hit before the second palm comes out. Same as SFA3. (-) Arakuma Inashi is not that useful as it was in SFA3. Early Impressions (studied by RenoROB): Everyone's favorite Custom Combo character. Her cross- up's seems to be brain-dead and her combos seems to be so easy, so why not top tier? Well a couple of things; those above her are also really good and that she lacks the ability to do serious damage without hitting her combos or Custom Combos, her pokes are not that great and although her standing HP and crouching HP are great anti-air, she just seems to be lacking the ability to build meter something the characters above her can easily do. Her crouching HK and throws are her most abusive attacks (in my opinion) but that only gets so far and that�s why she's only mid- tier in my books. Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Karin due to the rushdown but Alex's properties can stand up in the match. Simple whiff-whiff game for Karin and don't forget the sweep too but watch out as Alex can parry so keep your eyes out, even though her poke properties are very quick and fast. The old standard Karin game builds her meter right and the Guren setups deliver the damage good. Alex has the pokes and they do more damage than Karin's and they have some stun potential. Alex's stun is 65 compared to Karin's which is 60. Crouching FP for Karin is a good anti-air in case Alex does a jump-in. Alex can use Air Knee Grapple for his anti-air but that can be air-blocked. Head Stomp is good for wakeup, surprise, desperation, random or reach-in game. Fast meter favors Karin due to the pokes as Alex must do the same and parrying too. Mobility can go either way. Karin can't dash and Alex can which can setup for a Powerbomb. Strong meter can also go either way. Karin has her easy Customs and Alex has his Super Arts to which can bring out the pain, specifically Hyper Bomb. Alex has the power from the meter and the dash but Karin has her Customs, her meter and her fast normals which is why this match favors Karin but Alex having a chance to take the win from her. vs. Anakaris (studied by Psychochronic): Karin gets rushed down here and has little to bring in the match. Simple rushing and tri-jump combos owns Karin and her only response is her Yasha Gaeshi's but has to guess high or low which is like a dice-roll game because Anakaris' can simply do a combo from another setup or do Mummy Drop to bring it if Karin is cornered. Karin's game is her crossup game linked to her Gurens and her whiffing game may not take it here. Both have crouching HP's as their anti-airs and nearly have the same meter build. Anakaris can use ES Mummy Drop for corner game and ES follow-up attack is good if you use chain-combos the entire match. Karin's meter is good for customs but must be timed right if you wanna take advantage of those invincibility frames on startup, otherwise she gets hit and it's a waste. Bottom line is that Anakaris rushes down Karin easily and she has little to respond and bring in the match. vs. Chun-Li (studied by Psychochronic): Favors Karin due to the rushdown. Karin can just do her standard poke, poke then whiff out either a Guren combo or a throw, Chun-Li has to be quick to react or she gets rushed down for free. Anything Chun-Li can do, Karin can just easily respond with any Yasha Gasehi when timed in the exact point (even Hoyoku-Sen counts! You're better off doing Kikou-Shou to be honest with you). Karin's meter can be built fast and execute in a 30-50% custom when activated at around 50%. Karin's pokes in comparison to Chun-Li's, I'll lay it out; faster speed, faster stun potential, faster pokes-to-combos, faster way to build meter which means faster supers and conclusively, a faster victory. Chun-Li gets rushed down for free due to these points. Gotta have quick eyes here due to Karin's fast properties when it goes to parrying. One of Karin's best matches. vs. Demitri (studied by Psychochronic): Demitri becomes guano in this match. This is like Jedah vs. Karin except Karin doesn't need to be worried about any of the Jedah tactics. Demitri doesn't have a stalled projectile, reliable air-to-ground chain-combos, constant mix-ups, distanceful unblockables and an air-dash. Karin can simply crouch under a Chaos Flare, air block a Chaos Flare, has excellent pokes and can Guren combo to dish out. Don't forget about the Custom Combos as they can serve damage! Karin's footsie game can easily avoid doing Dashing Demon Cradle, Midnight Pressure and Midnight Bliss. If the Batspin doesn't get countered and gets blocked instead, Demitri suffers a poke while in the air. With all that there, Karin wins hands down. vs. Felicia (studied by Psychochronic): One of Felicia's counter matches and this is obviously a bad sign. Similar to Hydron vs. Karin and Felicia vs. Guy, the standard whiff-whiff then tick-throw game and Felicia must play defense and paceful rushes are risky. Sweeps are also effective (don't matter who) but Felicia's chains are harder to fully connect since offensive properties isn't much in there. Karin's pokes are threatening as they do damage and have sutn potential which is also bad, plus she builds fast meter. Karin's meter should only be used for Alpha Counters as it's more wiser. Karin wins and Felicia has no choice but to play defense but she is somewhat okay for a person playing a turtling game. I wouldn't be surprised if Felicia won the round with the ending as time over instead of a KO. vs. Guile (studied by Psychochronic): Another neutral sided match. Guile can do his standard Sonic Boom game for his defensive purposes. One thing to get his reaction off is Karin's Ressen Ha which can punish it very quickly. Basic rushdowns like Gurens can give Guile a hard time. Guile can build meter fast and when he misses his super, it's okay for him to gain it back; a random super wouldn't hurt. Karin's custom can bring the pain. I say, just activate at 50-60% and you'll be fine as it'll come back faster than later. Guile's keep- away and projectiles are his keys. Karin's Guren's, rushing normals and Customs are her keys. vs. Guy (studied by Psychochronic): Favors Guy unless he scrws up on this one. Guy's speed is too fast which can rushdown Karin that it's not even funny. Hayagake's are good for mixups, footsies and rushgame and pokes to Bushin Flip to Bushin Izuna Drop clearly deal it in the match. Bushin Flip to Izuna No Hiji Drop beats out Karin's custom activation, even at 100%! Due to that, Guy builds good meter and can use P Alpha Counter when Karin does her whiffing game or his neutral throw to Bushin Hasso Ken but that must be timed right. Karin's sweeps are always effective in her footsie game and a tick-throw would be surprising since Guy's pokes have great recovery time. Karin's f.MK is always good, even for trick game or a custom setup. Karin's meter is mostly based on customs, an Alpha Counter attempt never hurt so at least try that instead of relying on a super or custom. Guy wins this due his fast recovery in his rushdown but Karin has chances. Her whiffs and sweeps dish it out good and a tick-throw wouldn't be some sort of surprise in the match, beginning or end. vs. Hauzer (studied by Jeron): One of Sanford Kelly's personal favorite counter matches. Hauzer completely limits Karin to nothing. B.FP beats her crouching FK clean. Crouching LP and or short stops her from doing anything when she gets in. Since her whole game is revolved on getting in at most points she is forced to jump in which case she gets Anti-Aired (Crouching MP one of the best anti-airs in the game) completely mounts her. All she has is custom against him and honestly thats all she has period thats WHY she's so good, but anyway thats when the mentality of the player comes in. In most Hauzer can just block the initial part of the custom then Ultimate Guard her, then shes back to square 1; No custom and no way in. Trying to build meter is useless since whiffed normals only give alpha 1% per whiff (MP, MK, FP, FK) and by that time Hauzer can just rush her down. vs. Hydron (studied by Psychochronic): Karin wins this one due to rushdown. Simple stuff like normals getting whiffed easy plus the speed of them effects Hydron and he must play defense on this or he'll lose. Karin can whiff out normals then easily tick- throw as usual. Her sweep is also fast and effective. Hydron can try to jump out of the corner but his agility is too slow. Tornado Mists and Tadpole Spawns also won't work because Karin can air-block. The only thing Hydron can stop with time is Ultimate Guard because it can easily wipe out Karin's Custom Combo which results her meter back to 0%. Karin's meter should only be used for Alpha Counters as it's more wiser. Karin wins and Hydron has no choice but to play defense. vs. Ingrid (studied by Psychochronic): Favors Karin due to the power of her normals and her rushing game. Karin's normals can stun Ingrid very fast because she has Felicia-like properties which are weak defense and weak stun. Karin's simple game of whiff-whiff-throw can be ruined if Ingrid will correctly timed the Karin poke-rhythm and nail in a Sunupper or Sunlower. When that's loced in, simple Sunburst and it takes away as much as 20%. Karin's Guren setups also bring out the pain and can leave Ingrid nearly half dead before she's stunned which is also bad. Ingrid can try to Sunshot tactics but Karin can air-block them very easily. Sun Arch and Sunrize if blocked leave Ingrid open and the strength of Karin's HP/HK are very big. Karin's high version of Yasha Gasehi also counters it freely. Bottom line is that Karin's normals completely destroy Ingrid's weak defense and Karin doesn't even need meter for this one. Probably an Alpha Counter, Super Combo or Custom at 50% activation if at all to bring punishment. vs. Jedah (studied by Psychochronic): Can go either way and I say that is an undetermined outcome. Karin's normals are very effective and can stun Jedah down the greatest. Karin's low pokes, comboing Guren's than a normal for easy juggling which is great for a tick-throw and can dish out at most 20% (not including the throw). Jedah can just do his basic chain game going air-to-ground, throwing Dio-Cega's then getting ready for a mixup. It's his only way to make due because of Karin's top-tier pokes. Try to sneak in a ES Dio-Cega or Finale- Rosso when you have the chance. The minus side on Jedah is Karin's Custom due to DarkStalkers' defense. I remember seeing an old A-Cho match where a silver-of-life Karin does a 90% Custom Combo so beware Karin's comeback factor. In conclusion, Karin vs. Jedah = Very good outcome. With full meters, it's a very good guessing game and it can go anyway due to experience and one must outsmart the other. vs. Kenji (studied by Psychochronic): Another SFA character comes in and it favors Karin due to her pressure game and footsies but Kenji can stand up in the match; I'd say 60-40 in Karin's side. Karin's simple whiff-whiff then tick-throw can pressure Kenji very well and leaves him guessing in case he's gonna do an Ultimate Guard. Karin can simply air-block Ichimonji's that Kenji's gonna throw and her Yasha Gaeshi counters nearly all of Kenji's physical attacks, even FP from far range. Kenji's pokes may have low properties but they make up for it due to Karin's lower defense compared to Kenji's. Karin builds the fastest meter by whiffing pokes and her pokes also have stun potential. The bad part about her meter is her Customs as they can be Ultimate Guarded easily with Karin being wide open to get hit. She's better off doing Supers or Alpha Counters. Kenji's meter is that he has to level up and use Bakuryusho and Jumonji as anti-air. The bottom line is that Kenji gets pressured but can stand due to his properties and if he excels both offense and defense, Kenji has a chance. vs. Leo (studied by Psychochronic): Favors Leo due to his poke-range and the Red Earth. Possibly another victim on Red Earth thriving on long-range pokes, it seems Karin can't win in this one as it affects her greatly as she must jump in to strike. Mars Slashes can be a passable anti-air if timed right. Both can air-block each others attacks. Ultimate Guard clearly ruins Karin's day as her whiffing game doesn't work, so has to rely on throws and it must be done quick or else an Ultimate Counter will come to her. Leo can do the Karin-rhythm game too and do Gaia Driver for his throw. Karin has her Yasha's so watch out. Karin must time her custom or it goes back to 0% and Ultimate Guard clearly ruins it all. Leo can level up which can increase his poke- range and gives him access to Gigas Driver which is very threatening to Karin. Hercules Rush does chip damage and just in case if Karin times her Yasha's wrong, she'll be paying full damages from those slashes. Bottom line is that Leo beats Karin due to his poke-range and Red Earth system as Karin must get in close to do some damage or she's nothing. vs. M. Bison (studied by Psychochronic): Favors Karin due to footsies, moves and mobility. In this one, any of Karin's Yasha's can counteract Bison's normals specials and supers. Bison is not safe when Psycho Crusher is blocked because Karin can easily do a standing HK. For meter, it goes to Karin because using at 100% can be risky but it can do at least 40% damage when a custom at 50% is fully executed. Don't forget Karin's standard whiff-wfiff- throw game. Bison's only response is the air because of few of his moves. Bison's defense is a bit higher than Karin's, but offensive is probably equal. Karin favors in super meter, moves, mobility and normals. Favors Karin with a high margin. vs. Rose (studied by Psychochronic): Favors Karin but with Rose doing a some job to keep her away. I'm saying that is because Rose can use Soul Spark in far distance and if Karin attempts a jump, Rose can easily do Soul Throw as anti-air. Karin can use crouching HP as anti-air in case Rose tries to do a jump-in. Air game results in Karin due to her normals being beastly and come out faster than Rose. Rose's only answer for air is Soul Throw and Soul Spark. Ground game favors Karin due to the rushdown. Simple whiff normals then tick-throw for easy meter. Rose can respond by using P Alpha Counter to crouching MP linked to MK Soul Drill. Custom's favor Karin because of again...fast normals and that she has an overhead attack to affect Rose's crouch-game. Rose has okay customs and can use Soul Drill repeated after activate, but really not reliable and passable. Remember that there is no guard bar in this game and Rose has lack of speed and options. vs. Ryu (studied by Psychochronic): Most sides would favor Ryu but in a smart standpoint, it actually favors Karin. Karin has the mobility to take down Ryu greatly. One is her Ressen Ha and that travel far and can punish projectiles easily. Two is crouching FP which is a good anti-air for any of Ryu's jump-ins. Three is her Yasha Gaeshi which counter any physical move of Ryu's (also includes Shin-Shoryuken which does nearly 75%!). Four is the rushdown due to her Guren which leads to built meter, juggles, damage and the stun potential. The final of the five is meter which can be creatively used in three ways; Alpha Counter, Super Combo or Custom Combo. There is no guard bar in this game and once hit, it resets back to 0% which is the downfall. Ryu on the other hand has the projectile, the power, the defense, the rushdown and the fast meter. Yes, he can build meter fast by whiffing but can only used it in full as Karin can use her's half-full. Power as in the offensive properties, his moves also have the stun potential. Ryu's defense is better than Karin's by a good margin but he can't air- block which is a another point in. In conclusion, Karin owns Ryu here due to her sub-systems and her move properties which factor in Ryu greatly. It's not all about power you know, excelling is a key and Ryu doesn't have it against Karin. vs. Sakura (studied by Psychochronic): Karin wins this due to mobility, her Customs and the strength of her normals. Think of this as SFA3, except stricter consequences like meter reset and such. What Sakura can do is use standing HK for mid-range pokes and Flower Kick and Hadoken's for chip damage and to build meter. Karin can do her standard poke-whiff game to build meter and also to rushdown since they are bufferable as hell. Watch out of Karin's sweeps as they come out instantly and can do damage so try to keep Karin away as possible or on the air. Custom's favor Karin by a long shot and that's doesn't fit well. As Sakura, time the execution of her "Sho-Sho-Sho" Custom right and don't start by whiffing a lower normal then an standing HK after activation. I'm saying that is because Karin can activate her's while in this situation and can dish out the beatings the next half-second after then Sakura obviously suffers (doesn't matter if Sakura activates at 100%). Even if Karin blocks and Sakura's custom is still going, Karin is building meter, ready to use an Alpha Counter for that situation. Sakura must play defensive and must strictly excute or she can't hold it. Karin can win, even without her meter, she can just use her basic normals. vs. Urien (studied by Psychochronic): Favors Karin due to her rushdown with Urien having some chances. Metallic Sphere can be air-blocked and Chariot Tackle does decent damage. Karin's pokes are faster than Urien's and has stun potential. Karin's Gurens does decent damage and can bring Urien to the corner easily with a lot of mixups in her game. The only thing to watch out is the parrying so don't be afraid to sweep and whiff constantly. Urien's crouching HP doesn't launch which can ruin his juggle game, it's passable as anti-air though which can lead to Temporal Thunder to bring it. Both have meter build which is good to which Urien needs his supers to use after whiffing or juggling pokes. Karin has her Alpha Counters just in case and her customs do damage. Bottom line is that Karin beats Urien because her pokes are fast and has stun potential compared to Urien's and her meter for customs does more damage than any of Urien's supers. Urien has some power in his attacks and can handle it though. He also has higher defensive properties than Karin's and both have their tactics; Karin has her Yasha Gaeshi's and Urien has the parrying. vs. Yun (studied by Psychochronic): Favors Karin due to the rushdown. Divekicks can be easily dealt with either a crouching HP which can trade damage or do a high Yasha Gaeshi for an easy counter. Standard whiff game is still there but the thing to watch out is parrying so sweeps and her overhead kick are a way to confuse and do a mixup. Karin's pokes are better than Yun's and can stun faster.Yun's game is a balance of ground and air. Divekicks after blocked can lead to a tick-throw or a combo attempt which brings in the pain. Karin is the same too as she has her crossups into Gurens then juggle for another one. Both have their meters built good. Karin has her Alpha Counters just in case and her customs to bring it. Yun has the option to use EX moves which have their 50-50 but it's better to do it at a combo into super to do it good but it does low damage due to his weak damage properties. Bottom line is that Karin wins this as her atack properties are better and has better mixups than Yun's. vs. Zangief (studied by Psychochronic): Neutral sided here similar to Jedah vs. Zangief. The standard whiff game for Karin is at a 50-50 here because of Zangief's range for Spinning Pile Driver which causes a threat. For Karin, rely on sweeps and jumping normals at a distanceful range. It'll become a big dice roll here when both have full meter. Both can do as much as 75%; depending of Karin's formation of the custom. Zangief favors due to power and grabs. Karin favors due to speed, agility and footsies. Both equal on meter and potential. Hard match right here. Ending: As an asteroid blows up, Karin is in her spaceship as she lands on the moon. From there, she's having a cup of tea in an oxygen base on the moon with planet Earth on her view. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 13) Ingrid: From a sweet appearance she calls out her mysterious "abilities" to make fun of her opponents. The purposes of her birth, fight and so on are wrapped in mystery. First Appearance: Capcom Fighting All-Stars (cancelled) Beneficial Changes: Non-existant. Roll Wakeup Data: -Forward: 64 frames / 64 invincible -Backward: 59 frames / 59 invincible Roll Data: 36 frames / 30 invincible Dashing: -Forward: 23 frames -Backward: 27 frames Stun Points: 55 Victim: -Mummy: She turns into her baby form. -Vampire: She's wearing a Broadway dancers outfit which is similar to a Rockerfeller dancer. Stockings and top-hat also drawn. Known players to use Ingrid: -Ultrayox (France) Best Matchups: Guile, M. Bison Worst Matchups: Nobody... Command Normals: Glowing Hook: F + MP: *Damage: 800 Ingrid does her glowing fist as it has slow startup time but sdoes okay damage. Hop Kick: F + MK: *Damage: 1000 Ingrid does a hop kick towards the opponent that does good damage, the same hop kick animation seen at the end of her Sunshine. Slide: DF + MK: *Damage: 600 Ingrid does a quick slide attack to the opponent which can do a good mind game. Special Moves: Sunshot: QCF+ P: *Damage: 900 Ingrid's projectile as it goes slowly and at an angle. This move is great to knock down an incoming opponent from the air and it gives full damage until the fireball vanishes. Also great to build meter while playing a defense style but not good to do an MP or HP version because it will not go over the opponent's head (majority of the roster). Sun Dive (only in air) QCB + K: *Damage: 887 (LK)/300 (MK/HK) Ingrid does a ballerina-like spinkick in the air landing very slowly. This move is okay to stall in the air to attack down to the opponent quicker. Sunupper: QCB + P: *Damage: 1600 Ingrid's countermove where she stands and holds a shield- like projectile. This move is passable for an anti-air and to ruin someone's jump-in and close range game. The bad thing is that it has slow recovery once the shield fades out so watch the timing. Sunlower: QCB + K: *Damage: 1600 Same as Sunupper but a lowerish crouching version of the move. This is great to counterout an opponent crouch game such as low normals and sweeps. Even though Ingrid's ground style isn't used much oftenly, the same negative properties still apply just like Sunupper. Sunrize: QCF + K: *Damage: 2281 An advancing and anti-air special. Ingrid does a forward hop-like spin then does a Sunarch. Very good for hop and advance game but using it can very risky and can be easily readable. Sunarch: F, D, DF + K: *Damage: 1100 Ingrid's flipkick. A very good anti-air and great on wakeup. The LK version minimizes the height and the HK version leaves her wide open so watch out. Super Combos: Sunburst (1 meter): QCFx2 + P: *Damage: 2400 Ingrid's best super and agreed by most others. This is where she blows a larger and slower-like Sunshot and it explodes on impact or after a short distance which is perfect for mid- screen or anti-air game. The fireball's movement is slow and the explosion impacts half the screen. A fast damaging super for 1 meter but it takes time to reach to the opponent. Also it's it's two hits by Parry or Ultimate Guard. Sunshine (2 meters): QCBx2 + K: *Damage: 4000 Ingrid's only super that involves physicality and easy to combo into. Ingrid does a few Sundives across one after the other and ending with her f.MK. Good for doing up close and for some chip damage. Sundelta (3 meters): QCBx2 + P: *Damage: 5500 Ingrid's super that must be done in the right time. Ingrid does a modified but extension of her Sunupper and when it connects, the opponents gets hit multiple times in the air. The LP version hits close, the MP version hits mid-screen and the HP version hits from far away. The risky part is that it costs Ingrid her entire meter which is the majority of it. The rewarding part is that it's great on turtle situation. Again for this super, the same negative properties as Sunupper. Pros and Cons: (+): Plays a combination of Cammy and Athena from CvS2. (+): Standing MK is a really solid poke. (+): Crouching HP tends to crouch under some fireballs (Ryu's for instance), so if you ever get into a fireball fight, just do crouching HP or something. (+): Sunupper to Sunburst is great for defensive games. (+): Any fp of hers is fucking annoying (Which is great for rushers or turtlers)! (+): Her slide is a great tool if you want to get in closer after throwing a fireball. (+): Has the highest Roll Wakeup frames of 64 forward and 58 backward (also including invincibility). (+): Standing FK seems to be a retarded, FAST overhead. Might be 2-3 frames, who knows,but it's good to use once in a while while you're trapping. (+): She's a very small character which makes it somewhat hard to attempt a crossup. (?): She's the only person to roll. (-): Her damage is low, she doesn't have much in the way of combos unless she's point blank and her meter takes awhile to build. (-): She has lower life and the lowest stun (55). (-): She can really only throw LP and MP fireballs unless they're jumping backwards and her fireball is at a weird angle(which is a between degree of Gambit's Kinetic and Trick Cards from MvC2). Early Impressions (studied by RenoROB): The dark horse. St first everyone said she was suppose to be amazing; the more people played her, the more people was like "she sucked". I've tried to keep an open mind and I think I'm starting to see why she's an alright character (for a tiny girl, she deals some damage), she's not fast, she's not much into combos but her any form of HP's and her standing and crouching MP's does so much damage, far more than what anyone expected her to dish out. She has a decent game of mix-ups and pressure than can sometimes get annoying. Her Sunburst is her anti-air and her Sunupper and Sunlower definitely can become annoying since they seem to come out really fast. Various Character Matchups: vs. Alex (studied by Psychochronic): Undetermined outcome on the match. Ingrid can simply play a distance game by FP's and Sunshots to keep away from Alex, Sunrize is maybe her only good anti-air but yet Alex can parry so it can be useful work wakeup games. Alex's sweep seems tobe the only good distanceful attack that's fast so keep that in mind in case Ingrid tries to start a fireball war. Both have nearly exact throw properties so that kinda matches out. Meter is a big factor to both sides; Ingrid's Sunburst can take out at max 17% and Alex's Hyper Bomb can take out as 55% which is some major damage. Ingrid may have the speed and projectile but Alex has the damage properties as his normals are good and especially Hyper Bomb and the fact he can parry, even going on the offensive. It can go any side but I say that the finalization of the outcome is undetermined. vs. Anakaris (studied by Psychochronic): Ingird takes this as she counters whatever coming to her unless she screws up which her chances are viable. Anakaris' tri-jump and standing combos can be easily countered by Ingrid's Sunupper (crouching combos by Sunlower) then an easy Sunburst to dish it out. Ingrid's anti-air is her Sunshot which can keep-away Anakaris for a temporary amount of time. What he can do attempt a corner teleport and continue to rush-game from there. Another attempt is play a keep-away game too using Coffin Drops and Royal Judgements to keep Ingrid from rushing in. Mummy Drops (ES also) can be used to break the footsie game, although timing is risky. Ingrid can respond greatly by her abusing FP's which can pressure Anakaris greatly too. Ingrid wins this one due to her FP and her abilities which counters Anakaris but he can stand up in the fight because Ingrid's defense and stun is extremely low. vs. Chun-Li (studied by Psychochronic): It can go both ways but Ingrid has the most chances of taking it. How so is because other than Chun-Li's parrying, Ingrid can Counter Roll. Chun-Li can throw Kikoken's and same with Ingrid with her Sunshots but it can also be a useful anti-air. Ingrid's LK Sunrize is great for wakeups and her throw damage is exceptional. Don't forget about FP's, abuse that if you can especially on air and crouching too plus it can give stun points! Chun-Li has got the speed and agility on this one so if Ingrid stalls on attack (most likely Sunshot), Chun-Li can dish it out. Don't forget about parrying also as that's another key in this match. Don't forget that Sunburst is a 2-hit parry so watch out! vs. Demitri (studied by Psychochronic): Favors Demitri due to his abilities. Both have the near-same defensive properties, both can air-block and both have moves that leave them open if blocked; Demitri having Demon Cradle and Bat Spin and Ingrid having Sun Arch and Sunrize. Ingrid's anti-air would be Sunshots to keep Demitri away from the air, so it's good to use that move in case Demitri does a teleport dash which can result as a hit. Demitri can use Chaos Flares to play his keep-away game then rush-in for a Dashing Demon Cradle. Ingrid can abuse her FP's like hell in any case possible and Demitri can evade using his teleport dash or Bat Spin to get out of Ingrid's close vicinity. Both can build meter fairly well and have positives in their meters. Ingrid's Sunburst's explodes int he damage and it's great to do it after an easy Sunupper. Demitri's meter has many uses; ES Chaos Flare and Midnight Pressure to bring out the pain. Bottom line is that Demitri wins this due to his abilities, multiple uses of meter, chain-combos and Ingrid's low defensive properties. Ingrid has the power to stop it and the chances are fair. vs. Felicia (studied by Psychochronic): Felicia has to excel offense and defense or she's kitty litter to this annoying little girl. Sunburst takes off as much as 17% so be sure limit the dashing as chain-combos are the factor for Felicia. Things to watch out when fighting Ingrid are her FP's, Sunupper, Sunlower and a wakup Sunrize so nearly any of Felicia's attacks can come some sort of consequence. Another simple match for Ingrid. vs. Guile (studied by Psychochronic): Another good footsie game. Similar to Ingrid vs. Bison, Ingrid takes this due to her Sunshots and defense game. Surely, Ingrid's defensive properties equal Felicia's and most think that this is a bad match for Ingrid...wrong. This is a bad match for Guile if you think about it unless Ingrid messes up in this one which can be very common. Ingrid's crouching FP can go right under the Sonic Boom and her Sunshots are her anti-air with Guile not having the air-block ability. Guile has the fast meter and must lock a super in fast time, otherwise Ingrid can do a Counter Roll for easy evasion. Sunuppers are great for coutners and linking a Sunburst dishes out more damage. Ingrid wins this due to her abusive defense game and with Guile not having the ability to do other stuff such as air-block, dash, counter and all that other stuff, this is a bad match for Guile. Lack of sub-systems is the weak point in Guile. vs. Guy (studied by Psychochronic): Guy takes this one due to speed. Guy can invade the ground and hardly has to use air attacks for this one. Keep going closer to Ingrid using MP's like hell and sweep when she does throws a Sunshot, timing is near-precise and it gives Ingrid the pressure on the match. Combo into Hozanto for some chip damage and use Hayagake: Kage Sukui/Kubikari to take down her crouch game. Ingrid can take the air using Anti-Air Sunshots and abusive jumping FP's as Guy's Bushin Izuna Drop must be timed correctly or he suffers from that mistake. With that strategy and meter built, Guy can time his Super Combo or P Alpha Counter. Ingrid loses due to speed, mobility and the fact he can build meter very fast. vs. Hauzer (studied by Psychochronic): Hauzer wins due to power. Ingrid must excel oftenly or she'll lose. What she can do is throw Sunshots to keep Hauzer away and Sunrize on wakeup is passable. Hauzer can use crouching MP or Tempest Fall as anti- air. Deluge Assault and Deluge Crisis is good for some chip damage. Watch out of her FP's so don't forget to Ultimate Guard and Ultimate Counter really fast because of Ingrid's slow-time on her FP. Standing MK, B.MP and jumping FP are threats too because they can do damage and can stun Ingrid quick. Bottom line is Ingrid's low overall properties can fare enough going toe-to-toe with Hauzer. vs. Hydron (studied by Psychochronic): Undetermined outcome on the match. Hydron can clearly Ultimate Guard can defend against Ingrid's projectiles and multiple-hit specials. The only thing Hydron won't be safe from is throws in that point in the animation. Ingrid is not safe if a move such as Sunrize or Sun Arch is blocked or Ultimate Guarded, Hydron can simply strike with a move or a Mystic Break. Both characters can air-block each others and projectiles and Hydron has a far-ranged poke (crouching K's) as Ingrid has an abusing poke (HP's). For Hydron, his pokes are horribly weak so he must level up no matter what. His Strangling Spark can take out as much as 60-70% which threatens Ingrid due to her weak defense. Ingrid's Sunburst takes off as much as 20% and with her Sunupper, countering any of Hydron's normals can be easy. Bottom line is that both characters can play this match very evenly due to their personal properties. vs. Jedah (studied by Psychochronic): Favors Jedah unless he screws up on this one. Ingrid's offense is good and it fares up to DS characters due to their low defense. Her FP's are abusable, Sunupper is effective for counters, Sunshots is good for anti-airs and Sunburst dishes out the damage and it's good for a Level 1 super. The bad thing about some of Ingrid's moves is her slow recovery. Moves such as Sunrize and Sunarch leave her in the open, ready for Jedah to easily do his Guard Cancel right after, do Nero Fatica or do a chain-combo attempt fastly right when Ingrid is floating openly in the air. Jedah's ES Dio-Cega's bring the pain and unblockables take as much as 30- 45% and it's good do it it when Ingrid is cornered. Don't forget that Ingrid has Felicia defense which easily can be a fast death for Ingrid. Jedah wins this due to his tactics but Ingrid's offense can take it once Jedah messes up at nearly anytime due to her tactics. vs. Karin (studied by Psychochronic): Favors Karin due to the power of her normals and her rushing game. Karin's normals can stun Ingrid very fast because she has Felicia-like properties which are weak defense and weak stun. Karin's simple game of whiff-whiff-throw can be ruined if Ingrid will correctly timed the Karin poke-rhythm and nail in a Sunupper or Sunlower. When that's loced in, simple Sunburst and it takes away as much as 20%. Karin's Guren setups also bring out the pain and can leave Ingrid nearly half dead before she's stunned which is also bad. Ingrid can try to Sunshot tactics but Karin can air-block them very easily. Sun Arch and Sunrize if blocked leave Ingrid open and the strength of Karin's HP/HK are very big. Karin's high version of Yasha Gasehi also counters it freely. Bottom line is that Karin's normals completely destroy Ingrid's weak defense and Karin doesn't even need meter for this one. Probably an Alpha Counter, Super Combo or Custom at 50% activation if at all to bring punishment. vs. Kenji (studied by Psychochronic): Favors Kenji by a fair percentile unless he screws up on this one. Tactics such as his double-jump, long-ranged FP, Red Earth system and fast meter are the threats to Ingrid in this situation. Ingrid can simply air-block Kenji's long- ranged pokes easily but they do damage (think Ingrid's defense as an SFA character), double-jump is great for evasion purposes and setups and levelling up is the way to play. Ingrid has the meter, Sunshots, abusive FP's to annoy and Sunupper/Sunlower to counter Kenji which gives Ingrid's comeback factor somewhat good. Simple counter then Sunburst to a clear threat to Kenji's offense which takes down much damage. Kenji can simply build fast meter due to Kagerou cancels and the Mystic Break to keep out for is Bakuryusho or Enmazuki because some of Ingrid's moves have slow recovery and her Sunshot is at an angle. Both can use FP's to be abusive, Kenji is more agile and his defense is good as Ultimate Guard can ruin Ingrid's offense. Kenji takes this due to his abilities and the Red Earth system but Ingrid can fare in if Kenji tends to screw up. vs. Leo (studied by Psychochronic): Favors Leo due to rushdown and the Red Earth system. Think of Leo as a offensive beefed Zangief here as his attack properties can go up when levelled up, stronger defense, run, long-range pokes, Ultimate Guard and his increased stun properties. Any of Ingrid's attacks can be easily Ultimate Guarded but timing must be good or else he'll suffer a throw. Sunrize and Sun Arch is not safe on block as Leo can do a Mars Slash right after. Ingrid's HP's can get annoying but Leo can tolerate it with an air or ground poke. Any of Leo's air-poke can be easily cotunered with Sunupper then dishes out a Sunburst which is the only tactic for Ingrid doing some damage. Leo can also play a Karin game by whiffing pokes then doing a Gaia Driver very easily. Levelling up pressures Ingrid very well which increases his attack properties and access to Gigas Driver which takes out nearly 45% of life. Hercules Rush is good for chip damage unless Ingrid does a Counter Roll, leaving Leo open in the process. Bottom line is that Leo's power and pokes pressure Ingrid greatly to the extent, forcing Ingrid to play more offense and less defense. vs. M. Bison (studied by Psychochronic): A good footsie game but Ingrid takes this one. Ingrid can use Sunshots to take out Bison's mid and air game and also to keep him away in case of attacks like Knee Press for instance. Bison can use his nomrals as his are stronger than Ingrid's (except for FP!). Ingrid can use her slide to get closer and jumping FP which is a great crossup. Using Sunupper or Sunlower is very good for defensive purposes but if not timed correctly, Bison takes the advantage of the open attack. Sunburst is pretty much the only good super to slowly chip out Bison. Bison can use short Knee Presses to keep his distance and watch out for supers because Ingrid can counter or use Sunupper and avoid them easily. One of Ingrid's best matches. vs. Rose (studied by Psychochronic): Ingrid takes this one unless she screws up due to her moves having long recovery time. Crouching HP's are abusive which can do damage and go under Rose's Soul Spark. Sunshots are more pressure than Soul Spark because it can go upwards, it's stationary and fades out in the end which is a good anti-air. Both can air-block each other attacks and projectiles and Rose's Soul Throw can beat in Ingrid's jump-ins. Rose can do her P Alpha Counter -> crouching MP -> MK Soul Drill easily as her counter attack but she needs meter in order for that to happen. Sun Arch and Sunrize are not safe on block which Rose can do Soul Throw or Aura Soul Throw easily. Rose's foot game can be broken if Ingrid does Sunupper then easily do Sunburst which can take out as much as 25%. Ingrid's meter builds faster than Rose's due to her attacks and repeated Sunshots meaning she can play an excelled game here. Bottom line is that Ingrid wins this one due to her abusing HP and her tactics which can be played for an excelled player, mostly defense. Ingrid can easily screw up if her moves are blocked and takes her punishment badly due to Rose's power which overcomes Ingrid's poor defense. vs. Ryu (studied by Psychochronic): Ryu wins this one due to power and this is an exact opposite match of Felicia vs. Ingrid. Ryu's clear anti- air is Shoryuken which dishes it out greatly. Ingrid's anti-air is her Sunshot in case Ryu does any jump-in attempts. Sun Arch can be good but watch if Ryu hits his normal or else both gets hit with Ingrid suffering a lot more damage. Basic fireball game can be ended as Ingrid can crouch FP after Ryu do his fireball which can get very annoying after. Meter goes to Ryu as his supers are powerful as hell and he builds it way faster than Ingrid's. Ingrid's meter can be used for Sunbursts and that's good in case Ryu does a normal, Ingrid can simply use Sunupper then Sunburst easily. Bottom line is Ryu wins this due to power but Ingrid can counter his attacks in the match which can lead to a comeback if not played right. vs. Sakura (studied by Psychochronic): Ingrid takes this one. She can use Sunshots as anti-airs but Sakura can air block them. Sakura can't air block a Sunburst though and that can give an advantage. Wakeup LK Sunrizes can do some damage and FP's can stun Sakura quick! The thing about Sakura losing here is lack of sub-system. With Ingrid being able to dash, Counter Attack and Roll, these properties can rush Sakura greatly (remember, this is not Sakura from CvS2 A-Groove!) and thus results in the loss. Simple crossups may do the trick against Ingrid which builds meter. Use the meter towards Super Combos as it can do about 20% but in Custom Combo, be careful because if Ingrid blocks, she options such as Counter Roll. With Ingrid being more versatile to a toned-down Sakura, it points out that Ingrid is favored. vs. Urien (studied by Psychochronic): Favors Urien due to power. Ingrid can use her annoying crouching HP which can go under Urien's Metallic Spheres which can break the fireball war. Ingrid's Sunshots can be used as an anti-air in case Urien does a jump-in but can be easily parried, leaving Ingrid open. Sun Arch and Sunrize do diddly damage and aren't safe on block as Urien can launch then Temporal Thunder which Ingrid suffers very greatly due to her Felicia defense. Any jumping or special that Urien does can be easily toyed with Ingrid's Sunupper to which then can dish out more by using Sunburst. Ingrid's meter builds much faster her she uses 3 stocks as where Urien uses 2 stocks. Bottom line is that Urien wins this due to power and access to his execution due to some of Ingrid's slow recovery on her moves but Ingird can counter nearly Urien's moves. The thing for Ingrid is that she has the easy meter and the annoying HP but has extremely weak defense and that can't match with Urien's power. vs. Yun (studied by Psychochronic): Favors Ingrid due to her pressure game. Sunshots are good as anti-airs which pressures for Yun's offense game unless he has quick reactions for parrying. Sunshots and Sunuppers beat out Yun's abusive divekicking greatly, leaving Ingrid to do a Sunburst or if she has no meter, a jumping HP or a Sunshot. Yun's attack properties are weak as it does nearly nothing of bits if you ask me. The only thing Yun's pokes are good for is that it has stun potential because Ingrid has the lower stun properties. Ingrid builds meter faster than Yun because his attacks are pathetic and must rely on parries and combos. Yun's meter is good for combo to You-Hou and that's the only good super he can do to dish it out. Bottom line is that Ingrid's projectiles and Sunupper counter anything of Yun's air-game and Yun must do a jump-in to do some damage Ingrid which isn't easy die to the angles of her Sunshots. Yun has bad attack properties just as how Ingrid has bad defense properties which can be a sole factor here. vs. Zangief (studied by Psychochronic): Can favor any side. Ingrid's Sunshots keep-away Zangief to the point that jumping over or his Lariat can be risky. Ingrid's MP and HP Sunshots target Zangief's up-section to where the projectile will hit indefinetly and makes a good anti-air for any of Zangief's jump-in attempts. Her FP is also annoying so keep that move in mind to annoy. Zangief's main game is to jump over that stuff and do a Spinning Pile Driver at all costs. Ingrid's defensive properties is nearly the same as Felicia's, which means this matchup threatens Ingrid if she messes up big time. Ingrid's meter is best used for Sunbursts for anti-air or Sunshine for chip damage. Zangief can use his Aerial Russian Slam for anti-air or Final Atomic Buster up close which means an automatic victory. Both have the necessary tactics to win and one must outsmart the other. Ending: A bright light shines from above the Infinity Chamber as Ingrid looks up. Ingrid then walks away as she leaves down her pig-tail caps on a table. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 14) Urien: The chief of the secret organization controllers of the concealed society since the B.C. era, "Lord" Gill's younger brother. Worthy to reign on his own, bare fisted hatred inside. First Appearance: Street Fighter III: 2nd Impact: Giant Attack Beneficial Changes: -Face seems to be redrawn as he grins now. -Faster stance. -Doesn't have the win pose where he says "You Die!" when he slams his fist to the ground creating a pillar of fire around him then screams. Believe it or not, that pillar of fire is used in Kenji's Bakuryusho Mystic Break. -Doesn't have the win pose where he dashes to the opponent while on the ground and nearly slams his fist halfway to clench it. Urien just stands on the same spot while he does that pose and grins. -Doesn't have the time over action where he holds himself then bleeds. Quick Standing Invulnerability Data: 44 frames total; invincible for the first 33 frames Dashing: -Forward: 17 frames -Back: 21 frames Stun Points: 60 Victim: -Mummy: An Olmec Statue from Mexico. The Olmecs were the tribe in Mexico that preceded the Aztecs. -Vampire: Makoto from 3S dressed a lot like Urien. Known players to use Urien: -Daigo Umehara (Japan) -Kindebu (Japan) -Knit (Japan) -Psychochronic (Canada) -Ricky Ortiz (United States) -Tokido (Japan) Best Matchups: Hauzer, M. Bison Worst Matchups: Nobody... Command Normals: Quarrel Punch: F + MP: *Damage: 800 First introduced in 3S as it replaces Urien's Thrust Swing, Urien does a quick poke to the opponent's face. The anti-air of the poke is pretty limited and it's very fast and it can be comboed into his Thurst Overhead right after. Terrible Smash: F + HP: *Damage: 1000 Urien does a quick punch below that can be only be blocked standing. Great to confuse crouchers and to setup mixups and begin Aegis Reflector combos. Quarrel Kick: F + MK: *Damage: 800 Uiren slighty goes forward a bit doing a kick to the opponents mid-section. Good for footsie games but it's very slow and misleading but great to ruin the opponent's parrying rhythm and it's a cheap poke. Special Moves: Metallic Sphere: QCF + P: *Damage: 800 (LP)/1000 (MP)/1200 (HP)/1400 (EX) Urien shoots a thunderous sphere from his fist towards the opponent as he says "Kill". The projectile goes on three different directions depending which button is pressed. The LP version goes straight to the opponent just like any other projectile. The MP version goes on an up-forward angle and is good to hit any character that floats or jumps in their gameplan. The HP version shoots a bit upward a little more, similar between a 45 and 90- degree angle. The EX version of this move only goes straight, goes at a slow-rate and hits twice. The changes to this move is that it can't follow-up just like in 3S. In 3S, you hit an upward Metallic Sphere then do a Chariot Tackle for juggle and hits. This juggle can't be done here so be careful. Chariot Tackle: Charge B, F + K: *Damage: 1000 (LK)/1100 (MK)/1200 (HK)/1600 (EX) Urien charges fast towards the opponent and tackles them as he says "Crush". The LK version is for low distances and good to combo off of. Also great as a modified poke at mid-range. The MK version goes slight more distance under the same LK animation. The HK version goes near the full-length of the screen and it's good to Super Cancel. The EX version goes more range than the HK version and does two hits one after the other. The thing about all versions is that it can juggle when timed right but they're all not safe when blocked. Violence Knee Drop: Charge D, U + K: *Damage: 1200 (LK)/1400 (MK)/1600 (HP)/1800 (EX) Urien jumps straight into the air, does a backflip then rushes downwards fast using his knees to attack as he yells "Destroy". Great for crossups in different ranges and is great to hit crouchers. The EX version goes much faster as it rushes towards the opponent and does two hits and doesn't knockdown, which is similar but slower to Gill's Moonsault Knee Drop in 3S. Dangerous Headbutt: Charge D, U + P: *Damage: 1200 (LP)/1300 (MP)/1400 (HP)/1600 (EX) Urien leaps forward with a flying headbutt attack similar to Gill's Psycho Headbutt in 3S. This attack is very useful for wakeup, surprise and juggle attacks and can be very passable as an anti-air. The LP version has extremely fast recovery so that should you miss, it can be great to setup a throw right after. The EX version does two hits, shocks the opponent in electricity and juggles on the second, making it great to lock in a Super Art when needed. Super Arts: Tyrant Slaughter: QCF x2 + K: *Damage: 4400 Urien's Super Art I in 3S and labelled as "Tyrant Punish". Urien does six Chariot Tackles one-by-one then finishes it off with a Lariat. A flexible rushing ground combo which can be juggled when timed right and has some sort of invulnerability on startup, making it great for a wakeup reversal. Temporal Thunder: QCFx2 + P: *Damage: 3000 Urien's Super Art II in 3S, labelled as "Jupiter Thunder" and possibly the best Super Art here. Urien blasts a wide projectile as it does 5 hits and fades smaller the more farther it goes. A great anti-air as it has wide-range, has a great startup and is great for juggling. Great to do after a Chariot Tackle or Dangerous Headbutt (just four hits though after Dangerous Headbutt). Aegis Reflector: QCBx2 + P (Press Px2 for upwards): *Damage: 1200 Urien's Super Art III in 3S. Urien summons a big stationary projectile forward as it does six hits. Very good to shut down the opponents mobile options as it can also reflect regular and super projectiles coming toward it. Very good for cornering the opponent, ready to devastate a huge amount of damage if a combo should be locked in. Pros and Cons: (+): Faster than his 3S version. (+): Easy juggling. (+): Good ground game. (+): Great mobility. (+): Standing FP has solid range still and comes out fast. Overhead and UOH have good speed and range. (+): Temporal Thunder more useful here than in 3S. (+): Upward Metallic Spheres is great to kill floaters. (+): Tyrant Slaughter can juggle a bit when timed right. (+): Aegis Reflector pushes outward, so you can actually play his good ol' 50/50 mix-ups off of them. (+): A deadly Aegis combo has potential to stun. (+): You can also do insane dizzy damage if you can hit them from the aegis mixups with his chain (standing LP -> standing MP -> aegis hit) x6 -> crouching FP -> Chariot Tackle / whatever you'd like. I don't remember the exacts, but it's pretty hefty if done correctly. (+): His Chariot Tackle is more like the 2nd Impact version but it has it's uses especially with Super Cancels but if it's blocked your up for a meaty combo in retaliation for your slack timing. (+): Whenever you're staying back and throwing Metallic Spheres, kara-cancel crouching HP/MP/FK into them. This move is extremely easy to kara for some reason, and it adds a tiny bit of startup in exchange for a tiny bit of meter. (+): LP Dangerous Headbutt comes out FAST...speedy gonzalez style which means extremely fast recovery! (LP x2 -> Jab Dangerous Headbutt is sweet for throw setups and close range attacks!) (+): All Super Arts have good startup. (+): Violent Knee Drop knocks down the opponent and leaves you standing steps right over the opponent. (+): Urien's Quick Stand is 44 frames and is invincible for the first 36 frames which is the highest compared to the others of the 3S cast. (?): Violence Knee Drop is somewhat fast as well and as mentioned knocks down but Urien kind of floats above them for a split second before landing (ugly) but as mentioned he's right on top of them. (?): Urien's EX Dangerous Headbutt seems like the hitbox stays out on start to end. He stays in the same animation and will hit on the way down. (?): EX Violence Knee Drop will not knock down the opponent. Exactly the same as 3S. (?): For some reason, Temporal Thunder does 4 hits if it's done after a Dangerous Headbutt. Kinda weird. (?): Upwards Aegis Reflector is hardly useable. (-): Urien's taunt doesn't increase his attack power and it doesn't knockdown the opponent. (-): Doesn't have his Aegis Reflector unblockables like in 3S. (-): Can't follow up a Chariot Tackle, Metallic Sphere, Dangerous Headbutt or EX Dangerous Headbutt after an EX Dangerous Headbutt like in 3S. (-): Can't follow up a Chariot Tackle after a Metallic Sphere like in 3S. (-): Can't charge-parition his Chariot Tackles like in 3S. (-): Chariot Tackle is not safe once it's blocked. (-): His crouching FP cannot juggle up SFA characters from ground level. (-): His crouching FP is 2nd Impact as well but with crap range...too many times I get a whiffed second hit and no juggle (...grrrr...). Early Impressions (studied by RenoROB): Urien is a powerhouse no doubt...but unlike 3S, he's lost so much stuff that made him great. He lost a lot of juggle potential, especially of his Super Arts and crouching HP, his Aegis Reflector unblockable BS is no longer there but he's a lot faster than 3S and still deals a lot of damage which makes him worthy of #14 but definitely lower than the other two 3S characters. Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Urien unless he scrwes up on this one. Urien can pressure using crossup Violence Knee Drops, Metallic Spheres and close-range or surprise are Chariot Tackle and Dangerous Headbutt. Urien's anti-air is his Metallic Spheres as Alex needs to be up close to do some damage. Alex's anti-air is Air Knee Grapple and must be timed right or Alex will suffer the hit. Power Bomb is always great after a dash-in and Flash Chop is an alternative to that. Dashing Elbow is good for surprise attacks which can be useful. Urien builds the fastest meter compared to Alex's. Urien has Aegis Reflector for corners, Temporal Thunder for juggles and Tyrant Slaughter for whiffs. Alex's meter is harder as he has to get in instead of 1- hit whiffs like Urien. Hyper Bomb on wakeups, dashes and randoms and Boomerang Raid is okay after a hit dashing elbow. Stun Gun Head Butt isn't worth it as Alex is in the air in a very slow-motion and Urien can respond easily with a Metallic Sphere. Bottom line is that Urien's moves can pressure Alex from distances which make it hard for Alex as he needs to be close to deal in the match. His pokes and supers make up for it though. vs. Anakaris (studied by Psychochronic): Anakaris takes it but Urien has chances. I'd say 55-45. This match is similar to Jedah vs. Urien except that pokes is more of a factor and Anakaris' projectiles don't stall. In this situation, Anakaris can use his standard keep- away Coffin Drop game easily converting to rushdown chains fast. Since Anak's chains are too fast (faster than Jedah's), the parrying is way more precise or Urien will be suffering for it. Urien's pokes do some good damage and a good way to chase Anakaris is the air. I'm saying this because MP Metallic Spheres keep Anakaris from upwards and Urien's normals are faster to come out comparing to Anakaris' normals. Quick Standing is great to get up quickly and avoid follow-up attacks but don't do it too often, especially when cornered because a Hole of Hell can come by (which is anybody's weakness when stuck in the corner). Anakaris takes this due to keep-away game and chains but Urien has chances of stopping it. vs. Chun-Li (studied by Psychochronic): In this watered down 3S-like match, Urien takes this one. Any of Chun-Li's Hoyoku-Sen is not safe on block which enables Urien to whiff the crouching HP -> Chariot Tackle -> Temporal Thunder easily. Kikou-Shou however has some safety on block, but a fast Urien can do Chariot Tackle -> Temporal Thunder/Tyrant Slaughter (any of the two dishes it out good). Chun-Li has the annoying HP's can have some chance of pressure game and her Kikoken can't match the Metallic Sphere. Temporal Thunder can be easily parried and Aegis Reflector can be tricky at it can mixup Chun-Li greatly. Chun-Li has the agility to play a keep-away game and some of her normals match Urien's too. Bottom line is that Urien wins this due to his abilities as Chun-Li's have toned down here (comparing their CFE abilities, not 3S) and Chun-Li gets pressured due to her slow meter and tweakness of some of her moves. vs. Demitri (studied by DarksydePhil): At first sight, you might think that Urien would win this match, but what you have to realize is that Demitri never has to actually go offensive, he can go either way. The best way to win this is to stay away from Urien and just keep Metallic Spheres. Urien will eventually tire of blocking and parrying and be forced to come after you and this is where the advantage lies. Demitri's Demon Cradle beats anything Urien can use to jump in, including the Knee Drop; just be careful that Urien doesn't parry because it's only a one-hit Demon Cradle. Demitri's jumping FK actually trades with Urien's crouching HP the majority of the time and does more damage, so you should have no fear of juggles here. Urien's Metallic Sphere shooting upwards is useless since Demitri can air block, and can actually bait the anti-air Sphere and then do an ES Batspin for a big combo. Also remember that Demitri can dash through fireballs, so wait for a normal one and then do a Dashing ES Demon Cradle for big damage. Demitri can use his crouching hk for zoning on the ground, and also when Urien jumps in as an anti-air sweep. The bottom line here is, Urien really has very little to do besides attack and his attacks are not very effective at all against Demitri. Meanwhile, Demitri can run away all day, throw fireballs, try to bait attacks and then counter with ES Batspin, ES Dashing Demon Cradle and sweep through lots of Urien's attacks, or especially after a blocked Chariot Tackle. Bottom line is Demitri controls this match because he can keep Urien away and go whenever he wants.Urien has little he can do to Demitri since his fireballs are neutralized, his knee is easily blocked and his Chariot Tackle can be swept if blocked. vs. Felicia (studied by Psychochronic): Favors Urien due to power and easy access to combos. Felicia's dashing normals in an attempt for a chain-combo can be parried if the reaction time is fast or blocked easily, leaving Felicia in a 50-50 situation for her to strike and evade or to get hit and when she gets hit by Urien, his attack power is good and his the speed of it is fast too. Felicia's defense is one of the weakest and some of her moves have slow recovery, leaving Urien to whiff out his crouching HP then link it to a Temporal Thunder easily. Both characters have their anti-air as Urien has Metallic Sphere and crouching HP while Felicia has the Delta Kick and crouching HP too. Both build meter fairly good and Felicia's meter should be used for ES Rolling Buckler or Dancing Flash for surprise and close game or going under Metallic Sphere. Please Help Me is somewhat an alternative but leave Felicia open to suffer from that mistake. Bottom line is that Urien wins this due to his abilities and easy access for supers with Felicia having choices to excel due to her dashing and agility. vs. Guile (studied by DarksydePhil): Okay, you can argue all day that Guile is the damage leader here and he can just turtle and run away all day. But you'd be wrong. You forget that Urien can parry and can easily get out of whatever anti-air Guile throws at him. Urien can jump at Guile all day and if he tries a crouching FP or flash kick, Urien can easily parry and punish afterwards, because it's only one hit. Guile can sit back and throw sonic booms, but Urien can just parry them all day. Guile is majorly effective when he can chip with booms and get a lead, then turtle, but he can't turtle vs. a parry character effectively. What ends up happening is Guile has to go on the offensive, and this is where Urien takes advantage of the situation. Urien can anti-air fireball or use the Knee Drop to take Guile out of the sky, and unfortunately most of Guile's attacks are easily parried. Urien dominates this match because Guile can't play his best, which is a turtle strategy. Play this match a few times, learn the parry timing and you win for free. Bottom line is Urien beats Guile because Guile can't turtle vs. a parry character. His sonic boom, crouching HP and flash kick are all easily parryable, which allows Urien to punish him. Guile is forced to go on the offensive and Urien takes advantage of this. vs. Guy (studied by Psychochronic): For some reason, this favors Guy on his fast speed and agility. Urien's crouching HP can't launch Guy into the air, so think of a different attack to do in case Guy is up close or doing a Hayagake: Kyuteishi. Guy is fast to react due to Urien's slow recovery in some of his moves and normals which enables a fast poke then evade for a swift rush- away game of an interchangeable X-Ism/A-Ism combo. Guy also builds his meter fast and can go at 50% faster than Urien's 1/2 gauge. Guy can simply Alpha Counter his way out which is good or can activate his custom, leaving Urien to block or eat the damage. The thing for Urien to react is to parry the first hit then strike next. Bottom line is that Guy can jump over, mixup and can outfootsie Urien. Guy's moves and tactics is just too fast and Urien loses this one due to that. vs. Hauzer (studied by N-Ken): Unless someone can convince me Hauzer can actually stop Urien from getting full screen consistently, I'm convinced this match is ridiculously lopsided. MP Metallic Spheres beats everything Hauzer has, even if he ducks it he can't stand up til the sphere is completely off screen, otherwise he gets smacked in the head. Even if Hauzer can stop Urien from getting that far away, Urien can beat alot of his pokes even still. I'm quite possibly forgetting something that Hauzer has that might prove useful, but from what I've seen this match is ridiculous. vs. Hydron (studied by Psychochronic): Favors Urien due to mobility. Hydron is too slow in this battle which enables Urien's simple access to lock in a combo to Super Art easily. Hydron's simple spam game which also includes crouching K's limit the the chances for Urien to jump-in. Parrying is a key if you're going to attempt it so keep that in mind. Level up is important, Strangling Spark is a good anti-air and Lightning Mast is good as an anti-air but also on wakeup too. For Urien, use Metallic Spheres to pressure Hydron. Dangerous Headbutts are good for wakeups, surprises or Super Art attempts right after, Violence Knee Drops to closer strikes and Chariot Tackles also for closer strikes and Super Art attempts after. The fact that Urien's pokes are quick and do damage compared to Hydron's is a clear message of the outcome, same with the meter build. Urien wins this due to those, also including his mobility clearly makes Hydron obselete in this match. vs. Ingrid (studied by Psychochronic): Favors Urien due to power. Ingrid can use her annoying crouching HP which can go under Urien's Metallic Spheres which can break the fireball war. Ingrid's Sunshots can be used as an anti-air in case Urien does a jump-in but can be easily parried, leaving Ingrid open. Sun Arch and Sunrize do diddly damage and aren't safe on block as Urien can launch then Temporal Thunder which Ingrid suffers very greatly due to her Felicia defense. Any jumping or special that Urien does can be easily toyed with Ingrid's Sunupper to which then can dish out more by using Sunburst. Ingrid's meter builds much faster her she uses 3 stocks as where Urien uses 2 stocks. Bottom line is that Urien wins this due to power and access to his execution due to some of Ingrid's slow recovery on her moves but Ingird can counter nearly Urien's moves. The thing for Ingrid is that she has the easy meter and the annoying HP but has extremely weak defense and that can't match with Urien's power. vs. Jedah (studied by Psychochronic): My team of Jedah/Urien right here and the result conflicts as neutral as both can stand upon each other. Urien can keep Jedah out of the air using MP Metallic Spheres as Jedah's main game is dashing, air-dashing and floating. For Jedah, use the standard Dio-Cega rushdown game to go forward but in a slow manner, getting too close too fast has a plus and minus. The plus is that a chain-combo can be quickly executed then use Nero Fatica to move back quick and gain meter. The minus is that Urien's normals are punishing and should the Urien user lock a Chariot Tackle, it can be a sign to Super Cancel to Temporal Thunder which means nearly 28% off Jedah's vital. Poke-range is also neutral and quick too. Jedah has crouching LP/LK and standing/jumping MP while Urien has standing MK, standing FP and jumping FK. Parrying is also a factor but the timing must be crucial and imminent due to Jedah's range and recovery, especially if it's a normal such as MP's, FP's, crouching MK or jumping FK in specific so be careful. Jedah must excel and use Dio- Cega's (especially ES for chip damage) because Urien is more faster and his normals are raised a bit. Same with Urien as Jedah is much easier to work here than in Vampire Savior due to easy execution. My end say says it's 50-50. vs. Karin (studied by Psychochronic): Favors Karin due to her rushdown with Urien having some chances. Metallic Sphere can be air-blocked and Chariot Tackle does decent damage. Karin's pokes are faster than Urien's and has stun potential. Karin's Gurens does decent damage and can bring Urien to the corner easily with a lot of mixups in her game. The only thing to watch out is the parrying so don't be afraid to sweep and whiff constantly. Urien's crouching HP doesn't launch which can ruin his juggle game, it's passable as anti-air though which can lead to Temporal Thunder to bring it. Both have meter build which is good to which Urien needs his supers to use after whiffing or juggling pokes. Karin has her Alpha Counters just in case and her customs do damage. Bottom line is that Karin beats Urien because her pokes are fast and has stun potential compared to Urien's and her meter for customs does more damage than any of Urien's supers. Urien has some power in his attacks and can handle it though. He also has higher defensive properties than Karin's and both have their tactics; Karin has her Yasha Gaeshi's and Urien has the parrying. vs. Kenji (studied by Psychochronic): Favors Urien by a huge percentile. Urien's speed and mobility can pressure Kenji to such an extent that it's not even funny. Once Kenji is open (let's say after a bad-timed Utsusemi or a blocked Rasen Kyaku), Urien can do simple crouching FP -> Chariot Tackle -> Temporal Thunder; Kenji is nearly half dead here. Just to also note that Metallic Sphere can hit while he's doing Rasen Kyaku. This is one of a few projectiles that Kenji doesn't go through. Parrying any of Kenji's incoming attacks effect the match greatly and both build meter equally (that's not including the Kagerou cancel). The classic thing for Kenji to do is play an evade game at all costs. FP's are your friend so don't hesitate to use it. Ichimonji's are good also but watch the parrying. Ultimate Guard is okay but once the recovery time kicks in, Kenji is open for a throw or about to be setup for a combo which isn't good. His Ultimate Counters also have very short-range and recovery time too which also isn't good. This is another match on why 3S fares well against Kenji (except for Chun-Li). vs. Leo (studied by Psychochronic): 50-50. Leo always has his long-range pokes and defense but can get pressured due to Urien's mixups and juggles. Upward Metallic Spheres can hold back Leo which forces him to air-block in case of a jump-in. Leo's Chronos and Achilles Rushes are good for corner game and pressures good too. Jump down FK in the air takes out crouching HP from Urien and crouching HP from Leo is also good anti-air but can be parried. Gaia Driver is always good for that wakeup whiff game and some ground pokes from both sides pressure and break a footsie game. Urien's corner or trap game can be Aegis Reflector and can do big damage once pokes then the finishing combo is Tyrant Slaughter, it all over and Leo must rely on his poke and rush game. Bottom line is that Leo must play defense and offense in order to build his meter and hits while Urien must do the same but has easier access to his combos. Both here hold it down nicely. vs. M. Bison (studied by DarksydePhil): Urien's crouching short and medium kick beat ALL of Bison's pokes both range and priority-wise, including standing RH. Urien can win this fight extremely easily by just using basic zoning tactics, and jumping back a lot; Urien's jumping RH beats both the scissors and the psycho crusher. Urien is also very hard to cross up with Bison because he can either walk under Bison's jump, or do a crouching HP to either trade with or actually beat Bison's jumping medium kick, which will lead to a combo for big damage. When Bison does land a few hits, unfortunately he barely does any damage. Bison's only real chance here is to do a few zoned scissors/jab psycho crusher for a little bit of chip, but then he really can't do anything to follow it up because Urien can just do a crouching kick and beat anything Bison can throw out. Bison CAN actually beat Urien's jumping attacks with an anti-air crouching FP or standing MP, but the fact of the matter is that Urien doesn't exactly have to jump around much. Bison can try to do zoned RH sweep on reaction when he sees Urien go for a fireball, but this will result in a trade that Bison will come up the damage winner on. One advantage Bison has in this match is that 1. he can't get cornered because of his teleport and 2. he's not bothered by fireballs because of his Teleport. But if Urien throws a high fireball and you're in the air, chances are you're going to eat it. For air-to-air Bison can usually beat Urien, but remember that most Urien's aren't going to press anything but instead wait for you to attack and then parry. In fact, thats the real reason that Bison loses this match: most of his moves, especially psycho crusher, are only a few hits and very easy to parry. And if Urien parries, he's either going to get you up for a combo, or throw you for decent damage. One other advantage Bison has is his ability to block Urien's kneedrop and counter with a psycho crusher, but let's face it, Urien shouldn't be spamming kneedrops anyway. Instead, he should be spamming short and medium flavor shoulder tackles, which Bison really can't do jack about after blocking. vs. Rose (studied by DarksydePhil): Rose wins this match because, quite simply, she does a lot of damage. Her staple link of low MP->short soul drill can't be punished if blocked by Urien. Urien also can't parry Rose's anti-air soul throw, and if Urien tries to cross up, Rose's crouching HP is a pretty good move to use. Rose can use standing FK, which has huge range, to poke at Urien and beat the range of any of his crouching kicks. Rose can absorb or reflect Urien's fireballs, and can block the anti-air version. She can use any heavy attack to punish a blocked Kneedrop, and her MP->short soul drill combo to punish a blocked Chariot Tackle. Rose has a bit of a hard time crossing up Urien, I have no idea why, but I would guess because her jump arc is pretty far. If you try to cross him up, you'll usually end up getting a nice crouching HP to the face, or else jumping too far and passing over. If you do get the spacing correct, use crossup medium kick, then two crouching MPs comboed into MP soul drill. The bottom line is Rose controls this match due to her great anti-air options, the fact that she negates fireballs from the picture entirely, and the range/ priority of her standing FK. Urien really can't do anything besides try to bait random parries, and this isn't always the best strategy. vs. Ryu (studied by Psychochronic): Favors Urien due to his parrying, pressure and mixup game. Fireball game goes nowhere except for Ryu building up his meter unless Urien stops and decides to parry, yet it builds slow. Ryu's anti-air has his Shoryuken but can be parried, giving Ryu hardly any time to react, resulting in Urien to mizup. Urien's anti-air is Metallic Spheres can Ryu can't air-block them. Violence Knee Drop is okay with Chariot Tackle and Dangerous Headbutt being passable but has the chances to trade damage. Ryu's meter is the best here but Shinkuu-Hadoken can be parried easily but his Shin- Shoryuken however is his only good and passable anti-air. Urien's meter pressures greatly. The Aegis Reflector can be done in the middle with Ryu trapped and Temporal Thunder good for ending a juggling combo and cheap chip damage. Bottom line is that Urien's moves and super meter pressure Ryu good, but Ryu's meter can be the difference maker and it can hold it down good. vs. Sakura (studied by Psychochronic): Favors Urien 55-45. Sakura fights 3S very well and Urien has the necessary tactics and moves to punish Sakura due to her low vitality. Sakura can hold it by Hadokens but that can be easily parried, whether its ground or air. Urien has Metallic Spheres and can be air-blocked. The bad part for Urien is his meter which takes time to build compared to SFA characters and some of his close up such as crouching HP to note which can't launch SFA characters from ground level, so that's not a good thing in case you want to do a combo attempt, finish to Temporal Thunder. Sakura's meter bulds faster than Urien's as a whiff can do 1% and her meter has options, whether it's a Super like Haru-Ichiban, Alpha Counter or a Custom as her "Sho-Sho-Sho" as that chips like hell and the only way to prevent that from happening is to parry the first hit which the timing is crucial. Urien's meter can be good for corner Aegis Reflector traps and anti-air juggles to Temporal Thunder, but it can be very hard to do. Urien brings in return the mobility and the power, to which Sakura doesn't have. Sakura's moves do the damage but it's hard for her to get in as she doesn't have a super jump and a dash which tones greatly. Urien wins this due to his abilities but Sakura's abilities have a chance to take it. vs. Yun (studied by Psychochronic): Favors Urien due to power of his normals and supers. Yun's divekicking abuse won't work here as Urien can simply parry, then launch to super resulting in over 30% of vital out due to that mistake. Yun has the good footsie game and can do a Tetsuzankou under Urien's Metallic Spheres and just combo into You-Hou then juggle from there. The bad part about Yun is that his normals and his Sourai-Rengeki are kinda pathetic though. Urien's normals own in this match. FP's abd FK's can pressure Yun to an extent that it has stun potential too. Bottom line is that Urien's abilities have easy access to Yun's tactics and Yun must play a footsie game or else he's dead here. vs. Zangief (studied by Psychochronic): Favors Urien unless he screws up on this one. The basic pressure game is what win in Urien's favor. Zangief can easily Lariat from an LP Metallic Sphere but not from an MP Metallic Sphere (which is his anti-air) as that aims to his head rather than his waist which is a clear hit. Urien's Violence Knee Drop beats it too if it's timed right. Any of Zangief's jump-ins can result in a mistake due to the 3S parrying. Simple parrying, launch then combo to Temporal Thunder is one of the easiest comebacks there is. Urien's Dangerous Headbutt is good for wakeups and if timed right, anti-airs. Zangief can respond using Spinning Fists, Lariats anytime Urien does a jump-in and tick-Spinning Pile Drivers which bring pain drastically. Final Atomic Buster is good for tick game and Aerial Russian Slam is good for anti-air, although Zangief's meter is somewhat fair to build and he has one shot to use and it's back to 0%. Urien wins this due to his abilities and can play a rushing, turtling or excelled style but Zangief can stand but must play a rushing style. Ending: With Urien officialy claiming leadership of The Illuminati, his first order of act is his army of Twelve's (The G Project) as they X.C.O.P.Y. to Urien then follow his orders for his vision of a utopia. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 15) Felicia: Place of Birth: United States Race: Catwoman Year of Birth: 1967 Height: 168 cm Weight: 58 kg (in cat form 4.1 kg) A girl of the Catwoman Race dreaming of musical stardom. Troubled with a childhood of misfortune, she comes upon bright fun battles. First Appearance: DarkStalkers: The Night Warriors Beneficial Changes: -Doesn't have the intro where Felicia starts off as a kitten then gets evolved to her full Felicia form from a bolt of lightning. -Doesn't have the win pose where she wipes her head and a ball of yarn comes up as it opens up and another cat is dancing. -Doesn't have the win pose where she wipes her head and when she sees a mouse screaming, she fails to capture it with the mouse on her head. -Doesn't have the win pose where she wipes her head and when she sees a mouse screaming, she captures it. -Get's a new win pose as she yawns then simply takes a nap. Roll Wakeup Data (Forward and Backward, including invincibility): 63 frames Dashing: -Forward: 36 frames -Backward: 32 frames Stun Points: 55 Victim: -Mummy: A kitty. -Vampire: A showgirl doing a pose and dressed similar to Marilyn Monroe. Known players to use Felicia: -EBI (Japan) -Elvenshadow (United States) -Jeron Grayson (United States) -Kytos (France) -Teruchika (Japan) Best Matchups: Hydron, Yun Worst Matchups: Nearly anybody... Command Normals: None... Special Moves: Rolling Buckler: QCF + P then P rapidly: *Damage: 1200/1937 (ES) A two motion move where Felicia rolls towards the opponent the gets ready to uppercut. This move is great to fastly go under projectiles and be used for surprise and close attacks. The ES version goes full-screen and it can still connect. Cat Spike: F, D, DF + P: *Damage: 1600 (LK)/1700 (MK)/1800 (HK)/2600 (ES) Felicia throws a ball and swipes it out on the way to the opponent. A modified dashing attack if you wanna call it. A great way to punish projectiles, even from a far distance and serves in closer which is great for throw attempts. The ES version simply lets Felicia jump straight up and whip the ball straight to the opponent. Sand Splash: QCFx2 + K: *Damage: 1000 (LK)/1100 (MK)/1200 (HK)/1899 (ES) Felicia does a crouching MK and at the end of her foot, shoots sand. Basically, an extended poke and is a good way to play a footsie game. Also a great as a defensive move as if it's timed perfectly, Felicia can crouch under certain projectiles while nailing this on the way. The ES version extend's slightly bit, but gives more hits. Delta Kick: B, D, DB + K: *Damage: 1979 (LK)/2175 (MK)/2370 (HK)/3111 (ES) Felicia's Guard Crush and anti-air. Felicia simply jumps up as she does a straight kick then goes down forward fast with multiple kicks. Pretty similar to Urien's Violence Knee Drop as she can go over projectiles and close the distance to damage to the opponent. The ES version simply adds more kicks when Felicia goes down forward. Hellcat: HCB + K: *Damage: 2366/2790 (ES) A useful command throw as Felicia spins and scratches the opponent then does a simple throw. Very good for a tick- throw, is unblockable and is worth the time for the damage. The ES version does double the speed and double the damage so use it wisely. EX Charge: Dx2 + Kx2: Felicia simply charges her meter slowly just like S-Groove from CvS2. This is great to build meter last-minute to nail an ES/EX or to do far away on defensive situations. The thing about it is there is some slow on ending so be very careful. EX Supers: Dancing Flash: HCB, F + Px2: *Damage: 4200 An extended version of Felicia's ES Rolling Buckler. Felicia simply does a barrage of normals then finishes off with an uppercut. Basically the same advice relating to Rolling Buckler except it goes much faster so use with caution as it does meter. Please Help Me: HCB, F + Kx2: *Damage: 3600 (Running)/4000 (Air)/4200 (Above) Also known the her "Cat Gang-Bang Super". An attack where Felicia yells out for a kitten jumps or runs across the screen. Once the little kitten connects, more kittens come in and start clawing, scratching and jumping on the opponent doing nearly 35 hits. The LK + MK version will send a kitten running on the ground. The MK + HK version will send a kitten from over Felicia. The LK + HK will send a kitten from above. Each different formation works in different situations so choose wisely. The good part is when it hits, Felicia comes invincible through the entire process, even during the taunt which is good in case you hit that after the opponent does a super projectile! The bad part is when it doesn't hit, Felicia has no recovery time and will remain taunting until the kitten is fully disappeared off the screen, so watch out or else you'll be suffering a lot of damage due to that action. Pros and Cons: (+): Can charge meter just like CvS2 S-Groove! (+): Good sweep. Ground slappy move seems to be guaranteed after on pretty much ever character, making it a 1500 dmg sweep (more if you want to use meter). (+): Low HP's and far MP's seem to be perfect anti-air's. Crouching HP for when they're above you and when they're at a distance. Standing HK also works when they're above you and also sets up a super deep dash attack. (+): Formidable speed. (+): Can attack during a dash . (+): Hellcat command grab is pretty useful. (+): Cat Spike gives the opportunity to hop over projectiles. (+): Dashing MP hits twice in the air, so it's good for long dashes where you don't back-cancel them. Great for good combo setups. (+): Please Help Me (Kitty Cat Gang-Bang super) seems to be a good anti-air from a distance. (+) The instant Please Help Me connects, Felicia will be invincible to all incoming attacks until the cat ordeal is finished. Regular specials and supers will not affect her in any way whatsoever! (+): Has the highest Roll wakeup of 63 frames (which is also including invincibility)! (+): Has 2 Follow-up attacks. The other one remains Felicia on the same spot as she claws the opponent but must be done close only. (?): Rolling Buckler and Dancing Flash goes under I believe all the fireballs in the game. Be careful with it, because it has to be timed so that you uppercut them or otherwise at the end, otherwise the lag near the end will land you in spanksville. (?): Doesn't have Kitty Helper as in Vampire Savior 2. (-): Low Vitality. (-): Lacks defense. (-): Can't climb on walls by holding the direction of the wall like in the past DarkStalkers games. (-): Can't land and sit on opponent's head like in the past DarkStalkers games. (-): Can be easily defeated within a matter of attacks. (-): Has the lowest stun in the game as Ingrid (55). (-): Character not recommended for turtlers. (-): Sand Splash seems pretty useless, especially when standing HK reaches way farther. (-): Her forward dash can be made much faster by tapping back. It will also cross up standing opponents if you're close enough... which doesn't seem to be a good thing. (-): She doesn't have any jumping cross up attacks. (-): If her Please Help Me super gets blocked (even from any sort of distance), you're automatically open for target and you're kitty litter. Early Impressions (studied by RenoROB): She is definitely the weakest DS character. Her mix-up games is amazing but she has the lowest vitality than anyone in the game. and she deals so very little damage compared to others above her, that she's #15 on my list. Her EX Moves are great and the fact that she's the only character that can build meter by just standing there is really good, since some characters will have a hard time catching up to her from full-screen away. Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Alex due to power. Damage wise, any one of Alex's attacks has the needs ready to put in an early win. Felicia has to rely on chain-combos no matter what and her attacks are fairly weak. In comparision to stun, Alex wins because of the damage wise plus his stun is 65, Felicia's is 55. In meters, Alex's supers can take out a hefty load. Hyper Bomb can take out as much as 55%. Felicia's can do as much as 25%... maybe even less I guess. Alex has the fastest way to build. Defense...self-explanatory...Felicia has the weakest defense in the game and due to that in order to even hang, she has to play defense no matter what. Getting into Alex is risky because of his power and that's why this match favors Alex. vs. Anakaris (studied by Psychochronic): Favors Anakaris due to the rushdown. In Vampire Savior, Felicia would've took this match but in CFE, Anakaris' abilities are increased a lot better, making his rushdown and attacks near godlike here. Anakaris has the standard triangle-jump setup chain-combo game to pressure Felicia good, leaving her no mercy for a comeback due to her low defense. Anakaris also has Royal Judgment and Coffin Drop in case he wants to play a keep-away game. Felicia can attempt on the ground using her dashing normals linked to her chains and standing HK for that distance. Rolling Buckler is okay for surprise game and Delta Kick and also crouching HP is good for anti-air. Anakaris has various normals, including crouching HP as anti-air and remember, both can air-block each others attacks. For meters, a tick ES Mummy Drop is good for corner traps and ES Royal Judgement is a good and safe choice. ES follow-up attack is good for Anakaris to finish the match. Felicia's meter can be used for ES Rolling Buckler, ES Hellcat for that tick-throw game and Dancing Flash for surprise game. Bottom line is that Anakaris' abilities rushdown Felicia for free and due to her low vital, the chances of it done is sooner than later. vs. Chun-Li (studied by Psychochronic): Favors Chun-Li due to her strong meter, parrying and pokes that have stun potential. exactly similar to Alex vs. Felicia, Felicia must rely on chain-combos in order to fare in due to her weak attack properties. Chun-Li's pokes (B. FP) is abusive, takes out vital and stuns very fast are the clear factors here. For meters, Felicia's does as much as 20-30%, then again, either do it after a chain-combo or at a wakeup, desperation or random point in the match. Chun-Li's meter builds faster and her Super Arts does chip damage, especially Kikou- Shou. Hoyoku-Sen is also good but beware that Felicia has a Guard Cancel so watch out. Defense is already known. Felicia's defensive properties is horrible and she must excel both offense and defense in order to put in some damage to Chun-Li's vital. Chun-Li's defense is near average or average at most. Bottom line is that Felicia's weak properties and slow meter has chances to take it to Chun-Li but Chun-Li's pokes, stun potential and meter are the obstacles. Chun-Li wins this one easily. vs. Demitri (studied by Psychochronic): Favors Demitri due to his abilities. Demitri has the Chaos Flare which can keep Felicia away and his teleport dash and Bat Spin to also keep himself away. Felicia has her dashing normals which are very fast and effective and her pokes are also good too. Both have good Guard Cancels which is their anti-airs but Demitri here builds the fast meter and has the best offensive properties and since Felicia has weak defense, it's already a sign there. Chain-combos clearly eat it up and Demitri's teleport dash has options: A simple chain-combo or a Demon Cradle. An ES Chaos Flare, ES Demon Cradle, Midnight Pressure or Bliss is good for surprise attacks if you have the meter which dish out it greatly. Rolling Buckler and Dancing Flash goes under Chaos Flare for that advancing game but it can be risky if blocked as she's open to get hit and even if it hits, it doesn't compare to Demitri's ES' and EX's. Bottom line is that Demitri's abilities can take out Felicia easy due to her weak properties and Demitri can excel in both offense or defense in any or all part of the match. vs. Guile (studied by Psychochronic): Favors Guile obviously. Somersault Kick is great anti- air and can take out at least 12%! The strength of his normals are big damage which results in Felicia's chances of even rushing as extremely low! Guile can switch his style, one point is defense and Sonic Booms and the other is jump-in and poke/combo. The most Felicia can do is chain and sweep which results into a follow-up attack. Guile wins due to power...'nuff said. vs. Guy (studied by Psychochronic): Guy takes this one due to the rushdown. Nearly similar to Guy vs. Ingrid except Felicia has has extremely horrible defensive properties, Guy invades the ground and hardly has to use air attacks for this one. Felicia's chain attempts can be simply blocked and pretty difficult to connect. Combo into Hozanto for some chip damage and use Hayagake: Kage Sukui/Kubikari to take down her crouch game. Felicia's passable anti-air would be crouching FP. Felicia's meter can be used for ES follow-up attacks or any ES/EX move but timing must be near-exact. Guy's meter can be options around. Alpha Counters, Supers and Customs are thumbs up. With that strategy and meter built, Guy can time his Super Combo or P Alpha Counter. Felicia loses due to defense, mobility and the fact he can build meter very fast. One of Felicia's counter matches. vs. Hauzer (studied by Psychochronic): Favors Hauzer unless he screws up on this one. When Felicia is going to air chain-combo, Hauzer can Ultimate Guard that then P Ultimate Counter when Felicia hits the floor. Hauzer can also take the air using jumping FK's, Tempest Falls and crouching MP's. Speed plays a factor so watch out when Felicia dashes because it can be a sign of a chain-combo so use ground and crouching normals to keep her away. When you're swept, try to get out of the corner to put Felicia in some tight pressure. Even though Mystic Breaks aren't necessary for this match, use the gems to level up but just in case, use Deluge Assualt for some chip damage. vs. Hydron (studied by Psychochronic): Favors Felicia believe it or not due to her rushdown and fast speed. Hydron has horrible pokes which do low damage unless he levels up which is important. Similar to facing heavy characters, Felicia plays her rushdown game more faster and easier. Hydron has no choice but to Ultimate Guard and if its done late, Felicia can sneak in a Hellcat (ES is better) for some good measure. Hydron can throw Tadpole Spawns and Tornado Mists which can be effective but Felicia can air-block those. Follow-up attacks or Kitty Charge to build meter is great when Hydron is down. Hydron gets rushed down for free unless he times his Mystic Breaks right. Felicia wins this one due to her rushing properties and chain-combos. vs. Ingrid (studied by Psychochronic): Felicia has to excel offense and defense or she's kitty litter to this annoying little girl. Sunburst takes off as much as 17% so be sure limit the dashing as chain-combos are the factor for Felicia. Things to watch out when fighting Ingrid are her FP's, Sunupper, Sunlower and a wakup Sunrize so nearly any of Felicia's attacks can come some sort of consequence. Another simple match for Ingrid. vs. Jedah (studied by Psychochronic): Favors Jedah by a good margin. Felicia has to use her dash in order to make a chain attempt but it's really easy for Jedah to avoid since he rules the air and his dash is an air-dash in comparison to Felicia's which makes Jedah's chain attempts much easier. Nero Fatica is a good anti-air for Jedah and it's a throw. Felicia's anti-air would be Delta Kick but that can be air- blocked. Both of their Guard Cancels have bad recovery but Felicia's (Delta Kick) can do chip-damage compared to Jedah's (Spreggio). Simple Dio-Cega game can rush Felicia greatly and an unblockable in certain times can be useful. Felicia's only good EX has to be Dancing Flash and that's better to be done after a chain-combo. Please Help Me would be good if the timing is right after any of Jedah's slow recovery moves. Jedah wins this hands down unless he screws up and that's uncomon in this situation. vs. Karin (studied by Psychochronic): One of Felicia's counter matches and this is obviously a bad sign. Similar to Hydron vs. Karin and Felicia vs. Guy, the standard whiff-whiff then tick-throw game and Felicia must play defense and paceful rushes are risky. Sweeps are also effective (don't matter who) but Felicia's chains are harder to fully connect since offensive properties isn't much in there. Karin's pokes are threatening as they do damage and have sutn potential which is also bad, plus she builds fast meter. Karin's meter should only be used for Alpha Counters as it's more wiser. Karin wins and Felicia has no choice but to play defense but she is somewhat okay for a person playing a turtling game. I wouldn't be surprised if Felicia won the round with the ending as time over instead of a KO. vs. Kenji (studied by Psychochronic): Favors Kenji unless he loses focus on this one. Both have great speed, agility and have the ability to chain- combo. As Kenji, do whatever it takes to knockdown Felicia then Kagerou cancel like crazy to build meter fast. Try to keep her off the ground as her chains are faster than Kenji's. Felicia has the fast chains, the Guard Cancel and the pokes on the air which make her a somewhat threat in the match. Jumonji is great for chip damage and Bakuryusho does about 20% off Felicia's vital. Leveling up is important which also increases attack powerand heal a bit of life which are factors to how Kenji wins this match. Failure to level up gives opportunites for Felicia to snag this one. vs. Leo (studied by Psychochronic): Goes to Leo due to easy rushdown. Felicia has to play defense on this one because Leo can rule the air due to his long poke range.Felicia's only chance to strike is on the ground (Leo's pokes again) or when landing which is probably the best chance. The bad thing is that Leo can just Ultimate Guard the chain-combos and strike right after. Leo doesn't even need Mystic Breaks for this one, using the gems to level up is a bad sign also for Felicia. vs. M. Bison (studied by Psychochronic): The tables can turn at anytime in this rarity of a match. Bison has the top pokes and the agility. All he has do to is punch and kick until Felicia is stunned then pull out a meaty combo for some big damage. Bison doesn't even need meter for this match. Felicia on the other hand has the agility (not as great as Bison's), the poke range, ground speed and chain-combos. Her Delta Kick Guard Crush can be useful on after attacks like the Head Press, Devil Reverse and Psycho Crusher. Her crouching FP is a great anti-air in case Bison tries to do a jump-in and her speed on ground level is ready to do a chain-combo. Meter is important remember so after the sweep of the final hit of the chain, charge your meter; it can be good for a Dancing Flash when Bison lands or if you're in close, an ES Hellcat which is great for a tick-throw. Some would say Bison to win and others would say Felicia but my final decision is that these under-rated characters would battle to an undetermined outcome. vs. Rose (studied by Psychochronic): Rose takes this one due to power. Felicia can take this one as she can invade the ground more faster due to dashing. Rose's normals can easily stun Felicia and her crouching HP or Soul Throw is a great anti-air to keep the cat out. Felicia can chain-combo but there is a problem on this matchup. The problem is Rose's P Alpha Counter. She can simply input that command in the middle of Felicia's chain and then the tables can turn easily. After the counter is done, Rose can simply do crouching MP to Soul Drill for a good 9-12%. Rose doesn't even need Super Combos or Customs in that matter, a mixture of attacking and defending style of a Rose can just need her Alpha Counters to hold that. Bottom line is that Rose can take the match only if she utilizes her P Alpha Counter and her top-tier of normals. If not, a conciencious Felicia maybe able to take the cake. vs. Ryu (studied by Psychochronic): This match obviously points Ryu for the win. With Ryu being the best character on the SFII cast and Felicia being the worst on the DS cast (and probably overall!), this is obviously a bad match for Felicia. What Felicia can do is standing FK because of poke-range at least try to dash in for a chain-combo. She can do Rolling Buckler to get out of fireballs and Delta Kick and Please Help Me is an alright anti-air since Ryu can't air block. Ryu can just do his normals, basic Hadoken game and Shoryuken's can take out as much as 21%! Since Felicia is obviously too weak and can get stunned pretty easily, this favors Ryu automatically. vs. Sakura (studied by Psychochronic): Easy match for Sakura as her damage properties have the potential to stun, does damage and builds meter very good. Simple poke-to-special dishes it out good and Felicia must play a defensive aerial game to play keep-away as Sakura rules the ground. Felicia has her dashing pokes then link to chain-combos which are decent but that's the only tactic for her to build meter. Kitty Charge is also passable but not reliable as Sakura's pokes are damn effective. Felicia's Guard Cancel must be done quick or she's open and ready to get hit and Sakura's custom dishes it out, her supers are efective too. Bottom line is that Sakura's power in her attacks dishes it out very nice and builds good meter, ready for a super or custom. Felicia's defense is weak and can't handle unless she plays defense and aerial. One of Sakura's easiest matches. vs. Urien (studied by Psychochronic): Favors Urien due to power and easy access to combos. Felicia's dashing normals in an attempt for a chain-combo can be parried if the reaction time is fast or blocked easily, leaving Felicia in a 50-50 situation for her to strike and evade or to get hit and when she gets hit by Urien, his attack power is good and his the speed of it is fast too. Felicia's defense is one of the weakest and some of her moves have slow recovery, leaving Urien to whiff out his crouching HP then link it to a Temporal Thunder easily. Both characters have their anti-air as Urien has Metallic Sphere and crouching HP while Felicia has the Delta Kick and crouching HP too. Both build meter fairly good and Felicia's meter should be used for ES Rolling Buckler or Dancing Flash for surprise and close game or going under Metallic Sphere. Please Help Me is somewhat an alternative but leave Felicia open to suffer from that mistake. Bottom line is that Urien wins this due to his abilities and easy access for supers with Felicia having choices to excel due to her dashing and agility. vs. Yun (studied by Psychochronic): Favors Felicia due to her speedy tactics. Delta Kick is her Guard Cancel and it's a good anti-air to respond to Yun's divekicks, crouching HP is good too. Felicia rules the ground as her dashing chain-combos pressure Yun greatly as he must parry the first hit or he'll suffer very good and due to that, she builds meter good, with or without using her Kitty Charge. Yun must play a deep mind-game and must excel to nail his combos in order to dish it out. Meter is important as he can do You-Hou then juggle and mixup from there but his build up is very slow here. Bottom line is that Felicia has the rushdown to bring it which enables Yun to carefully time his attacks right, especially his combo attempts and to excel instead of relying on strict offense or defense. One of Felicia's easiest matches. vs. Zangief (studied by Psychochronic): In specifics, this is the only DS character that can get owned by anybody. Favors Zangief obviously due to power. What Felicia can do is chain like hell no matter what. You're gonna have to excel in both because the odds of Felicia winning is as slim as string. Zangief has the usual Lariat game, special grabs up close and the normals. I'm not even gonna detail any further, all you can know is at least 3 Spinning Pile Drivers kills Felicia...'nuff said. One of Felicia's worst matches and Zangief's best matches. Ending: Felicia is on stage with other female characters in the Capcom World as they're wearing outfits similar to Mardi Gras. Women noted are Iris from Battle Circuit, Elena from 3S, Rouge from Power Stone and R. Mika from SFA3. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 16) Leo: Place of Birth: Guridea Age: 35 years Height: 218 cm Weight: 125 kg Long since the antiquated times of the country's myth, Leo is Guridea's king. The case of his appearance and body being that of half beast, suspiciousness and dignity don't roll away. First Appearance: Red Earth (Warzard) Beneficial Changes: Unknown. Roll Wakeup Data (Forward and Backward, including invincibility): 32 frames Dashing: -Forward: 22 frames -Back: 24 frames Stun Points: 65 Victim: -Mummy: A very cartoony lion with no mane and red boots. -Vampire (1): Female version of Leo. -Vampire (2): Little girl with a lion's mask, sword and shield. Reminds me of the little girl Ed's Halloween costume in the Anime Movie Cowboy Bebop: Knocking on Heaven's Door. Known players to use Leo: -Izumi (Japan) -Jeron Grayson (United States) -Toki no Tobira (Japan) -Umezono (Japan) Best Matchups: Ryu, Guile, M. Bison, Zangief, Anakaris Worst Matches: Jedah P Ultimate Counter: Second Standing HP K Ultimate Counter: Second Crouching HK Command Normals: Ground Rush: D + MK (only in air): *Damage: 1080 Leo does a stab to the ground just like in his follow-up attack animation. Upward Poke: U + MP (only in air): *Damage: 810 Leo does a stab upwards. Thurst Rush: D + HK (only in air): *Damage: 1260 Leo does a quick slash in the air. Probably the best air poke in the game which beats out most anti-airs. Special Moves: Chronos Rush: QCF + P then Px2: *Damage: 1064, 900 last hit Leo charges forward a bit doing a shoulder blast that does 3 hits then does a vertical slash which is an over headattack. This move is actually 2 seperate attacks and motions as the incoming shoulder and then the slash to finish it off. Somewhat fair recovery on the move as it's great to setup another attack or move, most notably a Gaia Driver. Achilles Rush: QCF + P then Kx2: *Damage: 1064, 720 last hit Same concept as the Chronos Rush except Leo thrusts his sword downward performing a lower poke. Very good to confuse your opponents defensive tactics. Mars Slash: F, D, DF + P: *Damage: 1260 (LP)/1800 (MP)/1400 (HP) Another overhead attack that Leo posesses. Leo simply turns around for a bit as he quickly slays his sword down using an element differing on which button you press. The LP version surrounds lightning on the swrod and it can be comboed off a crouching HP. It also comes in more faster. The MP version suurrounds ice and it can only be blocked standing. It also comes in at a fair amount of speed. The HP version surrounds flames and it must only be blocked standing. This version takes the longest amount of speed. This move is probably good as a surprise or mid-range attack. Gaia Driver: 360 + P: *Damage: 2160 (LP)/2250 (MP)/2340 (HP) Leo's version of Zangief's Spinning Pile Driver. Leo simply grabs the opponent as he spirals around in the air and to finish it off, thrusts his sword to the opponent when they hit the ground. The move is a fat command, comes out likeinstant and it has 75% grab range. Excellent for jump-ins and tick-throws so think about this move if you're limiting your offensive options. Mystic Breaks: Hercules Rush (Level 1): QCFx2 + P: *Damage: 4140 Leo simply rushes to his opponent as when it hits (hit or blocked), he unleashes a series of normals going at a fast rate. Very good to chip damage, useable during Level 1 in case you wanna save your gems and can be cancelled from a combo but very bad because it's difficult to link due to Leo's poke-range. Gigas Driver (Level 2): 720 + P: *Damage: 5510 Leo does three Gaia Drivers (one from each button) to deliver big damage. Basically the same properties on on Gaia Driver and it also has some invulnerability startup, making it great for tick-throws, jump-ins and wakeup reversals. Pros and Cons: (+): Best poke-range in the game. (+): Pretty much every sword move he has does double damage when at a decent range. (+): Hercules Rush great for chip damage. (+): Gaia Driver comes out fast! (+): Gigas Driver does good damage for a Level 2. (+): The second highest stun (65). (?): Chronos/Achilles Rushes great for corners and confusion (but can get really annoying and cheap!). (-): Making use of Ultimate Guard (important, but bad to have to rely on). Early Impressions (studied by RenoROB): I like him...in fact I think he has a lot of potential. Level up into Gaia Driver is great, he has ridiculous poke-range and he has a good 50/50 mix-up game off his rushing attack. He lacks any decent close attack besides his standing LK, he really doesn�t have much going for him up close, course you should never be that close vs Leo anyways. My biggest problem so far is his pursuit whiffs too much even when you think you've done it right, that bothers me but that didn�t effect why I think he's bottom mid-tier. Various Character Matchups: vs. Alex (studied by Psychochronic): Can go either way. Leo has the long-range pokes but Alex's pokes has the power. Standing HP is as equal as a Chronos Rush. Both can pressure each other with their pokes but Alex can parry which is not good if Leo is up close. Power Bomb and Gaia Driver nearly trade off, Alex's Dashing Elbow is good for surprise attacks as Leo's Mars Slash is good for anti-air. Alex's Head Stomp is good for wakeups and some attempts for crossups. Leo's Hercules Rush is good for chip damage. Leo's meter must level up to increase his poking power and Gigas Driver is good for tick-throws and it brings it to the table eliminating nearly 40%. Alex's Hyper Bomb backs it up taking out 35% and his meter build is good here. Bottom line is that due to their tactics and abilities, it can go either way. Strong pokes with short-range vs. Weak pokes with long-range. vs. Anakaris (studied by Jeron): Anakaris literally has no options against Leo. No air to air, no air game period. Jump down FK with Leo (one of the best jump-ins in the game beats all of Anak's anti-airs). Chronos/Achilles Rushes completely destroys Anakaris since he has no counter and has to guess the high, low, grab game conclusion from it. If he guesses right it really doesnt matter since the patter will repeat itself. Rush is in no way effective against Leo since tri- dives can be Ultimate guarded or if timed right Anti-Air. Leo outprioritizes Anakaris and that is why this match is bad. vs. Chun-Li (studied by Psychochronic): Can go either way in this match. Similar to Leo vs. Yun and Leo vs. Urien, Chun-Li is also fast in the air and her pokes have stun potential and since Leo's stun is 65, it's gonna be some extra work for Chun-Li to make Leo see some stars. Leo can do his long-range poke game with Chun-Li having to easily parry then mixup from there. Even though Leo's defense has big properties, Chun-Li's pokes can stand up to it. Leo also has the Mars Slashes which are effective as anti-airs and Gaia Driver for that tick-throw or in desperation and wakeup. Chun-Li has the fastest grab frames in the game so a random dash then throw is pretty passable. Leo's meter builds fast and it's always good for him to level up as Gigas Driver brings the pain, a bit of life for that cheapness and Hercules Rush for that chip damage unless Chun-Li has fast reaction to parry. Chun-Li's meter is somewhat fair without her parrying and her pokes reaching in. Kikou-Shou is still her special that deals it good but both that and her Hoyoku-Sen can be easily Ultimate Countered if Ultimate Guarded. Bottom line is that Chun-Li's abilities match up to Leo's, even though the Red Earth system is cheap and his pokes are long-range, it can go 50-50. vs. Demitri (studied by Psychochronic): Favors Leo due to his long poke-range and defensive properties which can handle Demitri's offense game. Demitri's teleport dash has slow recovery unless he does a Demon Cradle right after because Leo can easily do a poke which is still in it's animation until he lands on ground. Even though Leo is probably a mid-heavy character, he can still crouch under the Chaos Flare which can enable him to sweep Demitri right after. Mars Slash is good for anti-air and Gaia Driver is always good for tick-throws. Demitri's teleport dash is the surprising factor which can let him to do ES Chaos Flare, ES Dashing Demon Cradle, Midnight Pressure or Midnight Bliss which can do damage but Leo can avoid and hit out of it due to his poke-range. Level up is a great factor due his offense grows and can dish it out due to DS characters. Hercules Rush can chip damage unless Demitri does a Guard Cancel and Gaia Driver dishes it out nicely. Bottom line is that Leo's abilities can dish it out nicely to Demitri and can play an excelled game. Demitri however, must play defense and keep- away as his Bat Spin, Chaos Flare in the air and his Demon Billion are his only moves for Leo not to get any closer. vs. Felicia (studied by Psychochronic): Goes to Leo due to easy rushdown. Felicia has to play defense on this one because Leo can rule the air due to his long poke range.Felicia's only chance to strike is on the ground (Leo's pokes again) or when landing which is probably the best chance. The bad thing is that Leo can just Ultimate Guard the chain-combos and strike right after. Leo doesn't even need Mystic Breaks for this one, using the gems to level up is a bad sign also for Felicia. vs. Guile (studied by Psychochronic): Leo has his bowl of super-charged Frosted Flakes as this is a tough match for Guile as Leo wins due to sub- systems and poke-range. Guile can do his Sonic Boom game all round and Leo can go forward with pokes in the air. Leo can also air- block so that's another disadvantage to Guile. Guile can do his pokes (MP, MK, FK) while going forward in attempts to hit Leo but Ultimate Guard is also a factor, even though it's questionable to do in this match. I'm saying that is because Guile builds meter fast and that's Leo defensive tactic in the situation. Mars Slashes are great to break Guile's crouch game and levelling up is important too as the Gigas Driver does good damage. In conclusion, Leo can evade and poke like hell as Guile is forced to go up close and due to that, Leo wins the match. vs. Guy (studied by Psychochronic): Favors Leo due to easy rushdown. This match is nearly similar to Leo vs. Felicia except Guy's defensive properties are a bit up, better agility and good time to make some meter but can't chain-combo but doesn't really matter. In this matchup, Guy can work on the ground due to speed but Leo's pokes can take time down. Don't forget about Ultimate Guards too. Leo here can use Mystic Breaks especially Gigas Driver to punish out some damage so that's a positive there. No need to level up unless for desperation, Gaia Drivers are a key to win as Guy needs to be on distance to strike. vs. Hauzer (studied by Psychochronic): Favors Leo due to his poke-range and easy build of meter. Leo's poke-range is way more distance than Hauzer's that it pressures Hauzer due to his big size, slow agility and limited access to strike his normals, Leo can just play defense here but can excel too and can do a Karin strategy of whiff-whiff- Gaia Driver easy. Both can air-block each other attacks which make it a pressure here too. Leo's anti-air is crouching HP, even thoughn it maybe slow but can be linked immediately into a Mars Slash. Hauzer's anti-airs are crouching MP and Tempest Fall. For meter, Leo builds his quicker due to the speed of his normals. Level up, poke-poke-tick Gigas Driver to bring the pain but his Hercules Rush can be very easily Ultimate Guarded. Hauzer's meter can be built in fair time with Gust Flame being his anti-air and can't be air-blocked. On the ground, Gust Flame and Deluge Crisis can be easily Ultimate Guarded. Leo wins this due to his poke-range, Gigas Driver and the fact that Hauzer's Mystic Breaks can be easily Ultimate Guarded and Ultimate Countered easily. vs. Hydron (studied by Psychochronic): Favors any side due to rushdown. Enough attempts of Tornado Mists as Leo can jump right over ready for a long poke ready to setup for a Chronos/Achilles Rush which gives Hydron no choice but to Ultimate Guard. Hydron can use Tadpole Spawn to keep Leo away which gives him no choice but to air-block in that scene. Hydron can poke like hell using crouching/standing LK's and standing MP's and can chip by going forward using the LK version of The Chiller's Attack. My conclusion is that levelling up is important and whomever nails their Mystic Break first (preferrably Level 2), gets the advantage of the match. Hydorn as Strangling Spark and Leo has Gigas Driver which both do great damage. vs. Ingrid (studied by Psychochronic): Favors Leo due to rushdown and the Red Earth system. Think of Leo as a offensive beefed Zangief here as his attack properties can go up when levelled up, stronger defense, run, long-range pokes, Ultimate Guard and his increased stun properties. Any of Ingrid's attacks can be easily Ultimate Guarded but timing must be good or else he'll suffer a throw. Sunrize and Sun Arch is not safe on block as Leo can do a Mars Slash right after. Ingrid's HP's can get annoying but Leo can tolerate it with an air or ground poke. Any of Leo's air-poke can be easily cotunered with Sunupper then dishes out a Sunburst which is the only tactic for Ingrid doing some damage. Leo can also play a Karin game by whiffing pokes then doing a Gaia Driver very easily. Levelling up pressures Ingrid very well which increases his attack properties and access to Gigas Driver which takes out nearly 45% of life. Hercules Rush is good for chip damage unless Ingrid does a Counter Roll, leaving Leo open in the process. Bottom line is that Leo's power and pokes pressure Ingrid greatly to the extent, forcing Ingrid to play more offense and less defense. vs. Jedah (studied by Psychochronic): Favors Jedah but Leo can stand. Yes, Leo has a great poke range but Jedah has too and that's his MP and it's ready for a chain-combo. This favors also by speed as Leo is too slow to handle the pressure and also his P Ultimate Counter as it's his only sort of counter. Jedah can start chaining low, mixing up then ending it with a Spreggio, do whatever it takes to knock him down, getting close may mean a hefty poke or probably a Gaia Driver. If one thing, Leo must poke like hell in the air and must play defensive, going on the offense can mean a risk so make sure you have meter and at least at Level 2 ready for a Gigas Driver or Hercules Rush for bits of chip damage. Leo can Ultimate Guards his chains but timing is extremely crucial as Jedah can easily do another chain-combo or simply execute a Prova-Dei-Cervo meaning Leo's chances are slim. vs. Karin (studied by Psychochronic): Favors Leo due to his poke-range and the Red Earth. Possibly another victim on Red Earth thriving on long-range pokes, it seems Karin can't win in this one as it affects her greatly as she must jump in to strike. Mars Slashes can be a passable anti-air if timed right. Both can air-block each others attacks. Ultimate Guard clearly ruins Karin's day as her whiffing game doesn't work, so has to rely on throws and it must be done quick or else an Ultimate Counter will come to her. Leo can do the Karin-rhythm game too and do Gaia Driver for his throw. Karin has her Yasha's so watch out. Karin must time her custom or it goes back to 0% and Ultimate Guard clearly ruins it all. Leo can level up which can increase his poke- range and gives him access to Gigas Driver which is very threatening to Karin. Hercules Rush does chip damage and just in case if Karin times her Yasha's wrong, she'll be paying full damages from those slashes. Bottom line is that Leo beats Karin due to his poke-range and Red Earth system as Karin must get in close to do some damage or she's nothing. vs. Kenji (studied by Psychochronic): Favors Leo due to easy rushdown, attack power and poke- range. Kenji has weak attack properties and in order to match that, he has to level up badly. Kagerou's are a key for meter and also for mixup game too. Kenji's game here consists mostly of defense due to Leo's poke-range. Jumping FP can be good for a keep-away attempt but air-block is the factor here. Leo's game if pure offense. In the air, he has the long poke-range with the sword. In the ground, he can tick-attack then do Gaia or Gigas Driver right after. The ground is the biggest pressure of Kenji in this match which gives him the most trouble if you ask me. Ultimate Guard is hardly even a mention here unless Jumonji and Hercules Rush are used. Level up when the chance is there too. All-in-all, Leo wins this due to attack properties and the rushdown. I'd say a 75-25 percentile in this matchup. vs. M. Bison (studied by Psychochronic): Favors Leo due to rushdown via poke-range and the Red Earth system. Nearly any hard normal Leo can do, clearly affects Bison's game; especially in the air. The pokes can hit out the Psycho Crusher, Double Knee Press and the incoming jump attacks (Devil Reverse and Head Stomp). Leo can just do his poke-poke-tick Gaia Driver then an easy follow-up attack. Bison's attacks have stun potential but getting to Leo closer will be harder due to the long poke-range. Both can make easy meter and specials are favored to Leo. Red Earth has good defensive so it's very recommended to do Knee Press Nightmare. Mega Psycho Crusher can be Ultimate Guarded and it's about 26 taps in. Gigas Driver can do hefty damage and Hercules Rush can do cheap chip damage. Level up is also very effective. Leo wins this due to his sub-systems and this is a match which is a shear example of why Red Earth owns SFII characters. One of Bison's worst matches. vs. Rose (studied by Psychochronic): Favors Leo due to his long poke-range and strong defensive properties. Soul Spark can be easily air-blocked and his jump down FK in air beats out her Soul Throw whether it's done early or late. Rose's meter build is pretty bad since she can't use Soul Absorb because Leo doesn't throw projectiles and her only opton is to play offense and poke to Soul Drill. Leo can continue poking as usual, use Mars Slash for surprising close or anti-air game and Gaia Driver is always passable on wakeup or ticks. Levelling up brings the pain, Gigas Driver brings it to the table and Hercules Rush is good for chip damage although watch out since close-range pokes are no good fighting Rose, she can simply P Alpha Counter and strike from there which is her viable use of meter. Super combos are an alternative and Custom combos are complete crap which do little damage, depletes to 0% on hit and gets Ultimate Guarded easily, leaving her having very slow recovery. Leo's meter can be used for levelling up for cheap purposes and Mystic Breaks for damaging purposes. Bottom line is that Leo can excel and keep-away fighting Rose with rose having no choice but to play offense which won't be easy here. vs. Ryu (studied by Psychochronic): Favors Leo due to rushdown via poke-range and the Red Earth system. Any long-ranged poke affects Ryu greatly. Basic Hadoken keep-away game is not good as Leo can just simply jump-over and do a long-ranged poke or Ultimate Guard in case Ryu tries to go rushdown but Leo can do his Ultimate Counter right after. Time it right or suffer a blow or a throw right after. Ryu can't air-block his air-pokes and his ground-pokes can clearly outfootsie Ryu badly. Simple poke- poke-tick Gaia Driver can dish it out but watch out in between the gaps as Ryu can strike a normal or Shoryuken to respond back. Leo's defense is better than Ryu's so simply any Super Combo he takes here can reuslt in at max 65% off which is not bad at all. Ultimate Guard is cheap as hell so take advantage from that. Levelling up is cheap as it makes Leo way stronger and has access to Gigas Driver which brings the pain. Hercules Rush is good for chip damage. Ryu builds the fastest meter due to the quickness of his normals and the fact that it's only one gauge compared to Leo's two. Leo wins this due to his sub- systems and this is a match which is another example of why Red Earth owns SFII characters. One of Leo's best matches but not one of Ryu's worst matches. vs. Sakura (studied by Psychochronic): Exactly (or nearly) the same situation to Leo vs. Guy except Sakura is toned down greatly such as weaker defense, weaker offense and slow meter that's risky for Customs or any of her Alpha Counters. Basic Hadoken game doesn't work due to air- block or jump-in for the mighty poke-range. Ultimate Guard takes out anything up close from Sakura which is a very big threat. Sakura is very, very negative in this situation, anything she'll do won't be good...she gets rushed down for free. Leo can enjoy his Supercharged Frosted Flakes right after. vs. Urien (studied by Psychochronic): 50-50. Leo always has his long-range pokes and defense but can get pressured due to Urien's mixups and juggles. Upward Metallic Spheres can hold back Leo which forces him to air-block in case of a jump-in. Leo's Chronos and Achilles Rushes are good for corner game and pressures good too. Jump down FK in the air takes out crouching HP from Urien and crouching HP from Leo is also good anti-air but can be parried. Gaia Driver is always good for that wakeup whiff game and some ground pokes from both sides pressure and break a footsie game. Urien's corner or trap game can be Aegis Reflector and can do big damage once pokes then the finishing combo is Tyrant Slaughter, it all over and Leo must rely on his poke and rush game. Bottom line is that Leo must play defense and offense in order to build his meter and hits while Urien must do the same but has easier access to his combos. Both here hold it down nicely. vs. Yun (studied by Psychochronic): Favors Leo 55-45 due to his long-range pokes but he can get pressured as Yun is fast in the air. Yun has the simple divekick game which pressures Leo and Ultimate Guard is not that reliable due to his slow recovery which doesn't match Yun's fast speed. From there, simple combos can build meter due to that. Leo has the poke-range but be careful as it can be parried, leaving Leo ready to get hit if it's done up close. Gaia Driver is good and effective and Hercules Rush is 50-50 as the first hit can be parried and a hit goes on or for some cheap chip damage. Both can build meter good but Leo's levelling up increases his power as Yun's attack properties do diddly. Leo wins this due to the Red Earth system and his pokes but Yun can take it due to his pressure, mixups and juggle game. Ultimate Guard that not that reliable as speed plays a big factor due to Yun's moves having quick recovery. vs. Zangief (studied by Psychochronic): Favors Leo due to rushdown via poke-range and the Red Earth system. Leo can just do his normals from far-range with Zangief's only response is to play defense. Similar to Zangief vs. Kenji, Leo pressures Zangief to a degree on where he can just come up close and do a Gaia Driver very easily. In any case Zangief is close, his Spinning Pile Driver is much more deadly due to the power and range that it can catch from. Zangief has a long time to build meter in case he wants to pull his super anti-air of Aerial Russian Slam. Leo's meter can level up which gives access to mroe power and another Mystic Break of Gigas Driver. Hercules Rush is also good for chip damage. Leo wins this due to his sub-systems and this is a match which is another example of why Red Earth owns SFII characters; same blood, same mud. One of Leo's best matches but not one of Zangief's worst matches. Ending: Tessa and Mai Ling are struggling in battle against Blade as Leo comes in from behind and slices it in half with his sword. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 17) Guy: Place of Birth: United States 3 Sizes: B108 W77 H82 Blood Type: O Special Skill: Miniature Tray Landscapes A modern-day ninja (Shinobi) who's the successor of what is named "Bushin Ryu Ninjitsu." With a colorful system of line attacks, the enemy is not even granted the coming skid. First Appearance: Final Fight Beneficial Changes: -Face seems to be redrawn. -Doesn't have the intro where he does a jumping MK which knocks out trash cans on the way. Stun Points: 60 Victim: -Mummy: A wolf with a red handkerchief and Ibuki's shuriken in his mouth. -Vampire (1): Maki from Final Fight 2, her body and Guy's head. -Vampire (2): Borg 180 known as Shadow Girl from Capcom's Gamecube game called Gotcha Force. Known players to use Guy: -Gori (Japan) -Justin Wong (United States) -Sanford Kelly (United States) -Shiina (Japan) -TigerLee (Canada) -TTM (Japan) Best Matchups: Ryu, Urien Worst Matchups: Zangief P Alpha Counter: Crouching HP K Alpha Counter: Faster crouching MK Command Normals: Kubi Kudaki: F + MP: *Damage: 800 first hit, 400 second hit Guy does an overhead elbow attack to the opponent. It has very slow startup but is good for confusion games. Kamaitachi: DF + HK then HK: *Damage: 800 first hit, 800 second hit Guy does a flip kick on the ground who does two hits and after K is pressed again, does a rushing kick to the opponent seen after Bushin Gorai Kyaku that has slow recovery time. Hiji Otoshi: D + MP (only in air): *Damage: 1000 Guy does an aerial elbow which is similar to his Izuna No Hiji Drop animation. Special Moves: Hozanto: QCB + P: *Damage: 1200 (LP)/1300 (MP)/1400 (HP) Guy turns around for a bit as he thursts foward with a f.MP. Great for basic combos and the HP version can go under projectiles during the turn. Bushin Senpuu Kyaku: QCB + K: *Damage: 1200 (LK)/1400 (MK)/1775 (HK) Also known as the "Hurricane Kick" seen back in Final Fight. Guy hops a bit forward andperforms a spinning kick. Good for juggles and anti-air. Bushin Flip: QCF + P: Guy flips towards his opponent in an arc formation. -Bushin Izuna Drop (close to opponent): P (after Bushin Flip): *Damage: 2000 Guy grabs the opponent and slams them instantly to the ground. -Izuna No Hiji Drop (during Bushin Flip): P (after Bushin Flip): *Damage: 1000 Guy does an elbow drop to the opponent. Hayagake: QCF + K: Guy runs towards the opponent. -Hayagake: Kyuteishi: LK then LK (during Hayagake): Guy cancels his running. Great for mobility and tick-pokes. -Hayagake: Kage Sukui: MK then MK (during Hayagake): *Damage: 1500 Guy cancels his running and does a sliding kick attack to the opponent. This move can be comboed from different ranges and is great to rush under projectiles from far distances but very difficult to execute. -Hayagake: Kubikari: HK then HK (during Hayagake): *Damage: 600 first hit, 1000 second hit Guy cancels his running and does a leaping overhead kick attack to the opponent. Great for close mixups and must only be blocked standing. Super Combos: Bushin Hasso Ken: QCFx2 + P: *Damage: 3000 Guy does a series of normals in the air resulting in four hits. Great for an anti-air and can be juggled in various situations. Bushin Gorai Kyaku: QCFx2 + K: *Damage: 2800 Guy dashes forward with a series of normals resulting in four hits. Great for juggling in specific situations. Pros and Cons: (+): Great agility, similar to Maki in CvS2. (+): Gains a new extensions after his Kamaitachi. (+): Speaking of that punch super also juggles now. (+): Can now use the A-Ism and X-Ism Final Fight Chains interchangably like in SFA3. (+): Crouching FP no longer whiffs at point-blank. (+): He's the only one in the Alpha cast that effective with supers. Mainly because he has numerous setups to them. (+): Great pokes (MP, FP, MK). (+): Bushin flip is SFA3 version. so no comboing after it. Although it will grab you in the corner now which is nice. (+): Knee bash, to LK/MK hurricane kick/or either super, is much easier then in other games. (+): Faster running when doing Hayagake. (?): Doesn't have Bushin Musou Renge. Although it really doesn't matter because SFA characters can't do any 100% supers. (-): Some Custom Combos are hard to execute. (-): Custom Combos are not that reliable. You're better off doing supers. (-): Bushin Senpuu Kyaku no longer a good anti-air option; better for positioning. (-): Hozanto no longer has invincibility frames; simply goes through projectiles. (-): Bushin Gorai Kyaku has very limited uses. Early Impressions (studied by RenoROB): Every character is playable and Guy is no exception. The problem why he isn�t high is that he lacks variety and there are just so many better characters above him. His Custom Combos is not very reliable (repeat standing close HK if not, doesn�t perfectly close can turn into standing far HK, in which you just wasted your Custom Combo and you got nothing), his chain-combos must be done really close (far closer than both SFA3 and SFA2, more like Maki close in CvS2). What made him scary in SFA3 was his amazing juggle potential which is all but gone here in CFE. Yea, he can do some crazy juggle of Kamaitachi but I have yet see a setup to connect that move and what really makes him not "amazing" in my eye as of yet, is that even though he's fast he lacks some serious mix-ups. Standing MP -> standing HP -> Hayagake: Kyuteshi into mix-ups isn�t that great, his Hayagake: Kyuteishi -> throw is best option (in fact his only option other than just a basic poke), his Hayagke: Kage Sukui is too obvious and easily blocked and his Hayagake: Kubikari is blocked high which I fear isnt that great neither. Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Alex due to power but his chances of rushdown is pretty low which can go to Guy due to his speed, agility, fast meter and rushdown. Guy has the speedy corner game to pressure Alex with him having a hard time to act for parrying. Alex has to be up close to make some damage and his pokes and Power Bomb clearly make a point of it. Due to Guy's fast poking game, he builds meter faster than Alex's. Hayagake's can be a risk if Alex reacts fast to such an attack as a poke or a Dashing Elbow. Alex's meter is powerful and Hyper Bomb kills out nearly half-life and Guy's meter must be used for customs activated over 60% or supers to stand up to it. Bottom line is that Alex has his pokes and meter which is powerful and Guy can hold it down due to speed and agility. My end say that it's 50-50. vs. Anakaris (studied by Psychochronic): Guy gets rushed down for free right here. Anakaris has to balance out his stuff and excel oftenly to hold it, I'd say 70% offense and 30% defense if you ask me. Everything in this match for Anakaris relates to either a poke or a chain-combo and that's his objective here. Simple tri-jump then poke, poke, poke, sweep, follow- up. Guy pretty can't hold it here, his only source of meter use is either a super combo or any form of the Alpha counter depending on where Anakaris will strike first. Since Guy can't roll-wakeup and Ukemi is horrible in this situation, he can be cornered easily which gives Anakaris the chance to do the Hole of Hell. The simple Anakaris can take the match down. vs. Chun-Li (studied by Psychochronic): Favors Chun-Li due to her pokes and stun potential unless she gets cornered which is not good. Guy has his fast pokes which can lead to his Bushin Flip to Bushin Izuna Drop or his Hayagake: Kage Sukui if Chun-Li doesn't have the fast reaction to block or parry. Chun-Li's normals do some good damage to SFA characters' somewhat neutral defense and her normals have stun potential which is a factor for her game. Both build meter fairly good if Guy doesn't do his corner game. Chun-Li's Hoyoku-Sen is good for chip damage and Hoyoku-Sen is good after a crouching MK or after a Hazan Shu, otherwise if blocked, she's open in the end or Guy can simply do an Alpha Counter. Guy's meter has his Alpha Counter is desperate situations, Supers like Bushin Hasso Ken for corner game or a Custom attempt, but don't rely on that unless the timing is right and even though it's executed, it does little damage that doesn't fare up to Chun-Li's Super Arts. Bottom line is that Chun-Li's offensive game beats out Guy which leads to his loss fast. Guy is good on rushdown only if Chun-Li is cornered, then he can do some work there, otherwise, he can try footsies and air-game but his trap game is much more better. vs. Demitri (studied by Psychochronic): Similar to Guy vs. Jedah, Guy takes this one due to his agility, pokes and speed. Guy can simply outsmart Demitri by his simple jump/rush-in game right after Demitri does his Chaos Flare or a missed Demon Cradle. Hayagake's rule the ground, Bushin Flips access a blow or throw in the air and his interchangle X-Ism/A-Ism combos punish Demitri in such a degree that due to his low defense, it can damage well and has stun potential. Demitri has to keep out in this match. ES Chaos Flare are good for surprises in case Guy does a rush-in attempt, Demitri can teleport dash and do Midnight Pressure as usual for his rish-in attempts and Bat Spins can be used for evasion and tricky games. Guy's meter can be used for P Alpha Counters or his Bushin Hasso Ken. Custom aren't necessary here but can be affected in case Demitri does his Guard Cancel. Bottom line is that Guy is too fast to strike Demitri which gives the victory to Guy. Guy's pokes are too punishing here, especially for a DS character to inflict it, is very bad due to weak defense and getting stunned right after. Demitri can hang but must play more defense than offense here. vs. Felicia (studied by Psychochronic): Guy takes this one due to the rushdown. Nearly similar to Guy vs. Ingrid except Felicia has has extremely horrible defensive properties, Guy invades the ground and hardly has to use air attacks for this one. Felicia's chain attempts can be simply blocked and pretty difficult to connect. Combo into Hozanto for some chip damage and use Hayagake: Kage Sukui/Kubikari to take down her crouch game. Felicia's passable anti-air would be crouching FP. Felicia's meter can be used for ES follow-up attacks or any ES/EX move but timing must be near-exact. Guy's meter can be options around. Alpha Counters, Supers and Customs are thumbs up. With that strategy and meter built, Guy can time his Super Combo or P Alpha Counter. Felicia loses due to defense, mobility and the fact he can build meter very fast. One of Felicia's counter matches. vs. Guile (studied by Psychochronic): Favors Guile due to power. Somersault is a great anti- air can take out 10% and that move ruins any of Guy's jump-in tactics. Sonic Boom can still be air-blocked and that move can build up meter fast. Guy must use his Hayagake's and Bushin Flips to mixup Guile on ground. Bushin Senpuu-Kyaku is okay for anti-airs. Worst case is that both can get hit but Guy suffering more from it due to Guile's heavy normals. Guy must also use his interchangeable X-Ism/A-Ism combos when up close and to setup for a super. Setting up for a custom can be risky though. Guile's Total Wipeout can out as much as 65% so watch out if that's linked up. Bottom line is that Guile takes this due to power and Guy must play offense in order to get some hits in. Guile can play both due to easy projectile, anti-air, meter and his offensive properties. vs. Hauzer (studied by Psychochronic): Guy takes this due to speed, ground-game and agility which equals the rushdown. Simple interchangeable X-Ism/A-Ism combos and different Hayagake's for sweeping can rush Hauzer down. Hauzer has the FP, FK and Volcano Breathto keep Guy away as much as possible. Deluge Crisis is good for chip damage and Tempest Falls is good for a precise anti-air but Guy can air-block that. Levelling upis important so don't be afraid to sacrifice a gem. Deluge Assault is good also but Guy can clearly Alpha Counter out of that due to the slow end to it. Gust Flame is great as Guy can't air-block...so his best anti-air is his highest levelled Mystic Break, which takes time to build. Guy can use his meter for Alpha Counters or activation at 50% (100% is too risky but do what you can do) as Ultimate Guard clearly ruins the Custom formation so keep note of handling your meter. Guy wins due to his properties but Hauzer can still stand as you know that Red Earth thrives on long- range pokes and SFA's are harder to get in on those situations. vs. Hydron (studied by Psychochronic): Similar to Demitri vs. Hydron, this match favors Guy's rushdown due to his fast attacks and agility. Comparing those skills to Hydron, it's the exact complete opposite. Hydron's agility is too slow, it looks like he's floating and his pokes are horrible. The better part for Hydron is that he has long-range pokes, has two projectiles and has a viable anti-air which is his Tadpole Spawn and one of his Mystic Breaks, Lightning Mast. Both fighters can air-block and wall-jump which is very useful for their evasion game. Guy's pokes are much faster which gives Hydron a lot of pressure. Ultimate Guard can be used but once timed wrong, Hydron is open for a throw, Super Combo, Custom or any of Guy's interchangeable X-Ism/A-Ism combos. Hydron has level up to increase his offensive properties and use Lightning Mast and if timed correctly, Strangling Spark as his anti-airs. The downside is that it takes Hydron some time to build meter as opposed to Guy's meter as he can use it over 50%. Guy takes this due to fast meter, fast pokes...fast everything with Hydron doing no choice but to play defense. vs. Ingrid (studied by Psychochronic): Guy takes this one due to speed. Guy can invade the ground and hardly has to use air attacks for this one. Keep going closer to Ingrid using MP's like hell and sweep when she does throws a Sunshot, timing is near-precise and it gives Ingrid the pressure on the match. Combo into Hozanto for some chip damage and use Hayagake: Kage Sukui/Kubikari to take down her crouch game. Ingrid can take the air using Anti-Air Sunshots and abusive jumping FP's as Guy's Bushin Izuna Drop must be timed correctly or he suffers from that mistake. With that strategy and meter built, Guy can time his Super Combo or P Alpha Counter. Ingrid loses due to speed, mobility and the fact he can build meter very fast. vs. Jedah (studied by Psychochronic): Favors any side but conditions apply to it. Guy runs the ground which makes Jedah get hassled a bit so use dashing slightly upward like mid-up screen to execute your chain. Limit your distances too because getting too high or close results in Guy using an effective anti-air blow which is crouching HP. Guy runs the ground due to speed like Hayagake attacks and his interchangeable X-Ism/A-Ism chains and too much blows results in Jedah getting stunned. Watch the Dio-Cega's because Guy can simply wall-jump ready to attack so it's recommended it can only be done in the corner or to Guy on his wakeup, which is also chain ready. For meters, Jedah's good use is ES Dio- Cega and Guy can chain to Bushin Hasso Ken or an Alpha Counter; preferrably the P version. Bottom line is that one can outrule the other due to their personal and characteristic properties. vs. Karin (studied by Psychochronic): Favors Guy unless he scrws up on this one. Guy's speed is too fast which can rushdown Karin that it's not even funny. Hayagake's are good for mixups, footsies and rushgame and pokes to Bushin Flip to Bushin Izuna Drop clearly deal it in the match. Bushin Flip to Izuna No Hiji Drop beats out Karin's custom activation, even at 100%! Due to that, Guy builds good meter and can use P Alpha Counter when Karin does her whiffing game or his neutral throw to Bushin Hasso Ken but that must be timed right. Karin's sweeps are always effective in her footsie game and a tick-throw would be surprising since Guy's pokes have great recovery time. Karin's f.MK is always good, even for trick game or a custom setup. Karin's meter is mostly based on customs, an Alpha Counter attempt never hurt so at least try that instead of relying on a super or custom. Guy wins this due his fast recovery in his rushdown but Karin has chances. Her whiffs and sweeps dish it out good and a tick-throw wouldn't be some sort of surprise in the match, beginning or end. vs. Kenji (studied by Psychochronic): This speedy of a great match can go anyway 50-50. When up close, Guy can use his interchangeable X-Ism/A-Ism combos for rushing purposes as Kenji can use his chain- combos too. Guy pretty much rules on ground due to this and also Kenji's weak attack properties so levelling up is important. How Guy rules the ground is due to speed (yes) and he can rush down and sweep Kenji using Hayagake: Kage Sukui to go down through Kenji's shuriken. Don't forget to carefully time your Super or Custom as Kenji can Ultimate Guard but meter isn't necessary for this, perhaps a P/K Alpha Counter? It's up to you on that one. Guy also has the agility so just in case Kenji tries to pull off Jumonji, Guy can easily jump over it (Did you know that?) and attack from there. In Kenji's game, he can build meter fast using his Kagerou cancel and he desperately needs it. Guy always can come close for a combo so time correctly yours into MK to Bakuryusho for a good 25% or so then Kagerou cancel for more meter (follow up attack is a great alternative). Don't forget your teleports to play a little defense and his low jumping FK to annihilate the crouch game for a quick mixup knockdown. Bottom line is that it can go either way, this is a good and entertaining match to watch from both sides. vs. Leo (studied by Psychochronic): Favors Leo due to easy rushdown. This match is nearly similar to Leo vs. Felicia except Guy's defensive properties are a bit up, better agility and good time to make some meter but can't chain-combo but doesn't really matter. In this matchup, Guy can work on the ground due to speed but Leo's pokes can take time down. Don't forget about Ultimate Guards too. Leo here can use Mystic Breaks especially Gigas Driver to punish out some damage so that's a positive there. No need to level up unless for desperation, Gaia Drivers are a key to win as Guy needs to be on distance to strike. vs. M. Bison (studied by Psychochronic): Favors Bison due to eay rushdown. Bison's power and meter build clearly can rush Guy down very greatly. Both have the speed and agility to play a keep-away game. Bison can do a simple charge move in case Guy does a Hayagake attempt to punish him down good. Sweeps are good too for distance and pressure game. Bison can also rule the air due to Head Stomps and Devil Reverses so make notes of that. Bushin Flips and Bushin Senpuu Kyaku's can stop it but the timing is very risky as Guy or both can get hit with their attacks. The bottom line here is that Guy's defensive properties can't fare with Bison's offensive properties. Yes, they both have easy meter, agility, keep-away and evasion game equally but all-in-all, Bison rules this matchup here. vs. Rose (studied by Psychochronic): Can go either way. Both have their equal amount of damage from their pokes and their solid meter build up due to that. Rose's anti-airs are her Soul Throw, Aura Soul Throw and Aura Soul Spark and and Guy's anti-airs are his Bushin Flip into Bushin Izuna Drop and Bushin Hasso Ken. Bushin Senpuu Kyaku is passable but can be air-blocked. Guy's Hayagake's are good for rushing and tick-combo attempts and Rose's Soul Drill and Soul Spark can keep Guy away, giving a chance for her to play defensive constantly. Customs do decent damage equally and can be hit out easily if Alpha Countered. Bottom line is that both characters hold it down due to their near-equal properties and can go either way. vs. Ryu (studied by Psychochronic): Another one of Guy's fast matches. Ryu is too slow to react on any part of Guy's corner rushdown. simple poke to Hayagake: Kubikari to pressuring half of the ground or Bushin Flip turned into Bushin Izuna Drop to catch in the air. Ryu has Hadokens for keep-away game to do some sort of chip damage on ground or air but can be punished by Hayagake: Kage Sukui. Shoryuken's is the best anti-air as it can't be air-blocked which can do good damage. Guy's Hayagake: Kyuteishi is good for advance game and also tick-throw and combo attempts but Guy is clearly left open menaing Ryu can punish greatly due to that move. Guy his that fast meter because it holds two stocks as Ryu's is one and Guy has viable options. An Alpha Counter is good for desperation, Bushin Hasso Ken is good for corners after throws and customs are always good with the condition if he gets hit, it's back to 0%. Ryu can punish due to his Shoryuken recovery and his supers nearly takes out 73%. Bottom line is that Guy has the speed, agility, footsies meter and use of meter compared to Ryu's power. Guy takes this one with Ryu having the chance should Guy mess up at nearly anytime. vs. Sakura (studied by Psychochronic): Undetermined outcome in this match. Both have a great amount pokes but it's broken down differently. Guy has his interchangeable X-Ism/A-Ism combos to dish it out and the speed for any of the three Hayagake's, Bushin Flips and Bushin Senpuu Kyaku's for rushdowns while Sakura has Flower Kicks, Hadokens as the projectile and her Sakizakura Ken as a rushdown move. Sakura has her easy poke-to-special which is pretty damn simple. Both can build meter very good and pretty near even which is neutral on both sides and both have Alpha Counters in case for blocking a custom. Both also have supers which relatively do damage. Bottom line is that their tactics and properties and pretty even and it can go either way. vs. Urien (studied by Psychochronic): For some reason, this favors Guy on his fast speed and agility. Urien's crouching HP can't launch Guy into the air, so think of a different attack to do in case Guy is up close or doing a Hayagake: Kyuteishi. Guy is fast to react due to Urien's slow recovery in some of his moves and normals which enables a fast poke then evade for a swift rush- away game of an interchangeable X-Ism/A-Ism combo. Guy also builds his meter fast and can go at 50% faster than Urien's 1/2 gauge. Guy can simply Alpha Counter his way out which is good or can activate his custom, leaving Urien to block or eat the damage. The thing for Urien to react is to parry the first hit then strike next. Bottom line is that Guy can jump over, mixup and can outfootsie Urien. Guy's moves and tactics is just too fast and Urien loses this one due to that. vs. Yun (studied by Psychochronic): Can go either way in this match. Both are agile, does equal damage and have good ground, air and corner juggle setups with both of them having very different properties. Yun can parry, high-jump, quick stand and Guy can air-block, air-throw, wall-jump, Ukemi and has 2 Alpha Counters. With their ground and corner games, Guy can use his interchangeable X-Ism/A-Ism combos which can go on from there. Bushin Hasso Ken can juggle if cornered. For Yun, some of his setups begin with a divekick and it goes on from there. Few normals can set it up right and depending on posititon after Tetsuzankou, use Sourai-Rengeki to finish it or You- Hou to bring the pain and juggle some more. Guy has his customs in case he wants to get creative and his Alpha Counters are good for desperate situations. Bottom line is that this match is evenly played that it can go either way. vs. Zangief (studied by Psychochronic): Another tough battle that can go any side but truly, Zangief takes this one. Guy has the speed and can go ground and combos to keep Zangief away. Combo into Hozanto for some chip damage and use Hayagake: Kage Sukui/Kubikari for pressuring his crouch game. Sweeps are also good too for distanceful purposes. Zangief has the anti-air and that's obviously the Lariat which is very effective to build meter. Zangief also has the power as a Spinning Pile Driver can take as much as 27% so getting too close means danger here! Guy's (as well as any other SFA character's) defensive properties aren't good against Zangief due to powerful command grabs so that's why Zangief takes this one. Ending: Still the 39th Bushin Master, Guy is meditating at a dojo which may mean he's continuing his training. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 18) Hydron (Nool): Race: Krakhen Self styled in the "Divine Ocean Beast," an ocean creature living in the North Sea river basin. Has no doubt that he can rule over the oceans in the world on his own. Carries an enormous trident as a weapon. First Appearance: Red Earth (Warzard) Beneficial Changes: Unknown. Roll Wakeup Data (Forward and Backward, including invincibility): 40 frames Dashing: -Forward: 18 frames (allowed to pass through fallen or crouching opponents) -Back: 28 frames Stun Points: 60 Victim: -Mummy: A baby squid, just like the ones he fires at you when he performs his Tadpole Spawn. -Vampire: Female version of Hydron. Inspired by Ritsuko of the Anime Kujibiki Unbalance, this is what Ritsuko looks like when she wears her bathing suit. Known players to use Hydron: -C-Type (Japan) -Chikyuu (Japan) -Umachou (Japan) Best Matchups: Zangief, Guile Worst Matchups: Jedah, Karin P Ultimate Counter: Standing HP K Ultimate Counter: Doesn't have one Command Normals: None... Special Moves: Tornado Mist: HCF + P: *Damage: 720 (LP)/810 (MP)/900 (HP) Also known as "Arctic Stream". Hydron throws a freezing tornado towards the opponent. Fair amount of startup and recovery time and is a big part of his range attacks. The Chiller's Attack: HCF + K: *Damage: 1080 Labelled here as "Nochiller's Attack", Hydron dashes forward in the air surrounded in flames ready to burn the opponent. Also similar to M. Bison's Psycho Crusher as the opponent gets hit, they are surrounded in purple flames. Very good for short-range and surprise attacks and the HK version goes nearly through the entire length of the screen which is great toavoid corners. The down- part is that it's similar to the Psycho Crusher, it will not pass by an opponent when it's blocked, which makes Hydron floating open in the air. Hydro Spin (also in air): F, D, DF + K: *Damage: 270 (LK)/1064 (MK)/1331 (HK) Hydron hops and spins up forward with Water aura surrounding him. This attack is safe on block whether if it hits early or late and can be cancelling in the ground or air after using LP/LK's. Excellent cross-up when timed right and great to nail sweepers as the attack can't be crouch blocked. Tadpole Spawn: HCB + P/K: *Damage: 540 A stationary, multiple and stalling projectile. The P versions allow the tadpole to stop immediately in mid-air as the K versions stay on the screen for a short amount of time. Hydron has the ability to spawn two tadpoles at a time which is great for keep-away games and forces the opponent to change their gameplan as they can get hit while jumping to hit and Hydron can simply attack during the spawn. Venom Funnel: Dx2 + P: *Damage: 1170 Known to some as "Venom Spit". Hydron spits a purple mist in the air and it can be used as an anti-air when timed right. If the move hits early enough, Hydron can juggle and use a Mystic Break after but it depends how much risk the player wants to take as hardly anyone uses this move. Mystic Breaks: Lightning Mast (Level 1): QCFx2 + P: *Damage: 3780 Hydron raises his trident up as lightning surrounds him. Similar to Geese's Raising Storm super from CvS2. This Mystic Break is useful as an anti-air, wakeup reversal or to generate chip damage.Also can juggle but can't extend juggle. Strangling Spark (Level 2): QCBx2 + K: *Damage: 4750 minimum, 10450 maximum Hydron does his FK and when it connects, it surges electric currents into the opponents. Very good as an anti-air if done early and also good to punish fast projectiles if done late but time it right. This Mystic Break does excellent damage it can do as much as 65%! One of the best supers in the game. Pros and Cons: (+): Good range. (+): Great agility. (+): For a heavy character, he can wall-jump. (+): Hydron's forward dash can pass through grounded and crouching opponents which is great for mixups. (+): Standing FP is really fast. Good whiff punisher and overall poke. (+): Crouching FP might be slow, but it has a lot of priority and gives a big chunk of frame advantage. You can link a lot of stuff after it...just do a standing FP or a standing LP xx tornado/dp+MP. (+): Stanidng HK is his farthest and most damaging poke by far. Also guarantees a pounce. (+): Ultimate Guard -> P Ultimate Counter is his standing HP...which means it's really good. Abuse that since it chip damages also. (+): More that one Tadpole Spawn can be at the screen at once. (+): Crouching kicks range as sweeps. (+): In the air, you can cancel your attack to Hydro Spin. (+): Lightning Mast is like Geese's Raising Storm, good for defensive and wakeup games. (+): Strangling Spark can take as much as 50%-70%. (+): He seems to be really meter-intensive... though he does build meter kinda fast spamming Tornado Mists and Tadpole Spawns. (?): Hydro Spin on the ground is similar to a 3S leap-attack which is it's only good use. (-): He needs meter to do any sort of threatening anti-air (Lightning Mast works perfect, level up -> throw for longterm benefits.... hmm, maybe level up -> crouching HP, standing HP?). (-): Unlike M. Bison's Psycho Crusher, The Chiller's Attack doesn't pass through an opponent when blocked. (-): Useless without Level and Meter. (-): Bad pokes. (-): He can still get hit during his sweeps. (-): "The Turtler's Choice". (-): Counter-Character Problems. (-): Can get easily rushed down. Early Impressions (studied by RenoROB): Another low ranked RE character, although I�m starting to see his potential. I cannot see how he can be any better than upper low-tier. What benefits him is that all his crouching K's are knockdowns, he has great range and definitely counter some top-tier character (eg. Guile) but all-in-all, he lacks pokes, a decent anti-air and really cannot dish much damage without Level up (Yes, I do know the Strangling Spark is which is an anti-air grab; even then its not a perfect anti-air many times even if you think you caught them, they will fall without getting hurt). Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Alex due to Power and Parries. Hydron here has his regularities of spamming Tornado Mists and Tadpole Spawns as usual. Alex can clearly parry those projectiles and attack after or use Head Stomp get in closer, but that's a risky situation. Alex's normals do great damage and have the potential to stun so that's a note there. Hydron's pokes are terrible and insanely weak here and remember Alex's stun points is 65, not 60 which make it more harder to big out more in the match. Don't forget that Air Knee Grapple beats the Hydro Spin easily! Don't rely or mess up your Ultimate Guard too because Alex can clearly do a Power Bomb which is also a negative on Hydron's side. For meter, Hydron must level up badly as I say, a very mandatory situation. Strangling Spark is good when Alex does a jump-in...what else? Lightning Mast is also useful on wakeup. Alex on meter...simple, save it up and lock-in the Hyper Bomb when up close; don't waste it on EX moves. Alex wins this hands down. vs. Anakaris (studied by Psychochronic): Anakaris wins this due to the rushdown it's just plain ridiculous. Anakaris can just do his standard tri-jump chains no matter what. It's even faster than Hydron can do an Ultimate Guard. If it does happen, Anakaris can simply just do Mummy Drop which beats any Red Earth's Ultimate Guard and defensive game. Hydron's keep-away attempts are the standard Tornado Mist/ Tadpole Spawn spams but it doesn't match to Anak's keep-away game. Anakaris can simply float, double- jump and spam in the air Coffin Drops and Royal Judgements which beats Hydron's like easy. Meter is important, so for Hydron, levelling up is highly recommended. For Anakaris, options are spreaded out so be creative. This match favors Anakaris due to the sub-systems and his chain-combos. vs. Chun-Li (studied by Psychochronic): Favors Chun-Li due to the speed of her jumps, attacks and the fact she builds meter faster than Hydron. Her attacks do damage good and come out real fast which favors her in a footsie game. Hydron's pokes are too damn slow and do weak damage which is real bad in this situation. Chun-Li's agility is faster than Hydron's which clearly beats any air-game and Hydron's Tadpole Spawn and Tornado Mist can be parried and can be passable for a keep-away game. Chun-Li's supers can do some chip damage but watch out for the Ultimate Guard and since Chun-Li's supers have slow recovery, she's open to get attacked. Hydron has to level up to be some sort of threat or at least to hold it down. His Strangling Spark must be timed right and Lightning Mast is good for wakeups and anti-airs but does some weak damage for a super. Bottom line is that Chun-Li's properties defeat Hydron and his properties have little to throw back. vs. Demitri (studied by Psychochronic): Favors Demitri due to the rushdown and another match on how Hydron can get rushed down for free. Demitri's teleport dash is the factor of his game. Just dash by a Tornado Mist or Tadpole Spawn and strike a Demon Cradle right after. Hydron is mainly a defensive player here and Demitri's game clearly rushes it down. Moves like Bat Spin and Chaos Flare give Hydron the pressure, great agility and speed on air and ground, Midnight Bliss and Midnight Pressure are great rushes for a surprise attack and the fact that Demitri builds faster meter than Hydron clearly favors that point. Hydron has no choice but to level up and Ultimate Guard when a random or precise moment comes in. Hydron has good anti-airs (his Mystic Breaks to be specific) but Demitri can air- block which is not a good sign. Demitri wins for free here but it's not one of Hydron's bad matchups. vs. Felicia (studied by Psychochronic): Favors Felicia believe it or not due to her rushdown and fast speed. Hydron has horrible pokes which do low damage unless he levels up which is important. Similar to facing heavy characters, Felicia plays her rushdown game more faster and easier. Hydron has no choice but to Ultimate Guard and if its done late, Felicia can sneak in a Hellcat (ES is better) for some good measure. Hydron can throw Tadpole Spawns and Tornado Mists which can be effective but Felicia can air-block those. Follow-up attacks or Kitty Charge to build meter is great when Hydron is down. Hydron gets rushed down for free unless he times his Mystic Breaks right. Felicia wins this one due to her rushing properties and chain-combos. vs. Guile (studied by Psychochronic): This can favor both sides but I'd go for Hydron on this one. All Hydron can do is play defense on this one as Tornado Mists and Tadpole Spawns can put Guile out. When far, Hydron can far-sweep as a projectile comes in so that limits Guile's options out.With Guile having no dash and no run, all he can do is jump in and attack close range as the classic Sonic Boom spam won't work on this one. Simple close attacks and throws can punish but watch out for Ultimate Guard and Ultimate Counter too. Don't forget Hydron levels up and also Strangling Spark is a great Anti-Air and can take out as much as 60% of Guile's bar which answers that Hydron is favored. vs. Guy (studied by Psychochronic): Similar to Demitri vs. Hydron, this match favors Guy's rushdown due to his fast attacks and agility. Comparing those skills to Hydron, it's the exact complete opposite. Hydron's agility is too slow, it looks like he's floating and his pokes are horrible. The better part for Hydron is that he has long-range pokes, has two projectiles and has a viable anti-air which is his Tadpole Spawn and one of his Mystic Breaks, Lightning Mast. Both fighters can air-block and wall-jump which is very useful for their evasion game. Guy's pokes are much faster which gives Hydron a lot of pressure. Ultimate Guard can be used but once timed wrong, Hydron is open for a throw, Super Combo, Custom or any of Guy's interchangeable X-Ism/A-Ism combos. Hydron has level up to increase his offensive properties and use Lightning Mast and if timed correctly, Strangling Spark as his anti-airs. The downside is that it takes Hydron some time to build meter as opposed to Guy's meter as he can use it over 50%. Guy takes this due to fast meter, fast pokes...fast everything with Hydron doing no choice but to play defense. vs. Hauzer (studied by Psychochronic): This one favors Hauzer due to attack priorities and attack range. The best Hydron can do is Tadpole Spawn, poke and sweepbut it's not enough due to his weak damage counts. Hauzer's jumping FP's, Deluge Assaults and Tempest Falls can get close to Hydron and also good for some close range hits as Hydron's close ranges are pathetic. Hydron has the agility and the keep-away game (sweeps) but has horrible anti-air (Lightning Mast is good). Meter on both sides can be used to Level up and Ultimate Guard can switch the odds so the match can be finished with or without Mystic Breaks. vs. Ingrid (studied by Psychochronic): Undetermined outcome on the match. Hydron can clearly Ultimate Guard can defend against Ingrid's projectiles and multiple-hit specials. The only thing Hydron won't be safe from is throws in that point in the animation. Ingrid is not safe if a move such as Sunrize or Sun Arch is blocked or Ultimate Guarded, Hydron can simply strike with a move or a Mystic Break. Both characters can air-block each others and projectiles and Hydron has a far-ranged poke (crouching K's) as Ingrid has an abusing poke (HP's). For Hydron, his pokes are horribly weak so he must level up no matter what. His Strangling Spark can take out as much as 60-70% which threatens Ingrid due to her weak defense. Ingrid's Sunburst takes off as much as 20% and with her Sunupper, countering any of Hydron's normals can be easy. Bottom line is that both characters can play this match very evenly due to their personal properties. vs. Jedah (studied by Psychochronic): Hydron becomes snacktime in this match. Hydron is too slow to manage to keep up with Jedah's simple game. Dio-Cega's, air-dash to chain combo possibly a few ES moves can do the job. Hydron has to use Tadpole Spawn and The Chiller's Attack to attempt Jedah out of the air and Tornado Mist, but that move doesn't effect much since Jedah operates on air, not ground. Hydron has to level up and keep-away as much as possible due to easy rushdown or he's a dead squid. Another easy Jedah victory here. vs. Karin (studied by Psychochronic): Karin wins this one due to rushdown. Simple stuff like normals getting whiffed easy plus the speed of them effects Hydron and he must play defense on this or he'll lose. Karin can whiff out normals then easily tick- throw as usual. Her sweep is also fast and effective. Hydron can try to jump out of the corner but his agility is too slow. Tornado Mists and Tadpole Spawns also won't work because Karin can air-block. The only thing Hydron can stop with time is Ultimate Guard because it can easily wipe out Karin's Custom Combo which results her meter back to 0%. Karin's meter should only be used for Alpha Counters as it's more wiser. Karin wins and Hydron has no choice but to play defense. vs. Kenji (studied by Psychochronic): Favors Kenji due to his abilities, fast meter, offensive properties and long-ranged FP. Hydron is entirely weak due to his bad pokes, bad offensive properties and slow to build meter. Kenji has a double-jump for evade game, Hydron has a wall-jump but his jump is too slow like Dhalsim's. Kenji can abuse his jumping FP and throw out Ichimonji's to wipe out Hydron's Tornado Mists. When Hydron is knocked down, use Kagerou cancels to build meter fast then use chain-combos to setup his Bakuryusho. Jumonji is good for chip damage but Ultimate Guard is there. Hydron's way of attacking is The Chiller's Attack, his crouching K's and Tadpole Spawn's to which all can be easily avoided. Hydron's use for meter for levelling up is to use Lightning Mast on wakeup or anti-air. Strangling Spark can be tricky to connect. In conclusion, Kenji wins this match due to his abilities and Hydron has no choice but to play defense or he gets rushed down for free. Possibly another bad match for Hydron yet facing Jedah and Karin are worse than Kenji. vs. Leo (studied by Psychochronic): Favors any side due to rushdown. Enough attempts of Tornado Mists as Leo can jump right over ready for a long poke ready to setup for a Chronos/Achilles Rush which gives Hydron no choice but to Ultimate Guard. Hydron can use Tadpole Spawn to keep Leo away which gives him no choice but to air-block in that scene. Hydron can poke like hell using crouching/standing LK's and standing MP's and can chip by going forward using the LK version of The Chiller's Attack. My conclusion is that levelling up is important and whomever nails their Mystic Break first (preferrably Level 2), gets the advantage of the match. Hydorn as Strangling Spark and Leo has Gigas Driver which both do great damage. vs. M. Bison (studied by Psychochronic): Favors Bison due to excelled balance and fast meter but Hydron can stand due to the Red Earth system. A reversal of Hauzer vs. Bison, Bison takes it mostly due to the fact that Hydron can get rushed down for free by most of the roster and Ultimate Guard must be timed critically for preperation for an Ultimate Counter. Bison can simply jump over the old standard Tadpole Spawn and Tornado Mist spam game, Bison can't air- block thugh but the timing of the full jump-over is over accurate, ready to strike Hydron. Hydron's only good anti-air can be Hydro Spin or any Mystic Break (costs meter). Venom Funnel isn't reliable enough so time that right. A random Chiller's Attack may be tentative for eithers wakeup. For Bison, time your supers right and excelling offense and defense is a great strategy. For Hydron, levelling up is important and defense is a major factor. Time your Mystic Breaks and Ultimate Guards right. vs. Rose (studied by Psychochronic): Favors Rose due to her footsie game and punishing pokes. Both can try to pressure each other with their projectiles and both can air-block it, Rose can use Soul Absorb to use when Tornado Mist comes in. Rose's anti-air is easily Soul Throw as Hydron's agility is pure garbage and can be done a bit late as the same chances to get as done early. Hydron has horrible pokes and must level up and Rose's pokes are punishing which has stun potential. Rose favors meter due to her Soul Absorb is explained above and can use the standard P Alpha Counter linked to MK Soul Drill easily in case Hydron pulls a poke up close, Aura Soul Throw is also passable for anti-airs and wakeups too. Bottom line is that Rose's properties pressure Hydron and he must level up to bring it to the fight or he's easily dead due to his weak properties. vs. Ryu (studied by Psychochronic): Can favor any side. Hydron can pressure by spamming Tadpole Spawns and Tornado Mists to which Ryu can't air-block but can try to go over using his air Tatsumaki Senpuu-Kyaku and in case Hydron does a jump, that move can't be air-blocked. Ryu's anti-air is Shoryuken which also can't be air-blocked and the only move that would trade damage with it is probably Hydro Spin or The Chiller's Attack if timed right. Hydron can also pressure by using crouching K's to play keep-away and Ultimate Guard whatever attack that comes to him. Ryu is favored for easy meter due to his easy pokes and moves compared to Hydron's bad pokes and keep- away moves. The only way for Ryu to use a super is if Hydron's attacks are unsafe on block, that gives a long recovery for Hydron, ready for Ryu to use his super. Hydron must level up no matter what. Lightning Mast is good for anti-air and wakeup and Strangling Spark is good for anti-air because Ryu can't air-block and can do lots of damage. Bottom line is that both fighters have their strengths and weaknesses in their moves as it can favor any side. Ryu is more offensive and Hydron is more defensive. vs. Sakura (studied by Psychochronic): Can favor any side. This match is nearly similar to Hauzer vs. Sakura. Hydron can do his Tornado Mist/Tadpole Spawn/ crouching K spam tactics as an attempt to keep Sakura away. Sakura can air-block the projectiles yet it'll also be hard to get closer to Hydron. The Chiller's Attack is a great attempt to come close but it leaves him open ready for Sakura to attack. Ultimate Guard is also a threat to Sakura's game (yet any SFA characters' game) so watch out the meter in the attempt of a custom. For Hydron, meter is important or he's useless; Levelling up is the factor because his pokes are weak. If you ask me, it's another 50-50 scenario here. vs. Urien (studied by Psychochronic): Favors Urien due to mobility. Hydron is too slow in this battle which enables Urien's simple access to lock in a combo to Super Art easily. Hydron's simple spam game which also includes crouching K's limit the the chances for Urien to jump-in. Parrying is a key if you're going to attempt it so keep that in mind. Level up is important, Strangling Spark is a good anti-air and Lightning Mast is good as an anti-air but also on wakeup too. For Urien, use Metallic Spheres to pressure Hydron. Dangerous Headbutts are good for wakeups, surprises or Super Art attempts right after, Violence Knee Drops to closer strikes and Chariot Tackles also for closer strikes and Super Art attempts after. The fact that Urien's pokes are quick and do damage compared to Hydron's is a clear message of the outcome, same with the meter build. Urien wins this due to those, also including his mobility clearly makes Hydron obselete in this match. vs. Yun (studied by Psychochronic): Favors Yun due to the rushdown. Similar to Yun vs. Ryu, divekicking must be limited because you know Hydron is going to Ultimate Guard the attack instantly. Hydron gets pressured badly due to Yun's speed and agility, to which some abilities that are extremely low for Hydron. Hydron's pokes are crap and do bad damage compared to Yun's as his are fast but do slightly more damage than Hydron's. Both can build meter at the same time nearly and Hydron must level up, Yun can save it for a combo into You-Hou then mixup from there. Hydron has his Tadpole Spawn and Tornado Mist which can keep away Yun, but he's too agile and can jump right over, if not, jump and parry then get ready to strike. Bottom line is that Yun is too fast for Hydron and that's why he gets pressured badly here. vs. Zangief (studied by Psychochronic/Skankin Garbage): I remember watching hella old A-Cho vids from 2004 when Jedah, Anakaris and Hydron were the commonly picked characters,so I'll lay it down here from watching that retro video. This one obviously favors Hydron no problem. All Hydron can do to keep Zangief away is throwing Tornado Mists, Tadpole Spawns and constant sweeps and pokes. For Tadpole Spawns though, they're a joke with horrible recovery time making it easier to jump over than the Tornado Mists (especially the low ones) and the high ones go right over Zangief! All Zangief can do is Lariat or Spinning Fist to get closer as of Hydron's pokes and special moves can be beat clean by P Lariat very easily (even Strangling Spark!); the only exception is The Chiller's Attack, but if you're watching out for that, you can block that and P Lariat him after it hits. Hydron favors in agility too as Zangief is too slow for the battle. If you're up close, limit your pokes, Ultimate Guards and Chiller's Attacks because you'll indeed suffer damage (such as Spinning Pile Driver) if not timed correctly. For Zangief, from 75% screen distance It's possible to jump over ANY version of Tornado Mists and land before Hydron recovers; you can empty jump into Spinning Pile Driver after an empty jump from that range too. As for full screen, you can do Spinning Fist without any big fear of repercussion. Getting too close to Zangief is danger so remember to play rushing and turtling for this one. It's still a big guessing gameand if Zangief makes one mistake, it's back to square one. You really need to be on your toes for this match. Ending: Hydron is under the sea with the other remains of Krahken as they celebrate around a glowing red jewel. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 19) Hauzer: Race: Asdragon The Guridea region's legendary "Divine Dragon" in the flesh. An earth-shakingly large build and equally hot flame attack is certainly its best. First Appearance: Red Earth (Warzard) Beneficial Changes: Unknown. Roll Wakeup Data (Forward and Backward, including invincibility): 28 frames Dashing: -Forward: 24 frames -Back: 27 frames Stun Points: 70 Victim: -Mummy: A slab of meat being cooked. This is a reference to Capcom's game Monster Hunter where cooking meat looks the same way. -Vampire: Hauzer's head on Sakura's body. This is an old sketch from Capcom's Design Team featured in the Japanese All About Warzard book. Known players to use Hauzer: -Arturo Sanchez (United States) -C-Type (Japan) -Nama-meso (Japan) -Sanford Kelly (United States) -Toki no Tobira (Japan) -Umachou (Japan) Best Matchups: Alex, Karin Worst Matchups: Jedah, Kenji P Ultimate Counter: Standing MP K Ultimate Counter: Doesn't have one Command Normals: Overhead Bite: F + MP: *Damage: 1260 Hauzer does an overhead bite to the opponent which does good damage but has slow startup time. Special Moves: Volcano Breath: QCF + P: *Damage: 1260 (LP)/1350 (MP)/1440 (HP) Hauzer spits out a sphere of molten lava as it goes downward to the floor. Great for mid-screen attacks but has a big start of frame. Deluge Assault: QCF + K: *Damage: 1350 (LK)/1440 (MK)/1620 (HK) Hauzer simply stampedes towards the opponent using his ram horns. Maybe good for some chip damage but the move is not safe on block making the chances of the move as reduceful. The good part is can be linked as you can use the move after an MP/HP Volcano Breath or it can be immedaitely linked to an MK Tempest Fall for good damage. Tempest Fall: Charge D, U + K: *Damage: 900 Hauzer leaps into the air with a flying horn attack. This move his his best anti-air and can be juggled into another Tempest Fall. Even when landing, Hauzer's feet can hit after the attack. Mystic Breaks: Deluge Crisis (Level 1): QCFx2 + K: *Damage: 4320 An extended version of his Deluge Assualt. Very good recovery time on startup making it useful on wakeup and against jump-in attempts. Also great for chip damage if you're lower levelled and don't have time to use the gems. Gust Flame (Level 2): QCFx2 + P: *Damage: 5700 Hauzer spews out a flame stream towrds the opponent. Basically, a full-screen projectile. The good part is that it's good to use as anti-air and when the opponent is dizzy. The bad part is that it doesn't vanish projectiles and Hauzer is not safe not block. Pros and Cons: (+): Gust Flame takes off majority of screen, similar to Iron Man's Proton Cannon in MvC2. (+): MP's great for pokes (possibly a good Anti-Air?). (+): Tempest Fall is his best Anti-Air so far. Crouching MP is also good. (+): You can follow up Deluge Assualt with a Tempest Fall right after. (+): Hauzer's feet can hit after the Tempest Fall after he lands which can hit the opponent.. (+): The highest stun (70). (?): Deluge Crisis has good recovery time. But in that chain, Hauzer may get punished if the Mystic Break misses and the other character uses Quick Stand or Ukemi. (?): Toned down his damage and defensive properties from Red Earth because he was too powerful. (-): Has the lowest Roll Wakeup of 28 frames (Anakaris has 44, Jedah has 40, Felicia has 63, Leo has 32, Kenji has 46 and Hydron has 40). Same thing for Demitri too as he has 28 frames. (-): Gust Flame doesn't wipeout other projectiles quickly. (-): Volcano Breath doesn't create a pillar of flame as it did in Red Earth. (-): Tempest Fall doesn't throw the opponent right after it connects as it did in Red Earth. (-): Can get rushed down very easily, especially to fast and mobile characters so be sure to time your Ultimate Guard and Ultimate Counter well. (-): Too big of a target (I mean...look at him!). Early Impressions (studied by RenoROB): Everyone keeps telling me that he is by far the worst character in the game and why isn�t he last. Well third from last isn't that bad is it? Well in all honesty, he's not that bad at all, his standing HK has amazing range, jumping HK can stop Jedah from rushing in and any HK prevents characters from moving in at all He has many great move including his Tempest Fall and his rushing attack which surprisingly recovers pretty fast. His biggest downfall is that (its obvious) he's too big of a target and certain character just punishes him too easily (eg. Kenji, Demitri, Anakaris). Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Hauzer due to long-range pokes and the Red Earth system. Hauzer has good defense as you already know so now, Alex has to work a little extra harder in order to stun Hauzer good in order to do aa good rushdown job. Alex can't fare in Hauzer and must parry every chance it comes due to the quickness to his long-ranged pokes. FK's is the clear factor here, crouching LK also and some may even say FP's can be said as a long-range poke. Hauzer also has the fast meter here as those pokes and also Deluge Assualt for chip damage and Tempest Fall for anti-air brings in the gems. Alex's anti-air (not even as it can hit Hauzer standing) is Air Knee Grapple but that can be air- blocked which is a negative. Hauzer has the levelling up and his Mystic Breaks must be parried (especially the Gust Flame while in the air) or else Alex loses this one. One of Alex's worst matches, Hauzer wins this due to Red Earth system, defensive properties and long-range pokes. vs. Anakaris (studied by Psychochronic): Anakaris wins this one, it's not even funny. Exactly to Anakaris vs. Hydron, Hauzer pressures Anakaris greatly due to long-range pokes and his great anti- air which is Tempest Fall. Both can air-block is aerial situations and both can build fair meter (Anakaris still builds faster though). Anak's standard tri-jump chains are to factor of this match, even an Ultimate Guard must be put mandatory in this situation. Coffin Drop and Royal Judgement pressure Hauzer in terms of defensive game. Meter is important, so for Hauzer, levelling up is highly recommended. For Anakaris, options are spreaded out so be creative. This match favors Anakaris due to the sub-systems and his chain- combos but Hauzer can stand due to long-range pokes defense, fair meter build and the use of Gust Flame. vs. Chun-Li (studied by Psychochronic): Favors Hazuer due to power. Chun-Li here has the agility in this match and most times would go for the Head Stomp spam crossup for an attempt of confusion. It's not even necessary to Ultimate Guard that, once the 4-6 steps of Chun-Li's part is finished, Chun-Li is clearly open in the air and Hauzer can attack whenever. Long-ranged normals and Deluge Assaults are good choices. Ultimate Guard is clearly useful when Chun-Li does Kikou-Shou or Hoyoku-Sen due to the fact that it takes a while for Chun-Li to build meter, you see it go down the drain once the timing is right! For Hauzer, levelling up is good. Use Deluge Crisis for chip damage and Gust Flame when Chun-Li is in the air; it's very hard to parry that Mystic Break. Hauzer clearly wins hands down unless he screws up, Chun-Li has some chance though. vs. Demitri (studied by Psychochronic/Saga_Journeyman): His Bat Spin can crossup. If you hit him, his fireballs disappear, so feel free to use jumping HP if he starts a fireball war. Don't get too close if he's down with lots of meter as he has grab supers that will catch you quickly. If he releases his Demon Billion, don't try to knock him out of it. Turn on Ultimate Guard and Ultimate Counter at the very end. His crouching HK can be blocked standing. vs. Felicia (studied by Psychochronic): Favors Hauzer unless he screws up on this one. When Felicia is going to air chain-combo, Hauzer can Ultimate Guard that then P Ultimate Counter when Felicia hits the floor. Hauzer can also take the air using jumping FK's, Tempest Falls and crouching MP's. Speed plays a factor so watch out when Felicia dashes because it can be a sign of a chain-combo so use ground and crouching normals to keep her away. When you're swept, try to get out of the corner to put Felicia in some tight pressure. Even though Mystic Breaks aren't necessary for this match, use the gems to level up but just in case, use Deluge Assualt for some chip damage. vs. Guile (studied by Psychochronic): Jurassic Park taking it to G.I. Joe in translation which means Hauzer wins this with Guile holding it down. Guile's simple Sonic Boom game then poke rushdown can pressure the dinosaur. Simple pokes can pressure Guile though; the range of his FP/FK's, Volcano Breath is an okay projectile and his pokes have the potential to stun quick. Meter here is a factor, once Guile does his super, Hauzer can clearly Ultimate Guard than P Ultimate Counter easily which is a bad sign for SFII vs. Red Earth here. Hauzer can level up and do crouching LK to Deluge Assault ending with a follow-up attack or use Gust Flame when Guile is in the air to wipe him out clean. Deluge Assualt is also good for chip damage but he is automatically open if blocked obviously. Favors Hazuer due to the Red Earth system, his pokes that have the potential to stun and levelling up but Guile can hold it down in this fight. vs. Guy (studied by Psychochronic): Guy takes this due to speed, ground-game and agility which equals the rushdown. Simple interchangeable X-Ism/A-Ism combos and different Hayagake's for sweeping can rush Hauzer down. Hauzer has the FP, FK and Volcano Breathto keep Guy away as much as possible. Deluge Crisis is good for chip damage and Tempest Falls is good for a precise anti-air but Guy can air-block that. Levelling upis important so don't be afraid to sacrifice a gem. Deluge Assault is good also but Guy can clearly Alpha Counter out of that due to the slow end to it. Gust Flame is great as Guy can't air-block...so his best anti-air is his highest levelled Mystic Break, which takes time to build. Guy can use his meter for Alpha Counters or activation at 50% (100% is too risky but do what you can do) as Ultimate Guard clearly ruins the Custom formation so keep note of handling your meter. Guy wins due to his properties but Hauzer can still stand as you know that Red Earth thrives on long- range pokes and SFA's are harder to get in on those situations. vs. Hydron (studied by Psychochronic): This one favors Hauzer due to attack priorities and attack range. The best Hydron can do is Tadpole Spawn, poke and sweepbut it's not enough due to his weak damage counts. Hauzer's jumping FP's, Deluge Assaults and Tempest Falls can get close to Hydron and also good for some close range hits as Hydron's close ranges are pathetic. Hydron has the agility and the keep-away game (sweeps) but has horrible anti-air (Lightning Mast is good). Meter on both sides can be used to Level up and Ultimate Guard can switch the odds so the match can be finished with or without Mystic Breaks. vs. Ingrid (studied by Psychochronic): Hauzer wins due to power. Ingrid must excel oftenly or she'll lose. What she can do is throw Sunshots to keep Hauzer away and Sunrize on wakeup is passable. Hauzer can use crouching MP or Tempest Fall as anti- air. Deluge Assault and Deluge Crisis is good for some chip damage. Watch out of her FP's so don't forget to Ultimate Guard and Ultimate Counter really fast because of Ingrid's slow-time on her FP. Standing MK, B.MP and jumping FP are threats too because they can do damage and can stun Ingrid quick. Bottom line is Ingrid's low overall properties can fare enough going toe-to-toe with Hauzer. vs. Jedah (studied by Psychochronic): Favors Jedah by a long shot. All Jedah needs to do is throw Dio-Cega's and chain like hell. With Hauzer as a big target, Jedah can do as much as 6-8 hits in the air before before landing on the ground for more attacks. All Hauzer can do is time his Tempest Falls for anti-air's but he'd play much as a defensive situation in this match so Ultimate Guard, Ultimate Counters and various pokes can do but speed and agility is what kills him, so time it right. The conclusive point is that Jedah can just chain, mixup and throw Dio-Cega's to rush Hauzer down greatly, You don't even need EX supers for this match, use ES Dio-Cega's to dish out more damage. vs. Karin (studied by Jeron): One of Sanford Kelly's personal favorite counter matches. Hauzer completely limits Karin to nothing. B.FP beats her crouching FK clean. Crouching LP and or short stops her from doing anything when she gets in. Since her whole game is revolved on getting in at most points she is forced to jump in which case she gets Anti-Aired (Crouching MP one of the best anti-airs in the game) completely mounts her. All she has is custom against him and honestly thats all she has period thats WHY she's so good, but anyway thats when the mentality of the player comes in. In most Hauzer can just block the initial part of the custom then Ultimate Guard her, then shes back to square 1; No custom and no way in. Trying to build meter is useless since whiffed normals only give alpha 1% per whiff (MP, MK, FP, FK) and by that time Hauzer can just rush her down. vs. Kenji (studied by Psychochronic): Favors Kenji due to his mobility, fast meter and long-ranged FP. All Kenji can do is jump-back and do FP's like crazy with Hauzer having no chance other than air-block. This is a very hard match for Hauzer due to his properties, his long-ranged poke here is his FK. Kenji has whatever it takes to get out of Hauzer's way, whether it's a double-jump, Utsusemi, Ichimonji, Jumonji, Bakuryusho and Rasen Kyaku. Hauzer's anti-air's are crouching MP, Gust Flame and Tempest Fall. Note that both characters can air-block so watch the timing of the move. Kenji is favored for the fast meter due to the Kagerou cancels. Once Hauzer is knocked down, at least 2-3 of them will boost the meter heavily. Due to Hauzer's inability to get in on Kenji's game, Kenji is hihgly favored due to his tactics and abilites. One of Hauzer's worst matches here. vs. Leo (studied by Psychochronic): Favors Leo due to his poke-range and easy build of meter. Leo's poke-range is way more distance than Hauzer's that it pressures Hauzer due to his big size, slow agility and limited access to strike his normals, Leo can just play defense here but can excel too and can do a Karin strategy of whiff-whiff- Gaia Driver easy. Both can air-block each other attacks which make it a pressure here too. Leo's anti-air is crouching HP, even thoughn it maybe slow but can be linked immediately into a Mars Slash. Hauzer's anti-airs are crouching MP and Tempest Fall. For meter, Leo builds his quicker due to the speed of his normals. Level up, poke-poke-tick Gigas Driver to bring the pain but his Hercules Rush can be very easily Ultimate Guarded. Hauzer's meter can be built in fair time with Gust Flame being his anti-air and can't be air-blocked. On the ground, Gust Flame and Deluge Crisis can be easily Ultimate Guarded. Leo wins this due to his poke-range, Gigas Driver and the fact that Hauzer's Mystic Breaks can be easily Ultimate Guarded and Ultimate Countered easily. vs. M. Bison (studied by Psychochronic): Favors Hauzer due to the Red Earth system but Bison has a lot of chances for taking it; a near 50-50 on any side. Ultimate Guard kills any type of Bison offense greatly (even supers!) which is the factorial of Bison's game. Both evenly match on defense but Bison goes for speed, power and easy meter. Hauzer's gems are completely a threat because it can heal his vital, boost his power and do a higher levelled Mystic Break. Bison can't air-block as Hauzer has passable anti-airs (Tempest Fall and Gust Flame) take out Bison's jump-in's badly. Bison can still hold it due to his properties and moves but this match is another example on why SFII's get outnumbered due to the oppositions sub-systems. vs. Rose (studied by Psychochronic): Favors Hauzer due to pressure game but Rose can stand as chances are there during the fight. Rose can easily use crouching pokes to Soul Drill and can play a Karin game by whiffing pokes then tick-throwing. Hauzer can use FK's and crouching LK's to play a keep-away game. For Hauzer, his anti-airs are Tempest Fall, crouching MP and Ultimate Guard to Ultimate Counter. Rose can use Soul Spark to pressure in which leaves Hauzer two options if he jumps. One is to use FK and hope it'll hit but he gets hit too and the second is air-block and you get slightly closer. Hauzer must play an excelled balance game or else he can lose this one. Relying on strict offense or defense can ruin the match drastically which can favor Rose in some point. vs. Ryu (studied by Psychochronic/Saga_Journeyman): Ryu's air version of the Tatsumaki Senpuu-Kyaku can't be air blocked, but you may be able to knock him out of it with a well timed jumping MP/HK or even an anti-air to which Tempest Fall lights up. You can't stuff Ryu's Hadokens as you would a DS character. Because of this, Ryu can create problems if you try to stay fullscreen. Do not Ultimate Counter a Shin-Shoryuken on reaction as more punches are coming; you will get hit. Hauzer should do much better if he can convince Ryu to play close. Stay within poke range and chip at him. Remember, Ryu can't air block, so Tempest Falls, Deluge Crisis' and Gust Flames are the keys to victory. vs. Sakura (studied by Psychochronic): Favors Hauzer easy. This match is similar to Hauzer vs. Karin except Sakura has less juggles, faster projectile and a running dragon punch. Literally in the same scenario, Ultimate Guard takes out everything which is a threat to Sakura. All she can do is her standard fireball game to build her meter but it's hardly effective because Hauzer can air-block. Hauzer's normals like MP, FP and FK can do damage due to Sakura's low defense and have the potential to stun. Deluge Assault can chip damage and meter is in the half-half situation. Levelling up is good but the other option like Mystic Breaks are also a thumbs up. Hauzer wins this because Sakura's game is toned down and her vital is low which is not good in this matchup. vs. Urien (studied by N-Ken): Unless someone can convince me Hauzer can actually stop Urien from getting full screen consistently, I'm convinced this match is ridiculously lopsided. MP Metallic Spheres beats everything Hauzer has, even if he ducks it he can't stand up til the sphere is completely off screen, otherwise he gets smacked in the head. Even if Hauzer can stop Urien from getting that far away, Urien can beat alot of his pokes even still. I'm quite possibly forgetting something that Hauzer has that might prove useful, but from what I've seen this match is ridiculous. vs. Yun (studied by Psychochronic): Favors Hauzer due to power. Yun's divekicking abuse won't work due to Hauzer's anti-airs of crouching MP and Tempest Fall which completely ruins Yun's game dramatically. Yun has to work the ground no matter what but all of Hauzer's pokes clearly affect it too. For Yun, save the meter for combos into You-Hou to bring the pain to Hauzer, don't waste it on EX moves or Sourai-Rengeki is Hauzer blocks it, he can clearly Ultimate Guard while in block stun and do an Ultimate Counter right after. Hauzer can save his meter gems for levelling up to increase his attack power and use Gust Flame as a great anti-air as it's very hard to parry that Mystic Break. Bottom line is that Hauzer rules the match because the Yun tactics leave him open, leaving Hauzer to strike easily. vs. Zangief (studied by Psychochronic): I know what you're thinking...it's that you've imagined for the first time on how Zangief can do a Spinning Pile Driver on a big dinosaur! I'm laughing too...let's get to business. Zangief takes it and I say it goes 55-45. Use K Lariat's with Zangief for a quick damage, even if Hauzer is blocking. Hauzer can use crouching LK to hit it as crouching HK will result in Hauzer getting hit. Any Lariat is a good anti-air so time that right, even if Hauzer is above. Tempest Fall is Hauzer's good anti-air as Zangief may need to do a jumping FP/FK to get closer. Use jumping FK's to keep Zangief away and a couple Volcano Breaths too but Zangief can get closer using the Spinning Fist. To get also closer to use Hauzer, use some tick attacks and also Running Powerbomb to get in more damage. Levelling up is important remember, so use that tactic too, otherwise, use the Deluge Crisis Mystic Break as that's also a good anti-air but needs to be timed right, before Zangief lands on ground. Don't forget as Zangief, use the Stun Headbutt and most notably in situation, Aerial Russian Slam. Zangief takes this due to attack power, building meter fast and quick attacks. Hauzer is pretty much a big-ass punching bag but can keep away Zangief, even though Hauzer is too big for a target. Ending: Hauzer runs around everywhere in a town, terrorizing everything on sight. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 20) Sakura: Place of Birth: Setagaya-ku 2 Choume, Tokyo 3 Sizes: B80 W60 H84 Blood Type: A Special Skill: English Conversation A flying-in high school girl who tries out as she watches the street fighter world. Aiming for the aspiring "that man," (Ryu of course) wielding an energetic fist. First Appearance: Street Fighter Alpha 2 (Street Fighter Zero 2) Beneficial Changes: -Doesn't have the intro where she runs from the opposite direction then stops. Stun Points: 60 Victim: -Mummy: A trophy she won in the Sakura Ganbaru! Manga. -Vampire: Older version of Sakura. This is taken from Masahiko Nakahira's Sakura Ganbaru! Manga. This is Sakura when she grows up to be a gym teacher in that Manga. The scene used for her transformation is where she is about to trade Hadokens with Ryu. Known players to use Sakura: -Jyaian (Japan) Best Matchups: M. Bison, Felicia Worst Matchups: Hauzer, Kenji, Jedah P Alpha Counter: LP Sakizakura Ken K Alpha Counter: Crouching HK Command Normals: Flower Kick: F + MK: *Damage: 1000 Sakura does a spinning overhead kick that has slow startup to the opponent that's great for Custom combo setups. Special Moves: Hadoken: QCF + P (Press P to increase size): *Damage: 700 (No charge)/800 (2 charges)/1000 (3 charges) Sakura's version of the famous projectile attack. It also goes back to its SFA3 part as you can press P twice to increase the size of the fireball but limits the range a lot. Great for a poke at any point of the screen. Sakizakura Ken: F, D, DF + P: *Damage: 1000 (LP)/1391 (MP)/1549 (HP) Sakura simply runs while doing an uppercut at the same time. Great for offensive game as its good to end a combo but bad overall because she's slightly open if blocked. Shunpu Kyaku: QCB + K: *Damage: 800 (LK)/1583 (MK)/1549 (HK) Sakura does a spinning kick which is slightly off the ground a wee bit. This move goes back to its CvS2 counterpart where it adds an extra knockdown kick right when Sakura lands. Another move that is also not safe on block. Sakura Otoshi: F, D, DF + K: Sakura leaps into the air... -(then Px3): *Damage: 2366 ...then does at max, three HP's in the air. -(then K immediately): ...then immediately drops and stops without any form of attack. Flower Kick (only in air): QCF + K: *Damage: 1000 Tracing back to it's CvS2 roots, Sakura does a dashing kick with two feet in the air going straight to the opponent. Great for mixups and to build meter while playing on the defense but is hard to knock opponents down while they're on the air. Super Combos: Shinku Hadoken: QCFx2 + P: *Damage: 2400 Sakura's super fireball which is great for anti-airs but has limited range. Midare Zakura: QCFx2 + K: *Damage: 3200 Sakura does three consecutive Sakizakura Ken's. The best Super Combo alone and a great way to finish off a Custom Combo. Haru Ichiban: QCBx2 + K: *Damage: 3000 Sakura spins around as she does four crouching HK's then finishes off with a standing HK. Great to use against opponents who'll stand block to it and has a bit of invulnerability on startup, which can punish an opponents ground attack since it happens to start and hit low. Pros and Cons: (+): Custom Combo dependant (You KNOW this is true for her to come back from a deficit...). (+): Still has crossup mindgames; B&B still there. (+): Builds meter relatively well. (+): Hadoken range like in SFA2. (+): Has large-charge fire Hadoken like in SFA3. (+): No Guard Break Custom Combo "Sho-Sho-Sho" BS! Chip does 15% damage at most. (+): Haru Ichiban good for crouch game and can do some damage. Not bad for a super combo for an SFA character. (?): Smaller sized Hadoken compared to her SFA3 Hadoken. (-): DEPENDANT ON METER! (-): Lost both range and priority... (-): The ability not to dash or run toned her speed game way down. (-): No RC'ing BS/footsie games... (no Roll Cancelling Hurricane Kicks...) (-): "Sho-Sho-Sho" is useless now! only does 40%+ depending on character unlike in CvS2 which can do 60%+. (-): "Sho-Sho-Sho" is much harder to execute (much easier in CvS2). (-): Without Rollcancel and her ability to chip down with her Customs, she is not as threatening as she was in CvS2. Remember that there is no guard bar in this game. (-): Knockdown kick from CvS2 comes automatically after Hurricane Kick. Obviously means that it's not safe on block. Early Impressions (studied by RenoROB): Next to bottom, I've gotten the most flack from this. Yes, I've heard that Ricky Ortiz has been dominating the NorCal scene with her but that just Ricky Ortiz and he's just special. In fact, she was probably the most raped in terms of being copied from her incarnation in CvS2 to CFE other than Chun- Li. In CvS2, her Custom Combo was threatening; both blocking or being hit. Grooves like K-Groove cannot really do anything if they even block the first hit of her Custom Combo. In this game, her blocked Custom Combo does no more than 10-15% damage...her Custom Combo only does 50% to most characters and besides her crouching HP, her basic attacks have lost both range and priority compared to her previous incarnation. Although she retained her A-Groove meter...if she's hit out of her meter unlike in A-Groove she will drop down to 50% meter, in CFE, she loses all meter, something that had always made her threating in CvS2 (A-Groove Custom Combos and her Rollcancel). Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Alex 55-45. Sakura's game pressures good and Alex's game is majority done up close and him getting in would be 50-50 tough. Power Bomb and his regular throw damage Sakura greatly due to her low defense and pokes have stun potential like a blink of an eye. Sakura has her Flower Kick, Hadoken and her standing HK for her meter build and footsies. Meter here favors Sakura as she can activate at 50% then Custom like theres no tomorrow, leaving Alex to block and suffer the chip damage or to react fast and parrying the first hit, ready to strike. Alex's meter takes time to build and any of his supers dishes it out nicely. Bottom line is that Alex has the power but Sakura fights him nicely and in return, she can stand up due to her fast meter, pressure game and her abilites. vs. Anakaris (studied by Psychochronic): Favors Anakaris due to viable options (especially chain- combos). What Anakaris can do to keep Sakura away is Royal Judgements and Coffin Drops because Sakura's normals can do some damage, especially to a DS character. Offensive options can be dashing FP and various chain- combos (especially if it's started after a triangle-jump!). When Sakura is cornered, try to execute more chains to build meter and use the Hole of Hell when necessary. Sakura can ground herself by Hadoken's but be sure to evade when needed because Anakaris has Mummy Drop and that does nearly twice as a Hadoken. Due to this, Sakura can't beat Anakaris due to rushdown, combos and evade-game. vs. Chun-Li (studied by Psychochronic): Sakura can fights 3S' very well so this match favors her good. Just play her like any shoto in this one (remember, she builds meter way faster than Chun-Li). Hadokens at close range, Charge Hadokens once in a while in you think your opponent wants to jump over your Hadokens and hit you which stops mid-range jump-ins. Jumping HK's is really good, like in CvS2 which pressure lock Chun-Li into stun very quickly and just like like a shoto, once you knock them down, just pressure them. Standing HK and Crouching FP if she jumps and for her to comeback is either a trading blow or a parry. Custom does really good damage; remember that there's no guard bar and parrying the first hit is the crucial do-or-die point. Any of Chun-Li's Super arts can be countered easily due to SFA's Alpha Counter ability. Chun-Li has the nearly the same amount of potential as Sakura's but Sakura has stun potential due to her normals, meters (espeically her Customs) and her offensive properties is way better than Chun-Li's (Chun-Li has better defense though), foot game also goes to Sakura. vs. Demitri (studied by Psychochronic): Another easy match for Demitri. Demitri automatically wins the fireball war and can get in closerin more than ways Sakura but she's the fast one to build meter. Moves such as Teleport Dash, Bat Spin and even a jumping normal to a chain are the keys as Sakura doesn't have a passable anti-air (crouching FP is good and useful) when Demitri comes from above. Demitri also takes the air due because he can shoot Chaos Flares which forces Sakura to stay on ground or air-block in that matter. Midnight Pressure as always is his best super and it's great to do it on situation such as if Bat Spin nails up close, it's a perfect time to hit it. Beware Sakura's meter though as her "Sho-Sho-Sho" Custom can take away as much as 60% (that's without the Super finish).Other than that, Demitri wins hands down and Sakura's chances of surviving is quite slim. vs. Felicia (studied by Psychochronic): Easy match for Sakura as her damage properties have the potential to stun, does damage and builds meter very good. Simple poke-to-special dishes it out good and Felicia must play a defensive aerial game to play keep-away as Sakura rules the ground. Felicia has her dashing pokes then link to chain-combos which are decent but that's the only tactic for her to build meter. Kitty Charge is also passable but not reliable as Sakura's pokes are damn effective. Felicia's Guard Cancel must be done quick or she's open and ready to get hit and Sakura's custom dishes it out, her supers are efective too. Bottom line is that Sakura's power in her attacks dishes it out very nice and builds good meter, ready for a super or custom. Felicia's defense is weak and can't handle unless she plays defense and aerial. One of Sakura's easiest matches. vs. Guile (studied by Psychochronic): Favors Guile in a 60-40 situation. Guile clearly loses the fireball war due to Sakura's not being a charge move. Sakura can air-block a Sonic Boom but Guile can't air- block a Hadoken. Power favors Guile due to the fact that his normals are are top-tier and has stun potential, even to Sakura's low defense. Meter can favor any side as Guile has a full meter to bring out the pain in its only use which is a Super Combo but Sakura having 3 uses for hers once it's over 50%. Sakura can Alpha Counter when needed, do a Super such as Shinkuu-Hadoken or Haru-Ichiban on wakeup, random or desperation and her "Sho-Sho-Sho" Custom chips like hell giving her the advantage. There is no guard bar in this game so that kinda sucks though. Guile's Somersault Kick is his anti-air and Sakura can't air-block which is bad on her side, Sakura's is Hadokens. Bottom line is that Guile wins this due to power and the fact his normals throw Sakura's anti-air out the window. Fact of the matter is that once Sakura comes up close and has that meter ready for activation, the tables can turn and the outcome can change in that moment. vs. Guy (studied by Psychochronic): Undetermined outcome in this match. Both have a great amount pokes but it's broken down differently. Guy has his interchangeable X-Ism/A-Ism combos to dish it out and the speed for any of the three Hayagake's, Bushin Flips and Bushin Senpuu Kyaku's for rushdowns while Sakura has Flower Kicks, Hadokens as the projectile and her Sakizakura Ken as a rushdown move. Sakura has her easy poke-to-special which is pretty damn simple. Both can build meter very good and pretty near even which is neutral on both sides and both have Alpha Counters in case for blocking a custom. Both also have supers which relatively do damage. Bottom line is that their tactics and properties and pretty even and it can go either way. vs. Hauzer (studied by Psychochronic): Favors Hauzer easy. This match is similar to Hauzer vs. Karin except Sakura has less juggles, faster projectile and a running dragon punch. Literally in the same scenario, Ultimate Guard takes out everything which is a threat to Sakura. All she can do is her standard fireball game to build her meter but it's hardly effective because Hauzer can air-block. Hauzer's normals like MP, FP and FK can do damage due to Sakura's low defense and have the potential to stun. Deluge Assault can chip damage and meter is in the half-half situation. Levelling up is good but the other option like Mystic Breaks are also a thumbs up. Hauzer wins this because Sakura's game is toned down and her vital is low which is not good in this matchup. vs. Hydron (studied by Psychochronic): Can favor any side. This match is nearly similar to Hauzer vs. Sakura. Hydron can do his Tornado Mist/Tadpole Spawn/ crouching K spam tactics as an attempt to keep Sakura away. Sakura can air-block the projectiles yet it'll also be hard to get closer to Hydron. The Chiller's Attack is a great attempt to come close but it leaves him open ready for Sakura to attack. Ultimate Guard is also a threat to Sakura's game (yet any SFA characters' game) so watch out the meter in the attempt of a custom. For Hydron, meter is important or he's useless; Levelling up is the factor because his pokes are weak. If you ask me, it's another 50-50 scenario here. vs. Ingrid (studied by Psychochronic): Ingrid takes this one. She can use Sunshots as anti-airs but Sakura can air block them. Sakura can't air block a Sunburst though and that can give an advantage. Wakeup LK Sunrizes can do some damage and FP's can stun Sakura quick! The thing about Sakura losing here is lack of sub-system. With Ingrid being able to dash, Counter Attack and Roll, these properties can rush Sakura greatly (remember, this is not Sakura from CvS2 A-Groove!) and thus results in the loss. Simple crossups may do the trick against Ingrid which builds meter. Use the meter towards Super Combos as it can do about 20% but in Custom Combo, be careful because if Ingrid blocks, she options such as Counter Roll. With Ingrid being more versatile to a toned-down Sakura, it points out that Ingrid is favored. vs. Jedah (studied by Psychochronic): Another win for Jedah and this is a lot worse than Jedah vs. Rose. This gives Sakura a really hard time as she takes long to build meter which is not worth for an Alpha Counter. She can't even get past the Dio-Cega's and not even Sakura's Hadoken's (not large-charge ones) can't even be offensive because if Jedah's air-dash times right over it, Sakura is gonna take in a hefty chain-combo and that's not good. Corner games is when Sakura's knocked down, she's dead due to chain-combos after repeated Dio-Cega's, Jedah doesn't even need meter in this match at all. Bottom line is that Sakura can't do anything here due to sub-systems as she nothing to bring out. Another easy Jedah victory right here vs. Karin (studied by Psychochronic): Karin wins this due to mobility, her Customs and the strength of her normals. Think of this as SFA3, except stricter consequences like meter reset and such. What Sakura can do is use standing HK for mid-range pokes and Flower Kick and Hadoken's for chip damage and to build meter. Karin can do her standard poke-whiff game to build meter and also to rushdown since they are bufferable as hell. Watch out of Karin's sweeps as they come out instantly and can do damage so try to keep Karin away as possible or on the air. Custom's favor Karin by a long shot and that's doesn't fit well. As Sakura, time the execution of her "Sho-Sho-Sho" Custom right and don't start by whiffing a lower normal then an standing HK after activation. I'm saying that is because Karin can activate her's while in this situation and can dish out the beatings the next half-second after then Sakura obviously suffers (doesn't matter if Sakura activates at 100%). Even if Karin blocks and Sakura's custom is still going, Karin is building meter, ready to use an Alpha Counter for that situation. Sakura must play defensive and must strictly excute or she can't hold it. Karin can win, even without her meter, she can just use her basic normals. vs. Kenji (studied by Psychochronic): Similar to Kenji vs. Zangief, Kenji wins this due to mobility, speed and supers. Don't forget about the poke-range. Kenji can do his simple FP, Ichimonji spamming games and Kagerou cancels too to build meter. Red Earth gives Sakura lots of problems and this match is another example of it. One is that it's very hard for her to get in because she's so damn slow and two is that Red Earth thrives on long-range pokes (points out Leo and Kenji specifically). They also have good footsies and good-anti-airs. Sakura doesn'thave good footsies because she's way toned-down andher only good anti-air is crouching FP but that could be air-blocked. Kenji builds meter hella fast and Sakura's builds hella slow. She has no use for it wasted on an Alpha Counter and her Customs or Supers can be Ultimate Guarded. Did I mention levelling up? Yes, it's cheap as Kenji gains life and a chance to do a stronger Mystic Break in the match. In conclusion, Kenji rushes Sakura for free and this match is one of Sakura's worst matches. vs. Leo (studied by Psychochronic): Exactly (or nearly) the same situation to Leo vs. Guy except Sakura is toned down greatly such as weaker defense, weaker offense and slow meter that's risky for Customs or any of her Alpha Counters. Basic Hadoken game doesn't work due to air- block or jump-in for the mighty poke-range. Ultimate Guard takes out anything up close from Sakura which is a very big threat. Sakura is very, very negative in this situation, anything she'll do won't be good...she gets rushed down for free. Leo can enjoy his Supercharged Frosted Flakes right after. vs. M. Bison (studied by Psychochronic): Favors Bison due to power. Everyone knows that fireballs and footsies lock Bison down, but this match is a clear exception. Fireballs can give Bison the opportunity for a jump-in or an incoming move such as Head Press or Devil Reverse. Yes, Sakura builds meter well to this but Bison's jump-in can be a 50-50 threat so be prepared. Now, about footsies, Sakura has little. She is toned way down compared to her CvS2 counterpart (no rollcancel) and she has lot speed greatly making her so slow but easy to get in. Bison's simple combos can clearly dish out the work easily. Sakura's "Sho-Sho"Sho" Custom is half-effective as it can do good chip damage but it's kinda ineffective on the low point because there is no guard bar in this game. For Bison, any Super is effective in a creative point. Mega Psycho Crusher after a jumping MP and Knee Press Nightmare for randoms, foosties or wakeups. Sakura has an Alpha Counter so watch out. Bison wins this due to power, mobility and easy meter. Sakura is toned-down which is why her odds of winning this match is, well, okay. vs. Rose (studied by Psychochronic): Favors Rose due to her abilities. Hadokens are very easily countered as Rose can use Soul Absorb or Soul Reflect to gain an advantage and an offensive movement. Sakura builds meter very well which equals her build-up with Rose (minus Soul Absorb) and can bring a decent footsie game considering she and Rose can't dash. Rose's meter is good for ger P Alpha Counter to which it links to crouching MP to Soul Drill; easiest counter and setup for Rose which counters Sakura's offensive and Custom game. The second Sakura's customs are blocked, expect the Alpha Counter to be locked in. Rose's Soul Throw, Soul Spark and Aura Soul Throw is good for anti-airs, Aura Soul Throw is also good for wakeups. For Sakura, Hadokens can be good anti- airs even though Rose can air-block them so stick with either HP or HK. Sakura's good wakeup supers are Haru-Ichiban as it hits the crouching instead of standing. Bottom line is that Rose wins this because she counters Sakura's rush game but Sakura can stand in it if Rose screws up, Sakura can take this one. vs. Ryu (studied by Psychochronic): Favors Ryu unless Sakura has meter ready to activate for a custom. Ryu has the power and Shoryukens deal as an anti-air and a factorial for damage. Sakura can hold it down and pressure because Ryu can't air-block. Both have good footsies as Sakura has standing HK which can reach far as Ryu has Thurst Fierce and crouching MK. Both have good meter build up but Sakura can use it at 50% where as Ryu must use at full. Ryu's supers can dish out a lot of pain very easily. Sakura's custom can do the damage but one mistake and it's over as meter can get reset to 0% after one simple hit. Bottom line is that Ryu has the power and the meter which brings the pain but Sakura has the pressure and the customs which give a fairly good comeback factor against SFII characters. vs. Urien (studied by Psychochronic): Favors Urien 55-45. Sakura fights 3S very well and Urien has the necessary tactics and moves to punish Sakura due to her low vitality. Sakura can hold it by Hadokens but that can be easily parried, whether its ground or air. Urien has Metallic Spheres and can be air-blocked. The bad part for Urien is his meter which takes time to build compared to SFA characters and some of his close up such as crouching HP to note which can't launch SFA characters from ground level, so that's not a good thing in case you want to do a combo attempt, finish to Temporal Thunder. Sakura's meter bulds faster than Urien's as a whiff can do 1% and her meter has options, whether it's a Super like Haru-Ichiban, Alpha Counter or a Custom as her "Sho-Sho-Sho" as that chips like hell and the only way to prevent that from happening is to parry the first hit which the timing is crucial. Urien's meter can be good for corner Aegis Reflector traps and anti-air juggles to Temporal Thunder, but it can be very hard to do. Urien brings in return the mobility and the power, to which Sakura doesn't have. Sakura's moves do the damage but it's hard for her to get in as she doesn't have a super jump and a dash which tones greatly. Urien wins this due to his abilities but Sakura's abilities have a chance to take it. vs. Yun (studied by Psychochronic): Can go either way. Since Sakura fights 3S very well as her pokes are effective for any purpose. Yun can use divekicks for pressures then can do tick-throw or combos right after. Sakura's meter builds better than Yun's and her customs chip great as Yun must block or he has the chance to parry the first hit and react fast or he eats it bad. Yun's meter is damaging as he can combo to You-Hou than juggle and micup from there which is damn good. Bottom line is that due to their abilities and properties, it can go either way. vs. Zangief (studied by Psychochronic): Favors Zangief due to power. Fireballs and footsies are the fundamentals to fight Zangief. Those tactics for Sakura can build meter, although for Zangief, he can clearly Lariat through causing him to be open for a sweep yet it builds easy meter. Sakura must work extra hard for her pokes and combos because of Zangief's defense and stun level which is 70 opposed to Sakura's weak defense and stun level of 60. Sakura can hold it using Super Combos (Haru-Ichiban and Shinkuu-hadoken) and Customs such as "Sho-Sho-Sho" for chip damage. Using it at 50% would be recommended, using it at 100% then getting hit is clearly not good for Sakura. Zangief's supers are threatening. Final Atomic Buster takes out as much as 80% and Aerial Russian Slam takes out as much as 65% and is a good anti-air. Zangief wins this due to power, easy meter and ground game. Sakura's weak defense and tweaked SFA meter gives her a slow and miserable loss right here. Ending: Sakura's in a park training with Dan as Kei tells her she's late for class. They both run off to school as Dan's face is heavily bruised and beaten. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 21) Chun-Li: Place of Birth: China Birthday: March 1, 1968 Height: 170 cm Weight: Secret Under ICPO's Special Investigations Division. At one time pursuing her father's circumstances, she alone challenges the drug rings. Those foot moves fluently win with immense crushing power. First Appearance: Street Fighter II: The World Warrior Beneficial Changes: -Slower stance. -Her win pose where she jumps and says "Ya Tai!" is a bit slower. -Her win pose where she does a fist stance, you'll see her eye blink another direction. Quick Standing Invulnerability Data: 42 frames total; invincible for the first 34 frames Dashing: -Forward: 17 frames -Back: 25 frames Stun Points: 60 Victim: -Mummy: Strange little robot. -Vampire (1): SFIII Chun-Li wearing her SFA3 V-Ism costume. -Vampire (2): Puzzle/Pocket Fighter Chun-Li doing her win pose with her knee up. Known players to use Chun-Li: -Iyo (Japan) -Justin Wong (United States) -Kuzu Otoko (Japan) -Nao. (Japan) Best Matchups: M. Bison, Jedah Worst Matchups: Guile, Karin Command Normals: Senjou Shou: F + MK: *Damage: 1000 A kick that moves Chun-Li forward. Very useful during footsies as it rarely whiffs but it gives options to setup for parries and guessing games right after like a quick throw right after. Yoku Senkyaku: F + HK: *Damage: 1400 Chun-Li's standing HK with the same properties as she moves a bit forward. Tenshin Shuu Kyaku: DF + HK: *Damage: 1500 Chun-Li flips over to the other side to the opponent and does a swing kick that has slight frame advantage but it's very slow, making it easy to parry on reaction. Hakkei: B + FP: *Damage: 1400 Chun-Li does an abusable palm thrust that has great priority. Very good stun potential as it beats out a large numbe rof pokes. Good for ground and foot game. Souren Shou: B + MP: *Damage: 600 per hit Chun-Li does a two hit slap that whiffs very fast and has good recovery time. Yousou Kyaku: D + MK (only in air): *Damage: 800 Chun-Li's head stomp that allows her to recover right after bouncing an opponent's head. Very limited use, other than aerial game. Kakushu Raku Kyaku: hold MK (close only): *Damage: 1000 first hit, 200 second hit, 191 third hit Chun-Li does a multi-hit heel kick that's very fast up close and has good uses right after. Yousou Suitatsu Da: D + HP (while jumping up straight): *Damage: 1500 An awkward command normal which leads the opponent hitting the ground quick. Special Moves: Kikouken: HCF + P: *Damage: 900/1400 (EX) Her famous projectile seen in 3S but differed here. It's more slow and it has horrible recovery time meaning it lowers it's overall use. The buttons here differ on projectile speed (LP going slow, MP going medium and FP going fast) instead of range and fade-out just like in 3S. The EX version of it goes extremely slow meaning it's great to the rush in and give various attacking options before the projectile hits. Great setup. Hyakuretsu Kyaku: Pressing K rapidly: *Damage: 1775/2325 (EX) Also known as her "Lightning Kick" ever since her WW days. It can do deals of damage on impact but it's very different to combo or land in majority situations. It's not as the same as it was in 3S. The EX version makes it more difficult to prevent offensive reaction and it goes more quicker. Spinning Bird Kick: Charge D, U + K: *Damage: 1183 (LK)/1424 (MK/HK)/2374 (EX) Another classic attack from Chun-Li's move list. Chun-Li flips upside-down, does the splits and spins around for a short amount of time. A downpoint, it's not the same as it was in 3S as Chun-Li simply goes straight instead of going to an up-to-down motion. This move is appicable if she doesn't and needs to build some meter. It can hit some crouching opponents but it can sometimes make Chun-Li open. The EX version whiffs to crouching characters as it's spins more faster on the same spot with the lower body target. Hazan Shu: HCB + K: *Damage: 1200 (LK)/1300 (MK)/1400 (HK)/1800 (EX) Also known as her "Split Kick". Introduced in 3S, this flipping overhead attack can ONLY be blocked when standing. This move is also safe on block which is good for the Chun player and it can be super-cancelled for some good damage. Interesting part is that it's an air- attack and Chun-Li can't be thrown out of it in any way possible. Excellent for close/mind-games. The EX version has more verticality and nails the opponent on impact when it connects. Super Arts: Hoyoku-Sen: QCFx2 + K: *Damage: 3800 Super Art II and is Chun-Li's best Super Art just like in 3S. Chun-Li simply does a faster version here as she dashes forward with a barrage of Hyakuretsu Kyaku's under an 8-8-1 kick formation. The final hit can be super-jump cancelled and juggled for some extra damage. The down- part is about this Super Art is that it lacks a verifiable way to combo into it. Another part is that it's Chun-Li's threatening Super Art as it can travel and punish through various projectiles but she has to be very close to take advantage of the technique. Kikou-Shou: QCFx2 + P: *Damage: 4100 Introduced in SFA1 and is Chun's Super Art I in 3S, Chun-Li extends her palms out releasing a stalling sphereical projectile forwarding the opponent. Goes back to it's 3S roots by hitting at max 20 times as in CvS2, it does at max 8 hits. Chun-Li's best Super Art for chip damage and a reliable anti-air but does half the damage. Pros and Cons: (+): Crouching FK is good Anti-Air. (+): Crouching MP can go under certain attacks. (+): Standing FK has good range. (+): EX Kikoken; Do you know how slow that travels? Great setup... (+): She can now cancel Hyakuretsu Kyaku into Hoyoku-Sen, which is oh so nice (couldn't be done in 3S)! (+): Her best ground-combo must be her Hazan Shu cancelled into Hoyoku-Sen. (+): Kikou-Shou does like 7-8% chip damage and is pretty damn safe. (+): Spinning Bird Kick guarantees a pounce. (+): Fastest grab frames in the game. (+): Hazan Shu is safe on block. (+): Can wall jump just like in 3S. (?): Doesn't have Tensei-Ranka. (?): EX Hazan Shu will push back opponents slightly after they're hit, unlike 3S which just nails them to the floor on the exact same spot they stood. (-): Spinning Bird Kick is like it's CvS2 counterpart (just straight, not up-then-down like in 3S). (-): Any of Chun-Li's four taunts don't have any effect. In 3S, when she yawns, her stun potential increases. When she cracks her neck, her attack power increases (except throws). When she arches forward, she gets an attack and defense increase and when she pats her shoulder, she gets a defense increase. None of these bonuses matter here. (-): Lightning Kick is very difficult to combo or land in pretty much any situation. (-): Is great, but like the other 3S characters, she's meter- dependant. (-): A bit slower than her 3S counterpart. (-): Kikoken varies buttons now on speed and it goes full-screen, not range and fade-out like in 3S. (-): FP's were much better in 3S. (-): It's impossible to combo into Kikoken (or possible, just not easy to do). (-): Hazan Shu doesn't have much range horizontally and vertically plus it is slow as hell. Early Impressions (studied by RenoROB):: She is at the bottom of my list not because she's god awful. In fact, she's still "ok" but why she's at the bottom is that her priorities has been shot down the drain. HP's her most annoying move in 3S has become nothing more than a basic poke, her crouching HK is not her anti-air like it had been in old SF and since her meter building is as slow as every other character except for ST and Rose, she's not much of a threat without her super meter. Various Character Matchups: vs. Alex (studied by Psychochronic): Undetermined outcome in the match as both have the near-equal properties in someway. Alex's normals have short-range and Chun-Li's have long range with Alex's having slightly more power, same with their defensive properties as Alex has higher defense and higher stun points. The thing that favors Chun-Li is her agility, poke-range and easy meter. For anti-airs, Alex has Air Knee Grapple and Chun-Li has Spinning Bird Kick and if timed right, an LP Kikoken. Chun-Li's b. FP is always good on close range and Hazan Shu or Kikoken is good for footsies and mid-screen game. Alex's Power Bomb is good for close-range and Flash Chop is an alternative. Dashing Elbow is good for surprise attacks. For meters, both build ups are good with Chun-Li having more chances to get that gauge. Kikou-Shou is the only super that good and can chip damage other than Hoyoku-Sen that does diddly and leaves her open. Alex's Hyper Bomb is good for close- range and wakeups and Boomerang Raid is an option with him being open if blocked. Stun Gun Head Butt must be timed right or it's a waste of meter and time. Bottom line is that both characters have their moves which are nearly equal and their characteristics are the same due to their properties. It can go 50-50. vs. Anakaris (studied by Psychochronic): Chun-Li gets rushed down here but has her quick pokes and fast damage to make up for it. Anakaris has his easy tri-jmup combos which make it a complexed guessing game for Chun-Li to react for parrying, otherwise she'll be suffering the chain-combo. Anakaris can also air- block any normal or a Kikoken coming to him, where as Chun-Li must parry what's coming to her. Coffin Drop and Royal Judgement are always there for keep-away games and for Chun-Li, Hazan Shu is good for footsies and Kikou-Shou can chip like hell. Anakaris' meter builds faster due to his rushing game so an ES Royal Judgement is always passable, ES Mummy Drop and Hole of Hell for tick and corner game is effective. In conclusion, Anakaris wins this due to his rushdown but Chun-Li's pokes have stun potential to any DS character due to their low defense and good supers which make up for it. vs. Demitri (studied by Psychochronic): Can go either way in this match. Chun-Li's pokes can damage severely due to Demitri's weak defense. Some of Demitri's moves such as Bat Spin and Demon Cradle are not safe on block, meaning Chun-Li can poke and it adds up eventually. The fireball war goes to Chun-Li as she can parry the Chaos Flares easily coming to her. Chain-combos are also important when Demitri's rushing as it adds up meter, damage and a quick finish in the match. Demitri's teleport dash is kinda 50-50 as Chun-Li can easily attack if the timing is right. If Demitri's timing is right, he can do ES Chaos Flare, ES Demon Cradle, Midnight Pressure or Midnight Bliss which brings the pain to Chun-Li. For Chun-Li, her jumps is good to which Demitri can try to poke using Demon Cradle or a timed Bat Spin. For supers, Hoyoku-Sen can be easily Guard Cancelled anytime or at the end, punishing her good. Kikou-Shou is good for chip damage as always. In conclusion, it can go either way due to their abilities. vs. Felicia (studied by Psychochronic): Favors Chun-Li due to her strong meter, parrying and pokes that have stun potential. exactly similar to Alex vs. Felicia, Felicia must rely on chain-combos in order to fare in due to her weak attack properties. Chun-Li's pokes (B. FP) is abusive, takes out vital and stuns very fast are the clear factors here. For meters, Felicia's does as much as 20-30%, then again, either do it after a chain-combo or at a wakeup, desperation or random point in the match. Chun-Li's meter builds faster and her Super Arts does chip damage, especially Kikou- Shou. Hoyoku-Sen is also good but beware that Felicia has a Guard Cancel so watch out. Defense is already known. Felicia's defensive properties is horrible and she must excel both offense and defense in order to put in some damage to Chun-Li's vital. Chun-Li's defense is near average or average at most. Bottom line is that Felicia's weak properties and slow meter has chances to take it to Chun-Li but Chun-Li's pokes, stun potential and meter are the obstacles. Chun-Li wins this one easily. vs. Guile (studied by Psychochronic): Similar to Guile vs. Alex and Guile vs. Felicia, Chun-Li does not have the exact attack properties and stun potential but she has speed, agility and somewhat fair meter. Guile can do his standard Sonic Boom game and Chun-Li could rush-in due to the parrying which can be a 50-50. Guile's attack power is very dominant and has the stun potential here. Chun-Li's attack properties is another somewhat fair but her stun potential is a thumbs down. For meter, favors Guile here because it's easy to build as for Chun-Li, it takes a fair amount of time. Guile doesn't even need meter due to his dominance but a good way to use it is simply poke, poke, poke to Total Wipeout. Chun-Li is not safe after Hoyoku-Sen is blocked and it does very little damage (regular and chip wise) comapred to Kikou-Shou. Guile takes this hands down. Chun-Li must play rush-away to least put up with it. Parrying is a key remember. vs. Guy (studied by Psychochronic): Favors Chun-Li due to her pokes and stun potential unless she gets cornered which is not good. Guy has his fast pokes which can lead to his Bushin Flip to Bushin Izuna Drop or his Hayagake: Kage Sukui if Chun-Li doesn't have the fast reaction to block or parry. Chun-Li's normals do some good damage to SFA characters' somewhat neutral defense and her normals have stun potential which is a factor for her game. Both build meter fairly good if Guy doesn't do his corner game. Chun-Li's Hoyoku-Sen is good for chip damage and Hoyoku-Sen is good after a crouching MK or after a Hazan Shu, otherwise if blocked, she's open in the end or Guy can simply do an Alpha Counter. Guy's meter has his Alpha Counter is desperate situations, Supers like Bushin Hasso Ken for corner game or a Custom attempt, but don't rely on that unless the timing is right and even though it's executed, it does little damage that doesn't fare up to Chun-Li's Super Arts. Bottom line is that Chun-Li's offensive game beats out Guy which leads to his loss fast. Guy is good on rushdown only if Chun-Li is cornered, then he can do some work there, otherwise, he can try footsies and air-game but his trap game is much more better. vs. Hauzer (studied by Psychochronic): Favors Hazuer due to power. Chun-Li here has the agility in this match and most times would go for the Head Stomp spam crossup for an attempt of confusion. It's not even necessary to Ultimate Guard that, once the 4-6 steps of Chun-Li's part is finished, Chun-Li is clearly open in the air and Hauzer can attack whenever. Long-ranged normals and Deluge Assaults are good choices. Ultimate Guard is clearly useful when Chun-Li does Kikou-Shou or Hoyoku-Sen due to the fact that it takes a while for Chun-Li to build meter, you see it go down the drain once the timing is right! For Hauzer, levelling up is good. Use Deluge Crisis for chip damage and Gust Flame when Chun-Li is in the air; it's very hard to parry that Mystic Break. Hauzer clearly wins hands down unless he screws up, Chun-Li has some chance though. vs. Hydron (studied by Psychochronic): Favors Chun-Li due to the speed of her jumps, attacks and the fact she builds meter faster than Hydron. Her attacks do damage good and come out real fast which favors her in a footsie game. Hydron's pokes are too damn slow and do weak damage which is real bad in this situation. Chun-Li's agility is faster than Hydron's which clearly beats any air-game and Hydron's Tadpole Spawn and Tornado Mist can be parried and can be passable for a keep-away game. Chun-Li's supers can do some chip damage but watch out for the Ultimate Guard and since Chun-Li's supers have slow recovery, she's open to get attacked. Hydron has to level up to be some sort of threat or at least to hold it down. His Strangling Spark must be timed right and Lightning Mast is good for wakeups and anti-airs but does some weak damage for a super. Bottom line is that Chun-Li's properties defeat Hydron and his properties have little to throw back. vs. Ingrid (studied by Psychochronic): It can go both ways but Ingrid has the most chances of taking it. How so is because other than Chun-Li's parrying, Ingrid can Counter Roll. Chun-Li can throw Kikoken's and same with Ingrid with her Sunshots but it can also be a useful anti-air. Ingrid's LK Sunrize is great for wakeups and her throw damage is exceptional. Don't forget about FP's, abuse that if you can especially on air and crouching too plus it can give stun points! Chun-Li has got the speed and agility on this one so if Ingrid stalls on attack (most likely Sunshot), Chun-Li can dish it out. Don't forget about parrying also as that's another key in this match. Don't forget that Sunburst is a 2-hit parry so watch out! vs. Jedah (studied by Psychochronic): After watching videos specifically with this matchup and about an hour or two on training mode, for some odd reason, Chun-Li takes this! I'm surprised too on how one of the lowest characters in the game can stand up to the most godly character! I'm shocked as hell so I'll lay it out as Jedah can do his usual Dio-Cega to chain game but you already know Chun-Li can parry so as of that Jedah can MP to chain which can be risky because Chun-Li's normals (especially b.FP) can hit Jedah's extended bloody fingernails poke (MP) and still give full damage! Hoyoku- Sen setups can do as much as 35% due to Jedah's weak defense. Don't forget a few random dash throws as that is fast as hell. Chun-Li, also agile in this one can wreck Jedah's air-game. Don't forget the properties of her normals are good as hell and also have the potential to stun! In conclusion, Chun-Li stands up to Jedah due to excelled balance! vs. Karin (studied by Psychochronic): Favors Karin due to the rushdown. Karin can just do her standard poke, poke then whiff out either a Guren combo or a throw, Chun-Li has to be quick to react or she gets rushed down for free. Anything Chun-Li can do, Karin can just easily respond with any Yasha Gasehi when timed in the exact point (even Hoyoku-Sen counts! You're better off doing Kikou-Shou to be honest with you). Karin's meter can be built fast and execute in a 30-50% custom when activated at around 50%. Karin's pokes in comparison to Chun-Li's, I'll lay it out; faster speed, faster stun potential, faster pokes-to-combos, faster way to build meter which means faster supers and conclusively, a faster victory. Chun-Li gets rushed down for free due to these points. Gotta have quick eyes here due to Karin's fast properties when it goes to parrying. One of Karin's best matches. vs. Kenji (studied by Psychochronic/Jeron): You have already read that 3S fares over Kenji with the exception of Chun-Li. The reason is that she gets out footsied and it's too hard for her to get around standing HK. Simple surprise game from Kenji such as Rasen Kayku on wakeup or simple strikes from Utsusemi can pressure Chun-Li greatly. Chun-Li has to utilize the quick standing in case she doesn't wanna suffer from a follow- up attack or Kenji build meter using his effective Kagerou cancels. Ultimate Guard clearly ruins any of Chun-Li's super arts being done. Kikou-Shou and Hoyoku-Sen leave her open after the move is finished, leaving Kenji to simply do an Ultimate Counter right after. Any of Kenji's Mystic Breaks can serve as anti-air to pressure any of Chun-Li's jump-ins. Jumonji and Bakuryusho dish out the pain leaving no choice but for her to parry. Kenji wins this and Chun-Li gets outprioritized greatly here. vs. Leo (studied by Psychochronic): Can go either way in this match. Similar to Leo vs. Yun and Leo vs. Urien, Chun-Li is also fast in the air and her pokes have stun potential and since Leo's stun is 65, it's gonna be some extra work for Chun-Li to make Leo see some stars. Leo can do his long-range poke game with Chun-Li having to easily parry then mixup from there. Even though Leo's defense has big properties, Chun-Li's pokes can stand up to it. Leo also has the Mars Slashes which are effective as anti-airs and Gaia Driver for that tick-throw or in desperation and wakeup. Chun-Li has the fastest grab frames in the game so a random dash then throw is pretty passable. Leo's meter builds fast and it's always good for him to level up as Gigas Driver brings the pain, a bit of life for that cheapness and Hercules Rush for that chip damage unless Chun-Li has fast reaction to parry. Chun-Li's meter is somewhat fair without her parrying and her pokes reaching in. Kikou-Shou is still her special that deals it good but both that and her Hoyoku-Sen can be easily Ultimate Countered if Ultimate Guarded. Bottom line is that Chun-Li's abilities match up to Leo's, even though the Red Earth system is cheap and his pokes are long-range, it can go 50-50. vs. M. Bison (studied by Jeron): Favors Chun-Li fairly easy. Bison generally gets the shoto treatment from her, Fireball, whiff, whiff, if he jumps, crouching FK. Mix him up when he's on the ground. Repeat. Her Kikou-Shou chips like hell which is really good against not just Bison but everyone with the exception of Red Earth. Just block scissors (or parry if your reaction is good) and don't try to out prioritize him. Chun-Li also has one of the fastest grab frames in the game so random dash throws are good with her. vs. Rose (studied by Psychochronic): Can favor any side. Chun-Li can throw Kikokens and Rose can simply use Soul Absorb which is way more threatening than Rose throwing Soul Sparks and Chun-Li parrying them. Rose's 17% meter build is much more than Chun-Li's 1/20th meter build so fast meter favors Rose. The meter use can favors any side; Chun-Li has two Super Arts which is great for chip and regular damage but somewhat downsided if blocked because Rose can use P Alpha Counter then poke to Soul Drill. Rose has Alpha Counters, two Super Combos and activation for Customs. The downside to that is that Chun-Li can easily parry then quick to strike. Damage and poke go to Chun-Li as they have stun potential opposed to Rose's normals. Rose's normals can do big damage but Chun-Li's parrying is the factor. Bottom line is that it can go either way. It's kinda like a mirror match here and it's a very interesting conclusion once it's over. vs. Ryu (studied by Psychochronic): Favors Chun-Li due to her fast, abusing and strong attacks which have stun potential and can dish it out during the battle. HP's and HK's pressure Ryu good and break the footsie game. Parrying incoming aerial attacks and Hadokens dish it out with Ryu having no chance to respond after it's parried. Chun-Li builds a fair amount of meter due to her attacks (not including parrying) and it's pretty good compared to Ryu's fast meter build up. Hoyoku-Sen does jack when hit or blocked and she's not safe if blocked because she'll be paying for it greatly if Ryu has a full meter, he can easily do Shinkuu-Hadoken. Kikou-Shou is good because if chips like hell, she's safe if blocked and does more damage than Hoyoku-Sen. Chun-Li has the fastest grab-frames, so a dash and a random-throw would be good. Ryu's ground game can consist of crouching MK, Tatsumaki Senpuu-Kyaku, Hadoken and an LP Shoryuken. Some of Ryu's moves have fast recovery so watch out if Chun-Li is gonna do a random poke because Ryu is ready to strike after. Bottom line is that Chun-Li pressures Ryu due to her footsies, agility and good-reach pokes. It can favor Ryu if Chun-Li screws up like an unsafe move on block or a quickly executed move done on random or desperation, Ryu can quickly strike. vs. Sakura (studied by Psychochronic): Sakura can fights 3S' very well so this match favors her good. Just play her like any shoto in this one (remember, she builds meter way faster than Chun-Li). Hadokens at close range, Charge Hadokens once in a while in you think your opponent wants to jump over your Hadokens and hit you which stops mid-range jump-ins. Jumping HK's is really good, like in CvS2 which pressure lock Chun-Li into stun very quickly and just like like a shoto, once you knock them down, just pressure them. Standing HK and Crouching FP if she jumps and for her to comeback is either a trading blow or a parry. Custom does really good damage; remember that there's no guard bar and parrying the first hit is the crucial do-or-die point. Any of Chun-Li's Super arts can be countered easily due to SFA's Alpha Counter ability. Chun-Li has the nearly the same amount of potential as Sakura's but Sakura has stun potential due to her normals, meters (espeically her Customs) and her offensive properties is way better than Chun-Li's (Chun-Li has better defense though), foot game also goes to Sakura. vs. Urien (studied by Psychochronic): In this watered down 3S-like match, Urien takes this one. Any of Chun-Li's Hoyoku-Sen is not safe on block which enables Urien to whiff the crouching HP -> Chariot Tackle -> Temporal Thunder easily. Kikou-Shou however has some safety on block, but a fast Urien can do Chariot Tackle -> Temporal Thunder/Tyrant Slaughter (any of the two dishes it out good). Chun-Li has the annoying HP's can have some chance of pressure game and her Kikoken can't match the Metallic Sphere. Temporal Thunder can be easily parried and Aegis Reflector can be tricky at it can mixup Chun-Li greatly. Chun-Li has the agility to play a keep-away game and some of her normals match Urien's too. Bottom line is that Urien wins this due to his abilities as Chun-Li's have toned down here (comparing their CFE abilities, not 3S) and Chun-Li gets pressured due to her slow meter and tweakness of some of her moves. vs. Yun (studied by Psychochronic): In this watered down 3S-like match, Yun takes this one. Yun's divekicks can link to combos and land Chun-Li in a pressure or corner situation, leaving her choices to parry, attack or jump out of it in order for her to be in the match. With that in effect, Yun builds meter great and if he rkeeps doing that, end a combo in the corner with a Tetsuzankou and super cancel it easily into a You-Hou for great damage then juggle and mixup from there. Chun-Li's pokes are effective in the match and has stun potential. Hoyoku-Sen is good for random and surprise game and Kikou-Shou chips like hell and pushes Yun back making her safe on block. The thing here is that Yun's pokes do like nothing and Chun-Li's Hoyoku-Sen right after juggles for 2 more hits and gives her a chance to mixup or to play an advance game but her corner game is kinda crap compared to Yun's. In conclusion, Yun's abilities beat out Chun-Li's abilities here and due to that since they're toned down, Chun-Li has changed as Yun's has gotten much more pressure like game and his offensive normals get toned for it. Chun-Li's is in reverse though and due to that, she can't fare to Yun here. vs. Zangief (studied by Psychochronic): Favors Zangief due to power. Kikokens are an attempt to hold him down as Lariats and Spinning Fists are a way to overcome them for Zangief to get closer. Spinning Pile Driver is punishing if Chun-Li is ever close so don't forget to play a footsie game, Hazan Shu is good to excel. Meter favors Zangief as his buildup is better than Chun-Li's. Chun-Li's meter is good for Kikou-Shou as it chips like hell and is safe opposed to Hoyoku-Sen doing near chips and leaving her open if blocked and if that happens with a full meter Zangief, Final Atomic Buster is coming on the way. Zangief has the power but Chun-Li has the mobility, fast pokes, footsie but not the defense as her properties for that is extremely weak and the meter, Zangief's offense and defense properties are better. Ending: As Chun-Li is chasing a thief, her adopted daughter comes in from the front as does a flying kick to the thief's face and strikes a pose right after. This is a reference of the 3S storyline as Chun-Li as adopted children and the background of her ending is based on her 3S stage. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------- Match Analysis Chart: To make it easier, I've developed this list and tallied up all characters wins, losses and draws from their Various Character Matchups. Since devising some sort of grid or chart was kinda hard on Notepad, I've decided to put it down by list. Enjoy! Alex: vs. Anakaris: Lose vs. Chun-Li: Draw vs. Demitri: Win vs. Felicia: Win vs. Guile: Lose vs. Guy: Win vs. Hauzer: Lose vs. Hydron: Win vs. Ingrid: Draw vs. Jedah: Win vs. Karin: Win vs. Kenji: Draw vs. Leo: Draw vs. M. Bison: Lose vs. Rose: Win (75%) vs. Ryu: Draw vs. Sakura: Win (55%) vs. Urien: Lose vs. Yun: Win vs. Zangief: Draw Total: 9-5-6 Anakaris: vs. Alex: Win vs. Chun-Li: Win vs. Demitri: Win (60%) vs. Felicia: Win vs. Guile: Win vs. Guy: Win vs. Hauzer: Win vs. Hydron: Win vs. Ingrid: Lose vs. Jedah: Draw vs. Karin: Win vs. Kenji: Lose (35%) vs. Leo: Lose vs. M. Bison: Lose vs. Rose: Win vs. Ryu: Win vs. Sakura: Win vs. Urien: Win (55%) vs. Yun: Win vs. Zangief: Win Total: 15-4-1 Chun-Li: vs. Alex: Draw vs. Anakaris: Lose vs. Demitri: Draw vs. Felicia: Win vs. Guile: Draw vs. Guy: Win vs. Hauzer: Lose vs. Hydron: Win vs. Ingrid: Lose vs. Jedah: Win vs. Karin: Lose vs. Kenji: Lose vs. Leo: Draw vs. M. Bison: Win vs. Rose: Draw vs. Ryu: Win vs. Sakura: Lose vs. Urien: Lose vs. Yun: Lose vs. Zangief: Lose Total: 6-9-5 Demitri: vs. Alex: Win vs. Anakaris: Lose (40%) vs. Chun-Li: Draw vs. Felicia: Win vs. Guile: Win vs. Guy: Lose vs. Hauzer: Win vs. Hydron: Win vs. Ingrid: Win vs. Jedah: Win vs. Karin: Lose vs. Kenji: Draw vs. Leo: Lose vs. M. Bison: Win vs. Rose: Lose vs. Ryu: Lose vs. Sakura: Win vs. Urien: Win vs. Yun: Win (60%) vs. Zangief: Win Total: 12-6-2 Felicia: vs. Alex: Lose vs. Anakaris: Lose vs. Chun-Li: Lose vs. Demitri: Lose vs. Guile: Lose vs. Guy: Lose vs. Hauzer: Lose vs. Hydron: Win vs. Ingrid: Lose vs. Jedah: Lose vs. Karin: Lose vs. Kenji: Lose vs. Leo: Lose vs. M. Bison: Draw vs. Rose: Lose vs. Ryu: Lose vs. Sakura: Lose vs. Urien: Lose vs. Yun: Win vs. Zangief: Lose Total: 2-17-1 Guile: vs. Alex: Win vs. Anakaris: Lose vs. Chun-Li: Draw vs. Demitri: Lose vs. Felicia: Win vs. Guy: Win vs. Hauzer: Lose vs. Hydron: Lose vs. Ingrid: Lose vs. Jedah: Lose vs. Karin: Draw vs. Kenji: Lose vs. Leo: Lose vs. M. Bison: Win vs. Rose: Lose (45%) vs. Ryu: Lose vs. Sakura: Win (60%) vs. Urien: Lose vs. Yun: Win (55%) vs. Zangief: Win Total: 8-10-2 Guy: vs. Alex: Lose vs. Anakaris: Lose vs. Chun-Li: Lose vs. Demitri: Win vs. Felicia: Win vs. Guile: Lose vs. Hauzer: Win vs. Hydron: Win vs. Ingrid: Win vs. Jedah: Draw vs. Karin: Win vs. Kenji: Draw vs. Leo: Lose vs. M. Bison: Lose vs. Rose: Draw vs. Ryu: Win vs. Sakura: Draw vs. Urien: Win vs. Yun: Draw vs. Zangief: Lose Total: 8-7-5 Hauzer: vs. Alex: Win vs. Anakaris: Lose vs. Chun-Li: Win vs. Demitri: Lose vs. Felicia: Win vs. Guile: Win vs. Guy: Lose vs. Hydron: Win vs. Ingrid: Win vs. Jedah: Lose vs. Karin: Win vs. Kenji: Lose vs. Leo: Lose vs. M. Bison: Win vs. Rose: Win vs. Ryu: Win vs. Sakura: Win vs. Urien: Lose vs. Yun: Win vs. Zangief: Lose (45%) Total: 12-8-0 Hydron: vs. Alex: Lose vs. Anakaris: Lose vs. Chun-Li: Lose vs. Demitri: Lose vs. Felicia: Lose vs. Guile: Win vs. Guy: Lose vs. Hauzer: Lose vs. Ingrid: Draw vs. Jedah: Lose vs. Karin: Lose vs. Kenji: Lose vs. Leo: Lose vs. M. Bison: Lose vs. Rose: Lose vs. Ryu: Draw vs. Sakura: Draw vs. Urien: Lose vs. Yun: Lose vs. Zangief: Win Total: 2-15-3 Ingrid: vs. Alex: Draw vs. Anakaris: Win vs. Chun-Li: Win vs. Demitri: Lose vs. Felicia: Lose vs. Guile: Win vs. Guy: Lose vs. Hauzer: Lose vs. Hydron: Draw vs. Jedah: Lose vs. Karin: Lose vs. Kenji: Lose vs. Leo: Lose vs. M. Bison: Win vs. Rose: Win vs. Ryu: Lose vs. Sakura: Win vs. Urien: Lose vs. Yun: Win vs. Zangief: Draw Total: 7-10-3 Jedah: vs. Alex: Win vs. Anakaris: Draw vs. Chun-Li: Lose vs. Demitri: Win vs. Felicia: Win vs. Guile: Win vs. Guy: Draw vs. Hauzer: Win vs. Hydron: Win vs. Ingrid: Win vs. Karin: Draw vs. Kenji: Draw vs. Leo: Win vs. M. Bison: Lose vs. Rose: Win vs. Ryu: Draw vs. Sakura: Win vs. Urien: Draw vs. Yun: Win vs. Zangief: Win Total: 12-2-6 Karin: vs. Alex: Win vs. Anakaris: Lose vs. Chun-Li: Win vs. Demitri: Win vs. Felicia: Win vs. Guile: Draw vs. Guy: Lose vs. Hauzer: Lose vs. Hydron: Win vs. Ingrid: Win vs. Jedah: Draw vs. Kenji: Win (60%) vs. Leo: Lose vs. M. Bison: Win vs. Rose: Lose vs. Ryu: Win vs. Sakura: Win vs. Urien: Win vs. Yun: Win vs. Zangief: Draw Total: 12-5-3 Kenji: vs. Alex: Draw vs. Anakaris: Win (65%) vs. Chun-Li: Win vs. Demitri: Draw vs. Felicia: Win vs. Guile: Win vs. Guy: Draw vs. Hauzer: Win vs. Hydron: Win vs. Ingrid: Win vs. Jedah: Draw vs. Karin: Lose vs. Leo: Lose vs. M. Bison: Draw vs. Rose: Draw vs. Ryu: Win vs. Sakura: Win vs. Urien: Lose vs. Yun: Lose vs. Zangief: Win Total: 10-4-6 Leo: vs. Alex: Draw vs. Anakaris: Win vs. Chun-Li: Draw vs. Demitri: Win vs. Felicia: Win vs. Guile: Win vs. Guy: Win vs. Hauzer: Win vs. Hydron: Draw vs. Ingrid: Win vs. Jedah: Lose vs. Karin: Win vs. Kenji: Win vs. M. Bison: Win vs. Rose: Win vs. Ryu: Win vs. Sakura: Win vs. Urien: Draw vs. Yun: Win (55%) vs. Zangief: Win Total: 15-1-4 M. Bison: vs. Alex: Win vs. Anakaris: Win vs. Chun-Li: Lose vs. Demitri: Lose vs. Felicia: Draw vs. Guile: Lose vs. Guy: Win vs. Hauzer: Draw vs. Hydron: Win vs. Ingrid: Lose vs. Jedah: Win vs. Karin: Lose vs. Kenji: Draw vs. Leo: Lose vs. Rose: Win vs. Ryu: Lose vs. Sakura: Win vs. Urien: Lose vs. Yun: Win vs. Zangief: Draw Total: 8-8-4 Rose: vs. Alex: Win (75%) vs. Anakaris: Lose vs. Chun-Li: Draw vs. Demitri: Win vs. Felicia: Win vs. Guile: Win (55%) vs. Guy: Draw vs. Hauzer: Lose vs. Hydron: Win vs. Ingrid: Lose vs. Jedah: Lose vs. Karin: Win vs. Kenji: Draw vs. Leo: Lose vs. M. Bison: Lose vs. Ryu: Win vs. Sakura: Win vs. Urien: Win vs. Yun: Lose vs. Zangief: Win (60%) Total: 10-6-4 Ryu: vs. Alex: Draw vs. Anakaris: Lose vs. Chun-Li: Lose vs. Demitri: Win vs. Felicia: Win vs. Guile: Win vs. Guy: Lose vs. Hauzer: Lose vs. Hydron: Draw vs. Ingrid: Win vs. Jedah: Draw vs. Karin: Lose vs. Kenji: Lose vs. Leo: Lose vs. M. Bison: Win vs. Rose: Lose vs. Sakura: Draw vs. Urien: Lose vs. Yun: Win vs. Zangief: Win Total: 7-9-4 Sakura: vs. Alex: Lose (45%) vs. Anakaris: Lose vs. Chun-Li: Win vs. Demitri: Lose vs. Felicia: Win vs. Guile: Lose (40%) vs. Guy: Draw vs. Hauzer: Lose vs. Hydron: Draw vs. Ingrid: Lose vs. Jedah: Lose vs. Karin: Lose vs. Kenji: Lose vs. Leo: Lose vs. M. Bison: Lose vs. Rose: Lose vs. Ryu: Draw vs. Urien: Lose (45%) vs. Yun: Draw vs. Zangief: Lose Total: 2-14-6 Urien: vs. Alex: Win vs. Anakaris: Lose (45%) vs. Chun-Li: Win vs. Demitri: Lose vs. Felicia: Win vs. Guile: Win vs. Guy: Lose vs. Hauzer: Win vs. Hydron: Win vs. Ingrid: Win vs. Jedah: Draw vs. Karin: Lose vs. Kenji: Win vs. Leo: Draw vs. M. Bison: Win vs. Rose: Lose vs. Ryu: Win vs. Sakura: Win (55%) vs. Yun: Win vs. Zangief: Win Total: 13-5-2 Yun: vs. Alex: Lose vs. Anakaris: Lose vs. Chun-Li: Win vs. Demitri: Lose (40%) vs. Felicia: Lose vs. Guile: Lose (45%) vs. Guy: Draw vs. Hauzer: Lose vs. Hydron: Win vs. Ingrid: Draw vs. Jedah: Lose vs. Karin: Lose vs. Kenji: Win vs. Leo: Lose (45%) vs. M. Bison: Lose vs. Rose: Win vs. Ryu: Lose vs. Sakura: Draw vs. Urien: Lose vs. Zangief: Lose Total: 4-14-4 Zangief: vs. Alex: Draw vs. Anakaris: Lose vs. Chun-Li: Win vs. Demitri: Lose vs. Felicia: Win vs. Guile: Lose vs. Guy: Win vs. Hauzer: Win (55%) vs. Hydron: Lose vs. Ingrid: Draw vs. Jedah: Lose vs. Karin: Draw vs. Kenji: Lose vs. Leo: Lose vs. M. Bison: Draw vs. Rose: Lose (40%) vs. Ryu: Lose vs. Sakura: Win vs. Urien: Lose vs. Yun: Win Total: 5-10-5 OVERALL: *BEST 1) Leo: 15-1-4 2) Anakaris: 15-4-1 3) Urien: 13-5-2 4) Jedah: 12-2-6 5) Karin: 12-5-3 6) Demitri: 12-6-2 7) Hauzer: 12-8-0 8) Kenji: 10-4-6 9) Rose: 10-6-4 10) Alex: 9-5-6 11) Guy: 8-7-5 12) M. Bison: 8-8-4 13) Guile: 8-10-2 14) Ryu: 7-9-4 15) Ingrid: 7-10-3 16) Chun-Li: 6-9-5 17) Zangief: 5-10-5 18) Yun: 4-14-4 19) Sakura: 2-14-6 20) Hydron: 2-15-3 21) Felicia: 2-17-1 *WORST ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- The Stone Cold Truth from Jeron and Psychochronic: Jeron: Capcom Fighting Evolution is all about blocking and being able to maintain. The only characters worth playing seriously are DarkStalkers, Red Earth and Karin since they own the majority of the roster as everyone else can't cope. Mid and Low-Tier are only worth playing if your fighting mid-tier, then the games fun but outside of that its too frustrating to fight Red Earth, DarkStalkers and Karin with those characters. Psychochronic: The thing about Capcom Fighting Evolution is that it's a compilated variety game that's mixing in styles in one game. The thing about even before playing this game is that you have to know each groups counterparts like playing past games as Vampire Savior and Street Fighter Alpha in order to know the ins-and-outs like the systems and the fundamentals. I've had random fighters and top players from other games (MvC2, CvS2, 3S) saying to me that they don't understand the game due to the systems (specifically points to the DarkStalkers characteristics). Bottom line is that you have to play the past games in order to feel that vibe and bring that to Capcom Fighting Evolution to know the preperationals and that's what most players I know never did, they never took the time to adapt (or even learn the basics) to such a game as Vampire Savior and others as Street Fighter Alpha 3. Red Earth is the only exception as it was never released in North American arcades. Random Notes from Jeron and Psychochronic: 1) Red Earth is BS. Level up is cheap, they can Ultimate Guard in between blocking and air-block, they do damage like any Street Fighter II character and they're mobile. 2) Jedah is godlike. He can own the entire roster for free. Top Vampire Savior players know this for a fact. 3) DarkStalkers owns Street Fighter II, so does Red Earth. 4) Street Fighter II sucks in this game. They maybe over- powered but they have nothing going for them and they can't get in. Some of the worst matchups in the game (not including Zangief and Sakura). 5) Street Fighter III and Street Fighter Alpha are neutral. 6) Just like Jedah, Urien, Kenji, Anakaris and Karin have the most chances of owning the roster. 7) Red Earth thrives on long-range pokes. That's why some characters such as Karin and Felicia can't win as they need to get in or they'll lose. Final Analysis from Psychochronic: (+): Although a pretty small roster (23 characters), this game shows variety. Only two Ryu clones at the most and they are Sakura and Shin Akuma. Capcom finally makes a game with few shoto-clones and nobody likes it or wants Ken in it. (+): Meter for SFA characters (Modified A-Groove from CvS2) has improved with 50% activation, air-block and no rolling. (+): Capcom put characters from other games from the counterparts as cameo appearances in various stages and endings. (+): A great way to learn the Red Earth characters as that game has not been released in North America and Europe. (+): May have revived the status of the DarkStalkers franchise as the game is hardly played in North America and Europe. (+): XBOX Live support and it has the best netcode ever for a fighting game. The game hardly and rarely lags where others such as CvS2, AE, 3S, #R, DOAU, SVC and other fighters lag greatly and commonly. (+): The Training Zone has the best music yet. (+): Even though this game was a marketing failure, Capcom gave inspiration for SNK to create NGBC which did a good job. (+): Even though the game is hardly played, the game was played in three major tournaments (Texas Showdown 5, Super Battle Opera 3 and The 6th Canadian Fighting Game Championships) and you gotta give credit where credit is due as it made the wave to put more players known in the fighting game community. (?): They put in Hauzer and Hydron when they should've put in Tessa and Mai Ling. (-): The character roster is not big enough (23 characters is clearly not acceptable for a variety game with a 2-on-2 setting). They should added at least 2 or 3 more characters of each counterpart in the game. (-): They should've put a boss from each game to maintain variety. Pyron is a good example for DarkStalkers and Shin Akuma is a good example for SFII. 3 bosses remain and they should've put Gill for SFIII, Valdoll for Red Earth and possibly another nominee like fighting both Juli and Juni for SFA. (-): The Red Earth system is almost useless which is merely a shadow of what it was before, with Ultimate Guard having too many holes in its defense and the level up feature giving you nothing more than increased damage properties, able to heal vitality and about one/two extra supers. The level up maybe cheap, but still throws cons other than that. (-): The SFIII system doesn't build meter fast enough nor does it have enough stocks to make EX moves worthwhile. 1/3 of meter would've been acceptable of 1/2 of meter isn't acceptable in my book. (-): The SFA system, though greatly refined, is available only to characters with the most stagnant Custom Combos. (-): The tag system is just like from Rival Schools which is completely stupid and now obselete. The King of Fighters 3-on-3 and CvS2 Free Ratio systems are far more superior. Hell, even the NGBC tag system was better. (-): The game systems being restricted to characters from their original series only causes more limitations meaning less availabilty. Imagine Karin on a 3S system or Chun-Li on a Red Earth system, now that's variety. But then, that will become like the CvS2 Groove system. (-): They put Ingrid but not D.D. and Rook from the failed creation of Capcom Fighting All-Stars. (-): The characters in the stages show little-to-no movement. (-): No gallery mode. There are no options on where to view character artwork or endings. (-): Even though it has great codings for XBOX Live, the game is nearly dead. About 20-30 people play a week? Mayben even less. (-): There are no unlockables in the game other than 2 stages, 2 characters and individual character music. That's fun... (-): I'll bet you the graphics were below Capcom's standards as the stages were a little bit too static and it lacked depth. This game was made in 2004 and this what is made with modern technology for PlayStation 2 and XBOX? (-): Capcom has pissed off consumers by hyping the game right but managed to deliver a failing product by using simple copy-paste methods and character tweaking just like Mugen. (-): Capcom has also pissed off consumers (XBOX version of the game) by stating they will have downloadable content such as new moves, new stages and new characters. With the game now out-of-production, the odds of this is extremely astronomical. They even said this would happen for 3S and AE (compilated in SFAC) for XBOX and it still to this day never happened. Contact: Contact me! Here are the following e-mails and internet forums you can find me at: E-Mails: MSN Messenger/Hotmail: [email protected] Yahoo!: [email protected] Internet Forums: Gamefaqs.com: brettdude Shoryuken.com: psychochronic MIRC (channels on EFnet): #Capcom (The main channel for Shoryuken.com) #Gamecombos (The main channel for Gamecombos.com) #Srkgd (The General Discussion part of Shoryuken.com) #Srklive (The XBOX Live part of Shoryuken.com) My Fighting Game Site: www.geocities.com/psychochronic2004 XBOX Live Gamertag: psychochronic Credits: Props to those who made this guide possible: Generalization: -Jeron Grayson: For helping me with this guide, starting "The Breakdown" which inspires this document to the fighting game community for this game and also helping me of my gameplay when he came to Canada in July 2005. -Sano/Vasili10: Tranlsations of characters from Capcom Japan's official site and descriptions of each characters' information, Mummy and Vampire victim. -Cam347/FSGamer: For bumping and contributing the character threads on Shoryuken.com to help me focus on this guide more better and quicker. -Majestros: Frame Data! Characters (Pros/Cons and Matchups): -Alex: Shocky II -Anakaris: DarkDragon, KINGDOM, Randomcelestial -Chun-Li: Jeron, KINGDOM -Demitri: KINGDOM, Shine -Felicia: Buktooth -Guile: DarksydePhil -Guy: Dialupsucky, Skankin Garbage -Hauzer: Saga_Journeyman, N-Ken -Hydron: Buktooth -Ingrid: Faight, Ukyo Tachibana -Jedah: DarksydePhil -Karin: RenoROB, Strangevision -Kenji: DarksydePhil, RenoROB -Leo: Jeron -M. Bison: Edma -Rose: RenoROB -Ryu: ? -Sakura: KINGDOM, RenoROB -Urien: DarksydePhil -Yun: ? -Zangief: Cam347, Edma, KINGDOM, Skankin Garbage ...and whomever else I missed that contributed individual points on certain characters of the General Strategy part of Shoryuken.com and Shoryuken.com in general for keeping the fighting game community active and alive. This guide is for you Kin! Psychochronic says, support the fighting game community by being active in your local scene and participating in the events advertised in your area. R.I.P. Christopher McDonald (aka. Kao Megura) Copyright (c) Brett Navarro 2005-2006