Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Challenge Mode Guide

by siky

===============================================================================
                    STREET FIGHTER IV: CHALLENGE MODE GUIDE
		      Version 2.04 by James Nguyen (siky)
===============================================================================

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+	Table of Contents						      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

I	Updates		[UD]

II	Introduction	[IN]

III	Notations	[NO]

IV	Time Attack	[TA]
	- Normal	[TN]
	- Hard		[TH]

V	Survival	[SU]
	- Normal	[SN]
	- Hard		[SH]	

VI	Trial		[TR]
	- Ryu		[RY]
	- Ken		[KE]
	- Chun-Li	[CH]
	- E. Honda	[HO]
	- Blanka	[BL]
	- Zangief	[ZA]
	- Guile		[GU]
	- Dhalsim	[DH]
	- Balrog	[BA]
	- Vega		[VE]
	- Sagat		[SA]
	- M. Bison	[BI]
	- C. Viper	[VI]
	- Rufus		[RU]
	- El Fuerte	[FU]
	- Abel		[AB]
	- Sakura	[SA]
	- Dan		[DA]
	- Rose		[RO]
	- Gen		[GE]
	- Cammy		[CA]
	- Fei Long	[FE]
	- Akuma		[AK]
	- Gouken	[GO]
	- Seth		[SE]

VII	Q & A		[QA]

VIII	Contact Info	[CI]

IX	Credits		[CR]

X	Copyright	[CO]



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ I	Updates		[UD]		   				      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-Version 2.04-	May 13, 2009
Revised Sakura and Gen's Hard 5 challenges.

-Version 2.03-	April 21, 2009
Added an alternate method to doing Dan's Hard 3 challenge.

-Version 2.02-	April 17, 2009
Changed all RH (Roundhouse) notations to HK to keep consistent. Also added info
about a description error for Normal Time Attack 19 as well as some tips for
beating it.

-Version 2.01-	April 07, 2009
Fixed some Time Attack times and reworded Gen's Hard 4 challenge.

-Version 2.00-  April 05, 2009
Due to a request for a Time Attack and Survival guide and as GameFAQs has
changed the name of my guide to 'Challenge Mode Guide' I thought I might as
well add in tips on how to get through these 2 modes as well.

-Version 1.12-  April 04, 2009
Fixed minor errors and added more tips for doing C. Viper's Hard 2 challenge.

-Version 1.11-  March 22, 2009
Added a more information for E. Honda's Hard 2, Cammy's Hard 3, Dhalsim's Hard
5 challenges.

-Version 1.10-  March 13, 2009
Made a second pass through the guide to add timing notes for all challenges
that involve canceling a move into the EX Focus Attack as someone kindly
brought to my attention that people might be having trouble with it.

-Version 1.05-  March 10, 2009
Updated Balrog's Hard 5, Guile's Normal 4.1, C. Viper's Hard 5 and Seth's Hard
3 challenges with more tips.

-Version 1.04-  March 08, 2009
Updated Sagat's Normal 1.3 challenge Fake Kick with a better trick.

-Version 1.03-  March 07, 2009
Updated El Fuerte's Hard 5 and Vega's Normal 4 challenges with better tips.

-Version 1.02-  March 06, 2009
Fixed some formatting issues and re-did E. Honda's Hard 4 challenge and added
tips for doing Akuma and Dhalsim's Hard 1 challenges. Also added a Credits
section to thank 'The Flood' from GFAQs for his help in making my guide better.

-Version 1.01-  March 05, 2009
Fixed a couple minor issues from missing combo notations and added some more
tips to the easier Normal challenges I found people were having trouble with.

-Version 1.00-	March 04, 2009.
Tricks and tips for completing almost every trial in both Normal and Hard.



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ II	Introduction	[IN]					   	      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This is an FAQ for Street Fighter IV's Challenge Mode. Here I will cover tips
and tricks where applicable to beating these modes. Also please note that all
of the information in this FAQ is based on using an Arcade Stick with an
orthodox hand position (left hand on joystick, right hand on buttons), not a
controller. My experience with a controller and unorthodox hand positions are
too limited for me to write a proper FAQ so take what you can from this FAQ if
you are on a controller, but I cannot guarantee it will help much if at all.

If you find any mistakes please email me about them so I can fix them right
away, thank you!



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ III	Notations	[NO]						      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Learning the notations for the commands helps with reading this FAQ faster and
more clearly and will help also help when you ask for help.

B	Back			Press the D-Pad or Joystick away from where
				your character is facing.

DB	Down + Back		Press the D-Pad or Joystick down and away from
				where your character is facing.
					
D	Down			Press the D-Pad or Joystick down.

DF	Down + Forward		Press the D-Pad or Joystick down and toward the
				direction your character is facing.
			
F	Forward			Press the D-Pad or Joystick toward the
				direction of where your character is facing.

UF	Up + Forward		Press the D-Pad or Joystick up and toward the
				direction your character is facing.

U	Up			Press the D-Pad or Joystick up.

UB	Up + Back		Press the D-Pad or Joystick up and away from
				the direction your character is facing.

QCF	Quarter Circle Forward	Basically the shortform for:
				Down, Down+Forward, Toward.

QCB	Quarter Circle Back	Short form for: Down, Down+Back, Back.

HCF	Half Circle Forward	Short form for: Back, Down+Back, Down,
				Down+Forward, Forward.

HCB	Half Circle Back	Short form for: Forward, Down+Forward, Down,
				Down+Back, Back.

360	1 Circle		Short form for doing 1 full circle on your
				D+Pad or Joystick. Due to SF4 not requiring you
				to do a full circle to make it easier for new
				players to do this motion, you really only have
				to put in 6 directions: example; F, DF, D, DB,
				B, UB + Any button. Basically only 180� + 1
				more direction.

720	2 Circles		Short form for doing 2 full circles on your
				D+Pad or Joystick. Similar to 360, you don't
				have to doing 2 full circles. Instead all you
				need is 630�; F, DF, D, DB, B, UB, U, UF, F
				(1st 360�), DF, D, DB, B, UB, U + Any button.
				

LP	Light Punch

MP	Medium Punch

HP	Heavy Punch

LK	Light Kick

MK	Medium Kick

HK	Heavy Kick

P	1 Punch Button		Press any punch button.

PP	2 Punch Buttons		Press any 2 punch buttons, used for EX moves.

PPP	3 Punch Buttons		Press all 3 punch buttons, used for Ultra
				moves.

K	1 Kick Button		Press any kick button.

KK	2 Kick Buttons		Press any 2 kick buttons, used for EX moves.

KKK	3 Kick Buttons		Press all 3 kick buttons, used for Ultra moves.

FADC	Focus Attack Dash	While holding MP + MK, you tap F, F, or B, B. 
	Cancel			This will let you cancel your focus attack into
				a dash instead while still letting you absorb 1
				hit if you time it right.

FA	Medium Punch +		While holding MP + MK, you can charge up an
	Medium Kick		attack that becomes unblockable after a little
				while.

c.??	Crouching Attack

s.??	Standing Attack

j.??	Jumping Attack

>	Link

x	Cancel

xx	Super Cancel		



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ IV	Time Attack	[TA]						      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Suggested Character: Zangief

	Unless specified, every challenge in both Time Attack and Survival can
	be handled pretty easily by Zangief. All you really need to do for the
	majority of the fights is to hit PPP and hold toward the opponent,
	though I do suggest that you not just hold forward and mindlessly
	spamming lariat unless you know what you're doing. THe best thing to do 
	is to do lariats when the CPU is about to stand up and try to stand so
	that when you do the lariat you're hitting the CPU with Zangief's fist
	and not his arms during the lariat. If the CPU is far away and you have
	meter, use EX Banishing Flat to close the distance more or less safely.

	I will drop asterisks (*) where there are things you should make note
	of in the match.

	Please also note that you will see - in front of the name if you should
	walk forward while doing lariats so that the CPU is hit with Zangief's
	arms and = you should be standing back and Zangief's fists from his
	lariat should be hitting the CPU.

	= Fei Long	** Cammy	- Akuma *	- Gouken
	- Dhalsim	- Blanka	= Chun-Li	- Ryu
	- E. Honda	= Zangief	- Guile *	= Ken
	*** Seth
	- M. Bison *	= Sagat		- Vega		- Balrog
	= Abel		- C. Viper *	= Rufus *	- El Fuerte
	- Sakura *	- Rose		= Dan		= Gen *

* Be wary when these characters have Ultra. If you have enough health to take
  the damage then you can just keep up the lariat spam, otherwise just start
  blocking until the CPU uses the Ultra and you can go back to lariat spamming.

  Also note that everyone that I have noted that you should be wary of when
  they get meter for their Ultra has an interesting AI habit that you can abuse
  pretty easily. If you knockdown the CPU when they get an Ultra, you can walk
  forward into them as they get up and the moment they stand up jump backwards
  because 99% of the time if you do it right, they will Ultra and you should be
  able to Lariat or EX Banishing Flat them when you land after they miss their
  Ultra.

**	Cammy is tough because she counters Zangief's spam, but an easy way to
	beat her is to really just change your tactics up a little bit and play
	a bit more defensively.

	Simply just hold down back to crouch block and wait for Cammy to throw
	out her spinning back fist (the move where she does a little hop
	forward while spinning around in a circle and then throws out her fist
	when she lands). When you see her do this quickly lariat to hit her.

	Continue to do this until she does her Ultra or Super, after blocking
	you should see Cammy is too far to lariat. If you want to do a little
	bit more damage to hurry this fight along, when Cammy does her cannon
	spike like move at the end of her Ultra/Super, do an EX Banishing Flat
	(DF, DF + PP).

***	Seth is another match up you need to change up your tactic for. Like
	Cammy, Seth can be a pain to deal with. My suggestion is to just look
	for these moves and counter appropriately. All of these options stem
	from you just hold down back and watching what Seth does.

	If Seth is throwing Sonic Booms you should just be blocking.

	If Seth jumps back and off of the wall, get ready to Lariat.

	If Seth is close and is does a c.HP (double fisted low stretchy arm
	punch) and you have meter, throw out an EX Banishing Flat. If the CPU
	throws out an Hyakuretsukyaku (Seth steps forward and does a reverse
	roundhouse kick to the stomach) just lariat.

-------------------------------------------------------------------------------
[TN]	Time Attack: Normal
-------------------------------------------------------------------------------

--- Level 1	```````````````````````````````````````````````````````````````
Time: 500"00		Stages: 4		Time Bonus: 30 sec
PLAYER:	DEF up, auto heal, infinite gauges
CPU:	No block, no UC, no SC

Gold Crown:	500"00

--- Level 2	```````````````````````````````````````````````````````````````
Time: 300"00		Stages: 4		Time Bonus: 20 sec
PLAYER:	DEF up, auto heal, auto gauge increase
CPU:	No UC, no SC

Gold Crown:	300"00

--- Level 3	```````````````````````````````````````````````````````````````
Time: 300"00		Stages: 7		Time Bonus: 20 sec
PLAYER:	DEF up, auto heal, auto gauge increase
CPU:	No UC, no SC

Gold Crown:	200"00

--- Level 4	```````````````````````````````````````````````````````````````
Time: 200"00		Stages: 5		Time Bonus: 10 sec
PLAYER:	DEF up, gauges max at start
CPU:	No UC

Gold Crown:	150"00

--- Level 5	```````````````````````````````````````````````````````````````
Time: 250"00		Stages: 12		Time Bonus: 5 sec
PLAYER:	DEF up
CPU:	No UC

Gold Crown:	100"00

--- Level 6	```````````````````````````````````````````````````````````````
Time: 200"00		Stages: 9		Time Bonus: 10 sec
PLAYER:	DEF up
CPU:	Normal

Gold Crown:	120"00

--- Level 7	```````````````````````````````````````````````````````````````
Time: 180"00		Stages: 6		Time Bonus: 10 sec
PLAYER:	DEF up
CPU:	Normal

Gold Crown:	120"00

--- Level 8	```````````````````````````````````````````````````````````````
Time: 100"00		Stages: 2		Time Bonus: 30 sec
PLAYER:	DEF up
CPU:	DEF up

Gold Crown:	80"00

--- Level 9	```````````````````````````````````````````````````````````````
Time: 200"00		Stages: 6		Time Bonus: 20 sec
PLAYER:	DEF up
CPU:	DEF up

Gold Crown:	120"00

--- Level 10	```````````````````````````````````````````````````````````````
Time: 300"00		Stages: 15		Time Bonus: 15 sec
PLAYER: Bolstered gauge increase
CPU: 	Normal

Gold Crown:	140"00

--- Level 11	```````````````````````````````````````````````````````````````
Time: 50"00		Stages: 12		Time Bonus: 30 sec
PLAYER:	No UC, no Focus, no EX Special Move, no Dash, no Throw Escape,
& CPU	no Target Combo

Gold Crown:	150"00	

--- Level 12	```````````````````````````````````````````````````````````````
Time: 200"00		Stages: 7		Time Bonus: 20 sec
PLAYER:	Bolstered Revenge Gauge increase, chip damage recovery
CPU:	DEF up, normal moves cause chip damage

Gold Crown:	120"00

--- Level 13	```````````````````````````````````````````````````````````````
Time: 150"00		Stages: 5		Time Bonus: 20 sec
PLAYER:	DEF up
CPU:	DEF up, gauges not displayed

Gold Crown:	110"00

--- Level 14	```````````````````````````````````````````````````````````````
Time: 250"00		Stages: 12		Time Bonus: 5 sec
PLAYER:	ATK up, DEF up, no Special Moves
CPU: Normal

Gold Crown:	100"00

Suggested Character: Blanka

	Pretty simple, just jump forward or straight up and hit HK while in the
	air or on the ground. You can combo a j.HK into a s.HK. You can repeat
	this as much as you want against everybody pretty much. When you get a
	Super or Ultra, use them as they are good for time bonuses. If you're
	really having trouble, you can always count on the Ultra to almost kill
	the CPU if it hits. Make sure you're close enough.

[01] E. Honda
[02] Ryu
[03] Dan
[04] Blanka
[05] Akuma
[06] Dhalsim
[07] Chun-Li
[08] Ken
[09] Gouken
[10] Sakura
[11] Fei Long
[12] Gen

--- Level 15	```````````````````````````````````````````````````````````````
Time: 100"00		Stages: 4		Time Bonus: 25 sec
PLAYER:	DEF up
CPU:	Invisibility

Gold Crown:	70"00

--- Level 16	```````````````````````````````````````````````````````````````
Time: 500"00		Stages: 16		Time Bonus: 5 sec
PLAYER: DEF up, infinite SC Gauge, no UC, no SC
CPU:	Normal

Gold Crown:	160"00

--- Level 17	```````````````````````````````````````````````````````````````
Time: 170"00		Stages: 10		Time Bonus: 10 sec
PLAYER: Bolstered Revenge Gauge increase
CPU: ATK up, DEF up, infinite gauges, no block

Gold Crown:	150"00 sec

--- Level 18	```````````````````````````````````````````````````````````````
Time: 200"00		Stages: 1		Time Bonus: 10 sec
PLAYER:	DEF up, infinite SC Gauge
CPU:	DEF up

Gold Crown:	130"00

--- Level 19	```````````````````````````````````````````````````````````````
Time: 200"00		Stages: 6		Time Bonus: 20 sec
PLAYER:	Auto heal, infinite SC Gauge *
CPU:	DEF up

Gold Crown:	120"00

There is a problem with this trial. The description in the game is half wrong.
You do not have an infinite Super Combo Gauge. What you do have is Auto heal
though, but at the cost of having NO BLOCK. So it should really say:

PLAYER: Auto heal, no block
CPU:	DEF up

	Anyways I still suggest using Zangief for the easiest time here. Pretty
	much you should be doing the same against everybody. Stand so that when
	you do your Lariat, Zangief's fist hit the CPU, not the arms or the
	even the wrist. This way you're minimizing the amount of damage the CPU
	can do to you. Also don't get flustered if you get hit by an Ultra, it
	really doesn't matter because Zangief can take a lot so he can afford
	to get hit by like 2 Ultras and then some.

[1] Sakura
[2] Dan
[3] Ken
[4] Ryu		Minor note against Ryu, if you see him Ultra immediately spam
		PPP and hold towards Ryu so that the Ultra Fireball just goes
		through you and you can hit him afterwards.

[5] Akuma	Same thing to take note of when fighting Akuma. When you see
		that Akuma has Ultra, move back a little bit and continue doing
		PPP Lariats out of range at first and then holding toward him
		to move closer. If you see him doing his Ultra immediately hold
		away. Sometimes you will hit him out of it and sometimes you
		will get grabbed. Doesn't really matter to be honest, 1 Full
		Ultra is only half your life, you can kill him before he gets
		another full one.

[6] Gouken

--- Level 20	```````````````````````````````````````````````````````````````
Time: 60"00		Stages: 25		Time Bonus: 30 sec
PLAYER:	DEF up, gauges max at start
CPU:	DEF up

Gold Crown:	280"00



-------------------------------------------------------------------------------
[TH]	Time Attack: Hard
-------------------------------------------------------------------------------

--- Level 1	```````````````````````````````````````````````````````````````
Time: 250"00		Stages: 22		Time Bonus: 30 sec
PLAYER: Normal
CPU:	Normal

Gold Crown:	540"00

--- Level 2	```````````````````````````````````````````````````````````````
Time: 200"00		Stages: 10		Time Bonus: 10 sec
PLAYER:	ATK up, bolstered gauge increase, no jump
CPU:	Normal

Gold Crown:	200"00

--- Level 3	```````````````````````````````````````````````````````````````
Time: 500"00		Stages: 14		Time Bonus: 5 sec
PLAYER:	Normal
CPU:	DEF up, auto heal

Gold Crown:	230"00

--- Level 4	```````````````````````````````````````````````````````````````
Time: 300"00		Stages: 18		Time Bonus: 30 sec
PLAYER: Normal
CPU:	DEF up

Gold Crown:	400"00

--- Level 5	```````````````````````````````````````````````````````````````
Time: 350"00		Stages: 7		Time Bonus: 50 sec
PLAYER:	Normal
CPU:	ATK up, DEF up, auto heal, auto gauge increase

Gold Crown:	570"00


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ V	Survival	[SU]						      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Suggested Character: Zangief

	Unless specified, every challenge in both Time Attack and Survival can
	be handled pretty easily by Zangief. All you really need to do for the
	majority of the fights is to hit PPP and hold toward the opponent,
	though I do suggest that you not just hold forward and mindlessly
	spamming lariat unless you know what you're doing. THe best thing to do 
	is to do lariats when the CPU is about to stand up and try to stand so
	that when you do the lariat you're hitting the CPU with Zangief's fist
	and not his arms during the lariat. If the CPU is far away and you have
	meter, use EX Banishing Flat to close the distance more or less safely.

	I will drop asterisks (*) where there are things you should make note
	of in the match.

	Please also note that you will see - in front of the name if you should
	walk forward while doing lariats so that the CPU is hit with Zangief's
	arms and = you should be standing back and Zangief's fists from his
	lariat should be hitting the CPU.

	= Fei Long	** Cammy	- Akuma *	- Gouken
	- Dhalsim	- Blanka	= Chun-Li	- Ryu
	- E. Honda	= Zangief	- Guile *	= Ken
	*** Seth
	- M. Bison *	= Sagat		- Vega		- Balrog
	= Abel		- C. Viper *	= Rufus *	- El Fuerte
	- Sakura *	- Rose		= Dan		= Gen *

* Be wary when these characters have Ultra. If you have enough health to take
  the damage then you can just keep up the lariat spam, otherwise just start
  blocking until the CPU uses the Ultra and you can go back to lariat spamming.

  Also note that everyone that I have noted that you should be wary of when
  they get meter for their Ultra has an interesting AI habit that you can abuse
  pretty easily. If you knockdown the CPU when they get an Ultra, you can walk
  forward into them as they get up and the moment they stand up jump backwards
  because 99% of the time if you do it right, they will Ultra and you should be
  able to Lariat or EX Banishing Flat them when you land after they miss their
  Ultra.

**	Cammy is tough because she counters Zangief's spam, but an easy way to
	beat her is to really just change your tactics up a little bit and play
	a bit more defensively.

	Simply just hold down back to crouch block and wait for Cammy to throw
	out her spinning back fist (the move where she does a little hop
	forward while spinning around in a circle and then throws out her fist
	when she lands). When you see her do this quickly lariat to hit her.

	Continue to do this until she does her Ultra or Super, after blocking
	you should see Cammy is too far to lariat. If you want to do a little
	bit more damage to hurry this fight along, when Cammy does her cannon
	spike like move at the end of her Ultra/Super, do an EX Banishing Flat
	(DF, DF + PP).

***	Seth is another match up you need to change up your tactic for. Like
	Cammy, Seth can be a pain to deal with. My suggestion is to just look
	for these moves and counter appropriately. All of these options stem
	from you just hold down back and watching what Seth does.

	If Seth is throwing Sonic Booms you should just be blocking.

	If Seth jumps back and off of the wall, get ready to Lariat.

	If Seth is close and is does a c.HP (double fisted low stretchy arm
	punch) and you have meter, throw out an EX Banishing Flat. If the CPU
	throws out an Hyakuretsukyaku (Seth steps forward and does a reverse
	roundhouse kick to the stomach) just lariat.

-------------------------------------------------------------------------------
[SN]	Survival: Normal
-------------------------------------------------------------------------------

--- Level 1	```````````````````````````````````````````````````````````````
Quota: 4 wins		Heal Amount: 50%
PLAYER:	DEF up, infinite gauges
CPU: No block, no UC, no SC

Gold Crown:	8 wins

--- Level 2	```````````````````````````````````````````````````````````````
Quota: 4 wins		Heal Amount: 50%
PLAYER: DEF up, auto gauge increase
CPU: No UC, no SC

Gold Crown:	8 wins

--- Level 3	```````````````````````````````````````````````````````````````
Quota: 4 wins		Heal Amount: 50%
PLAYER:	DEF up, gauges max at start
CPU	No UC

Gold Crown:	8 wins

--- Level 4	```````````````````````````````````````````````````````````````
Quota: 4 wins		Heal Amount: 50%
PLAYER: DEF up
CPU: No UC

Gold Crown:	8 wins

--- Level 5	```````````````````````````````````````````````````````````````
Quota: 8 wins		Heal Amount: 30%
PLAYER:	DEF up
CPU:	No UC

Gold Crown:	12 wins

--- Level 6	```````````````````````````````````````````````````````````````
Quota: 12 wins		Heal Amount: 20%
PLAYER: DEF up
CPU: Normal

Gold Crown:	22 wins

--- Level 7	```````````````````````````````````````````````````````````````
Quota: 5 wins		Heal Amount: 10%
PLAYER:	DEF up
CPU:	Normal

Gold Crown:	10 wins

--- Level 8	```````````````````````````````````````````````````````````````
Quota: 4 wins		Heal Amount: 20%
PLAYER:	DEF up
CPU:	DEF up

Gold Crown:	8 wins

--- Level 9	```````````````````````````````````````````````````````````````
Quota: 6 wins		Heal Amount: 20%
PLAYER:	DEF up
CPU:	Auto Super Combo Gauge increase

Gold Crown:	12 wins

--- Level 10	```````````````````````````````````````````````````````````````
Quota: 5 wins		Heal Amount: 25%
PLAYER:	DEF up, chip damage up
CPU:	Normal

Gold Crown:	10 Wins

--- Level 11	```````````````````````````````````````````````````````````````
Quota: 8 wins		Heal Amount: 25%
PLAYER:	DEF up
CPU:	Gauges not displayed, auto Revenge Gauge increase

Gold Crown:	16 wins

--- Level 12	```````````````````````````````````````````````````````````````
Quota: 8 wins		Heal Amount: 25%
PLAYER: DEF up, infinite SC Gauge
CPU: DEF up

Gold Crown:	15 wins

--- Level 13	```````````````````````````````````````````````````````````````
Quota: 6 wins		Heal Amount: 25%
PLAYER:	DEF up, invisibility
CPU:	Normal

Gold Crown:	10 wins

--- Level 14	```````````````````````````````````````````````````````````````
Quota: 10 wins		Heal Amount: 30%
PLAYER:	DEF up
CPU:	Normal

Gold Crown:	25 wins

Level 15	```````````````````````````````````````````````````````````````
Quota: 7 wins		Heal Amount: 20%
PLAYER:	DEF up
CPU:	DEF up

Gold Crown:	22 wins

--- Level 16	```````````````````````````````````````````````````````````````
Quota: 3 wins		Heal Amount: 50%
PLAYER:	ATK up, gauges max at start, auto gauge increase
& CPU

Gold Crown:	7 wins

--- Level 17	```````````````````````````````````````````````````````````````
Quota: 5 wins		Heal Amount: 20%
PLAYER:	DEF up, no block
CPU:	Normal

Gold Crown:	12 wins

--- Level 18	```````````````````````````````````````````````````````````````
Quota: 2 wins		Heal Amount: 35%
PLAYER:	Auto SC Gauge increase
CPU:	Normal

Gold Crown:	5 wins

--- Level 19	```````````````````````````````````````````````````````````````
Quota: 3 wins		Heal Amount: 30%
PLAYER:	DEF up, no Special Moves, normal moves cause chip damage
CPU:	DEF up, chip damage recovery

Gold Crown:	7 wins

Suggested Character: Akuma

	The main tactic here is to just to keep doing Akuma's s.HK. I will add
	notes where neccessary to beat everyone here. Save up your Ultras and
	Supers as they are more useful for certain characters.

[1] Vega	You're going to get hit here, whether it be by moves or his
		Ultra, don't really worry too much and just keep doing s.HKs.
[2] Gouken	Jump over Gouken's fireballs and when you're close enough you
		can do HK spams again.
[3] * Seth
[4] ** Sagat
[5] Akuma	You can spam HKs here too, but when Akuma gets Ultra, be ready
		to jump out of the way and repeat.
[6] *** Balrog
[7] M. Bison	s.HK spam and then Super/Ultra when you have it.

*	Like with Zangief, you're going to play very defensively against Seth.

	Just block everything until he jumps off of the wall and then time
	your c.HK so that when he's almost on top of you, you should be able to
	hit Seth.

	If you're close enough, Seth will start doing Hyakuretsukyakus (his
	kick special where it hits you a bunch of times after). If he does this
	quickly respond with s.HK and then block again.

**	Here is where you'd like to have your Super and Ultra saved up for
	since Sagat can be annoying if you just try to spam HKs forever. After
	you jump over the first fireball and can start spamming your HK as
	usual, once you stun him you can do one more HK and then Ultra or Super
	which knocks him down. You can then do another HK on wake up and then
	throw out whatever you have left. Technically he should still be alive,
	if he is dead then that's good, but if he isn't just keep going with
	the s.HK spams.

***	Here just be defensive. Crouch block and just wait for Balrog to do his
	punch special (when you see wind blowing past his glove when he
	punches). Once you block it you can do 1 s.HK and then go back to
	blocking. You can Ultra or Super anytime here if you have the meter for
	it. Don't try to be aggressive, it's not worth it.

--- Level 20	```````````````````````````````````````````````````````````````
Quota: 15 wins		Heal Amount: 30%
PLAYER: DEF up, chip damage recovery
CPU:	DEF up, normal moves cause chip damage

Gold Crown:	25 wins



-------------------------------------------------------------------------------
[SH]	Survival: Hard
-------------------------------------------------------------------------------

--- Level 1	```````````````````````````````````````````````````````````````
Quota: 10 wins		Heal Amount: 30%
PLAYER:	Normal
CPU:	Auto heal, no SC, no UC

Gold Crown:	40 wins

Suggested Character: Zangief

	All you really need to do for the majority of these fights is to hit
	PPP and hold toward the opponent, though I do suggest that you not just
	hold forward and mindlessly spamming lariat unless you know what you're
	doing. THe best thing to do is to do lariats when the CPU is about to
	stand up and try to stand so that when you do the lariat you're hitting
	the CPU with Zangief's fist and not his arms during the lariat. If the
	CPU is far away and you have meter, use EX Banishing Flat to close the
	distance more or less safely.

	I will drop asterisks (*) where there are things you should make note
	of in the match.

	Please also note that you will see - in front of the name if you should
	walk forward while doing lariats so that the CPU is hit with Zangief's
	arms and = you should be standing back and Zangief's fists from his
	lariat should be hitting the CPU.

[01] = Guile
[02] ** Cammy
[03] - E. Honda
[04] - Blanka
[05] - Vega
[06] - M. Bison
[07] - Rose
[08] - Rufus
[09] - Sakura
[10] = Sagat
[11] - El Fuerte
[12] = Ken
[13] = Chun-Li
[14] = Dan
[15] - Akuma
[16] = Abel
[17] = Fei Long
[18] - Dhalsim
[19] - C. Viper
[20] *** Seth
[21] = Gen
[22] = Zangief
[23] - Gouken
[24] - Balrog
[25] - Ryu
[26] = Guile
[27] ** Cammy
[28] - E. Honda
[29] - Vega
[30] - M. Bison
[31] - Rose
[32] - Rufus
[33] - Sakura
[34] = Sagat
[35] - El Fuerte
[36] = Ken
[37] = Chun-Li
[38] = Dan
[39] - Akuma
[40] = Abel

**	Cammy is tough because she counters Zangief's spam, but an easy way to
	beat her is to really just change your tactics up a little bit and play
	a bit more defensively.

	Simply just hold down back to crouch block and wait for Cammy to throw
	out her spinning back fist (the move where she does a little hop
	forward while spinning around in a circle and then throws out her fist
	when she lands). When you see her do this quickly lariat to hit her.


***	Seth is another match up you need to change up your tactic for. Like
	Cammy, Seth can be a pain to deal with. My suggestion is to just look
	for these moves and counter appropriately. All of these options stem
	from you just hold down back and watching what Seth does.

	If Seth is throwing Sonic Booms you should just be blocking.

	If Seth jumps back and off of the wall, get ready to Lariat.

	If Seth is close and is does a c.HP (double fisted low stretchy arm
	punch) and you have meter, throw out an EX Banishing Flat. If the CPU
	throws out an Hyakuretsukyaku (Seth steps forward and does a reverse
	roundhouse kick to the stomach) just lariat.

--- Level 2	```````````````````````````````````````````````````````````````
Quota: 10 wins		Heal Amount: 30%
PLAYER:	Normal
CPU:	Normal

Gold Crown:	40 wins

Suggested Character:	Zangief

	All you really need to do for the majority of these fights is to hit
	PPP and hold toward the opponent, though I do suggest that you not just
	hold forward and mindlessly spamming lariat unless you know what you're
	doing. THe best thing to do is to do lariats when the CPU is about to
	stand up and try to stand so that when you do the lariat you're hitting
	the CPU with Zangief's fist and not his arms during the lariat. If the
	CPU is far away and you have meter, use EX Banishing Flat to close the
	distance more or less safely.

	I will drop asterisks (*) where there are things you should make note
	of in the match.

	Please also note that you will see - in front of the name if you should
	walk forward while doing lariats so that the CPU is hit with Zangief's
	arms and = you should be standing back and Zangief's fists from his
	lariat should be hitting the CPU.

[01] - Dhalsim
[02] - Vega
[03] = Ken
[04] - M. Bison *
[05] - C. Viper *
[06] = Dan
[07] - Balrog
[08] = Gen *
[09] - Sakura *
[10] - Guile *
[11] - El Fuerte
[12] - Rose
[13] - Gouken
[14] ** Cammy
[15] = Chun-Li
[16] = Rufus *
[17] - Ryu
[18] *** Seth
[19] * Akuma
[20] - Blanka
[21] = Zangief
[22] - E. Honda
[23] = Fei Long
[24] = Abel
[25] = Sagat
[26] - Dhalsim
[27] - Vega
[28] = Ken
[29] - M. Bison *
[30] - C. Viper *
[31] = Dan
[32] - Balrog
[33] = Gen *
[34] - Sakura *
[35] = Guile *
[36] - El Fuerte
[37] - Rose *
[38] = Gouken
[39] ** Cammy
[40] = Chun-Li

* Be wary when these characters have Ultra. If you have enough health to take
  the damage then you can just keep up the lariat spam, otherwise just start
  blocking until the CPU uses the Ultra and you can go back to lariat spamming.

  Also note that everyone that I have noted that you should be wary of when
  they get meter for their Ultra has an interesting AI habit that you can abuse
  pretty easily. If you knockdown the CPU when they get an Ultra, you can walk
  forward into them as they get up and the moment they stand up jump backwards
  because 99% of the time if you do it right, they will Ultra and you should be
  able to Lariat or EX Banishing Flat them when you land after they miss their
  Ultra.

**	Cammy is tough because she counters Zangief's spam, but an easy way to
	beat her is to really just change your tactics up a little bit and play
	a bit more defensively.

	Simply just hold down back to crouch block and wait for Cammy to throw
	out her spinning back fist (the move where she does a little hop
	forward while spinning around in a circle and then throws out her fist
	when she lands). When you see her do this quickly lariat to hit her.

	Continue to do this until she does her Ultra or Super, after blocking
	you should see Cammy is too far to lariat. If you want to do a little
	bit more damage to hurry this fight along, when Cammy does her cannon
	spike like move at the end of her Ultra/Super, do an EX Banishing Flat
	(DF, DF + PP).

***	Seth is another match up you need to change up your tactic for. Like
	Cammy, Seth can be a pain to deal with. My suggestion is to just look
	for these moves and counter appropriately. All of these options stem
	from you just hold down back and watching what Seth does.

	If Seth is throwing Sonic Booms you should just be blocking.

	If Seth jumps back and off of the wall, get ready to Lariat.

	If Seth is close and is does a c.HP (double fisted low stretchy arm
	punch) and you have meter, throw out an EX Banishing Flat. If the CPU
	throws out an Hyakuretsukyaku (Seth steps forward and does a reverse
	roundhouse kick to the stomach) just lariat.

--- Level 3	```````````````````````````````````````````````````````````````
Quota: 10 wins		Heal Amount: 30%
PLAYER:	SC Gauge max at start
& CPU

Gold Crown:	40 wins

Suggested Character:	Zangief

	All you really need to do for the majority of these fights is to hit
	PPP and hold toward the opponent, though I do suggest that you not just
	hold forward and mindlessly spamming lariat unless you know what you're
	doing. THe best thing to do is to do lariats when the CPU is about to
	stand up and try to stand so that when you do the lariat you're hitting
	the CPU with Zangief's fist and not his arms during the lariat. If the
	CPU is far away and you have meter, use EX Banishing Flat to close the
	distance more or less safely.

	I will drop asterisks (*) where there are things you should make note
	of in the match.

	Please also note that you will see - in front of the name if you should
	walk forward while doing lariats so that the CPU is hit with Zangief's
	arms and = you should be standing back and Zangief's fists from his
	lariat should be hitting the CPU.

[01] = Dan
[02] - Dhalsim
[03] - El Fuerte
[04] - Vega
[05] - Rose *
[06] = Ken
[07] - Blanka
[08] = Guile *
[09] ** Cammy
[10] - M. Bison *
[11] = Abel
[12] = Chun-Li
[13] - Sakura *
[14] = Gouken
[15] = Fei Long 
[16] - E. Honda
[17] - Balrog
[18] - C. Viper *
[19] = Rufus
[20] = Zangief
[21] - Ryu
[22] = Sagat
[23] = Gen *
[24] - Akuma *
[25] *** Seth
[26] = Dan
[27] - Dhalsim
[28] - El Fuerte
[29] - Vega
[30] - Rose
[31] = Ken
[32] - Blanka
[33] = Guile *
[34] ** Cammy
[35] - M. Bison *
[36] = Abel
[37] = Chun-Li
[38] - Sakura *
[39] = Gouken
[40] = Fei Long


* Be wary when these characters have Ultra. If you have enough health to take
  the damage then you can just keep up the lariat spam, otherwise just start
  blocking until the CPU uses the Ultra and you can go back to lariat spamming.

  Also note that everyone that I have noted that you should be wary of when
  they get meter for their Ultra has an interesting AI habit that you can abuse
  pretty easily. If you knockdown the CPU when they get an Ultra, you can walk
  forward into them as they get up and the moment they stand up jump backwards
  because 99% of the time if you do it right, they will Ultra and you should be
  able to Lariat or EX Banishing Flat them when you land after they miss their
  Ultra.

**	Cammy is tough because she counters Zangief's spam, but an easy way to
	beat her is to really just change your tactics up a little bit and play
	a bit more defensively.

	Simply just hold down back to crouch block and wait for Cammy to throw
	out her spinning back fist (the move where she does a little hop
	forward while spinning around in a circle and then throws out her fist
	when she lands). When you see her do this quickly lariat to hit her.

	Continue to do this until she does her Ultra or Super, after blocking
	you should see Cammy is too far to lariat. If you want to do a little
	bit more damage to hurry this fight along, when Cammy does her cannon
	spike like move at the end of her Ultra/Super, do an EX Banishing Flat
	(DF, DF + PP).

***	Seth is another match up you need to change up your tactic for. Like
	Cammy, Seth can be a pain to deal with. My suggestion is to just look
	for these moves and counter appropriately. All of these options stem
	from you just hold down back and watching what Seth does.

	If Seth is throwing Sonic Booms you should just be blocking.

	If Seth jumps back and off of the wall, get ready to Lariat.

	If Seth is close and is does a c.HP (double fisted low stretchy arm
	punch) and you have meter, throw out an EX Banishing Flat. If the CPU
	throws out an Hyakuretsukyaku (Seth steps forward and does a reverse
	roundhouse kick to the stomach) just lariat.

--- Level 4	```````````````````````````````````````````````````````````````
Quota: 10 wins		Heal Amount: 30%
PLAYER:	Gauges not displayed, auto gauge increase
& CPU

Gold Crown:	40 wins

	This is annoying just because none of your gauges are displayed so you
	don't really know when the CPU has Ultra. Just make sure you know
	whether or not you can be close or far when you're doing lariats. Also
	to make a note of, this time around you're not going to be in Akuma's
	face when you're lariating. Also do the lariat a little after Akuma
	stands up so that if he Ultras, your lariat won't come out, but if he
	doesn't you can still do damage to him. Also remember to continue to
	use EX Banishing Flats to close the distance when you need to.

[01] *** Seth
[02] = Sagat
[03] ** Cammy
[04] = Akuma
[05] - Ryu
[06] - Rose
[07] = Guile
[08] = M. Bison
[09] = Gen
[10] = Zangief
[11] - C. Viper
[12] = Fei Long
[13] = Gouken
[14] = Rufus
[15] - E. Honda
[16] - Balrog
[17] - El Fuerte
[18] - Dhalsim
[19] = Dan
[20] - Vega
[21] = Ken
[22] = Sakura
[23] - Blanka
[24] = Chun-Li
[25] = Abel
[26] *** Seth
[27] = Sagat
[28] ** Cammy
[29] = Akuma
[30] - Ryu
[31] - Rose
[32] = Guile
[33] = M. Bison
[34] = Gen
[35] = Zangief
[36] - C. Viper
[37] = Fei Long
[38] = Gouken
[39] = Rufus
[40] - E. Honda

**	Cammy is tough because she counters Zangief's spam, but an easy way to
	beat her is to really just change your tactics up a little bit and play
	a bit more defensively.

	Simply just hold down back to crouch block and wait for Cammy to throw
	out her spinning back fist (the move where she does a little hop
	forward while spinning around in a circle and then throws out her fist
	when she lands). When you see her do this quickly lariat to hit her.

	Continue to do this until she does her Ultra or Super, after blocking
	you should see Cammy is too far to lariat. If you want to do a little
	bit more damage to hurry this fight along, when Cammy does her cannon
	spike like move at the end of her Ultra/Super, do an EX Banishing Flat
	(DF, DF + PP).

***	Seth is another match up you need to change up your tactic for. Like
	Cammy, Seth can be a pain to deal with. My suggestion is to just look
	for these moves and counter appropriately. All of these options stem
	from you just hold down back and watching what Seth does.

	If Seth is throwing Sonic Booms you should just be blocking.

	If Seth jumps back and off of the wall, get ready to Lariat.

	If Seth is close and is does a c.HP (double fisted low stretchy arm
	punch) and you have meter, throw out an EX Banishing Flat. If the CPU
	throws out an Hyakuretsukyaku (Seth steps forward and does a reverse
	roundhouse kick to the stomach) just lariat.

--- Level 5	```````````````````````````````````````````````````````````````
Quota: 10 wins		Heal Amount: 30%
PLAYER:	No UC, no Focus, no EX Special Move, no dash, no Throw Escapes,
& CPU	no Target Combo

Gold Crown:	40 wins

Suggested Character: Zangief

	Having no Ultra Combos makes this really easy, walk toward the CPU and
	mash on PPP.

[01] - Akuma
[02] - Chun-Li
[03] - C. Viper
[04] - El Fuerte
[05] - Dhalsim
[06] - Gen
[07] - Gouken
[08] ** Cammy
[09] - Rose
[10] - Sakura
[11] - Ryu
[12] - Fei Long
[13] - Vega
[14] - Ken
[15] - Guile
[16] - M. Bison
[17] *** Seth
[18] = Blanka
[19] = Dan
[20] - E. Honda
[21] - Balrog
[22] = Abel
[23] = Sagat
[24] - Rufus
[25] = Zangief
[26] - Akuma
[27] - Chun-Li
[28] - C. Viper
[29] - El Fuerte
[30] - Dhalsim
[31] - Gen
[32] - Gouken
[33] ** Cammy
[34] - Rose
[35] - Sakura
[36] - Ryu
[37] - Fei Long
[38] - Vega
[39] - Ken
[40] - Guile

**	In this fight against Cammy, just crouch block and wait for Cammy to
	throw out a Spinning Back Fist and counter it with a lariat.

***	In this fight with Seth just keep it simple like with Cammy. If you
	block Seth's kick special, lariat him immediately afterwards. Otherwise
	block until he jumps off the wall and lariat him when he gets close.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ VI	Trial		[TR]						      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[RY]	Ryu
-------------------------------------------------------------------------------

NORMAL Level 1		```````````````````````````````````````````````````````
(1) -> [Jump] Heavy Kick

(2) -> [Crouch] Heavy Punch

(3) -> Shoulder Throw
	* Toward + LP + LK

(4) -> Somersault Throw
	* Away + LP + LK

(5) -> Collarbone Breaker
	* Toward + MP

(6) -> Solar Plexus Strike
	* Toward + HP

	Relatively easy, pressing [Select] lets you change the name of the
	moves to their commands. I added the commands above so that its easier
	for those that have trouble reading the command icons.

NORMAL Level 2		```````````````````````````````````````````````````````
(1) -> Hadoken
	* QCF + P

(2) -> Tatsumaki Senpukyaku	
	* QCB + K

(3) -> Airborne Tatsumaki Senpukyaku
	* QCB + K

	Put in the command right when you start falling from your jump.

(4) -> Shoryuken
	* DF, DF + P

	DF, DF + P is the new shortcut for an uppercut if you can't pull off
	the old F, D, DF + P command.

(5) -> Shinku Hadoken
	* QCF, QCF + P

	If you're having trouble getting the super to come out, try doing a
	wider motion first. Example; HCF, QCF + P. Once you get used to the
	motion, you can start to make it smaller.

(6) -> Metsu Hadoken
	* QCF, QCF + PPP

	Same advice as doing 'Shinku Hadoken', make the motion wider at the
	start if you're having trouble getting it out.

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Heavy Kick
    -> EX Focus Attack
	* s.HK x (tap) MP + MK

	Stand next to Dan and tap HK followed by MP + MK quickly right after.
	Ryu should do a kick where his foot goes right above his head. If he
	does a roundhouse kick, you're standing too far away. Also do not hold
	down MP + MK or it won't combo.

(2) -> Heavy Punch
    -> Hadoken
	* s.HP X QCF + P

	Stand next to Dan and tap HP followed by QCF + HP quickly afterwards.
	Make sure you press HP after the QCF because if you press HP too fast,
	Ryu won't throw out the Hadoken.

(3) -> [ Crouch ] Medium Kick
    -> Tatsumaki Senpukyaku
	* c.MK x QCB + K

	Crouch next to Dan and while holding down, tap MK followed by QCB + MK
	quickly afterwards and remember to hit MK after QCB or it won't come
	out. Try to do all the commands right after each ther for best results. 

(4) -> Solar Plexus Strike
    -> Shoryuken
	* F + HP > DF, DF + HP

	While holding forward next to Dan, tap HP and wait until after the 2nd
	attack hits and immediately tap DF, DF + HP. If you do it right Ryu
	should uppercut Dan right after for a 3 Hit combo.

(5) -> [ Crouch ] Heavy Punch
    -> Shoryuken
	* DF + HP, DF + HP

	Not very difficult, just hit DF + HP for the c.HP and then DF + HP
	again quickly to get the Shoryuken. Do the button presses quickly for
	the combo to come out.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Kick
    -> Tatsumaki Senpukyaku
	* (jump-in) j.HK > c.MK X QCB + K

	Pretty easy, just take it slowly and try not to mash out any of the
	buttons. Jump forward HK and while jumping force yourself to hold DF so
	you can get ready for the next part. When you land, if you're still
	holding DF, Ryu should be crouching and all you have to do is tap MK,
	QCB, MK (or any other Kick you want, but MK again should be the
	easiest).

(2) -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Heavy Punch
    -> Hadoken
    -> EX Focus Attack
	* (jump-in) j.HK > c.HP x QCF + P x (tap) MP + MK

	Jump forward with HK while holding DB so that you land crouching down.
	When you land press HP while holding DB, then follow through with QCF,
	LP and then tap MP + MK right away. After landing, everything should be
	done quickly one after another, so you don't need to pay attention to
	what Ryu is doing. Also the fingering I use is hitting HK and HP with
	my ring finger, LP with my index finger and MP + MK (for the EX Focus
	Attack) with my middle finger and thumb.

(3) -> [  Jump  ] Heavy Punch
    -> Heavy Kick
    -> Shinku Hadoken
	* (jump-in) j.HP > QCF, QCF, HK, HP

	This one is difficult, but there is a trick you can use to pulling this
	off relatively easily. Jump forward with HP (hit it after you starting
	falling from your jump) and then immediately start doing QCF, QCF
	before you land. You should be done right when you land so you can tap
	in HK followed by HP right afterwards quickly (and when I say quickly,
	I mean really fast taps with the same finger going from HK to HP).
	Doing this will make Ryu do a head kick for 1 hit and then throw out
	his super (Shinku Hadoken) right after.

(4) -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> Shoryuken
    -> Shinku Hadoken
	* (jump-in) j.HK > HP x F, QCF + P xx QCF + P

	This one is quite a bit more difficult because there aren't really any
	tricks to doing it. You have to really just practice the motion or get
	lucky with your joystick jiggling skills. Start by jumping forward with
	HK and make sure you're not pressing any directions when you land.

	Now think of this as a separate part so that you don't feel rushed
	since HK stuns Dan for long enough that it doesn't matter when you hit
	him, he'll stay stunned for long enough so that when you land you can
	hit him with other stuff. Now when you land you have to do the
	following:

	** HP, F, QCF + HP, QCF + HP.

	Make sure you press F (toward) Dan after HP or your Shoryuken won't
	come out.

	You have to do all of this really quickly so practice doing that part
	by itself until you can if before adding the jumping HK part. Also make
	note that you don't have to press HP where I have it marked,
	technically all you need to do is keep hitting HP while doing the other
	motions on your joystick and everything should come out, but that way
	builds bad habits and its better to practice being clean. Of course
	most people would rather just get this over with so do what works for
	you.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Medium Punch
    -> [ Crouch ] Medium Punch
	* c.MP > c.MP

	This is considered a link combo because even though you could
	technically just keep mashing on MP while crouching to get this,
	there's an easier and better way to do this. start by crouching next to
	Dan and pay close attention to his health bar at the top of the screen
	when you hit him. When you hit him with the 1st crouching MP you'll
	notice this light appear from the timer that goes along all the way to
	Dan's picture in the corner.

	Basically what you do is make sure you're crouching as close to Dan as
	possible and then just look at his health bar and tap MP followed by
	another MP as soon as the light disappears off of his health bar. This
	might take you a couple of tries to get used to. If your 2nd MP isn't
	coming out, that's because you're hitting it too soon and if Dan is
	blocking it, you're pressing it too late.

(2) -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Kick
	* c.LK > c.LP > c.MK

	Same as the previous challenge. Just look at Dan's health bar while
	crouching as close to him as possible and tap out LK, MP, MK.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Medium Punch
    -> [ Crouch ] Medium Punch
    -> [ Crouch ] Heavy Kick
	* (jump-in) j.HP > c.MP > c.MP > c.HK

	Use the health bar trick to time the links. Also mind spacing, get up
	next to Dan and back dash once and then step back once more so when you
	jump in with HP you won't be too far away for the links to hit. Other
	than that there aren't really any tricks for doing this, just be
	persistent and practice the timing. 

HARD Level 2	 	```````````````````````````````````````````````````````
    -> Focus Attack
    -> Solar Plexus Strike
    -> [ Crouch ] Heavy Punch
    -> Shoryuken
    -> Shinku Hadoken
	* MP + MK (level 3) > (dash forward) F + HP > DF + HP >	DF + HP
	> QCF, QCF + HP

	This is a really hard combo and above is technically the way to do it,
	but it's all execution and it's really difficult execution on top of
	that because you have to get that 2x QCF really really quickly. What I
	would suggest instead is to do this combo:

	** MP + MK (level 3) > (dash forward) F + HP > DF + HP > DF + HP
	> FADC > (dash forward) QCF, QCF + HP

	You would look at that and think it's harder because you have to Focus
	Attack Dash Cancel to get the combo, but it's actually a whole lot
	easier because once you learn how to FADC it's actually really easy and
	this gives you much more time to do the Super (not to mention you're
	going to have to do a similar combo next anyways). Also incase you were
	wondering, the FADC doesn't make the combo invalid. You can add
	whatever you want to a combo as long as you do all the attacks in the
	right order. That's all the game is checking anyways. That should
	really be the only difficult part of the combo. As usual use the health
	bar trick for the F + HP into c.HP link.		

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> Shoryuken
    -> EX Focus Cancel
    -> Metsu Hadoken
	* (jump-in) j.HK > s.HP > DF, DF + HP > FADC
	> (dash forward) QCF, QCF + PPP

	If you could do the last one, this is a cake walk. No annoying c.HP
	into Shoryuken and if you did my FADC combo instead, all you're really
	doing is doing PPP of HP at the end.

	For those that have trouble with FADCing into Ultra, it could just be a
	matter of not being clean enough on your motions. You really have to
	just practice:

	*** F, D, DF + HP > MP + MK (hold) > F, F
	> (release all buttons) QCF, QCF + PPP.

	Always use the strongest attack before FADCing, so in this case it
	would be HP Shoryuken because it knocks Dan the highest into the air
	and gives you the most time to FADC. Typically I hit HP with my ring
	 finger and then tap MP + MK with my middle finger and thumb, but you
	can choose to do it however is most comfortable for you. Once you get
	that combo down by itself, doing the rest shouldn't be that hard, might
	just take you a couple of tries to add the other stuff.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Punch
    -> EX Hadoken
    -> Metsu Hadoken
	* (corner) (jump-in) j.HK > c.MP x QCF + PP > QCF, QCF + PPP

	Really easy combo. Just push Dan into the corner and do the combo with
	Dan's back to the corner. After the EX Hadoken hits you just do the
	full Ultra motion right away since EX Hadoken recovers right when it
	hits Dan. This combo won't work outside of the corner.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Medium Punch
    -> [ Crouch ] Heavy Punch
    -> EX Tatsumaki Senpukyaku
    -> EX Shoryuken
    -> EX Focus Cancel
    -> Metsu Hadoken
	* (corner) (jump-in) j.HK > c.MP > c.HP x QCB + KK > F, D, DF + PP
	> FADC > (dash forward) QCF, QCF + PPP

	This link is quite easy compared to the others, but if you're having
	trouble as always use the health bar trick to do it. This combo has to
	be done in the corner or else it won't work.

	The only part that you really have to worry about is after the FADC
	forward you have to release everything before attempting to do the
	Ultra. It can be frustrating to do this long combo just to mess up with
	the Ultra since if you do it too late it'll miss or if you mess up it
	won't even come out which kills the combo there.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[KE]	Ken
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Shoulder Throw
	* Toward + LP + LK

(2) -> Hell Wheel
	* Away + LP + LK

(3) -> Inazuma Kick
	* Away + MK

(4) -> Foward Step Kick
	* Toward + MK

(5) -> Thunder Kick
	* Toward + HK

(6) -> Target Combo
	* s.MP x s.HP

	Stand close to Dan befor tapping MP, HP quickly.

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Hadoken
	* QCF + P

(2) -> Tatsumaki Senpukyaku
	* QCB + K

(3) -> Airborne Tatsumaki Senpukyaku
	* QCB + K

	Put in the command right when you start falling from your jump.

(4) -> Shoryuken
	* DF, DF + P

	DF, DF + P is the new shortcut for an uppercut if you can't pull off
	the old F, D, DF + P command.

(5) -> Shoryureppa
	* QCF, QCF + P

	If you're having trouble getting the super to come out, try doing a
	wider motion first. Example; HCF, QCF + P. Once you get used to the
	motion, you can start to make it smaller.

(6) -> Shinryuken
	* QCF, QCF + PPP

	Same advice as doing 'Shinku Hadoken', make the motion wider at the
	start if you're having trouble getting it out.

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Heavy Kick
    -> Hadoken
	* s.HK x QCF + P

	A rather difficult cancel by itself. Stand right next to Dan and tap HK
	followed quickly by QCF + HP (or any other P).

(2) -> [ Crouch ] Medium Kick
    -> Tatsumaki Senpukyaku
	* c.MK x QCB + K

	Hold DF next to Dan and tap MK followed with QCB + MK again (or any
	other K).

(3) -> Target Combo
    -> Shoryuken
	* s.MP x s.HP x DF, DF + P

	Stand next to Dan and tap MP, HP, DF, DF + HP. Not really that hard,
	just make sure DF, DF is done really quickly, otherwise you can go
	rather slowly with the other button presses.

(4) -> [ Crouch ] Heavy Punch
    -> Shoryuken
	* DF + HP, DF + HP

	Not very difficult, just hit DF + HP for the c.HP and then DF + HP
	again quickly to get the Shoryuken. Do the button presses quickly for
	the combo to come out.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Kick
    -> Hadoken
	* (jump-in) j.HK > c.MK x QCF + P

	Jump forward and tap HK while holding DB and then tap MK when you land
	followed by QCF + MP (or any other P).

(2) -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Heavy Punch
    -> Tatsumaki Senpukyaku
	* (jump-in) j.HP > c.HP x QCB + K

	Jump forward and tap HP while holding DF and then tap HP when you land
	and then follow up with QCB + HK.

(3) -> [  Jump  ] Heavy Kick
    -> Heavy Kick
    -> Medium Shoryuken
    -> EX Focus Attack
	* (jump-in) j.HK > s.HK x DF, DF + MP x (tap) MP + MK

	Jump forward and tap HK, making sure not to hold any direction and make
	sure that you jump as close to Dan as you can. When you land tap HK
	followed by DF, DF + MP really quickly and again followed by MP + MK
	really quickly afterwards. Start slowly and speed up until you get used
	to doing the ground part before adding the jumping HK. Try not to mash
	because it will be difficult to get out each part. If your Shoryuken
	didn't come out, its because you weren't fast enough.

(4) -> [  Jump  ] Heavy Kick
    -> Heavy Kick
    -> Shoryuken
    -> Shoryureppa
	* (jump-in) j.HK > s.HK x F, QCF + P x QCF + P

	Jump forward and tap HK while not holding any direction before landing
	and making sure you jump as close to Dan as possible. When you land tap
	HK followed by F and then mash on HP while you input QCF repeatedly. If
	you do it right, the combo should come out. Make sure you're as close
	as possible so that HK is a high roundhouse kick and not a Thunder Kick
	(which means you're pressing F too early). After that its all about
	speed. If anything isn't coming out, it's because you're just not doing
	the motions fast enough. A quite difficult combo, but just keep trying
	it til you get it.

(5) -> [  Jump  ] Heavy Kick
    -> Target Combo
    -> Shoryuken
    -> Shoryureppa.
	* (jump-in) j.HK > s.MP x s.HP x F, QCF + P x QCF + P

	Easier combo than the previous. Start by jumping forward and tap HK.
	When you land tap MP, HP and right when you tap HP tap F and similar to
	the previous combo just keep repeating QCF while tapping HP to get the
	combo to come out.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Light Punch
    -> [ Crouch ] Medium Punch
	* s.LP > c.MP

	Same trick to do this link as with Ryu's. Look at Dan's health bar when
	you're doing this combo. Start as close to Dan as you can and then tap
	LP followed by holding D right after and when the light on Dan's health
	bar disappears tap MP. If you do it right, it'll combo. It'll take a
	couple tries, but this trick makes this combo and the rest easier to
	do.

(2) -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
	* c.LP > c.LP

	Using  the health bar trick, crouch as close to Dan as you can and tap
	LP followed by HP.

(3) -> Medium Kick
    -> Medium Punch
	* s.MK > s.MP

	Using the health bar trick, stand as close to Dan as possible and tap
	MK which should be a high up kick. Follow that with an MP afterwards.
	If you don't press MP fast enough you'll be too far for it to hit.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Target Combo
    -> Light Shoryuken
    -> EX Focus Cancel
    -> Shinryuken
	* (jump-in) j.HK > s.MP x s.HP > F, D, DF + LP
	> FADC (dash forward) > QCF, QCF + PPP

	This combo would be easier in the corner, but it can be done anywhere
	so it's up to you what you want to do. The focus of this challenge is
	to learn how to FADC which is holding down MP + MK while dashing
	forward and then letting go of MP + MK, but for an introduction to
	FADC, this is a pretty hard combo.

	I like using F, D, DF for the Shoryuken instead of DF, DF, but you can
	use whatever is more comfortable for you. If you keep missing the
	Shinryuken then it's because you're dashing too late so practice just
	doing:

	** F, D, DF + LP x FADC (dash forward) > QCF , QCF + PPP

	Repeat that combo over and over until you can get it two or three times
	in a row. Other than that, the only other problem would be getting the
	Ultra to come out at the end and that's down to execution.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Medium Kick
    -> [ Crouch ] Medium Kick
    -> Heavy Hadoken
    -> Heavy Shoryureppa
	* (jump-in) j.HK > s.MK > c.MK x QCF + HP x QCF + HP

	This combo works anywhere so it doesn't matter where you start. The
	combo can be a little tricky because of the link that you're probably
	never going to use in a real game, but the rest of the combo teaches
	useful stuff.

	You start with a jump in HK followed by a link that can only be done if
	you're close to Dan. Use the health bar trick to get the s.MK > c.MK
	link.

	Next is HP Hadoken into HP Super, but it's easier to segment the combo
	into 3 parts:

	[1] j.HK
	[2] s.MK
	[3] c.MK x QCF + HP x QCF + HP

	The reason I separate the jumping part is because you can have the HK
	hit at any time and it wouldn't really affect the combo. s.MK after you
	land needs to be thought of as a separate piece as well because the
	next part is really supposed to feel like one smooth motion. Your
	button presses should look like:

	** D + MK, DF, F + HP, D, DF, F + HP

	Just do all of that one after the other. You have to do that last part
	really quickly or it won't come out. You have about one second to do it
	and if you find nothing is coming out after your fireball, you're not
	doing the second QCF + HP too slowly.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
    -> Shoryuken
    -> Shoryureppa
    -> Shinryuken
	* (corner) (jump-in) j.HK > c.LK > c.LP x F , QCF + HP x QCF + HP
	> QCF, QCF + PPP

	This combo will work better in the corner so might as well do it there.
	This is just because during the Shoryuken x Shoryureppa part, if you
	cancel the Shoryuken on the second hit into your Super, half of the
	Super will miss. If you cancel after the first hit then the combo will
	work, but it's just a tiny bit harder to do. Might as well avoid that
	issue altogether though since it doesn't matter if you just do the
	combo in the corner.

	Pretty difficult only because of the c.LP into Shoryuken is really
	tough to do. This will just take practice and luck as there aren't any
	tricks to do this. It's all about speed and practice. The c.LK, c.LP
	link is easy so you don't really need to worry about that too much, but
	you have to practice:

	** c.LK, c.LP x F, QCF + HP

	Once you get that, you can add another QCF + HP to get the Super to
	come out pretty easily. Now you have to pay attention to Ken after the
	super comes out. He's going to knock Dan into the air and after the
	last hit, he's going to start falling much sooner than Dan will so at
	this point you should not be pressing anything. When Ken disappears off
	the bottom of the screen start doing QCF, QCF + PPP as fast as you can.
	If you do this late, Ken's Ultra will miss.

	You can practice this timing by doing F, QCF + HP x QCF + HP and just
	keep trying to do the Ultra after it until you're used to the timing.
	Not really that difficult so should only take you a couple tries to
	get. Also to make note of, the first hit of the Ultra isn't going to
	hit where Ken goes into his kicks, it's just a rising flaming uppercut
	to the top of the screen. 

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Heavy Punch
    -> Heavy Shoryuken
    -> EX Focus Cancel
    -> Medium Shoryuken
    -> Shinryuken
	* (jump-in) j.HK > c.LP > DF + HP x DF + HP (2 hits)
	x FADC (dash forward) > DF, DF + MP (1 hit) > QCF, QCF + PPP

	This is a really difficult combo and there aren't really any tricks to
	do it other than practice. I have however found a way to raise my odds
	of doing the combo from 5% to 10% which isn't much really, but it does
	seem to help especially with the nerves surrounding doing such an
	intricately timed combo. Basically what I'm doing is:

	** (jump-in) j.HK > c.LP > c.LP > c.HP x DF, DF + HP (2 hits)
	x FADC (dash forward) > DF, DF + MP (1 hit) > QCF, QCF + PPP

	The different is really just the beginning where I'm linking into the
	c.HP and HP Shoryuken. If you realize that all I did was really add
	another c.LP and changed when I did the DF to after I hit c.HP (not
	after it hits, but after i hit the HP button itself) that's because it
	seems easier for me to do that and I get less antsy about the next part
	which needs to be done seemingly perfectly for you to get the MP
	Shoryuken to hit under Dan to pop him up higher instead of beside him
	where it'll be impossible for your Ultra to hit. You might also ask me
	why is this easier if I'm adding another hit to the combo? It's just so
	that I have time to get myself mentally ready for the fast part after I
	input the DF, DF for the HP Shoryuken really quickly followed by
	FADCing into a perfectly timed MP Shoryuken. You will find that it's
	harder to get the c.HP to hit, but that's more about having the perfect
	spacing and timing the j.HK right to get it.

	This combo just requires you to practice really heavily to get it which
	can be frustrating, but realize that this is one of the hardest combos
	in the game aside from C. Viper's so take your time and don't rush it
	because the combo may be fast, but don't let it overwhelm you.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Punch
    -> Heavy Shoryuken
    -> EX Focus Cancel
    -> EX Airborne Tatsumaki Senpukyaku
    -> Shinryuken
	* (corner) (jump-in) j.HK > c.LP > DF + MP x DF + HP (2 hits)
	> FADC (dash forward) > (jump forward) QCB + KK > (land) QCF, QCF + PPP

	This was a fun combo for me as it was both interesting as well as
	easier to perform than the previous combo. The links are relatively
	easily and don't really get in the way of doing this combo. The meat of
	it is after the DF + MP x DF + HP you have to FADC after the second hit
	of the HP Shoryuken and dash forward quickly so that you have enough
	time to dash forward, jump forward and quickly do QCB + KK as soon as
	you jump into the air so that it will hit Dan and keep him in both the
	air and the corner so that when you land you activate you Ultra and
	ride the flames up to finish the combo off. Only the Shinryuken needs
	to be in the corner for it to hit since outside of the corner the EX
	Airborne Tatsumaki Senpukyaku knocks Dan too far away for the
	Shinryuken to combo after.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[CH]	Chun-Li
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Ryuseiraku
	* LP + MK (in the air)

	Jump into the air beside Dan and press LP + LK.

(2) -> Kakukyakuraku
	* DF + HK

	Stand next to Dan and hold DF while tapping HK.

(3) -> Rear Spin Kick
	* DF + LK

	Stand next to Dan and hold DF while tapping LK.

(4) -> Kakusenshu
	* F + MK

	Stand next to Dan and hold F while tapping MK.

(5) -> Kintenkishu
    -> Tenkukyaku
    -> Tenshyokyaku
	* B + MK, B + MK, D, U + MK

	Stand next to Dan and do B + MK, B + MK, D, U + MK quickly. Don't wait
	for her to attack before doing the other button presses. Just press
	them at a moderately fast speed.

(6) -> Yosokyaku
    -> Yosokyaku
    -> Yosokyaku
	* (jump-in) D + MK, D + MK, D + MK

	A little difficult to hit. Stand a little back from where Dan is
	jumping. You have to time it so you jump a little bit after he jumps so
	that when you are falling you are a little above Dan's head. This is
	when you need to hold down and tap MK until you get all 3 Yosokyakus.
	This may take a couple tries because sometimes the move doesn't come
	out, but once you get the first hit the other 2 Yosokyakus will hit.
	Make sure you hit Dan while he is still in the air or you won't be able
	to do the combo.

(7) -> Target Combo
	* (jump-in) j.HP, j.HP

	Jump forward and tap HP twice. You only need to hit Dan with the 2nd
	hit for it to count.

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Hyakuretsukyaku
	* K (Tap any K 5 times quickly)

	Easiest way to get this is to jump forward and mash on HK at least 5
	times before you land on the ground.

(2) -> Kikoken.
	* Hold B for 2 seconds, F + P

(3) -> Hazanshu
	* HCB + K

(4) -> Spinning Bird Kick
	* Hold D for 2 seconds, U + K

	Hold D, count 1, 2 and then tap U + K.

(5) -> Senretsukyaku
	* Hold B, count 1, 2 and then tap F, B, F + K

(6) -> Hosenka
	* Hold B, count 1, 2 and then tap F, B, F + KKK

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Heavy Kick
    -> Hyakuretsukyaku
	* HK x (mash) HK

	The easiest way to do this combo is to jump forward and right before
	landing mash on HK. You might hit Dan with a jumping HK, but another HK
	should come out when you land before Chun Li's lightning kick kicks in.

(2) -> [ Crouch ] Heavy Punch
    -> Medium Spinning Bird Kick
	* D + HP x U + MK

	Crouch next to Dan and hold D for at least two seconds before pressing
	HP, U + MK. Make Sure you do this quickly so that Chun-Li will do her
	spinning bird kick after punching Dan once.

(3) -> [ Crouch ] Medium Kick
    -> Kikoken
	* Hold DB for 2 seconds, c.MK x F + P

	Crouch next to Dan and hold DB for at least two seconds before tapping
	MK, F + MP (or any other P).

(4) -> Heavy Punch
    -> EX Focus Attack
	* s.HP x (tap) MP + MK

	Stand next to Dan and tap HP followed by MP + MK as fast as you can.

(5) -> Target Combo
    -> Yosokyaku
    -> Yosokyaku
    -> Yosokyaku
	* (jump-in) j.FP, j.FP > (land) (re-jump) D + MK, D + MK, D + MK

	Jump forward an tap HP, HP for the Target Combo. Then you'll land and
	have to jump forward again to do D + MP, D + MP, D + MP for the three
	Yosokyakus.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
    -> Heavy Kick
    -> EX Hyakuretsukyaku
	* (jump-in) j.HK > MP + HK (repeatedly when you land)

	Jump forward toward Dan and tap HK when you're about to land. After
	that wait half a second before hitting MP and HK at the same time as
	fast as you can. You need to hit MP and HK at the same time at least
	three times before the standing HK hits.

(2) -> Target Combo
    -> Kintekishu
    -> Tenkukyaku
    -> Tenshyokyaku
    -> EX Spinning Bird Kick
	* (jump-in) j.HP, j.HP > B + MK, B + MK, D, U + MK (hold D) > U + KK

	Dash toward Dan until Dan's back is in the corner. That's the only way
	this will combo will work. Start by dashing backward once and then Jump
	forward while tapping HP, HP. Only the second hit needs to land. Hold
	Back while doing this so you're ready when you land. After landing on
	the ground, while holding B, tap MK, MK, D, U + MK and immediately hold 
	D again. Wait for Dan to almost hit the ground again and tap U + KKK.
	Pressing all three Kick buttons makes sure that the EX Spinning Bird
	Kick comes out.

(3) -> Focus Attack
    -> [ Crouch ] Heavy Punch
    -> Medium Spinning Bird Kick
	* MP + MK (level 3) > (dash forward) (hold D) c.HP x U + MK

	Hold own MP + MK and count to 2 slowly before tapping F, F twice. Note
	that you'll be putting in the dash a second before you actually do
	dash. If you do this right Chun-Li should do her level 3 Force Attack
	(you'll see black ink if you did it right) and then dash right after.
	Now for the other part of the combo, after you tap F, F immediately
	hold D and after dashing forward as soon as you see Chun-Li crouch you
	tap HP, U + MK as fast as you can. Combo isn't as difficult as it
	seems.

(4) -> Target Combo
    -> Medium Punch
    -> Kikoken
    -> Senretsukyaku
	* (jump-in) (hold B) j.HP, j.HP > s.MP x F + P x B, F + P

	Jump forward and hold back as soon as you jump while tapping HP twice
	before you land on the ground. When you land make sure you're still
	holding B before you tap MP, F + MP, B, F + MK. Her MP should only hit
	once before her fireball comes out. You can't really mash this combo
	out so practice doing her fireball into	Super.

(5) -> Focus Attack
    -> Medium Punch
    -> Senretsukyaku
	* MP + MK (level 3) > (dash forward) (hold B) s.MP x F, B, F + K

	Combo isn't as hard as it seems. Similar to the third trial in this
	level, you do a level 3 Focus Attack and input the dash before the
	Focus Attack actually goes off. Hold B as soon as you input the forward
	dash. After you dash you have about half a second before you need to
	tap MP followed by F, B, F + K really quickly. Chun-Li's super should
	come out right after the second hit of Chun-Li's MP.

(6) -> [  Jump  ] Heavy Kick
    -> Kintekishu
    -> Tenkukyaku
    -> EX Hyakuretsukyaku
    -> Hosenka
	* (jump-in) j.HK > B + MK, B + MK (hold B) > LP + MP + HP (repeatedly)
	> F, B, F + KKK

	This combo is quite difficult if you're not used to doing it. The
	jumping HK needs to be done as close to the ground as possible for it
	to combo into the rest. When you land you have to do the following:
	Hold B while tapping MK, MK, hit all three Kick buttons at the same
	time as fast as you can so you can get EX Hyakuretsukyaku and when they
	hits, you have to quickly press F, B, F + KKK for her Ultra to come out
	right after. This combo must be done in the corner to work so dash
	toward Dan until his back is in the corner and dash back once before
	trying to do this combo.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Kick
	* c.LK > c.LP > c.MK

	Using the health bar trick, crouch as close to Dan as you can and tap
	out LK, LP, MK. Make sure you hold D or DB, otherwise you'll get a Rear
	Spin Kick when you tap LK.

(2) -> [ Crouch ] Light Punch
    -> Medium Punch
	* c.LP > s.MP

	Same as the last combo. Stand as close to Dan as you can and Hold D or
	DB before tapping LP, then let go of everything and tap MP.

(3) -> Light Kick
    -> Light Punch
    -> Heavy Punch
	* s.LK > s.LP > s.HP

	ast one is a little harder because the timing is a bit slower. Stand as
	close to Dan and using the health bar trick tap LK, LP, HP.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> Light Punch
    -> Heavy Punch
	* (jump-in) j.HK > c.LP > c.LP > c.LP > s.LP > s.HP

	Not very difficult, just use the health bar trick for this pure	link
	combo.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Kick
    -> Light Hyakuretsukyaku
    -> [ Crouch ] Medium Kick
    -> Senretsukyaku
	* (corner) (jump-in) j.HK > (hold DB) LK + MK, LK + MK
	x LK (3 times quickly) > c.MK >/x F, B, F + K

	Push Dan into the corner and dash back once before starting this combo.
	Now jump in with HK and then right as you land tap LK and MK at the
	same time twice followed immediately with LK 3 times. If you do it
	correctly the first two LK + MK will help you get the c.MK out after
	the j.HK and then will also help with getting the Light Hyakuretsukyaku
	to combo after that as well. Make sure to stop after the third single
	LKs and count to two slowly before tapping c.MK.

	Now is the really difficult part. You can get this part by either
	taking it slowly and tapping c.MK and then hitting F, B, F + K to get
	the super out after the c.MK hits. I found that to work well, but you
	can also hit c.MK repeatedly after you link it from the Light
	Hyakuretsukyaku while hitting B and F until the super goes off. If you
	do it that way, the Super should activate as soon as the c.MK hits.
	Both ways work so you can just try whichever method you want to.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> Heavy Hazanshu
    -> Senretsukyaku
	* HCB + HK (hold back) > F, B, F + K

	Stand next to Dan and dash back once and then take one step backwards
	before doing this combo. After that do the HCB + HK and make sure you
	hold Back. When it hits wait almost a second before you do F, B, F + K
	to get the Super to come out right as Chun-Li is about the stand back
	up.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> Target Combo
    -> [ Crouch ] Heavy Punch
    -> Medium Spinning Bird Kick
    -> Senretsukyaku
	* (jump-in) j.FP, j.FP (hold DB) > c.HP x UB + MK (hold B)
	> F, B, F + K

	Jump in with FP, FP and follow it with holding Down Back for crouching
	HP canceled into Up Back + MK before sliding to Back while the Spinning
	Bird Kick comes out. The next part can be rather simple once you get
	the timing down for it. All you have to do is listen to Chun-Li's voice
	when she does the move. Right when she says "KICK!", you have to just
	mash Back and Forward while mashing on any K button and the Super
	should come out.
		

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> EX Kikoken
    -> EX Focus Attack
    -> Kintekishu
    -> Tenkukyaku
    -> Tenshyokyaku
    -> Hosenka
	* (corner) (jump-in) (hold B) HK > s.HP x F + PP x MP + MK (level 2)
	> (dash forward) B + MK, B + MK, D, U + MK (hold B)
	> (walk back) F, B F + KKK

	This one is more timing based than anything, but it's not really that
	difficult, it's just long. You can break the combo up into three
	different parts if that makes it easier for you:

	[1] j.HK (hold B)> s.HP x F + PP x MP + MK (level 2)
	[2] (dash forward) B + MK, B + MK, D, U + MK (hold B)
	[3] (walk backwards for a second) F, B, F + KKK

	The first part is pretty standard, the only semi-difficult part is just
	getting the timing for the level 2 Focus Attack. Just anticipate the
	white flash for the level 2. Also if you're having trouble getting the
	Focus Attack Cancel after the EX Kikoken, you just have to make sure
	you're not mashing it out. Also make sure you're doing it at a steady
	rhythm. You shouldn't be doing it too fast.

	The second part is easy enough, just remember to hold B after the kick
	combo.

	The last part is the hardest part which is just timing. You have to
	pull off the Ultra when Dan is right above Chun-Li's head for it to
	hit. If you do it too early Chun-Li will go right under Dan and if you
	pull it off too late than Dan will hit the ground before Chun-Li
	reaches her.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[HO]	E. Honda
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Medium Kick
	* (jump-in) j.MK

	You have to jump forward with MK for it to hit. Jumping straight up
	gives you a different attack that doesn't hit Dan while he stands
	there.

(2) -> Heavy Kick
	* s.HK

(3) -> Sabori
	* LP + LK

(4) -> Rice Bale Throw
	* B + LP + LK

(5) -> Shikofumi
	* DF + HK

(6) -> Target Combo
	* s.MP > DF + HK

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Hundred Hand Slap
	* P (tap LP/MP 5 times or HP 6 times quickly)

	Oddly there are different amount of presses needed depending on the
	strength you want. E. Honda's LP and MP Hundred Hand Slap requires five 
	button presses, whereas his HP Hundred Hand Slap requires six.
	

(2) -> Sumo Headbutt
	* Hold B for 2 seconds, F + P

(3) -> Sumo Smash
	* Hold D for 2 seconds, U + K

(4) -> Ochio Throw
	* HCB + P

(5) -> Super Killer Head Ram
	* Hold B for 2 seconds, F, B, F + P

(6) -> Ultimate Killer Head Ram
	* Hold B for 2 seconds, F, B, F + PPP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Light Punch
    -> Sumo Headbutt
	* Hold DB for 2 seconds, c.LP x F + P

(2) -> [ Crouch ] Medium Kick
    -> Sumo Headbutt
	* Hold DB for 2 seconds, c.MK x F + P

(3) -> Medium Punch
    -> Hundred Hand Slap
	* (jump-in) MP (hit MP repeatedly)

	Jump in with MP and when you're almost about to land start hitting MP
	as fast as you can so that whether or not you hit Dan while jumping,
	when you land you'll throw out an MP before you started doing the
	Hundred Hand Slap.

(4) -> Heavy Punch
    -> EX Focus Attack
	* s.HP x (tap) MP + MK

(5) -> [ Crouch ] Light Kick
    -> EX Sumo Smash
	* Hold D for 2 seconds, c.LK x U + KK

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> Focus Attack
    -> Ochio Throw
	* MP + MK (level 3) > (dash forward) HCB + P

(2) -> [  Jump  ] Heavy Kick
    -> Medium Punch
    -> EX Hundred Hand Slap
	* (jump-in) j.HK > MP > LP + MP (repeatedly)

	Not really difficult, just jump in with jumping HK and when you land
	tap MP followed by mashing LP + MP really quickly.

(3) -> [  Jump  ] Heavy Punch
    -> Medium Kick
    -> Heavy Sumo Headbutt
	* (jump-in) (hold B) j.HP > s.MK x F + HP

	Just remember to hold B as soon as you jump forward, the rest should be
	simple.

(4) -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Kick
    -> Sumo Headbutt
    -> Super Killer Head Ram
	* (jump-in) (hold DB) j.HK > c.MK x F + P x B, F + P

	This isn't really that difficult, but I can see people having
	difficulty with the super after the Sumo Headbutt. You need to jump
	forward as close to Dan as possible. As soon as you do the first F + P,
	keep hitting B and F over and over while tapping any Punch button.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Light Punch
    -> Medium Kick
	* s.LP > s.MK

	All timing, use the health bar trick to time this link. Also remember
	to stand as close to Dan before you start this combo because it doesn't
	work if you're standing too far away.

(2) -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
	* c.LK > c.LP

	Same as the previous and is quite difficult, but keep it up with the
	health bar trick.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> Heavy Hundred Hand Slap
    -> Super Killer Head Ram
	* (jump-in) (hold B) j.HP (tap HP repeatedly as fast as you can)
	x HP Hundred Hand Slap > (land) F, B, F (while still tapping HP).

	It takes 6 HPs to get the Heavy Hundred Hand Slap to come out so you
	need to start tapping HP as fast as you can as soon as your j.HP hits.
	Also don't forget to hold B as soon as you jump in to start charging
	your Super. If your Heavy Hundred Hand Slap doesn't come out when you
	land, you're not tapping HP fast enough. Even while you're doing the
	Hundred Hand Slap, keep mashing on HP and count one before you input
	F, B, F and you should cancel your Hundred Hand Slap into a Super. This
	is a cancel and not a link so make sure the Super comes out while
	you're doing the Hundred Hand Slap and not after because that won't
	combo.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> EX Hundred Hand Slap
    -> [ Crouch ] Light Punch
    -> EX Sumo Smash
	* (jump-in) (hold DF) LP + MP + HP (tap 5 times)
	> (count to 3) c.LP x U + KK

	Jump in while holding Down Forward and tapping all three punches at the
	same time so that E. Honda does the EX Hundred Hand Slap when he lands
	and so he moves forward to make the rest of the combo come out more
	easily.	Then count to 3 slowly and then tap c.LP followed by Up and two
	kicks. The second part is easy by itself, but the timing after the EX
	Hundred Hand Slaps is really tight. Takes a couple tries to get because
	the timing is really hard and you can tap c.LP not too fast after you
	finish counting to 3 to get the c.LP out and tap U + KK as soon as you
	see c.LP come out. Careful not to tap LP too fast or you'll get another
	Hundred Hand Slap out instead.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> Sumo Smash
    -> Super Killer Head Ram
	* (corner) Hold DB for 2 seconds, UB + HK (hold B) > F, B, F + P

	Push Dan into the corner and then dash back exactly three times. Now
	you're going to charge Down Back for two seconds and then Up Back + HK
	to get the Sumo Smash and then hold B right away so that you're
	charging for your Super this entire time. You have to do the Sumo Smash
	when she's about to fall from the top of her jump. By the time the Sumo
	Smash reaches Dan he should be almost at the top of his jump again.
	Make sure that you don't hit him while you're flying upwards. You have
	to hit them with the butt smash part of the Sumo Smash. When you land
	you do F, B, F + P to get the Super which should come out if you did
	the Sumo Smash properly.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Punch
    -> Heavy Hundred Hand Slap
    -> Heavy Kick
	* (jump-in) (hold D) j.LP (tap 3 times) > c.LP x HP > HK

	Start by learning the timing needed for the button presses to get the
	Heavy Hundred Hand Slap to come out before trying to do this combo if
	you're having trouble with it. The timing should be four LPs in quick
	succession followed by an HP in the same rhythm as the the other LPs.
	If you do it right while standing there away from Dan, E. Honda should
	jab twice before moving forward and doing the Heavy Hundred Hand Slap.
	If he does the Hundred Hand Slap but doesn't move forward, you probably
	hit LP too many times and he's doing the LP version instead of the HP.
	Please note that normally it takes 6 HPs to get the Heavy Hundred
	Hand Slap, but doing four LPs into an HP makes that 5 button presses
	instead of 6.

	Anyways, after you get the timing down for that we'll get to the combo.
	What you want to do is time it so that when you're jumping in with the
	first three LPs that you don't hit Dan otherwise he will block the rest
	of your combo. You can get it to combo if you hit Dan really deep with
	the LP so that it hits when you're just about to land, but you need to
	hit the LPs much faster then so instead of 3 while jumping, 1 crouched
	on the ground and then an HP you'll be doing 1 while jumping, 3 while
	crouched during which only 1 c.LP should hit and then the HP for the
	Heavy Hundred Hand Slap, but I would say to stick with the whiffed
	jumping LP version as the latter method makes it hard to keep track of
	how many presses you actually do.

	After you get the Heavy Hundred Hand Slap to connect the Heavy Kick
	should be relatively easy to connect. Just count slowly from 1 to 3 and
	then hit HK and it should connect just fine. You can tap HK quickly a
	couple times if you're afraid of the timing at first to get it by luck,
	but you shouldn't have to once you've seen how long the Hundred Hand
	Slaps last.

	* Thanks to 'The Flood' for giving me some tips that led me to re-do my
	advice and tips for completing this challenge easier.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Kick
    -> Heavy Sumo Headbutt
	* (jump-in) (hold B) j.HK  > c.LK > c.LK > c.LK x F + HP

	This is purely timing so use the health bar trick and just work on your
	timing to get this. There's nothing really hard about this combo
	outside of that.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[BL]	Blanka
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Rock Crusher
	* B or F + MP

(2) -> Amazon River Run
	* DF + HP

(3) -> Suprise Forward
	* F + KKK

(4) -> Suprise Back
	* B + KKK

(5) -> Coward Crouch
	* D + PPP

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Rolling Attack
	* Hold B for 2 seconds, F + P

(2) -> Backstep Roll
	* Hold B for 2 seconds, F + K

(3) -> Vertical Roll
	* Hold D for 2 seconds, U + K

(4) -> Electric Thunder
	* P (Tap any P 5 times quickly)

(5) -> Ground Shave Roll
	* Hold B for 2 seconds, F, B, F + P

(6) -> Lightning Cannon Ball
	* Hold B for 2 seconds, F, B, F + PPP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Medium Kick
    -> Rolling Attack
	* Hold DB for 2 seconds, c.MK x F + P

(2) -> Rock Crusher
    -> Surprise Forward
	* F + MP (1 hit) (hold F) x KKK

	You have to cancel the first hit of F + MP to do this combo.

(3) -> Heavy Punch
    -> EX Focus Attack
	* s.HP x (tap) MP + MK

	Should be easy, just tap MP + MK any after and around the time the
	standing HP hits Dan.

(4) -> [ Crouch ] Light Kick
    -> Vertical Roll
	* Hold D for 2 seconds, c.LK x U + K

(5) -> [ Crouch ] Heavy Punch
    -> Ground Shave Roll
	* Hold DB for 2 seconds, c.HP x F, B, F + P

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Light Punch
    -> Electric Thunder
	* (jump-in) (hold D) j.HP x LP (mash repeatedly after j.HP hits

	Stand next to Dan and back dash once before doing this combo.

(2) -> [  Jump  ] Medium Kick
    -> [ Crouch ] Medium Kick
    -> Vertical Roll
	* (jump-in) (hold D) j.MK > c.MK x U + K

	Again stand next to Dan and back dash once before doing this combo.

(3) -> [  Jump  ] Heavy Punch
    -> Rock Crusher
    -> Rolling Attack
    -> EX Focus Attack
	* (jump-in) (hold B) j.HP > B + MP (1 hit) x F + P
	x (tap) MP + MK

	Not that hard, just do everything quickly. Jump in with HP while
	holding Back as soon as you jump forward. When you land hit MP followed
	quickly by F + any P so that only only one hit from Rock Crusher comes
	out before the Rolling Attack comes out, followed immediately with
	MP + MK as soon as you tap F + P.

(4) -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Kick
    -> Rolling Attack
    -> Ground Shave Roll
	* (jump-in) (hold B) j.HK > c.MK x F + P x B, F + P

	Again, this combo just needs to be done quickly after the jump in HK.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Medium Punch
    -> [ Crouch ] Medium Kick
	* (close) s.MP > c.MK

	Use the health bar trick if this link is giving you difficulty.

(2) -> [ Crouch ] Medium Kick
    -> Light Punch
	* c.MK > s.LP

	Same as the previous combo, seems to be a bit easier.

(3) -> Medium Punch
    -> Heavy Kick
	* (close) s.MP > s.HK

	Last one and similar to the previous two combos, seems to be the
	easiest of all the links.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Kick
    -> Heavy Kick
	* (jump-in) j.HK > c.MK > s.HK

	Use the health bar trick if this link combo is giving you difficulty.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Kick
    -> Light Punch
    -> Heavy Rolling Attack
	* (jump-in) (hold B) j.HK > c.MK > s.LP x F + HP

	Use the health bar trick if this link combo is giving you difficulty.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Light Punch
    -> Electric Thunder
    -> Ground Shave Roll
	* (corner) (jump-in) (hold DB) j.HK (mash LP) > c.LP x Electric Thunder
	x F, B, F + (tap) P

	This can be a little tricky, but once you understand how the combo
	works it's not as hard as it seems. You have to start by pushing Dan to
	the corner to do this combo, then dash backwards once and start the
	combo. You have to start mashing LP after you hit j.HK and you should
	be timing it so you're doing at least two and at most three LPs before
	you land so that when you tap LP the third or fourth time your c.LP
	should come out.

	As soon as the electricity hits you have to input the command for the
	Super. The Super won't hit on the way up and the only way for the Super
	to really hit is for you to release P right after you hit it so that
	Dan falls onto the ground roll part of the Super.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Medium Kick
    -> [ Crouch ] Medium Kick
    -> Lightning Cannonball
	* (corner) (jump-in) (hold DB) j.MK > c.MK > F, B, F + PPP

	This isn't as hard as it seems, even though all of the combo is
	basically a big link combo. The timing isn't so bad though, but I find
	that this combo works better in the corner because Dan doesn't get
	knocked back as far after the c.MK.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Medium Punch
    -> [ Crouch ] Medium Kick
    -> Light Punch
    -> Heavy Rolling Attack
	* (jump-in) j.HK > s.MP (hold B) > DB + MK > B + LP x F + HP

	This is a really difficult link just because it's difficult to do these
	subtle movements with such precise timing. The c.MK into s.LP gives you
	enough time to charge a Rolling Attack, but you hve to make sure you
	hold Back as soon as you hit the s.MP after jumping in with j.HK. I
	found the health bar trick to really help with this combo for timing
	the links, the rest is just up to your nerves and execution to pull off
	this combo.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[ZA]	Zangief
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Heavy Kick
	* c.HK

(2) -> Long Kick
	* DF + HK

(3) -> Flying Body Attack
	* (jump-in) D + HP

(4) -> Double Knee Drop
	* (jump-in) D + LK

(5) -> Headbutt 
	* (jump straight up) U + MP or HP

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Spinning Piledriver
	* 360 on stick/dpad + P

	Only need to do HCB, UB + P or HCF, UF + P.

(2) -> Banishing Flat
	* DF, DF + P

(3) -> Double Lariat
	* PPP

(4) -> Quick Double Lariat
	* KKK

(5) -> Flying Power Bomb
	* (far) 360 + K

	Make sure you stand far enough away from Dan so that a standing LP
	doesn't hit him, otherwise you'll get an Atomic Suplex instead.

(6) -> Atomic Suplex
	* (close) 360 + K

	You have to do this close to Dan now instead of far away.

(7) -> Final Atomic Buster
	* 720 + P

	Jump in while spinning the stick to do this since I would assume if
	you're reading this FAQ, you most likely won't be able to do this while
	standing next to Dan.

(8) -> Ultimate Atomic Buster
	* 720 + PPP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Light Punch
    -> Quick Double Lariat
	* c.LP x KKK

(2) -> [ Crouch ] Light Kick
    -> Double Lariat
	* c.LK x PPP

(3) -> Medium Punch
    -> Banishing Flat
	* (hold F) s.MP x D, DF + MP

(4) -> Medium Kick
    -> EX Banishing FLat
	* (hold F) s.MK x D, DF + PP

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> Flying Body Attack
    -> [ Crouch ] Light Kick
    -> Double Lariat
	* (jump-in) D + HP > c.LK x PPP

	Stand next to Dan and back dash once before starting the combo.

(2) -> [  Jump  ] Heavy Kick
    -> Medium Punch
    -> Banishing Flat
	* (jump-in) j.HK > (hold F) s.MP x D, DF + MP

(3) -> [  Jump  ] Heavy Punch
    -> Light Punch
    -> EX Banishing Flat
	* (jump-in) j.HP > (hold F) s.LP x D, DF + PP

(4) -> Focus Attack
    -> Ultimate Atomic Buster
	* MP + MK (level 3) > (dash forward) 720 + PPP

	Not as hard as it seems since you can tap F, F before you start to dash
	so just practice doing it so that you can tap F, F to dash before the
	level 3 Focus Attack hits. If you get that timing down you can just
	spin the stick in circles and then tap three punch buttons at the same
	time after you finish dashing.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Light Punch
    -> Medium Punch
	* (far) s.LP > s.MP

	You want to stand a little back away from Dan to do this combo.
	Zangief's LP should be him sticking his hand straight forward and not a
	downwards elbow which if it is, is because then you're too close. Don't
	forget the health bar trick if you're having trouble.

(2) -> Light Punch
    -> Medium Kick
	* (far) s.LP > s.MK

	Same as the previous combo, you need the far version of the LP for this
	combo to work. Again, health bar trick if you're having trouble.

(3) -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
	* c.LK > c.LP

	Not really that difficult, just stand next to Dan and again use the
	health bar trick if you're having trouble.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> Focus Attack
    -> Quick Double Lariat
    -> EX Focus Cancel
    -> EX Banishing Flat
	* MP + MK (level 3) > (dash forward) KKK (1 hit) x FADC (dash forward)
	> DF, DF + PP

	This combo just needs to be done quickly. The EX Banishing Flat needs
	to be done as soon as you come out of the forward dash for the best
	results.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> Flying Body Attack
    -> [ Crouch ] Light Kick
    -> Double Lariat
    -> EX Focus Cancel
    -> EX Banishing Flat
	* (jump-in) D + HP > c.LK x PPP (1 hit) x FADC (dash forward)
	> DF, DF + PP

	Similar to the previous challenge, the hardest part about this combo
	should be the FADC into EX Banishing Flat so the combo shouldn't be
	that difficult.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> Flying Body Attack
    -> Light Punch
    -> Light Punch
    -> Light Punch
    -> Light Punch
    -> Medium Punch
	* (jump-in) D + HP > s.LP > s.LP > s.LP > s.LP > s.MP

	Use the health bar trick if you're having trouble with this link combo.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> Flying Body Attack
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> Light Kick
    -> EX Banishing Flat
	* (jump-in) D + HP > c.LP > c.LP > c.LP > F + LK x D, DF + PP

	Use the health bar trick if you're having trouble with this link combo.
	Also remember to do F + LK so that you can get the EX Banishing Flat
	out as soon as you can. If you're even a little late Dan will be able
	to block the EX Banishing Flat.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> Double Knee Drop
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Kick
    -> EX Banishing Flat
	* (jump-in) D + LK > c.LK > c.LK > c.LK > DF + LK x DF + PP

	Use the health bar trick if you're having trouble with this link combo
	as well, make sure you use a steady rhythm as well because mashing out
	the c.LK doesn't work so well. The last c.LK needs for you to tap DF at
	the same time followed by DF + PP for it to combo.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[GU]	Guile
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Straight Chop
	* F + MP

(2) -> Spinning Back Knuckle
	* F + HP

(3) -> Knee Bazooka
	* B or F + LK

(4) -> Rolling Sobat
	* B or F + MK

(5) -> Reverse Spin Kick
	* (close) B or F + HK

(6) -> Guile High Kick
	* DF + HK

(7) -> Flying Mare
	* (jump-in) F + LP + LK

(8) -> Flying Buster Drop
	* (jump-in) B + LP + LK

(9) -> Target Combo
	* c.MK > F + MP

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Sonic Boom
	* Hold B for 2 seconds, F + P

(2) -> Flash Kick
	* Hold D for 2 seconds, U + K

(3) -> Double Flash
	* Hold DB for 2 seconds, DF, DB, UF + K

(4) -> Flash Explosion
	* Hold DB for 2 seconds, DF, DB, UF + KKK

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Medium Punch
    -> Flash Kick
	* Hold D for 2 seconds, c.MP x U + K

(2) -> [ Crouch ] Light Punch
    -> Sonic Boom
	* Hold DB for 2 seconds, c.LP x F + P

(3) -> Heavy Punch
    -> EX Focus Attack
	* s.HP x (tap) MP + MK

	Just tap MP + MK right after you hit HP, works anywhere on the screen.

(4) -> [ Crouch ] Medium Punch
    -> Double Flash
	* Hold DB for 2 seconds, DF, DB + MP x UF + K

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> Sonic Boom
	* (jump-in) (hold B) j.HK > (close) B + HP x F + P

	Here you just have to really check how fast you're pushing Back when
	you jump forward if you're having trouble with this combo. Basically
	you have to be holding Back right when you jump off of the ground
	meaning you aren't even off the floor yet and you're holding Back
	already. After the j.HK, when you land the rest of the inputs should
	be really fast. You shouldn't be pausing at all or you might not cancel
	the s.HP into the Sonic Boom.

(2) -> [  Jump  ] Heavy Punch
    -> Target Combo
	* (jump-in) j.HP > DF + MK, F + MP

(3) -> [  Jump  ] Heavy Punch
    -> Guile High Kick
    -> EX Flash Kick
	* (jump-in) j.HP > DF + HK > U + KK

	Only confusing part might be the end of the combo where you do an EX
	Flash Kick after Guile's High Kick hits and Dan pops into the air a
	little bit.

(4) -> [  Jump  ] Heavy Kick
    -> Medium Punch
    -> EX Sonic Boom
    -> EX Focus Attack
	* (corner) (jump-in) (hold B) j.HK > s.MP x F + PP x (tap) MP + MK

	You have to do this combo in the corner or else the EX Focus Attack
	will miss. To setup for the combo just push Dan into the corner and
	then dash back once before starting the combo. Make sure to hold Back
	as you jump forward so that you're charging as Guile leaves the ground
	or else you won't get the EX Sonic Boom to come out. When you land and
	get the EX Sonic Boom out, you want to time it so that you're hitting
	MP + MK for the EX Focus Attack at the same time the first hit of the
	two EX Sonic Boom hits land on Dan.

(5) -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Punch
    -> Flash Kick
    -> Double Flash
	* (jump-in) (hold DB) j.HK > c.MP x UF + K x DB, UF + K

	This combo can be done anywhere and this seems to be the only case
	where you don't have to follow the command for Guile's Super. After
	doing a Flash Kick you can hit DB and then UF plus any Kick to cancel
	the Flash Kick into the Super.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Light Punch
    -> Medium Punch
	* s.LP > s.MP

	Use the health bar trick to do this link if you're having trouble.

(2) -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Punch
	* c.LP > c.MP

	Use the health bar trick to do this link if you're having trouble.

(3) -> Reverse Spin Kick
    -> [ Crouch ] Medium Punch
	* F + HK > c.MP

	Use the health bar trick to do this link if you're having trouble.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Kick
    -> Heavy Sonic Boom
	* Hold DB for 2 seconds, c.LK > c.LP > c.MK x F + HP

	Use the health bar trick to do the links if you're having difficulty.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> Light Sonic Boom
    -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> Light Sonic Boom
    -> Spinning Back Knuckle
	* (fullscreen away) Hold B for 2 seconds, F + LP > (dash forward twice)
	> (jump forward and hold B right away) j.HK > s.HP x F + LP > F + HP

	Not as difficult as it seems. Push Dan into the corner and then stand
	as far away from him as possible. Charge up a Sonic Boom and throw an
	LP one, dash forward twice, jump forward and as soon as you jump
	forward hold Back right away.

	Don't press HK right away so that you kick them right after the sonic
	boom hits them. You can wait a little bit which helps so you don't miss
	and so your second Sonic Boom can charge up. Hit HK as late as you can
	before landing, land and hit HP, F + LP, hold F and mash on HP to get
	the Spinning Back Knuckle.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> Focus Attack
    -> Reverse Spin Kick
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Punch
    -> Flash Kick
	* MP + MK (level 3) > (dash forward) > F + HK (hold D) > c. LP > c.MP
	> U + K

	Use the health bar trick to do the links if you're having difficulty.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Medium Punch
    -> EX Sonic Boom
    -> EX Focus Attack
    -> Flash Explosion
	* (corner) (jump-in) (hold B) j.HP > db + MP x F + PP
	x (hold DB) MP + MK (level 2) > DF, DB, UF + KKK

	You need to do this in the corner for it to work because outside of the
	corner the level 2 Focus Attack will miss. You don't have to dash
	forward or anything after Dan crumples over from the level 2 Focus
	Attack. After that it's just about getting that Ultra to come out and
	it'll hit as long as Dan hasn't gotten back up yet. It'll still hit
	even if he's almost about to fall and lie face first on the ground.

	Also if you're having trouble with the timing for when to cancel the
	EX Sonic Boom into the Focus Attack, you're basically hitting it as
	fast as you can after you hit the two punch buttons for the EX Sonic
	Boom.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
    -> Medium Double Flash
    -> Flash Explosion
	* (corner) Hold DB for 2 seconds, c.LK > c.LK > U, D c.LP
	x U + MK (hold DB) > DF, DB, UF x KKK

	This can get a little tricky because you have to basically mash out the
	Super during the c.LP. After that is quite a bit more tricky because
	you have to charge Down Back right away after the Super comes out so
	you can pull off the Ultra as soon as Guile lands back onto the ground
	or it won't hit. The Ultra won't hit completely either, Dan will get
	hit behind Guile, but the last dramatic hit from the Ultra will miss.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[DH]	Dhalsim
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Yoga Smash
	* F + LP + LK

(2) -> Yoga Throw
	* B + LP + LK

(3) -> Yoga Spear
	* (jump-in) D + K

(4) -> Yoga Mummy
	* (jump-in) D + HP

(5) -> Yoga Tower
	* D + PPP

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Yoga Fire
	* QCF + P

(2) -> Yoga Flame
	* HCB + P

(3) -> Yoga Blast
	* HCB + K

(4) -> Yoga Teleport
	* DF, DF or DB, DB + PPP or KKK

(5) -> (in air) Yoga Teleport
	* (jump) DF, DF or DB, DB + PPP or KKK

(6) -> Yoga Inferno
	* QCF, QCF + P

(7) -> Yoga Catastrophe
	* QCF, QCF + PPP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Medium Kick
    -> Light Yoga Flame
	* (close) B + MK x HCB + LP

(2) -> Heavy Punch
    -> EX Focus Attack
	* (close) B + HP (1 hit) x (tap) MP + MK

	You have hit MP + MK as the first hit of Dhalsim's head hits Dan. You
	can't get the Focus Attack to come out in time if the second hit of
	Dhalsim's headbutt hits.

(3) -> Medium Punch
    -> Yoga Teleport
	* (close) B + MP x D, DB + PPP or KKK

(4) -> Heavy Punch
    -> EX Yoga Fire
	* (close) B + HP x QCF + PP

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> Yoga Fire
    -> Heavy Punch
	* (corner) QCF + LP > HP

	Push Dan into the corner and then dash back twice before starting the
	combo. Make sure the fireball hits before you press HP. If you're
	standing the right distance away it'll combo.

(2) -> Focus Attack
    -> Yoga Catastrophe
    -> Yoga Inferno
	* MP + MK (level 3) > (dash forward) QCF, QCF + PPP > QCF, QCF + P

(3) -> Yoga Mummy
    -> Yoga Inferno
	* (jump) D + HP > QCF, QCF + P

	Start by standing next to Dan and dashing back once. Then jump straight
	up and hit D + HP as soon as you can. Dhalsim's head should hit Dan's
	lower shin and once it hits you start doing the motion for the Super.
	If you do it too soon the Super won't come out, if you do it too late
	Dan will block it.

(4) -> Heavy Punch
    -> Yoga Fire
    -> Yoga Inferno
	* B + HP x QCF + P x QCF + P

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Medium Punch
    -> [ Crouch ] Light Punch
	* c.MP > c.LP

	Use the health bar trick if you're having trouble.

(2) -> [ Crouch ] Heavy Punch
    -> [ Crouch ] Medium Kick
	* c.HP > c.MK

	Make sure you're as close to Dan as possible before you start the
	combo. If you're too slow c.MK will miss so use the health bar trick if
	you're having trouble.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> Medium Kick
    -> Light Yoga Flame
    -> Yoga Inferno
	* B + MK x HCB + LP x QCF, QCF + P

	This combo just requires you to be fast, no tricks and no tips other
	than practice and be fast. There's an alternate way to do the combo
	that might be a bit easier for some:

	** B + MK x DF, B + LP x QCF, QCF + P

	It's just cutting off one command really (the F) and might be faster
	if you can get used to just going from B to DF and straight back to B.
	Choose whichever method is best for you.

	+ Thanks to 'The Flood' for bringing to my attention the new shortcut
	for HCB (which is B, DF, B).

HARD Level 2	 	```````````````````````````````````````````````````````
    -> Yoga Fire
    -> [  Jump  ] Heavy Punch
    -> Yoga Inferno
	* (corner) QCF + LP > (jump-in) j.HP > QCF, QCF + P

	You have to set this combo up to get it to work. Start by pushing Dan
	into the corner and dashing back twice before starting this combo.
	After the LP Yoga Fire, jump forward and right when Yoga Fire hits you
	can hit j.HP so that it hits as late as possible before you land and
	Yoga Inferno should combo after Dhalsim's j.HP hits. If it gets blocked
	that means your j.HP came out too early so just wait a little longer
	until hitting HP when you try again.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Heavy Punch
    -> [ Crouch ] Heavy Punch
    -> [ Crouch ] Light Kick
	* DB + HP > DB + HP > DF +LK

	A really slow link combo, so use the health bar trick to get this combo
	off. It's supposed to be two short straight punches followed by a
	ground slide and if you get any stretchy arms or short kicks you're
	doing something wrong.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Heavy Punch
    -> Medium Kick
    -> Light Yoga Flame
	* DB + HP > B + MK x HCB + LP

	This is also another combo that requires just to be purely fast. Make
	sure to keep the directions for each attack so that Dhalsim doesn't use
	any stretchy limb normals.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Heavy Punch
    -> [ Crouch ] Light Kick
    -> Yoga Inferno
	* DB + HP > D, DF + LK x F, QCF + P

	This combo is pretty interesting as there are a couple ways to do it.
	For the c.LK both the short kick and the slide both work. I prefer to
	do a DB + HP followed by almost a QCF + LK x QCF + P kind of buffer.
	You have to hit the LK a bit early though so you get the slide out and
	if you do it fast enough as soon as the slide hits it should cancel
	into Dhalsim's Super.

	There is an alternate solution to this combo that is a little bit
	easier. The combo looks like this:

	** (corner) (dash back x2) QCF, QCF + PPP > (dash forward x2) c.HP
	> c.LK > QCF, QCF + P

	Alright, how this works is you have to push Dan into the corner before
	you start and then dash back twice so that you're right in the middle
	of your own health bar (if you're facing to the right and if you're
	facing the left in the middle of Dan's health bar). Once you're
	there, do Dhalsim's Ultra and dash forward immediately twice so that
	you're hitting Dan before or at the same time as his Ultra hits Dan.
	After that just tap on c.LK until it hits and then mash out QCF and any
	punch to get the Super to come out. It's quite easy to do it this way
	if you dash forward and hit c.HP fast enough.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[BA]	Balrog
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Light Kick
	* s.LK

(2) -> [ Crouch ] Medium Kick
	* c.MK

(3) -> [  Jump  ] Heavy Kick
	* (jump-in) j.HK

(4) -> Head Bomber
	* F + LP + LK

(5) -> Lever Break
	* B + LP + LK

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Dash Straight
	* Hold B for 2 seconds, F + P

(2) -> Dash Upper
	* Hold B for 2 seconds, F + K

(3) -> Dash Low Straight
	* Hold B for 2 seconds, DF + P

	The easy way to do this consistently is to start from B and go DB, D,
	DF in a HCF motion, but stopping at DF.

(4) -> Dash Low Smash
	* Hold B for 2 seconds, DF + K

	The easy way to do this consistently is to start from B and go DB, D,
	DF in a HCF motion, but stopping at DF.

(5) -> Dash Swing Blow
	* Hold B for 2 seconds, DF + P (hold)

	The easy way to do this consistently is to start from B and go DB, D,
	DF in a HCF motion, but stopping at DF.

(6) -> Buffalo Head
	* Hold D for 2 seconds, U + P

(7) -> Turn Punch
	* PPP or KKK (hold for at least 1 second)

(8) -> Crazy Buffalo
	* Hold B for 2 seconds, F, B, F + P or K 

(9) -> Violent Buffalo
	* Hold B for 2 seconds, F, B, F + PPP or KKK

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Light Punch
    -> Dash Straight
	* Hold DB for 2 seconds, c.LP x F + P

(2) -> [ Crouch ] Light Kick
    -> Dash Upper
	* Hold DB for 2 seconds, c.LK x F + K

(3) -> [ Crouch ] Medium Punch
    -> Dash Low Straight
	* Hold DB for 2 seconds, c.MP x DF + P

(4) -> Heavy Punch
    -> EX Focus Attack
	* (close) s.HP x (tap) MP + MK

	You have to stand close to Dan before hitting HP, followed by MP + MK
	for his Focus Attack. The timing is easy so you can pretty much hit
	MP + MK anytime.

(5) -> [ Crouch ] Medium Kick
    -> Crazy Buffalo
	* Hold DB for 2 seconds, c.MK x F, B, F + P or K

	You have to do the F, B, F + P/K part really quickly after the c.MK or
	it won't come out. This combo is just about speed so keep at it until
	you get it.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Medium Punch
    -> Dash Low Smash
	* (jump-in) Hold DB for 2 seconds, j.HP > c.MP x DF + K

	I would suggest to do a half circle from B to DB, D, DF. This makes it
	easier to do the Dash Low Smash.

(2) -> Focus Attack
    -> Dash Upper
    -> Crazy Buffalo
	* MP + MK (level 3) > (dash back and hold B) F + K x B, F + P or K

	Do a level 3 Focus Attack and dash back before it hits and hold it so
	that you can do a Dash Upper right when you finished dashing backwards
	followed by an aditional B, F + P or K to cancel into the Super.

(3) -> [  Jump  ] Heavy Kick
    -> Medium Kick
    -> Dash Straight
    -> Crazy Buffalo
	* (jump-in) Hold B for 2 seconds, j.HK > s.MK x F + P x B, F + P

	A pretty straight forward combo. After you do the Dash Straight you can
	just mash B and F while tapping on P to get the Super to come out.

(4) -> Dash Swing Blow
    -> [ Crouch ] Light Kick
    -> Heavy Buffalo Head
	* Hold B for 2 seconds, DF + P (hold both) > (let go of P) c.LK
	x U + HP

	This can be a little tricky to get at first, but once you you get the
	idea of how this is supposed to work the combo should be easy. Start by
	following through with a half circle motion starting from B and ending
	at DF. After hitting any Punch button you have to hold it down so that
	Balrog will do a huge overhead attack. Now you can keep the DF position 
	or you can go to D and hold it there while you link the c.LK after the
	overhead Dash Swing Blow. As soon as you link the c.LK immediately tap
	up and HP at the same time.

(5) -> Buffalo Head
    -> Violent Buffalo
	* Hold DB for 2 seconds, UB + P (hold B) > F, B, F + PPP

	Just a matter of making sure you're holding Back at all times so that's
	why you're doing Buffalo Head by hold Down Back and then going to Up
	Back so that you can just hit F, B, F + PPP to get the Ultra as soon as
	you land.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Light Punch
    -> Heavy Kick
	* (far) s.LP > s.HK

	You have to do the far version so that the s.HK is a hook to the gut
	instead of a hook to the head.

(2) -> Light Punch
    -> [ Crouch ] Heavy Kick
	* (corner) s.LP > c.HK

	A little tricky to get the combo to work. Easiest way to set this combo
	up is to push Dan into the corner and then when standing next to him,
	back dash once and tap toward him once. This is the perfect range for
	the combo to work.

(3) -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Punch
	* c.LP > c.MP

	Use the health bar trick if you're having trouble with this link.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> Focus Attack
    -> [ Crouch ] Medium Kick
    -> [ Crouch ] Light Kick
    -> Heavy Buffalo Head
	* MP + MK (level 3) (hold D) > (dash forward) c.MK > c.LK x U + HP

	This isn't really that hard as long as you know how to buffer the dash
	so that you're tapping F, F while you're charging your Focus Attack up,
	but almost a full second before it actually comes out and hits Dan.
	With that you can hold Down before Balrog hits Dan and makes him
	crumple over and while holding Down Balrog should still dash forward
	after hitting Dan. If he does that the next part should be simple
	enough, just link c.MK into c.LK and tap Up and HP for the HP Buffalo
	Headbutt.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> Light Punch
    -> Light Punch
    -> Light Punch
    -> Light Punch
    -> [ Crouch ] Heavy Kick
	* (close) s.LP > s.LP > s.LP > s.LP > c.HK

	Use the health bar trick if you're having trouble with this link combo.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Punch
    -> Dash Straight
    -> Crazy Buffalo
	* (jump-in) (hold B) j.HK > c.LP > c.LP > c.LP > c.MP x F + P
	x B, F + P

	Shouldn't be that difficult to get, just use the health bar trick to
	get the links out before the Dash Straight into Super cancel.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> EX Dash Upper
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Kick
    -> Heavy Buffalo Head
    -> Violent Buffalo
	* Hold DB for 2 seconds, c.LP > c.LP x F + KK (hold DB) > c.LP > c.LK
	x UB + HP (hold B) > F, B, F + PPP or KKK

	This will seem like a really difficult combo at first, but it's a lot
	easier once you understand the timing for it. Granted, it's still not
	super easy, but there are couple tricks to getting the combo to work
	for you if you practice it in sections. First of all you need to figure
	out what you need to work on separately before you put it all together
	so let's do that:

	[1] Hold DB for 2 seconds, c.LP > c.LP x F + KK
	[2] Hold DB for 2 seconds, c.LP > c.LK x UB + HP
	[3] Hold DB for 2 seconds, UB + HP > Hold B, land and then proceed with
	    F, B, F + KKK (hold KKK) quickly.
	[4] Hold DB for 2 seconds, F + KK > c.LP

	Now let's do it section by section. Realize that you're doing links and
	cancels here together, not just cancels. It's easy to mash on c.LP and
	c.LK, but if you do that you'll never get the whole combo out. If you
	do it properly, c.LP > c.LP x EX Dash Upper should work. Same with the
	second section of the combo. Take your time and do it slowly. Also
	realize that the reason I separated the combo into four sections is
	because there are pauses in the actual combo where you are pressing and
	not pressing anything. Make sure you don't slide up from DB to D, DF,
	F to get this or you might get the Low Straight. Go straight from DB
	to F.

	Second is the c.LP > c.Lk x HP Buffalo Head section. This should be
	easier than the first link, but it's crucial where you hold your stick.
	It should always be held in the Back position whether it be Down Back,
	Back or Up Back, it has to be Back. The reason for this is that you
	want to be able to pull off the Ultra right as you land to finish this
	combo. Even though you're not practicing that part here, you need to
	create that habit for yourself.

	Third is pretty easy. Charge up the Heavy Buffalo Head, do it with Up
	Back instead of Up or Up Forward and then go to Back and when you land
	quickly do F, B, F + KKK and hold KKK so that you raise your chances of
	the Ultra hitting. After that initial hit the game will count it and
	you don't have to worry about the rest of the hits, but of course there
	is a way to have the Ultra go to the end which I will not explain here.

	Last part is a return back to the middle of the combo. This part is the
	most important to learn because it's the most difficult which is why I
	put it last. When you do the combo in the first section you need to go
	into the second section starting with a c.LP. This is a lot harder than
	it seems, but there's a little trick I found that does help with
	getting it most of the time. You are supposed to pause a little bit
	after you do the EX Dash Upper, but the timing after is a little tight
	and if you hit the c.LP when you think it's supposed to come out it'll
	be too late. Instead you have to pay attention to Balrog's glove. When
	he does his EX Dash Upper he'll raise his hand over his head and then
	immediately pull it back so fast you don't really see it. It'll
	essentially be over Balrog's head for a split second and that's when
	you should double tap LP quickly and then go back into the timing you
	had for the first c.LP > c.LP link for the c.LP > c.LK link. Once you
	get that put the sections together.

	This combo just takes practice so keep at it, might take you awhile to
	get it, but don't give up. One more piece of advice I can give if
	you're still having trouble with the second part from section two of
	the combo and on is that while double tapping LP might work after the
	EX Dash Upper, if you find it is helping, do the same for the c.LK.
	However the timing will be a bit early. You'll be double tapping while
	the c.LP is coming out and the rhythm is still similar to the c.LP >
	c.LP link except now you're doing Tap Tap *pause* Tap Tap Buffalo Head.

	For those that need it, this is what I'm doing in the end:

	*** Hold DB for 2 seconds, c.LP > c.LP x F + KK (hold DB)
	> c.LP (double tap) > c.LK (double tap) x UB + HP (hold B)
	> F, B, F + KKK after landing and waiting a split second just so I'm
	sure I have the charge for the Ultra.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Heavy Kick
    -> [ Crouch ] Light Kick
    -> EX Dash Upper
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> Heavy Buffalo Head
    -> Violent Buffalo
	* (jump-in) (hold B) j.HK > (close) B + HK > DB + LK x F + KK (hold DB)
	> c.LP > c.LP x UB + HP (hold B) > F, B, F + PPP or KKK

	This is just a variation on the last challenge, but it's still a bit
	difficult to pull off. A good distance to start this combo off at is
	one back dash away from Dan, that way your close s.HK and c.LK will hit
	properly allowing you to do the rest of the combo. Use the last
	challenge as reference as to how to break down this challenge as it's
	basically the same.

	One thing that I found to be difficult though is that the c.LPs after
	the EX Dash Upper is a bit harder to time than c.LP > c.LK. Make sure
	you learn the tapping and don't mash out the c.LP or the HP Buffalo
	Head will never hit. The c.LPs are really slow so concentrate on making
	sure you can do EX Dash Upper into c.LP > c.LP.

	The other thing to really make note of is how you're holding your
	stick. For the first part up to the EX Dash Upper, you have to make
	sure you're holding Back and Down Back so you can get the EX Dash Upper
	to come out. After that it's the same as the other combo in that you
	just hold Down Back to Up Back for the HP Buffalo Head and then Ultra
	to finish the combo.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[VE]	Vega
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Piece of Mercury
	* DF + MK

(2) -> Cosmic Heel
	* DF + HK

(3) -> Back Slash
	* PPP

(4) -> Short Back Slash
	* KKK

(5) -> Stardust Drop
	* (jump-in) LP + LK

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Rolling Crystal Flash
	* Hold B for 2 seconds, F + P

(2) -> Scarlet Terror
	* Hold DB for 2 seconds, F + K

(3) -> Sky High Claw
	* Hold D for 2 seconds, UB or UF + HP

(4) -> Izuna Drop
	* Hold D for 2 seconds, UB or UF + P, B or F + P

	This is a bit hard on a standing opponent so start by doing the first
	part of the Izuna Drop:

	** Hold D for 2 seconds, UB or UF + P

	When you jump off the wall, wait half a second before holding Back or
	Forward and hold it until you're close to Dan and tap P which will make
	Vega grab Dan instead of throwing his claw outwards.	

(5) -> Remove Claw
	* DF, DF + P

(6) -> Remove Mask
	* DF. DF + PP

(7) -> Rolling Izuna Drop
	* Hold DB for 2 seconds, DF, DB, UB or UF + K, B or F + P

	Similar to the 4th challenge, but this time you have to do Vega's super
	which is admittedly hard at first. You'll know you did it right when
	you jump to the wall and you see a bunch of sparks go into Vega as he
	jumps off. Then similar to the 4th challenge, when you're almost near
	Dan, hold Back or Forward, whatever direction Dan is in and tap P when
	you're right beside him.

(8) -> Bloody High Claw
	* Hold DB for 2 seconds, DF, DB, UB or UF + KKK

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Medium Kick
    -> Heavy Scarlet Terror
	* Hold DB for 2 seconds, c.MK x F + HK

(2) -> [ Crouch ] Medium Punch
    -> EX Flying Barcelona Attack
    -> Izuna Drop
	* Hold D for 2 seconds, c.MP x UF + KK, B or F + P

	The way EX Barcelona Attack works is that usually the normal version
	makes Vega jump to a wall when you charge Down and then Up Back or Up
	Forward to decide which direction you want Vega to jump to. With the EX
	version the jump to the wall actually hits so you have to hold Up and
	toward the direction of the opponent or in this case Dan. After it hits
	and Vega jumps off the wall just hold the Forward so you get closer to
	Dan and tap any punch button when you're touching him to grab Dan and
	smash him into the ground.

(3) -> Heavy Kick
    -> EX Focus Attack
	* (close) s.HK (1 hit) x (tap) MP + MK

	You have to hit MP + MK as soon as the first hit of Vega's standing HK
	hits Dan. It's a fast two hit move so make sure to do the Focus Attack
	as soon as you can.

(4) -> [ Crouch ] Light Punch
    -> Light Rolling Crystal Flash
	* (close) Hold DB for 2 seconds, c.LP > F + LP

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
    -> Medium Kick
    -> Light Rolling Crystal Flash
	* (jump-in) (hold B) j.HK > (close) s.MK x F + LP (2 hits)

	Might seem hard at first because the Light Rolling Crystal Flash might
	not come out, but really that's only because you need to hold B faster
	after jumping forward. If you're still having trouble with this
	challenge try continuing to hold B as fast as you can after jumping
	and try to time your jump in HK so that it looks like Vega is kicking
	Dan in the crotch, that way when you land you can hold back for a tiny
	bit and you will see Vega walk back a little bit before you tap MK
	followed by F + LP. If you timed that correctly you should get the
	Light Rolling Crystal Flash out no problem.

(2) -> Light Scarlet Terror
    -> EX Scarlet Terror
	* Hold DB for 2 seconds, F + LK (hold DB) > F + KK

	Simple, just hold Down Back as soon as you hit F + LK and when you land
	just do an EX Scarlet Terror.

(3) -> Focus Attack
    -> Cosmic Heel
    -> EX Flying Barcelona Attack
    -> Izuna Drop
	* MP + MK (level 3) > (dash forward) (hold DF) DF + HK
	> UF + KK, B or F + P

	Try not to do this in the corner as the Izuna Drop can screw up pretty
	easily. Otherwise this is mostly about timing. If you do it properly,
	you can do a level 3 Focus Attack and then input the forward dash
	before it hits so you should be holding DF and charging for the EX
	Flying Barcelona Attack. As soon as you dash forward you have to hit HK
	while hold DF as soon as you can and then follow with UF + KK as soon
	as you land from the kick or else it won't combo. After that you just
	hold towards Dan and tap any Punch button when you're close to him to
	finish the combo.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Heavy Punch
    -> [ Crouch ] Medium Punch
	* (close) s.HP > c.MP

	Use the health bar trick if you're having trouble.

(2) -> [ Crouch ] Medium Kick
    -> [ Crouch ] Medium Punch
	* c.MK > c.MP

	Use the health bar trick if you're having trouble.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Punch
    -> Light Rolling Crystal Flash
    -> EX Focus Attack
	* (jump-in) (hold DB) j.HP > c.LP > c.MP x F + LP (2 hits)
	x (tap) MP + MK

	Use the health bar trick if you're having trouble with the link part of
	this combo. Also make sure that you're tapping MP + MK for the Focus
	Attack after the last hit of Rolling Crystal Flash hits (where Vega
	hits Dan with his claws) or else Dan will be able to block the Focus
	Attack.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Kick
    -> Light Scarlet Terror
    -> EX Scarlet Terror
	* (jump-in) (hold DB) j.HP > c.LP > c.LK x F + LK (hold DB) x F + KK

	Use the health bar trick if you're having trouble with the link part of
	this combo. The two Scarlet Terrors at the end of the combo aren't
	really that hard.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Kick
    -> [ Crouch ] Light Punch
    -> EX Flying Barcelona Attack
    -> Izuna Drop
	* (jump-in) (hold D) j.HK > c.MK > c.LP x UF + KK, B or F + P

	A pretty basic combo for Vega aside from the c.MK and c.LP link that
	can be easily timed with the health bar trick. After jumping off of the
	wall you want to hold Back or Forward, whatever is towards Dan and when
	you get close enough make sure you continue to hold down that direction
	and tap a Punch button.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> Heavy Punch
    -> Light Kick
    -> [ Crouch ] Medium Punch
	* (jump-in) j.HP > (close) s.HP > s.LK > c.MP

	Use the health bar trick if you're having trouble with this link combo.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Medium Kick
    -> Light Kick
    -> Light Kick
    -> [ Crouch ] Medium Punch
	* (jump-in) j.HP > c.MK > s.LK > s.LK > c.MP

	Use the health bar trick if you're having trouble with this link combo.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[SA]	Sagat
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Heavy Tiger Elbow
	* F + HP

(2) -> Low Step Kick
	* F + LK

(3) -> High Step Kick
	* F + HK

(4) -> Fake Kick
	* HK, HK

	Sagat's Fake Kick is essentially that, it's Sagat's s.HK except he only
	moves his knee out and then stops quickly. The move seems to be really
	difficult to do just standing there, but I found that a trick to
	getting this out almost 100% of the time really easily is just to
	practice the timing for triple tapping HK while jumping straight up in
	the air far away from Dan so you don't hit him. Now when you're about
	to land hit HK really quickly three times in a row making sure the last
	HK is when you land on the ground so he'll kick. If you do it right you
	should see Sagat's vertical j.HK come out half way before he lands and
	it should be really quick like it just pops out and disappears right
	away. You know you got it right when you see his leg only appearing up
	to Sagat's shoulder and the timing is off if it either doesn't come out
	or if you see Sagat's foot is above his head when he's in the air.

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> High Tiger Short
	* QCF + P

(2) -> Low Tiger Short
	* QCF + K

(3) -> Tiger Uppercut
	* DF, DF + P

(4) -> Tiger Knee Crush
	* DF, DF + K

(5) -> Tiger Genocide
	* QCF, QCF + K

(6) -> Tiger Destruction
	* QCF, QCF + KKK

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Medium Punch
    -> Heavy Tiger Uppercut
	* F + MP x D, DF + HP

(2) -> [ Crouch ] Medium Kick
    -> High Tiger Short
	* c.MK x QCF + P

(3) -> Medium Kick
    -> Tiger Knee Crush
	* F + MK x D, DF + K

(4) -> [ Crouch ] Medium Punch
    -> Tiger Genocide
	* c.MP x QCF + K x QCF + K

	The timing is quite strict here. What you want to do is roll forward
	after you tap MP and continue with a second QCF + K

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Kick
    -> Tiger Knee Crush
    -> Tiger Genocide
	* (jump-in) j.HK > c.MK x F, QCF + MK x QCF + MK

	This one will be a little difficult, but not too much. The difficult
	part is c.MK into Tiger Knee. Once you get the knee to come out the
	Super is easy. Just keep doing QCF + MK until the Super comes out.

(2) -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Punch
    -> Tiger Uppercut
	* (jump-in) j.HK > DF + MP x DF + MP

	Tap DF + MP really quickly after the first DF + MP hits.

(3) -> [  Jump  ] Heavy Kick
    -> Medium Punch
    -> EX High Tiger Shot
    -> EX Tiger Uppercut
	* (corner) (jump-in) j.HK > s.MP x QCF + PP > DF, DF + PP

	This combo is a lot more difficult than it seems just because the
	timing on s.MP x QCF + PP is so hard. Also if you find that you can't
	get the EX Tiger Uppercut to land after your EX High Tiger Shot, that's
	because you're not doing it soon enough. To get it to hit, you have to
	be putting the DF, DF + PP command as soon as you finish the QCF + PP
	command. If you're even a little slow it'll miss.

(4) -> High Step Kick
    -> Tiger Destrcution
	* F + HK > QCF, QCF + KKK

	Just stand next to Dan and dash back twice. Start the F+ HK when Dan
	lands on the ground and begins to jump again. After that it's just a
	matter of getting the Ultra to come out after your F + HK hits. You
	start the Ultra motion after the F + HK hits.

(5) -> Tiger Genocide
    -> Tiger Destruction
	* (corner) QCF, QCF + K > QCF, QCF + KKK

	You need to do this combo in the corner and the timing for the Ultra is
	immediately when you land on the ground after the Tiger Genocide.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Light Kick
    -> [ Crouch ] Medium Punch
	* c.LK > c.MP

	Use the health bar trick if you're having trouble.

(2) -> Light Punch
    -> Heavy Kick
	* (close) s.LP > s.HK

	Use the health bar trick if you're having trouble.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Heavy Punch
    -> Heavy Tiger Genocide
	* (jump-in) j.HK > c.HP > QCF, QCF + HK

	This is actually pretty easy. You start with a j.HK into c.HP and once
	it hits you have to get the HK Super to come out immediately after you
	recover from the c.HP. You start putting in the QCF, QCF after the c.HP
	hits. A good way to know this combo will work is during the super flash
	look at Dan's hand. If his hand that's closest to Sagat is hidden
	behind his leg your Super will hit, if you see his hand it will be
	blocked. This really just lets you know if you're doing the HK Tiger
	Genocide too late or if you're doing it right.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Kick
    -> Heavy Tiger Uppercut
	* (close) DF + LK > DF + LK > DF + LK x DF + HP

	Really difficult link because the c.LK are so slow and you have to be
	really exact to get this to work. I found the easiest way to get this
	to work is to time the links so that you're doing slow DF + LKs that
	are slow enough that you don't get a Tiger Knee out by accident and so
	that you're ready for the HP Tiger Uppercut so when you get there you
	just hit DF + HP really quickly after the last DF + LK.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Punch
    -> Heavy Tiger Uppercut
    -> EX Focus Cancel
    -> High Step Kick
    -> Tiger Destrcution
	* (jump-in) j.HK > DF + MP x DF + HP x FADC (dash forward) > F + HK
	> QCF, QCF + KKK

	Better to try this combo outside of the corner as in the corner it's
	easy for the F + HK to go under Dan after the FADC. The	only truly
	difficult part about this combo is getting the c.MP into Heavy Tiger
	Uppercut and FADCing forward. The rest is easy as you don't really need
	good timing or anything. Just getting the FADC almost guarantees the
	end part of High Step Keep into Ultra barring any mistakes.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Medium Kick
    -> Low Tiger Shot
    -> EX Focus Attack
    -> [ Crouch ] Medium Punch
    -> Tiger Knee Crush
	* (corner) c.MK x QCF + K x MP + MK (level 2) > (dash forward) DF + MP
	x DF + K

	You have to time the level 2 Focus Attack so that it comes out right as
	you charged it and you have to be in the corner to do this combo. You
	have to have close to perfect timing for the level 2 Focus Attack to
	hit. Once you get the timing to cancel the Low Tiger Shot into the
	level 2 Focus Attack this combo should be a breeze. Don't forget to
	dash forward after the Focus Attack and the rest of the challenge
	should be easy.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Medium Punch
    -> EX Tiger Uppercut
    -> Tiger Destruction
	* (jump-in) j.HK > c.LK > DF + MP x DF + PP > QCF, QCF + KKK

	The timing on the link is pretty easy, it's just as usual getting the
	EX Tiger Uppercut to come out after the second crouching link which in
	this case isn't as hard for Sagat as it is for other characters it
	seems. The Ultra at the end just needs to be done when you land from
	the EX Tiger Uppercut and it should hit no matter where you are. 

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[BI]	M. Bison
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Punch
	* (jump-in) j.HP

(2) -> Medium Punch
	* s.MP

(3) -> Deadly Throw
	* F + LP + LK

(4) -> Death Tower
	* B + LP + LK

(5) -> Hell Attack
	* (jump-in) j.MP, j.MP

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Psycho Crusher
	* Hold B for 2 seconds, F + P

(2) -> Double Knee Press
	* Hold B for 2 seconds, F + K

(3) -> Head Press
	* Hold D for 2 seconds, U + K

(4) -> Somersault Skull Diver
	* Hold D for 2 seconds, U + K, P

(5) -> Devil Reverse
	* Hold D for 2 seconds, U + P, P

	After you tap P and Bison's hand starts flaming purple you have to
	control how you fall so that it hits Dan for it to count.

(6) -> Bison Warp
	* DF, DF or DB DB + PPP or KKK

(7) -> Knee Press Nightmare
	* Hold B for 2 seconds, F, B, F + K

(8) -> Nightmare Booster
	* Hold B for 2 seconds, F, B, F + KKK

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Light Punch
    -> Double Knee Press
	* Hold DB for 2 seconds, c.LP x F + K

(2) -> [ Crouch ] Medium Kick
    -> Psycho Crusher
	* Hold DB for 2 seconds, c.MK x F + P

(3) -> [ Crouch ] Heavy Punch
    -> Knee Press Nightmare
	* Hold DB for 2 seconds, c.HP x F, B, F + K

(4) -> Heavy Punch
    -> Bison Warp
	* s.HP x DF, DF or BF, BF + PPP or KKK

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Medium Kick
    -> [ Crouch ] Medium Kick
    -> Double Knee Press
	* (jump-in) (hold DB) j.MK > c.MK x F + K

(2) -> [  Jump  ] Heavy Punch
    -> Heavy Punch
    -> Psycho Crusher
	* (jump-in) (hold DB) j.HP > s.HP x F + P

(3) -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> Double Knee Press
    -> Knee Press Nightmare
	* (jump-in) (hold B) j.HK > s.HP x F + K x B, F + K

(4) -> Hell Attack
    -> Nightmare Booster
	* (jump-in) (hold B) j.MP, j.MP > F, B, F + KKK

(5) -> Somersault Skull Diver
    -> Medium Kick
	* Hold D for 2 seconds, U + K, P > s.MK

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Kick
	* c.LP > c.MK

	Use the health bar trick if you're having trouble.

(2) -> [ Crouch ] Medium Punch
    -> Medium Kick
	* c.MP > s.MK

	Use the health bar trick if you're having trouble.

(3) -> [ Crouch ] Medium Punch
    -> Heavy Kick
	* c.MP > s.HK

	Use the health bar trick if you're having trouble.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> Somersault Skull Diver
    -> [ Crouch ] Medium Punch
    -> Medium Kick
	* Hold D for 2 seconds, U + K, P > c.MP > s.MK

	Not very difficult, just use the health bar trick to time the crouching
	MP into standing MK. Get used to linking crouching MP into standing MK.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Light Kick
    -> Light Kick
    -> Heavy Kick
	* (jump-in) j.HK > s.LK > s.LK > s.HK

	Use the health bar trick again to do this. The hardest part really is
	the last standing HK. Try to press HK a little faster than the other
	button presses. Also make sure that you're jumping in really deeply or
	as close to Dan as you can because if you're not close enough, not
	matter how fast you try to get the HK out, Dan will always block the
	last hit.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Kick
    -> Double Knee Press
	* Hold DB for 2 seconds, c.LK > c.LK > c.LK > F + K

	Not exactly that difficult, just have to keep a steady rhythm for the
	links which you can keep track of with the health bar trick and then be
	fast on the F + K after the last c.LK.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> Focus Attack
    -> [ Crouch ] Medium Punch
    -> [ Crouch ] Medium Kick
    -> Light Psycho Crusher
	* MP + MK (level 3) > (dash forward) (hold DB) c.MP > c.MK > F + LP

	If this is tricky at all, it's because you have to tap F, F for the
	dash almost a second before you actually hit the opponent. It's not too
	difficult to get, but it does take a couple tries to get used to it and
	remember it. Once you get it down though it's basically just hold
	MP + MK, dashing forward before the Focus Attack comes out and holding
	DB before the Focus Attack hits Dan. Then when you come out of the
	Focus Attack you should be crouching and if you do it fast enough you
	can combo c.MP > c.MK into an LP Psycho Crusher. If you're a little
	slow though the c.MP will knock Dan into the air a bit and the rest of
	your combo will fail.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Medium Kick
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Kick
    -> Heavy Double Knee Press
	* (jump-in) j.MK > (hold DB) c.LK > c.LP > c.MK > F + HK

	This combo isn't all that difficult, think of it as an advanced version
	of Hard Level 3 challenge for Bison. Instead of c.LK you need to jump
	in and do a bunch of different attacks before doing his HK Double Knee
	Press.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[VI]	C. Viper
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Ab Fitness
	* F + LP + LK

(2) -> Temple Massage
	* B + LP + LK

(3) -> Viper Elbow
	* F + MP

(4) -> Double Kick
	* F + HK

(5) -> High Jump
	* D, U

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Thunder Knuckle
	* QCB + P

(2) -> Burning Kick
	* QCB + K

(3) -> (in air) Burning Kick
	* (jump-in) QCB + K

(4) -> Seismic Hammer
	* DF, DF + P

(5) -> Emergency Combination
	* QCF, QCF + P

(6) -> Burst Time
	* QCF, QCF + PPP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Medium Kick
    -> Medium Thunder Knuckle
	* c.MK x QCB + MP

(2) -> [  Jump  ] Heavy Kick
    -> Heavy (in air) Burning Kick
	* (jump-in) j.HK x QCB + HK

	You have to do the j.HK really late so that Viper's knee is at or below
	Dan's head when it hits otherwise the Heavy Burning Kick won't combo.

(3) -> Heavy Kick
    -> Emergency Combination
	* s.HK x QCF, QCF, P

	You have to be really fast after hitting HK for the cancel to come out,
	but it's easier just to do it my way:

	** QCF, QCF, HK, P

	Just do everything in succession quickly.

(4) -> Heavy Thunder Knuckle
    -> Heavy Thunder Knuckle
	* QCB + HP > QCB + HP

	Just do it one after the other, combos pretty easily.

(5) -> Seismic Hammer cancel
	* DF, DF + P, PP

	You have to do the PP immediately after the DF, DF + P or it won't
	work.

(6) -> Thunder Knuckle cancel
	* QCB + P, PP

	Same as the Seismic Hammer cancel except with the QCB + P first instead
	of DF, DF + P.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Medium Kick
    -> [ Crouch ] Medium Kick
    -> Medium Thunder Knuckle
	* (jump-in) j.MK > c.MK x QCB + MP

(2) -> EX Seismic Hammer
    -> High Jump
    -> (in air) Burning Kick
	* DF, DF + PP > D, U, QCB + K

	This can be a little tricky just because doing the super jump after the
	EX Seismic Hammer hits and then doing the Burning Kick in the air so it
	lands can be difficult if you're not used to doing it. There's a trick
	to pulling this combo off easily though which is:

	** DF, DF + PP > 360 + LK

	Now to note, where you see 360, it DOES matter which direction you spin
	the stick. If you're facing right you need to spin the stick clock-
	wise. If you're facing left you need to spin it counter-clock-wise.
	After that you just keep tapping LK so you can get the Light (in air)
	Burning Kick out as soon as you can. This will only really work well in
	the corner where Dan won't go flying off in the distance and gives you
	more space for making mistakes without worrying too much. Also just so
	you know, you should be spinning the stick while tapping LK until the
	burning kick comes out just incase you are faster or slower than how I
	do it. If it's not coming out at all, you're probably going too fast or
	being too messy. If you're being too slow you should still be getting
	the stuff out, just it'll be either higher on the screen or it'll miss
	Dan completely without comboing.
	
(3) -> Heavy Thunder Knuckle
    -> Emergency Combination
	* QCB + HP > QCF, QCF + P

	Easy combo, just do the Super motion when you land from the Heavy
	Thunder Knuckle. If it misses, most likely you hit Dan when he was too
	low to the ground. Try hitting him when he's at the top of his jump for
	the best results.

(4) -> Focus Attack
    -> EX Thunder Knuckle
    -> Burst Time
	* (corner) MP + MK (level 3) > (dash forward) QCB + PP > QCF, QCF + PPP

	This may be a bit tricky. First you should do this with Dan's back to
	the corner for the best results. Second, you have to pay attention to
	what happens to Dan after you dash forward from the level 3 Focus
	Attack. If Dan gets knocked off his feet when you hit him with the EX
	Thunder Knuckle the combo won't work because you were a little late on
	the EX Thunder Knuckle. If you did it right, Dan should get shocked and
	fall to his knees which means you just have to pull off the Ultra to
	finish the combo.

(5) -> [  Jump  ] Heavy Kick
    -> Heavy (in air) Burning Kick
    -> Burst Time
	* (corner) (jump-in) j.HK x QCB + HK > QCF, QCF + PPP

	This is also quite tricky as the j.HK x QCB + HK combo depending on how
	far you are when you jump-in might make you hit behind them making them
	fly behind you instead of in front of you making knowing which
	direction to do the motion for Ultra more confusing. To avoid this push
	Dan into the corner and then walk backwards so that you're under the
	timer, then take a step further away so that the front of Viper's hair
	lines up with the edge of the OO infinity sign where the timer should
	be.

	Now you should be able to do the combo as shown without much problem.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Light Punch
    -> Medium Punch
	* (close) s.LP > s.MP

	Use the health bar trick for this link if you're having trouble.

(2) -> Light Kick
    -> [ Crouch ] Medium Punch
	* (close) s.LK > c.MP

	Use the health bar trick for this link if you're having trouble.

(3) -> Medium Punch
    -> [ Crouch ] Medium Punch
	* (close) c.MP > c.MP

	Use the health bar trick for this link if you're having trouble.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> Medium Punch
    -> [ Crouch ] Medium Punch
    -> Medium Thunder Knuckle
    -> Emergency Combination
	* (jump-in) j.HP > (close) s.MP > c.MP x QCB + MP x QCF, QCF + P

	Use the health bar trick if you're having trouble with the link part of
	this combo. After that it should be quite easy. You have to time the
	Super up with when you the MK Thunder Knuckle hits.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> FOcus Attack
    -> [ Crouch ] Heavy Punch
    -> Thunder Knuckle cancel
    -> Burst Time
	* MP + MK (level 3) > (dash forward) c.HP x QCB + LP, PPP
	> QCF, QCF + PPP

	This combo is insane and it felt like it came down to really just
	pressing the right buttons and getting the right habbits to get down
	the combo. For the Thunder Knuckle cancel, I found that I had a lot
	better luck doing HP -> LP -> PPP -> PPP instead of originally trying
	to do HP -> HP -> MP + HP -> PPP just because I kept getting EX Thunder
	Knuckle cancels instead of regular ones which do count, but seems to be
	too slow for C. Viper's Ultra to actually come out.

	A slight variation in the method to pull off this combo might make it
	easier to do:

	* MP + MK (level 3) > (dash forward) c.HP x QCB + LP > QCF + PPP
	> QCF + PPP

	This time around instead of trying to do the Ultra after the cancel,
	you add a QCF quickly while doing the cancel so that you don't have to
	mash as hard to get the Ultra to come out. Once you get it down, it
	doesn't really feel as insanely fast to do as it seems.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Light Kick
    -> [ Crouch ] Light Punch
    -> High Jump
    -> Burst Time
	* (jump-in) j.HK > s.LK > D + LP x DF, F, UF, QCF + PPP

	Insane combo #2! When you wondered how it could get any harder, this
	combo appears. If you're confused about the High Jump part of the
	combo, what that actually means is you're going to do something called
	High Jump Cancel where you basically tap D, U to cancel the recovery
	from your c.LP and then do your Ultra before you jump off of the
	ground. There is a little trick to this which is listed above.

	Basically what you're supposed to do is after tapping s.LK you have to
	do this part quite quickly and that is you have to do a QCF and right
	when you hit Down for the QCF tap LP at the same time, follow through
	to UF instead of just F so that High Jump should light up in red and
	then quickly do QCF + PPP in one extremely quick motion. You cannot
	hold Down at anytime during this combo if you want to be able to pull
	it off.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> EX Focus Attack
    -> [ Crouch ] Heavy Punch
    -> EX Seismic Hammer
    -> High Jump
    -> (in air) Heavy Burning Kick
    -> Heavy Thunder Knuckle
	* (corner) MP + MK (level 3) > (dash forward) DF + HP x DF + PP
	> D, U, QCB + HK > QCB + HP

	This combo needs to be done in the corner for the last HP Thunder
	Knuckle to connect, the rest of the combo doesn't need to be, but it
	doesn't hurt to do the entire thing in the corner.

	Anyways, the only difficult part of this combo really is the HK Burning
	Kick in the air which really only depends on speed for you to do D, U,
	QCB + HK. There are actually a couple of methods aside from that to do
	this, but I liked doing it this way. If you're having trouble you can
	also try doing:

	** ... DF + HP x DF + PP > D, DB, B, UB, U, UF, F + HK ...

	So instead of going D, U, D, DB, B, you're just doing 3/4 an entire
	circle. This also requires you to be really quick as well so you have
	to start doing the circle as soon as you put in the command for EX
	Seismic Hammer or else you'll jump backwards instead of up or forward
	which is what is prefered. If you did it right, the HK Burning Kick
	should look like it came out on the ground meaning you should have done
	it fast enough to make C. Viper instantly do the Burning Kick as soon
	as she jumps off of the ground. The ground version won't come out
	anyways if you do it wrong so don't worry about accidentally doing the
	wrong version. 

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Heavy Punch
    -> Thunder Knuckle cancel
    -> [ Crouch ] Heavy Punch
    -> EX Seismic Hammer
    -> High Jump
    -> (in air) Heavy Burning Kick
    -> Burst Time
	* (corner) c.HP x QCB + P, PPP > DF + HP x DF + PP
	> QCB, UB, U, UF + HK > QCF, QCF + PPP

	This one is really difficult as it involves more Thunder Knuckle
	cancelling though it's a bit easier this time as you're only trying to
	do another c.HP after it instead of an entire Ultra motion.

	Anyways there's two methods to doing the EX Seismic Hammer into
	HK Burning Kick:

	[1] EX Seismic Hammer > QCB, UF + HK
	[2] EX Seismic Hammer > QCB, UB, U, UF + HK

	The two different ways have different timings and none is really better
	than the other for this combo, just a matter of preference. The first
	one is done a bit slower and you don't have to start right away after
	you do the EX Seismic Hammer command. The second version needs to be
	done as soon as you finish the EX Seismic Hammer command and if you
	don't do it right away or time it so that you reach UF and tap HK right
	after the EX Seismic Hammer hits, it won't come out and at best you
	might just get a Super Jump which means you're hitting the HK too late
	or too early.

	After that you have to pay attention to the timing for C. Viper's Ultra
	is dependent on how high Dan is when he falls. You have to time it so
	that he's below Viper's neck or above her pants for the Ultra to
	actually hit. If he's higher or lower than that, the Ultra will miss so
	in this case doing the Ultra as soon as possible is actually a bad
	thing beceause it will most likely always miss if you do that. It's not
	necessarily a difficult thing to time, but if you're having trouble
	with doing EX Seismic Hammer into HK Burning Kick, you probably don't
	want to screw up the Ultra at the end of the combo.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[RU]	Rufus
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Vulture Kick
	* F + MK

(2) -> Glory Kick
	* DF + MK

(3) -> Fragrance Palm
	* F + HP

(4) -> Falcon Kick
	* (jump-in) DF + MK

(5) -> Target Combo
	* s.LK x s.HK

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Light Messiah Kick
    -> (+) High Attack
	* QCF + K, LK

(2) -> Galatic Tornado
	* QCF + P

(3) -> Snake Strike
	* DF, DF + P

(4) -> Spectacle Romance
	* QCF, QCF + P

(5) -> Space Opera Symphony
	* QCF, QCF + PPP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Heavy Punch
    -> Heavy Galactic Tornado
	* s.HP x QCF + HP (hold F)

	Try tapping HP followed quickly by HCF + HP if you're having trouble
	getting the combo out. Change the HCF to QCF when you're comfortable
	doing this.

(2) -> Heavy Punch
    -> EX Messiah Kick
    -> (+) High Attack
	* s.HP x QCF + KK, LK

	Easy combo, just stand as close to Dan as you can before starting the
	combo.

(3) -> [ Crouch ] Medium Punch
    -> Heavy Galactic Tornado
	* c.MP x QCF + HP (hold F)

	Remember to do this as close to Dan as possible and to hold F while
	doing Galactic Tornado or it won't combo.

(4) -> [ Crouch ] Medium Kick
    -> EX Messiah Kick
    -> (+) High Attack
	* c.MK x QCF + KK, LK

	Press the LK after Rufus does his kicks and lands on the ground.

(5) -> Heavy Kick
    -> Spectacle Romance
	* (corner) (far) s.HK > QCF, QCF + P

	Push Dan into the corner and then back dash once to setup the distance.
	After it hits, wait a second before doing the super so you can hit him
	on the way down and before he hits the floor.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
    ->  EX Snake Strike
	* (jump-in) j.HK > (land) DF, DF + PP

(2) -> [  Jump  ] Heavy Punch
    -> Heavy Punch
    -> Heavy Galactic Tornado
    -> Light Galactic Tornado
	* (corner) (jump-in) j.HP > s.HP x QCF + HP (hold F) > QCF + LP

	Not very hard, just push Dan into the corner and back dash twice to
	setup distance. Just be mindful of the HP into HP Tornado and try to
	separate it from the j.HP. I found that to be a bit easier as I didn't
	try to do the rest of the combo too soon due to habits from other
	games. After the HP Tornado hits, wait half a second before doing the
	LP Tornado. Only 1 hit from the body spin will hit, but that's enough
	for the combo.

(3) -> Falcon Kick
    -> Heavy Punch
    -> Heavy Galactic Tornado
	* (jump-in) DF + MK > HP x QCF + HP (hold F)

	This combo is a bit rougher because of the dive kick, but shouldn't
	take more than a couple tries. Start by getting close to Dan and back
	dashing once for distance. Now jump forward and dive kick (DF + MK) at
	about Dan's head and the HP should connect pretty easily aftter, which
	only leaves the HP Tornado which can be difficult, but really all you
	need to remember is to do it slowly and try not to rush it. Also don't
	forget to hold F.

(4) -> Falcon Kick
    -> Target Combo
    -> Spectacle Romance
	* (jump-in) DF + MK > LK x HK > QCF, QCF + P

	Not really that difficult. Again, back dash once and jump in and at
	Dan's head dive kick, land with s.LK, s.HK, wait a little bit and do
	his super. Might have trouble getting the super out, but just wait
	after the Target Combo before doing it and make sure you're doing the
	motion properly.

(5) -> Focus Attack
    -> Heavy Kick
    -> Fragrance Palm
    -> Space Opera Symphony
	* MP + MK (level 3) > (dash back) (far) s.HK > F + HP > QCF, QCF + PPP

	Can be difficult to get the HK after back dashing, but the best tip is
	just to not hold any direction while tapping on HK until it comes out
	and then switch to holding F and tapping HP until that starts to come
	out. As soon as it comes out just wait until it hits before trying to
	put in the motion for the Ultra or it won't come out.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Medium Punch
    -> Light Punch
	* s.MP > s.LP

	Use the health bar trick and wait until the light disappears after
	hitting Dan with MP before tapping LP. Make sure you're as close to Dan
	as you can be as well.

(2) -> [ Crouch ] Medium Punch
    -> [ Crouch ] Light Kick
	* c.MP > c.LK

	Same as the previous challenge, use the health bar trick and stand as
	close to Dan before you try this link.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> Light Punch
    -> Medium Punch
	* (jump-in) j.HP > c.LP > c.LP > C.LP > s.LP > s.MP

	Easy link combo, just push Dan against the wall and back dash twice to
	setup the distance. Use the health bar trick to figure out when to time
	your attacks, but you could just keep mashing on LP and it'll amount to
	the same thing after jumping in. Make sure to stand up for the last LP
	and MP. Watch your timing for the MP because if you're too late it will
	miss and you can be a little early so it won't come out.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> Focus Attack
    -> Falcon Kick
    -> Heavy Punch
    -> Heavy Galactic Tornado
    -> Space Opera Symphony
	* (corner) MP + MK (level 3) > U, DF + MK > s.HP x QCF + HP
	> QCF, QCF + PPP

	Start by pushing Dan into the corner to do this combo. Reason why is
	because for Rufus' Ultra (Space Opera Symphony) to connect, Dan needs
	to be in the corner so he doesn't go flying off into the distance after
	the last hit of the Tornado.

	Stand next to Dan and charge up a level 3 Focus Attack and dash
	forward. Now you have to do low dive kick (Falcon Kick) for the HP to
	connect and you can do that by quickly tapping U, DF + MK after both of
	Rufus' feet hit the floor from the dash or else he will do a rolling
	kick (Glory Kick) instead.

	If you do it low enough, connecting HP shouldn't be a problem, but the
	Heavy Galatic Tornado will be. I like to do a HCF + HP instead of a
	QCF + HP just so that I can be sure that I getting it out and I find
	doing the HCF slower after the HP works much better than trying to do
	the motion as fast as I can. Make sure to hold F (toward) so that all
	of the hits from HP Tornado land or your combo will get screwed up.

	After that comes linking the Ultra which seems harder than it really
	is. Practice doing HP Tornado against Dan in the corner and when the
	last hit lands, wait half a second and do the Ultra and it should come
	out and hit Dan. If your Ultra doesn't come out, it's most likely
	you're rushing it too much or not doing the ultra motion cleanly
	enough. Try to force yourself to do HCF, HCF + PPP instead of QCF,
	QCF + PPP just because sometimes people tend to cut their QCF short and
	just end up doing QCF, DF, F + PPP without realizing it.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> Falcon Kick
    -> [ Crouch ] Light Punch
    -> EX Messiah Kick
    -> (+) High Attack
    -> EX Focus Cancel
    -> Space Opera Symphony
	* (jump-in) DF + MK > c.LP x QCF + KK, LK x FADC (dash forward)
	> QCF, QCF + PPP

	The hard part here is just getting used to FADC in this combo, but this
	is much easier for Rufus than most other characters as	the follow-up
	after EX Messiah Kick gives you time to prepare. Also try not to do
	this combo in the corner as I've found it to be unreliable and the
	Ultra likes to slide under Dan if you do it too early which isn't
	really a problem outside of the corner.

	For distance I like to walk back a step or two before doing the dive
	kick so it's easier to get the c.LP into EX Messiah Kick. Follow that
	by tapping LK twice if you're afraid of the timing for the follow-up
	after the EX Messiah Kick, time the LKs for the last hit of the Messiah
	Kick and move your hands over MP + MK before the flip kick comes out
	and hold them down as you dash forward, let go of everything and put in
	before you do the Ultra. Each part has to be pretty segmented to make
	sure that your execution is as clean as possible to make everything
	come out as easily as possible.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> Focus Attack
    -> Fragrance Palm
    -> Medium Snake Strike
    -> Space Opera Symphony
	* (corner) MP + MK (level 3) (dash forward) > F + HP
	> DF, DF (or F, D, DF) + MP > QCF, QCF + PPP

	Not really that hard, but getting the MP Snake Strike to hit properly
	might be a little tricky. Push Dan into the corner before starting this
	combo.

	When you're in the corner do a level 3 Focus Attack and dash forward.
	After dashing forward hold F and mash on HP to get the Fragrance Palm
	out. Now you have to wait until right after your F + HP hits to do the
	MP Snake Strike, how you do the Snake Strike is your preference, but
	regardless you must do the move as fast as you can after the Fragrance
	Palm hits for the move to come out or else it won't come out at all.

	The last part shouldn't be hard, but for people having difficulty with
	the timing, you have to do the first QCF before you land and the second
	QCF + PPP right as you land to get this move to come out. It's just
	about timing and shouldn't take long to get used to it. Make sure that
	it's one seamless motion and not segmented. Rufus should look like he's
	doing his Ultra right when he lands.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> Medium Punch
    -> Light Punch
    -> [ Crouch ] Medium Kick
    -> EX Galactic Tornado
	* (jump-in) j.HP > s.MP > s.LP > c.MK x QCF + PP

	The most difficult part of this combo is the last part of the link
	which is the c.MK. Start by pushing Dan into the corner and back dash
	twice to setup the distance. Technically you don't need to do this
	combo in the corner, but I found it easier just because of the distance
	for the combo and most likely nobody will get this combo on the first
	try. Also remember, health bar trick is so useful here.

	Anyways, jump in with HP, try to have Rufus' Arm hit basically inside
	Dan's head so you're as close as possible when you land. After that
	just work on timing the link for s.MP > s.LP > c.MK. If the c.MK
	misses, it's because you did the c.MK too late. Canceling into EX
	Tornado isn't hard so that's the whole combo. Just work on practicing
	doing the links while standing if you're really having trouble before
	adding the jump in and the cancel at the end.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[FU]	El Fuerte
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Heavy Punch
	* s.HP

(2) -> [ Crouch ] Heavy Kick
	* c.HK

(3) -> Shower Kick
	* F + MK

(4) -> Sky Sorpressa Drop
	* (jump-in) LP + LK

(5) -> Target Combo
	* s.MK, s.MK

	This one is a bit annoying. To get without annoying yourself too much.
	This kick has two parts, the first being a straight kick and the second
	one being a short hopping reverse roundhouse. You only need that second
	kick to hit and for that to happen the first one can't hit or Dan will
	just block the second one. Just stand next to Dan and dash back twice
	and mash on MK and you should get it without too much annoyance.

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Tostada Press
	* QCF + P > MP (while running)

(2) -> Fajita Buster
	* QCF + P > HP (while running)

(3) -> Gordita Sobat
	* QCF + P > MK (while running)

(4) -> Calamari Slide
	* QCF + P  > HK (while running)

(5) -> Propeller Tortilla
	* QCB + P > HP (while running)

(6) -> Quesadilla Bomb
	* Hold K for at least 4 seconds and then let go

(7) -> Guacamole Leg Throw
	* DF, DF + K

(8) -> El Fuerte Dynamite
	* QCF, QCF + K

(9) -> El Fuerte Flying Giga Buster
	* QCF, QCF + KKK

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Heavy Punch
    -> Quesadilla Bomb
	* Hold K for 4 seconds > HP x (release K)

	As it says, just press and hold any Kick for 4 seconds, then walk up to
	Dan and hit HP and let go of K and that should be it.

(2) -> Heavy Kick
    -> Guacamole Leg Throw
	* (close) F + HK x D, DF + K

	The close version of HK is a high knee that pops Dan into the air. Easy
	combo.

(3) -> [ Crouch ] Medium Kick
    -> El Fuerte Dynamite
	* c.MK x QCF, QCF + HK

	HK version of El Fuerte Dynamite hits the furthest so that guarantees
	it'll combo after the c.MK. It might be a little difficult to get
	because you have to be really fast with the Super motion for it to
	cancel after the c.MK. You have to basically get the whole thing out
	before the c.MK hits so make sure your motion is clean or else El
	Fuerte will jump into the air trying to do a Guacamole Leg Throw
	instead.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Punch
    -> Heavy Punch
    -> Quesadilla Bomb
    -> Heavy El Fuerte Dynamite
	* (hold K) (jump-in) j.HP > s.HP x (release K) x QCF, QCF + HK

	This has to be done rather slowly which also makes it easier to do.
	Just have to get used to the rhythm of things so start by holding any
	Kick button (I prefer LK since I can hold it down easily with my thumb)
	and then start the combo. Make sure you let go of the Kick button after
	your let go of HP or else your Quesadilla Bomb might not come out.
	After that you have to continue to pay attention so you can input QCF,
	QCF + HK as it comes out so HK should be pressed as soon as El Fuerte
	runs into Dan.

(2) -> [  Jump  ] Heavy Punch
    -> Heavy Kick
    -> El Fuerte Dynamite
	* (jump-in) j.HP > s.HK x QCF, QCF + K

	This can be quite tricky to get. I would suggest to push the Dan into
	the corner and then go back and stand right in the middle of the screen
	under the timer before starting the combo. Also you have to make sure
	when you jump in with Heavy Punch that you make it so when you hit Dan
	you can see his face when it hits, otherwise El Fuerte's elbow will be
	covering Dan's face and that means your close s.HK will be blocked.
	After that it's just a matter of speed and clean execution to get the
	Super out. Doesn't matter which version you use because only 1 hit will
	actually hit.

(3) -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> Gordia Sobat
    -> El Fuerte Dynamite
	* (jump-in) j.HK > s.HP x QCF + P, MK x QCF, QCF + K

	This can be annoying to do just because you have to be so clean with
	your execution to pull it off properly.

(4) -> Focus Attack
    -> El Fuerte Flying Giga Buster
	* MP + MK (level 3) > (dash forward) QCF, QCF + KKK

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Light Kick
    -> [ Crouch ] Medium Kick
	* c.LK > c.MK

	Use the health bar trick for this link if you're having trouble.

(2) -> Light Kick
    -> [ Crouch ] Medium Kick
	* s.LK > c.MK

	Use the health bar trick for this link if you're having trouble.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> Light Kick
    -> [ Crouch ] Medium Kick
    -> El Fuerte Dynamite
	* s.LK > c.MK x QCF, QCF + HK

	Use the health bar trick to get the s.LK into c.MK link and quickly
	cancel into Fuerte's HK super. Only the HK version will hit after a far
	c.MK.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
    -> El Fuerte Dynamite
	* c.LK > c.LP x QCF, QCF + MK

	Same as the previous challenge. Only the MK version will hit after the
	link.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Light Punch
    -> Light Punch
    -> Light Punch
    -> Light Kick
    -> [ Crouch ] Medium Kick
	* (jump-in) j.HK > s.LP > s.LP > s.LP > s.LK > c.MK

	Use the health bar trick if you're having trouble with this link combo.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> Focus Attack
    -> Shower Kick
    -> Light Kick
    -> [ Crouch ] Medium Kick
    -> Heavy El Fuerte Dynamite
	* MP + MK (level 3) > (dash forward) F + MK > s.LK > c.MK
	x QCF, QCF + HK

	This isn't a hard combo to be honest, but what makes it really
	difficult is the s.LK into c.MK which is a real killer because it's
	hard and you have to get ready for the HK Super. This is all about
	execution so really just practice getting that s.LK > c.MK x HK Super.
	That's really the meat of the whole combo.

	Also I noticed people having trouble with the level 3 Focus Attack into
	Shower Kick. There shouldn't really  be any issues with this as you can
	just do the level 3 Focus Attack and then when you dash forward, hold
	Forward and mashing MK until you see El Fuerte do the roll, then use
	the health bar trick to land the s.LK and get that muscle memory
	working for the s.LK into c.MK link into HK Super.
	
HARD Level 5	 	```````````````````````````````````````````````````````
    -> Heavy Punch
    -> Heavy Punch
    -> Heavy Punch
	* (close) s.HP x QCF + P, LP > (close) s.HP x QCF + P, LP
	> (close) s.HP

	Funny Capcom. Okay well this might puzzle a lot of people out there,
	but as it made a lot of blog sites and stuff people should have an idea
	about this. This is essentially El Fuerte's Dizzy Loop which was pegged
	as an infinite when SF4 was in the arcades in Japan and videos flooded
	youtube and other sites.

	Basically how you do this is by abusing Habanero Dash which is easier
	said than done, and you basically run forward and cancel it, hit HP
	when you're close to the opponent and cancel that into another Habanero
	Dash and repeat. Above I listed what you need to basically do and I
	left the Habanero Dash command to whatever you're most comfortable
	using (I like LP myself). You have to be extremely fast for this to
	work and also clean as you have to have the right timing and speed to
	get this combo to work. Each repetition of the combo basically looks
	like:

	** (close) s.HP x QCF + HP [(pause) LP, (close) s.HP x QCF + HP] repeat

	You have to get the rhythm down for this combo if you really want to
	get it to work. Try to get this rhythm going:

	*** Tap - Tap - Pause - Tap - Tap - Tap - Pause - Tap - Tap - Tap
	*** HP, QCF + HP #### LP > HP, QCF + HP ####### LP > HP, QCF + HP

	Don't be deceived by that though, the Pause is actually really short,
	but you'll understand once you get it going. You have to really just
	section it off so that you don't think about the first part since you
	need it to start, but because it's only two taps it might throw you off
	for awhile until you're used to the triple taps. Don't mash, you're
	supposed to hear clear taps when you're doing it. If you're even a
	little off beat Dan will block the next s.HP and if you're too far El
	Fuerte will throw out his super slow far s.HP. Also I would recommend
	you do this combo in the middle of the screen as oddly it seems easier
	in the middle of the screen when compared to in the corner.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[AB]	Abel
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Heavy Punch
	* c.HP

(2) -> [ Crouch ] Medium Kick
	* c.MK

(3) -> Drop Throw
	* F + LP + LK

(4) -> Pincer Throw
	* B + LP + LK

(5) -> Forward Kick
    -> Dash
	* F + MK, F

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Change of Direction
    -> Second Mid
    -> Finish Mid
	* (1) QCF + P, (2) F + P, (3) F + P

(2) -> Wheel Kick
	* QCB + K

(3) -> Marseilles Roll
	* QCF + K

(4) -> Falling Sky
	* DF, DF + P

(5) -> Tornado Throw
	* HCB + P

(6) -> Heartless
	* QCF, QCF + P

(7) -> Soulless
	* QCF, QCF + PPP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Heavy Punch
    -> Wheel Kick
	* c.HP (2 hits) x QCB + K

(2) -> [ Crouch ] Medium Kick
    -> Marseilles Roll
	* c.MK x QCF + K

(3) -> Heavy Punch
    -> Change of Direction
    -> Second Mid
    -> Finish Mid
	* (close) s.HP (1 hit) x (1) QCF + P, (2) F + P, (3) F + P

(4) -> Focus Attack
    -> Tornado Throw
	* MP + MK (level 3) > (dash forward) HCB + P

(5) -> Medium Punch
    -> Heartless
	* s.MP (2 hits) x QCF, QCF + P

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Medium Kick
    -> Heavy Punch
    -> Change of Direction
    -> Second Mid
    -> Finish Mid
	* (jump-in) j.MK > s.HP (1 hit) x (1) QCF + P, (2) F + P,
	(3) F + P

(2) -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Heavy Punch
    -> Falling Sky
	* j.HK > c.HP (2 hits) -> DF, DF + P

(3) -> [  Jump  ] Medium Kick
    -> [ Crouch ] Medium Punch
    -> Light Change of Direction
    -> Heartless
	* (jump-in) j.MK > c.MP x QCF + LP x QCF + P

(4) -> Focus Attack
    -> [ Crouch ] Heavy Punch
    -> Soulless
	* MP + MK (level 3) > (dash forward) c.HP (2 hits) > QCF, QCF + PPP

	You want to do the Ultra after the second hit of c.HP. You're not
	cancelling, but rather you are waiting until you can move again so you
	can activate Abel's Ultra.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Light Punch
    -> Medium Punch
	* (close) c.LP > s.MP

	Use the health bar trick if you're having trouble with this link combo.

(2) -> Light Punch
    -> Medium Punch
	* (far) s.LP > s.MP

	Use the health bar trick if you're having trouble with this link combo.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> Medium Punch
	* c.LK > c.LP > c.LP > s.MP

	Use the health bar trick if you're having trouble with this link combo.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> Forward Kick
    -> Dash
    -> Heavy Punch
    -> Change of Direction
    -> Second Mid
    -> Finish Mid
	* F + MK, F > s.HP (1 hit) x (1) QCF + P, (2) F + P, (3) F + P

	Practice getting the F + MK into Dash with just three button
	presses (F + MK, F as listed). You really want to invest time in
	learning this just because you'll need it later for another
	challenge anyways.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Medium Punch
    -> Light Change of Direction
    -> EX Focus Cancel
    -> [ Crouch ] Heavy Punch
    -> Soulless
	* c.MP x QCF + LP x FADC (dash forward) > c.HP (2 hits) > QCF, QCF +P

	This combo is actually really useful in a real match so learning it
	here if you plan on using Abel is a good idea. If you're having trouble
	with getting the c.HP to hit it's only because of two things really.
	Either you're dashing too slowly after focus attack cancelling. After
	getting down the timing to c.HP after focus attack dash canceling
	forward, the Ultra link afterwards should be easy.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Medium Punch
    -> Light Change of Direction
    -> EX Focus Cancel
    -> [ Crouch ] Heavy Punch
    -> Light Marseilles Roll
    -> Falling Sky
	* c.MP x QCF + LP x FADC (dash forward) > c.HP (2 hits) x QCF + LP
	> DF, DF + P

	This can be a little difficult because you have to wait on the second
	hit of the c.HP for the rest of the combo to work. I had trouble
	getting the Light Marseilles Roll to come out after the second hit of
	the c.HP so as soon as the first hit of the c.HP hits I do QCF twice
	before hitting LK and that seems to really help get the Light
	Marseilles Roll to come out. After that it's just getting the DF,
	DF + P to finish the combo.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> Forward Kick
    -> Dash
    -> Heavy Punch
    -> Medium Change of Direction
    -> EX Focus Cancel
    -> Forward Kick
    -> Dash
    -> Heavy Punch
	* F + MK, F > s.HP (1 hit) x QCF + MP x FADC (dash forward) > F + MK, F
	> s.HP (2 hits)

	This is more of just a long combo than really a difficult one. Once you
	get used to everything you have to do, the combo should come out pretty
	smoothly. As I said before, if you're used to the F + MK, F motion for
	the Forward Kick you shouldn't really have much trouble with this
	combo.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[SA]	Sakura
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Punch
	* j.HP

(2) -> [ Crouch ] Heavy Punch
	* c.HP

(3) -> Sailor Shot
	* F + LP + LK

(4) -> Choba Throw
	* B + LP + LK

(5) -> Flower Kick
	* F + MK

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Hadoken
	* QCF + P

(2) -> Shouoken
	* DF, DF + P

(3) -> Shunpukyaku
	* QCB + K

(4) -> Airborne Shunpukyaku
	* (jump-in) QCB + K

(5) -> Sakura Otoshi
    -> Sakura Otoshi
    -> Sakura Otoshi
	* DF, DF + K, P, P, P

	You have to hit any Punch button when you're close to Dan to knock him
	into the air. After that you can hit the Punch button two more times in
	a steady rhythm until you clear this challenge.

(6) -> Haru Ichiban
	* QCB, QCB + K

(7) -> Haru Ranman
	* QCB, QCB + KKK

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Medium Punch
    -> Hadoken
	* s.MP x QCF + P

(2) -> Heavy Punch
    -> Shouoken
	* (close) F + HP x D, DF + P

(3) -> [ Crouch ] Medium Kick
    -> Light Shunpukyaku
	* c.MK x QCB + LK

(4) -> Heavy Kick
    -> EX Focus Attack
	* (close) s.HK x (tap) MP + MK

	You have to tap MP + MK as soon as you can after you hit HK when
	standing next to Dan. In the corner it doesn't matter how fast you hit
	it, but in the middle of the screen if you're too slow Dan might block
	the Focus Attack.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Punch
    -> Medium Punch
    -> Hadoken
    -> EX Focus Attack
	* (corner) (jump-in) j.HP > s.MP x QCF + P x (tap) MP + MK

	This combo has to be done in the corner for the Focus Attack to hit.
	Not much else that's really difficult about this combo, just remember
	that the EX Focus Attack is a tap, don't hold it or it won't combo.

(2) -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Medium Kick
    -> EX Shunpukyaku
    -> Sakura Otoshi
    -> Sakura Otoshi
    -> Sakura Otoshi
	* (jump-in) j.HP > c.MK x QCB + KK > DF, DF + K, P, P, P

	The only difficult part of this combo is the timing for the three
	Sakura Otoshis afterwards. This all depends on your timing for the
	first Sakura Otoshi because if you hit it the rest should be easy if
	you hit the consecutive Punches at a steady pace. The DF, DF + K for
	the Sakura Otoshi has to be as early as possible or else you won't be
	able to get the first hit to come out. Take your time with this combo,
	it's not too overly difficult if you don't rush it.

(3) -> Focus Attack
    -> [ Crouch ] Medium Kick
    -> EX Shunpukyaku
    -> Haru Ranman
	* (corner) MP + MK (level 3) > (dash forward) c.MK x QCB + KK
	> QCB, QCB + KKK

	Technically, you can do this combo anywhere, but I found it to work
	more consistently in the corner so might as well do it there if you're
	having trouble with it. Also unlike most combos doing this as early as
	possible actually makes the Ultra harder to land. You have to wait a
	little bit for until the Dan starts falling to do the Ultra for it to
	hit.

(4) -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> Shouoken
    -> Haru Ichiban
	* (corner) (jump-in) j.HK > F + HP x D, DF + HP x QCB, QCB + K

	Not so difficult, just make sure to force yourself to do the HP into
	Shouoken combo my way for the least frustrating way of doing that part.
	Also make sure you do HP Shouoken so you have time to mash out QCB,
	QCB + K to cancel Sakura's dashing uppercut into her Super while she's
	still on the ground.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Light Punch
    -> [ Crouch ] Medium Punch
	* (close) s.LP > c.MP

	Use the health bar trick if you're having trouble with this link.

(2) -> [ Crouch ] Light Punch
    -> Heavy Punch
	* (close) c.LP > s.HP

	Use the health bar trick if you're having trouble with this link.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Punch
    -> Light Shouoken
    -> Medium Shouoken
	* (jump-in) j.HP > c.LK > c.LP > DF + MP x DF + LP > DF, DF + MP

	Use the health bar trick for the links in this combo and just get the
	timing down for the LP Shouoken after them. The second MP Shouoken
	should be easy, it should hit anywhere on the screen so just do it as
	soon as you land from the LP Shouoken.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Kick
    -> EX Shouoken
	* (jump-in) j.HP > c.LK > DF + LK x DF + PP

	This combo can be a little difficult, but it just requires you to be
	patient and not mash anything in this combo. You can however try doing:

	** (jump-in) j.HP > DF + LK > DF + LK x DF + PP

	Where you're just getting the rhythm for the second DF + LK if that
	makes it easier for you. The timing for it to combo is too slow for
	anything to accidentally come out if you're doing it right and you
	really just have to do a quick DF + PP after the DF + LK to get the EX
	Shouoken to come out properly.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Heavy Punch
    -> Light Shunpukyaku
    -> Light Kick
    -> Heavy Shouoken
	* (corner) (jump-in) j.HP > c.LP > c.HP x QCB + LK > F + LK
	x D, DF + HP

	I think doing this combo in the corner is a bit easier. Use the health
	bar trick if you're having trouble with the link parts of this combo.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Kick
    -> Heavy Punch
    -> Light Shunpukyaku
    -> [ Crouch ] Light Kick
    -> EX Shunpukyaku
    -> Sakura Otoshi
    -> Sakura Otoshi
    -> Sakura Otoshi
	* c.LK > s.HP x QCB + LK > c.LK x QCB + KK > DF, DF + K, P, P, P

	The combo is not really that difficult, but it can be a little hard to
	remember each part of the combo because for some reason it's just
	difficult to remember you have to do an EX Shunpukyaku after linking
	the c.LK after the first LK Shunpukyaku.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> Heavy Punch
    -> Light Shunpukyaku
    -> [ Crouch ] Heavy Punch
    -> EX Shunpukyaku
    -> Haru Ranman
	* (close) s.HP x QCB + LK > c.HP x QCB + KK > QCB, QCB + KKK

	Easy combo, though you might have a little trouble timing the c.HP x
	EX Shunpukyaku, but you can just try again if you're late with the
	timing. To make life easier for you, if you dash forward after the EX
	Shunpukyaku ends (when Sakura kicks Dan into the air) you can do her
	Ultra right as the dash ends and it will do the full hit of the Ultra.
	Really easy timing and not much worry about having the Ultra just miss
	seemingly like it's random. As a side note, I like doing this combo in
	the middle of the screen as if you try to do it in the corner, Sakura
	will just dash under Dan which can be annoying.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[DA]	Dan
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Heavy Kick
	* s.HK

(2) -> Heavy Punch
	* s.HP

(3) -> Jumping Taunt
	* (jump-in) HP + HK

(4) -> Ducking Taunt
	* (hold D) HP + HK

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Gadoken
	* QCF + P

(2) -> Koryuken
	* DF, DF + P

(3) -> Dankukyaku
	* QCB + K

(4) -> Airborne Dankukyaku
	* (jump-in) QCB + K

(5) -> Hissho Buraiken
	* QCF, QCF + P

(6) -> Legendary Taunt
	* QCF, QCF + HP + HK

(7) -> Shisso Buraiken
	* QCF, QCF + PPP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Medium Punch
    -> Gadoken
	* (close) s.MP x QCF + P

(2) -> Heavy Punch
    -> Koryuken
	* (close) F + HP > D, DF + P

(3) -> [ Crouch ] Heavy Punch
    -> Dankukyaku
	* c.HP x QCB + K

(4) -> [ Crouch ] Medium Kick
    -> Koryuken
	* DF + MK x DF + MK

(5) -> Heavy Kick
    -> EX Focus Attack
	* (close) s.HK x (tap) MP + MK

	Tap MP + MK as fast you hit HK, if you're too slow the Focus Attack
	won't come out.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Heavy Punch
    -> Dankukyaku
	* (jump-in) j.HK > c.HP x QCB + K

(2) -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> Koryuken
	* (jump-in) j.HK > F + HP x D, DF + P

(3) -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Punch
    -> Gadoken
    -> Hissho Buraiken
	* (jump-in) j.HK > c.MP x QCF + P x QCF + P

	Standard buffer combo for canceling from his fireball into his Super.
	Just do the QCF + P x2 quickly after the c.MP.

(4) -> [  Jump  ] Heavy Punch
    -> Heavy Kick
    -> Hissho Buraiken
	* (jump-in) j.HP > s.HK x QCF, QCF + P

	A bit difficult if you try to do it this combo the traditional way so I
	would suggest doing my trick for this combo which would be:

	** (jump-in) j.HP > QCF, QCF, HK, HP

	If you do it right after the j.HP, Dan will throw out his roundhouse
	kick and cancel it into the Super right as it hits.

(5) -> Focus Attack
    -> Shissho Buraiken
	* MP + MK (level 3) > (dash forward) QCF, QCF + P

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Medium Punch
    -> Light Punch
	* (close) s.MP > s.LP

	Use the health bar trick if you're having trouble with this link.

(2) -> Medium Punch
    -> Medium Punch
	* (close) s.MP > (far) s.MP

	Use the health bar trick if you're having trouble with this link.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Heavy Punch
    -> Gadoken
    -> Legendary Taunt
    -> Shisso Buraiken
	* (jump-in) j.HK > c.HP x QCF + HP xx QCF + HP + HK xx QCF, QCF + PPP

	Pretty easy combo, though the semi-hard part comes near the end with
	the Super Taunt into Ultra cancel. Just jump-in with HK, c.HP canceled
	into QCF + P for Gadoken, followed by QCF + HP to quickly cancel into
	Dan's Super Taunt and then crank out QCFs while mashing on all three
	punch buttons to make sure the Ultra comes out as soon as possible.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Heavy Punch
    -> Koryuken
    -> EX Focus Cancel
    -> EX Koryuken
	* (jump-in) j.HK > c.HP x DF, DF + P x FADC (dash forward)
	> DF, DF + PP

	As with all combos with a crouch into uppercut motion special, this one
	can be a little tricky. I found doing the DF, DF shortcut better than
	doing the original F, D, DF command easier for this combo. I also found
	that doing the DF, DF command after the c.HP is better than trying to
	do DF + HP twice just because I find doing one button press in an order
	is easier than constantly trying to shortcut everything into a mess of
	mashing a bunch of buttons together. Otherwise it's pretty straight
	forward.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> EX Gadoken
    -> Shisso Buraiken
	* (corner) QCF + PP x FADC (dash forward) > QCF, QCF + PPP

	Only tricky to figure out, but actually a quite simple combo to do.
	Distance is key so to make this as easy as possible, push Dan into the
	corner and dash back once and take 1 or 2 steps back as well so that
	you have more time to dash in and Ultra.

	Now just throw the EX Gadoken, hold MP + MK while tapping forward twice
	really quickly and then let go of everything before doing the Ultra to
	make sure you don't get an EX Koryuken instead.

	* There is an alternate method of doing this that might be a little
	easier for some people that are having trouble with FADCing. Push CPU
	Dan into the corner and then look to the floor of the challenge room.
	CPU Dan's foot should be on a line on the floor. From there you should
	see dark black lines on the floor like the line CPU Dan is standing on.
	Walk back 2 lines from CPU Dan so that you're standing a little more
	than half screen away and Dan's toes (not feet, but the toes) are
	touching the line.

	Now to make sure that you're standing in the right place, CPU Dan's
	foot should be on one line, your Dan's toes should be on a line and
	there should be 1 line in between both of you. If this is right then we
	can continue. From here is simple, just do an EX Gadoken and right when
	it's about to hit do Dan's Ultra. If you do it right it should combo
	together. If CPU Dan blocks the Ultra, it's because you did it too late
	so most likely it was when the EX Gadoken already was hitting, you want
	to do the Ultra before this happens.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Heavy Punch
    -> EX Gadoken
    -> EX Focus Cancel
    -> Heavy Punch
    -> Heavy Dankukyaku
	* (corner) (jump-in) j.HK > c.HP x QCF + PP x MP + MK (level 2)
	> (dash forward) s.HP x QCB + HK

	The trick here is to cheat the game a little bit by doing a level 2
	Focus Attack instead of FADCing. That makes this combo a lot easier
	than it seems.

	Start by doing as always with Dan, an early j.HK since it takes so long
	for it to come out, followed by c.HP into EX Gadoken canceled into a
	level 2 FA. When you flash, let go and this will crumple Dan over. Make
	sure you dash cancel forward after this or else you won't be able to
	finish the combo. Then simply end it with c.HP into QCB + HK, easy.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> EX Gadoken
    -> EX Focus Attack
    -> Shisso Buraiken
	* (corner) (jump-in) j.HK > c.HP x QCF + PP x MP + MK (level 2)
	> (dash forward) QCF, QCF + PPP

	Same as before, except it's even easier since you don't even have to
	dash forward after hitting the level 2 Focus Attack, but because I find
	dashing forward is just a good habit to have and you don't have to wait
	until you recover to do the Ultra, I put in the dash forward in the
	combo string, but you don't have to if you don't want to. Remember to
	hit MP + MK as fast as you can after you get the EX Gadoken to come out
	so it's easy to get the level 2 Focus Attack to combo after the EX
	Gadoken.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[RO]	Rose
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Medium Kick
	* s.MK

(2) -> Heavy Kick
	* s.HK

(3) -> Soul Fall
	* F + LP + LK

(4) -> Soul Loop
	* B + LP + LK

(5) -> Slide
	* DF + MK

(6) -> Soul Piede
	* F + HK

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Soul Spark
	* HCF + P

(2) -> Soul Spiral
	* QCF + K

(3) -> Soul Reflect
	* QCB + K

(4) -> Soul Throw
	* DF, DF + P

(5) -> Aura Soul Spark
	* QCF, QCF + P

(6) -> Illusion Spark
	* QCF, QCF + PPP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Medium Kick
    -> Heavy Soul Reflect
	* (close) s.MK x QCB + HP

(2) -> Heavy Punch
    -> Soul Spiral
	* (close) s.HP x QCF + K

(3) -> Heavy Kick
    -> Light Soul Spark
	* (close) s.HK x HCF + LP

(4) -> [ Crouch ] Medium Kick
    -> Soul Spiral
	* c.MK x QCF + K

(5) -> [ Crouch ] Heavy Punch
    -> EX Focus Attack
	* c.HP x (tap) MP + MK

	You have to hit MP + MK as soon as you can to get the Focus Attack to
	come out right after the crouching HP.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Medium Kick
    -> Soul Spiral
	* (jump-in) j.HP > c.MK x QCF + K

(2) -> [  Jump  ] Heavy Punch
    -> Heavy Kick
    -> Heavy Soul Reflect
	* (jump-in) j.HP > s.HK > QCB + HK

	The s.HK has to hit close to Dan for the HP Sou lReflect to hit.

(3) -> [  Jump  ] Heavy Punch
    -> Heavy Punch
    -> Light Soul Spark
    -> Aura Soul Spark
	* (jump-in) j.HP > s.HP x HCF + LP x QCF + P

(4) -> Focus Attack
    -> Illusion Spark
	* MP + MK (level 3) > (dash forward) QCF, QCF + PPP

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Medium Punch
    -> Light Kick
	* (close) s.MP > s.LK

	Use the health bar trick if this link gives you trouble.

(2) -> Medium Punch
    -> [ Crouch ] Medium Punch
	* (close) s.MP > c.MP

	Use the health bar trick if this link gives you trouble.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> Light Soul Spiral
    -> Aura Soul Spark
	* c.LP > c.LP > c.LP x QCF + LK x QCF, QCF + P

	Use the health bar trick if you are having trouble with the links at
	the start of the combo. Also realize that you can't buffer the QCF from
	the Soul Spiral into the Super. You have to do QCF + LK first for the
	Soul Spiral and then do QCF, QCF + P to get the Super cancel.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Medium Punch
    -> [ Crouch ] Medium Punch
    -> Soul Spiral
	* (jump-in) j.HK > s.MP > c.MP x QCF + K

	Not really difficult, just use the health bar trick if you're having
	trouble with the links.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Punch
    -> EX Soul Spark
    -> EX Focus Attack
    -> Illusion Spark
	* (corner)(jump-in) j.HK > c.MP x QCF + PP x MP + MK (level 2)
	> (dash forward) QCF, QCF + PPP

	This combo needs to be done in the corner or the level 2 Focus Attack
	won't hit. Other than the timing for the level 2 Focus Attack there
	shouldn't be anything difficult about this combo. Just anticipate the
	white flash that tells you when you are at level 2 for your Focus
	Attack so you can release MP + MK right when Rose flashes and remember
	to hit MP + MK as fast as you can after the EX Soul Spark or else it
	won't even come out.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Heavy Kick
    -> EX Soul Spark
    -> EX Focus Cancel
    -> Heavy Kick
    -> EX Soul Spark
	* (corner) (jump-in) j.HK > s.HK x QCF + PP x FADC (dash forward)
	> s.HK x QCF + PP

	This combo only works in the corner because the s.HK after the FADC
	won't connect because the EX Soul Spark knocks Dan back too far unless
	you're in the corner. There is also another way of doing it that's a
	little easier which is:

	** (corner) (jump-in) j.HK > s.HK > QCF + PP x MP + MK (level 2)
	> (dash forward) s.HK x QCF + PP

	Do whatever is easier for you. My combo is based more on timing rather
	than speed so that's why I think it's easier, but it's up to what you
	want to do.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Medium Kick
    -> EX Soul Spark
    -> EX Focus Cancel
    -> Illusion Spark
	* (corner) c.MK x QCF + PP x MP + MK (level 2)
	> (dash forward) QCF, QCF + PPP

	For some reason I couldn't get this combo to work the way it was
	listed so instead of doing the EX Focus Cancel (FADC) I had to do a
	level 2 Focus Attack after the EX Soul Spark instead to allow for
	enough time for the Ultra to connect.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[GE]	Gen
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Shuraku
	* F + LP + LK

(2) -> Hozen
	* B + LP + LK

(3) -> Change Style: Mantis
	* PPP while in Crane Stance

	You have to be in Crane stance to do this so if you're tapping PPP and
	it's not working, tap KKK and then try tapping PPP.

(4) -> Change Style: Crane
	* KKK while in Mantis Stance

	This should be easy if you just did the third challenge.

(5) -> Shakudan
	* (jump-in) j.HK, j.HK

	Two jump HKs before landing. Only the second j.HK needs to hit for the
	challenge to count.

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Hyakurenko
	* (Mantis) P (Tap any P 5 times quickly)

	You have to be in Mantis Stance to do this so press PPP before you
	start just incase. Also if you're having trouble getting just this to
	hit, jump-in while mashing any punch button which should be easier.

(2) -> Gekiro
    -> Gekiro (completed)
	* (Mantis) DF, DF + K, K (7 times in a row to get Completed)

	Really hard and not really any tricks that I know of for doing this.
	Just have to try and do the Gekiro as close as you can and then when
	you're in the air start pressing K to hit Dan as late as you can so
	you're kicking him n the chest. If you're kicking him in the leg or
	higher than most likely the attack will end early. Just keep at it
	until you get it and try not to mash on K as I found that I've never
	been able to luck out and get it by just mashing. Time your button
	presses so you're doing a steady rhythm of button presses and speed up
	as you go.

(3) -> Jyasen
	* (Crane) Hold B for 2 seconds, F + P

(4) -> Oga : Falling Kick
	* (Crane) Hold D for 2 seconds, U + K, U, D

	This one can be a little a tricky, what you have to do is first start
	by holding Down for two seconds, follwed by up and a kick button for
	Gen to jump to the wall. When he does that you have to tap Up right
	away or Gen will do a dive kick. If you do it right Gen will hop higher
	into the air over Dan. You have to tap Down when you're almost over
	Dan's head for Gen to fall straight down and kick Dan in the head. If
	you don't time it right Gen will just jump over Dan's head instead. You
	have to hit Dan with the falling kick for this to count.

(5) -> Zan'ei
	* (Mantis) QCF, QCF + P

(6) -> Jyakoha
	* (Crane) QCF, QCF + K

(7) -> Zetsuei
	* (Mantis) QCF, QCF + PPP

(8) -> Ryukoha
	* (Crane) QCF, QCF + KKK

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Medium Punch (Mantis)
    -> Gekiro
	* (Mantis) (close) F + MP x D, DF + K

	You don't have to get any of the other kicks after the first hit of
	Gekiro kicks Dan into the air.

(2) -> Medium Kick (Mantis)
    -> Gekiro
	* (Mantis) (close) F.MK x D, DF + K

(3) -> Heavy Punch (Mantis)
    -> Gekiro
	* (Mantis) (close) F + HP (1 hit) x D, DF + K

(4) -> [ Crouch ] Light Kick (Mantis)
    -> Gekiro
	* (Mantis) DF + LK x DF + K

(5) -> [ Crouch ] Medium Kick (Mantis)
    -> Gekiro
	* (Mantis) DF + MK x DF + K

(6) -> [ Crouch ] Light Punch (Crane)
    -> Jyasen
	* (Crane) Hold DB for 2 seconds, c.LP x F + P

(7) -> [ Crouch ] Light Kick (Crane)
    -> Jyasen
	* (Crane) Hold DB for 2 seconds, c.LK x F + P

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick (Mantis)
    -> Medium Punch (Mantis)
    -> EX Gekiro
    -> EX Gekiro (completed)
	* (Mantis) j.HK > F + MP x D, DF + KK, K (tap until completed)

(2) -> [  Jump  ] Heavy Punch (Mantis)
    -> Light Punch (Mantis)
    -> Hyakurenko
	* (jump-in) j.HP > s.LP (mash on LP)

(3) -> Shakudan
    -> [ Crouch ] Light Punch (Crane)
    -> Jyasen
	* (Crane) (jump-in) (hold DB) j.HK, j.HK > c.LP x F + P

(4) -> Oga : Falling Kick
    -> Ryukoha
	* (Crane) Hold D for 2 seconds, U + K, U, D > QCF, QCF + KKK

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Medium Punch (Mantis)
    -> [ Crouch ] Light Punch (Mantis)
	* (Mantis) s.MP > c.LP

	Use the health bar trick if you're having trouble doing this link.

(2) -> Medium Punch (Mantis)
    -> Medium Kick (Mantis)
	* (Mantis) s.MP > s.MK

	Use the health bar trick if you're having trouble with this link.

(3) -> Medium Punch (Mantis)
    -> [ Crouch ] Light Kick (Crane)
	* (Mantis) s.MP > KKK > c.LK

	You have to switch really quickly after s.MP hits so as soon as you hit
	KKK to switch, you can mash on c.LK to get it to come out.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> Shakudan
    -> Ryukoha
	* (Crane) (jump-in) j.HK, j.HK > QCF, QCF + KKK

	What you're supposed to do is hit Dan with both j.HKs and when Gen
	lands on the ground, immediately Ultra to Air Super Grab Dan and finish
	the challenge off.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> Medium Punch (Mantis)
    -> [ Crouch ] Light Kick (Crane)
    -> Heavy Zan'ei
    -> Zetsui
	* (Mantis) s.MP > KKK (Crane) > c.LK > PPP (Mantis) > QCF + HP
	> QCF, QCF + PPP

	This is really complicated just because of the amount of button presses
	you have to do. Once you get used to the switching which should
	realistically take you at least 10 minutes, you have to get used to the
	timing for doing the HP Super into Ultra. Basically it's just getting
	the Ultra to come out as soon as the super ends or else the slow Ultra
	will just miss.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> Medium Punch (Mantis)
    -> [ Crouch ] Light Kick (Crane)
    -> EX Focus Attack
    -> Ryukoha
	* (Mantis) (corner) s.MP > KKK (Crane) > c.LK x (tap) MP + MK
	> (dash forward) > QCF, QCF + KKK

	First off this combo has to be done in the corner to work and you have
	to also practice the Crane part of this combo to get used to the
	timing. You have to do the Ultra immediately after the forward dash
	from the Focus Attack hit for this combo to work. One thing to make
	note of is that once you add the Mantis MP, the combo will magically
	feel a lot faster and you'll feel a lot more rushed to do this combo
	for some reason. If for any reason you have trouble with the EX Focus
	Attack, you just have to tap MP + MK as soon as you can after the Crane
	version of crouching LK. The Focus Attack is going to hit Dan in the
	air where you'll have a small window of time to Ultra Dan before he
	falls. Just try to stay calm and get each part out as cleanly as
	possible.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Punch (Mantis)
    -> [ Crouch ] Light Punch (Mantis)
    -> Medium Punch (Mantis)
    -> Zan'ei
    -> Ryukoha
	* (Mantis) c.LP > c.LP > QCF + MP x QCF + P > KKK (Crane)
	> QCF, QCF + KKK

	This is a really difficult combo, if you have trouble with the links
	use the health bar trick, especially to time the s.MP after the c.LPs.
	The two c.LPs should be done in quick succession followed by a delay
	before doing QCF + MP for the s.MP. Doing QCF + MP for s.MP is really
	important because otherwise it'll be really hard to get the Super
	cancel for Zan'ei. After that you can tap KKK to switch to Crane Stance
	any time before Zan'ei ends. When it ends, you need to get the Ultra
	out as soon as you recover from the Mantis Super for it to connect. You
	can mash out the Ultra (Just keep doing QCF and hitting KKK until it
	comes out) to get it if you need to so that does help a lot with
	getting out the Ultra at the end if you're having trouble just trying
	to do it at the end..

HARD Level 5	 	```````````````````````````````````````````````````````
    -> Shakudan
    -> [ Crouch ] Light Punch (Mantis)
    -> Medium Punch (Mantis)
    -> Hyakurenko
    -> Zan'ei
    -> Heavy Gekiro
    -> Heavy Gekiro (completed)
	* (Crane) (jump-in) j.HK, j.HK > PPP (Mantis) > c.LP (mash MP) > s.MP
	x Hyakurenko (1 hit) x QCF, QCF + P > DF, DF + K, K (7 times)

	Very tricky challenge. This combo is all about "intelligent mashing" if
	that makes any sense. Basically how it works is you have to jump in on
	Dan in Crane Stance and have j.HK hit twice before you land while at
	the same time as the second hit of j.HK hits Dan, you have to switch to
	Mantis Stance, that's the easy part. Now the rest involves a little
	mashing.

	The way I do the ground part of this combo is after I land, hold Down
	and tap LP twice quickly and then following the same rhythm switch,
	letting go of Down and start mashing on MP rapidly as i just do QCF
	motion 3-4 times really quick as soon as i start pressing MP. Now the
	only part that really gets frustrating is that you might be a little
	off on the c.LP > s.MP part which is really annoying, but just keep
	trying it until you eventually get it. Now if you do this right, block
	or hit, you should see Gen do c.LP > s.MP (short standing uppercut) >
	Hyakurenko (1 hit only) before the super comes out. If it hits doing
	the last complete Heavy Gekiro is a little easier than doing it on it's
	own.

	Since it seems some people have had trouble or don't really use my
	guide the entire way through, I have a little guide to doing the Normal
	TRIAL for Gen's Gekiro so I will write it here as well. Basically
	what's needed to do a completed Heavy Gekiro is just timing. You don't
	want to mash and since you're catching Dan out of the air make sure to
	input the command the other way as Gen's Zan'ei Super makes him change
	sides. The timing for Gen's Heavy Gekiro is as follows:

	1 --- 2 --- 3 -- 4 -- 5 - 6 78

	So you're going to start off at a slow and steady rate and then just
	start speeding up a little bit until the end where you're almost about
	to start mashing, but not quite. Realize that there's this time frame
	after each hit of the Gekiro that gets shorter as you press K.
	Basically the game seems to be taking the time from the moment the
	first hit of Gekiro hits to the time you press K again (up to a point)
	as how long you have to press K again before Gen just falls and Gekiro
	just ends. Kind of confusing I'm sure, but basically all it means is to
	take your time and go as slowly as you can at first so you have plenty
	of time to do it.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[CA]	Cammy
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Medium Kick
	* s.MK

(2) -> [ Crouch ] Medium Kick
	* c.MK

(3) -> Hooligan Suplex
	* F + LP + LK

(4) -> Frankensteiner
	* B + LP + LK

(5) -> Flying Neck Breaker
	* (jump-in) LP + LK

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Cannon Spike
	* DF, DF + K

(2) -> Spiral Arrow
	* QCF + K

(3) -> Quick Spin Knuckle
	* HCB + P

(4) -> Fatal Leg Twister
	* DB, QCF, UF + P, LP + LK

(5) -> Cannon Strike
	* (jump-in) QCB + K

(6) -> Spin Drive Smasher
	* QCF, QCF + K

(7) -> Gyro Drive Smasher
	* QCF, QCF + KKK

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Medium Punch
    -> Cannon Spike
	* (close) F + MP x D, DF + K

(2) -> Heavy Punch
    -> Cannon Spike
	* (close) F + HP x D, DF + K

(3) -> [ Crouch ] Medium Kick
    -> Spiral Arrow
	* c.MK x QCF + K

(4) -> [ Crouch ] Medium Punch
    -> Spiral Arrow
	* c.MP x QCF + K

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> Cannon Spike
	* (jump-in) j.HK > F + HP x D, DF + K

(2) -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Kick
    -> Heavy Spiral Arrow
    -> Spin Drive Smasher
	* (jump-in) j.HK > c.MK x QCF + HK x QCF + K

(3) -> Razor's Edge Slicer
    -> Spin Drive Smasher
	* DB, QCF, UF + P
	x (wait for slide kick to come out and hit) QCF, QCF + K

	This might be a little tricky, but basically all you have to do is put
	in the command for Hooligan Combination and when Cammy is about to
	touch the ground, input QCF, QCF and when Cammy slide kicks across the
	ground and hits Dan, hit K. If you did it right Cammy will do her Super
	after it hits.

(4) -> Quick Spin Knuckle
    -> Gyro Drive Smasher
	* HCB + P > QCF, QCF + KKK

	To get the Ultra to hit after the Quick Spin Knuckle is just about
	getting the Ultra out as soon as you recover from the Spin Knuckle. You
	can use the health bar trick to help with the timing if you're really
	having trouble. Just pay attention to Dan's health bar and after you
	see two lights disappear off of his health bar, that's the earliest
	Cammy can get the Ultra out.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Medium Punch
    -> [ Crouch ] Medium Kick
	* (close) s.MP > c.MK

	Use the health bar trick if you're having trouble with this
	link.

(2) -> [ Crouch ] Heavy Punch
    -> [ Crouch ] Medium Kick
	* c.HP > c.MK

	Use the health bar trick if you're having trouble with this
	link.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Light Kick
    -> Light Punch
    -> [ Crouch ] Light Kick
    -> Heavy Spiral Arrow
    -> Spin Drive Smasher
	* (jump-in) j.HK > (close) s.LK > s.LP > c.LK x QCF + HK
	x QCF + K
	
	Only the links are a bit tricky, but you can use the health bar trick
	to help with that. Other than that getting the Heavy Spiral Arrow in
	Super should be relatively easy.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Light Kick
    -> Medium Punch
    -> [ Crouch ] Medium Kick
    -> Heavy Spiral Arrow
    -> Spin Drive Smasher
	* (jump-in) j.HK > (close) s.LK > s.MP > c.MK x QCF + HK x QCF + K

	Similar to the previous challenge ending with the easy special into
	super buffer. Just use the health bar trick for the links.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> Cannon Strike
    -> Light Kick
    -> Heavy Punch
    -> Cannon Spike
	* (jump-in) QCB + K > (close) s.LK > F + HP x D, DF + K

	Use the health bar trick for the link part and follow the steps to get
	the s.HP into Cannon Spike to come out more easily. The F, D, DF motion
	for the Cannon Spike instead of the DF, DF motion is more suited for
	this combo.

	If you are having trouble with the timing for the jump-in Cannon
	Strike, there is an alternate way of doing it that might be easier for
	some people though I've been told that it's a bit harder for some
	people, regardless though the way to do it is to stand right next to
	Dan and then quickly do:

	** QCB, UF + K

	If you do it right, Cammy should be doing the Cannon Strike as soon as
	she jumps off the floor.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> EX Spiral Arrow
    -> Cannon Spike
    -> EX Focus Cancel
    -> Gyro Drive Smasher
	* (corner) QCF + KK (1 hit) > DF, DF + K x FADC (dash back)
	> QCF, QCF + KKK

	This combo needs to be done in the corner for the Spike to be able to
	hit after the EX Spiral Arrow. Also you need correct spacing for that
	to work so start by pushing Dan into the corner and then back dashing
	twice so that you're almost the entire screen away from Dan. Now when
	you do the EX Spiral Arrow, only one hit will hit, but you will be able
	to do a Cannon Spike right after it hits allowing you to FADC back and
	then Ultra. The full Ultra won't hit, but you don't need it to for the
	combo to count. Also note that if the Ultra isn't hitting, it's because
	you're doing it too late.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> Cannon Strike
    -> Heavy Punch
    -> Heavy Cannon Spike
    -> EX Focus Cancel
    -> Heavy Cannon Spike
    -> EX Focus Cancel
    -> Gyro Drive Smasher
	* (jump-in) QCB + K > (close) F + HP x D, DF + HK x FADC (dash forward)
	> DF, DF + HK x FADC (dash back) > QCF, QCF + KKK

	The combo requires you to be comfortable with FADCing so if you aren't
	this combo is going to be hellish. If however you are okay with it,
	this combo is pretty easy. It can be done anywhere on the screen. I
	suggest going through the other trials before returning to this one as
	it can be frustrating to force yourself to keep doing this unless you
	really are like I said, comfortable with FADCing.

	Also for those who are already comfortable with FADC, but are still
	having trouble. The Cannon Strike has to be done as close to Dan's gut
	as possible for the rest of the combo to work and the second Heavy
	Cannon Spike needs to be delayed for it to work because the first
	Cannon Spike launches Dan really high into the air so you're forced to
	wait or you'll miss.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[FE]	Fei Long
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Shushugai
	* F + LP + LK

(2) -> Tenshou Tousaikyaku
	* B + LP + LK

(3) -> Chokkarakusho
	* F + MK

(4) -> Engekishu
	* F + HK

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Rekkaken
    -> Rekkaken
    -> Rekkaken
	* (1) QCF + P, (2) QCF + P, (3) QCF + P

	If you're having trouble getting out the three hits properly, just wait
	until the move hits before putting in the next QCF + P.

(2) -> Shienkyaku
	* DB, DB + K

(3) -> Rekkukyaku
	* DB, QCF, UF + K

(4) -> Tenshin
	* HCB + K

(5) -> Rekkashinken
	* QCF, QCF + P

(6) -> Rekkashingeki
	* QCF, QCF + PPP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Light Punch
    -> Rekkaken
    -> Rekkaken
    -> Rekkaken
	* c.LP x (1) QCF + P, (2) QCF + P, (3) QCF + P

(2) -> Medium Kick
    -> Shienkyaku
	* (close) B + MK x D, DB + K

(3) -> Heavy Punch
    -> Light Rekkukyaku
	* (close) s.HP x DB, QCF, UF + LK

(4) -> Heavy Kick
    -> EX Focus Attack
	* (close) s.HK x (tap) MP + MK

	You can do this anywhere on the screen if you tap MP + MK fast enough
	after the close standing HK hits. If you're too slow Dan will be able
	to block the Focus Attack.

(5) -> [ Crouch ] Medium Kick
    -> Rekkashinken
	* c.MK x QCF, QCF + P

	There's a trick to doing this that's still a bit difficult, but easier
	than doing this how it was originally intended. Try:

	** QCF, QCF, D + MK, P

	Try to let go of Down and MK as fast as soon as you can before tapping
	any Punch button.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Light Punch
    -> Rekkaken
    -> Rekkaken
    -> Rekkaken
	* (jump-in) j.HK > c.LP x (1) QCF + P, (2) QCF + P, (3) QCF + P

(2) -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> Light Rekkukyaku
	* (jump-in) j.HK > s.HP x DB, QCF, UF + LK

(3) -> Tenshin
    -> Heavy Punch
    -> Shienkyaku
	* HCB + K > B + HP x D, DB + K

(4) -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Medium Punch
    -> Rekkashinken
	* (jump-in) j.HP > c.MP x QCF, QCF + P

	This is a bit hard since if you do it late the Super will still come
	out, but it will come out after the c.MP hits and that means Dan will
	block the super. There aren't really any tricks you can rely on to do
	this combo and it's just about speed really. You just have to keep
	practicing c.MP x QCF, QCF + P until you can get it to combo and then
	add the j.HP.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Medium Punch
    -> [ Crouch ] Light Punch
	* c.MP > c.LP

	Use the health bar trick if this link gives you trouble.

(2) -> Medium Punch
    -> [ Crouch ] Medium Punch
	* (close) s.MP > c.MP

	Use the health bar trick if this link gives you trouble.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> Heavy Rekkukyaku
    -> Heavy Punch
    -> Rekkaken
    -> Rekkaken
    -> Rekkaken
	* DB, QCF, UF + HK > s.HP x (1) QCF + P, (2) QCF + P, (3) QCF + P

	The only difficult part of this combo is getting that s.HP after the HK
	Rekkukyaku. The rest of the combo is pretty standard. I'm not too sure
	on the timing as it just seems like you need to get the s.HP as soon as
	you recover, but there aren't any tricks to getting that and it'll just
	seem like Dan will randomly block afterwards. Just be persistent with
	this combo and don't rush the Rekkakens as that's the worse thing to
	screw up on since it should be really easy to get them if you aren't
	rushing.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> [ Crouch ] Medium Punch
    -> [ Crouch ] Medium Kick
    -> Rekkashinken
	* (jump-in) j.HK > c.MP > c.MK x QCF, QCF + P

	I couldn't find a trick for getting the c.MK into Fei Long's Super so I
	believe the only way to get it is to just be really fast. Use the
	health bar trick if you're having trouble with the c.MP into c.MK link.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Light Punch
    -> [ Crouch ] Medium Punch
    -> [ Crouch ] Medium Punch
    -> Heavy Rekkashinken
	* (jump-in) j.HK > (close) s.LP > c.MP > c.MP x QCF, QCF + HP

	Again the name of the game is speed here so again the only advice I can
	give you is use the health bar trick for the links and then be
	persistent with getting the Super to cancel from the c.MP links.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> Heavy Rekkukyaku
    -> Heavy Punch
    -> Shienkyaku
    -> EX Focus Cancel
    -> Rekkukyaku
	* (close) DB, QCF, UF + HK > s.HP > DB, DB + K x FADC (dash forward)
	> DB, QCF, UF + K

	This is a really annoying combo because of the need to get the s.HP
	after the HK Rekkukyaku and then getting the flame kick out after is
	also a bit difficult when combined with the need to FADC. I found that
	doing s.HP and then quickly tapping DB, DB + K after the HK Rekkukyaku
	to be easier since you have more time to put it in than with other
	combos. Then it's just a matter of dashing forward after the FADC and
	doing the last Rekkukyaku.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Light Punch
    -> Heavy Punch
    -> Shienkyaku
    -> EX Focus Cancel
    -> Rekkashingeki
	* (jump-in) j.HK > (close) s.LP > s.HP x DB, DB + K
	x FADC (dash forward) > QCF, QCF + PPP

	Not as difficult as the last combo, but can be a little tricky. Use the
	health bar trick to help with the close s.LP into close s.HP. Again I
	also like to use the DB, DB + K motion instead of the B + HP x D,
	DB + K motion for this combo because I just find it easier myself, but
	you can use whichever you find suits you more. After that it's just
	dashing forward and doing the Ultra and you don't have to be absolutely
	perfect, but note that if Dan is at your head or lower when you
	activate the Ultra it won't hit him and you'll have to start over.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[AK]	Akuma
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
	* j.HK

(2) -> Heavy Kick
	* s.HK

(3) -> Goshoha
	* F + LP + LK

(4) -> Syuretto
	* B + LP + LK

(5) -> Zugaihasatsu
	* F + MP

(6) -> Tenmakujinkyaku
	* (jump-in) D + MK at the top of your jump

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Gohadoken
	* QCF + P

(2) -> Shakunetsu Hadoken
	* HCB + P

(3) -> Zanku Hadoken
	* (jump-in) QCF + P

(4) -> Goshoryuken
	* DF, DF + P

(5) -> Tatsumaki Zankukyaku
	* QCB + K

(6) -> Airborne Tatsumaki Zankukyaku
	* (jump-in) QCB + K

(7) -> Hyakki Gosai
	* DF, DF + K, LP + LK

(8) -> Ashura Senku
	* DF, DF or DB, DB + PPP or KKK

(9) -> Raging Demon
	* LP, LP, F, LK, HP

(10) -> Wrath of the Raging Demon
	* LP, LP, B, LK, HP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Heavy Punch
    -> Gohadoken
	* (close) s.HP x QCF + P

(2) -> [ Crouch ] Medium Kick
    -> Tatsumaki Zankukyaku
	* c.MK x QCB + K

(3) -> [ Crouch ] Heavy Punch
    -> Goshoryuken
	* DF + HP x DF + HP

(4) -> Heavy Kick
    -> EX Focus Attack
	* (close) s.HK (1 hit) x (tap) MP + MK

	Just tap MP + MK as fast as you can after tapping HK. You want to get
	the Focus Attack out after the first hit from the close standing HK or
	it won't come out after the second hit comes out.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> Light Tatsumaki Zankukyaku
    -> Goshoryuken
	* (jump-in) j.HK > s.HP x QCB + LK > DF, DF + P

(2) -> Focus Attack
    -> Heavy Punch
    -> EX Tatsumaki Zankukyaku
    -> Heavy Goshoryuken
	* (corner) MP + MK (level 3) > (dash forward) s.HP x QCB + KK
	> DF, DF + HP

(3) -> Hyakki Gojin
    -> Heavy Punch
    -> Gohadoken
	* DF, DF + K, K > s.HP x QCF + P

(4) -> EX Zanku Hadoken
    -> Shakunetsu Hadoken
    -> Heavy Goshoryuken
	* (corner) (jump-in) QCF + PP, QCB + P > DF, DF + HP

	Can be a little tricky, but shouldn't take more than a couple tries to
	get. Push Dan into the corner and then dash back three times before
	starting. When you jump forward wait until you're half way down from
	the jump before throwing your EX air fireball and when you land you
	have to wait until the second fireball hits Dan for you to be able to
	do the Shakunetsu Hadoken. Any strength works and after the fireball
	hits, you can throw out an HP uppercut as soon as you recover from the
	Shakunetsu Hadoken.

(5) -> Focus Attack
    -> Wrath of the Raging Demon
	* MP + MK (level 3) > (dash back) LP, LP, F, LK, HP

	Make sure to dash back after the level 3 Focus Attack so that you don't
	actually hit Dan with anything before the Ultra comes out.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
    -> Heavy Punch
	* c.LK > c.LP > s.HP

(2) -> Heavy Kick
    -> [ Crouch ] Light Kick
	* (far) s.HK > c.LK

	You have to do the far version of Akuma's HK which is the two
	roundhouse kicks instead of the high kick version. Use the health bar
	trick if you need help trying to get the ending crouching LK.

(3) -> Light Punch
    -> Heavy Kick
	* (close) s.LP > s.HK

	You need to be as close to Dan as you can before you start this so that
	your HK is the high kick instead of the two roundhouses.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Medium Kick
    -> Gohadoken
    -> EX Focus Cancel
    -> Heavy Punch
    -> Heavy Goshoryuken
	* c.MK x QCF + P x FADC (dash forward) > F + HP x D, DF + HP

	This really only requires speed to do it. No tricks, nothing really
	complicated. Just have to stand as close to Dan before starting and do
	everything quickly. Also be sure to remember you have to tap F + HP
	after the dash otherwise you will get a fireball instead of an
	uppercut. If you're getting a fireball then you're not tapping F
	essentially three times, you're only doing it twice.


	As a note if it helps, I use an LP Gohadoken when I do this combo
	because I really don't like mashing out stuff so doing an QCF + LP
	followed by MP + MK into forward dash and HP makes it so my fingers
	only need to press anything really just once and I can be a bit faster
	and cleaner with my execution with that.

	+ Thanks to 'The Flood' for cuing me in on the fact that it may be a
	little easier if you don't start off right next to Dan when you start
	this combo as if you're a bit further away you have a little more time
	after the c.MK x Gohadoken for the dash in s.HP, not much more, but
	still every little bit helps when you're having trouble. Though note as
	well that you can't stand at the max distance of Akuma's c.MK or Dan
	will be able to block the Gohadoken. Just move back a step or two if
	you are finding it difficult to connect the close s.HP after FADCing
	the Gohadoken.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
    -> Heavy Punch
    -> Light Tatsumaki Zankukyaku
    -> Heavy Goshoryuken
	* c.LK > c.LP > (close) s.HP x QCB + LK > DF, DF + HP

	The only hard part about this is distance, make sure you're as close to
	Dan as possible so that the third hit (s.HP) is his close gut punch
	version instead of his straight punch since the straight punch can't be
	canceled into anything. The rest should be easy.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> Heavy Kick
    -> [ Crouch ] Light Kick
    -> Light Tatsumaki Zankukyaku
    -> Heavy Goshoryuken
	* (far) s.HK (1 or 2 hits) > c.LK x QCB + LK > DF, DF + HP

	This isn't really that difficult as the timings are pretty easy. Just
	make sure you're doing the combo after back dashing away from Dan once
	so that you're doing the two roundhouse kicks and that those kicks keep
	you close enough to Dan so you can get the c.LK afterwards.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> Hyakki Gojin
    -> Light Punch
    -> [ Crouch ] Heavy Punch
    -> Light Tatsumaki Zankukyaku
    -> Heavy Goshoryuken
	* DF, DF + K, K > s.LP > c.HP x QCB + LK > DF, DF + HP

	You can do this combo anywhere on the screen, just make sure when you
	do Akuma's Demon Flip (Hyakkishu) that the dive kick during it hits Dan
	head or chest or else you won't be close enough for the c.HP to hit
	after the s.LP.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Kick
    -> Heavy Kick
    -> [ Crouch ] Light Kick
    -> EX Tatsumaki Zankukyaku
    -> EX Goshoryuken
	* (left corner) (jump-in) j.HK > s.HK (2 hits) > c.LK x QCB + KK
	> DF, DF + PP

	This is an odd combo in that for some reason it doesn't work if Dan is
	in the right corner, but it works in the left corner. For some reason
	after the two roundhouse kicks hit, when you link the c.LK  into EX
	Tatsumaki it throws Dan out behind Akuma instead of throwing him back
	into the corner so to avoid this just do it in the left corner instead.

	Aside from that stupid issue, you need to also be at the right distance
	for this to go smoothly so start by pushing Dan into the left corner
	and the back dashing three times and then tap forward twice so you're
	moving forward two steps before starting the combo. At this distance
	everything should go fine as long as your timing is correct.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[GO]	Gouken
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
	* j.HK

(2) -> [ Crouch ] Medium Kick
	* c.MK

(3) -> Sakotsukudaki
	* F + MP

(4) -> Tenmakujinkyaku
	* (jump-in) D + MK at the top of your jump

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Gohadoken
	* QCF + P

(2) -> Senkugoshoha
	* DF, DF + P

(3) -> Tatsumaki Gorasen
	* QCB + K

(4) -> Airborne Tatsumaki Senpukyaku
	* (jump-in) QCB + K

(5) -> Hyakki Gosai
	* DF, DF + K, LP + LK

(6) -> Kongoshin
	* DB, DB + P or K

(7) -> Forbidden Shoryuken
	* QCF, QCF + P

(8) -> Shin Shoryuken
	* QCF, QCF + PPP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Heavy Punch
    -> Senkugoshoha
	* (close) F + HP x D, DF + P

(2) -> Heavy Punch
    -> Light Gohadoken
	* (close) s.HP x QCF + LP

(3) -> [ Crouch ] Medium Punch
    -> Heavy Tatsumaki Gorasen
	* c.MP x QCB + HK

(4) -> [ Crouch ] Heavy Punch
    -> Senkugoshoha
	* DF + HP x DF + P

(5) -> Heavy Kick
    -> Forbidden Shoryuken
	* (close) s.HK (1 hit) x QCF, QCF + P

	This is difficult if you try to do it like how it seems like the game
	wants you to do it, but there's a shortcut to doing this a lot easier.
	Try doing the combo like this:

	** QCF + HK x QCF + P

	If you do this right, you should be able to do the combo quite easily.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Medium Kick
    -> Heavy Punch
    -> Light Gohadoken
	* (jump-in) j.MK > s.HP x QCF + LP

(2) -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> EX Senkugoshoha
    -> Heavy Senkugoshoha
	* (jump-in) j.HK > F + HP x D, DF + PP > DF, DF + HP

	I found that doing the original F, D, DF motion instead of the DF, DF
	shortcut for the first Senkugoshoha to be easier because of the s.HP
	that precedes it. The HP Senkugoshoha afterwards should be done as soon
	as Dan starts falling down, because that's when Gouken recovers.

	I would really suggest for you to try this combo outside of the corner
	because the timing is different and sometimes your second Senkugoshoha
	will go under Dan which means your combo won't count.

(3) -> Focus Attack
    -> Heavy Punch
    -> Senkugoshoha
    -> Forbidden Shoryuken
	* MP + MK (level 3) > (dash forward) F + HP x D, DF + P > QCF, QCF + P

	This combo can be a little tricky if you're not quick enough. You're
	supposed to put in QCF, QCF + P after doing the motion for
	Senkugoshoha, but you have to hit P for the Super right when the
	Senkugoshoha hits.

(4) -> Tenmakujinkyaku
    -> [ Crouch ] Medium Punch
    -> Heavy Tatsumaki Gorasen
	* (jump-in) D + MK at the top of your jump > c.MP x QCB + HK

	This can be a little difficult, you want the dive kick to hit Dan in
	the leg and not the chest or the c.MP won't hit. To get the right
	distance for this combo, you have to start by standing next to Dan and
	then dash back three times before you start this combo.

(5) -> Hyakki Gojin
    -> Heavy Punch
    -> Senkugoshoha
	* DF, DF + K, K > F + HP x D, DF + P

	Not that difficult, just tap the K after Gouken jump flips forward when
	you're close to Dan's head. If you do it late the rest of the combo
	should be easy.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Medium Punch
    -> [ Crouch ] Light Punch
	* (close) s.MP > c.LP

	Use the health bar trick if this link gives you trouble.

(2) -> Medium Punch
    -> [ Crouch ] Medium Kick
	* (close) s.MP > c.MK

	Use the health bar trick if this link gives you trouble.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> Amaoroshi
    -> Shin Shoryuken
	* B + LP + LK > QCF, QCF + PPP

	This is a fun little combo that is also pretty useful in a real match.
	Basically it's Gouken's back throw where he tosses Dan over his head
	and behind him. If you just do the Ultra as soon as you can it'll just
	be like Gouken's Super is hitting. If you wait a little bit before
	doing the Ultra, you can hit Dan with the whole thing. Not really
	important for the combo, but good to just know.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> Heavy Punch
    -> EX Senkugoshoha
    -> EX Focus Cancel
    -> Shin Shoryuken
	* (jump-in) j.HP > F + HP x D, DF + PP (2 hits) x FADC (dash forward)
	> QCF, QCF + PPP

	Not all that difficult, just remember to wait for the second hit of the
	EX Senkugoshoha to go off before trying to FADC or the combo won't
	work. Also don't rush the FADC on the second hit because you actually
	have to be a little later than it seems or you can screw up the timing
	and you'll get a Focus Attack instead even though you put in the
	command to dash, only the Focus Attack will come out. It's strange, but
	it's good to remember that so you can slow down. I would recommend
	doing this combo outside of the corner just because it's actually
	easier to get the Shin Shoryuken to hit outside of the corner without
	worrying about going past Dan when he gets knocked into the air from
	your EX Senkugoshoha.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> [ Crouch ] Heavy Punch
    -> EX Senkugoshoha
    -> EX Gohadoken
    -> Shin Shoryuken
	* (corner) (jump-in) j.HP > DF + HP x DF + PP > QCF + PP
	> QCF, QCF + PPP

	The end part of this combo can be tricky. You have to pay attention to
	Dan when he gets knocked up into the air from the EX Senkugoshoha. When
	he starts falling you have to get the EX Gohadoken out as soon as he
	falls onto his name under his health bar. This will allow both hits of
	the Gohadoken to hit and if you immediately get the Ultra out, it
	should hit. Remember though, it doesn't matter if both of the fireballs
	hit, you can still miss the Ultra so make sure you're throwing it out
	at the specified time I outlined.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [  Jump  ] Heavy Punch
    -> Medium Punch
    -> [ Crouch ] Light Punch
    -> Tatsumaki Gorasen
    -> EX Focus Cancel
    -> Shin Shoryuken
	* (corner) (jump-in) j.HP > s.MP > c.LP x QCB + HK
	x FADC (dash forward) > QCF, QCF + PPP

	This combo is quite a bit tricky only because you have to link into
	Gouken's vertical hurricane kick and then you have to FADC forward,
	immediately followed with your Ultra. It's really just speed and
	execution which makes this hard since there aren't really any tricks.
	Also make sure to use the HK version for the Tatsumaki Gorasen as it's
	the easiest one to do this combo with.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> Gohadoken
    -> EX Focus Attack
    -> [ Crouch ] Heavy Punch
    -> EX Senkugoshoha
    -> EX Gohadoken
    -> Shin Shoryuken
	* (corner) QCF + LP (2 hits) x MP + MK (level 2)
	> (dash forward) DF + HP x DF + PP > QCF + PP > QCF, QCF + PPP

	This combo must be done in the corner for everything to combo properly.
	This isn't really a difficult combo compared to the last one, but it is
	pretty fun in my honest opinion. You start by charging up the LP
	Gohadoken so that it does two hits instead of one. For this you have to
	memorize how long it takes for you to get a fully charged Gohadoken so
	that you can cancel the moment you shoot the fireball out with a Focus
	Attack charged up to level 2. Once that is done the rest of the combo
	should be pretty easy as it's pretty much the ending of Gouken's Hard
	Level 3 challenge.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------------------------------------------------------------------------------
[SE]	Seth
-------------------------------------------------------------------------------

NORMAL Level 1	 	```````````````````````````````````````````````````````
(1) -> Heavy Punch
	* s.HP

(2) -> [ Crouch ] Heavy Punch
	* c.HP

(3) -> Yosokyaku
    -> Yosokyaku
    -> Yosokyaku
	* (jump-in) (1) D + MK, (2) D + MK, (3) D + MK

	You have to jump forward when he's about to land on the ground. If you
	do that you should be right on top of him by the time you reach the top
	of your jump which should make doing the first D + MK easy. The rest
	should come easy after the first one hits.

(4) -> Tenmakujinkyaku
	* (jump-in) D + HK at the top of your jump

NORMAL Level 2	 	```````````````````````````````````````````````````````
(1) -> Sonic Boom
	* QCF + P

(2) -> Shoryuken
    -> Shoryuken
    -> Shoryuken
	* (1) DF, DF + P, (2) DF, DF + P, (3) DF, DF + P

	When I first started this combo I found the three Shoryukens to be a
	real pain to do. There is a simple way to get this though and that is
	to space out the first Shoryuken and the second two Shoryukens. First
	get the  F + HP x D, DF + P and then you can wait a little bit before
	just hitting DF and any Punch button until the rest of the Shoryukens
	come out.

(3) -> Hyakuretsukyaku
	* QCB + K

(4) -> Tanden Engine
	* QCB + P

(5) -> Spinning Piledriver
	* 360 + P

(6) -> Yoga Teleport
	* DF, DF or DB, DB + PPP or KKK

(7) -> Tandem Storm
	* QCF, QCF + P

(8) -> Tanden Stream
	* QCF, QCF + PPP

NORMAL Level 3	 	```````````````````````````````````````````````````````
(1) -> Medium Punch
    -> Sonic Boom
	* (close) s.MP x QCF + P

(2) -> Heavy Punch
    -> Shoryuken
    -> Shoryuken
    -> Shoryuken
	* (close) F + HP x (1) D, DF + P, (2) DF, DF + P, (3) DF, DF + P

(3) -> Medium Kick
    -> Hyakuretsukyaku
	* (close) s.MK x QCB + K

(4) -> Heavy Kick
    -> Tanden Storm
	* (close) s.HK (1 hit) x QCF, QCF + P

	Hard if you do it the way it's shown, but there's an easier way to do
	this combo and that's:

	** QCF, QCF, HK, HP

	If you do it right, Seth will cancel into his Super as soon as his heel
	hits Dan's head.

(5) -> [ Crouch ] Heavy Punch
    -> Tanden Stream
	* c.HP (2 hits) > QCF, QCF + PPP

	You have to let both hits from the c.HP hit first before you start
	doing the QCF, QCF + PPP for the Ultra or you'll either the Super or
	nothing.

NORMAL Level 4	 	```````````````````````````````````````````````````````
(1) -> [  Jump  ] Heavy Kick
    -> Medium Punch
    -> Sonic Boom
    -> Tanden Storm
	* (jump-in) j.HK > s.MP x QCF + P x QCF + P

(2) -> [  Jump  ] Heavy Kick
    -> Heavy Punch
    -> Shoryuken
    -> Shoryuken
    -> Shoryuken
	* (jump-in) j.HK > F + HP x (1) D, DF + P, (2) DF, DF + P,
	(3) DF, DF + P

(3) -> Tanden Engine
    -> Heavy Punch
    -> Shoryuken
    -> Shoryuken
    -> Shoryuken
	* (jump-in) QCB + P > F + HP x (1) D, DF + P, (2) DF, DF + P,
	(3) DF, DF + P

	This isn't really that difficult, just tap on F + HP after doing the
	Tanden Engine and sucking Dan closer to you and when the F + HP hits,
	quickly do the D, DF + P to get the Shoryuken and then mash out DF + P
	to get the rest of the Shoryukens to come out.

(4) -> Tenmakujinkyaku
    -> [ Crouch ] Medium Punch
    -> Light Hyakuretsukyaku
	* (jump-in) D + HK at the top of your jump > c.MP x QCB + LK

	Try to hit Dan in the legs with the Tenmakujinkyaku (dive kick) for the
	best results in hitting with the rest of the combo when you land.

(5) -> Focus Attack
    -> [ Crouch ] Heavy Punch
    -> Yosokyaku
    -> Yosokyaku
    -> Yosokyaku
	* (corner) MP + MK (level 3) > (dash forward) c.HP (1 hit)
	> (jump forward) (1) D + MK, (2) D + MK, (3) D + MK

	Usually c.HP does two hits, but after the level 3 Focus Attack hits and
	you dash forward, only one hit connects, but it's the hit that knocks
	Dan into the air so that's all that matters. After that you just jump
	forward and mash on D + MK to get out the three Yosokyaku.

NORMAL Level 5	 	```````````````````````````````````````````````````````
(1) -> Light Punch
    -> Heavy Punch
	* (close) s.LP > s.HP

	Use the health bar trick if you're having trouble with this link.

(2) -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Punch
	* c.LP > c.MP

	Use the health bar trick if you're having trouble with this link.

HARD Level 1	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Light Punch
    -> [ Crouch ] Medium Punch
    -> Light Hyakuretsukyaku
	* c.LK > c.LP > c.LP > c.MP x QCB + LK

	Use the health bar trick if you're having trouble with the links in
	this combo.

HARD Level 2	 	```````````````````````````````````````````````````````
    -> Light Shoryuken
    -> Yosokyaku
    -> Yosokyaku
    -> Yosokyaku
    -> Tenmakujinkyaku
	* DF, DF + LP > (jump forward) (1) D + MK, (2) D + MK, (3) D + MK
	> (while still in the air) D + HK

	This seems more difficult than it really is. Stand close to Dan and
	wait for Dan to jump up before doing the Light Shoryuken. You need to
	hit Dan when he's at the top of his jump so that the rest of the combo
	comes out more smoothly. When you land from the Light Shoryuken you
	have to jump forward with D + MK and then get a rhythm going so you can
	get the rest of the Yosokyakus relatively quickly followed by a dive
	kick with D + HK since Seth will reach the top of his jump really
	quickly after the three Yosokyakus hit.

HARD Level 3	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Heavy Punch
    -> EX Tanden Engine
    -> [ Crouch ] Heavy Punch
    -> EX Tanden Engine
    -> [ Crouch ] Heavy Punch
    -> Tanden Stream
	* c.HP (2 hits) x QCB + PP > c.HP (2 hits) x QCB + PP > c.HP
	> QCF, QCF + PPP

	Seems tricky at first, but it's actually not that difficult. Just get
	down the timing for canceling EX Tanden Engines on the second hit of
	c.HP. The last part is just linking the Ultra after the 2 hits from the
	c.HP. Also note that you cannot do this combo in the corner, it's
	impossible because Dan won't get sucked in by the EX Tanden Engine
	because of the way he falls.

HARD Level 4	 	```````````````````````````````````````````````````````
    -> [ Crouch ] Light Kick
    -> [ Crouch ] Light Punch
    -> Heavy Punch
    -> EX Sonic Boom
    -> EX Focus Attack
    -> Tanden Stream
	* (corner) c.LK > c.LP > s.HP x QCF + PP x MP + MK (level 2)
	> (dash forward) QCF, QCF + PPP

	The links are pretty easy in this combo, just stand as close to Dan as
	much as possible before starting this combo.

	Make note that when you're trying to Focus Attack during Seth's EX
	Sonic Boom you have to start holding MP + MK when Seth throws out the
	second Sonic Boom, you can't do it during the first because it won't
	come out. After that you can dash forward or backward, doesn't really
	matter, and just Ultra Dan for the finish.

HARD Level 5	 	```````````````````````````````````````````````````````
    -> Heavy Punch
    -> Sonic Boom
    -> EX Focus Attack
    -> Heavy Punch
    -> Sonic Boom
    -> EX Focus Attack
    -> [ Crouch ] Heavy Punch
    -> Tanden Stream
	* (close) s.HP x QCF + P x MP + MK (level 2) > (dash forward) s.HP
	x QCF + P x MP + MK (level 2) > (dash forward) c.HP > QCF, QCF + PPP

	This combo can be annoying to get just because you have to watch your
	timing since you're doing two reps of s.HP x QCF + P x level 2 Focus
	Attack then changing into c.HP and linking the Ultra afterwards.



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ VII	General Q & A	[QA]						      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Q: What's this health bar trick?
A: Hit the opponent and look at the opponent's health bar when you do. You'll
see a light appear from the timer that slides towards the character's portrait.
That's the timing for when you recover so you need to time your attack so that
your next attack hits right after the light disappears for it to count as a
combo, otherwise your opponent will be able to block your next attack.



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ VIII	Contact Info	[CI]						      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

E-MAIL: [email protected]
PSN ID: JSiky

If you find anything missing from my FAQ or you feel like there's a better
method of doing something, feel free to email me. Also if you feel like there
is anything that doesn't feel like it's been explained clearly or with enough
information please let me know as well.



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ IX	Credit		[CR]						      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

I would like to thank a few people/organizations here for the help with this
guide:

- CAPCOM
		Thanks for making SF4!

- GameFAQs
		For being the original host for my guide.

- The Flood
		For his helpful tips for E. Honda's Hard 4, Akuma's Hard 1 and
		Dhalsim's Hard 1 challenges.

- Dan
		From GameZone.com for leading me to a new and easier method for
		doing Sagat's Fake Kick.

- Sh0dan_PT
		For giving me a tip on how to make E. Honda's Hard 2 a little
		easier to do.

- TerribleChoice
		For giving me the great trick for doing Dhalsim's Hard 5 much
		more easily.

- Hector Guerra
		For letting me know about the buffer for getting out the Ultra
		more easily for C. Viper's Hard 2 challenge.

- Sneaky Rene
		For grabbing my attention and putting it on Gen as to reword
		his Hard 4 challenge to be more easily understood.

- Spencer Haugen
		For notifying me of a description error on Capcom's part where
		Normal Time Attack 19 listed the wrong challenge effects.

- The Pain
		For giving me this helpful tip on how to do Dan's Hard 3
		challenge without FADCing.

I have also authorized the following sites to host my guide:

Neoseeker	www.neoseeker.com
Games Radar	www.gamesradar.com
Super Cheats	www.supercheats.com
IGN		faqs.ign.com


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ X	Copyright	[CO]						      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The information expressed in this guide is copyright to me, James Nguyen
(Siky). By no means are you permitted to call this guide or information within
this guide your own. You are not allowed to illegally host this file on your
website without permission of myself first. Please contact me first if you wish
to host this file, or use this information elsewhere.