=============================================================================== 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.