Feel free to do anything you want with this FAQ as long as you don't
use it for profitable/promotional purposes or use it to get prizes
or
recognition from game magazines, contests, etc. Please give credit
where it is due should you use part or all of this FAQ in a guide of
your own (published or not) or use it in any way not mentioned here.
Street Fighter EX plus Alpha is (c) Arika and (c) Capcom of Japan.
This document can be found at the following locations:
Kao Megura's Home Page www.fortunecity.com/bally/orange/25/
GameFAQs
www.gamefaqs.com
This FAQ was ripped by Tips & Tricks Magazine! Thanks for
the
publicity, guys!
=================
TABLE OF CONTENTS
=================
1. INTRODUCTION
2. THE STREET FIGHTERS
- Allen Snider
- Blair Dame
- Chun Li
- Cracker Jack
- Cycloid Beta
- Cycloid Gamma
- Darun Mister
- Dhalsim
- Doctrine Dark
- Garuda
- Gouki (Akuma)
- Guile
- Hokuto
- Hokuto ('Chi no Fuuin' Hokuto)
- Kairi
- Ken
- Pullum Purna
- Ryu
- Ryu ('Satsui no Hado' Ryu)
- Sakura
- Skullomania
- Vega (M. Bison)
- Zangief
3. TRAINING MODE - EXPERT MISSIONS
4. GAME SECRETS
5. AUTHOR'S NOTE
==================
1. INTRODUCTION
==================
Street Fighter EX Plus Alpha is a PlayStation game that is based upon
SFEX Plus in the arcades. The 'Alpha' bit is because Dhalsim
and Sakura
have been added to this version of the game. In addition to the
good ol'
Arcade fights, there is a training mode, survival mode, team battle
mode,
and other goodies, like a hidden bonus stage! The game plays
like
standard SF fare. Here is a quick run-down of the controls for
those of
you who are a little rusty:
O O O
Jump Backward Jump Up
Jump Forward
\ | /
O-- O --O Retreat/Block
(neutral) Move Forward
/ | \
O O O
Defensive Crouch Crouch
Offensive Crouch
ASCII art drawings are used to show how the moves are performed.
Keep
in mind that you'll need to reverse the left- and right-based directions
if you are on the second player (right) side.
LP MP HP Light Punch Medium Punch Hard Punch
LK MK HK Light Kick Medium Kick Hard Kick
Other terminology includes:
Punch = Use any strength Punch button.
Kick = Use any strength Kick button.
(A) = The move can/must be performed while jumping (airborne).
(C) = The move must be performed when you are close to
your enemy.
CAPS = The move is a Super Combo and requires one or more levels
of the Super Combo Gauge
in order to use.
(x#) = Repeat the whole motion and button press x number of times.
The object of the game is to trash your opponent by using normal and
special attacks, in addition to combos (interrupting a special move
or Super Combo with a standard punch or kick) and Super Combos
(moves that automatically hit more than once). You lose if your
Life
bar is emptied, and in addition to normal attacks, you can build up
your Super Combo Gauge by getting attacked and making attacks of your
own. Each character can have up to 3 levels in his/her Gauge,
which
is then used to activate Guard Breaks or Super Combos. There
are
several 'advanced moves' you can use in this game; they are listed
as
follows:
Canceling
You can now cancel a Super Combo into a _different_ Super Combo.
In
the SFEX series, there's no such thing as a Super Combo having levels:
instead, you cancel SCs to get a Level 2 or Level 3 combo. For
example:
ALLEN : Triple Break, juggle with Fire Force (Level 2 SC)
CHUN-LI : SenRetsu Kyaku, KiKoSho, SenRetsu Kyaku (Level 3 SC)
DARUN : Indra~Bridge, Indra~Bridge, (wait), Indra~Bridge
(Level 3 SC)
KAIRI : ShinKiHatsuDo (air), GaRyuMesshu (air) (Level 2
SC)
Experiment with your character's Super Combos to see how they can be
used together. Note that some characters have Super Combos that
require all three levels of the Super Combo Gauge in order to perform,
and that they count as level 3 combos. This includes:
GOUKI
: ShunGokuSatsu
'SATSUI NO HADO' RYU : ShunGokuSatsu
ZANGIEF
: Final Atomic Buster (Level 3 with 3 Punches)
In the case of Darun and Zangief, they both have a special situation
in which they can perform a Level 2 Super Combo. It's not that
important for Darun (who can easily perform Level 2 Combos using a
mix of Indra~Bridges and TasoGare Lariats), but it's the only way for
Zangief to do a Level 2 SC:
DARUN : TasoGare Lariat (/w opponent blocking), ChouZetsuKiShin
Bomb
ZANGIEF : Super Stomping (w/ opponent blocking), Final Atomic Buster
Finally, note that characters with one-level button press SCs can
cancel into these SCs with another SC, but that they won't register
as
a Level 2 or 3 combo (Kairi can't do this):
SAKURA
: Midare Zakura, ShunGokuSatsu
'CHI NO FUUIN' HOKUTO : GekiHouGi, RenBu
SKULLOMANIA
: Super SkulloSlider, Skullo Dream
If you kill an opponent with a Super Combo, it's called a Super Combo
Finish. If you defeat them with a Level 1 Super Combo (no canceling),
you'll see a meteorite flying in the screen. If you kill them
with a
Level 2 Super Combo (1 cancel) you'll see a meteorite storm.
Finally,
winning the round using a Level 3 Super Combo (2 cancels, but there
are
some exceptions <see above>), you'll see a shower of meteorites
bombard
the Earth.
Guard Breaks
Like Super Combos, Guard Breaks also use up Super Combo Gauge energy,
one level to be exact. They are performed by pressing the same
strength
Punch and Kick buttons together. The result is a slow attack
with
telltale 'shine' marks. If it hits, the enemy is left open to
attack
for a long period of time, and if you hit an airborne opponent, they
slowly fly through the air, allowing for all sorts of combo openings.
Tech. Hits
This is done by pressing Back or Forward and a Medium or Hard Punch
or
Kick button. It most be performed as your opponent grabs you
but
before the throw actually begins. If you are successful, you
will
'push' yourself out of the throw before it can be performed.
Keep in
mind that you cannot Tech. Hit 'command' throws like Allen's Vaulting
Kick or air throws such as Chun-Li's RyuSeiRaku. Throwing, for
those
of you who don't know, is done by getting close to your opponent and
pressing forward or back and the Medium or Hard Punch or Kick buttons
(just like a Tech. Hit). They cause a fair amount of damage and
are
unblockable.
=========================
2. THE STREET FIGHTERS
=========================
This game already has an adequate moves list, but it's in Japanese!
So,
I've provided one in English. It's written the exact same way
it is in
the game's list, with moves not in the list appearing after the Super
Combos. I've also added my own corrections and additions as well.
++++++++++++
ALLEN SNIDER
++++++++++++
-------------------------------------------------------------------------
Uraa! Kick
--O + Medium Kick
-------------------------------------------------------------------------
Vaulting Kick
--O \ | / O-- + MK or HK (C)
O O O
-------------------------------------------------------------------------
Soul Fire
| \ --O + Punch
O O
-------------------------------------------------------------------------
Rising Dragon
--O | \ + Punch
O O
-------------------------------------------------------------------------
Justice Fist
O-- | / + Punch
O O
Deflects projectiles.
-------------------------------------------------------------------------
FIRE FORCE
| \ --O | \ --O + Punch
O O O O
-------------------------------------------------------------------------
TRIPLE BREAK
| \ --O | \ --O + Kick
O O O O
-------------------------------------------------------------------------
++++++++++
BLAIR DAME
++++++++++
-------------------------------------------------------------------------
ToShu
--O + Medium Punch
Knife Hand
-------------------------------------------------------------------------
Step Side Kick
--O + Medium Kick
-------------------------------------------------------------------------
Lightning Knee
--O | \ + Kick
O O
-------------------------------------------------------------------------
Shoot Kick
| / O-- + Kick (x3)
O O
-------------------------------------------------------------------------
Sliding Arrow
| \ --O + Kick
O O
When used against a crouching opponent, Blair will kick rather
than
performing a throw.
-------------------------------------------------------------------------
Shoot Upper
--O | \ + Punch
O O
-------------------------------------------------------------------------
MIRAGE COMBO KICK
| \ --O | \ --O + Punch
O O O O
-------------------------------------------------------------------------
SPIN SIDE SHOOT
| \ --O | \ --O + Kick
O O O O
-------------------------------------------------------------------------
+++++++
CHUN-LI
+++++++
-------------------------------------------------------------------------
SoShoDa
--O + Hard Punch
Paired Palm Strike
-------------------------------------------------------------------------
YoSoKyaku
| + Medium Kick (A)
Eagle Talon Leg
O
You can use this move repeatedly.
-------------------------------------------------------------------------
RyuSeiRaku
Any direction but up-back, up, or
Dragon Shooting Star
up-forward + MP or HP (A) (C)
-------------------------------------------------------------------------
HyakuRetsuKyaku
Tap Kick repeatedly
Hundred Rending Kicks
-------------------------------------------------------------------------
Spinning Bird Kick
| \ --O + Kick
O O
-------------------------------------------------------------------------
HiEnShu
| / O-- + Kick
Flying Swallow Kick
O O
-------------------------------------------------------------------------
KIKOUSHOU
| \ --O | \ --O + Punch
Spirit Manipulate
O O O O
-------------------------------------------------------------------------
SENRETSUKYAKU
| \ --O | \ --O + Kick
Thousand Rending Kicks
O O O O
-------------------------------------------------------------------------
++++++++++++
CRACKER JACK
++++++++++++
-------------------------------------------------------------------------
Dash Straight
Charge O-- --O + Punch
-------------------------------------------------------------------------
Dash Upper
Charge O-- --O + Kick
-------------------------------------------------------------------------
Final Punch
Hold and release 3P or 3K
If you assign 3P or 3K to a button, you cannot use that type
of attack
depending on which button you are holding.
-------------------------------------------------------------------------
Batting Hero
O-- / | \ --O + Punch
O O O
This move will deflect projectiles.
-------------------------------------------------------------------------
Soccer Ball Kick
O-- / | \ --O + Kick
O O O
This move will deflect projectiles.
-------------------------------------------------------------------------
CRAZY JACK
Charge O-- --O O-- --O + Punch
Jack attacks five times during this move. You can change
his attacks
by pressing Punch for straight punches and Kick for uppercuts.
You
can change all five of his attacks by using a combination of
buttons
while he is performing this move.
-------------------------------------------------------------------------
HOME RUN HERO
| / O-- | / O-- + Punch
O O O O
-------------------------------------------------------------------------
RAGING BUFFALO
Charge O-- --O O-- --O + Kick
-------------------------------------------------------------------------
++++++++++++
CYCLOID BETA
++++++++++++
-------------------------------------------------------------------------
SenpuuKyaku
--O + Medium Kick
Whirlwind Kick
-------------------------------------------------------------------------
ZenHouTenshin
| / O-- + Punch
Front Direction Body Revolve
O O
-------------------------------------------------------------------------
Beta Shoot Upper
--O | \ + Punch
O O
-------------------------------------------------------------------------
Beta Justice Fist
O-- | / + Punch
O O
Deflects projectiles.
-------------------------------------------------------------------------
Beta Pullum Kick
--O | \ + Kick
O O
-------------------------------------------------------------------------
Beta HiEnShu
| / O-- + Kick
Beta Flying Swallow Kick
O O
-------------------------------------------------------------------------
Beta TatsumakiSenPuuKyaku
| \ --O + Kick
Beta Tornado Whirlwind Leg
O O
Unlike other character's versions of this move, the strength of the
button used determines the number of kicks (one, two, or three).
-------------------------------------------------------------------------
BETA KILL TRUMP
| \ --O | \ + Punch
O O O O
-------------------------------------------------------------------------
BETA GARYUMESSHU
| \ --O | \ --O + Kick (A)
Beta Refined Dragon Destroying Kick O O
O O
-------------------------------------------------------------------------
BETA KIENSHOU
| \ --O | \ + Kick
Beta Devil Swallow's Flight
O O O O
-------------------------------------------------------------------------
BETA SHINKU TATSUMAKISENPUUKYAKU |
/ O-- | / O-- + Kick (A)
Beta Vacuum Tornado Whirlwind Leg O O
O O
-------------------------------------------------------------------------
+++++++++++++
CYCLOID GAMMA
+++++++++++++
-------------------------------------------------------------------------
Gamma Heavy Stub Kick
O-- or --O + Hard Kick
-------------------------------------------------------------------------
Gamma TenMa KuuJinKyaku
| + Medium Kick
Gamma Demon Air Blade Leg
O
-------------------------------------------------------------------------
Gamma Dance Wind
Any direction but up-back, up, or
up-forward + MP or HP (A) (C)
-------------------------------------------------------------------------
Gamma Buster Drop
Any direction but up-back, up, or
up-forward + MP or HP (A) (C)
-------------------------------------------------------------------------
Gamma HyakuRetsuKyaku
Tap Kick repeatedly
Gamma Hundred Rending Kicks
-------------------------------------------------------------------------
Gamma Skullo Crusher
Charge O-- --O + Punch
-------------------------------------------------------------------------
Gamma Sliding Arrow
Charge O-- --O + Kick
Unlike Blair's Sliding Arrow, this always results in a simple low attack
and not a throw.
-------------------------------------------------------------------------
Gamma Final Punch
Hold and release 3P or 3K
-------------------------------------------------------------------------
Gamma Head Press
Charge | O + Punch
O |
-------------------------------------------------------------------------
Gamma Somersault Kick
Charge | O + Kick
O |
-------------------------------------------------------------------------
GAMMA RES AL'KHANA
Charge / --O O-- O + Punch
O /
-------------------------------------------------------------------------
GAMMA DOUBLE SOMERSAULT KICK
Charge / --O O-- O + Kick
O /
-------------------------------------------------------------------------
GAMMA GOGA
Charge O-- --O O-- --O + Punch
Gamma Roaring Fang
-------------------------------------------------------------------------
GAMMA KNEE PRESS NIGHTMARE
Charge O-- --O O-- --O + Kick
-------------------------------------------------------------------------
++++++++++++
DARUN MISTER
++++++++++++
-------------------------------------------------------------------------
Ganges DDT
Any direction but up-back, up, or
up-forward + MP or HP (A) (C)
-------------------------------------------------------------------------
Lariat
--O | \ + Punch
O O
Deflects projectiles and negates Super Combo-type projectiles.
-------------------------------------------------------------------------
Ganges DDT
--O | \ + Kick
O O
-------------------------------------------------------------------------
Brahma Bomb
Rotate controller 360 degrees
(counter) clockwise + Punch (C)
-------------------------------------------------------------------------
Indora Bashi
Rotate controller 360 degrees
Indra Bridge
(counter) clockwise + Kick
-------------------------------------------------------------------------
Darun Catch
O-- | / + Punch
O O
Use against airborne opponents.
-------------------------------------------------------------------------
TasoGare Rariatto
| \ --O | \ --O + Punch
Twilight Lariat
O O O O
-------------------------------------------------------------------------
INDORA~BASHI
| / O-- | / O-- + Kick
Indra~Bridge
O O O O
-------------------------------------------------------------------------
CHOUZETSUKISHINBOMU
Rotate controller 720 degrees
Super Suppressed Fierce God Bomb (counter)
clockwise + Punch (C)
-------------------------------------------------------------------------
+++++++
DHALSIM
+++++++
-------------------------------------------------------------------------
Drill Zutsuki
| + Hard Punch (A)
Drill Head Thrust
O
-------------------------------------------------------------------------
Drill Kick
| + Kick (A)
O
The angle of the Drill is determined by what button you use.
-------------------------------------------------------------------------
Yoga Teleport (In Front)
--O | \ + 3P or 3K
O O
Using 3P makes you appear far away, 3K makes you appear up close.
-------------------------------------------------------------------------
Yoga Teleport (Behind)
O-- | / + 3P or 3K
O O
Using 3P makes you appear far away, 3K makes you appear up close.
-------------------------------------------------------------------------
Yoga Fire
| \ --O + Punch
O O
-------------------------------------------------------------------------
Yoga Flame
| / O-- + Punch
O O
-------------------------------------------------------------------------
Yoga Blast
| / O-- + Kick
O O
Hits airborne opponents.
-------------------------------------------------------------------------
YOGA INFERNO
| \ --O | \ --O + Punch
O O O O
-------------------------------------------------------------------------
YOGA DRILL KICK
| \ --O | \ --O + Kick
O O O O
The angle of the Drill is determined by what button you use.
You can
press Up or Down during the move to 'curve' Dhalsim's body.
This can
be used to get more hits, or to even fly into the air!
-------------------------------------------------------------------------
YOGA LEGEND
| / O-- | / O-- + Kick
O O O O
-------------------------------------------------------------------------
Other Moves:
-------------------------------------------------------------------------
Taunt
\ --O O O O O-- / + Kick
O / | \
O
Start this move on the ground in order for it to work.
-------------------------------------------------------------------------
+++++++++++++
DOCTRINE DARK
+++++++++++++
-------------------------------------------------------------------------
Knife Nightmare
--O + Medium Punch
-------------------------------------------------------------------------
Death Spin Kick
--O + Medium Kick
-------------------------------------------------------------------------
Kill Blade
--O | \ + Punch
O O
-------------------------------------------------------------------------
Dark Wire
| \ --O + Punch
O O
-------------------------------------------------------------------------
Dark Spark
Press Punch during the Dark Wire
-------------------------------------------------------------------------
Dark Hold
O-- + Punch during the Dark Wire
-------------------------------------------------------------------------
Ex-plosion
| \ --O + Kick
O O
Will explode if Doctrine's opponent touches it. If left
alone, it
detonates after a few seconds.
-------------------------------------------------------------------------
KILL TRUMP
| \ --O | \ + Punch
O O O O
-------------------------------------------------------------------------
DARK SHACKLE
| \ --O | \ + Kick
O O O O
-------------------------------------------------------------------------
++++++
GARUDA
++++++
-------------------------------------------------------------------------
ZanKi
--O + Hard Punch
Devil Murder
-------------------------------------------------------------------------
KyouJa
--O + Hard Kick
Insane Serpent
-------------------------------------------------------------------------
Mai
--O | \ + 3P
Dance
O O
-------------------------------------------------------------------------
ShuuGi
Any direction but up-back, up, or
Advancing Devil
up-forward + MP or HP (A) (C)
-------------------------------------------------------------------------
KiZan
--O | \ + Punch
Devil Slash
O O
-------------------------------------------------------------------------
JaZan
O-- | / + Punch
Serpent Slash
O O
-------------------------------------------------------------------------
ShuGa
| \ --O + Punch
Attacking Fang
O O
-------------------------------------------------------------------------
Raiga
--O | \ + Kick
Thunder Fang
O O
Only hits airborne opponents.
-------------------------------------------------------------------------
GoGa
O-- / | \ --O + Kick
Roaring Fang
O O O
-------------------------------------------------------------------------
KIENBU
| / O-- | / O-- + Punch (A)
Devil Swallow: Nothing
O O O O
-------------------------------------------------------------------------
KIENSHOU
| \ --O | \ + Punch
Devil Swallow's Flight
O O O O
-------------------------------------------------------------------------
Other Moves
-------------------------------------------------------------------------
OniGen
Happens randomly when attacked
Demon Illusion
This move either results in Garuda avoiding the attack and moving
to
the left or right, or it ends in a JaZan-style attack.
-------------------------------------------------------------------------
++++++++++++++
GOUKI (Akuma)
++++++++++++++
-------------------------------------------------------------------------
SenPuuKyaku
--O + Medium Kick
Whirlwind Leg
-------------------------------------------------------------------------
TenMa KuuJinKyaku
| + Medium Kick (A)
Demon Air Blade Leg
O
-------------------------------------------------------------------------
ZenHouTenshin
| / O-- + Punch
Front Direction Body Revolve
O O
-------------------------------------------------------------------------
Ashura SenKu (Forward)
--O | \ + 3P or 3K
Ashura Sky Flash
O O
Using 3P makes Akuma move to his right, while 3K moves him to
the left.
-------------------------------------------------------------------------
Ashura SenKu (Backward)
O-- | / + 3P or 3K
Ashura Sky Flash
O O
Using 3P makes Akuma move to his right, while 3K moves him to
the left.
-------------------------------------------------------------------------
Go HaDoKen
| \ --O + Punch
Great Wave Motion Fist
O O
-------------------------------------------------------------------------
Go ShoRyuKen
--O | \ + Punch
Great Rising Dragon Fist
O O
-------------------------------------------------------------------------
ShakuNetsu HaDoKen
--O \ | / O-- + Punch
Scorching Heat Wave Motion Fist
O O O
-------------------------------------------------------------------------
ZanKu HaDoKen
| \ --O + Punch (A)
Killing Sky Wave Motion Fist
O O
-------------------------------------------------------------------------
TatsumakiZanKuKyaku
| / O-- + Kick (x4)
Tornado Killing Sky Leg
O O
-------------------------------------------------------------------------
MESSATSU GO-HADO
| / O-- | / O-- + Punch
Deadly Great Surge
O O O O
-------------------------------------------------------------------------
MESSATSU GO-SHORYU
| \ --O | \ + Punch
Deadly Great Rising Dragon
O O O O
-------------------------------------------------------------------------
TENMA GO-ZANKU
| \ --O | \ --O + Punch (A)
Demon Great Killing Sky
O O O O
-------------------------------------------------------------------------
SHUNGOKUSATSU
LP, LP, --O, LK, HK
Instant Hell Murder
You must have a Level 3 Super Combo Gauge in order to use this
attack.
-------------------------------------------------------------------------
+++++
GUILE
+++++
-------------------------------------------------------------------------
Spinning Back Knuckle
--O + Hard Punch
-------------------------------------------------------------------------
Rolling Sobat
O-- or --O + Medium Kick
-------------------------------------------------------------------------
Heavy Stub Kick
O-- or --O + Hard Kick
-------------------------------------------------------------------------
Flying Buster Drop
Any direction but up-back, up, or
up-forward + MP or HP (A)
-------------------------------------------------------------------------
Sonic Boom
Charge O-- --O + Punch
-------------------------------------------------------------------------
Somersault Kick
Charge | O + Kick
O |
-------------------------------------------------------------------------
OPENING GUN BIT
Charge O-- --O O-- --O + Punch
-------------------------------------------------------------------------
DOUBLE SOMERSAULT KICK
Charge / --O O-- O + Kick
O /
-------------------------------------------------------------------------
++++++
HOKUTO
++++++
-------------------------------------------------------------------------
ChoHo
--O + Hard Punch
Deadly Elbow
-------------------------------------------------------------------------
? Kyaku
--O + Hard Kick
? Leg
-------------------------------------------------------------------------
Go ? Ko
O-- | / + Punch
Protect ? Attack
O O
Use when you are about to be attacked.
-------------------------------------------------------------------------
Ryuusui
Rotate controller 360 degrees
Stream
(counter) clockwise + Punch (C)
Your opponent is undamaged, but is left open for attack.
-------------------------------------------------------------------------
ChoGekiHo
| \ --O + Punch
Deadly Violent Elbow
O O
-------------------------------------------------------------------------
ShouGekiHa
| \ --O + Punch
Crushing Palm
O O
Used during ChoGekiHo.
-------------------------------------------------------------------------
ShinKuGeki
| / O-- + Punch
Vacuum Wave Attack
O O
-------------------------------------------------------------------------
ShinKyakuGeki
| / O-- + Kick
Wave Leg Attack
O O
-------------------------------------------------------------------------
KIRENEKI
| / O-- | / O-- + Punch
Trained Spirit ?
O O O O
Hold and release the Punch button to increase the number of hits.
-------------------------------------------------------------------------
GEKIHOUGI
| / O-- | / O-- + Kick
Phoenix Ability Attack
O O O O
-------------------------------------------------------------------------
Other Moves
-------------------------------------------------------------------------
? ? ?
O-- + Punch or Kick
Used during the ShinKuGeki or ShinKyakuGeki moves. Hokuto
will spin
around instead of darting forward to attack.
-------------------------------------------------------------------------
++++++
HOKUTO
++++++
Chi no Fuuin wo To kare ta Hokuto
Seal of Blood Unraveled Hokuto
-------------------------------------------------------------------------
ChoHo
--O + Heavy Punch
Deadly Elbow
-------------------------------------------------------------------------
? Kyaku
--O + Heavy Kick
? Leg
-------------------------------------------------------------------------
Ryuusui
Rotate joystick 360 degrees
Stream
(counter) clockwise + Punch (C)
Your opponent is undamaged, but is left open for attack.
-------------------------------------------------------------------------
ChoGekiHo
| \ --O + Punch
Deadly Violent Elbow
O O
-------------------------------------------------------------------------
KyakuGeki
| / O-- + Kick
Leg Attack
O O
-------------------------------------------------------------------------
ShouRinGeki
| / O-- + Punch
Phosphorous Palm Attack
O O
Can be used during the ChoGekiHo and KyakuGeki attacks as well.
Deflects projectiles and negates Super-type projectiles.
-------------------------------------------------------------------------
KIRENEKI
| / O-- | / O-- + Punch
Trained Spirit ?
O O O O
Hold and release the Punch button to increase the number of hits.
-------------------------------------------------------------------------
GEKIHOUGI
| / O-- | / O-- + Kick
Phoenix Ability Attack
O O O O
-------------------------------------------------------------------------
RENSHOUGEKI
| \ --O | \ --O + Punch
Connecting Rising Attack
O O O O
-------------------------------------------------------------------------
RENBU
LP, LP, --O, LK, HP
Connect Dance
-------------------------------------------------------------------------
+++++
KAIRI
+++++
-------------------------------------------------------------------------
ShinKiHatsuDo
| \ --O + Punch
God's Spirit Invoke
O O
Sometimes, this is a red fireball.
-------------------------------------------------------------------------
MaRyuRekkou
--O | \ + Punch
Demon Dragon Destroying Light
O O
-------------------------------------------------------------------------
MouRyouGaSen
| / O-- + Kick (x3)
Nature Spirit ? Rotation
O O
-------------------------------------------------------------------------
SHINKIHATSUDO
| \ --O | \ --O + Punch (A)
Devil God Discharge Motion
O O O O
-------------------------------------------------------------------------
SAIROKOSHU
| / O-- | / O-- + Punch
Jackal Wolf Wicked Wind
O O O O
-------------------------------------------------------------------------
GARYUMESSHU
| \ --O | \ --O + Kick (A)
Refined Dragon Destroying Kick
O O O O
-------------------------------------------------------------------------
KYOUZARENBU
LP, LP, --O, LK, HP
Disasterous Omen Connect Dance
-------------------------------------------------------------------------
+++
KEN
+++
-------------------------------------------------------------------------
ZenHouTenshin
| / O-- + Punch
Front Direction Body Revolve
O O
-------------------------------------------------------------------------
JigokuFuusha
Any direction but up-back, up, or
Hell Windmill
up-forward + MP or HP (A) (C)
-------------------------------------------------------------------------
HaDoKen
| \ --O + Punch
Wave Motion Fist
O O
-------------------------------------------------------------------------
ShoRyuKen
--O | \ + Punch
Rising Dragon Fist
O O
-------------------------------------------------------------------------
TatsumakiSenPuuKyaku
| / O-- + Kick (x4)
Tornado Whirlwind Leg
O O
-------------------------------------------------------------------------
SHORYUREPPA
| \ --O | \ + Punch
Rising Dragon Render
O O O O
-------------------------------------------------------------------------
SHINRYUKEN
| \ --O | \ + Kick
Great Dragon Fist
O O O O
Tap any button during this move for extra hits.
-------------------------------------------------------------------------
++++++++++++
PULLUM PURNA
++++++++++++
-------------------------------------------------------------------------
Femina Wind
Press O or O or O (A)
\ | /
-------------------------------------------------------------------------
Al'kul Wrist
--O + Medium Punch
-------------------------------------------------------------------------
Al'Kul Wrist
| + Medium Punch (A)
O
Using this attack makes Pullum switch positions with her opponent.
-------------------------------------------------------------------------
Dance Wind
Any direction but up-back, up, or
up forward + MP or HP (A)
-------------------------------------------------------------------------
Pullum Kick
--O | \ + Kick
O O
-------------------------------------------------------------------------
Ten'el Kick
| / O-- + Kick
O O
-------------------------------------------------------------------------
Drill Purusu
| \ --O + Kick (A)
O O
-------------------------------------------------------------------------
RES AL'KHANA
| \ --O | \ --O + Kick
O O O O
-------------------------------------------------------------------------
PURAEKU RAAMU
| / O-- | / O-- + Kick (A)
O O O O
-------------------------------------------------------------------------
+++
RYU
+++
-------------------------------------------------------------------------
SenPuuKyaku
--O + Medium Kick
Whirlwind Leg
-------------------------------------------------------------------------
HaDoKen
| \ --O + Punch
Wave Motion Fist
O O
-------------------------------------------------------------------------
ShoRyuKen
--O | \ + Punch
Rising Dragon Fist
O O
-------------------------------------------------------------------------
TatsumakiSenPuuKyaku
| / O-- + Kick x3
Tornado Whirlwind Leg
O O
-------------------------------------------------------------------------
SHINKU HADOKEN
| \ --O | \ --O + Punch
Vacuum Wave Motion Fist
O O O O
-------------------------------------------------------------------------
SHINKU TATSUMAKISENPUUKYAKU
| / O-- | / O-- + Kick (A)
Vacuum Tornado Whirlwind Leg
O O O O
-------------------------------------------------------------------------
+++
RYU
+++
Satsui no Hadou ni Mesa me ta Ryu
Knowledge of Murderous Intent Wave Motion Ryu
-------------------------------------------------------------------------
SenPuuKyaku
--O + Medium Kick
Whirlwind Leg
-------------------------------------------------------------------------
Ashura SenKu (Forward)
--O | \ + 3P or 3K
Ashura Sky Flash
O O
Using 3P makes Ryu move to his right, while 3K moves him to the
left.
-------------------------------------------------------------------------
Ashura SenKu (Backward)
O-- | / + 3P or 3K
Ashura Sky Flash
O O
Using 3P makes Ryu move to his right, while 3K moves him to the
left.
-------------------------------------------------------------------------
HaDouKen
| \ --O + Punch
Wave Motion Fist
O O
Sometimes, this is a red fireball.
-------------------------------------------------------------------------
ShoRyuKen
--O | \ + Punch
Rising Dragon Fist
O O
-------------------------------------------------------------------------
TatsumakiSenPuuKyaku
| / O-- + Kick (x4)
Tornado Whirlwind Leg
O O
-------------------------------------------------------------------------
SHINKU HADOKEN
| \ --O | \ --O + Punch
Vacuum Wave Motion Fist
O O O O
-------------------------------------------------------------------------
SHINKU TATSUMAKISENPUUKYAKU
| / O-- | / O-- + Kick
Vacuum Tornado Whirlwind Leg
O O O O
-------------------------------------------------------------------------
MESSATSU GO-SHORYU
| \ --O | \ + Kick
Deadly Great Rising Dragon
O O O O
-------------------------------------------------------------------------
SHUNGOKUSATSU
LP, LP, --O, LK, HK
Instant Hell Murder
You must have a Level 3 Super Combo Gauge in order to use this
attack.
-------------------------------------------------------------------------
++++++
SAKURA
++++++
-------------------------------------------------------------------------
HaDoKen
| \ --O + Punch, Punch, Punch
Wave Motion Fist
O O
-------------------------------------------------------------------------
Sho-Oh Ken
--O | \ + Punch
Cherry Blossom Fist
O O
-------------------------------------------------------------------------
ShunPuuKyaku
| / O-- + Kick
Spring Breeze Leg
O O
-------------------------------------------------------------------------
SHINKU HADOKEN
| \ --O | \ --O + Punch
Vacuum Wave Motion Fist
O O O O
-------------------------------------------------------------------------
MIDARE ZAKURA
| \ --O | \ + Kick
Cherry Riot
O O O O
-------------------------------------------------------------------------
HARUICHIBAN
| / O-- | / O-- + Kick
First Storm of Spring
O O O O
-------------------------------------------------------------------------
SHUNGOKUSATSU
LP, LP, --O, LK, HP
Spring Hell Death
-------------------------------------------------------------------------
Other Moves:
-------------------------------------------------------------------------
Taunt
LK, LK, O--, LP, HP
You can combo this, and it inflicts damage, too.
-------------------------------------------------------------------------
+++++++++++
SKULLOMANIA
+++++++++++
-------------------------------------------------------------------------
Stepping Upper
--O + Medium Punch
-------------------------------------------------------------------------
Kakato Otoshi
--O + Medium Kick
Heel Drop
-------------------------------------------------------------------------
Skullo Dash
--O --O
Press Back once to stop dashing.
-------------------------------------------------------------------------
Sukorobakku Tan
O-- O--
Skullo Back Revolve
-------------------------------------------------------------------------
Skullo Head
--O | \ + Punch
O O
-------------------------------------------------------------------------
Skullo Crusher
| \ --O + Punch
O O
-------------------------------------------------------------------------
Skullo Slider
| \ --O + Kick
O O
-------------------------------------------------------------------------
Skullo Dive
O-- | / + Punch
O O
-------------------------------------------------------------------------
Skullo Tokachefu
O-- | / + Kick
O O
-------------------------------------------------------------------------
SUPER SKULLO CRUSHER
| \ --O | \ --O + Punch
O O O O
-------------------------------------------------------------------------
SUPER SKULLO SLIDER
| \ --O | \ --O + Kick
O O O O
-------------------------------------------------------------------------
SKULLO DREAM
LP, LP, --O, LK, HP
-------------------------------------------------------------------------
Other Moves:
-------------------------------------------------------------------------
Skullo Tackle
Skullo Dash into an opponent
-------------------------------------------------------------------------
Taunt
Rotate joystick 360 degrees
(counter) clockwise + Punch
You'll keep taunting until you move, attack, or get damaged.
-------------------------------------------------------------------------
ALTERNATE SKULLO DREAM
Hold | + LP + MK
O
Done during the Skullo Dream. You cannot use the Skullo
Dream Final
during this version of the Skullo Dream. The damage inflicted
is the
same, but the way Skullomania attacks changes for each hit.
-------------------------------------------------------------------------
SKULLO DREAM FINAL
Hold LP and MK, then press down,
back, forward, forward, down, back
during the Skullo Dream.
You mut press in each direction for each hit in order to get
the
resulting final attack (a laser). This move takes up no
Super Combo
energy.
-------------------------------------------------------------------------
++++++++++++++++
VEGA (M. Bison)
++++++++++++++++
-------------------------------------------------------------------------
Vega Warp (Forward)
--O | \ + 3P or 3K
O O
-------------------------------------------------------------------------
Vega Warp (Backward)
O-- | / + 3P or 3K
O O
-------------------------------------------------------------------------
Psycho Crusher
Charge O-- --O + Punch
-------------------------------------------------------------------------
Psycho Knee Press
Charge O-- --O + Kick
-------------------------------------------------------------------------
Head Press
Charge | O + Kick
O |
You can change position after leaping away by press back or forward.
-------------------------------------------------------------------------
Somersault Skull Diver
Press Punch after the Head Press
-------------------------------------------------------------------------
PSYCHO CANNON
Charge O-- --O O-- --O + Punch
Hold and release the Punch button used to increase the number
of hits.
-------------------------------------------------------------------------
KNEE PRESS NIGHTMARE
Charge O-- --O O-- --O + Kick
-------------------------------------------------------------------------
+++++++
ZANGIEF
+++++++
-------------------------------------------------------------------------
Flying Body Attack
| + Hard Punch (A)
O
-------------------------------------------------------------------------
Stomach Block
O-- or --O + Kick
You must be behind your opponent for this to work.
-------------------------------------------------------------------------
Double Lariat
Press 3P, O-- or --O
Passes through projectile attacks.
-------------------------------------------------------------------------
Screw Piledriver
Rotate controller 360 degrees
(counter) clockwise + Punch (C)
-------------------------------------------------------------------------
Russian Suplex
Rotate controller 360 degrees
(counter) clockwise + Punch (C)
-------------------------------------------------------------------------
Quick Double Lariat
Press 3K, O-- or --O
-------------------------------------------------------------------------
F.A.B (Final Atomic Buster)
Rotate controller 720 degrees
(counter) clockwise + Punch (C)
-------------------------------------------------------------------------
F.A.B (Level 3 Version)
Rotate controller 720 degrees
(counter) clockwise + 3P (C)
-------------------------------------------------------------------------
SUPER STOMPING
| \ --O | \ --O + Kick
O O O O
-------------------------------------------------------------------------
SUPER STOMPING CANCELLER
| / O-- + Kick
O O
Used during Super Stomping. Doesn't take up Super Combo
Meter energy.
-------------------------------------------------------------------------
=====================================
3. TRAINING MODE - EXPERT MISSIONS
=====================================
NOTE: Please note that there is a 'bug' in the Japanese version
of
SFEX+A (I don't know about the US release). Sometimes, a combo
will
not register as complete, or the enemy will not crouch/jump when he
is supposed to. You can try saving your game, turning off the
PSX, and
playing again, but most of the time, it seems as if the only solution
is to erase your SFEX+A file and start over.
Also, I noticed during Blair's #12 and Skullomania's #15 that you can
insert and extra move, do the rest of the combo, and have it register
as completed by the computer. Perhaps this will work with any
combo?
Finally, you can 'chain-complete' missions if the move you start in
one mission hits at least once as the second mission begins.
An
example would be with Sakura: you can do her missions 4,5,6 or
5,6,7
all in a row by cancelling (ShinKu HaDoKen), Midare Zakura, HaruIchiBan,
(ShunGokuSatsu). There's no point in doing this, but it's fun!
In this mode, you must complete 'missions' (special moves or combos)
in
order to unlock secrets in the game. In the beginning, your training
partner is Ryu (Satsui no Hado), but you can change who you want once
you've activated certain options in 'Options Plus' (see elsewhere in
this FAQ for details). Listed below are the English translations
for
each person's mission. If a certain mission is particularly tricky
or
difficult, I've included a note beneath it showing how I was able to
complete it. If a particular mission seems hard but is undocumented,
that means that the trick to doing it is similar to one found in
another combo. If I haven't figured out a mission yet, it'll
usually
say so (otherwise, you're on your own :))
The following terminology is used in this section:
ub u uf Up-Backward Up Up-Forward
b f = Back Forward
db d df Down-Back Down Down-Forward
and...
c = Crouching s = Standing j = Jumping (air) = while airborne
Everything else is the same as the terminology used in the rest of
the FAQ. Note that all characters are listed in the order they
appear
in the Expert Mode screen setup:
RYU ____________________________________________________________________
1 HaDoKen
2 TatsuMakiSenPuKyaku
...perform motion x3
3 ShoRyuKen
4 ShinKu HaDoKen
5 ShinKuTatsuMakiSenPuKyaku
...can be done in air, as long as it hits.
6 j HK, c HK
7 c MP, c MK
...wait for a split second after the MP.
8 c MK, HaDoKen
...press d+MK, df,f+P for the HaDoKen.
9 HaDoKen, ShinKu HaDoKen
...(qcf+P) then quickly (qcf+P) for the cancel.
10 TatsuMakiSenPuKyaku x3, ShinKu TatsuMakiSenPuKyaku
...quickly press qcb+K after the third TSK for the
cancel.
11 j HK, s HK, ShinKu HaDoKen
...after the s HK, do the full (qcf,qcf+P) motion;
don't try to
buffer it.
12 LK x2, ShinKu HaDoKen
...press (d+LK),(df,f,d+LK),(df,f+P). The
middle part must be
done extremely fast.
13 TatsuMakiSenPuKyaku x2, ShinKu HaDoKen, ShinKu TatsuMakiSenPuKyaku
...use HK for the TatsuMakiSenPuKyakus, LP for the
ShinKu HaDoKen,
and then LK for the Shinku TatsuMakiSenPuKyaku.
14 ShoRyuKen, ShinKu TatsuMakiSenPuKyaku
...use an HP ShoRyuKen and then STMSPK as early
as you can in air.
15 j HK, c MP, c MK, HaDoKen, ShinKu HaDoKen, ShinKu
TatsuMakiSenPuKyaku
...easier than it looks. Remember to pause
while going from c MP to
c MK, and cancel into the STMSPK during the initial
hit of the ShinKu
HaDoKen. If you can pass missions 7, 9, and
13, you can pass this
one, too.
16 TatsumakiSenPuKyaku x2, STMSPK, ShinKu HaDoKen, STMSPK
...the first three are easy. The second two...well,
that's another
story. Just remember to start buffering the
ShinKu HaDoKen as you
wind down from the STMSPK.
KEN ____________________________________________________________________
1 Hadoken
2 Shoryuken
3 TatsuMakiSenPuKyaku
...perform motion x4.
4 ShoRyuReppa
5 ShinRyuKen
6 JigokuFuusha
7 s LP, s LP, c LP
8 j MK, s MP, ShoRyuKen
9 HaDoKen, ShoRyuReppa
10 ShoRyuReppa, ShinRyuKen
...cancel during second landing of ShoRyuReppa.
11 j HK, s HK, ShoRyuReppa
...finish ShoRyuReppa motion during beginning of
s HK
12 Guard Cancel, Guard Cancel, ShoRyuReppa.
...after first GS, walk forward, then GS into ShoRyuReppa.
13 j HP, c HP into HaDoKen, ShoRyuReppa, ShinRyuKen
...too much recoil after the first 3 hits means
you'll whiff the
ShoRyuReppa. So cancel fast, then ShinRyuKen
(you can even time
it so that you get one hit of the ShoRyuReppa and
still pass!)
14 j HK, c MK, TatsuMakiSenPuukyaku x3, ShoRyuReppa, ShinRyuKen
...use HK for the TMSPK and you'll land fast enough
to perform the
ShoRyuReppa (they give you lots of time, don't they?)
15 ShoRyuKen, ShoRyuReppa, ShinRyuKen
...use LP for the ShoRyuKen, then cancel into the
ShoRyuReppa, then
cancel during the second landing and you'll turn
around and hit
with the ShinRyuKen.
16 j HK, c MK, ShoRyuKen, ShinRyuKen
...use HP for the ShoRyuKen, then d,df + K into
the ShinRyuKen.
CHUN-LI ________________________________________________________________
1 HiEnShu
2 HyakuRetsuKyaku
...if you're not fast enough, try jumping and then
starting so that
you won't end up throwing an LK when you land.
3 Spinning Bird Kick
4 KiKoSho
5 SenRetsuKyaku
6 RyuSeiRaku
7 c MK, c MK
...as usual, use the 'hit' sparks for timing purposes.
8 s HP, c MK
9 HiEnShu, c HK
...Get up close, use LK or MK for the HiEnShu to
jump the fireball,
then perform the c HK. Ryu will always block
when not attacking.
10 Guard Cancel, RyuSeiRaku
...knock Ryu into the air, jump up, and RyuSeiRaku
him.
11 YoSoKyaku, j HP
...use SELECT to make sure you have room to spare.
Make sure the
kick is _deep_, then press HP and you'll connect.
12 Spinning Bird Kick, KiKoSho
...do the Spinning Bird Kick with HK and start the
Kikosho just as
the move ends so that you're standing by the time
you press Punch.
13 Spinning Bird Kick, YoSoKyaku x3
...do the YSK _as_ you jump up-forward, not during
the jump. You'll
need to have some room (but not be too close to
the corner), so that
you'll knock Ryu back then connect or else rebound
and connect (you
must do it very fast).
14 HiEnShu, HP, SenRetsuKyaku
...use LK or MK for the HiEnShu, follow with HP,
and cancel.
15 KiKoSho, SenRetsuKyaku, KiKoSho
...cancel into the SRK during the first Kikosho,
and cancel during
the _first_ hit in order to connect.
16 HiEnShu, HyakuRetsuKyaku, SenRetsuKyaku, KiKoSho, SenRetsuKyaku
...Use LK for both the HiEnShu and HRK. Then,
cancel the three
Supers as fast as you can (try to land only 1-2
hits per super).
GUILE __________________________________________________________________
1 Sonic Boom
2 Somersault Kick
3 Opening Gun Bit
4 Double Somersault Kick
5 Flying Buster Drop
6 j HP, c HK
7 c LP, c LP, Sonic Boom
8 j HP, c MP, Somersault Kick
9 j HP, c LP, Sonic Boom, Opening Gun Bit
...For the last two hits, do this: charge b,f,Punch,b,f,Punch.
Otherwise, it won't two-in-one.
10 j HP, c MP, c LK, Somersault Kick
11 Sonic Boom, Opening Gun Bit, Double Somersault Kick.
...like Mission #9. Just make sure that you
cancel into
the Double Somersault Kick as soon as possible.
12 Sonic Boom, Double Somersault Kick
...after pressing forward + P for the Sonic Boom,
tap back,
up-forward + K. It really works!
13 Somersault Kick, Double Somersault Kick
14 j MK, c MP, c LK, Somersault Kick, Double Somersault Kick.
...Time yourself for the MP and LK, then go into
the Somersault
Kick and cancel.
15 j MK, s LK, Sonic Boom, c MK, Opening Gun Bit
...charge back while in air, and use HP for the
Sonic Boom or
you can't conect into the c MK and cancel.
16 Double Somersault Kick, Opening Gun Bit
...Go into the Opening Gun Bit when Guile touches
the ground
after the first Somersault Kick.
ZANGIEF ________________________________________________________________
1 Double Lariat
2 Quick Double Lariat
3 Russian Suplex
4 Screw Piledriver
5 Super Stomping
6 Final Atomic Buster
7 Final Atomic Buster (Level 3)
8 Stomach Block
...use a Guard Crush to stun Ryu, then quickly jump
over and perform
the Stomach Block before he turns around.
9 c MP, c MK
...again, time yourself between the two hits.
10 Use a Double Lariat to hit Ryu as he throws fireballs.
...get right next to Ryu and start the move as Ryu
throws the
fireball. If it doesn't leave his hands, your
hit won't count,
so wait for a split-second, then attack (hold forward
to insure
a hit).
11 Flying Body Attack, s LP, Double Lariat
...don't cross-up the FBA; just jump straight up
and perform it,
then continue. This is because the LP is too
slow to hit unless
you're in front.
12 Super Stomping, Final Atomic Buster
...while Ryu's blocking the SS, perform the Final
Atomic Buster.
13 j HK, s LK, Quick Double Lariat
...you have to hit really deep with the j HK.
14 j HK, c MK, Super Stomping
15 Use the Screw Piledriver on Ryu while he is jumping and kicking
...there are two ways to do this. One is to
simply get close
enough so that Ryu's fireball passes over your head,
then get
him with the move as he comes down from the jump.
Otherwise, it's cheat time! Set the MISSION
SELECT to the
previous mission and perform the SPD, then pause
the game and
set the MISSION SELECT back to 15. When you
unpause, Zangief
will perform the move on Ryu, and it will be counted
as a
success!
16 Super Stomping, Super Stomping Canceller, s MK, Super Stomping
...perform the Canceller after starting the SS.
It kicks in a
moment later, and when it does, two-in-one the MK
into the SS.
You'll want to make sure that Ryu's in the corner
for this one.
HOKUTO _________________________________________________________________
1 ChoGekiHo
2 ChoGekiHo, ShouGekiHa
3 ShinKuGeki
4 ShinKyakuGeki
5 Go ? Ko (dpb,p) (counter Ryu's s HK)
6 GekiHouGi
7 KiRenEki
8 RyuuSui
9 c HK under Ryu's Hadoken
10 c MP, ChoGekiHo, ShouGekiHa
...use LP for the ChoGekiHo and ShouGekiHa
11 c MP, ChoGekiHo, GekiHouGi, KiRenEki
...use LP for the ChoGekiHo, then cancel
12 RyuuSui, c LK
...be sure to hit when Ryu's back is turned
13 Go ? Ko (dpb,p), KiRenEki
...counter from up close so you can hit with the
super while Ryu
is still close. Remember, the Go ? Ko has
to hit; simply going
into the KiRenEki won't count.
14 ShinKyakuGeki, KiRenEki against Ryu throwing fireballs.
...start the ShinKyakuGeki so that you've already
begun to move
inward when the fireball is thrown, then juggle
with KiRenEki.
15 j HP, c MP, ChoGekiHo, GekiHouGi, KiRenEki, GekiHouGi
...Use LP for the ChoGekiHo and start the second
GekiHouGi after the
initial hit of the KiRenEki
16 j HP, c MP, ChoGekiHo, ShouGekiHa, KiRenEki, GekiHouGi, KiRenEki
...just like the last combo, use LP for the ChoGekiHo
and ShouGekiHa.
Cancel it into the KiRenEki, then cancel, and cancel
again. You want
to get the least amount of hits out of the KiRenEki
or you can't
cancel/will cancel too late and Ryu will be knocked
out of range.
DOCTRINE DARK __________________________________________________________
1 Kill Blade
2 Ex-plosion
3 Dark Wire, Dark Spark
4 Dark Wire, Dark Hold, s HP
...from a distance, use MP or HP for both special
moves. This will
leave Ryu open long enough for you to hit with the
HP.
5 Kill Trump
6 Dark Shackle
7 j HK, c MK, Kill Blade
...use HP for the Kill Blade so you will move close
enough to hit.
8 Ex-plosion, j HP, c HK
...the trick here is to throw the bomb at Ryu's
feet, then wait
and jump so that your HP connects _just_ before
the bomb explodes.
You can then hit with the HK. In fact, most
of Doctrine Dark's
missions focus around the delayed use of the Ex-plosion.
If you
have a hard time doing them, try using the combo
_without_ the
Ex-plosion. Then try it with. See how
it works as a secondary
attack instead of a 'main' attack (like the Kill
Blade) in combos?
9 c MK, Ex-plosion, Dark Wire, Dark Spark
10 Dark Wire, Dark Hold, Death Spin Kick, s LP, j HK
...juggling the s LP, j HK is hard. Use HP
for the Dark Wire and
Dark Hold, from a distance, so that you can get
more 'oomph'
behind the following attacks.
11 j HP, c MK, Ex-plosion, Dark Shackle
...the first three attacks must be done quickly
in order for you
to continue. The Dark Shackle should kick
in instantly after you
do the motion for the Ex-plosion. This is
one of the few combos
in which the Ex-plosion is not delayed.
12 Dark Wire, Dark Hold, s LP, s HK, Kill Trump
13 j HK, s HK, Dark Shackle, Kill Trump, Dark Shackle
...the j HK has to be deep, otherwise cancel on
the first landing
of the Kill Trump and that's all there is to it.
14 Dark Wire, Dark Hold, j HP, c HP, Kill Trump
15 Dark Wire, Dark Spark, s HK, Kill Trump
...from close range, use LP for the first two hits,
then juggle
the Dark Spark with an HK into the Kill Trump
16 j HP, c MP, c MP, Ex-plosion, Ex-plosion, Kill Trump
SKULLOMANIA ____________________________________________________________
1 Skullo Crusher
2 Skullo Slider
3 Skullo Head
4 Skullo Dive
5 Skullo Tokachefu
6 Super Skullo Crusher
7 Super Skullo Slider
8 Skullo Dream
9 Skullo Dash, (Skullo Tackle), Super Skullo Crusher
...just Dash, and after the automatic Tackle, cancel
into the SSC
10 j HK, c HP, Skullo Crusher
11 Skullo Dive, Super Skullo Crusher
...do the Skullo Dive from far away, using HP.
Then combo just
as you start to slide (right after hitting Ryu).
Ryu needs to be
in the corner of the screen for this to work.
12 j HK, c HP, Skullo Dive
...using the Skullo Dive with LP is the only way
to connect, make
sure Ryu is in the corner.
13 j HK, c LK, Skullo Head
...personally, I find that the LP Skullo Head works
the best.
14 Super Skullo Crusher, Super Skullo Slider
...do the SSC from across the screen and cancel
into the SSS
as Skullomania begins to roll.
15 c MK, Super Skullo Slider, Super Skullo Crusher
...it's hard to two-in-one the MK to the SSS, but
the rest is easy.
I found that if you accidentally
do the c MK into the Skullo
Slider, you can still go into
the SSS and SSC and it'll work.
16 j HK, c MP, s MP, Skullo Slider, Super Skullo Crusher
PULLUM _________________________________________________________________
1 Drill Purusu
2 Drill Purusu (air)
3 Ten'el Kick
4 Pullum Kick
5 Res Al'Khana
6 Puraeku Raamu
7 Dance Wind
8 Drill Purusu (air), c HK
...use a distanced MK for the Drill Purusu
9 j MP, c MP, c MP
10 j HP, Drill Purusu (air)
...easy. Make sure the HP is deep and then
press d,df,f,LK.
11 s MK, Pullum Kick
12 Drill Purusu, Res Al'Khana
...use LK for the Drill (perform up close).
13 Pullum Kick, Puraeku Raamu
...Use HK for the Purimu Kick, and then cancel in
air.
14 j HP, c HP, Res Al'Khana, Puraeku Raamu
...don't start the Puraeku Raamu too early or you'll
miss, since
Ryu is on the floor as a result of the Resuaru Kaana.
Wait for
him to lift his head up, then cancel into the Puraeku
Raamu.
15 j HP, Drill Purusu (air), c MK, Pullum Kick, Puraeku Raamu
16 Ten'el Kick, Puraeku Raamu, Res Al'Khana, Puraeku Raamu
CRACKER JACK ___________________________________________________________
1 Dash Straight
2 Dash Upper
3 Batting Hero
4 Soccer Ball Kick
5 Final Punch
6 Raging Buffalo
7 Home Run Hero
8 Crazy Jack
9 c LP, c LP, Dash Straight
10 j LK, c LK, Batting Hero
11 j HP, c HP, Final Punch, Crazy Jack
...charge the Final Punch using three kicks, do
the first two
hits (while charging down-back), then release 3K
and cancel into
the Crazy Jack Super.
12 c MP, c HP, Dash Upper
...pause briefly between the MP and HP.
13 j HP, c HP, Final Punch, Home Run Hero, Soccer Ball Kick
...similar to Mission 11. Charge the FP using
three kicks, then
cancel into the HRH after you throw the FP.
Use LK for the Soccer
Ball Kick to register; do it as soon as you can
after the Home Run
Hero.
14 Deflect 10 projectiles using the Batting Hero move.
...remember, the counter goes back to 1 if you are
hit or you jump
over a fireball. Instead of trying to bat
from far away, get up
close and hit Ryu with a Batting Hero just as the
fireball leaves
his hands. You'll knock him and his fireball
away. So, just
walk forward a few paces, and start the Batting
Hero as Ryu gets
up over and over, until you've done this 10 times.
15 Guard Crush, Home Run Hero, j HP, c HP, Home Run Hero
16 Home Run Hero, Batting Hero, Crazy Jack, Home Run Hero
KAIRI __________________________________________________________________
(note that I use '(air)' to distinguish between the two 'ShinKiHatsuDo'
moves, since they have the same English spelling but different meanings).
1 ShinKiHatsuDo
2 MaRyuRekkou
3 MouRyouGaSen
...use HK.
4 ShinKiHatsuDo (air)
5 SaiRoKoShu
6 KyouZaRenBu
7 GaRyuMesshu
8 s MP, MaRyuRekkou
9 j HP, c HP, ShinKiHatsuDo
10 c MK, qcf,p , SaiRoKoShu
11 GaRyuMesshu, ShinKiHatsuDo (air), GaRyuMesshu
...easier than it looks. Just go for the least
amount of hits
per super.
12 ShinKiHatsuDo (air), GaRyuMesshu, SaiRoKoShu
13 j MK, f+MK, ShinKiHatsuDo (air), GaRyuMesshu
...you have a fraction of a second during the knee
thrust to
perform the ShinKiHatsuDo. I suggest you do
(qcf+MK) as the motion,
since this lets you cancel int the ShinKiHatsuDo
with practice.
After that is a simple cancel, but keep in mind
that you want to do
the cancel after as few hits as you can manage.
14 j HK, c MK, MouRyouGaSen x3, ShinKiHatsuDo (air)
...Use HK for the MouRyouGaSen.
15 j MK, c HP, dpf,p, SaiRoKoShu, ShinKiHatsuDo (air)
16 You must remain in the air for 10 seconds
...easier done than said. Since you have an
endless Super Combo
Gauge, repeat the first hits of the ShinKiHatsuDo
(air) and the
GaRyuMesshu in air until time runs out. Remember,
don't cancel
too fast or you'll knock Ryu away. You should
try to get the all
the hits you can per super before you're forced
to cancel. If you
want, you can start off with the SaiRoKoShu, but
I find that this
results in Ryu getting knocked away as time passes.
Wing suggests doing this (see the Special Thanks
section for
details):
- Use a Heavy MouRyouGaSen, then use a Light
MouRyouGaSen when
you land to make Ryu block.
Once he's blocking, keep using
the GaRyuMesshu and ShinKiHatsuDo
attacks over and over.
ALLEN __________________________________________________________________
1 Soul Force
2 Justice Fist
3 Rising Dragon
4 Fire Force
5 Triple Break
6 Vaulting Kick
7 j HP, c MP, c HK
8 s MP, Justice Fist
...use HP for the Justice Fist or it won't connect.
9 j HK, c MK, Rising Dragon
...use HP for the Rising Dragon.
10 Hit Ryu with the Justice Fist.
...use HP. Move in close and Justice Fist
prior to Ryu throwing
his fireball, so you'll knock it aside and smack
him in the face.
11 j HK, c MK, Soul Force, Fire Force
12 j MK, c LK, c LK, Rising Dragon
...start the two-in-one with the second LK.
13 j MK, c LK, c LK, Triple Break, Fire Force
...similar to the previous combo. Get 1 hit
off the Triple
Break only, or you won't be able to cancel into
the Fire Force.
14 j HP, c HP, Fire Force, Triple Break, j HK
...you can cancel the Fire Force fairly late.
The moment you
land from the Triple Break, hold up-forward and
press HK _as_
you jump up in order to tag Ryu as he falls.
15 j HK, s MK, Justice Fist, Fire Force, Triple Break
...use HP for the Justice Fist, which you need to
do during the
very start of the s MK animation.
16 Keep your opponent in the air for 10 seconds.
...heh, finally got it! Do a HP Rising Dragon,
cancel the first
hit into a Triple Break. This makes Ryu fly
up and backwards,
almost. It's now much easier to HP Justice
Fist, Triple Break,
HP Justice Fist, Fire Force, Triple Break, HP Justice
Fist, Fire
Force, Triple Break, j HK your enemy (at least,
that's the
combination I used), since Ryu falls closer to Allen
after each
Triple Break.
Other people's suggestions (see the Special Thanks
section for
details) include:
- Triple Break, Heavy Justice Fist, Triple
Break, Heavy Justice
Fist (keep repeating).
(sent in by Wing)
- Triple Break, Fire Force, Triple Break, Fire
Force
(keep repeating until there are
about 1.45 seconds left
then immediately perform a Rising
Dragon).
(sent in by [email protected])
- Rising Dragon, then Triple Break, Justice
Fist (keep repeating).
(sent in by LI0N)
DARUN __________________________________________________________________
1 Lariat
2 Ganges DDT
3 Brahma Bomb
4 Indra Bridge
5 Darun Catch
6 ChouZetsuKiShin Bomb
7 Twilight Lariat
8 Indra~Bridge
9 Ganges DDT (air)
10 c MP, c MP
11 c MP, Lariat
12 Indra~Bridge, Darun Catch
...don't begin the Darun Catch immediately.
13 Twilight Lariat, ChouZetsuKiShin Bomb
...Ryu will block the Lariat, and while he's doing
so, perform
the ChouZetsuKiShin Bomb.
14 j HP, c MP, Lariat, Twilight Lariat, Indra~Bridge, Darun Catch
...simple. Cancel into the Twilight Lariat
during the second
hit of the Lariat (it's easier if you use MP for
both moves),
then cancel into the Indra~Bridge as early as you
can. From
there, simply wait and Darun Catch, just like you
did in #12.
15 Grab Ryu with the Darun Catch while he's throwing ShoRyuKens.
...Time to cheat again! Set the MISSION SELECT
to 9. Then
stand under Ryu and perform the Darun Catch as he's
jumping.
Bring up the mission menu, set it to 15, and when
you unpause,
Darun will perform the Catch and it will be counted
as a success!
16 s HK, Indra~Bridge, s HP, Indra~Bridge, c HP, Indra~Bridge,
Darun Catch.
BLAIR __________________________________________________________________
1 Shoot Upper
2 Lightning Knee
3 Sliding Arrow
4 Shoot Kick (x3)
5 Mirage Combo Kick
6 Spin Side Shoot
7 c LK, c LK, Shoot Kick x3
8 c MP, c MK, Sliding Arrow
...Use HK for the Sliding Arrow or you'll move too
slowly to
hit Ryu. Make sure you have room to move (press
SELECT).
9 j HK, c MK, Lightning Knee
10 j HP, c HP, Shoot Upper
...since you're already holding up-forward when
you jump, (assuming
you jump forward), just press down and HP, then
down-forward and HP
to connect with the Shoot Upper
11 j HP, c MP, c LK, Shoot Kick x3, s HK
...perform the Shoot Kick with HK to knock Ryu into
the air. Take
one step forward and press HK to tag him as he falls.
12 j HK, c MK, Shoot Kick x2, Mirage Combo Kick, Spin Spide Shoot
...use MK for the Shoot Kick and then cancel.
As with Skullomania,
you can do a Spin Side Shoot by mistake after the
second Shoot
Kick, and still go into the rest of the combo
and complete it.
13 Shoot Kick x2, Spin Side Shoot, Mirage Combo Kick, Spin Side
Shoot
...simply use MK for the Shoot Kick, then cancel
three times.
14 j HK, c MK, Sliding Arrow, Spin Side Shoot
...use HK for the Sliding Arrow and then cancel
into the SSS. Since
Ryu's crouching, you don't have to worry about throwing
him with the
Sliding Arrow.
15 j HP, c HP, Shoot Kick x3, c LK, Lightning Knee
16 s MK, Shoot Kick x3, Shoot Upper, Spin Side Kick, Mirage Combo
Kick.
VEGA (M. Bison) _______________________________________________________
1 Psycho Crusher
2 Double Knee Press
3 Head Press
4 Somersault Skull Diver
5 Knee Prss Nightmare
6 Psycho Cannon
7 c MP, c MK
8 Kick Throw (b/f+MK or HK), s HK
...virtually impossible to do. It's hard to
connect with the
HK slide, but a standing HK is _really_ hard to
pull off.
9 j HK, c MK, Double Knee Press
...use HK for the Double Knee Press.
10 j HK, c HP, Psycho Crusher
11 Guard Break, j HP, c HP, Head Press
12 Guard Break, Kick Throw (b/f+MK or HK), Knee Press Nightmare
13 j HK, c MP, c MP, c MK, Double Knee Press
...use the 'hit sparks' to time the crouching attacks.
14 j HP, c LK, Psycho Cannon, Knee Press Nightmare, Psycho Cannon
15 j HK, c MP, c MP, c MK, Knee Press Nightmare, Psycho Cannon
16 Guard Break, Kick Throw (b/f+MK or HK), Knee Press Nightmare,
Psycho Cannon, Psycho Crusher
GOUKI (Akuma) _________________________________________________________
1 Go HaDoKen
2 ShakuNetsu HaDoKen
3 ZanKu HaDoKen
4 Go ShoRyuKen
5 TatsuMakiZanKuKyaku x4
...use Hard Kick.
6 Messatsu Go-HaDo
7 Messatsu Go-ShoRyu
8 TenMa Go-ZanKu
9 ShunGokuSatsu
10 c HP, ShakuNetsu HaDoKen
11 Go HaDoKen, Messatsu Go-HaDo
12 TatsuMakiZanKuKyaku x2, TenMa KuuJinKyaku, c MK, Go HaDoKen
...use MK for the TatsuMakiZanKuKyakus.
13 c LK, c LK, Go ShoRyuKen
14 ZanKu HaDoKen, TenMa KuuJinKyaku, c MK, TatsuMakiZenKuKyaku
x3,
Messatsu Go-ShoRyu
15 j HP, ZanKu HaDoKen, TenMa Go-ZanKu
...hit _very_ late with the HP, then toss an HP
ZanKu HaDoKen
and perform the TenMa Go-Zanku.
16 j HP, c HP, ShakuNetsu HaDoKen, Messatsu Go-HaDo, Messatsu
Go-ShoRyu, TenMa Go-ZanKu
...the key here is timing the TenMa Go-Zanku so
that it hits Ryu
during the first rising part of the Messatsu Go-ShoRyu.
GARUDA _________________________________________________________________
1 RaiGa
2 KiZan
3 ShuGa
4 JaZan
5 GoGa
6 KiEnBu
7 KiEnShou
8 ShuuGi
9 j HP, KyouJa
10 j HK, ZanKi
11 c MK, ShuGa
12 Perform a 21-hit combo
...Do a HK GoGa, cancel into KiEnBu, KiEnShou, then
KiEnBu (air).
According to Andrew Cushman:
- c HP, ShuGa, KiEnBu (must be on the ground),
KiEnShou, KiEnBu
13 j HK, c MK, GoGa, KiEnBu, KiEnShou
...Use HK for the GoGa. This is much easier
than it looks.
14 c MP, c MK, KiZan, KiEnBu
...you'll hae to use a HP KiEnZan if you want to
connect after
the MK. Then, air cancel into the KiEnBu.
15 Guard Break, j HK, RaiGa, KiEnShou, KiEnBu
16 j HP, c HP, KiEnBu, KiEnShou, KiEnBu
...the first three steps are easily performed.
Once the KiEnBu
kicks in, cancel into the KiEnShou and then air
cancel the KiEnBu.
DHALSIM _________________________________________________________________
1 Yoga Fire
2 Yoga Flame
3 Yoga Blast
4 Yoga Inferno
5 Yoga Legend
6 Yoga Drill Kick
7 c MK (short), Yoga Fire
Hold down-back to make the MK short, then roll the
controller d,
df,f,P for the Yoga Fire.
8 Yoga Fire, Yoga Inferno
9 Yoga Flame, Yoga Legend
...all you have to do is cancel...Dhalsim's foot
will hit Ryu while
he is on fire.
10 j HK, (long) s MK, Yoga Inferno
...get next to Ryu, tap Back twice for distance,
then do a
moderately delayed HK into a standing MK; cancel
into Yoga Inferno.
11 Drill Kick, c MK (sliding), Yoga Inferno
...get next to Ryu and jump back. Just after
you pass the peak of
your jump, do an MK Drill Kick. You'll hit
Ryu's feet, so then do
the d+MK for the slide and cancel into the Yoga
Inferno.
12 Yoga Fire, s HK (long)
...you need to find the distance where Dhalsim's
standing HK will
hit Ryu after he catches on fire but before he recovers.
13 Yoga Fire, j MK, Yoga Drill Kick
...from about a half-screen away, throw an LP Yoga
Fire, then
jump forward and MK into a LK Yoga Drill.
14 Perform a 30-hit combo
...the best thing I've gotten so far is to: get
close, throw an LP
Yoga Fire, then Yoga Inferno into the Yoga Regendo
and cancel the
FIRST PART with the LK Yoga Drill Kick, which will
juggle Ryu a
second time after the first few hits, and give you
18-22 hits total.
According to Lorenzo:
- j LP, Yoga Drill Kick, Yoga Legend, Yoga
Drill Kick
He says to hold Up during the final Yoga Drill Kick...I
don't know if
this affects the Drill, but it's worth a try.
15 Yoga Blast, Yoga Inferno, Yoga Legend, Yoga Drill Kick, (long) s HP
16 Yoga Fire, c MK (sliding), Yoga Legend, Yoga Drill Kick
...stand a few paces away, throw an LP Yoga Fire
and then do the
c MK (sliding). If your distance was correct,
you'll hit Ryu with
the tip of your foot. From there, Yoga Regendo
with MK and then
do an LK Yoga Drill Kick during either part of the
Yoga Legend.
SAKURA _________________________________________________________________
1 HaDoKen
2 Sho-Oh Ken
3 ShunPuKyaku
4 ShinKu HaDoKen
5 Midare Zakura
6 HaruIchiBan
7 ShunGokuSatsu
8 c MP, c MK
9 c HP, HaDoKen
...use LP for the HaDoKen
10 j HK, c MK, ShunPuKyaku
11 j HK, s LK, Sho-Oh Ken
12 j HK, s HK, ShinKu HaDoKen
...do d,df,f+HK for the s HK (as you hit the ground
so that it's
standing), then quickly interrupt into the ShinKu
HaDoKen.
13 j HP, c HP, HaDoKen, ShinKu HaDoKen
...use HP for the HaDoKen and then buffer into the
ShinKu HaDoKen.
14 j HP, c HP, HaDoKen, HaruIchiBan, Midare Zakura, ShinKu HaDoken
...just like the previous combo, but you have to
triple cancel
after the HaDoKen. Cancel into the Midare
Sakura during the next-
to-last hit of the HaruIchiBan, then cancel into
the ShinKu HaDoKen
during the second landing from the Midare Sakura.
15 j MK, c LK, c LK, c LK, Sho-Oh Ken, Midare Zakura, HaruIchiBan.
...use HP for the Sho-Oh Ken or it won't connect.
Before you
rise into the air, go for the Midare Sakura, then
cancel into
the HaruIchiBan after the first 3 hits of the Midare
Sakura.
16 j HP, c MP, c MK, ShunPuKyaku, Midare Zakura
==================
4. GAME SECRETS
==================
There's a TIPS section in the game itself which contains several tips,
such as how to perform taunts, activate special codes, etc. I've
only
been able to make sense of a few of them, but Henry LaPierre
<[email protected]> has provided me with translated summaries
of 15
tips (the 16th tip is a hidden one), which are found at the bottom
of
this section.
RYU'S HEAD BAND
This trick can be done while using either Ryu or 'Satsui no Hado' Ryu.
Enter a VS. battle against the computer or a human opponent, and win
5 rounds to make Ryu's head band become longer. It will get longer
each time you win 5 consecutive rounds. After fifteen rounds,
he
will have the longest headband. Note that changing your character
or
losing a round will make his head band go back to it's normal size.
BIG FAN WIN POSE
You already know that if you win a round using Hokuto's GekiHouGi,
she'll do a pose with her fans. But, if you use only Kick attacks
during that round (this includes special moves), and finish your
opponent with the GekiHouGi, her fans will grow to immense proportions
during her winning pose.
SHINTO PRIESTESS HOKUTO
First off, 'Chi no Fuuin' Hokuto must be available. Choose her
using
either LK or HP.
If you chose her with LK, then press and hold Start + L2 + MP + HP
immediately afterward and hold them until the round starts.
If you chose her with HP, then press and hold Start + L2 + LP + HP
immediately afterward and hold them until the round starts.
Hokuto will look the same, but if you use her GekiHouGi Super Combo,
she'll use the wands with paper strips on them that Shinto priests
use. She has a new 'wand' win pose, too. Note that you
cannot
combine this code with the 'Big Fan Win Pose' trick. Also, I've
only gotten the second code to work, and not the first. I think
you have to make sure that L2 isn't set to any other button that
you use (LK, HP, LP, or MP), either.
CRACKER JACK'S METAL BAT
Play in any mode and choose Cracker Jack. Immediately after choosing
him, press and hold Square + Circle + R1 + R2 and Up. Keep holding
these until the round begins. If you use his Batting Hero attack,
you'll see that his bat is now a different color. Hit a projectile
with it and you'll hear a loud 'ping' sound!
GLEAMING BELT
Choose Darun in any mode that lets you see your win pose. Charge
up three full Super Bars, then do his Indra~Bridge Super Combo
three times in a row, juggling your opponent each time.
The best way to do this is take a step back, Indra~Bridge, then
immediately do another Indra~Bridge when you stand up, then wait
a second (turn around if you moved too far forward), and do the
motions for the last Indra~Bridge.
When you go on to win the round, Darun's belt will gleam after a
moment during his winning pose.
SHINING EYES
This trick is the same as the 'Gleaming Belt' trick. However,
lower
your opponent's life so that the third consecutive Indra~Bridge will
kill him or her (a Level 3 Super Combo Finish). During the win
pose,
Darun's eyes will shine (weird!)
SKULLO DREAM FINAL FINISH
Make sure you're using 'Alpha' mode (check the Enemy option in Options
Plus). Pick any mode in which you can see your win pose, and
choose
Skullomania. Make sure you have enough power to perform his Skullo
Dream, then lower your opponent's life so that using the Skullo Dream
will kill him or her.
Use the Skullo Dream, and input the command for the Skullo Dream Final.
During the replay, five colored lights (they look like smoke or
fireworks, actually), will fire out in a half-circle pattern from just
behind Skullomania when his opponent hits the ground.
EXPERT MODE
So what's the point of Expert Mode, you ask? Each time you complete
a
mission, you're given a certain number of points. Get enough
points
and you make a new character playable.
Points Character
100 Ryu ('Satsui no Hado')
200 Hokuto ('Chi no Fuuin')
300 Cycloid Gamma
400 Cycloid Beta
600 Vega
800 Garuda
1000 Akuma
To select the 'new' Vega, Garuda, or Akuma, go to the corresponding
character and hold START (in Arcade Mode, the green gauge will
disappear, and in any other mode, the selection box turns from white
to yellow), then press any button. These characters are the CPU
versions that you may have already fought before. They are similar
to their 'normal' counterparts, but their moves cause more damage and
they take less damage than the 'normal' versions do.
Once you get all the characters, a barrel appears. It keeps track
of
the number of missions you've completed. Perform 220 missions
and the
Options Plus menu appears in the Options Menu. In the beginning,
you
only have one option available, but the rest become usable when you
beat the game in various ways (see below).
FIGHT CPU GOUKI
To do this, you must have Options Plus enabled. Set the 'Enemy'
option
to 'Plus'. This allows you to fight CPU Gouki and Garuda, but
you won't
fight Sakura or Dhalsim. Now, play an Arcade game, on any difficulty,
with any settings you want. For eight stages straight, you must
not
lose a around (which means that you can lose a round/continue on the
first stage, or the tenth stage). During the tenth round, Gouki
will
appear and take out Vega with his ShunGokuSatsu. You can now
fight him,
and if you lose, you may continue/pick another player. Also,
you may
beat Gouki any way you like (Super Finish, Time Out, normally, etc.)
Unlike other Street Fighter games, you can still reach Gouki when
playing with Gouki or CPU Gouki.
When CPU Gouki is killed, the following options become usable in
'Options Plus'. They apply to Training Mode ONLY:
Training Partner
FIX (normal) or MOVE (the second player can
fight against you). This option is not
available unless you have a controller
plugged into the second player port.
Super Combo Gage (sic) 3 (normal) or INFINITE
(gauge never goes
down.
Super Cancel Limit ON
(normal) or OFF (you can cancel similar
Super Combos, such as Kill Blade x2).
Otedana
OFF (normal) or ON (enemy moves slower in
air and can be juggled easily. Try Gouki's
crouching Roundhouse, ShakuNetsu HaDoKen
to see what I mean).
FIGHT CPU GOUKI BUG
Follow the steps to fight CPU Gouki (above). During the match
against
Gouki, join in on the second player side. Have the second player
beat
your character. Then, before the 2P vs. CPU match begins, continue,
pick a character, and beat the second player. When your CPU battle
begins, it will have reset to Battle 1. Stranger yet, it will
be in
Thailand, against CPU Gouki! All 10 battles will now be fought
against
CPU Gouki, regardless of what you do. Note that in this mode,
the
method to fight CPU Gouki normally or to fight CPU Garuda won't work.
FIGHT CPU GARUDA
No matter who you use, you must get 2 perfects and 4 super finishes
before Battle 10. You must also perform a Level 3 Super Combo
Finish
(cancel using 3 Super Combos). If your character has a level
3 Super
(Gouki, 'Satsui no Hado' Ryu, Zangief), then you can use that, too.
The only exception to this is Cracker Jack, who can only do a Level
2 cancel at best (Crazy Jack into Home Run Hero).
Also, that character must perform a combo at least once during the
game that does xx number of hits (see below):
- 6 hit combo: Allen and Darun
- 7 hit combo: Blair, Cracker Jack, Ken, Pullum,
Ryu and Zangief
- 8 hit combo: Guile, Hokuto, Kairi and Skullomania
- 9 hit combo: Gouki and CPU Gouki
- 11 hit combo: Doctrine Dark
- 12 hit combo: Chun-Li
- 13+ hit combo: Garuda, CPU Garuda, Vega, CPU Vega,
'Satsui no Hado' Ryu and 'Chi no Fuuin' Hokuto
If you meet all the requirements before the 10th battle, your final
battle will be against CPU Garuda (in his Japan version-only stage).
You can do this trick using Garuda or CPU Garuda, by the way.
For
some reason, this doesn't seem to work, even though I'm sure this is
how it's done in the arcade SFEXP.
For those of you who are interested, you can fight CPU Vega, Gouki,
or
Garuda by simply choosing the Vega, Gouki, or Garuda course in Time
Attack Mode (highlight Course D and press right). What's weird
is
that Garuda has his Japanese SFEXP stage, but Doctrine Dark has the
US SFEXP throw (his kick throw was a garotte attack in the Japanese
version). Considering that this game is for sale in Japan only,
why
it has one change but not the other seems a little strange.
'Chi
no Fuuin' Hokuto's background is also messed up, a similar glitch that
was in SFEXP (at least, I always assumed it was a glitch....)
COMPUTER CONTROLLED TEAM BATTLE
Prior to any Team Battle fight, press and hold L2+SELECT until the
round
actually begins. Your character will be controlled by the computer.
You can only do this once per game.
SURVIVAL RESULTS
After you win (or lose) while in Survival Mode, press and hold Select
at
the 'Survival Results' screen to see how many times you hit your enemies
successfully.
HIDE YOUR FIGHTERS
If you don't want your opponent to see who you're selecting in Team
Battle Mode, hold L2 and then select your characters. They'll
be
replaced by question marks. You don't have to hide all your characters,
by the way.
GOUKI'S BEADS
If Gouki is hit by a Super Combo, his bead necklace will fly off!
It
must be pretty cheaply made :)
BARREL BONUS GAME
Highlight 'PRACTICE' in the Main Menu and press START once. Then,
press
up, up, right, up, right, up and press START again. A message
will say:
'Here comes a new game mode'. Now, go into PRACTICE and you'll
see a
new option called BONUS. It's the barrel-breaking bonus game
from the
first few SF games, with some modifications. You can combo, throw,
or
even use Super moves on the barrels (including the button press SCs,
like the ShunGokuSatsu)!
You'll have to re-enter the code every time you play a new game, unless
you've fully completed the EXPERT MODE, in which case if you enter
the
code and save your game, it will always be available.
How to beat the Bonus Game _____________________________________________
Types of Barrels (Barrel Color / Rim Color / Speed / To Break)
Light / Blue / Normal / 1 hit (any strength)
Light / Gray / Normal / 1 hit (any strength)
Light / Pink / Fast / 1 hit (any strength)
Light / Yellow / Fast / 1 hit (any strength)
Light / White / Normal / 1 hit (any strength)
Dark / Red / Fast / 1 hit
(hard/medium), 2 hits (light)
Dark / Green / Normal / 1 hit (hard/medium), 2 hits
(light)
Dark / Pink / Fast / 1 hit (hard/medium)
2 hits (light)
Dark / L.Blue / Varies / 1 hit (hard/medium), 2 hits (light)
Dark / Orange / Normal / 1 hit (hard/medium), 2 hits (light)
Dark / Blue / Normal / 2 hits (hard), 3 hits
(medium), 4 hits (light)
Dark / Black / Slow / 2 hits (hard),
3 hits (medium), 4 hits (light)
Black / Yellow / V.Slow / Level 3 Super Combo, then 1 hit (any
strength)
or Level 1 Super Combo, then 3 hits (hard)
Tips and Order of Barrels
- First off, pick a character with a Level 3 Super (Akuma or
'Satsui
no Hado' Ryu). That way, you can take care of the
Black Barrel
easily.
- Secondly, don't waste your time using special moves -- they're
too
slow to be useful. The only useful attacks that
I can think of are
Ryu's j Medium Punch (it hits twice), Chun-Li's YoSoYaku,
Zangief's
Flying Body attack, and maybe Skullomania's Skullo Crusher.
See how
these are all 'mid-level' attacks (as in, not actual special
moves)?
- Third, don't use your Supers unless you think you can get away
with
it. You'll want to have a full Super Combo Gauge
by the time there's
40-50 seconds left on the clock in order to bust the Dark
Barrel, so
if you want to use a Super or Guard Break but are low
on time, don't.
It's that simple.
- Also, practice moving around. The bonus game is designed
so that
you can use special moves while facing in a certain direction,
but
this means that it's tricky to turn around and hit something
that's
behind you. Solve this by allowing yourself space
to move, use
jumps instead, or keep in mind that many moves will break
barrels
that are _behind_ you (most characters can do this with
their
crouching Medium Punch).
- Finally, decide what you want more; points, or broken barrels.
This is because you can multiply your point scores by
juggling
barrels, using special moves and throws, and using light
attacks
as opposed to medium or hard. It's more difficult
to pull off than
simply breaking barrels (and if you want the latter, make
those Hard
attacks your main weapons).
Order of Barrels
1. A wave of five Light / Blue barrels coming from the upper row,
first
the right side, then five more from the left.
Remember, you'll get
knocked if you hit them while they're bouncing.
2 A wave of six Dark / Red barrels coming from the upper
row, one from
the right, then from the left, and so on.
Face in the same direction
and jump back and forth using a Hard Kick to break
them.
3. Three Light / Gray barrels from the right upper row.
You can get a
20000 point bonus somehow (I think it's if you destroy
the first
gray barrel while it's still on the upper row, or
if the gray barrel
is the 7th barrel you've broken).
4. Three Dark / Green barrels from the right lower row.
5. Three Dark / Green barrels from the left lower row.
6. Two Dark / Blue barrels coming from either side of the upper
row
at the same time.
7. Three Dark / Pink barrels coming from the right side of the
upper
row.
8. Three Dark / Pink barrels coming from the left side of the upper row.
9. Three Light / Pink barrels coming from the right side of the
lower
row. These are instantly followed by 3 Light
/ Pink barrels coming
from the left side of the lower row.
10. Six Light / Pink barrels, one coming from the lower right side,
and
one coming from the lower left at the same time.
This is sometimes
followed by one more Light / Pink barrel coming
from the lower right
row. The whole thing begins during the end
of Wave #9.
11. Three Dark / Green barrels from the lower left row.
12. Three Dark / Green barrels from the lower right row.
13. Eight Dark / Orange barrels coming from the lower right row.
There
is enough space between them for you to simply jump
and Hard Kick,
if you like.
14. One Light / Yellow barrel coming from the lower right row.
Two
seconds later, it is followed by the...
15. ...Black / Yellow barrel coming from the upper right row.
It moves
very slowly, but you want to destroy it with your
best attacks before
it leaves the screen. DON'T hit it with a
jump attack while it's on
the upper level, if you're moving towards it, or
you'll knock it
back. Considering it gives you 10000 points,
you don't want to do
that!
16. Five Light / Blue barrels coming from the upper right row.
17. Five Light / Blue barrels coming from the upper left row.
18. Four Light / White barrels coming from either side, from both the
upper and lower rows. Hit one of the lower
ones, then jump into the
middle of the screen with an attack, then hit the
remaining two
(which are both on the ground by now) with a multi-hit
special move
or two attacks.
19. Three Dark / Black barrels coming from the upper right row,
accompanied a moment later by three Dark / Black
barrels coming from
the upper left row.
20. Five Dark / Light Blue barrels, coming from both the upper and lower
rows, from either side, along with another one from
the upper left
row. They're all going at different speeds
(both Normal and Fast).
Eight Dark / Light Blue barrels:
- One from the upper right row, normal speed
- One from the upper left row, slow speed
- One from the lower right row, fast speed
- One from the lower left row, normal speed
- One from the lower left row, fast speed
- One from the upper right row, normal speed
- One from the lower left row, slow speed
- One from the upper left row, fast speed
All of these come right after another, so be ready
for them.
21. Two Dark / Blue Barrels coming from either side of the upper row.
22. Three Pink / Dark Barrels coming from the lower left row, but you're
probably out of time by now :)
The exact barrels in each Wave seem to change during the last three
waves, but the above description is as good as I could get. BTW,
you'll
get a 11110 Technical 'No Break' Bonus for not breaking any barrels
(but
you can still hit the ones that won't break in one hit). During
the
score tally, you can press SELECT on the 2nd player controller to break
the spinning barrel.
HERE'S SOMETHING YOU WOULDN'T EXPECT
If you have a .TIM file viewer, you may notice some interesting things
should you put this CD into your computer. This game is arcade
perfect;
literally! Among other things, some of the files that contain
graphics
include the 'Winners don't do drugs' message, a Parental Advisory
message, and a Street Fighter EX "Thank you for playing at this test
location" message. All stuff which appeared in the SFEX and SFEXP
games! Apparently, one of these graphics is shown when you complete
Expert Mode, but it's still funny to see.
TIPS TRANSLATIONS (by Henry LaPierre)
Tip #1
In Arcade mode
Describes the Enemy, Plus/Alpha toggle in Options plus.
Tip #2
In Training mode
Describes Training partner, fixed/move toggle in options plus.
Tip #3
In Training mode
Describes the Super combo gage toggle in Options plus.
Tip #4
In Training mode
Describes the Super cancel limit On/Off toggle in Options plus.
Tip #5
In Training mode
Describes the Otedama On/Off toggle in Options plus.
<KM's note - 'Otedama' literally translates as 'juggling bag game'>.
Tip #6
In Team battle mode
On the VS loading screen(for currently battling characters)
Hold buttons L2 and Select until the round begins.
This will
cause the CPU to take control of your character
for the round.
This can only be done once per team battle.
Tip #7
In Survival mode
At the Survival result screen of Survival mode, press the Select
button to display the total number of hits you completed
during your matches.
Tip #8
<KM's note - It explains how do perform Skullomania's taunt>.
Tip #9
Skullomania
Skull dream final
Something to do with the Skull dream, Jab and Forward(the kick)
together(possibly while charging forward), and Down,
Back,
Forward, Forward, Down, Back???
May change the end graphic???
Can't read enough of it :(
Tip #10
Sakura's Taunt
Press these in order:
Short, Short, Back(dir), Jab, Fierce
Tip #11
Dhalsim
Describes a Dhalsim Super combo. Possibly how to complete his
# 14 requirement in Expert training mode. Can't
read Kanji.
Tip #12
In Expert mode
Get certain amount of accumulated points from completing the
characters requirements to receive CPU versions
of these
characters: Vega, Gouki, Garuda. To choose these
versions
highlight the regular versions while on any character
select screen and Hold the Start button while choosing
them. The box around the character's portrait will
turn
from white to yellow.
Tip #13
In Expert mode
220 clear(completed) requirements receives the ability to
unlock the Bonus game. The input command to do this
will
appear in Tips #15. You cannot save the Bonus game
to the
memory card at this point.
Tip #14
In Expert mode
All requirements clear(completed) gives you the ability to
save the Bonus game to the memory card.
Tip #15
Input command
Input this command sequence on the Mode select screen to
access the Bonus game. Highlight Practice and press
the Start button once, now move the directional
pad
in these directions, Up, Up, Right, Up, Right, Up(you
should end back on Practice), then press Start once
again.
The Bonus game will now be available in the Practice
mode.
<KM's note - You can enter the code at any time>
===================
5. AUTHOR'S NOTE
===================
Revision History _______________________________________________________
Version 1.0 (October 31, 1997)
An easier charge motion has been added, and info. on Dhalsim's Yoga
Drill
Kick has been included, as well as more Expert Mode updates.
Version 0.8 (October 29, 1997)
Replayed the Expert Mode (so I could check my translations), and made
a
lot of corrections in the process.
Version 0.7 (September 14, 1997)
Added lots of new tricks to the GAME SECRETS section.
Version 0.6 (September 7, 1997)
Corrected Kairi's Kyouzarenbu Super Combo motion, made other various
corrections.
Version 0.5 (August 15, 1997)
Added Time Attack info. and included the notes on US/Japanese differences
in the game itself. Also added more info. on Garuda's OniGen
attack, as
well as a suggestion on completing Dhalsim's 30-hit combo.
Version 0.4 (August 10, 1997)
Corrected the translations for the alternate version of Hokuto and
Ryu.
Added suggestions on how to complete Garuda's 12th Training Mission.
Version 0.3 (August 7, 1997)
Added the L1 trick in Team Battle Mode and included information about
the graphic files on the CD itself. More corrections, too.
Version 0.2 (July 31, 1997)
Added more info. concerning the Expert Missions, and added the Bonus
Games and Tips Translations sections. Also in this revision are:
the method for the Alternate Skullo Dream, info. on the other options
in Options Plus, and the method to fight CPU Gouki and CPU Garuda,
not to mention the Fight CPU Gouki bug. Also, the 'Guile' section
has been added to the Expert Missions section (how'd that get erased?)
(Began VERSION v0.1 on July 24, 1997)
Special Thanks
Okay, first off, allow me to apologize. I've been switching around
e-mail accounts, etc. and due to my laziness, I've lost a couple of
e-mail files, so if these people could contact me:
- Someone who corrected the command for Kairi's Kyouzarenbu.
- Someone who told me about altering Dhalsim's Drill Kick SC
by pressing Up or Down (I responded to you).
If you people could send me your e-mail addresses, I'd really
appreciate it. And I'm sorry, too, because I don't like to put
down contributors.
----------------------------------------------------------------
Axel Bouet
Various corrections and
<[email protected]>
comments.
----------------------------------------------------------------
Lorenzo
How to complete Dhalsim's
<[email protected]>
Mission 14.
----------------------------------------------------------------
Andrew Cushman
Suggestion on how to perform
<[email protected]>
Garuda's Mission #12.
----------------------------------------------------------------
LI0N
All three people sent in
<[email protected]>
info. about Allen's Mission
no. 16. Extra thanks goes
<[email protected]>
to Wan Ka Wing for info. on
Kairi's 16th mission and
Wan Ka Wing
'CPU' character info.
<[email protected]>
----------------------------------------------------------------
Henry LaPierre
Various Mission tips, how to
<[email protected]>
fight Gouki, info. on the
options in Options Plus.
----------------------------------------------------------------
Lazaro (DOC)
For telling me how to do the
<[email protected]> Alternate
Skullo Dream.
Writer for "Super Juegos", a Spanish gaming magazine
----------------------------------------------------------------
Lancer
'Fight CPU Gouki Bug' and
<[email protected]>
'Fight CPU Garuda' taken
(home.pacific.net.sg/~lancer) from
his SFEXP FAQ v1.45
(1.7) LOTS of new tricks
and hints: the headband,
big fan, shinto wand,
gleaming belt, shining eyes,
metal bat, and Dream Final
tricks.
----------------------------------------------------------------
Jeremy Su
Explaining the difference
<[email protected]>
between the normal and
'counterpart' characters.
----------------------------------------------------------------
Charles MacDonald
Info. on the .TIM files
<[email protected]>
contained on the game disc.
----------------------------------------------------------------
This game is so fun I just had to write a FAQ for it! All the
move
names in here were taken from the game/instruction booklet itself and
translated into English by yours truly. My skills aren't the
greatest,
so if you see any mistakes, let me know. Also, some of the moves
were
left in romaji (like Pullum's attacks), because I don't know what the
English equivalent is. Can anyone help me with this? Anyway,
if you
have any comments, questions, criticism or corrections, you can e-mail
me via <[email protected]>.
That's that.
STREET FIGHTER EX PLUS ALPHA FAQ v1.0 (c) K. Megura 1997