Street Fighter EX 2 Plus
| Game System: |
Sony Playstation |
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FAQ |
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Unknown |
| Game Category: |
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| Hint, Cheat, Walkthrough: |
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S T R E E T F I G H T E R
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P L U S
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STREET FIGHTER EX 2 PLUS FAQ v1.0
for the Sony PlayStation (import)
by Chris MacDonald (aka K. Megura)
<kmegura@yahoo.com>
Unpublished work Copyright 2000 Chris MacDonald
This FAQ and everything included within this file cannot be reproduced
in any way, shape or form (physical, electronical, or otherwise) aside
from being placed on a freely-accessible, non-commercial web page in
it's original, unedited and unaltered format. This FAQ cannot be used
for profitable purposes (even if no money would be made from selling it)
or promotional purposes. It cannot be used in any sort of commercial
transaction. It cannot be given away as some sort of bonus, gift, etc.,
with a purchase as this creates incentive to buy and is therefore
prohibited. Furthermore, this FAQ cannot be used by the publishers,
editors, employees or associates, etc. of any company, group, business,
or association, etc., nor can it be used by game sites and the like.
It cannot be used in magazines, guides, books, etc. or in any other
form of printed or electronic media (including mediums not specifically
mentioned) in ANY way, shape, or form (including reprinting, reference
or inclusion), without the express written permission of the author,
myself. This FAQ was created and is owned by me, Chris MacDonald. All
copyrights and trademarks are acknowledged and respected that are not
specifically mentioned in this FAQ.
To continue, this FAQ and everything included herein is protected by
the Berne Copyright Convention of 1976, not to mention International
Copyright Law. Please remember that plagiarism is against the law.
I will take appropriate action against transgressors, period (the same
goes for people who put this up on web pages claiming it's their FAQ).
As an added reminder, this FAQ is _not_ to be used by any freelance
writer for, or staff member of, the Ziff-Davis Video Game Group
(publishers of EGM, Expert Gamer, etc.), Future Publishing, Ltd.
(publishers of PlayStation Power, Official UK PlayStation Magazine,
etc.), and IDG Media. All of them publish magazines that have ripped
from my FAQs in the past, so please don't buy any of their publications
unless you like rooting for grown men and women who have no respect for
the law, not to mention another person's hard work. The same applies
to Tips and Tricks Magazine, which ripped from my SFEX+A FAQ a while
ago, and to Game Cave, which was giving away my FF7 FAQ a while back.
TO PUT IT SIMPLY: DON'T STEAL ANYTHING FROM THIS FAQ, DON'T USE IT
FOR A PROFITABLE PURPOSE, AND DON'T REPRODUCE IT IN ANY PUBLICATION!
God, I sound so rude... ;) Anyway, the Street Fighter EX series is (c)
Arika Co., LTD. and Capcom Co., LTD. All characters, move names, and
character move names are trademarks of Arika and Capcom.
The latest version of this FAQ can be found at:
-----------------------------------------------------------------------
my homepage i.am/kao
GameFAQs www.gamefaqs.com
=================
TABLE OF CONTENTS
=================
1. INTRODUCTION
- FAQ Notation
- Basic Moveslist
2. CHARACTER MOVELISTS
- Area
- Balrog
- Blanka
- Chun-Li
- Cracker Jack
- Darun Mister
- Dhalsim
- Doctrine Dark
- Guile
- Hokuto
- Ken Masters
- Nanase
- Pullum Purna
- Ryu
- Sagat
- Sharon
- Skullomania
- Vega
- Vulcano Rosso
- Zangief
3. HIDDEN CHARACTER MOVELISTS
- Garuda
- Hayate
- Kairi
- Shadow Geist
- Cycloid Beta
- CPU Garuda
- Vega II
4. SECRETS AND TRICKS
- Play as the Hidden Characters
- Fight the Hidden Characters
- Unlock the Bonus Games
- Enable Maniac Mode / Replay
- Extra Random Select
- Secret Win Poses
- Infinite SC Gauge Energy
- Remove Balrog's Mask
5. GAME SHARK CODES
- Player One Has Infinite Life
- Player Two Has Infnite SC Energy
- Garuda, Shadow Geist, Kairi, and Hayate are Playable
- Character and Mode Select
- Play as Vega II, CPU Garuda, Cycloid Beta, etc.
- Pause Menu Cursor Select
- Total Time Count Select
- Damage Count Select
6. EXPERT MODE GUIDE
- (characters listed alphabetically)
7. MANIAC MODE GUIDE
- (characters listed alphabetically)
8. MODES OF PLAY, EXPLAINED
- Arcade Mode
- Versus Mode
- Option Mode
- Practice Mode
- Director Mode
- Bonus Game
9. GAMEPLAY NOTES
- Links, Canceling, and Combos
- Throws and Tech. Hits
- Super Combo Gauge and Bonuses
- Super Combo Levels and Meteor Combos
- Super Combo Finishes and Victory Symbols
- Guard Breaks
- Cancel Breaks
- Using Excels
- Reducing Damage
- Beating Vega II
10. MISCELLANEOUS
- Translations
- Color List
11. AUTHOR'S NOTE
- Revision History
- Special Thanks
========================================================================
1. INTRODUCTION
========================================================================
Hi, and welcome to yet another EX series FAQ. Right off the bat, you
should know that this game has lock-out protection, even if you have
a modded PSX. One way around this is to own a Japanese PSX or a Net
Yaroze (grin, grin). The other way, if you have a modded PSX, is to
use a Game Shark code. The code to bypass the lock-out protection is:
D01BD48A - 1040
801BD48A - 1000
Kudos goes to xaiNaix (connect.to/xainaix.com) for producing the code.
Kevin Eav says that if this code still doesn't work for you (or if the
other Game Shark codes by Kenshin and Codehacker that are listed in the
'Secrets' section don't work), try adding in an extra line, C1000000 -
0000. Apparently that worked for him. If you have a Game Shark that's
v1.99 or lower, all you need is the second line. Well, with that out
of the way, on with the FAQ!
------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------
This section outlines the basic controls for all characters:
[ Controller Layout ] -------------------------------------------------
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- n -- f Walk Back / Block Neutral Walk Forward
/ | \
db d df Crouch / Low Block Crouch Offensive Crouch
[ Button Layout ] -----------------------------------------------------
LP MP HP Light Punch Medium Punch Hard Punch
LK MK HK Light Kick Medium Kick Hard Kick
You can also set your buttons anyway you like in the Key Config Menu,
including making the buttons do the Excel command, or the Guard Break /
Cancel Break command.
[ FAQ Abbreviations ] -------------------------------------------------
qcf / qcb - Roll (d,df,f) or (d,db,b) on the joystick.
hcf / hcb - Roll (b,db,d,df,f) or (f,df,d,db,b) on the joystick.
Charge - Hold in the first direction for 2 seconds, then press in
the 2nd direction and press the listed button (P / K).
Rotate 360 - Rotate the joystick in a complete circle. You can start
and end the circle at any point (i.e. start at uf and end
at uf, or b to b, etc.) The shorthand motion for this is
f,df,d,db,b,ub or the reverse.
Rotate 720 - Perform the 360 motion twice (two full rotations).
PPP / KKK - Press any three Punch or Kick buttons.
(air) - The move can be performed while on the ground, or while
in the air. Any move that can be performed in air can
be done from the ground by adding ub~uf at the end, and
pressing the button the moment you leave the ground (for
instance, you could do Shadow Geist's Death Somer as
qcb,ub + K, or Pullum's Kind Wind as qcf,qcf,uf + P).
x~x - All possible ranges are allowed (for example, ub through
uf, or LP through HP).
SC / MC - Super Combo / Meteor Combo
GB / CB - Guard Break / Cancel Break
* - There's a note regarding this bit of information; see
below.
------------------------------------------------------------------------
BASIC MOVESLIST
------------------------------------------------------------------------
Standing Block Hold b when attacked
Crouching Block Hold db when attacked
Throw Techniques When close, press b / f + MP / HP
Tech. Hit As you're thrown, press b / f + MP / HP
Guard Break Press the same strength P + K (costs 1 level)
Cancel Break Do a Guard Break during a special move or Super
Combo (costs 1 level)
Excel Activation Press a different strength P + K (costs 1 level)
========================================================================
2. CHARACTER MOVELISTS
========================================================================
Characters are listed alphabetically, and their moves are listed in this
order; common (throws and that person's Guard Break), unique (special
moves and command attacks), then super moves (Super Combos and that
person's Meteor Combo). Note that unlike as in my SFEX+A FAQ, the moves
are not listed in the order in which they appear in the in-game menu.
After their SCs / MCs is a list of cancelable normal attacks--those
listed in uppercase (LK, HP, etc.) can be canceled or super canceled,
while those in lowercase (mk, hk, etc.) can only be super canceled
(unless you're in Training Mode and have the Super Cancel Limit turned
OFF). If applicable, I've included some notes after the moves list
about that character and their moves.
------------------------------------------------------------------------
AREA
------------------------------------------------------------------------
Transmission When close, b / f + MP / HP
O.C.R. When close, b / f + MK / HK
Hard Crash Press the same strength P + K
Upload Hold PPP, then release
Download Hold d + PPP, then release
Humming Rush qcf + P
Jackson Kick qcf + K
Pop Up Knee f + LK during Jackson Kick
Partition Break f + MK during Jackson Kick
Pulldown Heel f + HK during Jackson Kick
Cancer Crash LP,LP,f,LK,HP
Alternative Catch hcb + K
Front b + K from Alternative Catch
Rear f + K from Alternative Catch
Terminator b,d,db + P
Head Crush In air, d + HP
(sliding punch) df + MP
(sliding uppercut) df + HP
Job Step f + MK
Pulldown Leg f + HK
Scanning Blow f + HP
Great Cancer qcf,qcf + P, hold P to delay (air)
Five Star Raid qcf,qcf + K
Final Cancer qcb,qcb + PPP
Cancelable Attacks (Standing): LP MP hp LK MK hk
Cancelable Attacks (Crouching): LP MP hp LK MK hk
- When you hold PPP during the Upload, a missile will fire straight
forward, until it hits, or you release the buttons, in which case it
will fly upward. The Download works in a somewhat similar way,
but instead the missile will move below the ground, and will only
rise up when you release PPP.
- The Cancer Crash is a taunt move (yup, finally figured it out...seems
ridiculous that it took me so long, considering the command you have
to input) ^_^; If someone touches Area's weapon (usually by jumping
into it, although a standing opponent will be hit if they walk into
her from the other side), they'll take minor damage. Being a special
move, this attack is super cancelable if it hits. And not only does
it have start-up invincibility, but it lasts for a while and can hit
repeatedly (try using it in the barrel bonus game)! Even if Area
doesn't have her weapon, she can still use this move.
- Normally the Alternative Catch does no damage and switches places
with you and your opponent, unless you follow it up with the Front or
Back commands (both do damage, but the Front command leaves you on
your side, while the Back switches you with your opponent).
- The Terminator can reflect projectiles and SC projectiles back at an
enemy (excluding Kairi's Shinki Hatsudou or Shinki Hatsudou Kai); the
button used determines how far back the projectile flies. However, it
cannot reflect projectiles that hit more than one time. Also, any
projectile that would ignite an enemy (like the Shakunetsu Hadou Ken
or Yoga Fire) will shock them instead (the damage doesn't change, it
just looks neat) ;) It can deflect (not reflect) Pullum's Gradeus
Pearl, but if Pullum does it from up close enough, it goes right
past Area's hand and hits her ;)
- The Terminator can also be used as an attack on it's own, although the
range is kind of weird (sometimes it's hard to get it to hit, yet one
time Ryu jumped at me, was nowhere near the Terminator, and got
smacked).
- The Pulldown Heel and Pulldown Leg are overhead attacks.
- The sliding uppercut, Job Step, Pulldown Leg, and Scanning Blow are
all super cancelable.
- The sliding punch is both cancelable and super cancelable.
- You can only delay the ground version of the Great Cancer. The longer
you delay it, the more hits / damage it does, and the further Area
slides forward. This move can also destroy projectiles (even multi-
hit SC projectiles).
- It's possible to have Area launch her opponent with the Five Star
Raid, but jump up and miss some or all of the attacks. If she misses
the final attack, she'll fall to the ground on her rear and will take
a moment to come to her senses while she's crouching on the ground.
She can be hit while she's falling, lying on the ground, or
while recovering, sad to say.
- After using the Final Cancer, Area's weapon (the Cancer), will explode
and is gone for that entire stage. Area can also lose her weapon (but
only for a few seconds), when she uses the Upload or Download. When
she's unarmed, Area cannot use any of her special moves except the
O.C.R., Cancer Crash, Jackson Kick, Alternative Catch, Job Step,
Pulldown Leg, and Five Star Raid (yep, this means no Guard Break,
either). Also, all her Punch attacks become Light Punches (in terms
of both damage and linkability).
------------------------------------------------------------------------
BALROG (known as VEGA outside of Japan)
------------------------------------------------------------------------
Wire Smash When close, b / f + MP / HP
Whirlwind Suplex In air, any dir. but ub~uf + MP / HP
Tureno Claw Press the same strength P + K
Rolling Crystal Flash Charge b,f + P
Sky High Claw Charge d,ub~uf + P
Advancing Wire Charge d,ub~uf + K, move b / f...
Flying Barcelona Attack ...press P
Izuna Drop ...when close, any dir. but ub~uf + P
Attaching Claw f,d,df + P
Backslash Press KKK
Ground Crystal Flash Charge b,f,b,f + P
Scarlet Terror Charge b,f,b,f + K
Sky High Illusion Charge db,df,db,ub~uf + P
SP Advancing Wire Charge db,df,db,ub~uf + K, move b / f...
Rolling Barcelona Attack ...press P
Rolling Izuna Drop ...when close, any dir. but ub~uf + P
Cancelable Attacks (Standing): LP MP hp LK MK hk
Cancelable Attacks (Crouching): LP MP hp LK MK hk
- When doing any move that ends with ub~uf, the direction used makes you
fly to that side of the screen. Normally (when you charge u), Balrog
always jumps to whatever wall is closest.
- Balrog loses his claw after around 17-22 hits (irregardless of type or
strength, but they have to be single hits, and not from connecting
a multi-hit attack. Also, they have to hit him at the waist level or
higher, so for instance, a crouching MP or jumping LK would work, but
any crouching kick would not). Amazingly enough, his normal Punch
attacks do more damage without his claw, but his Rolling Crystal Flash
and Flying Barcelona Attack do less. You can get your claw back by
performing any Super Combo (even the Scarlet Terror or SP Advancing
Wire), or by performing the Attaching Claw (although this takes a
moment, unlike the SCs, where he gets the claw back the moment you see
the Super flash).
- If you already have your claw, you can still do the Attaching Claw
just for fun, or to hit an airborne opponent. It can hit standing
opponents as well, but only the tall ones like Darun, Sagat, and
Zangief (and even then, it won't connect unless you're really close,
plus it takes a while to actually hit).
- Balrog's Backslash has been tweaked from his SF days. He's invincible
during this move, but only for half of the move, according to Deeshad,
once his hands touch the ground, he can be hit (I tried this out, and
it seems to be the case. This means that you can't use it to pass
through fireballs (the only exceptions are Tiger Cannons, and the High
Tiger Shot, but the latter requires excellent timing). However, you
can use it to avoid physical attacks, like sweeps, command attacks,
throws, Dhalsim's stretchy limsbs, etc. This move can also be used
for a quick retreat.
- An opponent hit by the second hit of the Scarlet Terror is launched up
into the air and can be juggled. However, you can also hit them in
the air when they rebound a second time--looks kinda neat when you hit
them with a mid-air Excel combo off the rebound, but even stranger is
that you can actually air throw them with the Whirlwind Suplex while
they're rebounding. Just jump into them the moment they hit the
ground, hit in any non-upward direction + Punch, and Balrog will grab
them from about one inch off the ground and air throw them ;) You
can also juggle your opponent with the Flying Barcelona Attack, Sky
High Illusion or Rolling Barcelona Attack (I've tried, but can't get
either Izuna Drop to connect).
- When you perform the Special Advancing Wire, you lose 1 level of SC
power as Balrog clings to the wall. The other two levels get used up
when you either press P for the Rolling Barcelona Attack, or get close
and throw for the Rolling Izuna Drop. Or, you can not do anything and
land on the ground, in which case you still retain your two levels.
However, note that you still have to have all three levels in order
to do the SP Advancing Wire--even though it only costs one level.
- To play as Balrog with no mask on, simply select him, then hold down
LP + MK + HP before the next stage begins. You must repeat this
trick before every stage if you want to keep playing without the
mask.
------------------------------------------------------------------------
BLANKA
------------------------------------------------------------------------
Wild Fang When close, b / f + HP
Raging Nail Press the same strength P + K
Electric Thunder Tap P rapidly
Rolling Attack Charge b,f + P
Backstep Rolling Charge b,f + K, press P to cancel
Kidou Shuusei Direct b / f during Backstep Rolling
Vertical Rolling Charge d,u + K
Surprise Back ub~db + KKK
Surprise Forward Press KKK
Rock Crush f + MP
Amazon River Run df + HP
Ground Shave Rolling Charge b,f,b,f + P, hold P to delay
Jungle Beat Charge b,f,b,f + K
Beast Hurricane In air, qcf,qcf + P
Super Electric Thunder qcf,qcf + KKK
Cancelable Attacks (Standing): LP MP hp LK mk* hk
Cancelable Attacks (Crouching): LP MP hp LK MK hk
Cancelable Attacks (Jumping): lp mp hp lk mk hk
* Super cancelable on either hit.
- During the Wild Fang, shake the joystick and tap the buttons to
make Blanka bite faster (and do more damage).
- Before Blanka leaves the ground during the Backstep Rolling, you
can press P to make him stop the move. Furthermore, during the
Backstep Rolling, you can press left or right to make Blanka travel
further forward or backward while in air.
- You can use the 'Surprise' moves to pass through an opponent, but
Blanka's not invincible during either move.
- The Rock Crush is cancelable on either hit.
- You can use the Amazon River Run to slide beneath most projectiles.
It's also super cancelable into the Super Electric Thunder. At the
end of an Excel, it's also possible to super cancel it into the Ground
Shave Rolling or Jungle Beat (since you don't need to charge and can
just tap b,f,b,f + P / K).
- If you hold P to delay the Ground Shave Rolling, Blanka will spin
in place. When you release P, or if you just wait a while, he will
continue the rest of the attack and spin forward. The longer you
delay this move, the more hits and damage it does (and at maximum
power, it electrocutes your opponent). Note that unlike other SF
games, if someone touches Blanka while this move is being delayed,
he'll continue to spin in place instead of suddenly attacking.
- The Jungle Beat is an unblockable attack.
------------------------------------------------------------------------
CHUN-LI
------------------------------------------------------------------------
Koshuu Da When close, b / f + MP / HP
Koshuu Raku When close, b / f + MK / HK
Ryuusei Raku In air, any dir. but ub~uf + MP / HP
Sen'en Shuu Press the same strength P + K
Hyakuretsu Kyaku Tap K rapidly
Kaiten-teki Kaku Kyakushuu qcf + K (aka 'Spinning Bird Kick')
Hien Shuu qcb + K
Gomen Ne! LP,LP,f,LK,HP
Yousou Kyaku In air, d + MK (can use repeatedly)
Sou Shouda f + MP
Hazan Tenshou Kyaku qcb,qcb + K
Senretsu Kyaku qcf,qcf + K
Kikou Shou qcf,qcf + P
Kikou Shou: Goku qcf,qcf + PPP
Cancelable Attacks (Standing): LP MP hp LK mk hk
Cancelable Attacks (Crouching): LP MP hp LK MK hk
- The Gomen Ne is a taunt move that does minor damage.
- The Sou Shouda and Gomen Ne super cancelable.
- The Kikou Shou and Kikou Shou: Goku can negate projectiles and SC
projectiles.
------------------------------------------------------------------------
CRACKER JACK
------------------------------------------------------------------------
Power Hunter When close, b / f + MP / HP
Power Lift Throw When close, b / f + MK / HK
Double Arm Punch Press the same strength P + K
Dash Straight Charge b,f + P
Dash Upper Charge b,f + K
Feint Dash qcb + P
Batting Hero hcf + P
Soccer Ball Kick hcf + K
Final Punch Hold and release PPP / KKK
Angry Fist f + MP
Crazy Jack Charge b,f,b,f + P, press K, then P
Raging Buffalo Charge b,f,b,f + K
Home Run Hero qcb,qcb + P
Grand Slam Crusher qcb,qcb + K
Home Run King qcf,qcf + KKK (can then press P)
Cancelable Attacks (Standing): LP MP hp LK MK hk
Cancelable Attacks (Crouching): LP MP HP LK MK hk
- The Batting Hero can negate projectiles (SC or otherwise), but not if
they hit more than once (although that means that they hit that many
times less, so for example, a Shinkuu Hadou Ken hit by the Batting Hero
hits 4 times instead of 5). However, the Soccer Ball Kick and Grand
Slam Crusher can negate multihit projectiles and SC projectiles.
- The longer you charge the Final Punch, the more damage it does:
Time Level Damage (vs. Ryu)
-------------------------------------------------------
2 timer counts Level 1 17 points
4 timer counts Level 2 21 points
7 timer counts Level 3 30 points
10 timer counts Level 4 35 points
15 timer counts Level 5 48 points
20 timer counts Level 6 61 points
26 timer counts Level 7 70 points
32 timer counts Level 8 78 points
38 timer counts Level 9 91 points
43 timer counts Final Level 100 points
The damage was tested against Ryu, since he takes average damage from
attacks. Remember that canceling into the Final Punch (say, doing a
crouching HP, then releasing KKK) will lower the Final Punch's damage.
- The Angry Fist is an overhead attack.
- During the Crazy Jack, you can press K to make him do Upper punches,
and then press P to make him go back to Straight punches. Or you can
mix the two of them up repeatedly. However, when you switch to Upper
punches, not all of the hits tend to connect (although if you only
switch for the last [the fifth] hit, the Upper punch will always
connect).
- An opponent hit by the Home Run Hero is launched up into the air and
can be juggled.
- Normally when you do the Home Run King, Cracker Jack bats his foe into
outer space, where they bounce off Mars and then return. However, you
can make Jack swing the bat manually by pressing P. If your timing is
good, and you manage to hit your opponent just as the green glow turns
to red, then Jack will bat them out all the way to Venus, and they'll
take extra damage (135 points as opposed to 110). However, if your
timing is off, they'll still get hit, but will simply sail across the
screen for less damage (105). And if you don't press P at all, or
have really bad timing, your opponent just hits the ground and only
takes the intial kick damage (15).
- The Raging Buffalo is unblockable.
- Cracker Jack's jumping MP hits twice.
------------------------------------------------------------------------
DARUN MISTER
------------------------------------------------------------------------
Backdrop When close, b / f + MP / HP
German Suplex When close, b / f + MK / HK
Ganges DDT In air, any dir. but ub~uf + MP / HP
Ganges Chop Press the same strength P + K
Lariat qcf + P
Ganges DDT f,d,df + K
Brahma Bomb When close, rotate 360 + P
Indra Bashi When close, rotate 360 + K
Darun Catch b,d,db + P
Daikaku Press PPP
Indra~ Bashi qcb,qcb + K
Chouzetsu Kishin Bomb When close, rotate 720 + P
G.O.D. When close, rotate 360 + PPP
(g.o.d. continuation) Rotate 360 + P / K during G.O.D.
(g.o.d. finisher) Charge u,d,u + P / K when the ??? appears
Cancelable Attacks (Standing): LP MP hp LK mk hk
Cancelable Attacks (Crouching): LP MP hp LK mk hk
- Darun's lost his Tasogare Lariat SC ;_;
- The Lariat can negate normal and SC projectiles (even some MCs, like
Doctrine's DEATH Trap or Pullum's Gradeus Pearl), whether they hit
once or multiple times. However, this doesn't work against some
projectiles, like Sagat's Ground Tiger Shot.
- The Darun Catch only hits opponents who are in the air. However, it
even works if they are just off the ground (it can grab Ryu out of
his Tatsumaki Senpuu Kyaku)!
- The Daikaku is undoubtedly Darun's best move (next to the G.O.D.) ;)
It can stop all kinds of attacks. This includes special moves, Super
Combos, even Meteor Combos! As if that wasn't enough, it negates
normal, SC, and MC projectiles, with proper timing (even Sagat's
Tiger Storm projectile)! About the only things that it can't
interrupt are jumping or low attacks, and Guard Breaks.
- An opponent hit by the Indra~ Bridge is launched up into the air and
can be juggled. You can also use this move to pass under projectiles.
- The G.O.D. is a multi-part throw. Once it begins, you can input
360 + P or K up to three times to continue the move. However, your
opponent can also try and break out by pressing P or K, and if you
pick the same one (for instance, you do 360 + K, and they press K),
then the move ends prematurely. This also happens if you stop
inputting 360 + P / K during the G.O.D., or if you mistime the
360 + P / K input by doing it too early or too late (you can tell if
you've input it correctly, since the little command icon will flash
and go to the bottom of the screen instead of staying at the top).
If you don't do anything after the initial 360 + PPP, your opponent
will hit you back (and cause damage, which can kill you), but later
on in the move, they just stagger away. Once you've gotten through
three 360 + P / Ks, your icon will change to a ??? mark, and Darun
will do a bunch of throws, then the move ends.
- If that wasn't enough for you, there's also a finishing sequence you
can perform (I gotta thank the guys at SFEX.net for first discovering
this). Once the ??? sign appears, charge up (yes, up!), then tap
down, up + P / K. After the bunch of throws at the end, Darun will
grab his opponent and take them up into the sky, do lots of holds on
them, then slam them back down to the ground head first (the way your
opponent ends up, it reminds me of Yamazaki's level 4 Drill from Wild
Ambition)! Luckily for your opponent, they can get out of the
finisher--if you perform it, and they press P or K during the multi-
throws part (before the lightning flashes begin and you take them up
into the air), then they will escape if they pick the same button type
(P or K), that you used for the u,d,u + P / K command. However, once
the finishing sequence actually begins, there's nothing your opponent
can do about it.
------------------------------------------------------------------------
DHALSIM
------------------------------------------------------------------------
Yoga Smash When close, b / f + MP / HP
Yoga Throw When close, b / f + MK / HK
Yoga Shock Press the same strength P + K
Yoga Fire qcf + P
Yoga Flame qcb + P
Yoga Blast qcb + K
Yoga Catch qcf + K
Yoga Contact Hold K during Yoga Catch
Yoga Fake qcf + hold KKK
Yoga Teleport (Zen Idou) f,d,df + PPP / KKK
Yoga Teleport (Go Idou) b,d,db + PPP / KKK
Kuuchuu Fuyuu f,uf,u,ub,b + K (air)
Drill Zutsuki In air, d + HP
Drill Kick In air, d + K
Yoga Drill Kick In air, qcf,qcf + K
Kidou Shuusei Direct d / u during Yoga Drill Kick
Yoga Legend qcb,qcb + K
Yoga Inferno qcf,qcf + PPP
Cancelable Attacks (Standing): LP mp hp lk mk hk
(when holding b + P / K): lp mp hp lk mk hk
Cancelable Attacks (Crouching): lp mp hp LK MK hk
(when holding db + P / K): LP MP hp LK MK HK
- During the Yoga Smash, shake the joystick and tap the buttons to
make Dhalsim noogie faster (and do more damage).
- When standing or crouching, you can hold back or down-back to make
Dhalsim's attacks short-ranged instead of long-ranged.
- The LP Yoga Fire only knocks an opponent back, not down.
- The Yoga Catch is an unblockable throw, but the Yoga Contact version
does no damage (although it does bring you over to your opponent, and
you can attack them before they recover).
- The Yoga Fake is simply a fake version of the Yoga Catch.
- When you use the Yoga Teleport, PPP makes you appear further away from
your opponent and in the background, while KKK makes you appear closer
to them and in the foreground. The command you input also has an
effect: f,d,df makes you appear behind your opponent, while b,d,db
makes you appear far away from your opponent, but still facing them.
When done on the left side of the screen, the foreground and
background positions are switched (so b,d,db + KKK still makes you
appear close to your opponent, but the screen will rotate in from
the background).
- The Drill Kick and Drill Zutsuki are super cancelable.
------------------------------------------------------------------------
DOCTRINE DARK
------------------------------------------------------------------------
DEATH Moment When close, b / f + MP / HP
DARK Throw When close, b / f + MK / HK
SHUDDER Blade Press the same strength P + K
KILL Wire f,d,df + P
DARK Wire qcf + P
DARK Spark Wait a moment after DARK Wire hits
DARK Hold b + P after DARK Wire hits
EX-plosive qcf + K
KNIFE Nightmare f + MP
DEATH Spin Kick f + MK
KILL Trump qcf,d,df + P
DARK Shackle qcf,d,df + K
EX-Prominence qcb,qcb + K
DEATH Trap qcb,qcb + PPP
Cancelable Attacks (Standing): LP MP hp LK MK hk
Cancelable Attacks (Crouching): LP MP hp LK MK hk
- The DARK Wire and DEATH Trap can negate normal projectiles and SC
projectiles, but not if they hit more than once.
- Using the DARK Hold after the DARK Wire makes Doctrine Dark pull his
opponent closer to him. Note that if you attempt to use the DARK
Wire again after using the DARK Hold, it will hit but not attach.
The same goes for the KILL Wire, if you juggle your opponent into
the air after the DARK Hold. Also, you cannot throw someone after
the DARK Hold, and using a Guard Break after either move makes them
fall backward instead of being stunned.
- The KILL Wire, when it hits an airborne opponent, will cause them
to spin slowly through the air. The stronger button you use, the
higher they are jerked into the air (and the longer they stay
airborne). If you try to KILL Wire someone who's already spinning,
they just get knocked away.
- The EX-plosive, when tossed to the ground, will explode in a few
moments (the duration is longer depending on what strength you use).
It will also explode if your opponent touches it.
- The KNIFE Nightmare is an overhead attack.
- The DEATH Spin Kick is super cancelable.
------------------------------------------------------------------------
GUILE
------------------------------------------------------------------------
Judo Throw When close, b / f + MP / HP
Dragon Suplex When close, b / f + MK / HK
Flying Buster Drop In air, any dir. but ub~uf + MP / HP
Elbow Stamp Press the same strength P + K
Sonic Boom Charge b,f + P
Somersault Kick Charge d,u + K
Rolling Sobat b / f + MK
Heavy Stab Kick b / f + HK
Spinning Back Knuckle f + HP
Double Somersault Kick Charge db,df,db,uf + K
Opening Gambit Charge b,f,b,f + P
Sonic Boom Typhoon Charge b,f,b,f + KKK
Cancelable Attacks (Standing): LP MP hp LK mk hk
Cancelable Attacks (Crouching): LP MP hp LK mk hk*
* Super cancelable on the first hit only.
- The Rolling Sobat and Heavy Stab Kick are super cancelable. However,
the Rolling Sobat is _not_ an overhead attack. Poor Guile ;_;
- Believe it or not, Guile can cancel Somersault Kicks repeatedly
during one (looks weird, but very cool). You just have to tap
d,u + K as fast as possible
------------------------------------------------------------------------
HOKUTO
------------------------------------------------------------------------
Kyaku When close, b / f + MP / HP
Keishukou When close, b / f + MK / HK
Bukyaku Zan Press the same strength P + K
Chuugeki Hou qcf + P
Shougeki Ha f + P from Chuugeki Hou
Shinkuu Geki qcb + P (or b + P from Chuugeki Hou)
Shinkyaku Geki qcb + K (or b + K from Chuugeki Hou)
Shin b + P / K from qcb + P / K
Ryuusui When close, rotate 360 + P
Gokyaku Kou b,d,db + P
Chuuhou f + HP
Kaishuu f + HK
Renbu LP,LP,f,LK,HP
Kiren'eki qcb,qcb + P, hold P to delay
Kyaku Hougi qcb,qcb + K
Renshou Geki qcf,qcf + P
Shirase Gatana qcf,qcf + KKK
Cancelable Attacks (Standing): LP MP hp LK mk hk
Cancelable Attacks (Crouching): LP MP hp LK mk hk
- The Shin is a sort of 'fake out' that must be done before Hokuto
starts moving forward during the Shinkuu Geki / Shinkyaku Geki. It
can't be done from the b + P / K version done after the Chuugeki Hou.
- The Ryuusui does no damage, but it switches places with Hokuto and
her opponent, allowing her to attack them before they recover.
- The Gokyaku Kou is a counter attack. Normally Hokuto does nothing,
but if she's hit while posing, she'll attack her enemy back and
take no damage herself.
- The Chuuhou is an overhead attack.
- The Kaishuu is super cancelable.
- The longer you delay the Kiren'eki, the larger the ball becomes,
and the more hits / damage it does.
- An opponent hit by the Renshou Geki is launched up into the air and
can be juggled.
------------------------------------------------------------------------
KEN MASTERS
------------------------------------------------------------------------
Seoi Nage When close, b / f + MP / HP
Jigoku Guruma When close, b / f + MK / HK
Jigoku Fuusha In air, any dir. but ub~uf + MP / HP
Inazuma Kakato Wari Press the same strength P + K
Hadou Ken qcf + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K (air)
Zenpou Tenshin qcb + P
Shouryuu Reppa qcf,d,df + P
Shinryuu Ken qcf,d,df + K (tap dir. and buttons)
Shippuujinrai Kyaku qcb,qcb + K
Chuudan qcb + K during Shippuujinrai Kyaku
Kuzuryuu Reppa qcb,qcb + KKK (tap dir. and buttons)
Cancelable Attacks (Standing): LP MP hp LK mk hk
Cancelable Attacks (Crouching): LP MP HP LK MK HK
Cancelable Attacks (Jumping): LP MP HP LK MK HK
- Now that Ken has his old-style Tatsumaki Senpuu Kyaku back, you can
not only do it in air, but also change it's height and direction by
inputting qcb,ub + K / qcb,u + K / qcb,uf + K, which will make him
either fly high up and backward, straight up, or high up and forward,
respectively.
- Ken can use the Zenpou Tenshin to roll through an enemy, but he is
not invincible while rolling (although he's low enough to pass under
most attacks).
- During the Shinryuu Ken or Kuzuryuu Reppa (during the final dragon
punch--the one that looks like a Shinryuu Ken), you can tap the
buttons and controller directions rapidly for more hits and more
damage.
- Just be careful when you tap the buttons during the start of a
Shinryuu Ken, since you may end up doing a Cancel Break. Unlike as in
SFEX+A, Ken can actually super cancel out of this move now, once he
lands. If you want to interrupt the Shippuujinrai Kyaku, you have to
do it before the 4th kick. Otherwise, Ken will finish off the move
regardless of what you input. This move will also stop prematurely if
it is blocked.
------------------------------------------------------------------------
NANASE
------------------------------------------------------------------------
Kyaku When close, b / f + MP / HP
Keishukou When close, b / f + MK / HK
Suikazura Press the same strength P + K
Sanren Kon qcf + P (then input f + P two times)
Tenshou Kon f,d,df + P (or u + P after Sanren Kon)
Gekkyou Botan b,d,db + P, then hold P
Kasumi Oroshi qcb + K, then K,K (or during Sanren Kon)
Ryuusui When close, rotate 360 + P
Raku Shichi Geki In air, d + MK
Tou Chuuhou f + MP
Izayoi Rekkon qcf,qcf + P
Yayoi Toukon Gi qcb,qcb + P (air)
Kon no Kidou Shuusei Press in any dir. during Yayoi Toukon Gi
Meigetsu (Kon no Idou Teishi) Press PPP during Yayoi Toukon Gi
Yuumei (Kon Rakka) Press KKK during Yayoi Toukon Gi
Kon o Modosu qcb + P after Yuumei
Machiyoi Tenkyuu Geki LP,LP,f,LK,HP
Cancelable Attacks (Standing): LP MP* hp LK MK hk
Cancelable Attacks (Crouching): LP MP hp LK mk hk
Cancelable Attacks (Jumping): LP MP HP LK MK HK
* Cancelable on either hit.
- During the Suikazura, you can hold P + K to make the length of
Nanase's cane increase.
- The Sanren Kon and Yayoi Toukon Gi can negate normal, multi-hit, and
SC projectiles, with good timing. The Kasumi Oroshi can do the same
thing, but only up to four hits (so a Shinkuu Hadou Ken would still
hit once).
- After the Sanren Kon hits, you can follow it up with two f + P
attacks, or one u + P attack (the Tenshou Kon). You can even do
f + P, u + P, if you want. You can also input the command for the
Kasumi Oroshi during the first or second Sanren Kon, but it won't
actually come out until the attack ends...kinda weird. The stronger
the button you use for the Sanren Kon or Tenshou Kon, the longer the
cane becomes.
- The Gekkyou Botan is a counter attack that catches standing attacks.
Normally Nanase will do nothing, unless she's hit by an attack, in
which case she counters. If you hold P, she'll do a high attack
instead of a low one, which launches her opponent into the air.
- When you perform the Kasumi Orochi, using LK makes Nanase attack in
front of her, MK makes her attack beneath her, and HK makes her attack
behind her. After the initial hit, you can press K twice (for
example, you could do qcb + LK, then press MK, then press HK, to make
Nanase attack in front of her, then below her, then behind her for a
3-hit combo).
- The Ryuusui does no damage, but it switches places with Nanase and
her opponent, allowing her to attack them before they recover.
- The Tou Chuuhou is an overhead attack. It's also super cancelable,
but for some reason, only into the Machiyoi Tenkyuu Geki.
- The Raku Shichi Geki is super cancelable into the Yayoi Toukon Gi.
- The Yayoi Toukon Gi is quite the super combo--there's all kinds of
stuff you can do during it, on the ground or in the air:
> After the cane is thrown, you can direct it up or down (if it
touches the floor, it vanishes). Pressing back slows it's flight
(and overall range). If you don't do anything, it flies straight
forward.
> Before the cane hits, you can press PPP to make it spin in place.
> Before the cane hits, you can press KKK to make it fall to the
ground. It'll stay there for a while, or until you move away and
it goes off-screen.
> At anytime once it's on the ground, you can input qcb + P to make
it fly back to Nanase, and it will injure her opponent if it hits
them while flying to her (think Kilshred from DarkStalkers). :)
If her opponent is standing over the cane when you input qcb + P,
it will spin around on the floor and damage him /her.
- Note that while the cane is flying, you can still do all of Nanase's
other moves (excluding the Yayoi Toukon Gi again)--she'll just produce
another cane. However, if you used KKK to make it fall to the floor,
then you can't use the Gekkyou Botan or Yayoi Toukon Gi; you'll do
the Kon o Modosu instead. However, one of the neat things about the
Kon o Modosu is that it can cancel out of super combos, meaning that
you can lay the cane on the ground, do the Izayoi Rekkon, and input
qcb + P, and Nanase will stop her SC to call the cane back.
- G Nocide wrote to me about a special version of the Machiyoi Tenkyuu
Geki, in which Nanase flies up higher than usual, and there are lots
of camera zooms during the move. I tried to figure out how to do it
myself (stuff like hitting your opponent with the very end of the
cane, having them land on it, having them get hit by the middle part
of it, pushing buttons during the actual animation, etc.), but
couldn't get anything to work. Anyone know how the special version is
done?
------------------------------------------------------------------------
PULLUM PURNA
------------------------------------------------------------------------
Ordence Foot When close, b / f + MP / HP
Neck Factor When close, b / f + MK / HK
Dance Wind In air, any dir. but ub~uf + MP / HP
Arakul Ankle Press the same strength P + K
Prim Kick f,d,df + K
Ten'el Kick qcb + K
Drill Purrus qcf + K
Drill Purrus (Kuuchuu) In air, qcf + K
Femina Wind In air, qcb + P
Reverse Ankle In air, b + MK
Arakul Wrist (Kuuchuu) In air, d + MP
Arakul Wrist f + MP
Reswal Kahna qcf,qcf + K
Praec Larm qcb,qcb + K
Kind Wind In air, qcf,qcf + P
Gradeus Pearl qcf,qcf + PPP
Cancelable Attacks (Standing): LP MP hp LK MK hk
Cancelable Attacks (Crouching): LP MP hp LK MK hk
Cancelable Attacks (Jumping): LP MP HP LK MK HK
- The Femina Wind is Pullum's old double-jump, but with a different
command. Using LP makes her jump up-back, MP straight up, and HP
makes her leap up-forward, although she now jumps very slowly,
unlike in SFEX+A. However, since it's now a special move, you can
hit someone with a normal attack, then cancel into it, and you can
do normal attacks after it, (like an MK, or the Reverse Ankle, Drill
Purrus, etc.) However, you can't super cancel directly out of the
Femina Wind.
- The Reverse Ankle only hits if you jump over your opponent. It's
also super cancelable. Remember that you still have to do the Kind
Wind command from your direction that you originally faced in. For
example, if I'm on the 2P side (right), and jump over my opponent's
head, I must press b + MK for the Reverse Ankle, then qcf,qcf + P for
the Kind Wind, not qcb,qcb + P.
- The mid-air Arakul Wrist is super cancelable. It's easiest to super
cancel the moment the move hits, but it's possible to still do it
while she's flying forward (in which case, she'll suddenly move
back to do the Kind Wind).
- The ground version of the Arakul Wrist is an overhead attack.
- Pullum can't do the Praec Larm in air anymore ;_;
- During the Gradeus Pearl, you'll hear the music from Pullum's stage
in SFEX+A. You can repeat it to hear different parts of the song,
too ;) This move can also "catch" people out of the air.
------------------------------------------------------------------------
RYU
------------------------------------------------------------------------
Seoi Nage When close, b / f + MP / HP
Tomoe Nage When close, b / f + MK / HK
Sakotsu Wari Press the same strength P + K
Hadou Ken qcf + P
Shakunetsu Hadou Ken hcb + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K (then input b + K three times)
Senpuu Kyaku f + MK
Kyuubi Kudaki f + HP
Shinkuu Hadou Ken qcf,qcf + P
Shinkuu Tatsumaki Senpuu Kyaku qcb,qcb + K (air)
Shin Shouryuu Ken qcf,qcf + KKK
Cancelable Attacks (Standing): LP MP hp LK mk hk
Cancelable Attacks (Crouching): LP MP HP LK MK HK
- After hitting with the Tatsumaki Senpuu Kyaku, you can hold in any
backward direction (ub~db) and press K to make him attack three more
times. Alternately, you can put the controller back in neutral, or
press in any other direction (u~f~d) and press K to make him do the
finishing kick after any hit but the last one.
- The Senpuu Kyaku is super cancelable.
- The Kyuubi Kudaki is super cancelable on either hit. Since you
recover from it faster than your opponent does, you can follow it
with a crouching LK, MK, or MP (but for some reason, you can't do a
Kyuubi Kudaki into a c. MK, c. LK / MK--it will always get blocked).
You can even start up an Excel, then do one of these attacks, and the
whole mess will still combo. It takes a little practice to the timing
down (incidentally, Ryu can link the Kyuubi Kudaki to a c. MK in SF3:
Third Strike, too).
- If Ryu's opponent is in the air when you do the Shin Shouryuu Ken,
it becomes a 5-hit move instead of just 3 hits (but the damage is
reduced).
- Ryu's jumping MP hits twice.
------------------------------------------------------------------------
SAGAT
------------------------------------------------------------------------
Tiger Carry When close, b / f + MP / HP
Tiger Rage When close, b / f + MK / HK
Tiger Tool Press the same strength P + K
Tiger Shot qcf + P
Ground Tiger Shot qcf + K
Tiger Blow f,d,df + P
Tiger Crush f,d,df + K
Tiger Fake b,d,db + P
Tiger Cannon qcf,qcf + P
Ground Tiger Cannon qcf,qcf + K
Tiger Genocide qcb,qcb + P
Tiger Raid qcb,qcb + K
Tiger Storm qcf,qcf + PPP (press P up to 5 times)
Cancelable Attacks (Standing): LP mp hp LK mk hk
Cancelable Attacks (Crouching): LP MP hp LK MK hk
- The Tiger Fake is a fake Tiger Blow (I guess, it really doesn't look
like anything). You can't super cancel into it or Cancel Break out of
it, although you can combo into it.
- The Tiger Storm can be enhanced, doing more hits and damage. To do
this, you need to press a Punch button as Sagat does the three
initial hits of this attack. You'll know if you timed it right as
there will be a miniature explosion. If you timed all three blows
correctly, the Tiger Storm projectile will turn red, too. Probably
the easiest way to practice your timing is to watch the little
display that appears in the lower-right hand corner of the screen
when you begin the Tiger Storm. It shows a little white arrow
going across the display, indicating how much time you have before
Sagat stops attacking and starts up the projectile.
- You may notice that each time Sagat hits, a red arrow will appear on
the bottom of the graph. When you press Punch (you have five chances
to get the timing right), a little blue arrow will appear above the
graph. If you manage to time it right so that you press Punch as
Sagat hits, (so that the blue and red arrows match up) you'll get a
golden arrow instead. Obviously, if you do this move from too far
away, no arrows will appear as Sagat hits the air, and timing your
Punch presses won't do anything. You can still enhance the Tiger
Shot if it is blocked, though. Oh and yes, if you try pressing Kick
instead of Punch, you'll use up your five chances, but no arrows
appear (so you can't power-up the Tiger Storm with Kicks).
------------------------------------------------------------------------
SHARON
------------------------------------------------------------------------
Bloody Mount When close, b / f + MP / HP
Bloody Choke When close, b / f + MK / HK
Flying Neck Drop In air, any dir. but ub~uf + MP / HP
Spinning Double Knuckle Press the same strength P + K
Gale Hammer Punch qcf + P (then input f + P)
Half Moon Kick qcb + K (or b + K from Gale Hammer P.)
Prisoner Scissors Any dir. but ub~uf + K before H.M.K hits
Bermuda Symphony f,d,df + K (or during Gale Hammer P.)
Crimson Terror When close, rotate 360 + P
Step Combo Punch f + MP
Step Combo Kick f + MK
Crash Punch f + HP
Sliding Sweeper df + HK
Load qcf,qcf + P
Hellfire qcf,qcf + P after Load
Shuttle Combination qcb,qcb + P
Sharon Special qcf,qcf + K
Chuudan qcb + K during Sharon Special
Assault Rifle qcf,qcf + PPP (changes from up close)
Cancelable Attacks (Standing): LP mp hp LK mk hk
Cancelable Attacks (Crouching): LP MP hp LK MK hk
- During the Bloody Mount or Bloody Choke, shake the joystick and
tap the buttons to make Sharon attack faster (and do more damage).
Note that doing this during the HP Bloody Mount makes Sharon attack
faster, but the damage stays the same.
- The Prisoner Scissors can be done from the Half Moon Kick, or from
the Gale Hammer Punch -> Half Moon Kick. The timing is pretty
specific; you have to do it just before Sharon kicks her opponent.
- The Bermuda Symphony is an unblockable attack. When used, Sharon
dashes forward, grabs her opponent, and kicks them into the air,
where they can be juggled. However, if you don't hit them, they will
be damaged upon landing. Either way, you can't lose ;) You can
input this move once the Gale Hammer Punch hits, and as long as
you're reasonably close, any version of the Bermuda Symphony will hit.
- The Crimson Terror does no damage, but it switches places with Sharon
and her opponent, allowing her to attack them before they recover.
- The Crash Punch is an overhead attack.
- The Sliding Sweeper is super-cancelable.
- After you perform the Load, you'll notice that a bullet has appeared
next to Sharon's name, and she is now holding a gun. Repeating the
Load command at any time makes Sharon perform the Hellfire SC, during
which she fires a bullet from her gun, but after that point, you'll
need to reload before you can fire the gun again. Note that you can
super cancel out of the Hellfire, but not out of the Load.
- If you want to interrupt the Sharon Special, you have to do it after
the 1st hit. Otherwise, Sharon will finish off the move regardless
of what you input.
- Normally, your opponent can block the Assault Rifle. However, when
you do it from up close (you don't have to be right next to your
enemy, you can be a few steps back as well), you get a different
animation, and although it does the same amount of damage, it becomes
an unblockable, unavoidable attack. You can get this effect even if
you supercancel into it (say, from a Gale Hammer Punch).
------------------------------------------------------------------------
SKULLOMANIA
------------------------------------------------------------------------
Skullo Stand When close, b / f + MP / HP
Skullo Space In air, any dir. but ub~uf + MP / HP
Skullo Punch Press the same strength P + K
Skullo Crusher qcf + P
Skullo Slider qcf + K
Skullo Head f,d,df + P
Skullo Dive Press P during Skullo Head
Skullo T'katchev b,d,db + K
Tensuu Hyouji Hold LP + MK + HP after T'katchev hits
Skullo Shock hcb,ub,u + P
Skullo Back Ten Tap b,b
Skullo Dash Tap f,f (tap b to stop)
Skullo Tackle Skullo Dash into an opponent
Stepping Upper f + MP
Dangerous Heel f + MK
Super Skullo Crusher qcf,qcf + P (air)
Super Skullo Slider qcf,qcf + K
Shin Skullo Dream LP,LP,f,LK,HP
(alternate skullo dream) Hold d + LP + MK during Shin Skullo Dream
Skullo Ball qcb,qcb + P
Skullo Energy qcb,qcb + K
Super Skullo Energy qcb,qcb + KKK
Cancelable Attacks (Standing): LP MP hp LK mk hk
Cancelable Attacks (Crouching): LP MP HP LK MK hk
- If you perform the Skullo Head from afar, Skullomania may end up
hitting his opponent with his shoulder rather than his head (look
for where the hit spark appears). This isn't too desirable though,
since he always does less damage when the shoulder connects (an HP
Skullo Head that hits by the shoulder does less damage than an LP
Skullo Head that fully connnects)!
- The distance travelled during the Skullo Dive is determined by what
button you used for the Skullo Head, not what button you pressed to
do this move. After diving to the ground, Skullomania will slide
forward a short distance: this is a low attack and must be crouch-
blocked.
- The Skullo T'katchev is an unblockable attack. If it connects, you
can perform the Tensuu Hyouji to see how 'well' you landed the
attack; a score will show up in the lower-right hand corner (10.00
seems to be the best ranking). This seems to be just for fun (a
t'katchev is a gymnastic move, after all...get it?), and has no
outcome on the game. Remember that you have to do the Tensuu Hyouji
immediately after you input the command for the T'katchev.
- You can interrupt the Skullo Shock by pressing in any direction or
pressing any button (this means you can make attacks, too).
- You can perform a special move or Super Combo during the Skullo Dash.
However, you can also perform special moves just by pressing in one
direction + a button (see the chart below):
During Skullo Dash Result
----------------------------------------------
Press uf / f / df + P Skullo Crusher
Press uf / f / df + K Skullo Slider
Press d + P Skullo Shock
Press u + P Skullo Head
Press u + K Skullo T'katchev
This is useful for doing moves like the Skullo Shock or T'katchev,
since trying to enter them manually would normally make Skullo stop
dashing before the move would come out. Remember that the button
used will determine the strength of the move, just as if you had
performed it manually.
- You can also cancel the Skullo Tackle into a Super Combo, since it
is a special move.
- The Stepping Upper can negate projectiles (SC, multi-hit, etc.) It's
also super cancelable.
- The Dangerous Heel is an overhead attack.
- Normally, when you use the Shin Skullo Dream, some of the scenes are
viewed from varying angles. When you use the alternate version of
the Skullo Dream, one of the scenes (where Skullo is stomping his
opponent's groin), will always be shown close-up and from the same
angle. This doesn't change the damage, though.
- Anyone know if there's a Skullo Dream Final, like in SFEX+A? In that
game, you could see a different finisher by holding d + LP + MK and
inputting d,b,f,f,d,b (one direction press for each new scene).
Skullo would end with a laser blast instead of a jump kick (the damage
didn't change, but it was still neat to see). I've tried this on both
Skullo and Shadow Geist without noticing anything different, though.
- When the Skullo Ball is performed, Skullomania will throw a ball of
light into the air. The button used determines how long the ball
stays in air before it comes back down (HP is the longest delay).
You can tell when it's about to hit because the falling ball will
light up the top of your opponent. Not only can the Skullo Ball
home in on your opponent's location a bit, but you can also throw
two Skullo Balls at a time.
- The Skullo Energy and Super Skullo Energy can negate projectiles and
SC projectiles.
------------------------------------------------------------------------
VEGA (known as M. BISON outside of Japan)
------------------------------------------------------------------------
Deadly Throw When close, b / f + MP / HP
Death Suplex When close, b / f + MK / HK
Psychic Crush Press the same strength P + K
Psycho Crusher Charge b,f + P
Double Knee Press Charge b,f + K
Head Press Charge d,u + K, move b / f
Somersault Skull Diver Press P after Head Press
Vega Warp (Zenpou Idou) f,d,df + PPP / KKK
Vega Warp (Kouhou Idou) b,d,db + PPP / KKK
Psycho Cannon Charge b,f,b,f + P, hold P
Knee Press Nightmare Charge b,f,b,f + K
Psycho Break Smasher Charge b,f,b,f + PPP
Cancelable Attacks (Standing): LP mp hp LK MK hk
Cancelable Attacks (Crouching): LP MP HP LK MK hk
- When you use the Vega Warp, PPP makes you appear further away from
your opponent and in the background, while KKK makes you appear closer
to them and in the foreground. The command you input also has an
effect: f,d,df makes you appear behind your opponent, while b,d,db
makes you appear far away from your opponent, but still facing them.
When done on the left side of the screen, the foreground and
background positions are switched (so b,d,db + KKK still makes you
appear close to your opponent, but the screen will rotate in from
the background).
- The longer you delay the Psycho Cannon, the larger the ball becomes,
and the more hits / damage it does.
- The Psycho Break Smasher can go through any kind of projectile, even
Vega II's huge Psycho Cannons. However, it is surprisingly weak
against physical attacks, and can be hit out of by moves like Shadow
Geist's Death Crusher or a Shouryuu Ken. Vega also has two quotes for
this move--one of them is in Japanese, but he'll sometimes say his
SFEXA intro quote as well ("It's over, you know it!"), which I think
is much more menacing ;)
------------------------------------------------------------------------
VULCANO ROSSO
------------------------------------------------------------------------
Digestiveo When close, b / f + MP / HP
Respresso Press the same strength P + K
Volcanus qcb + P
Cannosa no Kutsujoku see below...
...Tai Jump Kougeki qcb + LK (counters jump attacks)
...Taichuu / Joudan Kougeki qcb + MK (vs. high / standing attacks)
...Tai Gedan Kougeki qcb + HK (counters low attacks)
Hibashiri qcf + K
Vesuvio no Ikari qcf + P
Chuugeki f + P during Vesuvio no Ikari
Dragon Kick f + K during Chuugeki
Io no Yoku Press (b / f +) PPP
Etna no Ikari When in air during Io no Yoku, press K
Tameiki no Hashi qcf,qcf + P
Acchere Land qcb,qcb + K
Pisa no Shatou qcb,d,db + P
Shikei When close, qcf,qcf + KKK
Cancelable Attacks (Standing): LP MP hp LK MK hk
Cancelable Attacks (Crouching): LP MP hp LK MK hk
- Since you recover quickly after the Volcanus, and it doesn't knock
down your opponent, you can combo someone who's being hit by the MP
or HP versions. This move can negate normal, multi-hit, and SC
fireballs (even Ryu's Shinkuu Hadou Ken)!
- The Cannosa no Kutsujoku is a counter-move. The version you use can
catch specific attacks; for instance, the qcb + LK version will stop
a jumping attack, but the qcb + HK version won't.
- You can cancel the Vesuvio no Ikari or Chuugeki into the Cannosa no
Kutsujoku whether it hits or misses. I guess the only point of doing
this would be if you think your opponent's going to try and hit you
out of either of those moves. ;)
- The Hibashiri is a dashing move that you can use to go through your
opponent. It can't damage your enemy, and you can't super cancel out
of it or Cancel Break it.
- Normally, pressing PPP to do the Io no Yoku makes you jump straight
up, but if you hold back or forward before pressing PPP, Rosso will
jump in the desired direction. While jumping, you cannot perform any
sort of attack except for the Etna no Ikari, which happens to be an
overhead attack.
- Rosso's jumping MK hits twice.
------------------------------------------------------------------------
ZANGIEF
------------------------------------------------------------------------
Iron Claw When close, b / f + MP / HP
German Suplex When close, b / f + MK / HK
Stomach Block From the behind, b / f + MK / HK
Dynamite Headbutt Press the same strength P + K
Double Lariat (b / f +) PPP, or press PPP, move b / f
Quick Double Lariat (b / f +) KKK, or press KKK, move b / f
Screw Piledriver When close, rotate 360 + P
Atomic Suplex When close, rotate 360 + K
Russian Suplex From afar, rotate 360 + K
Bear Hug Before Russian Suplex hits, press P
Flying Body Attack In air, d + HP
Aerial Russian Slam qcb,qcb + K
Super Stomping qcf,qcf + K
Chuudan qcb + K during Super Stomping
Final Atomic Buster When close, rotate 720 + P
Cosmic Final Atomic Buster When close, rotate 720 + PPP
Cancelable Attacks (Standing): LP mp hp LK MK hk
Cancelable Attacks (Crouching): LP MP hp LK MK hk
- You can pass through most projectiles using the Double Lariat, and
go through low attacks using the Quick Double Lariat.
- While moving during the Russian Suplex (but before it hits), you
can cancel it into a Screw Piledriver or Cosmic FAB. Or, you can
press P to make Zangief do the Bear Hug. Note that if you cancel the
Russian Suplex into the Screw Piledriver, it will always do the same
amount of damage as a normal MP Screw Piledriver, no matter what
button you use. The Cosmic FAB's damage will remain the same, though.
- During the Bear Hug, shake the joystick and tap the buttons to
make Zangief squeeze his opponent more times (and do more damage).
- The Aerial Russian Slam will only hit an opponent who's in the air.
- If you want to interrupt the Super Stomping, you have to do it
before the 5th kick. Otherwise, Zangief will finish off the move
regardless of what you input.
========================================================================
3. HIDDEN CHARACTER MOVELISTS
========================================================================
[ HIDDEN CHARACTERS - CAN BE ENABLED ] --------------------------------
These characters aren't normally usable, but you can make them available
by beating Arcade Mode with a certain number of characters, or by
completing a certain number of Expert Mode missions--see Section 4 for
details.
------------------------------------------------------------------------
GARUDA
------------------------------------------------------------------------
Satsuga When close, b / f + MP / HP
Shouki When close, b / f + MK / HK
Shuuki In air, any dir. but ub~uf + MP / HP
Saiga Press the same strength P + K
Shuuga qcf + P
Gouga hcf + K
Bu f,d,df + PPP, then press P to stop
Kizan f,d,df + P
Raiga f,d,df + K
Jazan b,d,db + K
Zanki f + HP
Kyouja f + HK
Maboroshi (see below)
Kienshou qcf,qcf + P (tap dir. and buttons)
Kienbu qcb,qcb + P (air)
Soukondan qcb,qcb + K, hold K to delay
Kyoujin Senshuu qcb,qcb + KKK (then use D. Rasen Shou)
Daikyo Rasen Shou qcf,qcf + K (tap dir. and buttons)
Daikyo Senpuu Shou In air, qcb,qcb + P from D. Rasen Shou
Cancelable Attacks (Standing): LP MP hp LK mk hk
Cancelable Attacks (Crouching): LP MP HP LK MK hk
Cancelable Attacks (Jumping): LP MP HP LK MK HK
- Garuda is invincible during the Bu. Once you've started moving, you
can stop at any time by pressing a Punch button.
- The Raiga can now hit an opponent who's on the ground, although it's
still best as an anti-air move.
- The Zanki can destroy projectiles, even multi-hit SC projectiles, with
good timing.
- The Maboroshi is a counter-attack used by the CPU-controlled version
of Garuda (it's the move where he vanishes and falls from the sky
doing a Zanki). Normal Garuda does not have this move.
- During the Kienshou and Daikyo Rasen Shou, you can tap the buttons and
controller directions rapidly for more hits and more damage.
- If you perform the Kienbu on the ground, you can move in any
direction: left and right make you move back and forward, while up
or down make you move into the background or foreground.
- The longer you delay the Soukondan, the faster the flames spin (and
they do more damage, hit more times). The flames can negate
projectiles even before they are thrown forward. However, once
thrown, anyone can duck them (even Zangief).
- The Daikyo Senpuu Shou can also hit an opponent behind Garuda.
------------------------------------------------------------------------
HAYATE
------------------------------------------------------------------------
Madomashi When close, b / f + MP / HP
Kagura Tenpou In air, any dir. but ub~uf + MP / HP
Daigatana Press the same strength P + K
Kamaitachi qcf + P
Oborodzuki qcf + K
Sorasen f + K after Oborodzuki
Hisen Zan f,d,df + P
Shiraha Tenjin b,d,db + P
Enraku Shishou f + HP
Resshin Kamaitachi qcf,qcf + P
Raizanshou qcf,qcf + K (tap dir. and buttons)
Tsumuji Kagerou: Kyoku In air, qcb,qcb + P
Orochi Fuujin qcb,qcb + PPP
Cancelable Attacks (Standing): LP mp hp LK MK hk
Cancelable Attacks (Crouching): LP MP HP LK MK hk
Cancelable Attacks (Jumping): LP MP HP LK MK HP
- Hayate can negate projectiles using the Kamaitachi, Hisen Zan, Shiraha
Tenjin (only when slashing), Sorasen, or Enraku Shisou. The Hisen Zan
can negate normal, multi-hit or SC projectiles, while the others only
negate one hit (you could stop a Shakunetsu Hadou Ken, but you'd still
take four hits from a Shinkuu Hadou Ken). For some reason, the
Kamaitachi can completely negate a Shinki Hatsudou Kai, but not a
Shinkuu Hadou Ken (it only negates two hits).
- The Shiraha Tenjin has an autoguard feature--if Hayate is hit by an
attack, he takes no damage, and immediately does the 'slash' part of
the attack. An opponent can also get hit simply by touching the blade
while he holds it back, though this doesn't happen often.
- The Enraku Shishou is an overhead attack.
- During the Raizanshou, you can tap the buttons and controller
directions rapidly for more hits and more damage.
- The Tsumuji Kagerou: Kyoku can also hit an opponent behind Hayate.
- The Orochi Fuujin works like the Shiraha Tenjin, but instead of Hayate
simply continuing with the attack if he is hit, he instead does a
high-damage finishing combo, and not just the single Shiraha Tenjin
slash.
------------------------------------------------------------------------
KAIRI
------------------------------------------------------------------------
Kutei Kaku When close, b / f + MP / HP
Ura Jigoku Guruma When close, b / f + MK / HK
Bukyaku Press the same strength P + K
Shinki Hatsudou qcf + P
Maryuu Rekkou f,d,df + P
Makuu Shihai (Zenpou Idou) f,d,df + PPP / KKK
Makuu Shihai (Kouhou Idou) b,d,db + PPP / KKK
Mouryou Kasen qcb + K (then input b + K three times)
Ryuujin Kyaku In air, d + MK / HK
Ryuubu f + MK
Shinki Hatsudou Kai In air, qcf,qcf + P
Garyuu Messhuu In air, qcf,qcf + K
Sairou Kyoushu qcb,qcb + P
Shouki Hatsudou qcf,qcf + PPP
Kyouja Renbu LP,LP,f,LK,HP
Cancelable Attacks (Standing): LP MP hp LK mk hk
Cancelable Attacks (Crouching): LP MP HP LK MK HK
Cancelable Attacks (Jumping): LP MP HP LK MK HK
- During the Kutei Kaku, shake the joystick and tap the buttons to
make Kairi attack faster (and do more damage).
- Kairi's Shinki Hatsudou is now a stationary projectile that appears
further away from him depending on what button is used. His Shinki
Hatsudou Kai is also stationary, but always appears in the same
place, sort of like Chun-Li's Kikou Shou.
- When you use the Makuu Shihai, the combination of commands and buttons
you use makes Kairi move in a particular manner:
Left Side (facing right)
-----------------------------------------------------------------
f,d,df + PPP - move close to the opponent, into the foreground
f,d,df + KKK - move close to the opponent, into the background
b,d,db + PPP - move away a long distance, into the background
b,d,db + KKK - move away a short distance, into the foreground
Right Side (facing left)
-----------------------------------------------------------------
f,d,df + PPP - move close to the opponent, into the background
f,d,df + KKK - move close to the opponent, into the foreground
b,d,db + PPP - move away a long distance, into the foreground
b,d,db + KKK - move away a short distance, into the background
No matter what type of move you do, the PPP version always takes
about twice as long as the KKK version to complete, since you move
further along the foreground / background.
- After hitting with the Mouryou Kasen, you can hold in any backward
direction (ub~db) and press K to make him attack three more times.
Alternately, you can put the controller back in neutral, or press in
any other direction (u~f~d) and press K to make him do the finishing
kick after any hit but the last one.
- The MK version of the Ryuujin Kyaku makes Kairi land in front of his
opponent, while the HK version makes him hop over his opponent's
head. If you do the HK version from the Mouryou Kasen, or when your
opponent is in the corner, Kairi will just hop backwards instead of
flipping over his enemy. Note that you can do another Ryuujin Kyaku
(in fact you can do any sort of air attack or aerial normal move)
after flipping using the HK Ryuujin Kyaku.
- The MK Ryuujin Kyaku and Ryuubu can be super canceled into mid-air
Super Combos.
- As Kairi gains more Super Combo energy, his hands start to emit blue
flame; at Level 3, he'll even hold his hands up when standing still.
Normally the flame is just there for effect, but at Level 3, attacking
your opponent with any move (punches, kicks, throws, projectiles,
Super Combos, your Guard Break, etc.) will set them on fire and do
more damage. As if that wasn't enough, Kairi can negate normal and
SC projectiles with his bare hands (even multi-hit SC projectiles can
be destroyed with good timing). He can also negate projectiles with
the Maryuu Rekkou. Obviously, you can lessen the flames and make them
disappear entirely by using up your SC levels, or make them reappear
or grow stronger by earning more SC power.
- Kairi has two Meteor Combos: the Kyouja Renbu and Shouki Hatsudou.
However, the Shouki Hatsudou can only be used once in an entire
stage, and when used, Kairi loses half of his life bar. As if that
wasn't enough, after using the Shouki Hatsudou, Kairi loses the
ability to create blue flames with his hands for the rest of that
stage, even if you build up your SC energy to Level 3.
------------------------------------------------------------------------
SHADOW GEIST
------------------------------------------------------------------------
Death Stand When close, b / f + MP / HP
Death Space In air, any dir. but ub~uf + MP / HP
Death Kick Press the same strength P + K
Death Crusher qcf + P
Death Break qcf + K
Death Press b,d,db + K
Death Sword Kick In air, qcf + K
Death Somer In air, qcb + K
Death Shock hcb,ub,u + P
Death Escape Tap b,b
Stepping Upper f + MP
Death Heel f + MK
Death Government qcf,qcf + P
Super Death Crusher qcf,qcf + K
Death Dream (Chijou) LP,LP,f,LK,HP
Death Dream (Kuuchuu) When close, rotate 720 + P in air
Death Energy qcb,qcb + K
Super Death Energy qcb,qcb + PPP
Cancelable Attacks (Standing): LP MP hp LK MK hk
Cancelable Attacks (Crouching): LP MP hp LK MK hk
Cancelable Attacks (Jumping): LP MP HP LK MK HK
- The Death Crusher to go all kinds of attacks, even special moves and
Super Combos.
- The Death Break has a high vertical range, making it useful as an
anti-air attack. You can use the initial invincibility to pass
through projectiles (you can even have a Shinkuu Hadou Ken pass
through you), and the 'geyser' of black energy can destroy them, but
after the startup of this move, Shadow Geist is not invincible, and
the geyser can't destroy projectiles after it's already appeared.
- You can interrupt the Death Shock by pressing in any direction or
pressing any button (this means you can make attacks, too).
- The Stepping Upper can negate projectiles (SC, multi-hit, etc.) It's
also super cancelable.
- The Death Heel is an overhead attack.
- During the Death Energy, Shadow Geist's opponent will be sucked
towards him. This move can also negate normal and SC projectiles.
- The mid-air Death Dream is a mid-air throw move, like the Final Atomic
Buster. However, it has no missed animation, and will only hit an
opponent who is also in the air.
[ HIDDEN CHARACTERS - GAME SHARK ONLY ] -------------------------------
These characters aren't normally usable unless you have a Game Shark;
there's no way to play with them without one. For more information,
see Section 5.
------------------------------------------------------------------------
CYCLOID BETA (Game Shark code: 801E6124 - 2183)
------------------------------------------------------------------------
Tech. Hit When close, press b / f + MP / HP / MK / HK
Excel Activation Press a different strength P + K (costs 1 level)
Cancelable Attacks: None.
- Yes, believe it or not, this is all Cycloid can do. Even though he
has his own normal punches and kicks, he has no special moves, SCs or
MCs, or even a Guard Break. He does have a throw of sorts, but when
you attempt it, all you get is the Tech. Hit animation.
- Since Cycloid can't injure an opponent, it's impossible for him to
beat any of the modes (Arcade, Vs., etc.) either. This also means
that the only way for you to gain SC power is to have your opponent
beat you up repeatedly.
- On the plus side, you're invincible, unless your opponent starts up
an Excel. You can do Excels yourself (even in the air), but you still
can't hurt people during one.
------------------------------------------------------------------------
GARUDA (CPU Version) (Game Shark code: 801E6124 - 2183)
------------------------------------------------------------------------
Satsuga When close, b / f + MP / HP
Shouki When close, b / f + MK / HK
Shuuki In air, any dir. but ub~uf + MP / HP
Saiga Press the same strength P + K
Shuuga qcf + P
Gouga hcf + K
Bu f,d,df + PPP, then press P to stop
Kizan f,d,df + P
Raiga f,d,df + K
Jazan b,d,db + K
Zanki f + HP
Kyouja f + HK
Maboroshi When damaged, press PPP
Kienshou qcf,qcf + P (tap dir. and buttons)
Kienbu qcb,qcb + P (air)
Soukondan qcb,qcb + K, hold K to delay
Kyoujin Senshuu qcb,qcb + KKK (then use D. Rasen Shou)
Daikyo Rasen Shou qcf,qcf + K (tap dir. and buttons)
Daikyo Senpuu Shou In air, qcb,qcb + P from D. Rasen Shou
Cancelable Attacks (Standing): LP MP hp LK mk hk
Cancelable Attacks (Crouching): LP MP HP LK MK hk
Cancelable Attacks (Jumping): LP MP HP LK MK HK
- Garuda is invincible during the Bu. Once you've started moving, you
can stop at any time by pressing a Punch button.
- The Raiga can now hit an opponent who's on the ground, although it's
still best as an anti-air move.
- The Zanki can destroy projectiles, even multi-hit SC projectiles, with
good timing.
- The Maboroshi is a counter-attack move that can only be used when
you're damaged. Once it hits, you can always super cancel it into the
Kienbu, if you want.
- During the Kienshou and Daikyo Rasen Shou, you can tap the buttons and
controller directions rapidly for more hits and more damage.
- If you perform the Kienbu on the ground, you can move in any
direction: left and right make you move back and forward, while up
or down make you move into the background or foreground.
- The longer you delay the Soukondan, the faster the flames spin (and
they do more damage, hit more times). The flames can negate
projectiles even before they are thrown forward. However, once
thrown, anyone can duck them (even Zangief).
- The Daikyo Senpuu Shou can also hit an opponent behind Garuda.
------------------------------------------------------------------------
VEGA II (Game Shark code: 801E6124 - 2183)
------------------------------------------------------------------------
Deadly Throw When close, b / f + MP / HP
Death Suplex When close, b / f + MK / HK
Psychic Crush Press the same strength P + K
Psycho Crusher Charge b,f + P
Double Knee Press Charge b,f + K
Head Press Charge d,u + K, move b / f
Somersault Skull Diver Press P after Head Press
Vega Warp (Zenpou Idou) f,d,df + PPP / KKK
Vega Warp (Kouhou Idou) b,d,db + PPP / KKK
Psycho Follow Cannon qcf,qcf + P, hold P to delay
Psycho Twin Cannon qcb,qcb + P / K, hold P to delay
Psycho Dark Cannon Charge b,f,b,f + P, hold P to delay
Knee Press Nightmare Charge b,f,b,f + K
Psycho Break Smasher Charge b,f,b,f + PPP
Cancelable Attacks (Standing): LP mp hp LK MK hk
Cancelable Attacks (Crouching): LP MP HP LK MK hk
- Vega II not only gets new moves, but he always has that special
background effect going, and he gets an infinite SC gauge ;)
- When you use the Vega Warp, PPP makes you appear further away from
your opponent and in the background, while KKK makes you appear closer
to them and in the foreground. The command you input also has an
effect: f,d,df makes you appear behind your opponent, while b,d,db
makes you appear far away from your opponent, but still facing them.
When done on the left side of the screen, the foreground and
background positions are switched (so b,d,db + KKK still makes you
appear close to your opponent, but the screen will rotate in from
the background).
- The longer you delay any of the Psycho Cannon moves, the larger the
ball becomes, and the more hits / damage it does. All of them can
negate and go through projectiles, even SC projectiles (like the
Death Government).
- The Follow version of the Psycho Cannon floats slowly across the
screen when released. It homes in on an opponent (even if they jump
or move into the foreground / background), and will remain on top of
an opponent until it ends. The projectile will vanish if you do a
Guard Break / Cancel Break. You can super cancel in and out of this
move, but you cannot perform the Psycho Dark Cannon or Psycho Twin
Cannon while the green projectile is on screen (you can always super
cancel into them, though).
- When performing the Twin version of the Psycho Cannon, using P makes
you appear behind your opponent (LP is just behind them, HP is far
behind). Similarily, using K makes you appear in front of them,
either close by (LK), or far away (HK). This is a Super Combo, so
you can super cancel in and out of it.
- The Psycho Break Smasher can go through any kind of projectile, even
Vega II's huge Psycho Cannons. However, it is surprisingly weak
against physical attacks, and can be hit out of by moves like Shadow
Geist's Death Crusher or a Shouryuu Ken. Vega also has two quotes for
this move--one of them is in Japanese, but he'll sometimes say his
SFEXA intro quote as well ("It's over, you know it!"), which I think
is much more menacing ;)
========================================================================
4. SECRETS AND TRICKS
========================================================================
------------------------------------------------------------------------
PLAY AS THE HIDDEN CHARACTERS
------------------------------------------------------------------------
[ THE EXPERT MODE METHOD ] --------------------------------------------
You can make the hidden characters playable by beating the following
missions in Expert Mode:
- To enable Garuda, complete all the Rank E missions for all 20
characters.
- To enable Shadow Geist, complete all the Rank C missions for all 21
characters (everyone plus Garuda).
- To enable Kairi, complete all the Rank B missions for all 22
characters (everyone plus Garuda and Shadow Geist).
- To enable Hayate, complete all the missions for all 23 characters
(everyone plus Garuda, Shadow Geist, and Kairi).
After beating the required number of missions, you'll get a message
stating 'You get the new character!'
[ THE ARCADE MODE METHOD ] --------------------------------------------
You can also make the hidden characters (except Hayate) playable by
beating Arcade Mode with different characters (it doesn't matter if you
win or lose, just that you get your character's ending).
- To enable Garuda, beat Arcade Mode with at least 10 different
characters.
- To enable Shadow Geist, beat Arcade Mode with at least 15 different
characters (that's 5 more if you enabled Garuda that way, too).
- To enable Kairi, beat Arcade Mode with at least 20 different
characters (that's 5 more if you enabled Shadow Geist that way, too).
However, you also have to get to and defeat Vega II at least once
(see 'Fight the Hidden Characters', below, for details).
After beating the game with the required number of people, you'll get
a message stating 'You get the new character!' upon returning to the
main menu.
[ THE MANIAC MODE METHOD? ] -------------------------------------------
Having not beaten Maniac Mode yet, I've been wondering what you get when
you beat it. Now this is just a guess on my part, but since Vega II is
fully playable, and there's a blank space after his name in the CD's
internal memory (and in another area, there's a ??? after his name),
perhaps he becomes usable when you beat all the Maniac Mode missions.
Then again, CPU Garuda is fully playable too, but I'm fairly sure he's
not selectable. Still, you never know--there seem to be plenty of
secrets in this game.
------------------------------------------------------------------------
FIGHT THE HIDDEN CHARACTERS
------------------------------------------------------------------------
The following tricks only work in an Arcade Mode game. All of them
were tested on NORMAL difficulty--I haven't tried to find out the 3-out
of-5 requirements yet, either. Since I'm still trying to figure out
the requirements, the methods listed below may not always work, or the
hidden character may appear even if you didn't fulfill all the
requirements listed here.
[ FIGHT SHADOW GEIST ] ------------------------------------------------
You can fight Shadow Geist on the 3rd or 4th stage (depending on how
early you fulfill the requirements to fight him). To get to him, play
without losing a round or continuing, and perform at least one Excel
Combo per round on Stage 2 or 3. You don't have to kill your opponent
with the Excel, but you do need to damage them while the Excel is
active). If you have the rounds set to 1, then you need only do one
Excel combo on stage 2 or 3. I find that beating your opponent as fast
as possible and doing a special finish (SC, MC, or Excel) also seems to
help.
I should note that I've managed to get to him without using any Excels
(just a couple of Perfects and SC finishes, unless you count the Excels
I did during the Excel Break bonus stage) ;) At other times, I couldn't
get him to appear even if I did Excels on the previous stage, although
I found that doing Excels on both Stage 1 and 2 did make him pop up
repeatedly. Like I said, I'm still trying to figure out the exact
requirements ;)
If you fight Shadow Geist on the 3rd stage, it's still possible to
fight Kairi on the 4th stage by getting whatever finish(es) you still
need (Meteor Combo finishes or Perfect wins). Note that if you've
fulfilled both the Shadow Geist and Kairi requirements by the 3rd
stage, you'll always fight Shadow Geist first, then Kairi.
Anyway, if you did it right, the message 'Here comes a new challenger!'
will show up, and then you'll go to Shadow Geist's stage for your 3rd
or 4th match, where he'll rise out of the ground while laughing. If you
lose and continue, you'll end up fighting against your normal opponent
for that stage (and if you're using EXTRA random select, then your
character will change even if you quick continue).
[ FIGHT KAIRI ] -------------------------------------------------------
You can fight Kairi on the 3rd or 4th stage (depending on how early you
fulfill the requirements to fight him). To get to him, play without
losing a round or continuing, and perform at least 4 Meteor Combo
finishes and 2 Perfect wins before the 3rd or 4th stage in order for
him to appear. If you have the rounds set to 1, then you need 2 Meteor
Combo finishes and 1 Perfect win. I've gotten him to appear with just
1 MC finish and 1 Perfect win, though.
If you fight Kairi on the 3rd stage, it's still possible to fight Shadow
Geist on the 4th stage by using an Excel combo during each round of the
match (see above). Note that if you've fulfilled both the Shadow Geist
and Kairi requirements by the 3rd stage, you'll always fight Shadow
Geist first, then Kairi.
Anyway, if you did it right, the message 'Here comes a new challenger!'
will show up, and then you'll go to Kairi's stage for your 3rd or 4th
match, where he'll say something before leaping over your head and
landing across from you. If you lose and continue, you'll end up
fighting against your normal opponent for that stage (and if you're
using EXTRA random select, then your character will change even if you
quick continue).
[ FIGHT VEGA II ] -----------------------------------------------------
You can only fight Vega II after beating Vega--and you need to get to
him without losing a round or continuing. The other requirements seem
to vary, but here's what I've found that works:
- Get a lot of Meteor Combo finishes and Perfect wins (the least seems
to be 11 MC finishes, and 14 Perfect wins).
- Get a lot of Excel Combo finishes and Perfect wins (it's unbelivable,
but I did this with only 5 Excel Combo finishes and 1 Perfect win,
with the rounds set to 1)! I dunno what the 3-round requirement is;
look for that in the next update.
- Get a mix of Meteor Combo finishes, Excel Combo finishes, and Perfect
wins (I did this with I think, 4 Meteor Combo finishes, 3 Excel Combo
finishes, and 4 Perfects).
- At SFEX.Net, they said that you could Vega II to appear by beating
Kairi or Shadow Geist, then beating Vega with a special finish (SC,
MC, or Excel). This not only works, but seems to be the easiest way
to do it (although I could swear that I've fought Vega II even
without killing Vega with a special finish).
Anyway, if you did it right, the game will start loading, and then it
will show Vega stand up while another Vega covered in blue flame
descends from the sky and goes into Vega's body. Vega will then turn
white, and you'll fight in a black background with rising lights (the
same one you see during a Meteor Combo). If you're using EXTRA random
select, you'll still play as whatever character you used in the 7th
stage when you fought Vega.
I'm still trying to figure out the absolute minimums to fighting him,
but they seem to keep changing. Still though, Perfects and Excels seem
to be the best way to go if you want to get to him. Note that it's
possible to fight Shadow Geist, Kairi, and Vega II all in one game (you
don't get anything special for beating the game after killing all those
guys, though).
OTHER PEOPLE'S METHODS
------------------------------------------------------------------------
Isegrim told me that he managed to fight Vega II with only 1 Perfect and
a couple of Meteor combos, so I'm under the impression that the
requirement varies somehow. His method for fighting Vega is to get at
least two Perfects and try and get Meteor Combo finishes between the two
bonus games...I tried it with no luck, but ya never know.
Mr. Guy's method is to play on 1-round matches, and get a Perfect finish
on either of the first two matches and a Meteor Combo on the other, then
two Meteor Combo finishes on the second two matches, then again on
Garuda, and on Sagat. (a total of 1 Perfect and 7 Meteor Combos). He
also adds that if you don't kill Sagat with a Meteor Combo, you have to
do one on Vega, or vice versa, or else Vega II won't appear. I have to
test this as well. And J. Christopher had this to say (edited for
content just a bit):
"I am sorry to disappoint you, but in my honest opinion your methods of
accessing Vega II are far from the real ones. :p The reason I said that
is because I have recently succeeded in fighting him WITHOUT A SINGLE,
PERFECT, METEOR COMBO, AND EXCEL COMBO FINISH. I repeat, WITHOUT a
single one of those three. The only thing I think I did that was worthy
of being a "requirement" was finishing the excel bonus stage with one
bar left and finishing the satelite stage without getting hit by the
meteors. And in case this helps, I finished the first four opponents
with special (NOT SUPER) moves, the next two with throws, and Vega with
a Level 1 super. Please include me and my comments in your faq.
PS: I also finished the game in normal difficulty, one round match, and
the damage is set to high"
I haven't gotten this one to work either, but hey, I dunno.
------------------------------------------------------------------------
UNLOCK THE BONUS GAMES
------------------------------------------------------------------------
There are three hidden bonus games; Excel Break, Satellite Fall, and vs.
Vega II. To enable Excel Break and Satellite Fall, complete all the
Rank D missions for at least 20 characters (any twenty will do, so you
can do this trick with or without the hidden characters enabled).
To get the Vs. Vega II bonus game, you have to beat Vega II in Arcade
Mode. See above for details on how to get to him. In either case,
after fulfilling the proper requriements, you'll get the message, "You
get the new bonus game! Check the Bonus Game mode." and the bonus
games will now be usable.
------------------------------------------------------------------------
ENABLE MANIAC MODE / REPLAY
------------------------------------------------------------------------
Once you've cleared all of the Rank A Expert Mode missions for all of
the characters (including Garuda, Shadow Geist, Kairi, and Hayate),
you'll get the message 'You get the Maniac Mode! Check the Trial Mode.'
If you go into Practice Mode and pick Trial, you can now choose from
Expert Mode or Maniac Mode.
Another option you can unlock is the Maniac Mode replay--when used, you
can watch the computer beat a person's Maniac Mode mission (it doesn't
actually count, though; you'll still have to beat the mission yourself.
To enable the replay, you have to beat everyone's (all 24 characters)
Expert Mode missions in order (1 to 16), so that you have a total time
score for each character.
If your total time is 36 minutes or less (that means you have about 1
minute, 50 seconds to do all 16 missions per person), the replay option
will be made available to you--you'll get the message, 'You get the
sample data! Check the Maniac Pause Menu.' To use it, go into Maniac
Mode, pick a character, and when the game starts, pause, and you'll see
a new replay option in the pause menu--select it to watch how the CPU
does the mission. You can press Select during the replay to make it
reset.
Obviously, unlocking this is quite tricky (I haven't done it yet),
since some characters need over 1'50" to do their missions, requiring
that you get an even better time on other people's missions.
------------------------------------------------------------------------
EXTRA RANDOM SELECT
------------------------------------------------------------------------
In certain modes (Arcade, Vs, Team, and Vs. Vega II), you can have your
character be randomly chosen every battle, simply by highlighting a
random select square (? box), holding Start, and pressing any button.
When you hold Start, the words 'EXTRA' should appear, and during actual
gameplay, your character's name will be in orange instead of white.
After each battle (even for the bonus stages), your character will be
randomly chosen (this also happens if you Quick Select after losing to
Kairi or Shadow Geist). Note that if you beat Arcade mode with an Extra
random character (it won't work if you just used the normal random
select square), you'll see Cycloid Beta running towards Vega during the
ranking screen instead of the character you beat the game with.
------------------------------------------------------------------------
INFINITE SC GAUGE ENERGY
------------------------------------------------------------------------
This is a minor trick, but a fun one. If you kill someone with at
least one level of SC power remaining, you'll have infinite SC energy
for the next few seconds (and no, this won't detract from your power
the next round). So if I'm playing with Hayate, have two levels, and
kill someone with an Excel, I could always cancel into the Resshin
Kamaitachi, then the Raizanshou, then the Tsumuji Kagerou: Kyoku. At
the start of the next round, I'll still have those two levels. If you
beat someone and have three levels remaining, you can even do Meteor
Combos (or do a SC, then cancel into a Meteor Combo)!
------------------------------------------------------------------------
SECRET WIN POSES
------------------------------------------------------------------------
- Darun actually has two secret win poses. To see the first one, juggle
your opponent with three Indra~ Bashis in a row. His belt buckle will
then gleam during his win pose, and you get a sound effect similar to
the one heard during the G.O.D. To see the other one, do the above
trick, but arrange it so that the third Indra~ Bashi will kill your
opponent (obviously, this involves lowering their life a ways first).
When Darun does his win pose, both eyes will shine instead of his
belt buckle.
- Dhalsim has a special win pose you can only see if you kill your
opponent when you yourself have zero life (there's no life gauge at
all on your side), and you must strike the killing blow when the
timer is at an odd number (73, 51, etc.) Dhalsim will start to do
his 'wiggling' win pose, but his skull necklace will fall off.
- Doctrine Dark has a special win pose--you have to beat your enemy by
killing the with an EX-plosive that does block damage, and you must
get a Perfect. If done correctly, D. Dark falls on the ground,
clutching his stomach and laughing.
- If you kill someone with a Super Combo, Hokuto will do a pose with
her fans. If you only use kick attacks during one round and kill
your opponent with the Kyaku Hougi or Shirase Gatana, you'll get the
same win pose, but with super huge fans.
- If you kill your opponent with a special move, Super Combo, or Meteor
Combo, Kairi will do a special win pose. Actually, it gets annoying
after a while ^_^;
------------------------------------------------------------------------
REMOVE BALROG'S MASK
------------------------------------------------------------------------
To play as Balrog with no mask on, simply select him, then hold down
LP + MK + HP before the next stage begins. You must repeat this trick
before every stage if you want to keep playing without the mask.
========================================================================
5. GAME SHARK CODES
========================================================================
The first three codes were created by Kenshin and Codehacker, but the
first two codes were tweaked by me a bit (I have a v1.99 Game Shark).
All other codes made by yours truly ;)
------------------------------------------------------------------------
PLAYER ONE HAS INFINITE LIFE 301E9204 - 00C8
by Kenshin and Codehacker
------------------------------------------------------------------------
Kinda self-explanatory ;)
------------------------------------------------------------------------
PLAYER ONE HAS INFINITE SC ENERGY 301E9205 - 0096
by Kenshin and Codehacker
------------------------------------------------------------------------
Note that if you perform a Meteo Combo during Excel Break, the round
will still end even though your SC gauge remains full. Also, this code
doesn't work for some of the characters' Maniac Mode missions.
------------------------------------------------------------------------
GARUDA, SHADOW GEIST, KAIRI, AND HAYATE ARE PLAYABLE 801F47B0 - FFFF
by Kenshin and Codehacker 801F47B2 - FFFF
------------------------------------------------------------------------
Note that this last code also lets you select the empty spaces on the
Character Select screen, but doing so will just make the game hang while
it's loading. You can also select the second player's Random Select box
(the blue ? box), but this will still work normally, just as if you'd
picked your red ? box.
------------------------------------------------------------------------
CHARACTER AND MODE SELECT 801EE358 - 00xx
by Chris MacDonald
------------------------------------------------------------------------
This code has two effects (I was trying to seperate them into two
individual codes, but with no luck). The double 00s can be changed to
let you play with a particular character (for instance, 00 is Guile, and
0E is Vulcano Rosso). However, that's just a weird side product: you're
better off just using the double-line code above (the one made by
Kenshin and Codehacker). I'm still trying to figure out just how this
code works, so look for more info in future updates.
Anyway, the real value of this code lies in the last two digits, which
when changed, let you pick a particular mode:
xx = 00 Arcade Mode 06 No name (Watch Mode?)
01 Versus Battle 07 Option Menu
02 Team Battle 08 Expert Mode
03 No name (Survival Mode?) 09 Bonus Game
04 No name (?) 0A Maniac Mode
05 Practice Mode 0B Director Mode
This code is pretty tempramental, and prone to hanging the game (which
happens all the time with 00 and 08). In most cases you can exit back
out by doing a soft reset (hold down L1+L2+R1+R2, and press Start +
Select), but you may have to actually power off the PlayStation and try
again. So how does the code work? Well, it depends on what option you
want. For example, to play in Maniac Mode, end the code in 0A (so it
reads 801EE358 000A), and just pick any option except for Arcade, and
you should go into Maniac Mode. Or, you could turn off the code once
the game starts, go into a submenu (every option has this except for
Arcade), and then turn on the switch, and you'll go straight to the
Maniac Mode screen. However, if you did 03 (for Survival Mode), and
picked any option except for Arcade, you'd go to what looked like the
list of bonus games. However, select a bonus game, then pick your
character, and you'll find yourself at the Survival Mode screen instead.
With this code, you can access modes that aren't normally available to
you. For example, set it to 09, and you get all the bonus games, even
the unlockable ones like Satellite Fall and Vs. Vega II. You can even
pick Maniac Mode if you haven't beaten Expert Mode, just by setting the
last two digits to 0A (although note that if the hidden characters
aren't enabled, they won't show up in Expert Mode or Maniac Mode).
What's especially cool about this code is that it lets you pick some
modes that looks like they have been disabled:
SURVIVAL MODE (03): This is definitely the coolest one, since after
you pick your character, you're taken to a screen that looks exactly
like the Survival Mode setup from SFEXA. The sad thing about this is
that Survival Mode isn't playable; you can pick a course, but what
ends up happening is that you fight the same opponent at the same
stage repeatedly, and after you kill them once, they instantly die in
all subsequent rounds. This leads me to believe that this mode was
going to be put in the game, but never finished, since you're clearly
taken to the Survival Mode Menu, but it doesn't actually play like it
should (for example, if you play course 4, after fighting the same
person 4 times, the game will hang instead of showing your Survival
record as in SFEXA). For those who are interested, here are the team
lineups (keep in mind that there is no Course 1, and that the lineups
are actually meaningless as you always end up fighting the same
opponent):
Course 2: Area, Jack, Shadow, Hokuto, Guile, Nanase, Skullomania, Ryu
Course 3: Pullum, Zangief, Chun-Li, Ken, Rosso, Sharon, Doctrine Dark,
Kairi
Course 4: Sagat, Darun, Sharon, Kairi
When highlighting Course D, you can press right or left to highlight
the three boss battles, against Dhalsim, Garuda, or Balrog.
? (04): In this mode, you get to pick your character and then fight
Kairi, although neither character has any life. If you beat Kairi,
then he just keeps dying in all subsequent rounds. If you lose, the
game ends--you can't continue. I have no idea what this was supposed
to be, maybe something similar to the vs. Vega mode, but for Kairi
(seeing as he is a hidden boss and all that)? Note that trying to
use the code again after losing either pits you against Vega (both
characters have low life / full life / it varies), or the CPU picks
someone to fight against Vega (both characters are CPU controlled this
time), and you can't exit out unless you soft reset.
WATCH MODE (06): You get to pick your player and your opponent, but
when the game loads up, both characters are CPU-controlled and will
fight against each other. After one of them wins, the fight reloads
(same characters, new stage). It's a lot like SFEXA's Watch Mode,
except for that you can't change the viewpoint (that happens
automatically while you watch).
------------------------------------------------------------------------
PLAY AS VEGA II, CPU GARUDA, CYCLOID BETA, ETC. 801E6124 - 2183
by Chris MacDonald
------------------------------------------------------------------------
This code isn't a 'character select' per se; it instead makes you into
the second player, whoever that would normally be. If you try to play
Excel Break or Satellite Fall, the opposite player opponent will be
Cycloid Beta, and if you try to play Vs. Vega II, the second player will
be Vega II. You can simply start up a game with this code on, but it's
better to turn it off, and turn it on once the actual round begins. In
the case of Vs. Vega II, you can either beat or lose to the computer-
controlled Vega II, and in the next round, you can control him using
the 2P controller (or 1P, depending on what side you joined in on). You
can now exit this mode and use him in other modes (Training, Arcade,
etc.), too.
The same applies to Cycloid (try playing Excel Break, turn the code on
during the round, beat him, then in the next round, he'll be playable.
You can now exit out and use him in any other mode. Just don't have
your opponent kill him with a Meteor Combo (if they have an infinite SC
gauge) as it may hang the game. ;)
CPU Garuda is another story. Actually, there are CPU versions of Kairi,
Shadow Geist, Sagat and Vega as well, but they have no new moves (the
only thing that seems to differentiate them from the normal versions are
their special intros, but you can't do those when you control them).
Anyway, to play as CPU Garuda, leave the code off, and play an Arcade
Mode game. Get to CPU Garuda (Stage 5), and turn on the code. Beat
him, and in the next round, you can play as him and use his only new
ability, the Maboroshi.
All these characters have Kairi's movelist for their own, although it
has a ??? at the top instead of KAIRI. I don't know about all of them,
but I tried beating Arcade Mode with Vega II (even got to fight Vega II,
that was fun), and I got Kairi's ending. Trying this code in the Taru
game (barrel game) or Satellite Fall will not work (you can't play as
the barrels or the ARK-99 satellite, in other words).
------------------------------------------------------------------------
PAUSE MENU CURSOR SELECT 800D5E34 - 0005
by Chris MacDonald
------------------------------------------------------------------------
You can change the last digit (5) to whatever you want, but the main
purpose of this code is so that you can see the CPU demonstrate the
Maniac Mode missions if you haven't normally enabled this option yet.
Just go into Maniac Mode, pick a mission, pause the game, and press any
button (you'll notice that no options are highlighted). To exit out,
you'll have to turn the code off, though).
------------------------------------------------------------------------
TOTAL TIME COUNT SELECT 801E57D0 - 01A3
by Chris MacDonald
------------------------------------------------------------------------
And if you don't want to cheat that much, you can always just cheat a
little by using this code, which gives you a time of 7 seconds for each
Expert Mode mission irregardless of how long you spend doing them (in
fact, you get around 7 seconds for the total time as well). Obviously
the last few digits can be changed to set the time anyway you like, but
with 7 seconds per 16 missions, you can beat the 36 minute limit
easily and enable the Maniac Mode replay option (or hey, just use the
previous code if that's all you're after) ;)
------------------------------------------------------------------------
DAMAGE COUNT SELECT 801EAA5E - 00FF
by Chris MacDonald
------------------------------------------------------------------------
This code is useful for some Expert Mode and most Maniac Mode missions,
since any attack you do registers as having done 255 damage, which is
more than enough to clear any damage-based mission (although keep in
mind that you still have to do all the things leading up to the damage
count--for example, you have to do the j. HK, c. HK in Sagat's mission
#15). For some Excel damage missions, simply activating the Excel will
make you pass it ;)
For some reason, this code does not work with Hayate's Maniac Mode
mission--it'll act like you've beaten it, but when you go back out, the
little empty square will not have turned yellow. I've tried beating all
the Maniac Modes, with Hayate as the last person I beat, and the first,
etc., and nothing happens even with all characters cleared, so what that
basically means is that this code doesn't effect Hayate at all. It's a
shame too, since I really want to find out what happens when you beat
Maniac Mode ;)
========================================================================
6. EXPERT MODE GUIDE
========================================================================
This section lists each person's Expert Mode missions. Missions that I
found to be particularly tricky are followed with suggestions on how to
beat that particular mission. Note that unless you are instructed to
use the Excel ability for a certain mission, using it to complete a
mission will not work (you have to do it without using Excel). Also
note that, for the majority of the missions (or unless instructed
otherwise), it's always easier to pull off a mission with Ken in the
corner. Only a few missions actually require him to be out in the open.
If you beat a character's Expert mode missions straight through and in
order, you can get a ranking on how fast you were. This also causes the
game to stop for a moment after completing mission 16, so don't be
alarmed if it happens :) So what's the point of getting a good time on
your missions? Well, if you finish each person's 16 missions in at
least 1'50" (so your total added time for each character is 36 minutes
or less), then you get a new Maniac Mode option where you can watch the
CPU demonstrate how to beat each mission (see Section 3 for details).
Special notation for this section:
s. = do while standing
c. = do while crouching
j. = do while jumping
(Excel: ) = start up Excel, then perform whatever is listed in
the parentheses. *
For example, if one of your missions was "c. LK, s. LP, Hadou Ken,
Shinkuu Hadou Ken, (Excel: perform a 6-hit combo), j. MK", then you'd
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