Normal Moves :
F + MP : Overhead punch
F + MK : A sometimes comboable, sometimes an
overhead hop kick
Standing FP : Hitting an opponent with this for
all Ryu type characters
enables one to chain a super fireball (Messatsu Hadoken)
Special Moves :
Messatsu : (QCF + punch) [air] I feel no need to elaborate
Gou Retsuken : (DP + punch) Akuma's dragon
punch, will actually chain with
many of his move fairly easily.
Love the black flames.
Teleport : (DP or RDP (b,d,db) with 3 punches
or kicks) [Ground Only]
Akuma moves swiftly across the screen,
during this time he is invincible
after he is finished, however, he
is vulnerable.
DP + punches Slides forward
across half the screen
DP + kicks
Slides forward a full screen's distance
RDP + punches Slides back
half the screen
RDP + kicks Slides
back full screen
Demon Blade Kick : (QCF + kick) [air only]
Akuma flies down at a 60 degree
angle, hitting multiple times. If all
the hits connect you can, if timed correctly,
start a ground combo.
Probably his best overall move,
cancel out of air fireballs with this
and most opponents will not block all six hits
if you catch them standing
on the ground.
Gou Tatsumaki Senpyuken : (QCB + kick) [air]
Akuma twirls his legs in the air
surrounded by electricity. Simply one
of the highest priority moves in
the game. It combos well, juggles
excellently, and beats almost every
other special move. The SK version
does excellent damage, while the
RK version has excellent range.
Supers :
Shun-goku-satsu AKA the Raging Demon
{ LEVEL 3 } [unblockable attack]
(jab, jab, f, short, fierce) ~ (jp,jp,f,sk,fp)
The definitive Akuma move he ripped off
from Morrigan Aenslad. Akuma
glides forward, grabs you, and hits you fifteen
times. Though it takes
half of the opponent's life, it is still ridiculously
easy to avoid unless
you combo it. However, if you play Akuma, you
will use it. Learn to combo
it, it is not as hard as it seems.
Messatsu Hadoken : (QCB + 2 punches) {Ground Only}
{1 level)
Akuma's astoundingly short lasting
super fireball. It takes no damage
and never goes above 20 hits. Still, is useful
like every other super
fireball.
Tenma Gou Zankyu : (QCF + 2 punches) [air only]
{1 level}
Akuma powers up and then releases
20 air fireballs. Useful against Ryu,
and generally a good super. Occasionally juggles
opponents on floor.
Messatsu Gou Shorryuu
(QCF + 2 punches) [ground
only]
Akuma rushes forward with three dragon
punches. Like Ken's it combos off
of the MK, so in tight battles a good move to
use. Very low damage.
TEAM MOVES:
Team Attack : Messatsu
Team Counter : Dragon punch
Team Super : A very delayed Messatsu Hadoken
COMBOS : All these combos will work
for Ryu as well
[1] ( j. MK, j.FK, c. jab,
s. MP, s. FP, 2n1 Messatsu Hadoken)
[2] (while dashing c. sk, c.
FP, j. jab, j. SK, j. MP, j. MK,
hold
up and press j. MK, 2n1 Messatsu, Demon Blade Kick)
Demon Blade kick does
not combo, but most opponents will not expect it
[3] (j. MP, c. jab, s. jab,
2n1 Raging Demon)
This is the only combo I've done so far where the opponent could
not escape the demon.
Very useful.
ENDING : Pic 1 : A total black screen
VOICE : Don't boast just yet, Akuma.
Pic 2 : Dan, in the CYBER ARMOR, surrounded by electricity
DAN : Apocalypse transformed me as well!
Animated Pic 3: Akuma, dragon punching
Dan as Dan's armor flies everywhere
DAN : Ouch, that hurt.
Chun Li
NORMAL MOVES:
She can still triple jump in the air (just jump
again) and air dash (tap
f, f). The Head Stomp (d + MK)[air only] still
combos with the Lightning
Legs and these are the moves you will be using
most with her, since the
best strategy is to hop, air dash, and Head Stomp
people to death.
The Neck Breaker (df
+ FK) [ground only] has very high priority, and
is a genuinely useful, often forgotten move.
Standing FK : Chun's
impenetrable anti air defense move, combo starter
SPECIAL MOVES:
Vertical Spinning Bird Kick : (DP + kick)
This used to be a charge
move, now it is not. Decent priority, but
since Chun Li never had a Dragon Punch this really
ticks me off. Still
has very high recovery.
Mini- Kikosho : (charge back, forward + punch)
The title says it all.
It only hits once but has the hit range of the
Kikosho in Alpha. Primarily she has this move
to enable her to have yet
another low risk defensive air move. Comes out
very fast and has good
priority.
Kikoken : (HCF + punch) Chun's full screen fireball.
Faster than it was in
SF v. X-Men, with a
little less delay when released.
Axe Kick : (HCB + kick) [Overhead - must be blocked
standing]
The same as it was in
X-Men v SF but seems faster since the game is
slower overall. Can be comboed off of a low sweep.
Lightning Leg Kicks : [Tap kick rapidly] [air]
THE ONLY SPECIAL MOVE
SHE'S KEPT SINCE THE ORIGINAL STREET FIGHTER 2.
Works very well as an air combo finisher, risky
on the ground.
SUPER MOVES:
Thunder n' Lightning Leg Kicks: (QCF + 2 kicks)
Chun-Li runs across the screen with
the Lightning Leg Kicks.
This move now has a delay BEFORE it comes out
and the same delay after
it finishes, only this time she is NOT INVINCIBLE
once the super is over.
It is also, like many supers, is harder to combo.
Kikosho : (QCF + 2 punches) A gigantic
vacuum of energy
This move still sucks enemies into it,
but now, once it is finished it
will usually push the opponent to the other side
of the screen. They also
cut her delay time on this super in half and
as always, she is invincible
when it is on since it blocks or repels all supers.
Overall, dramatically
improved.
Hazan Tengyo Zyaku / Super Vertical Spinning Bird
Kick : (DP + 2 kicks)
Same as it was before. Chun spins
into the air hitting opponent 8 times.
Massively damaging even to the strongest characters,
this move should be
used whenever a clean hit is available.
TEAM MOVES :
Team Counter: Kikoken
Team Attack : Axe Kick
Team Super : Kikosho
COMBOS :
[1] (air dash j. SK, j. MK, j. FK,
c. SK, c. MP, c. FP, 2n1 Thunder n'
Lightning Legs)
Oh yes, this combo
does do a lot of damage.
[2] (j. MP, j. FP, s. jab, s. SK, c. MP,
c. MK, c. FK, 2n1 Axe Kick)
[3] (while sliding c. SK, s. MP, s. FK,
j, jab, j. SK, j. MP, j.MK, hold
down j. MK, 2n1
Lightning Legs)
[4] (s. jab, s. MP, s. FP, 2n1 Kikosho)
You can tack a
lot of stuff on before this combo. s. FP is the only
Kikosho linker.
ENDING :
Pic 1 : Chun Li standing in a hallway saluting
an elderly gentleman
in a blue suit, glasses, red tie, and black shoes.
Chun : I have completed my mission sir.
Chief
: Good. Good. Were there did you encounter any problems.
Chun : Not with the mission sir...
PIC 2 : On the right side of screen, an
extreme closeup of Chun-Li's face.
Behind her on the right, Ken, Ryu, Zangief, Spider-Man, the Hulk,
and Wolvie are making funny faces and sounds.
CHUN : But I haven't quite figured out what to do with these guys
yet.
Chief
: Oh dear!
DAN
Moves:
Gadoken: QCF + punch [This
is a really pathetic fireball]
In
general, you only want to use this in combos off the Medium or FP
attacks. It is a pretty powerful fireball, but
it is very small. Frankly,
it looks like a gigantic sperm surfing through
the air. (I am not trying to
be nasty, it really does look like a sperm)
Dan kicks : QCB + kick
[Hah, Yah, Hee-aahh]
Dan
flies across the screen struggling to do a Hurricane Kick
These are your best friend. The SK version is
almost worthless, but medium
and fierce both do high damage. It is a decent
2n1 move plus, this move is
very hard to retaliate against if blocked. Dan
with a good move, 'jinky
Scooby'.
Kouryuken : DP + punch
[DIRECTLY ported from Alpha also]
Dan's
very undraconic, dragon punch. This deserves some explanation.
Normally, a true Dragon Punching character is
invincible as he goes up.
Thus if a beam of energy hits him, he will not
get hit until he is falling.
In the case of Alpha Dan, no part of him was
invincible, thus, he traded
hits with most normal moves. MSH v. SF Dan's
Koureppa is different because
now his fist is invincible going up. A
dramatic improvement, for Dan. Plus,
when Dan turns white he is totally invincible,
this however, is very random.
Dan's autograph : [Really, you don't want to know
this] (HCF + punch)
Dan
removes a picture and pen from his gi, signs the picture, holds
it up, and then throws it at his opponent. It
takes a pixel of energy, but
stops most normal attacks.
Dan's quick autograph : HCF + kick
Dan
holds up a picture from his gi and throws it at the opponent.
Both versions of this move stop normal attacks
when he holds the picture in
his hand, but overall, this move really just
sets him up for attack.
Taunt: This is an essential part of playing with
Dan for the simple reason
that it charges his super meter and of course,
it is DAN. Besides, it almost
always makes your opponent want to attack you
senselessly. Mess with their
heads until they start doing this and then hit
them with his Kouryuu Gadoken.
Press Start [air] Only Dan can do this in the
air,
Rolling Taunt : [QCF or QCB + Start]
Goes
under some fireballs.
Remember, no one else can charge a super meter with taunts.
SUPER MOVES:
Super Taunt : QCF + QCF + start (STILL
doesn't hit) {Level 1}
[But if you win, you can almost do the whole thing]
The number one crowd pleasing super. The ultimate
insult since you are
basically begging your opponent to hit you and
if they don't all the
laughter around the machine will embarrass them
too much to actually win
(unless of course, they were waiting there with
a team super to hit you
with.)
Kouryuu Gadoken: QCF + any 2 punches
{Level 1}
[Even more pathetic because it took a level]
This is hands down the most powerful fireball
super in the game. Yes, it
goes nowhere, but if you connect it takes a staggering
50% of a lifebar.
Unfortunately, it only connects off a deep jumping
attack.
Kouryuu Reppa : QCF + any two kicks {level
1}
Dan's two hit Dragon punch. This move has almost
no range, but comes out
pretty fast and with PERFECT timing juggles jumping
in opponents sort of
Okayishly.
DEPENDING UPON NO ONE BUT MYSELF PUNCH
aka Hissho Murai Ken and it has a new name in
MSH v SF: QCB + 2 kicks
Dan's super flurry,
straight from Alpha but it combos with MK much
better than it used too. The chip damage on this
move is pretty good an
unlike Alpha, it has a suction effect so if you
touch it, you are hit by
the rest of the combo. Another good reason to
play with Dan.
TEAM MOVES :
Team Attack : Hadoken (Don't bother)
Team Counter : Kouryuken
Team Super : It is his super fireball.
Do not use this unless you start
with Dan.
Combos : Remember this is DAN, his BEST combos
are everybody else's worst.
Jumping FP, Kouryuu Hadoken
(Takes about half a ground opponents life.)
[1] (j. MK, c. SK, s. FP 2n1
Kouryuken)
[2] (j. FK, s.
MK, 2n1 Dan kicks {fierce})
[3] (j. FP, c.
MK, 2n1 Hissho Murai Ken)
[4] (c. FP, j.
SK, j. MP, j. MK, j. FK, j. FK)
DAN can 2n1 the Fierce Kouryuken off of most of his normal attacks
DAN can finish off air combos with two fierce kicks, but he sucks
at air combos.
ENDING :
Pic 1 : Dan eyes bulging, holding Akuma
by the throat, fist upraised and
shaking.
DAN : I've finally beaten you Akuma. I'll endure no more teasing.
No longer will I be your punching bag. THIS IS THE END!
GIRL
: Brother, wait !!
Pic 2 : Dan turning his head to
the left to see his sister (dressed in a
school uniform like Sakura) crying on the right.
GIRL
: You can't kill him. He's our... our...
Pic 3 : "END ?!" in bright letter on a
black background.
Dhalsim
NORMAL MOVES:
Air Drill : (D + kick) [air only]
Dhalsim spins in the air and glides feet
first towards the opponent
Air Headbutt : (D + FP) [air only]
Dhalsim spins in the air and glides head
first towards the opponent.
Excellent priority against normal moves.
By holding back on the joystick, you will usually
get Dhalsim's short range
attacks. However, the computer usually selects
the appropriate Dhalsim
attack in these games so it is not that critical.
Holding DF + kicks on the ground will do Slim's
slide, while holding DB
will keep him doing normal kicks.
SPECIAL MOVES :=20
Yoga Fire : (QCF + punch) [air]
Dhalsim spits a ball of fire at his opponent.
It travels the full distance
of the screen once again and now he can throw
more than one at a time when
he super jumps.
Yoga Flame (horizontal): (HCB + punch)
Dhalsim spits a large tendril of flame
in front of him. It goes three
quarters of the screen and depending upon punch
used hits 1-3 times.
Yoga Flame (Angled at 45 degrees up) : (HCB +
kick)
Dhalsim spits a said tendril of flame
at said angle. This comes out faster
than the horizontal flame and the recovery time
is faster. If your opponent
is on the ground, however, you are screwed.
Meditation : (QCB + 3 kicks) [air only]
(Do motion again to turn it off)
Dhalsim harmonizes his
chi with the earth and floats above the ground.
During this time SLIM can move freely around
the screen and has increased
priority on his attacks. However, WHILE LEVITATING
DHALSIM CANNOT BLOCK so
practice turning it off.
Yoga Teleport: (DP or RDP (b,d,db) with 3 punches
or kicks)
Dhalsim disappears and teleports to a
different location on the screen.
The ground locations are a definite. The air
locations are about 65%
accurate. As a rule, you do not want to do a
lot of teleports with Slim
since his return location is dependent upon your
opponents location and
orientation instead of a definitive area on the
screen.
Ground Teleports
DP + punches Directly in front of opponent
DP + kicks Behind the opponent
RDP + punches Teleports back half the screen
RDP + kicks Teleports back full screen
Air Teleports
DP + punches In front of opponent at the
height of a normal jump
DP + kicks Behind the opponent
at the height of a normal jump
RDP + punches Teleports back half the screen
higher than where he started
RDP + kicks Teleports back full screen
lower than where he started.
Supers :
Yoga Inferno : (QCF + 2 punches) [AIR]
{1 level}
Dhalsim spits a gout of flame from
his mouth that hits 26 times. You can
aim this with the joystick by pressing up or
down. Moving the joystick up
and down rapidly causes him to spew flame in
a wavelike manner. This super
is fast, and combos off of his sweep still. Use
it to retaliate against
other supers and to keep away airborne opponents.
Still has delay though,
but is hard to push.
Yoga Throw : (QCF + 2 kicks) {1 level}
Dhalsim levitates into the air the distance
of a normal jump. If opponent
touches him they are grabbed, cartwheeled into
the air, and slammed on the
ground. This takes about one third of an energy
bar but it trades hits with
too many moves to use more than once a match
unless you manage to 2n1 it off
of Dhalsim's Air Launcher, which sets it up perfectly.
TEAM MOVES:
Team Counter : Yoga Flame {3 hit}
Team Attack : Yoga Flame {1 hit}
Team Super : Yoga Inferno
COMBOS : Dhalsim is not a character you pick for
combos. All his combos
are basically 2n1's. Not many people use this, but Slim's Air
Drill (D + short kick) combos with his MK, RK, special/super. As
far as air combos, three punches or kicks in a row combo, but the
timing is so awkward it is better to concentrate on ground combos/
2n1's.
[1] Against airborne opponents (b + s. MP,
2n1 Yoga Throw)
[2] ( d + j. SK, j. MK, j. FK, s.
MP, 2n1 Yoga Inferno)
[3] (j. MP, j. FP, s. FP, 2n1 Yoga Flame)
ENDING:
Has one of the funniest endings in the game.
He eats dinner with
Shuma Gorath and they have a hilarious conversation.
PIC : Shuma is at a wooden table sitting like
a huge pink blob holding a
knife and fork.
Dhalsim is sitting across from him, smiling
congenially while
his wife (who looks like the little girl from
Street Fighter
2 Victory) serves them both.
Dhalsim : What do you think about reincarnation?
Shuma : Shuma-Gorath is coming. Shuma-Gorath
is coming. Shuma-Gorath is
coming.
Dhalsim : Really, would you like some more tea?
Shuma : I will devour your planet.
Shuma.
Dhalsim : Oh, do you think the weather is going
to change?
KEN
NORMAL MOVES :
f + MK : Overhead Kick
s. FP : Combos with the new super as well
as the Shinkyuu Hadoken.
SPECIAL MOVES :
Hadoken: (QCF + punch) [air]
Ken fires a large ball of ki that goes HALF the
distance of the screen. It
comes out quickly but still has the same delay
and though it is larger, the
dissipation factor simply makes the Ken players
cry.
Shoryuken : (DP + punch) [air]
THE definitive Dragon Punch. Now all Ken's DP's
are flaming. The delay on
this dragon is very low. It links well with itself
and consumes considerable
life while in the air it can easily interrupt
an opponent's air combo. In
other words, it must be Ken's. BTW, other dragon
punches simply cannot FUCK
with this move anymore, even if they do their
dragon after his, he will
still hit them and do high damage..
Tatsumaki Senpyu Kyaku [air only]
(QCB + kick)
The original Hurricane kick in the air. Same
arc and everything. Now combos
with the ground hurricane.
Tatsumaki Senpyu Kyaku EX [ground only]
(QCB + kick)
Ken's hurricane kick from Street Fighter EX.
It arcs up at a 45 degree angle
for 2-4 kicks then ends with an axe kick to the
ground. In EX, you had to do
the motion every time you wanted an extra kick,
which was good since you
could stop it from going too high in the air.
In MSH, however, you cannot
stop it and it is the ultimate screw up move.
Redeeming Qualities: Combos
with air hurricane. Works like Guy's in terms
of priority and suction range.
SUPER MOVES:
Shippu Jinrai Kyaku : (QCB+ 2 kicks)
{1 level}
Ken's new Super from SF III. He
rushes towards you with four kicks and
then takes you up in the air for a 10 hit vacuum
hurricane kick. Looks a lot
better than in SF3 since now his legs are on
fire during the move.
Shinryuken : (QCF + 2 kicks)
{1 level}
The vertical column of flaming death.
Still combos off his launcher.
Still takes mad life. The important thing to
remember is not to get jump
happy against Ken.
Shorryu Reppa : (QCF + punch) {1 level}
Three rushing dragon punches. Still
combos off MK and all around his most
useful super move. Great team super starter.
TEAM MOVES:
Team Counter: Dragon Punch
Team Attack : Shoryuken
Team Super : Shorryu Reppa. Shinkyuu
Hadoken with Ryu only.
COMBOS : Sorry, I have never been a big
Ken fan.
[1] ( j. MK, j. FK, c. jab, s. MP, s. MK, 2n1
Shorryuu Reppa)
[2] (while dashing c. sk, c. FP, j. jab, j. SK,
j. MP, j. MK, 2n1 a SPECIAL)
[3] air to air : (j. SK, j. MK, j. FK, 2n1 air
Hurricane, 2n1 ground
Hurricane Kick)
ENDING : It's not the exact dialogue, but be it
cheddar or gouda, it's all
cheese.
Pic 1 : Ken, snoozing under the big tree
during his training days. He is
being tapped on the knee by Ryu.
RYU : Ken, wake up! The master is looking for you.
KEN : Huh.. Oh .. What Ryu! You wouldn't believe this dream I
had about us. We were in another world and there was this
guy who could shoot beams from his eyes. And you could...
Pic 2 : Ken and Ryu running towards the
dojo
RYU : Forget the silly dream, we're going to be late for dinner.
KEN : Oh no, let's go!
KEN
NORMAL MOVES :
f + MK : Overhead Kick
s. FP : Combos with the new super as well
as the Shinkyuu Hadoken.
SPECIAL MOVES :
Hadoken: (QCF + punch) [air]
Ken fires a large ball of ki that goes HALF the
distance of the screen. It
comes out quickly but still has the same delay
and though it is larger, the
dissipation factor simply makes the Ken players
cry.
Shoryuken : (DP + punch) [air]
THE definitive Dragon Punch. Now all Ken's DP's
are flaming. The delay on
this dragon is very low. It links well with itself
and consumes considerable
life while in the air it can easily interrupt
an opponent's air combo. In
other words, it must be Ken's. BTW, other dragon
punches simply cannot FUCK
with this move anymore, even if they do their
dragon after his, he will
still hit them and do high damage..
Tatsumaki Senpyu Kyaku [air only]
(QCB + kick)
The original Hurricane kick in the air. Same
arc and everything. Now combos
with the ground hurricane.
Tatsumaki Senpyu Kyaku EX [ground only]
(QCB + kick)
Ken's hurricane kick from Street Fighter EX.
It arcs up at a 45 degree angle
for 2-4 kicks then ends with an axe kick to the
ground. In EX, you had to do
the motion every time you wanted an extra kick,
which was good since you
could stop it from going too high in the air.
In MSH, however, you cannot
stop it and it is the ultimate screw up move.
Redeeming Qualities: Combos
with air hurricane. Works like Guy's in terms
of priority and suction range.
SUPER MOVES:
Shippu Jinrai Kyaku : (QCB+ 2 kicks)
{1 level}
Ken's new Super from SF III. He
rushes towards you with four kicks and
then takes you up in the air for a 10 hit vacuum
hurricane kick. Looks a lot
better than in SF3 since now his legs are on
fire during the move.
Shinryuken : (QCF + 2 kicks)
{1 level}
The vertical column of flaming death.
Still combos off his launcher.
Still takes mad life. The important thing to
remember is not to get jump
happy against Ken.
Shorryu Reppa : (QCF + punch) {1 level}
Three rushing dragon punches. Still
combos off MK and all around his most
useful super move. Great team super starter.
TEAM MOVES:
Team Counter: Dragon Punch
Team Attack : Shoryuken
Team Super : Shorryu Reppa. Shinkyuu
Hadoken with Ryu only.
COMBOS : Sorry, I have never been a big
Ken fan.
[1] ( j. MK, j. FK, c. jab, s. MP, s. MK, 2n1
Shorryuu Reppa)
[2] (while dashing c. sk, c. FP, j. jab, j. SK,
j. MP, j. MK, 2n1 a SPECIAL)
[3] air to air : (j. SK, j. MK, j. FK, 2n1 air
Hurricane, 2n1 ground
Hurricane Kick)
ENDING : It's not the exact dialogue, but be it
cheddar or gouda, it's all
cheese.
Pic 1 : Ken, snoozing under the big tree
during his training days. He is
being tapped on the knee by Ryu.
RYU : Ken, wake up! The master is looking for you.
KEN : Huh.. Oh .. What Ryu! You wouldn't believe this dream I
had about us. We were in another world and there was this
guy who could shoot beams from his eyes. And you could...
Pic 2 : Ken and Ryu running towards the
dojo
RYU : Forget the silly dream, we're going to be late for dinner.
KEN : Oh no, let's go!
RYU
NORMAL MOVES:
F+ MP - Overhead punch
F+ MK - Hop kick - A very fast move which occasionally
is a overhead and
combos very well with the Shin Shoryuken
SPECIAL MOVES:
Hadoken: ( QCF + punch ) [air]
The motion every fighting game has ripped off
Ryu throws THE fireball
as naturally as everybody else does a jab
punch. Quick and to the point, it defines his
style. Delay time can be
cancelled by...
Shoryuken: (DP+ punch)
The other motion every fighting game has ripped
off
This move now pushes
enemies far away, so even if they block it is
hard to retaliate against.
Tatsumaki Senpyu-Kyaku : (QCB + kick) [air]
The hurricane kick is
now easier to finish the SK version with a
dragon punch
SUPER MOVES :
Shin Shoryuken : (DP + 2 punches) The most popular
super in THREE! makes
it's second appearance in MSH v. SF. It combos
off of most normal moves and
now the air variation (the seven hit rising dragon)
takes off almost as much
damage as the ground version (Which thankfully
does not take half your
life.) Combos well off the Ducking FP launcher
as well.
Vacuum Shinkuu Hadoken : (QCF + 2 punches) [air]
{Press buttons rapidly}
This move is now extremely hard to hit.
The whole area around Ryu's head and feet will
usually suck you into the
fireball if you try and hit it. It trades hits
with the Maximum Spider,
Gamma Wave, and beats the Mega Optic Blast (if
you are close.) It also
combos off the low sweep before you land as well
as any single hit of an
air combo so even a novice Ryu player can hit
you with it. This is very
hard to escape from and now it is only Team Countered
by Dragon punches.
Shinkyuu Tatsumaki Senpyu-Kyaku AKA Vacuum
Hurricane : (QCB + 2 kicks)
The mysterious vacuum hurricane.
Trying to push it away is a risky proposition
(usually you are hit) and
countering it is very useless. If it is
pushed off, Ryu is very vulnerable
to counter attacks but again, when Dirty Harry
asked "Are you feeling lucky,
punk?" and the punk moved, what happened? The
only dashing in type move that
will hit this cleanly is the Weapon X. Aim Maximum
Spiders at his head,
don't try a Final Justice, Sakura Beat Down -
no --, Double Final Atomic
Buster - hope you can live through the 30 hit
combo Ryu will put on both
your teammates. In other words, use a beam.
TEAM MOVES:
Team Counter : Shoryuken
Team Attack : Hadoken
Team Super : Vacuum Shinkyuu Hadoken
Combos : This is the area where Ryu shines and
will easily treat opponents
like they were prostitutes. "Say what?"
[1] while sliding in (c. SK, c. FP, j.
jab, j. SK, j. MP, j. MK, up +
j. MK 2n1 Shinkyuu Hadoken)
[2] (j. MK, j. FK, s. jab, s. SK, s. FP
2n1 Shinkyuu Hadoken)
[3] (f + MK, c. jab, c. SK, c. MK, c. FK,
2n1 Shinkyuu Hadoken)
[4] (f + MK, 2n1 Shin Shoryuken)
[5] (j. FP, s. MP, c. FK, 2n1 Vacuum Hurricane)
Ending :
Pic 1 : A large
close up shot of Ryu=92s face, drawn in the style of
SF3 and I believe it may have been a rejected
screenshot from that game. He
looks like he is 35 - 40 yrs old.
Pic 2 : The standard
shot of Ryu's back, bag slung over shoulder, as
he searches for more competition. Is there any
need to explain a Ryu ending?
He has beaten everybody and now goes onward to
find another challenge.
SAKURA
Moves :
Hadoken: (QCB + punch) [air]
Sakura's fireball. The
jab version of these fireballs travels the
length of her arm while the fierce goes the length
of the screen. Arguably
her best move, since they are bigger than Ken's
NEW fireball and she can
throw them repeatedly like him as well. The FP
version in the air is very
good against ground based opponents since it
travels the full screen's
length.
On ground
: throws a fireball diagonally up into the air
In air : throws a fireball diagonally down
Dragon Charge (Shoryuken) :
(QCF + punch) [air]
Sakura charges at you
wrapped in a field of energy that destroys all
ENERGY projectiles (no eyeballs, no webs, no
optic blasts.) If she connects
she hits you 6 times with a dragon punch, and
unlike Alpha, she does miss a
hit now. The FP has a startup delay, and therefore
will not combo often,
however the MP version not only combos but has
better recovery time than the
other two. The Jab version 2n1's with everything
and works the best in air
combos.
Senpyuu Kyaku : Hurry-Cane Kick : (QCB + kick)
[air]
Same weird kick from Alpha but now the FK version
goes very high and across
screen at the arc of a regular jumping Hurricane
Kick. It also has very good
priority in the air and serves well to finish
your combos in lieu of a
Dragon.
Supers:
Haru-Ichiban: (QCB + 2 kicks)
Sakura goes straight
up into the air with a hurricane kick. After
helicoptering her way to the top she proceeds
to pummel the opponent with a
3 hit punch combo followed by a palm thrust that
sends the unworthy foe
hurtling to the ground.
Midare Zakura : The Sakura Beat Down : (QCF +
2 punches)
Sakura slowly runs at
the target. If she connects she will hit him/her
15 times, takes their lunch money, and finishes
the move off with a dragon
punch. Nice!
Shinkyuu Hadoken : The Sakura super fireball :
(QCB + 2 punches)
Sakura throws 10 big long range fireballs into
the air and across the
screen. This is an excellent super to place in
a combo even though it takes
very low damage for a super, it is a wonderful
Team Super starter.
TEAM MOVES:
Team Counter : Dragon Charge (Very useful, it
actually works and is fast)
Team Attack : Senpyuu Kyaku (FK version)
Team Super : Midare Hadoken (use
with Omega Red or Blackheart)
COMBOS: Sakura has the full six button "Hunter"
chain on the ground and in
the
air, meaning that if you push (jp,sk,mp,mk,fp,rk) in this order
they
will connect even if you skip a button or three. The problem is
that
she is the shortest Capcom character in height and thus her
range
is limited and her air launcher has very little range, so when
you
are close you must immediately commit to either an air or ground
combo.
"BE MORE SPECIFIC." --ok
[1] j. MK, j. RK, s. jab, c. SK, c. MK,
s. FK, 2n1 Dragon Charge (MP only)
You must be very deep to hit
this,
[2] while sliding c. FP, j. jab, j. SK, j. MP,
j. MK, 2n1 Dragon Charge
(jab or MP)
[3] The Midare Zakura chains only off the standing
FP
[4] The Shinkyuu Hadoken chains off of all attacks.
Basically,
range is everything in her combos.
ENDING :
Pic : A young boy looking through some photo
in a kitchen. On the table
is an old shoebox
and pair of sneakers. Behind him, a woman is doing
the dishes in
a well furnished kitchen.
BOY : Man, you had a lot of
stuff. Hey mom, who's that girl in this
picture?
Woman : Oh, just a picture of your mother
in her younger days.
Pic : Sakura, arm upraised with the wind blowing
her skirt and top, yelling.
She is standing
on a mound of heroes which includes Cap, Ryu, Ken,
Dan, the Hulk,
Cyclops, and others.
M. Bison
Normal Moves : All of Bison's punches have PSCHYO POWER
MOVES :
Teleportation : (DP + any button) [air]
Vega disappears with
a crackle of black energy, then SIX images of him
appear on the screen. Three are in the air while
the other 3 are on the
ground. The images then disappear leaving the
true Bison somewhere on the
screen. THIS MOVE IS A MUST. The delay time is
low and as a confusion tactic
there is none that are better.
JP : Vega reappears in the air, upper
left corner
MP : Vega reappears in the air, middle
of the screen
FP : Vega reappears in the air, upper
right corner
SK : Bison reappears on the ground on
the left side of the screen
MK : Bison reappears on the ground in
the middle of the screen
RK : Bison reappears on the ground on
the right side of the screen
Psycho Shot : (QCF + punch)
They left in this crazed variant
of Bison's fireball. It has delay time
before its release but very little after. Useful
to an extent, but you are
losing every fireball war you enter.
JP = Bison throws the Shot at up into the air,
then halfway across the
screen it arcs parabolicly
towards the floor. Good against jumping
opponents
MP = A normal, straight across the screen, Shot
FP = Bison throws the Shot at down at the floor,
then halfway across the
screen it arcs up and
goes off the top of the screen. The circumstances
for connecting with
this are few, but its still there.
Levitation : (QCB + 3 kicks) [air only]
(Do motion again to turn it off)
Vega defies gravity
and floats. During this time Vega can move freely
around the screen and has increased priority
on his attacks. However, WHILE
LEVITATING VEGA CANNOT BLOCK so practice turning
it off.
Psycho Explosion : (QCB + punch)
Vega charges up a large ball of
psycho energy that travels across the
screen a certain distance and then explodes.
If the opponent is caught in
the explosion, they can be hit with a combo or
super. Vega's delay during
this move is horrible. Punch strength determines
where ball explodes.
Scissors Kick : (HCF + kick) [air] {2 hits}
Bison glides at opponent,
kicking them in the head and feet.
His signature move, the delay time is variable
depending on the angle you
hit the person at.
Psycho Palm : (charge d, up + punch.
Press punch [optional]) [air]
VEGA jumps into the air, during
this time he is extremely maneuverable
and can crossup opponents without confusing himself.
If you push punch he
will dive at opponent with both hands. Excellent
priority and good damage.
Head Stomp : (charge d, up + kick. Press
punch [optional]) [air]
Bison jumps into the
air, lands on the opponents head, jumps off the
opponent into the air, and (if you pushed punch)
dives at opponent with both
hands. Incredibly high priority and damage factor.
Controlling the head stomp :
When initiating this move, the kick
used to start it is very important.
The computer does control the position where
Bison will land, but will only
make him hit the opponent if you tell it where
the opponent is.
RK : Meant to hit jumping opponents
or if super jumping anybody whose
position
is above Vega's. If the target is on the ground it will
almost
always miss them unless they are cornered
MK : Hits anybody dashing away from
you on ground. If the target is
stationary
will go length of screen at a high arc
SK : Meant to hit anybody within
a half screen's distance. If the target
is
stationary will go length of screen at low arc. This is the best
kick
to use in the air if the opponent is anywhere directly below
you
since it goes straight down.
After the initial stomp, you bounce in the air.
Holding up and any direction
makes you float longer while down and a direction
makes you fall faster. If
you choose to punch, the later you press punch,
the less delay you will have
on the ground. If you do not punch, you still
have delay time on the ground,
but can move further away in the air. I recommend
a good mix between the two
and utilizing the Psycho Palm to further confuse
your opponents.
SUPERS :
Psycho Crusher : (QCF + 2 punches) [air] {1 level}
[press all buttons rapidly for more hits]
Bison charges at opponent with Psycho energy.
You know this move, it has not
changed much be it a super or normal move.
Scissors-Kick Nightmare : (QCF + 2 kicks)
Vega teleports into the air,
and then proceeds to kick you 18 times with
the heel of his boots. This move is still very
hard to push off.
One major change is that unlike
X-Men v SF, when he teleports you cannot
hit him out of the move. He is simply not there
and you will be hit by the
entirety of this super, enjoy.
TEAM MOVES:
Team Counter : Scissors Kick
Team Attack : Psycho Shot
Team Super : Scissors-Kick Nightmare
COMBOS :
[1] (j. MK, j. FK, s. FK, 2n1 Scissors
Kick)
[2] (c. MK, s. FP, j. jab, j. MP,
j. MK, 2n1 Psycho crusher, j. FP)
The FP connects
about half of the time, besides that, a great combo.
[3] (j. MK, j. FK, s. SK, s. MK.
S. FK 2n1 Psycho Crusher)
Ending : Picture of a robotic soldier that looks
like Charlie. Behind him
Vega is laughing maniacly. The story tells us how upon defeating
Cyber Akuma, Bison uses his technology in order to create an army
of super soldiers who take over the Earth.
Zangief
Normal Moves : Many do not know this, but when
he dashes at an opponent he
will automatically grab them with the original suplex move
from SF2. It is easy to see his dash coming, however.
Chestnuts AKA Siberian Splash: D + FP [air only]
A very high priority move.
Essential for his air to ground to air back to ground combos.
Moves :
Air Grief : (DP + kick)
Beef flies into the air. If
the opponent is airborne they are grabbed
This is one of Grief's best moves. He can block
before the top of his jump
even though he will be moving forward or he can
do a normal or a special
move as he is floating down. A great forward
advance move that should be
utilized.
The Green Hand : (DP + punch)
Zangief swings around with
a hand full of energy. This will neutralize
some fireballs, but for the most part is just
a quick forward advance move.
Can combo with the Spinning Piledriver if opponent
is close.
Spinning Lariat : ( Push all three punches
AKA JP + MP + FP ) [air]
A very quirky form of air defense, since
his arms are the only invincible
part of the move. Still does not go through fireballs.
Short Spinning Lariat : ( Push all three kicks
AKA SK + MK + RK ) [air]
Not as vulnerable to sweeps as the regular
Lariat, you can use this as a
forward advancing move and usually block before
being tripped. In general
it comes out faster and last less time than the
regular version. Better in
air combos.
Spinning Piledriver : 270 + punch [air]
[unblockable grab]
The
grand terrorist of throw's twister of trauma is not quite as
devastating as it was in X-Men v. SF. The move
does not miss as much now,
but takes off less damage than it did before,
however only a VERY little
bit. In the air, this move has always been tricky,
since its suction range
is down and in front of him. Thus in air combos
it is NOT the move of choice
however it does still grab those people who like
to super jump everywhere,
so do not abandon it totally.
Siberian Suplex : HCF + kick (Super Armor) [unblockable
grab]
Far : Zangief takes his opponent
up into the air and slams them on the
ground
Near : Beef suplexes opponent to the ground,
before he takes his opponent
up into the air and slams them on the ground
The super armor on this move is just not what
it used to be. However,
overall it works the same way and still combos
off the SK well for double
slam.
Supers :
Final Atomic Crusher : 270 + 2 punches [unblockable
grab] [super armor]
The ultimate answer
to people who like to switch out a lot. Though
not as damaging as it was in X-Men v. SF
Double Final Atomic Buster : THE BEST TEAM SUPER
IN THE GAME (super armor)
You must be playing
as Zangief. Do the motion for the team super when
you are in grab range (QCF + FP+RK). You and
your partner both walk towards
the opponent, grab them, and then do a double
spinning piledriver off the
screen. IT TAKES 50% of a life bar EVERY TIME.
More if you are teamed up
with a power character.
TEAM MOVES:
Team Attack : Spinning Lariat
Team Counter : Siberian Slam
Team Super : See above
COMBOS:
[1] (j. FK, s. MK, 2n1 Siberian Slam,
as they get up {corner} spinning
piledriver)
[2] (j. Mk, s. jab, 2n1 Green Hand, 2n1
Spinning Piledriver)
[3] Beef's Super Combo
(It's the same
as in X-Men v SF, but I must mention it)
Chestnuts (d + FP)in air, followed by crouching
MP (launcher) JP,MP,MK,
2n1 Spinning Lariat (kicks). Land on ground and
do a standing RK, to knock
opponent back into the air. Then walk or jump
forward - As they are landing
do whatever special grab or super throw you like.
ENDING:
Pic : Zangief sitting at a table with a bowl
in front of him. He is smiling
while holding
up a spoon and fork. Around the table is a Big Russian
bear, a baby bear,
a mama bear, Zangief's mother, a Russian monk, some
little human kids
(one is blond with golden locks of hair) and
assorted food
is on the table.
"We are so happy that
you are home brother."
"Yes, they have not
been feeding you right."
"Will you play with
us tonight brother?"
"Yes I will, children."
And other corny phrases abound throughout the
ending.