Street Fighter EX Plus Alpha Expert Practice Mode Requirements Listing Version 2 by Henry LaPierre freeza@ix.netcom.com Guile player Key: Buttons: Jab ---------- Light Punch Strong ------- Medium Punch Fierce ------- Hard Punch Short -------- Light Kick Forward ------ Medium Kick Roundhouse --- Hard Kick Terms: Crossup: An attack done as you are jumping over the opponent so that it hits them from behind before you land Cancel: Performing a second motion move while the first is connecting with the opponent, thus making the second one override the first Move Names: Some moves may not be referred to by their official Capcom names as I tried to use tose most common so people using this guide wouldn't have to keep cross referencing the moves lists Characters: ____Ryu 1. Fireball 2. Windmill Kick (3 part) 3. Dragon Punch 4. Super Fireball 5. Super Windmill Kick 6. Jumping Roundhouse, Crouching Roundhouse 7. Crouching Strong, Crouching Forward 8. Crouching Forward, Fireball 9. Fireball, Cancel into Super Fireball 10. Windmill Kick(3 part), Super Windmill Kick 11. Jumping Roundhouse, Standing Roundhouse, Super Fireball 12. Crouching Short, Crouching Short, Super Fireball 13. Windmill Kick (2 part, use Forward or Roundhouse), Super Fireball, Cancel into Super Windmill Kick 14. Dragon Punch (use Jab), Cancel into Super Windmill Kick 15. Jumping Roundhouse, Crouching Strong, Crouching Forward, Fireball, Cancel into Super Fireball, Cancel into Super Windmill Kick 16. Windmill Kick (2 part, use Roundhouse), Cancel into Super Windmill Kick (use Forward, while high), Cancel into Super Fireball, Cancel into Super Windmill Kick (Cancel into the Super Fireball as soon as you hit the ground then immediately cancel into the second Super Windmill Kick or it will not connect) ____Motions Fireball: Down to Forward+Punch Dragon Punch: Forward to Down to Down/Forward+Punch Windmill Kick: Down to Back+Kick(once per part, up to 3 times) Super Fireball: Down to Forward to Down to Forward+Punch Super Windmill Kick: Down to Back to Down to Back+Kick ____Ken 1. Fireball 2. Dragon Punch 3. Windmill Kick (4 part) 4. Super Dragon Punch 5. Super Kick Dragon Punch 6. Air Throw 7. Standing Jab, Standing Jab, Crouching Jab 8. Jumping Forward, Standing Strong, Dragon Punch 9. Fireball, Cancel into Super Dragon Punch 10. Super Dragon Punch, Cancel into Super Kick Dragon Punch 11. Jumping Roundhouse, Standing Roundhouse, Super Dragon Punch 12. Guard Break, Guard Break, Cancel into Super Dragon Punch 13. Jumping Fierce, Crouching Fierce, Fireball, Cancel into Super Dragon Punch, Cancel into Super Kick Dragon Punch 14. Jumping Roundhouse, Crouching Forward, Windmill Kick (3 part, use Roundhouse version), Cancel into Super Dragon Punch, Cancel into Super Kick Dragon Punch 15. Dragon Punch, Cancel into Super Dragon Punch, Cancel into Super Kick Dragon Punch 16. Jumping Roundhouse, Crouching Forward (hold D/F for this), Dragon Punch (I recommend the Fierce version), Cancel into Super Kick Dragon Punch ____Motions Fireball: Down to Forward+Punch Dragon Punch: Forward to Down to Down/Forward+Punch Windmill Kick: Down to Back+Kick(once per part, up to 4 times) Super Dragon Punch: Down to Forward to Down to Down/Forward+Punch Super Kick Dragon Punch: Down to Forward to Down to Down/Forward+Kick ____Chun Li 1. Flip Kick 2. Lightning Kicks 3. Spinning Bird Kick 4. Super Force Ball 5. Super Lightning Kicks 6. Air Throw 7. Crouching Forward, Crouching Forward 8. Standing Fierce, Crouching Forward 9. Flip Kick over Ryu's Fireball (hit Ryu with it), Crouching Roundhouse 10. Guard Break, Air Throw 11. Head Stomp (aim for Ryu's feet), Jumping Fierce (while still in air) 12. Spinning Bird Kick, Cancel into Super Force Ball 13. Spinning Bird Kick, Head Stomp, Head Stomp, Head Stomp (don't attempt this in the corner or the first Head Stomp will bounce Chun Li backwards. Also, use Forward for the Spinning Bird Kick so Ryu won't travel as far) 14. Flip Kick, Standing Fierce, Super Lightning Kicks 15. Super Force Ball, Cancel into Super Lightning Kicks, Cancel into Super Force Ball 16. Flip Kick, Lightning Kicks, Cancel into Super Lightning Kicks, Cancel into Super Force Ball, Cancel into Super Lightning Kicks ____Motions Head Stomp: Down+Forward(the Kick) while in the air Flip Kick: Down to Back+Kick Lightning Kicks: Press any Kick button rapidly Spinning Bird Kick: Down to Forward+Kick Super Force Ball: Down to Forward to Down to Forward+Punch Super Lightning Kicks: Down to Forward to Down to Forward+Kick ____Guile 1. Sonic Boom 2. Somersault Kick 3. Super Opening Gambit 4. Super Somersault Kick 5. Air Backbreaker (Air Throw) 6. Jumping Fierce, Crouching Roundhouse 7. Crouching Jab, Crouching Jab, Sonic Boom 8. Jumping Fierce, Crouching Strong, Somersault Kick 9. Jumping Fierce, Crouching Jab, Sonic Boom, Super Opening Gambit 10. Jumping Fierce, Crouching Strong, Crouching Short, Somersault Kick 11. Sonic Boom, Super Opening Gambit, Cancel into Super Somersault Kick (the timing on the Super Somersault Kick should be so that the Kick button is pressed on the fourth syllable of Guile's yell) 12. Sonic Boom, Super Somersault Kick 13. Somersault Kick, Cancel into Super Somersault Kick 14. Jumping Forward, Crouching Strong, Crouching Short, Somersault Kick, Cancel into Super Somersault Kick 15. Jumping Forward, Standing Short, Sonic Boom, Crouching Forward, Super Opening Gambit 16. Super Somersault Kick, Cancel into Super Opening Gambit (the timing on the Super Opening Gambit is so that the button press is as Guile is about to rise for the second Somersault Kick) ____Motions Sonic Boom: Charge Back to Forward+Punch Somersault Kick: Charge Down to Up+Kick Super Opening Gambit: Charge Back to Forward to Back to Forward+Punch Super Somersault Kick: Charge Down/Back to Down/Forward to Down/Back to Up/Forward+Kick ____Zangief 1. Double Lariot 2. Quick Double Lariot 3. Russian Suplex 4. Screw Piledriver 5. Super Stomping 6. Final Atomic Buster 7. Level 3 Final Atomic Buster 8. Stomach Block (use the Guard break to stun Ryu so you can jump over him, do not attempt this in the corner) 9. Crouching Strong, Crouching Forward 10. Avoid Ryu's Fireball with a Double Lariot that also hits Ryu 11. Flying Body Attack, Standing Jab, Double Lariot 12. Super Stomping, Cancel into Final Atomic Buster (Do not connect with the Super Stomping) 13. Jumping Roundhouse, Standing Short, Quick Double Lariot (the trick to this is you need to hit Ryu extremely high with the Roundhouse, otherwise when you get to the Quick Double Lariot it will pass through him. Do not attempt this in the corner) 14. Jumping Roundhouse, Crouching Forward, Super Stomping 15. Screw Piledriver(just stand under Ryu and start the motion as he's coming down. A trick with 360 degree(F/D/B/U/F) motions is that you only need to rotate the pad 270 degrees(F/D/B/U), this makes it so the button press is at the point where you are pressing up on the Directional pad, which if the move is done correctly makes it so that your character doesn't jump instead) 16. Super Stomping, Cancel the Super Stomping, Standing Forward, Super Stomping ____Motions Flying Body Attack: Down+Fierce while in the air Double Lariot: Press all 3 Punch buttons together (moveable) Quick Double Lariot: Press all 3 Kick buttons together (moveable) Russian Suplex: 360(F/D/B/U/F) degrees+Kick Screw Piledriver: 360(F/D/B/U/F) degrees+Punch Stomach Block: Throw with Kick from behind opponent Super Stomping: Down to Forward to Down to Forward+Kick Super Stomping Cancel: Down to Back+Kick during Super stomping Final Atomic Buster: 720(F/D/B/U/F/D/B/U/F) degrees+Punch Level 3 Final Atomic Buster: 720(F/D/B/U/F/D/B/U/F) degrees+ all 3 Punch buttons ____Hokuto 1. Violent Elbow 2. Violent Elbow, Crushing Palm 3. Vacuum Wave Attack 4. Wave Leg Attack 5. Counter Attack 6. Phoenix Ability Attack 7. Super Fireball 8. Throw Past 9. Hit Ryu with a Crouching Roundhouse while he's throwing a Fireball 10. Crouching Strong, Violent Elbow, Crushing Palm (use the Jab version of the Violent Elbow and Crushing Palm as they connect faster) 11. Crouching Strong, Violent Elbow, Cancel into Phoenix Ability Attack, Cancel into Super Fireball (use the Jab version of the Violent Elbow during this combo) 12. Throw Past, Crouching Short 13. Counter Attack, Cancel into Super Fireball 14. Wave Leg Attack (any version, this will go under Ryu's Fireball), Cancel into Super Fireball 15. Jumping Fierce, Crouching Strong, Violent Elbow (Jab version), Cancel into Phoenix Ability Attack, Cancel into Super Fireball, Cancel into Phoenix Ability Attack 16. Jumping Fierce, Crouching Strong, Violent Elbow (Jab version), Crushing Palm (Jab version), cancel into Super Fireball, Cancel into Phoenix Ability Attack, Cancel into Super Fireball (the Supers must all be cancelled very quickly) ____Motions Violent Elbow: Down to forward+Punch Crushing Palm: Down to Forward+Punch during Violent elbow Vacuum Wave Attack: Down to Back+Punch Wave Leg Attack: Down to Back+Kick Wave Attack Cancel: Back+Punch or Kick during Vacuum Wave or Wave leg attacks (causes Hokuto to spin in place instead of attacking, can be used as a dodge) Counter Attack: Back to Down to Down/Back+Punch Throw Past: 360(F/D/B/U/F) degrees+Punch Phoenix Ability Attack: Down to Back to Down to Back+Kick Super Fireball: Down to Back to Down to Back+Punch ____Doctrine Dark 1. Kill Blade 2. Explosive 3. Dark Wire, Dark Spark 4. Dark Wire, Dark Hold, Standing Fierce 5. Kill Trump 6. Dark Shackle 7. Jumping Roundhouse, Crouching Forward, Kill Blade 8. Explosive, Jumping Fierce, Crouching Roundhouse (the trick to this combo is to lay a Roundhouse version Explosive next to Ryu's feet and time the Jumping Fierce so that it hits just after the Explosive has detonated, while Ryu is still on fire) 9. Crouching Forward, Explosive, Dark Wire, Dark Spark (the trick to this combo is to lay the Roundhouse version of the Explosive at Ryu's feet first, then quickly jump over him and perform the Crouching Forward from the opposite side, knocking Ryu back into the Explosive and allowing for the completion of the combo) 10. Dark Wire, Dark Hold, Death Spin Kick, Standing Jab, Jumping Roundhouse 11. Jumping Fierce, Crouching Forward, Explosive, Cancel into Dark Shackle (very quickly) 12. Dark Wire, Dark Hold, Standing Jab, Standing Roundhouse, Kill Trump 13. Jumping Roundhouse, Standing Roundhouse, Dark Shackle, Cancel into Kill Trump, Cancel into Dark Shackle (the trick to this one is to cancel the Kill Trump as Doctrine Dark is coming down from it's first rise, this will allow the second Dark Shackle to be performed in it's entirety on Ryu. Use the Forward or Short version for the second Dark Shackle) 14. Dark Wire, Dark Hold, Jumping Fierce, Crouching Fierce, Kill Trump (the trick to this is to jump straight up instead of Forward for the Jumping Fierce) 15. Dark Wire, Dark Spark, Standing Roundhouse, Kill Trump 16. Jumping Fierce, Crouching Strong, Crouching Strong, Explosive, Explosive, Kill Trump (the trick on this is to lay a Roundhouse version Explosive on the ground slightly away from Ryu, then quickly cross him up with the Jumping Fierce so that you go over him and then deliver the two Crouching Strongs from the opposite side from the Explosive. This will knock Ryu back into the Explosive, which allows you to finish the combo) ____Motions Kill Blade: Forward to Down to Down/Forward+Punch Explosive: Down to Forward+Kick (the harder the Kick, the longer the timer on the explosive) Dark Wire: Down to Forward+Punch Dark Spark: Press any Punch button while opponent is caught in the Dark wire Dark Hold: Back+Punch while opponent is caught in the Dark wire Death Spin Kick: Forward (dir)+Forward (Kick) Dark Trump: Down to Forward to Down to Down/Forward+Punch Dark Shackle: Down to Forward to Down to Down/Forward+Kick ____Skullomania 1. Skull Crusher 2. Skull Slide 3. Skull Head 4. Skull Dive 5. Skull Catch 6. Super Skull Crusher 7. Super Skull Slide 8. Skull Dream 9. Skull Dash (connect with it so that it performs the Skull Tackle), Super Skull Crusher 10. Jumping Roundhouse, Crouching Fierce, Skull Crusher 11. Skull Dive, Cancel into Super Skull Crusher (the trick to this is to do the Skull Dive from across the screen) 12. Jumping Roundhouse, Crouching Fierce, Skull Dive (use the Jab version of the Skull Dive) 13. Jumping Roundhouse, Crouching Short, Skull Head 14. Super Skull Crusher, Cancel into Super Skull Slide (the trick is to do the Super Skull Crusher from across the screen so that you only hit Ryu 4 times, as if you hit him 5 times he will fall over and the Super Skull Slide won't connect) 15. Crouching Forward, Super Skull Slide, Cancel into Super Skull Crusher 16. Jumping Roundhouse, Crouching Strong, Standing Strong, Skull Slide, Cancel into Super Skull Crusher (the trick is that you need to cross Ryu up with the Jumping Roundhouse) ____Motions Skull Crusher: Down to Forward+Punch Skull Slide: Down to Forward+Kick Skull Head: Forward to Down to Down/Forward+Punch Skull Dive: Back to Down to Down/Back+Punch Skull Catch: Back to Down to Down/Back+Kick (the harder the Kick, the further the jump) Skull Dream: Jab, Jab, Forward (dir), Short, Fierce Skull Dash: Tap Forward (dir), Forward (dir), if you connect with the Skull dash, it will perform the Skull tackle which knocks the opponent back Super Skull Crusher: Down to Forward to Down to Forward+Punch Super Skull Slide: Down to Forward to Down to Forward+Kick ____Pullum Purna 1. Drill Press 2. Air Drill Press 3. Toenail Kick 4. Pullum Kick 5. Resuaru Kana 6. Puraeku Ramu 7. Dance Wind 8. Air Drill Press, Crouching Roundhouse (aim for Ryu's feet with the Air Drill Press) 9. Jumping Strong, Crouching Strong, Crouching Strong (this is easier if you cross Ryu up with the Jumping Strong) 10. Jumping Fierce, Air Drill Press (hit Ryu very high with the Jumping Fierce, use the Short version of the Air Drill Press) 11. Standing Forward, Pullum Kick 12. Drill Press, Cancel into Resuaru Kana 13. Pullum Kick, Cancel into Puraeku Ramu 14. Jumping Fierece, Crouching Fierce, Resuaru Kana, Cancel into Puraeku Ramu 15. Jumping Fierce, Air Drill Press (use Forward version), Crouching Forward, Pullum Kick, Cancel into Puraeku Ramu 16. Toenail Kick, Cancel into Puraeku Ramu, Cancel into Resuaru Kana, Cancel into Puraeku Ramu (the difficult part of this combo is that Ryu gets tossed random directions from the first Puraeku Ramu depending on when you cancel it. This makes it hard to connect with the Resuaru Kana) ____Motions Dance Wind: Air throw Drill Press: Down to Forward+Kick Air Drill Press: Down to Forward+Kick in the air Toenail Kick: Down to Back+Kick Pullum Kick: Forward to Down to Down/Forward+Kick Resuaru Kana: Down to Forward to Down to Forward+Kick Puraeku Ramu: Down to Back to Down to Back+Kick ____Cracker Jack 1. Dash Straight 2. Dash Upper 3. Batting Hero 4. Soccer Ball Kick 5. Final Punch 6. Raging Buffalo 7. Home Run Hero 8. Crazy Jack 9. Crouching Jab, Crouching Jab, Dash Straight 10. Jumping Short, Crouching Short, Batting Hero 11. Jumping Fierce, Crouching Fierce, Final Punch, Cancel into Crazy Jack (the trick to this is to press and hold all 3 Kick buttons before you start the combo, then release them as soon as the Crouching Fierce makes contact with Ryu) 12. Crouching Strong, Crouching Fierce, Dash Upper 13. Jumping Fierce, Crouching Fierce, Final Punch, Cancel into Home Run Hero, Soccer Ball Kick (same as in #11, the trick to this is to press and hold all 3 Kick buttons before you start the combo, then release them as soon as the Crouching Fierce makes contact with Ryu) 14. Hit 10 Fireballs with the Batting Hero in a row (do not jump over/ block/or hit in any other way or the counter will start over. You can however hit Ryu with the bat, knocking him back and giving you time to regain some distance from him) 15. Guard Break, Home Run Hero, Jumping Fierce, Crouching Fierce, Home Run Hero (the trick to this is to hit Ryu with the Jumping Fierce on Cracker Jack's descent from the jump, this will allow the Crouching Fierce to connect. Also, take a step forward before performing the first Home Run Hero) 16. Home Run Hero, Batting Hero, Cancel into Crazy Jack, Cancel into Home Run Hero (the trick is to use uppercuts during the Crazy Jack so Ryu won't be knocked away before you can cancel into the second Home Run Hero) ____Motions Dash Straight: Charge Back to Forward+Punch Dash Upper: Charge Back to Forward+Kick Batting Hero: Back to Down to Forward+Punch Soccer Ball Kick: Back to Down to Forward+Kick Final Punch: Press and hold all 3 Punch or all 3 Kick buttons, then release (the longer you hold, the harder the hit) Raging Buffalo: Charge Back to Forward to Back to Forward+Kick Home Run Hero: Down to Back to Down to Back+Punch Crazy Jack: Charge Back to Forward to Back to Forward+Punch After the intitial hit, press Punches for straight punches, and Kicks for uppercuts for the subsequent hits ____Kairi 1. Fireball 2. Dragon Punch 3. Windmill Kick (3 part) 4. Air Super Fireball 5. Sairoukyousyu 6. Raging Demon 7. Super Diving Kick 8. Standing Strong, Dragon Punch 9. Jumping Fierce, Crouching Fierce, Fireball 10. Crouching Forward, Fireball, Sairoukyousyu 11. Super Diving Kick, Cancel into Super Air Fireball, Cancel into Super Diving Kick 12. Super Air Fireball, Cancel into Super Diving Kick, Cancel into Sairoukyousyu (the trick is that you must cancel the Super Diving Kick before it rises for the knee strike or the Sairoukyousyu will not connect) 13. Jumping Forard, Knee Strike, Cancel into Super Air Fireball, Cancel into Super Diving Kick (you must kick Ryu deep with the Jumping Forward) 14. Jumping Roundhouse, Crouching Forward, Windmill Kick (3 part), Cancel into Super Air Fireball (for this combo you must perform the 3 part Windmill Kick with Roundhouse in order for all 3 hits to connect) 15. Jumping Forward, Crouching Fierce, Dragon punch, Cancel into Sairoukyousyu, Cancel into Super Air Fireball (this one's difficult, you must cancel the Dragon Punch instantly, and perform the Super Air Fireball towards the end of the Sairoukyousyu or it will pass by Ryu. An easier method would be to start by crossing Ryu up with the Jumping Forward, then instead of going from the Sairoukyousyu to the Super Air Fireball at the end, perform a Super Diving Kick inbetween, this will make it a lot easier for the Super Air Fireball to connect. The extra move added will not disqualify you) 16. Stay airborne for 10 seconds (start with the Sairoukyousyu and at it's crest Cancel into Super Air Fireball, from that, Cancel into Super Diving Kick, then just go back and forth between the two. The timing should be that you cancel the Air Fireball almost instantly, so it doesn't push Ryu too far away, but try and cancel the Super Diving Kick late to eat up time) ____Motions Knee Ktrike: Forward (dir)+Forward (the Kick) Fireball: Down to Forward+Punch Dragon Punch: Forward to Down to Down/Forward+Punch Windmill Kick: Down to Back+Kick (once per part, up to 3 times) Super Air Fireball: Down to Forward to Down to Forward+Punch in the air Sairoukyousyu: Down to Back to Down to Back+Punch Super Diving Kick: Down to Forward to Down to Forward+Kick in the air Raging Demon: Jab, Jab, Forward (dir), Short, Fierce ____Allen snider 1. Soul Force 2. Justice Fist 3. Rising Dragon 4. Fire Force 5. Triple Break 6. Vaulting Kick 7. Jumping Fierce, Crouching Strong, Crouching Roundhouse (hit Ryu extremely deep with the Jumping Fierce) 8. Standing Strong, Justice Fist 9. Jumping Roundhouse, Standing Forward, Rising Dragon 10. Hit both Ryu and a Fireball with a Justice Fist (just get close to Ryu and perform a Justice Fist as he's throwing a fireball so it hits both at once) 11. Jumping Roundhouse, Crouching Forward, Soul Force, Cancel into Fire Force 12. Jumping Forward, Crouching Short, Crouching Short, Rising Dragon 13. Jumping Forward, Crouching Short, Crouching Short, Triple Break, Fire Force 14. Jumping Fierce, Crouching Fierce, Fire Force, Cancel into Triple Break, Jumping Roundhouse (the trick is to cancel the Fire Force into the Triple Break very quickly, so that as soon as you land and jump again your Roundhouse will connect. This is due to the fact that the beginning hits of the Fire Force actually bring Ryu slightly towards you, keep this in mind for #16 also) 15. Jumping Roundhouse, Standing Forward, Justice Fist, Cancel into Fire Force, Cancel into Triple Break 16. Keep Ryu airborne for 10 seconds with a super combo (This is my combo to accomplish this... Justice Fist (Fierce), Cancel into Fire Force, Cancel into Triple Break, Cancel into Fire Force, Cancel into Triple Break, Cancel into Fire Force, Cancel into Triple Break (let rise), Juggle with Fire Force, as soon as you throw the Fire Force, do the Triple Break (last hit or two will catch Ryu and send him up again), Juggle with Fire Force. This will keep Ryu airborne for about 12 seconds :) ____Motions Soul Force: Down to Forward+Punch Justice Fist: Back to Down to Down/Back+Punch Vaulting Kick: Forward to Down to Back+Kick when next to opponent Rising Dragon: Forward to Down to Down/Forward+Punch Fire Force: Down to Forward to Down to Forward+Punch Triple Break: Down to Forward to Down to Forward+Kick ____Darun Mister 1. Lariot 2. Ganges D.D.T. 3. Brafma Bomb 4. Indra Bash 5. Darun Catch 6. Super Brafma Bomb 7. Super Lariot 8. Super Indra Bash 9. Ganges D.D.T. in air (air throw) 10. Crouching Strong, Crouching Strong 11. Crouching Strong, Lariot 12. Super Indra Bash, Darun Catch 13. Super Lariot, Cancel into Super Brafma Bomb (Ryu must block the Super Lariot in order for the Super Brafma Bomb to connect) 14. Jumping Fierce, Crouching Strong, Lariot, Cancel into Super Lariot, Cancel into Super Indra Bash, Darun Catch 15. Catch Ryu on the way down from a Dragon Punch with the Darun Catch (take a step towards Ryu just as he reaches the height of the Dragon Punch, before doing the Darun Catch) 16. Standing Roundhouse, Super Indra Bash, Standing Fierce, Super Indra Bash, Crouching Fierce, Super Indra Bash, Darun Catch (the timing on the 2 Fierces, Standing/Crouching, should be so that you press the button as soon as you see Ryu fall back into view from the Super Indra Bashes) ____Motions Lariot: Forward to Down to Down/Forward+Punch Ganges D.D.T.: Forward to Down to Down/Forward+Kick Brafma Bomb: 360(F/D/B/U/F) degrees+Punch Indra Bash: 360(F/D/B/U/F) degrees+Kick Darun Catch: Back to Down to Down/Back+Punch Super Brafma Bomb: 720(F/D/B/U/F/D/B/U/F) degrees+Punch Super Indra Bash: Down to Back to Down to Back+Kick Super Lariot: Down to Forward to Down to Down/Forward+Punch ____Blair Dame 1. Shoot Upper 2. Lightning Knee 3. Sliding Arrow 4. Shoot Kick (3 part) 5. Mirage Combo Kick 6. Spin Side Shoot 7. Crouching Short, Crouching Short, Shoot Kick (3 part) 8. Crouching Strong, Crouching Forward, Sliding Arrow (use Roundhouse version of the Sliding Arrow) 9. Jumping Roundhouse, Crouching Forward, Lightning Knee 10. Jumping Fierce, Crouching Fierce, Shoot Upper 11. Jumping Fierce, Crouching Strong, Crouching Short, Shoot Kick (3 part), Standing Roundhouse (use the Roundhouse version of the 3 part Shoot Kicks so Ryu will be knocked high, allowing the Standing Roundhouse to connect) 12. Jumping Roundhouse, Crouching Forward, Shoot Kick (2 part), Cancel into Mirage Combo Kick, Cancel into Spin Side Shoot (make sure the second part of the Shoot Kick is performed) 13. Shoot Kick (2 part), Cancel into Spin Side Shoot, Cancel into Mirage Combo Kick, Cancel into Spin Side Shoot 14. Jumping Roundhouse, Crouching Forward, Sliding Arrow, Cancel into Spin Side Shoot (you must cancel into the Spin Side Shoot as soon as contact is made from the Sliding Arrow) 15. Jumping Fierce, Crouching Fierce, Shoot Kick (3 part), Crouching Short, Lightning Knee (this must be done in the corner so that when you can take a step forward to do the Crouching Short it will reach) 16. Standing Forward, Shoot Kick (3 part), Shoot Ipper, Cancel into Spin Side Shoot, Cancel into Mirage Combo Kick (start this combo towards the center so that Ryu will hit the corner after the 3rd part of the Shoot Kick. This will cause him to not travel so far from the hit and allow you to connect with the Shoot Upper. Don't cancel the Shoot Upper or Spin Side Shoot too early or you'll pass under Ryu) ____Motions Shoot Upper: Forward to Down to Down/Forward+Punch Lightning Knee: Forward to Down to Down/Forward+Kick Sliding Arrow: Down to Forward+Kick Shoot Kick: Down to Back+Kick (once per part, up to 3 times) Mirage Combo Kick: Down to Forward to Down to Forward+Punch Spin Side Shoot: Down to Forward to Down to Forward+Kick ____Vega 1. Psycho Crusher 2. Double Knee Press 3. Head Press 4. Somersault Skull Dive 5. Knee Press Nightmare 6. Psycho Cannon 7. Crouching Strong, Crouching Forward 8. Kick Throw, Standing Roundhouse (the trick to this is to perform the Standing Roundhouse when Ryu hits the ground from the Kick Throw, he will then bounce up into the Standing Roundhouse) 9. Jumping Roundhouse, Crouching Forward, Double Knee Press 10. Jumping Roundhouse, Crouching Fierce, Psycho Crusher 11. Guard Break, Jumping Fierce, Crouching Fierce, Head Press (the trick is to perform the Jumping Fierce on Vega's descent from the jump, so that the Crouching Fierce will connect. Two in one the Head Press with the Crouching Fierce, using the Short version for the Head Press) 12. Guard Break, Kick Throw, Knee Press Nightmare (the trick to this is to charge the Knee Press Nightmare as if you were going to stay on the side of the opponent that you threw them from, in other words, do the move backwards. Also time the Knee Press Nightmare so that the Kick button is pressed just after Ryu bounces off the ground, this will allow him to be hit with it as he's airborne from the bounce) 13. Jumping Roundhouse, Crouching Strong, Crouching Strong, Crouching Forward, Double Knee Press 14. Jumping Fierce, Crouching Short, Psycho Cannon, Cancel into Knee Press Nightmare, Cancel into Psycho Cannon (start this combo with Ryu in the corner. When you perform the Psycho Cannon, hold the charge so that Ryu will be hit with the first bit of it and then be knocked back. Continue to hold the charge, releasing it just before Ryu regains his footing and is able to block. This will allow Ryu to still be mostly on the ground when you perform the Knee Press Nightmare. Cancel the Knee Press Nightmare into the second Psycho Cannon on the start of Vega's second flip, idealy on the third hit. When the second Psycho Cannon is performed, hold the charge and Ryu should fall onto it. Release it if it looks as though he will travel past the charge, but he shouldn't) 15. Jumping Roundhouse, Crouching Strong, Crouching Strong, Crouching Forward, Knee Press Nightmare, Cancel into Psycho Cannon (the timing of the Knee Press Nightmare cancel into the Psycho Cannon is so that the Punch button is pressed during the fourth hit of the Knee Press Nightmare) 16. Guard Break, Kick Throw, Knee Press Nightmare, Cancel into Psycho Cannon, Cancel into Psycho Crusher (start this one with Vega in the corner, so that by the end of the Kick Throw, Ryu will be in the corner. As in #12, charge the Knee Press Nightmare as if you were going to stay on the side of the opponent that you threw them from. Also time the Knee Press Nightmare so that the Kick button is pressed as early as possible, so that Ryu is close to the ground when it hits him. The timing of the Knee Press Nightmare cancel into the Psycho Cannon is so that the Punch button is pressed during the fourth hit of the Knee Press Nightmare, just after Vega's second flip touches the ground. Hold the Psycho Cannon so that Ryu is hit multiple times by the charge, and when released it hits him a few more times. This will allow Ryu to be bounced higher, so that that the Psycho Crusher will hit him before he hits the ground) ____Motions Psycho Crusher: Charge Back to Forward+Punch Double Knee Press: Charge Back to Forward+Kick Head Press: Charge Down to Up+Kick Somersault Skull Dive: Press Punch after connecting with the Head press Knee Press Nightmare: Charge Back to Forward to Back to Forward+Kick Psycho Cannon: Charge Back to Forward to Back to Forward+Punch (hold Punch to charge, release Punch to throw) _____Gouki 1. Fireball 2. Triple Hit Fireball 3. Air Fireball 4. Dragon Punch 5. Windmill Kick (4 part) 6. Super Fireball 7. Super Dragon Punch 8. Super Air Fireball 9. Raging Demon 10. Crouching Fierce, Triple Hit Fireball 11. Fireball, Cancel into Super Fireball 12. Windmill Kick (2 part), Dart Kick, Crouching Forward, Fireball (use Forward for the 2 part Windmill Kick, this will allow Gouki to rise high enough to perform the Dart Kick without Ryu being knocked over) 13. Crouching Short, Crouching Short, Dragon Punch 14. Air Fireball, Dart Kick, Crouching Forward, Windmill Kick (3 part), Super Dragon Punch (aim for Ryu's face with the Air Fireball or the Dart Kick will hit too high, allowing Ryu to block the Crouching Forward. Use Roundhouse for the 3 part Windmill Kick so that Ryu will stay on the ground and allow the Super Dragon Punch to connect) 15. Jumping Fierce, Air Fireball, Cancel into Super Air Fireball (hit Ryu deep with the Jumping Fierce) 16. Jumping Fierce, Crouching Fierce, Triple Hit Fireball, Cancel into Super Fireball, Cancel into Super Dragon Punch, Cancel into Super Air Fireball (all cancels must be performed extremely fast in order for the next move to connect. This is especially true of the cancel into the Super Air Fireball. One thing about this combo is that you don't always need to perform the ground Super Fireball in order for it to be counted as a success) ____Motions Dart Kick: Down+Forward (Kick) in the air Fireball: Down to Forward+Punch Triple Hit Fireball: Forward to Down to Back+Punch Air Fireball: Down to Forward+Punch in the air Dragon Punch: Forward to Down to Down/Forward+Punch Windmill Kick: Down to Back+Kick (once per part, up to 4 times) Super Fireball: Down to Back to Down to Back+Punch Super Dragon Punch: Down to Forward to Down to Down/Forward+Punch Super Air Fireball: Down to Forward to Down to Forward+Punch in the air Raging Demon: Jab, Jab, Forward (dir), Short, Fierce ____Garuda 1. Shoulder Spike 2. Spike Pinwheel 3. Chest Spike 4. Spike Drop 5. Spinning Dive 6. Super Spike Top Spin 7. Super Rising Spike Spin 8. Air Throw 9. Jumping Fierce, Hopping Triple Kick (hit Ryu deep with the Jumping Fierce) 10. Jumping Roundhouse, Double Smash 11. Crouching Forward, Chest Spike 12. Perform a 21 hit combo (my combo, Crouching Forward, Fierce Chest Spike, Cancel at last hit into Super Rising Spike Spin, at height of Super Rising Spike Spin Cancel into Super Spike Top Spin. This can get up to 22 hits) 13. Jumping Roundhouse, Crouching Forward, Spinning Dive, Cancel into Super Spike Top Spin, Cancel into Super Rising Spike Spin (the trick is to perform all the cancels extremely quick) 14. Crouching Strong, Crouching Forward, Spike Pinwheel, Cancel into Super Spike Top Spin (the trick is to cancel the Spike Pinwheel at it's height into the Super Spike Top Spin or it won't connect) 15. Guard Break, Jumping Roundhouse, Shoulder Spike, Cancel into Super Rising Spike Spin, Cancel into Super Spike Top Spin (perform the Guard Break as Ryu is about to fall from his jump, this will allow him to be knocked into the air instead of hit on the ground. Perform the Jumping Roundhouse as Garuda is on his descent from the jump, and two in one the Shoulder Spike with it. Immediately cancel the Shoulder Spike into the Super Rising Spike Spin, then immediately cancel that into the Super Spike Top Spin or it won't connect) 16. Jumping Fierce, Crouching Fierce, Super Spike Top Spin, Cancel into Super Rising Spike Spin, Cancel into Super Spike Top Spin (make sure to hold the directional pad towards Ryu as soon as the 1st Super Spike Top Spin kicks in so it will travel towards him and connect. Cancel into the Super Rising Spike Spin after a few hits or you will not be close enough to connect with it. Cancel into the second Super Spike Top Spin at the height of the Super Rising Spike Spin for it to connect) ____Motions Double Smash: Forward (dir)+Fierce Hopping Triple Kick: Forward (dir)+Roundhouse Shoulder Spike: Forward to Down to Down/Forward+Kick Spike Pinwheel: Forward to Down to Down/Forward+Punch Chest Spike: Down to Forward+Punch Spike Drop: Back to Down to Down/Back+Punch Spinning Dive: Back to Down to Forward+Kick Super Spike Top Spin: Down to Back to Down to Back+Punch (can be done in the air, and is also directable) Super Rising Spike Spin: Down to Forward to Down to Down/Forward+Punch ____Dhalsim 1. Yoga Fire 2. Yoga Flame 3. Yoga Blast 4. Super Yoga Inferno 5. Super Yoga Legend 6. Super Yoga Drill Kick 7. Crouching Forward (Down/Back version, not sliding), Yoga Fire 8. Yoga Fire, Cancel into Super Yoga Inferno 9. Yoga Flame, Cancel into Super Yoga Legend 10. Jumping Roundhouse, Standing Forward, Super Yoga Inferno (do this one in the corner and start the Jumping Roundhouse by jumping straight up slightly in front, but not directly next to Ryu) 11. Yoga Drill Kick, Crouching Forward (sliding), Cancel into Super Yoga Inferno (aim for Ryu's feet with the Yoga Drill Kick) 12. Yoga Fire, Standing Roundhouse (stand half screen away from Ryu and throw a Jab version of the Yoga Fire, then immediately press Roundhouse) 13. Yoga Fire, Jumping Forward, Cancel into Super Yoga Drill Kick (stand slightly more than half screen and throw a Fierce version of the Yoga Fire. Immediately perform the Jumping Forward and as soon as it connects Cancel into the Short version of the Super Yoga Drill Kick, holding slightly upwards as soon as it starts so that it will angle towards Ryu) 14. Perform a 30 hit super combo (my combo, Jumping Jab, Cancel into Short version-angled up slightly-Super Yoga Drill Kick, Super Yoga Legend as soon as Dhalsim hits the ground, Cancel into Short version Super Yoga Drill Kick at last hit of Super Yoga Legend. If you need an extra hit, you can perform a Crouching Roundhouse as soon as Dhalsim lands, which will cause him to slide into Ryu) 15. Yoga Blast, Cancel into Super Yoga Inferno, Cancel into Super Yoga Legend, Cancel into Super Yoga Drill Kick, Standing Fierce (the trick is to use Roundhouse for the Yoga Blast and immediately cancel into the Super Yoga Inferno. Quickly cancel from the Super Yoga Inferno to the Super Yoga Legend, cancel after the last hit of the Super Yoga Legend into the Short version of the Super Yoga Drill Kick and angle it up slightly. Press Fierce as soon as Dhalsim lands to connect with the Standing Fierce) 16. Yoga Fire, Crouching Forward (sliding), Cancel into Super Yoga Legend, Cancel into Super Yoga Drill Kick (stand close to, but not directly in front of Ryu and throw a Jab version of the Yoga Fire. Immediately perform the Crouching Forward and cancel it as soon as it connects, into the Super Yoga Legend. Cancel the Super Yoga Legend into the Super Yoga Drill Kick at your leisure) ____Motions Yoga Fire: Down to Forward+Punch Yoga Flame: Down to Back+Punch Yoga Blast: Down to Back+Kick Yoga Drill Kick: Down+Kick in the air (angle determined by Kick) Super Yoga Drill Kick: Down to Forward to Down to Forward+Kick in the air (controllable) Super Yoga Inferno: Down to Forward to Down to Forward+Punch Super Yoga Legend: Down to Back to Down to Back+Kick ____Sakura 1. Fireball 2. Dragon Punch 3. Windmill Kick 4. Super Fireball 5. Super Dragon Punch 6. Super Windmill Kick 7. Raging Demon 8. Crouching Strong, Crouching Forward 9. Crouching Fierce, Fireball 10. Jumping Roundhouse, Crouching Forward, Windmill Kick 11. Jumping Roundhouse, Standing Short, Dragon Punch 12. Jumping Roundhouse, Standing Roundhouse, Super Fireball 13. Jumping Fierce, Crouching Fierce, Fireball, Cancel into Super Fireball 14. Jumping Fierce, Crouching Fierce, Fireball, Cancel into Super Windmill Kick, Cancel into Super Dragon Punch, Cancel into Super Fireball (cancel the Super Windmill Kick into the Super Dragon Punch a bit late. Cancel the Super Dragon Punch into the Super Fireball immediately) 15. Jumping Forward, Crouching Short, Crouching Short, Crouching Short, Dragon Punch, Cancel into Super Dragon Punch, Cancel into Super Windmill Kick (you must cancel the Dragon Punch into the Super Dragon Punch immediately, the same goes for the cancel of the Super Dragon Punch into the Super Windmill Kick, you must do it as soon as they connect. Use the Fierce version for the Dragon Punch so that it will reach) 16. Jumping Fierce, Crouching Strong, Crouching Forward, Windmill Kick, Cancel into Super Dragon Punch (use the Short version for the Windmill Kick and cancel it immediately into the Super Dragon Punch) ____Motions Fireball: Down to Forward+Punch (press Punch repeatedly for larger Fireball) Dragon Punch: Forward to Down to Down/Forward+Punch Windmill Kick: Down to Back+Kick Super Fireball: Down to Forward to Down to Forward+Punch Super Dragon Punch: Down to Forward to Down to Down/Forward+Kick Super Windmill Kick: Down to Back to Down to Back+Kick Raging Demon: Jab, Jab, Forward (dir), Short, Fierce Credits This Helpfile was written by Henry LaPierre freeza@ix.netcom.com and Pup The original Mr. Bitey Ferret Boy, he plays a mean Cracker Jack Please do not use this faq on your website without asking me for permission first. Permission is NOT granted to reprint this summary in a for-profit magazine or publication. In no way do I wish this faq to be cut up into sections or altered in any way, and used on people's websites. Nor do I wish for import game dealers to use this or any of my faqs to sway people into buying the game from them, when without a walkthrough/translation they wouldn't have purchased the game(ring any bells Game cave? I don't write faqs to make you money). It is to remain in it's original state and in one piece if used on websites. A specific note to Game cave, I adamantly deny your use of this faq in any way. Do not give it away free, do not sell it, do not give it away as a "free" gift to those who buy your smaller guides, do not give it to those who buy the game from you, do not tell people that you will give it to them if they purchase the game from you, do not put it on your website.................................Get the picture? You are not authorized to use this faq in any way, shape, or form...Period! This faq is copyright 1997, Henry LaPierre All rights reserved Hope you like it :) Thanks.