!ATTENTION! When you read this FAQ I highly recommend that you read ALL of
it, not just a character's combos. You might find some useful info..
Especially in the Tips Section. Also, a lot of the info in here is
mentioned in some places, but not others..
Also! When I say Z-ism or Z, it means A-ism for those of you with the US
Street Fighter Alpha 3.
This file is Copyright Greg Dawson 1999.
Please distribute this file freely, as long as it's not cut up or changed
or ripped off.
VERSION HISTORY
===============
V2.0 BIG UPDATE!
- Decided to make this an all-ism FAQ. The X stuff wasn't too hard to put
in, but the V stuff was a bitch. ;>
- Added more combos (duh).
- changed some stuff..
- added a "how-to" section.
- added V-ism Tips section.
- also added a "character review" section.. This is where I give my opinion
on the character, and give a basic review.
V1.2
- 2nd update.. still don't have # of hits or damage points per combo.. :(
- Added "Most Used" combos for each character (well.. the ones that I use).
This is where you the reader can help me out.. I think I've pretty much
figured out all of the big damaging combos for each character (I could
be totally wrong here), but the only problem is that most of them are
impractical or just too damn hard to do in a real match. So send in what
combos you think are useful, and explain.
- Added combos for Dhalsim, Ryu, Sodom (infinite, and ToD!), Cody, Juni, Dan,
Akuma, Chun Li, Nash (Charlie US), Ken, Rose, and Blanka.
- Fixed Evil Ryu's name again.. ;>
- Fixed even more spelling, grammar, etc..
- Added taunt combos, thanx to attakker@hotmail.com (how could I forget about
taunts?)
V1.1
- 1st update (yay!).
- Added combos for E.Honda, Chun Li, Nash (Charlie US), M.Bison (Balrog US),
Balrog (Vega US), Sagat, R.Mika, Dee Jay, Gouki (Akuma US), Guile, Gen, and
Shin Gouki (Super Akuma US).
- Finally put Shin Gouki in.. Duh. :)
- Added "Special Juggle Characters" info.
- Added a "Needed" Section.
- Fixed Evil Ryu's Name.
- Fixed some spelling, grammar, etc.
V1.0
- 1st release.. This FAQ is born!
=============================================================================
TABLE OF CONTENTS (Anything with a *!* has new stuff.. )
=============================================================================
1.Introdution
2.FAQ Info *!*
3.Combos
-Ryu *!*
-E.Honda *!*
-Blanka *!*
-Chun Li *!*
-Zangief *!*
-Dhalsim *!*
-Ken *!*
-Gouki (Akuma US) *!*
-Nash (Charlie US) *!*
-Cammy *!*
-M.Bison (Balrog US) *!*
-Balrog (Vega US) *!*
-Sagat *!*
-Vega (M.Bison US) *!*
-Adon
-Gen *!*
-Birdie *!*
-Cody *!*
-Guy *!*
-Rolento *!*
-Sodom *!*
-Rose *!*
-Sakura
-Karin *!*
-Dan *!*
-R.Mika *!*
-Juli
-Juni *!*
-Satsui No Hadou Ni Mezameta Ryu (Evil Ryu US) *!*
-Fei Long *!*
-Dee Jay *!*
-T.Hawk *!*
-Guile *!*
-Shin Gouki (Super Akuma US)
4.Tips
-V-ism Tips *!*
5.How To Combo *!*
6.End
-Author's note
-Needed
-Credits
Ok, I'll be blunt.. What's one of the best things about Street Fighter?
The big fat combos! Nothing beats the look on the other guy's face after
you've just cleared his life bar with a 20+ hit combo. That's why I wrote
this guide. Hopefully, after reading this guide you might have noticed
that I'm missing a few. If know any, please email me so I can add them in
and you'll get full credit. I'm sure that there's more than a few training
mode junkies like myself out there with some crazy combos that I haven't
disovered yet. Again, please send them in.
=============================================================================
2.FAQ INFO (stuff to help you understand this guide.. ) *!*
=============================================================================
If this looks familiar, it's because it's the style usually used to describe
combos in the VS. games. I have decided to use this style because I find it
easy to read, and to type out.
jab = weak punch
strong = medium punch
fierce = hard punch
short = weak kick
forward = medium kick (NOT a direction, I always say "towards" instead)
roundhouse = hard kick
j. = the following attack is done while jumping
s. = the following attack is done standing
d. = the following attack is done while ducking
(******) = indicates where the combo must done and what position your
opponent has to be in
\/ = you've land from a jump
/\ = you've jumped
-> = next attack
X = cancel into special attack
XX = cancel into super combo
(breakfall) = opponent has air recovered
*!* = not in last version of FAQ
[*****] = moves in breakfall combos that can be left out for safety
{X-ism, Z-ism, or V-ism} = at the end of a combo to show what -isms is used
V-ism only *!*
----------
VC(j+s) = activate variable combo with jab + short
VC(s+f) = activate variable combo with strong + forward
VC(f+r) = activate variable combo with fierce + roundhouse
VC(any) = any activation will work
(crusher) = a guard break/block damage VC
Combos without the (******) at the beginning can be done anywhere, anytime.
I might also write a note under a specific combo if it is hard or has some
special quirk to it. Also note that most start out with a jumping attack,
and it will usually be roundhouse or fierce. This is just to get the most
damage possible and can usually be changed to any other jumping attack. I
will also include what I call "breakfall combos", "unflipped combos", and
"training combos". The first two are combos that can only be done if your
opponent air recovers (breakfalls), or doesn't air recover at all. "Training
combos" are just combos that can only be done it training mode with a
refilling super meter.
Also, When I try breakfall combos in training, I have the breakfalls set on
"back". I have done this because I've noticed that people don't normally use
the "neutral" and "towards" ones, and (IMO) it sets the opponent up for more
attacks than the other breakfalls.
I have also decided to add "Most Used" combos for every character. These
aren't all necessarily combos, but combo ideas that are used with that
character. These could be a easy, big damage combos or even a good string
of pressure attacks that doesn't even combo at all! If you know of anything
usefull, please send it in and explain to me why it is good. The main idea
is practicality or a low risk/high reward type of thing.. However, if you
do know of any huge flashy combos, don't be afraid to send them in as well!
Those type of combos are why I started this guide in the first place.. :)
The combos listed for each character are powerfull and/or need a bit of skill
to do. I expect that you already know how to do a d.forward into fireball
(duh) and basic stuff like that. Also, each and every combo is done on Ken.
I think that's fitting because he's average size, and odds are that you take
on more shoto's than anything else. If there happens to be one that isn't
done on Ken however, I will mention it underneath the combo.
ALSO! All of these (except counterhit combos) were tested in Training
Mode on my PSX. When I turn breakfalls on, the dummy character does -not-
air recover after certain moves.. Even though I know that it can. One
such move is Rose's fierce soul reflect. I don't know why this is, but it
is. I usually don't find out about these moves until I see it happen in
real play.. so some (few) combos might be in the wrong sections (unflipped,
etc..). It souldn't be too big of a problem though.
===
Ryu
===
Good ol' Ryu.. X and Z both have good combo potential, But I still like
X-Ryu the best.
1. j.roundhouse \/ d.forward XX super fireball lvl.3 {ZX}
Duh...
2. (corner) jab dragon punch -> jab dragon punch {ZXV}
Yes, this works! You have to time the 2nd DP _perfectly_ or it won't
hit.
3. (corner) j.roundhouse \/ d.fierce XX super fireball lvl.3 -> d.strong X
short hurricane kick {ZX}
Juggle with the ducking strong after the fireball. Make sure you use the
short hurricane kick for more damage.
4. (corner - standing) j.roundhouse \/ d.fierce XX super hurricane kick lvl.3
{Z}
5. (corner) j.roundhouse \/ d.forward XX super fireball lvl.2 -> d.strong XX
super fireball lvl.1 {Z}
This is just to show off a bit.
6. cross-up j.forward \/ d.short X jab dragon punch -> super shin
shoryuken lvl.3 {Z}
This is for style only.. Because it is VERY hard to time, and if you do
get it the damage is pathetic.
7. cross-up j.forward \/ d.strong -> d.short XX super fireball lvl.3 {ZX}
This is just for style.. to show that you can chain a d.strong into a
d.short.
8. (corner) jab red fireball -> super fireball lvl.3 -> roundhouse
hurricane kick {ZX}
You have to hit with the red fireball as they're getting up after a
knockdown.
9. (corner) jab red fireball -> super shin shoryuken lvl.3 (all hits) {Z}
Yep, all hits.. :> Extremely difficult and grossly impractical. But
I did manage to get it on tape.. :) See the combo above on how to place
the red fireball.
*!* 10. (corner) j.roundhouse (or cross-up j.forward if not in corner) \/
d.jab -> d.short (X-ism link) X s.fierce XX super fireball -> roundhouse
hurricane kick or red fireball if in corner {X}
*!* 11. (corner) j.fierce \/ d.fierce XX super fireball -> s.fierce X deep
fierce dragon punch OR short hurricane kick {X}
Holy f@ck.. This is the most damaging Ryu combo I have seen. Easily at
least 90% damage. And Capcom calls X-ism "simple".. :) To do this you
have to do every little trick to not get pushed away. Eg: hit as high as
possible, cancel the d.fierce as soon as possible, etc..
*!* 12. (anti-air - counterhit) d.strong X short hurricane kick OR DP OR
super fireball lvl.3 {ZXV}
Breakfall Combos
----------------
1. (corner) j.roundhouse \/ jab dragon punch -> d.jab X jab dragon punch ->
(breakfall) [s.fierce] XX super fireall lvl3 {ZX}
Sometimes your opponent can air recover after the 2nd DP (don't ask).
2. (corner) j.roundhouse \/ d.fierce XX super fireball lvl.3 -> d.strong X
fireball -> (breakfall) [d.fierce] X dragon punch {ZX}
If you omit the second d.fierce for safety, you have to hit DEEP with the
dragon punch.
3. (corner) j.roundhouse \/ d.forward XX super fireball lvl.3 -> d.fierce X
jab dragon punch -> (breakfall) [s.fierce] X jab dragon punch {ZX}
This one's a little more stylish than the previous combo. If you have
trouble connecting with the d.fierce, try a d.short instead of d.forward.
4. (in air) dragon punch -> (breakfall) super fireball lvl.3 {ZX}
A good way to piss off your opponent.
Unflipped Combos
----------------
1. (close to corner - standing) j.roundhouse \/ d.fierce X roundhouse
hurricane kick -> s.fierce X roundhouse hurricane kick {ZXV}
This dizzies A LOT. You can do a super fireball instead of the 2nd HK for
big damage (Z and X only).
Training Combos
---------------
1. (corner) j.roundhouse \/ d.forward XX super fireball lvl.2 -> d.fierce XX
super dragon punch lvl.3 {Z}
2. (corner) j.roundhouse \/ d.fierce XX super fireball lvl.3 -> d.fierce XX
super fireball lvl.2 -> (breakfall) s.fierce XX super fireball lvl.3 {Z}
This one's HARD! You have to cancel the first d.fierce as soon as
possible.
Most Used
---------
1. j.roundhouse \/ d.forward X fierce fireball
The staple combo for the shoto's. {ZXV}
2. cross-up j.forward \/ d.jab -> d.jab -> d.short X fierce fireball {ZXV}
A prettty safe cross-up combo
3. j.roundhouse (or cross-up j.forward) \/ d.jab -> d.short XX super
fireball {ZX}
This is good because if they block (or don't block) the d.jab, you can
super accordingly.
*!* 4. j.roundhouse or cross-up j.forward \/ d.short X s.t+fierce dashing
elbow (X-ism link) -> d.forward X fierce fireball {X}
This doesn't all combo, but it's a good pressure string. If it's all
blocked it takes off about 50% guard meter. You can also do this in V
but without the d.short X dash elbow X-ism link.. just do it without
the link. In V-ism you can also mix in the s.t+forward hopkick.
V-ism Combos
------------
V-Ryu.. THE shoto using the almighty V-ism.. I'd much rather use a different
-ism (IMO). :)
*!* 1. (corner) j.roundhouse \/ VC(j+s) -> d.short X repeated fierce
fireballs -> fierce red fireball (VC ends) -> d.fierce X jab dragon
punch -> (breakfall) [d.fierce] X deep fierce dragon punch
This is VERY damaging.. you have to do the red fireball right before it
ends. This is an excellent crusher as well. Lots of guard damage and
block damage (just don't do the end part if they're blocking :). If you
think you are too far away to conect with the first d.fierce, do a
towards + forward hopkick during the repeated fierce fireballs. The best
thing about this combo is the end of it. If you play it right, they
CAN'T avoid the 2 dragon punches. The only place for them to flip out
is after the first dragon punch. If they do, leave out the 2nd d.fierce
and do a deep fierce dragon punch.. If they don't (which is the smarter
option), do the combo as listed or go for an airthhrow or something.
Beware, V-ism opponents can drop-through.
*!* 2. (corner) j.roundhouse \/ VC(j+s) -> repeated deep fierce dragon
punches -> deep strong dragon punch (VC ends) -> d.fierce X deep fierce
dragon punch
A stylish Akuma-like VC.. Timing is crucial. You have to cancel the 2nd
fierce dragon punch the instant you land from the firt one.. You have to
cancel the rest of them at the right time to get the deep juggle.
*!* 3. (corner) j.roundhouse \/ VC(j+s) -> strong dragon punch -> repeated
neutral s.fierce into whiff fireball (VC ends) -> d.fierce X jab dragon
punch -> (breakfall) [d.fierce] X deep fierce dragon punch
Your basic fireball VC. You don't have to start it with the strong
dragon punch, any move that pops them up will work (red fireball for
example). The damage on this is UNBELIEVABLE.. at least 80%. Just make
sure that you do the -neutral- s.fierce. As usual you have the 2
unavoidable DP's at the end.
*!* 4. (midscreen - confusion) VC(f+r) -> d.short -> d.roundhouse X jab
fireball -> towards + forward hopkick /\ cross-up j.forward -> repeat from
beginning of VC
You have to cancel everything as soon as possible.. Especially the
hopkick.
*!* 5. (anywhere - corner works best) VC(j+s) repeated fireballs -> if they
jump cancel whatever you're doing into dragon punch, try for a juggle,
and repeat if desired.
Your basic fireball trap VC... People might try to jump your fireballs
if you are not close enough to combo with them. You can ALWAYS dragon
punch them though because you can cancel your fireballs into a dragon
punch whenever you want. A smart player will get around this though..
(Rose anyone? :)
Character Review
----------------
What's to say? It's Ryu.. :) He's good. We can bash shoto's all we
want, but their still good. Ryu has got nice supers, classic traps, good
combo ability, and EVERYBODY knows how to use him. His normals are great..
d.strong snuffs a lot.. d.forward has range, decent priority, and can be
cancelled into fireballs/super.. His hopkick is great.. he's just GOOD! :)
X-Ryu has damage and one of the best projectile supers in the game, Z is
almost just as good with super hurricane traps and the hopkick, and V is
great because of the controllable normals (axe-kick, etc..) and VC's are
great no matter what. He's quite easy to use.
=======
E.Honda
=======
Honda is good in both X and Z.. That is, if you can get used to X's weird
normals.
1. j.roundhouse \/ d.short X sumo torpedo {ZXV}
2. (close to corner) j.roundhouse \/ d.short XX super torpedo lvl.3 ->
sumo torpedo {ZX}
You have to be close enough after the super so that you hit with the
standing part of the torpedo to get 2 hits. You could do the jab hundred
hand slap instead if you want.
3. (Close to corner) rising butt splash (1 hit) -> super headbutt lvl.3 {Z}
You have to hit on the way down with the his ass, or else they can flip
out of the combo.
4. cross-up forward \/ s.short -> super grab {Z, with X and V do a normal
spd grab)
Not a true combo, but it looks pretty nice. :)
Breakfall Combos
----------------
1. (close to corner) j.roundhouse \/ d.short XX super torpedo lvl.3 ->
jab hundred hand slap -> (breakfall) s.fierce {ZX}
This looks cool.. your opponent keeps bouncing off Honda's hands.
2. Kick throw -> (breakfall) super torpedo lvl.3 -> jab hundred hand slap ->
(breakfall) s.fierce {ZX}
Variation on the one above. You'd have to time the super so it hits them
after they air recover.
Unflipped Combos
----------------
1. (close to corner) Kick throw -> s.roundhouse -> super torpedo lvl.3 ->
jab hundred hand slap {ZX}
It's difficult it is to connect with the s.roundhouse. Kick throw into
super works well too.
2. (YOU in corner - OPPONENT in air) air throw (while jumping back) \/
forward rising butt splash {ZXV}
This only works on "special" juggle characters. See the Tips section
for info.
Training Combos
---------------
1. (corner) j.roundhouse \/ d.short XX super torpedo lvl.3 -> jab hundred
hand slap -> (breakfall) any super. {ZX}
You could leave out the hundred hand slap and just go for another super
right away.
Most Used
---------
1. j.roundhouse \/ d.short X sumo torpedo or super {ZXV}
Honda is pretty limited because because of his inability to cancel any
normal attack EXCEPT his d.short.
2. cross-up j.forward \/ d.short -> buttofucko (the grab) {ZXV}
A simple tick.
V-ism Combos
------------
V-Honda is pretty good.. Anti-air, midscreen and decent damage to boot.
And OTG'ing people with the buttofucko grab is always fun.. :)
*!* 1. Honda pretty much has 1 main VC pattern.. I will try to explain how
to do it from beginning to end.
Step 1 - (grounded) VC(j+s) -> s.short OR s.fierce X fierce sumo torpedo..
-OR-
(anti-air - counterhit) VC(j+s) -> s.fierce -> whiff s.roundhouse X
jab sumo torpedo.. OR s.fierce X roundhouse (forward?) rising
splash..
These are two ways to begin the VC.. If they are on the ground do the
first one, if in the air do the 2nd one. If you are midscreen while
doing this go to Step 2, or if you're already close to the corner
go to Step 3.
Step 2 - (being juggled) strong sumo torpedo -> repeat fierce sumo torpedos..
This is the middle.. Once you get to the corner go to Step 3
Sometimes you dont need to the strong torpedo.. judge accordingly.
Step 3 - (being juggled) repeated strong sumo torpedos (VC ends) -> jab
hundred hand slap -> (breakfall) sumo torpedo
-OR-
(being juggled) repeated strong sumo torpedos -> forward rising butt
splash -> whiff d.roundhouse -> OTG fierce buttofucko grab (VC ends)
The first option is the safest.. If they flip out, do a jab sumo
torpedo to snuff any counterattack they might stick out. If they don't,
do whatever you like.. The 2nd one is harder, but the extra non-scaled
buttofucko damage is worth the effort.
*!* 2. (anywhere) j.attack \/ VC(j+s) d.short X buttofucko grab /\ cross-up
j.forward \/ buttofucko grab -> etc..
Your basic spd VC. Honda gets the addded bonus of being able to do it
repeatedly.. Vary the timing of the j.forward to make it a cross-up or
a regular jump attack. Either way they're getting grabbed. Only a wake
up move will save them.
*!* 4. (anywhere) VC(any) -> strong buttofucko grab -> repeated OTG strong
buttofucko grabs..
Yeah, this works anywhere on the screen. But it's hard. I can only get
2 buttofuckos though.. :( I assume that you can do it repeatedly but I
just can't get it to work. I'll keep trying.
Character Review
----------------
Honda can be good if you know how to use him.. He's not a beginner's
character. He does have his strengths though. He's got decent anti-air
(s.fierce chop, jab sumo torpedo, VC, etc.), he's got damage, a SPD, and
decent normals. His s.jab and d.strong snuff a lot, his s.t+roundhouse has
range, his splash is great.. But you have to know when to use them. If
you're not good at zoning or combo's, you'll lose. But in an expert's hands
he'll rip you apart. If you jump you'll get hit, if you block you'll lose
life (SPD, block damage, etc.), and if you get hit you'll lose a LOT of life
(combo's, VC's). He's not one of the best, but in an expert's hands he can
be a tough match for anyone.
======
Blanka
======
This guy is one of my favs.. X is definitely my Blanka of choice, with Z
right behind if I want to play with fruit, and V if I want to lose.. ;)
1. j.fierce \/ headbutt (1 hit) or d.forward X rolling ball {ZXV}
2. j.fierce \/ s.strong X verticial ball {ZXV}
Try this on big characters only.
3. (corner) d.forward XX super rolling ball lvl.3 -> headbutt X vertical
ball {ZX}
This however, is a pretty sweet combo. You can do a standing strong
instead of the headbutt to make it easier. The trick to doing this combo
is to be REALLY close, and to stall the ball so that you roll underneath
your opponent and sorta hit them in the back. That way, you don't bounce
back and can chain into the vertical ball.
4. (close) X number of melons -> d.fierce {Z}
Try to connect with the d.fierce and melons at the same time. This can
take off a LOAD of life. Just 3 melons and a d.fierce will take off
nearly half of their life.
5. (corner) j.fierce \/ headbutt (1 hit) XX super rolling ball lvl.3 ->
s.strong X vertical ball {ZX}
I did this on Zangief, see #3 for info..
*!* 6. (anti-air - counterhit) s.strong XX tropical hazard super lvl.3 {Z}
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
again, anyone?
Training Combos
---------------
1. All I got is for you is to keep doing his tropical hazard super lvl.3 over
and over until you luck out and manage to land a load of melons in front
of your opponent (more than 4). Then, make use of the little bug or
whatever, and hit the melons with your d.fierce while also hitting your
opponent with your d.fierce and see if you can clear their life bar.
2. (corner) Any combo with super rolling ball lvl.3 -> super rolling ball
lvl.3 {ZX}
See #3 for info about stalling the ball.
Most Used
---------
1. j.fierce \/ headbutt (1 hit) or d.forward X fierce rolling ball {ZXV}
That's about it..
V-ism Combos
------------
UuuH.. Let's just say that Blanka wasn't made for V. :)
*!* 1. (corner - guard crusher) VC(s+f) -> d.fierce -> d.fierce X fierce
rolling ball -> repeat from beginning..
The ball WON'T hit...
*!* 2. (corner) VC(s+f) -> d.short x3 -> d.strong X jab rolling ball ->
repeat from beginning..
EXTREMELY difficult..
Character Review
----------------
Blanka is an X-ism character. Trust me.. If you need to win, pick X. V and
Z are fun, but X has his best super and damage. Blanka is like Honda in his
rank.. He can be good in an expert's hands, but he's still not the best.
His ball is decent, but should be used mainly in combo's because a lot of
characters can hit him after it. His d.forward does good guard crush, his
d.strong from max distance will snuff almost ANYTHING, his j.fierce is good,
you just have to know how to use it all.. He does have his downfalls though.
His specials are only good if they hit, his super is pretty bad having no
real use except anti-air, his close game isn't too good, etc. But he can
still kick your ass if your not trying your best. Oh yeah, his jump straight
up fierce is AWESOME! It's my anti-air move of choice.. kicks ass.
=======
Chun Li
=======
HMmm.. Nobody uses Chun around here, her combo's seem pretty good though.
1. (close to corner) j.roundhouse \/ s.jab -> s.jab -> s.short XX super
lightning kick lvl.1 -> s.fierce X lift leg {Z}
This is a good combo for damage, and style. The only problem is that
sometimes the super won't connect right.
2. (corner) j.roundhouse \/ s.fierce XX super lightning kick lvl.1 ->
s.fierce XX super lift kick lvl.2 {Z}
The hard part is getting the standing fierce. In the tips section below,
I tell an easy way to do the doulble flash kick motions, and how to cancel
normal moves into them. You could do a kikosho intead of the super lift
kick to make is easier.
3. (corner) kikosho lvl.1 -> short lightning kick {Z}
If you wanna play with your opponent. You can do the ol' s.fierce into
lift kick (or super) instead of the lightning kick for some damage.
4. (close to corner - in air) air throw \/ d.strong X roundhouse lift
kick {ZV}
This only works on "special" juggle characters. See the Tips section
for info. The timing for this is pretty crazy too.. it has to be
perfect or they can flip out.
5. (corner) j.fierce \/ s.fierce XX super lightning kick lvl.1 ->
s.fierce X taunt {Z}
Cancel the s.fierce into her taunt.. looks cool.. :)
*!* (corner) j.fierce \/ s.fierce X jab palm strike -> d.strong X fierce
palm strike {X}
All I have to say is "woah.." The first 3 hits alone take off 50%. The
last palm strike is next to impossible to get though.. But it can be
done. To make it easier do d.strong X lightning kick instead. (yes, I
said easier.. :)
Breakfall Combos
----------------
1. (close to corner) j.roundhouse \/ s.fierce XX super lightning kick lvl.2
-> (breakfall) [s.fierce] XX super lift kick lvl.1 {Z}
*!* 2. (close to corner) j.fierce \/ s.fierce XX super lightning kick ->
(breakfall) roundhouse spinning bird kick
If they airblock the sbk they'll be regretting it..
Unflipped Combos
----------------
1. (close to corner) j.roundhouse \/ d.short XX super lift kick lvl.1 ->
super lift kick lvl.1 -> s.fierce XX super lift kick lvl.1 {Z}
Ok, this one's pretty hard. You have to start it outside of the corner
but be close enough so you can hit with the second super.
Training Combos
---------------
Just do any of the combos above except always use lvl.3.
Most Used
---------
I don't use her..
V-ism Combos
------------
*!* 1. (anywhere) VC(j+s) -> any normal attack X repeated roundhouse lift
kicks
Character Review
----------------
Hmm.. I have no real playing experience with Chun. I know that she can be
one tough bitch in an expert's hands. :) I have lost many times to expert
Chun Li's. Anyhow, she seems to be good in every -ism, has good combo's,
and great priority (forward anything.. :). Feel free to send in your own
reviews.
=======
Zangief
=======
Another one of my favs! Too bad he's got crappy combos. V-Gief is pretty
cool though.
1. j.fierce \/ defensive d.forward X glowing hand {ZXV}
2. s.jab X clothesline {ZXV}
Breakfall Combos
----------------
1. kick throw (or df+pp throw) -> super air grab lvl.3 {Z}
this works even if they don't breakfall, but the problem is that I don't
think it will work if they do a neutral breakfall. Otherwise it should
always work. You just have to be damn quick about it.
*!* 2. (in air) s.jab -> super rising grab lvl.3 {Z}
You usually have to get a counterhit in order for this to work.. I put
this here because I find it EXTREMELY useful. It works even if they don't
breakfall, just as long as you get a counterhit with the s.jab. If you
don't get the counterhit you have to cancel the s.jab into the super which
is harder. The ONLY way out of this is if you don't 2in1 it, and if they
breakfall at precisely the right time using the incinvible breakfall
flash to pass through your super.
Unflipped Combos
----------------
????????????????
Training Combos
---------------
???????????????
Most Used
---------
1. j.fierce (or splash) \/ d.roundhouse {ZXV}
Use the long d.roundhouse when jumping from afar.
2. j.splash (d+fierce) or cross-up splash \/ d.jab -> d.short -> spinning
piledriver (or super spd) {ZXV}
Leave out the d.short or put in an extra d.jab for varied results.
3. (in air) s.jab -> super rising grab lvl.3 {Z}
See breakfall combo #3 for info..
*!* 4. whiff s.t+fierce headbutt (or s.t+strong in V-ism) -> spinning
piledriver (or super spd) {X}
Do th whiff headbutt outside of sweep range.. I looks sweet when you use
it to go over sweeps etc., then final atomic buster. :)
V-ism Combos
------------
V-Gief is a blast.. You gotta love those OTG spd's.. :>
*!* 1. (anywhere) offensive d.roundhouse X fierce green hand X OTG spinning
piledriver
This can be done from almost a half screen away.
*!* 2. (grounded or anti-air) VC(j+s) -> KKK lariat -> fierce green hand ->
whiff d.forward X fierce green hand -> whiff d.forward X fierce green hand
-> etc.. when you reach corner -> whiff d.roundhouse -> OTG siberian
suplex -> whiff strong green hand -> OTG strong spinning piledriver
The last OTG spd is hard.. very hard.
*!* 2. (grounded or anti-air) VC(s+f) -> KKK lariat -> fierce green hand ->
whiff d.short X fierce green hand -> whiff d.short X fierce green hand ->
etc.. when you reach corner do repeated fierce green hands until your
opponent falls BEHIND you, then OTG spinning piledriver or 360+K.
A much easier version of the combo above.
*!* 4. (close or corner) d.roundhouse -> VC(any) -> OTG spd or 360+K
Inescapable..
*!* 5. (anywhere) j.attack -> VC(any) any attack into spd or 360+K
Your basic spd VC.
Character Review
----------------
Zangief is the scrub-killer. If you don't know how to fight him, you will
die.. horribly. But once you learn to jump out of ticks and how to play
keep away, you stand a chance. He's also one of the characters that is good
in all -isms. X has damage (BIG damage), Z has the air grab super (God love
it), and V has those dreaded VC's. But he does have his downfalls.. He's
big fat and slow, you'll rarely land a SPD or FAB on an expert, and he just
plain out loses to certain characters. He's really good, but he's not the
best.
=======
Dhalsim
=======
Ok, PLEASE help me out here.. I don't know jack when it comes to Dhalsim.
1. fireball -> s.fierce {ZXV}
wow..
2. (YOU in middle of screen - OPPONENT in corner) jab yoga fire -> super
yoga stream lvl.3 {Z}
3. (corner) j.b+fierce \/ d.b+strong XX super yoga fire lvl.1 ->
d.b+strong XX super rising grab lvl.2 {Z}
This is sort of a thumb twister at first (if you don't play Dhalsim),
but gets easier.
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
*!* 1. (corner) j.fierce \/ d.strong X jab yoga flame -> d.fierce XX super
yoga flame {X}
Big damage.. about 90%
Training Combos
---------------
1. (corner) j.b+fierce \/ d.b+strong XX super yoga fire lvl.3 ->
d.b+strong XX super rising grab lvl.3 {Z}
A variation of combo #3 that will totally wipe out their life bar.
Most Used
---------
Not a clue..
Variable Combos
---------------
I don't use Sim at all.. So someone please send in some VC's.
*!* 1. (corner) VC(j+s) -> d.short X repeated jab yoga fires -> fierce yoga
fire (VC ends) -> d.b+fierce X yoga flame
The repeated d.short X jab yoga fire VC from the arcade doesn't work well
on the PSX. It DOES work, but is very hard and you're usually pushed out
too far by the end of it anyhow..
Character Review
----------------
I can't tell you much, except that Dhalsim can be a freakin' nightmare in the
right hands.. You'll almost cry. I personally don't have the patience to
use him (I just CAN'T play against someone that way), but he's awesome. You
will spend the entire match trying to get close, and end up getting combo'ed/
guard crushed the whole time. A real Asshole who is one of the best in the
game. Only a select few characters stand a chance.
===
Ken
===
With the ability to do 2 dragon punches in a row, Ken has some stylish
combos. V-Ken is good too.
1. j.roundhouse \/ d.fierce XX shoryureppa lvl.3 {ZX}
Basic, but big damage.
2. j.roundhouse \/ s.strong X jab dragon punch -> super hurricane
kick lvl.3 {Z}
you won't get all the hits with the super, but looks cool if you kill
your opponent with it.
3. (corner) j.roundhouse \/ d.jab -> d.jab -> s.short XX shoryureppa lvl.3
{ZX}
stylish, as well as damaging.
4. (corner) j.roundhouse \/ s.fierce X jab dragon punch -> s.jab X fierce
dragon punch {ZXV}
VERY sweet looking combo. Too bad it's nearly impossile. Leave out the
s.jab to make it much easier.
5. (corner) j.roundhouse \/ s.fierce X jab dragon punch -> d.jab XX
shoryureppa lvl.3 {ZX}
Another insanely hard combo. If you have trouble connecting with the
first dragon punch, you're probably hitting too deep (yes, there is such a
thing). Try using s.strong instead of s.fierce. The damage on this combo
sucks... But if you did this to me during a match, I'd let you win. :)
You can however, do a shinryuken lvl.3 instead for more damage.
6. (corner) kick throw -> s.fierce XX shinryuken lvl.3 {Z}
Your timing with the s.fierce has to be perfect.
7. cross-up j.forward \/ d.strong -> d.short XX super dragon punches
lvl.3 {ZX}
This is just for style.. to show that you can chain a d.strong into a
d.short.
*!* 8. j.roundhouse or cross-up d.forward \/ d.short (X-ism link) -> s.fierce
super dragon punches {X}
*!* 9. (annti-air - counterhit) d.strong X fierce DP OR shinryuken lvl.3
Breakfall Combos
----------------
1. (in air) shinryuken lvl.1 -> (breakfall) shinryuken lvl.1 -> (breakfall)
shinryuken lvl.1 {Z}
It's pretty hard to connect with all three supers, but it's damn
humiliating if you can. You can replace the last two supers with
one lvl.2 shinryuken.
1. Shinryuken lvl.3 -> repeat... {Z}
whaddya know! An infinite combo in alpha 3. The combo counter only goes
as far as 99.
Most Used
---------
1. j.roundhouse \/ d.forward X fierce fireball {ZXV}
The staple combo for the shoto's.
2. cross-up j.forward \/ d.jab -> d.jab -> d.short X fierce fireball {ZXV}
A prettty safe cross-up combo
3. j.roundhouse or cross-up j.forward \/ d.jab -> d.short XX super
dragon punches {ZX}
This is good because if they block (or don't block) the d.jab, you can
super accordingly.
4. j.roundhouse or cross-up j.forward \/ s.fierce X fierce dragon punch {ZXV}
Classic combo... Ahhh hyper fighting memories.
V-ism Combos
------------
V-Ken is cool.. I just wish he had a better midscreen. I like him better
than V-Ryu though.
*!* 1. (corner) j.roundhouse \/ VC(j+s) -> d.short X repeated fierce
fireballs -> s.t+roundhouse X whiff fierce fireball (VC ends) -> d.fierce
X jab dragon punch -> (breakfall) [d.fierce] X deep fierce dragon punch
This is Ken's version of Ryu's corner VC.. As with Ryu's, if you play
it right they CAN'T avoid the 2 dragon punches.
*!* 2. (midscreen) VC(s+f) -> deep jab dragon punch -> s.fierce X fierce
dragon punch -> s.roundhouse (stick at neutral) X fierce dragon punch ->
repeat from s.roundhouse until you reach the corner..
You have to be close when you start this combo in order for it to work.
If your opponent was airborne and you don't think the s.fierce will hit,
try a s.roundhouse instead. Anyhow, when you reach the corner do a whiff
fierce fireball and start Ken's corner VC (see #3 or 4).
*!* 3. (corner) VC(s+f) -> deep strong dragon punch -> whiff fierce fireball
-> repeat.. (meter gets low) -> jab dragon punch (VC ends) -> d.fierce X
jab dragon punch -> (breakfall) [d.fierce] X fierce dragon punch
As with VC#1, you get 2 unavoidable DP's after the VC.
*!* 4. (corner) VC(any) -> jab dp or t+roundhouse, etc. -> neutral s.fierce
X whiff fireball -> repeat.. (VC ends) -> d.fierce X jab dragon punch ->
(breakfall) [d.fierce] X deep fierce dragon punch
To do this after his midscreen just leave out the very first part. Make
sure you do a whiff fireball when you reach the corner though.
*!* 5. (corner) VC(s+f) d.short x2 -> d.forward X jab roll -> repeat from
beginning..
Near impossible..
*!* 6. (anywhere - corner works best) VC(j+s) repeated fireballs -> if they
jump cancel whatever you're doing into dragon punch, try for a juggle,
and repeat if desired.
Your basic fireball trap VC... People might try to jump your fireballs
if you are not close enough to combo with them. You can ALWAYS dragon
punch them though because you can cancel your fireballs into a dragon
punch whenever you want. A smart player will get around this though..
(Rose anyone? :)
Character Review
----------------
Good Ol' Ken.. What can I say? He's a "crazier" Ryu. Has a damaging
super (shoryureppa), decent VC's, nice normals, and is easy to use. But he's
still not quite as good as Ryu. His Shinryuken stinks.. I don't care. Why
use it? Yes it looks sweet, but the only use I see for it is if your
opponent jumps and they don't have enough life to survive it. Other than
that why not save your meter for his shoryureppa? Anyhow, he's still good.
He can be good in all -isms (V especially), and is a lot of people's
favorite. I don't know why exactly.. He was even my fav. once upon a time.
=====
Akuma
=====
With his hurricane kick, and his super fireball, you can do some crazy stuff.
Z-ism is good but X isn't worth it to me.. Especially with just the raging
demon for your super. V is awesome though.
1. j.roundhouse \/ d.fierce XX super dragon punch lvl.3
Easy, and has big damage. {Z}
2. j.roundhouse \/ d.fierce XX super fireball lvl.3 {Z}
Big damage, but a lot harder than the previous combo.
3. (corner) j.roundhouse \/ d.jab -> d.jab -> s.short X short hurricane kick
-> s.fierce X jab dragon punch {ZXV}
For some reason, your opponent can't flip out after the hurricane kick
sometimes. So this combo works about 75/25.
4. (corner) j.roundhouse \/ d.fierce XX super fierball lvl.3 -> dragon
punch {Z}
This one's pretty hard. You can try using a d.forward instead of a
d.fierce to make the chances of the dragon punch connecting better.
5. (corner) j.roundhouse \/ d.jab -> d.jab -> s.short XX super fireball lvl.3
-> hurricane kick {Z}
VERY hard combo.. If only the motion for the super fireball was easier.
6. (corner) demon flip grab (end with punch) -> d.fierce XX super dragon
punches lvl.3 {Z}
You have to hit deep with the rolling attack (not the grab).
7. j.roundhouse \/ d.jab -> d.short XX super fireball lvl.3 {Z}
I just put this one in here because it looks easy but is damn near
impossible. That button release stuff can be a bitch. :)
8. super fireball lvl.3 -> fierce demon flip (end with punch) -> s.fierce
X fierce dragon punch {Z}
You have to do the super fireball from almost a full screen away.. You can
do a lvl.1 or lvl.2 super fireball and do a super dragon punch intead of
the normal dragon punch, but it doesn't take off as much life.
9. taunt -> super dragon punches lvl.3 {Z}
Works best in the corner.
10. (corner) punch throw -> super dragon punches lvl.3 {Z}
This only works on "special" juggle characters.. See Tips section for
info. This is also very hard because your timing has to be perfect as
well. I did this on Sodom.
11. cross-up j.forward \/ d.strong -> d.short XX super dragon punches
lvl.3 {Z}
This is just for style.. to show that you can chain a d.strong into a
d.short.
*!* 12. (anti-air - counterhit) d.strong X fierce demon flip (grab with
punch) -> super dragon punches lvl.3 {Z}
d.strong is a surprisingly decent air counter. You have to end up close
to the corner for the super dragon punches.
Breakfall Combos
----------------
Do combo #3 up above, and if they flip out after the dragon punch, take a
step back and do a lvl.3 super dragon punch.
Unflipped Combos
----------------
1. hurricane -> repeat... {ZXV}
If they don't flip out by the time you reach the other side of the screen,
your opponent is an idiot. :)
2. jumping short hurricane kick \/ fly-up short hurricane kick \/ fly-towards
short hurricane kick \/ repeat from the fly-up short hurricane kick..
{ZXV}
This looks cool, and is pretty hard to do. See the tips section about
the "fly-up" stuff.. You can also start this with any ground hurricane
kick instead of the jumping short one.
3. (outside of corner) j.roundhouse \/ d.fierce X roundhouse hurricane
kick -> d.fierce X demon flip grab (grab them with punch) -> super
dragon punches lvl.3 {Z}
Creds to my buddy Sean for this one.. You can do the d.fierce into
demon flip grab after ANY hurricance, not just the combo above. You
could also do it if they breakfall but you might have to walk forward
a bit, and risk getting hit. You also have to end up pretty close to
the corner after the demon flip grab.
Training Combos
---------------
1. (corner) j.roundhouse \/ d.fierce XX super fireball lvl.3 -> d.strong XX
super fireball lvl.2 {Z}
Most Used
---------
1. j.roundhouse \/ d.forward X fierce fireball {ZXV}
The staple combo for the shoto's.
2. cross-up j.forward \/ d.jab -> d.jab -> d.short X fierce fireball
A prettty safe cross-up combo {ZXV}
3. j.roundhouse (or cross-up j.forward) \/ d.jab -> d.short XX super
dragon punches {Z}
This is good because if they block (or don't block) the d.jab, you can
super accordingly.
V-ism Combos
---------------
The infamous V-ism Akuma.. Killer of all, winner of tourneys.
*!* 1. Akuma has basically has 1 major VC pattern.. I'll try to explain it.
(grounded) VC(j+s) -> d.forward (or d.fierce) X fierce red
fireball..
These are just 2 ways to start the VC.
Step 2 - (being juggled) fierce demon flip -> fierce fireball -> repeat..
Once you reach the corner go to step 3.
Step 3 - (you've reached corner with demon flip) whiff fireball -> d.fierce
X whiff fireball -> deep strong dragon punches OR [neutral s.fierce
X whiff fireballs] (VC ends) -> d.fierce X jab dragon punch ->
(breakfall) [d.fierce] X deep fierce dragon punch (if they don't
flip you can do whatever juggle you want of course)
The first part is to get around the PSX weird corner thing.. Do this
if you end up DEEP in the corner with the demon flip. If you're not
too deep in the corner you can leave out the d.fierce ->
whiff FB part. It has the usual 2 unavoidable DP's at the end.
-OR-
(you've reached corner with demon flip) whiff s.fierce X short
hurricane kick -> wait -> deep strong dragon punches -> repeated
[s.fierce X whiff fireballs] (if you want) (VC ends) -> d.fierce X
jab dragon punch
This is breakfall bait.. They can flip after the hurricane. If
they flip they eat more damage. This will also work if they don't
flip.
-OR-
(you've ALMOST reached the corner with demon flip) juggle with
fierce fireballs -> s.t+forward hopkick X deep strong dragon punch ->
corner juggle of your choice -> 2 DP ender
Sometimes you might find yourself a bit outside the corner, so use
this.
-OR-
(you've ALMOST reached the corner with demon flip) juggle with
fierce fireballs -> appropriate strength hurricane kick -> wait ->
deep strong dragon punch -> corner juggle of your choice -> 1 DP
ender
More breakfall bait..
*!* 2. (corner) VC(j+s) /\ j.fierce -> j.fierce -> j.fierce \/ /\ j.fierce ->
j.fierce -> j.fierce \/ fierce dragon punch -> repeated strong dragon
punches.. (VC ends) -> d.fierce X jab dragon punch -> (breakfall)
[d.fierce] X deep fierce dragon punch
I did this on T.Hawk.
*!* 3. (midscreen - crusher) VC(j+s) s.fierce X fierce red fireball X fierce
demon flip -> repeat from beginning..
Use strong+forward activation for varied results.. :) when you reach the
corner switch to a corner crusher.
*!* 4. (corner - crusher) VC(j+s) s.fierce X fierce red fireball ->
repeated s.t+forward hopkicks into fierce red fireballs
*!* 5. (corner - crusher) VC (j+s) s.fierce X repeated fierce red fireballs..
(guard gets crushed) -> s.t+forward hopkick X strong dragon punch ->
corner juggle of your choice (VC ends) -> d.fierce X jab dp, etc..
Character Review
----------------
Akuma is good in all -isms (X being worst - V the best). If you have to
take on a expert V-Akuma, be prepared to get rocked. Unless you are an
expert yourslef, you will most likely lose. He can VC you for nice damage
even if you block! He is definitely one of the best in the game, thus my
choice character if I need to win. :) The supreme shoto.
=================
Nash (Charlie US)
=================
Damn the PSX controller.. :) I find charge combos VERY difficult.
1. j.fierce \/ s.fierce X flash kick {ZXV}
I'd advise you to only use this against the big guys.
2. (corner) j.fierce \/ s.fierce X jab sonic boom -> s.fierce {ZXV}
Aaah.. this brings back memories.
3. (corner) j.roundhouse \/ d.jab -> d.jab -> s.short XX super flash kick
lvl.3 {ZX}
You can replace the s.short for a d.short to make it easier.
4. (corner) j.roundhouse \/ s.fierce XX crossfire blitz lvl.3 -> d.strong ->
flash kick {Z}
You have to time the d.strong just right. You could also try a
s.fierce instead of the d.strong, but you're usually pushed out too
far to get a close s.fierce and get the backfist instead. Really big
damage as well.
5. (corner) j.roundhouse \/ d.short XX sonic blades lvl.2 -> s.fierce X
jab sonic boom -> s.fierce {Z}
A spiced up version of combo #2.
6. (corner) j.roundhouse \/ d.jab -> d.short XX sonic blades lvl.2 ->
super flash kick lvl.1 {Z}
This combo is pretty easy. I think you can put a d.short in before the
super flash kick, but i don't think it always connects.
7. (corner) jab sonic boom /\ j.forward -> d.short XX sonic blades lvl.2 ->
super flash kick lvl.1 {Z}
This combo looks good and is not that hard. You have to throw the boom
from far away, and then follow it in.
8. j.roundhouse \/ d.strong XX super flash kick lvl.3 {ZX}
Probably the combo you'll use the most.. Easy, and big damage.
9. (corner) j.roundhouse \/ d.jab -> d.short XX sonic blades lvl.1 ->
sonic blades lvl.1 -> sonic blades lvl.1 -> d.strong X strong sonic boom
-> s.fierce {Z}
A very sweet corner combo.. 12 hits in all..
Breakfall Combos
----------------
1. (close to corner - in air) kick air throw \/ (breakfall) super flash kick
lvl.3 {ZX}
Looks good, but not very practical as the damage isn't worth it.
Unflipped Combos
----------------
1. (close to corner - in air) punch air throw \/ s.fierce X flash kick {ZXV}
2. (in air) punch air throw \/ super sonic blades lvl.3 {Z}
This one looks pretty sweet.. You have to go nuts with the sonic
blades and it juggles them across the whole screen.
Training Combos
---------------
Another infinite.. Just do any combo with lvl.2 sonic blades in the corner,
and repeat. {Z}
Most Used
---------
1. j.forward \/ d.jab -> d.short XX super flash kicks or sonic boom if
they block {ZX}
This is good because you can throw a sonic boom instead of the super flash
kicks if they block the d.jab.
2. cross-up j.forward \/ d.jab -> d.jab -> d.short X fierce sonic boom {ZXV}
This is good because you can push out with a sonic boom after a cross-up.
V-ism Combos
------------
V-Nash (Charlie US) is pretty good.. too bad I never use him.
*!* 1. (anti-air - grounded) VC(j+s) -> d.fierce X roundhouse flash kick ->
repeated [dashing short -> roundhouse flash kick].. when you reach the
corner do repeated [whiff d.roundhouse -> roundhouse flash kick]..
Character Review
----------------
Charlie is one of the few characters that I don't use. I just don't like
him.. He's pretty decent though. Waaaaay better than Guile. He's got nice
pressure tactics and combos, but he isn't the best.
=====
Cammy
=====
Ever since I discovered V-Cammy, she's quickly becoming one of my favorites.
1. j.roundhouse \/ s.fierce XX super cannon drill lvl.3 {ZX}
Nice damage, not very practical. The s.fierce will miss sometimes, so
use a d.strong instead.
2. (corner) spinning knuckle -> s.fierce XX super rising drill lvl.3 {Z}
3. (corner) short cannon drill -> s.fierce XX super rising drill lvl.3 {Z}
You have to hit with just the tip of the cannon drill.
4. j. roundhouse \/ d.strong -> d.strong XX super cannon drill lvl.3 {ZX}
Pretty hard. It's all in the timing. Not very practical either,
because you won't get all the hits with the super.
*!* 5. (anti-air - counterhit) s.fierce X fierce hooligan roll OR killer bee
assault lvl.3 {ZXV}
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
????????????????
Training Combos
---------------
???????????????
Most Used
---------
1. j.roundhouse \/ d.strong X cannon drill or super cannon drill {ZX}
V-ism Combos
---------------
V-Cammy is definitely my choice Cammy..
*!* 1. (corner) j.roundhouse (from afar) \/ s.b+fierce X short cannon drill
-> d.jab X roundhouse cannon spike
You have to connect with the very tip of the s.b+fierce.. not very
practical but extremely sweet.
*!* 2. (anti-air - grounded) VC(j+s) -> roundhouse cannon spike -> roundhouse
cannon drill -> d.fierce -> repeat from beginning.. when you reach the
corner do repeated roundhouse cannon spikes (VC ends) -> s.b+fierce X
fierce hooligan roll -> grab them with kick
If you're a distance away you can leave out the cannon spike and start
it with the cannon drill. This doesn't work so well on some characters
(Gen, Sagat, etc.. ). If you don't reach the corner try to make sure that
you end with a (short usually) cannon drill so you can still do the
s.b+fierce X hooligan roll ender.
*!* 3. (corner) j.roundhouse \/ VC(f+r) -> repeated roundhouse cannon
spikes.. (VC ends) -> s.b+fierce X fierce hooligan roll -> grab them with
kick
EXTREMELY damaging VC.. at least 80%. Easy to boot.
Character Review
----------------
Cammy is best in V-ism.. the other -isms are good, but I think V is the
best. Her main VC (vc #2) is quite easy too do, and can be done from
anywhere. She also has great normals like her d.forward, d.strong,
s.rounhouse, j.strong, etc.. she also has good speed and all-round priority.
Her damage isn't too hot though, and she just can't win all the time against
higher ranked characters. She's still a blast to use though.
===================
M.Bison (Balrog US)
===================
Another damn charge character..
1. j.fierce \/ d.fierce XX super turn punch lvl.3 {Z}
Ouch.. This one looks like it hurts. You have to charge the instant you
jump.
2. (corner) j.fierce \/ d.fierce XX super dashing punches lvl.3 -> s.short ->
roundhouse dashing uppercut {ZX}
Timing is the key.
3. (corner) j.fierce \/ d.jab -> d.short XX super dashing punches lvl.2 ->
s.short XX super dashing punches lvl.1 {Z}
Looks nice, but it's too bad that the final hit of the lvl.1 dashing
punches doesn't connect.
4. (corner) forward dashing low uppercut -> d.short X dashing uppercut {Z}
You have to hit with the first uppercut just before it ends.
*!* 5. (corner) j.fierce \/ d.strong X fierce dashing punch -> s.strong X
roundhouse dashing uppercut {X}
You have to hit DEEP with the j.fierce or you won't have enough time to
charge for the dashing uppercut
*!* 6. (anti-air - counterhit) s.strong X final punch
PLEASE do this on someone you know.. :) When you hit them with the
strong, release the final punch.
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
????????????????
Training Combos
---------------
2. (corner) j.fierce \/ d.fierce XX super dashing punches lvl.3 -> s.jab XX
super turn punch lvl.3 {Z}
Jesus.. That super turn punch makes me wince every time.. :>
Most Used
-------------
1. j.fierce \/ d.jab -> d.short X jab dashing low punch or super dashing
punches {Z}
V-ism Combos
------------
*!* 1. (corner) VC(j+s) repeated headbutts
Character Review
----------------
Balrog is an X-ism character.. In X he does masssive damage, you can't
duck his dashing punch or hit him after it, and he has one of the best damn
supers in the game. You have to play really careful against him. A few
hits and it's over! His s.fierce has good range and can't be ducked
(although it can be countered by jabs), his jab dashing punch is great
(although it too can be countered by jabs), and his super is amazing. You
can't hit him out of it, and you can't hit him after it. It has good damage
and if you use it right, you WILL connect with it. It's one of the quickest
supers in the game. If they're not blocking when it starts, it WILL hit.
You can even block almost ANY attack, then super and it will connect. Poor
Fei Long gets reamed by this.. He can't even do 1 wrekka ken without getting
super'ed. But all this doesn't make him the best. He's hard to learn,
and hard to use. But in an expert's hand's he's one of the best.
================
Balrog (Vega US)
================
Another one of my fav. characters.
1. j.roundhouse \/ d.forward XX super flipkicks lvl.3 or super claw stab {Z}
you have to charge the instant you jump.
2. (close to corner) j.roundhouse \/ d.forward X fierce rolling claw -> {ZXV}
d.strong
The hardest part is the d.strong.
3. super wall leap lvl.3 (not the grab) -> d.strong {ZX}
Not that great but a combo nonetheless.
4. (corner) j.roundhouse \/ d.forward X fierce rolling claw -> super claw
stab lvl.3 {Z}
A good way to scare the shit out of your opponent.. :) They'll see
the super starting up and probably say, "Holy crap! that works?" But
unfourtunately, the claw stab only slashes them, and DOES NOT lift
them into the air for the damaging hit. If you can find a way so that
it does, please email me.
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
1. (close to corner - in air) punch air throw \/ /\ punch air throw {ZXV}
This only works on "special" juggle characters. See the Tips section
for info.
2. (YOU in corner - OPPONENT in air) kick air throw \/ /\ kick air
throw {ZXV}
This one however, works on everybody.
Training Combos
---------------
???????????????
Most Used
---------
1. j.fierce \/ d.strong {ZXV}
Not much, but it's Vega.
2. (corner) j.fierce \/ d.forward X fierce rolling claw -> d.strong {ZXV}
V-ism Combos
------------
V-Vega is THE Vega to use.. Having an anti-air special is definitely a plus.
*!* 1. (crusher) VC(j+s) -> repeated d.roundhouse.. when you reach the corner
start doing repeated fierce rolling claws (VC ends) -> fierce rolling claw
-> s.fierce
The bleeder.. :P If you do this right the only way out is to AC. And if
they AC, you've accomplished what you were trying to do anyways - take off
a block of guard meter. If they don't blue block, you're almost
guaranteed a guard break. When it breaks just keep doing fierce roling
claws, and finish the VC as listed.
*!* 1. (anti-air) VC(j+s) -> s.strong or d.fierce X roundhouse flip kick ->
whiff d.roundhouse -> deep roundhouse flip kick -> whiff d.roundhouse ->
deep roundhouse flip kick -> etc..
This works anywhere.. when you get to the corner you can switch to
rolling claws if you want.
Character Review
----------------
They should rename V-Vega the "pisser-offer". :) He can drive you bananas
if you're not careful. You'll spend the whole match trying to get close
while Vega is bounding about stabbing you in the face. He should only be
used in V-ism. The short flipkick is his best anti-air. He is also one of
the few chatracters that relies on guard crushing. He's has range (d.strong,
s.fierce), speed, and VC's. But he's not great.. He tears apart scrubs,
but experts can get around his tricks if they're careful and he loses to the
upper-tier characters.
=====
Sagat
=====
Sagat's cool, but he's too damn big! I can't count the matches I've lost
with him just because of his size.
1. j.roundhouse \/ s.fierce XX tiger genocide lvl.3 {ZX}
Big damage, yada yada..
2. (corner) j.roundhouse \/ s.fierce X short tiger knee -> tiger
uppercut {ZXV}
*!* 3. (corner) j.roundhouse \/ d.strong X jab tiger blow -> fierce tiger
blow {ZV}
You have to do the 2nd tiger blow the instant you recover from the first
one.
2. (corner) j.roundhouse \/ s.fierce XX tiger genocide lvl. 3 -> (breakfall)
s.fierce X tiger uppercut {ZX}
Unflipped Combos
----------------
The breakfall combos above without the breakfalls. (yes, lame I know)
1. (close to corner in air) /\ air throw \/ /\ air throw \/ /\ air throw
\/ /\ air throw \/ /\ air throw \/ /\ air throw \/ s.fierce XX super
fireball lvl.3 {Z}
Creds to the fighter's net mpg for the idea.. of course, I managed
to tack on 1 extra air throw. :) This only works on "special" juggle
characters. See the Tips section for info. I can only get all 6 air
throws to work on Sodom though. 5 air throws and the s.fierce into
super fireball lvl.3 will kill them.
Training Combos
---------------
1. (corner) j.roundhouse \/ s.fierce XX tiger genocide lvl. 3 -> (breakfall)
s.fierce XX tiger genocide lvl.3 {ZX}
Most Used
---------
1. j.roundhouse \/ d.strong X roundhouse low fireball or super (NOT the
super fireball) {ZXV}
V-ism Combos
---------------
Of all the -isms, V is definitely Sagat's best..
*!* 1. (anti-air - grounded) VC(s+f) -> deep strong tiger blow -> repeated
[s.fierce X whiff roundhouse tiger knee] -> when you reach the corner do
combo #2
*!* 2. (corner) VC(s+f) -> deep jab tiger blow -> whiff roundhouse low tiger
shot -> repeat from beginning.. (VC meter gets low) -> deep jab tiger
blow (VC ends) -> d.strong X strong tiger blow -> (breakfall) juggle of
your choice
I think that this is Sagat's most powerful corner VC. Easy as well..
*!* 3. (corner) d.short X repeated roundhouse low tiger shots -> roundhouse
tiger knee (VC ends) -> fierce tiger blow -> (breakfall) juggle of your
choice
This is also a pretty good crusher as well.
Character Review
----------------
Sagat is frustrating to use.. He has potential, but his flaws are too great
for him to be a strong character. He's big, somewhat slow, and a lot of his
specials can be punished. ONLY use this guy in V or X, and play a psuedo-
keep away style.
=================
Vega (M.Bison US)
=================
Ugh.. NOBODY uses this guy.
1. j.roundhouse \/ s.roundhouse XX psycho crusher lvl.3 {Z}
If your doing this against a cornered opponent, I recommend you use the
lvl.3 super scissor kick instead of the psycho crusher because sometimes
you won't get all the hits.
2. (corner) jab psycho shot /\ j.roundhouse -> d.strong XX super scissor
kick lvl.3 {ZX}
Do the psycho shot from far away and follow it in.
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
????????????????
Training Combos
---------------
???????????????
Most Used
---------
1. j.roundhouse \/ d.strong X scissor knee or super {ZXV}
V-ism Combos
------------
Uuh.. In the next update. Yeah. :)
Character Review
----------------
arghh.. I never use this guy. sorry, I just can't do it. I know he has
good potential, but.. he's boring! (IMO) He seems to be good in all
-isms. Wasn't Z-M.Bison a favorite in Japan tourneys? Anyhow, to all those
Bison experts out there, you're more than welcome to send in a review.
====
Adon
====
He seems to be better in Zero 3, but I still don't use him.
1. j.roundhouse \/ s.jab -> s.short XX super elbow charge lvl.3 {ZX}
Breakfall Combos
----------------
1. (close to corner) j.roundhouse \/ s.short X jaguar knee -> (breakfall)
super jaguar kicks lvl.3 {Z}
Unflipped Combos
----------------
1. (corner) j.roundhouse \/ s.jab -> s.short XX super elbow charge lvl.3
(jam on punch) -> s.jab X jaguar knee {ZX}
Training Combos
---------------
1. (close to corner) j.roundhouse \/ s.jab -> s.short XX super elbow charge
lvl.3 -> (breakfall) super jaguar kicks lvl.3 -> (breakfall) super jaguar
kicks lvl.3 {Z}
Distance from the corner and timing is crucial. Oh yeah, you have to jam
on punch during the elbow super.
Most Used
---------
Not a clue..
V-ism Combos
------------
UuuH.. someone wanna help me out?
Character Review
----------------
Another character I don't use.. He seems too be good though. Not great, but
still good. He has weird moves and style, and has decent speed. But he
still loses to upper tier characters.
===
Gen
===
Now HERE'S a combo machine.. but I can't use him very well. :)
1. [punch style] j.roundhouse \/ d.short -> d.strong -> d.forward XX zan'ei
super lvl.3 -> s.strong X roundhouse gekirou {Z}
2. [punch style] j.roundhouse \/ d.short -> d.strong -> d.forward XX
zan'ei super lvl.2 -> [kick style] d.strong XX jakouha super lvl.1 {Z}
3. [punch style] punch throw -> zan'ei super lvl.3 -> [kick style] d.strong X
fierce rolling attack {ZX}
2. [kick style] (close to corner) j.roundhouse x2 \/ d.short /\ j.roundhouse
x2 \/ [punch style] s.fierce X roundhouse gekirou (not all hits) ->
jakouha super lvl.3 {Z}
3. [punch style] j.roundhouse \/ d.jab -> d.strong -> d.forward XX zan'ei
super lvl.2 -> roundhouse gekirou (not all hits) -> roundhouse
gekirou (not all hits) -> roundhouse gekirou (not all hits) ->
[kick style] jakouha super lvl.1 {Z}
This is pretty easy until you get to the repeated gekirou's.. You have
to keep your opponent up as high as you can with his kicks. Connecting
with the last super is damn hard too. Of course, take out 1 or 2
gekirou's and it get easier.
4. [punch style] j.roundhouse \/ d.forward XX zan'ei super lvl.1 ->
roundhouse gekirou (not all hits) -> roundhouse gekirou (not all hits)
-> roundhouse gekirou (not all hits) -> roundhouse gekirou (not all
hits) -> [kick style] jakouha super lvl.2 {Z}
If you've got a few hours to spare, and A LOT of patience, this is
is for you. ;) I switched the super levels around because the lvl.2
jakouha connects after 4 gekirou's but not the lvl.1 (for me anyways).
5. [punch style] (close to corner) cross-up j.forward \/ d.jab -> d.short
-> d.strong -> d.forward XX zan'ei super lvl.2 -> roundhouse gekirou
(not all hits) -> roundhouse gekirou (not all hits) -> roundhouse
gekirou (not all hits) -> roundhouse gekirou (not all hits) ->
[kick style] d.strong XX jakouha super lvl.1 {Z}
If you can do this reliably, you're a SF God. You have to reach the
corner with the 4th gekirou, and keep them juggled high enough the
whole time so you can connect with the d.strong afterwards. I did
this one time, and have yet to repeat it.
Training Combos
---------------
What? Another infinite? oh yeah.. just do the zan'ei super lvl.3 over and
over. You have to time is so it doesn't juggle them. Just try it and you'll
see what I mean. {ZX}
Most Used
---------
1. j.roundhouse or cross-up j.forward \/ d.short -> d.strong -> d.fierce
I use this when I don't have a level. {ZXV}
2. j.roundhouse or cross-up j.forward \/ d.short -> d.strong -> d.forward XX
zan'ei super lvl.2 -> [kick style] jakouha super lvl.1 {Z}
Z-ism Combos
------------
*!* 1. (midscreen) VC(j+s) -> [kick style] d.short -> d.roundhouse ->
d.fierce -> d.roundhouse -> d.fierce -> etc..
You have to stall a bit after the d.roundhouse..
*!* 3. (corner) VC(f+r) -> roundhouse gekirou (not all hits) -> s.fierce X
whiff fast hands -> opponent gets up into fast hands and when you get
pushed away -> [kick style] /\ j.fierce \/ fierce rolling attack -> VC
breaks.. you can safely walk back (because of your shadow), or jump in
for fast hand/rolling attack block damage, or do [kick style] s.t+strong X
d.forward overhead tricks, or even [punch style] KK throw -> walk forward
a step -> d.strong X s.fierce X roundhouse gekirou (all hits). Basically
do whatever the you want because you're fairly safe. Did I mention that
this is a good crusher? :)
*!* 4. (midscreen - close) VC(f+r) -> d.roundhouse X whiff fast hands /\
cross-up j.forward as they get up -> repeat from beginning..
Your opponent will get up with fast hands on one side and you attacking
on the other.. mix up your timing with the forward to screw up their
block.
Character Review
----------------
Gen is a Killer. Definitely best in Z.. One successful d.jab and the match
is pretty much over. He is a poke machine.. Poke, poke, trip, go for combo,
poke, anti-air, etc.. can be very infuriating to fight against (thus, very
fun to use :). The only problem is that he's hard to learn. Only experts
should use him. Also, once his super is gone he's not near as devastating.
But he's still one of the best in the game.
======
Birdie
======
The english ryu-killer is the same as ever.
1. j.roundhouse \/ d.fierce (2 hits) XX super dashing headbutts
lvl.3 [d.fierce (1 hit) X jab dashing headbutt] {ZX}
Ok, lemme explain this.. In training mode, (I don't know if it happens in
other parts of the game) the lvl.3 super dashing headbutts doesn't work
sometimes. I don't mean that it doesn't connect, but the move is actually
broken. It goes up to the part where he headbutts the opponent to knock
them dizzy, but it doesn't work! So the move stops right there. The cool
part is that you recover fast enough to chain more hits! (hence the
d.fierce into jab headbutt part).
Breakfall Combos
----------------
1. punch throw -> (breakfall) super dashing headbutts lvl.3 {ZX}
This is hard. You have to connect with all 3 headbutts to dizzy.
2. punch throw -> (breakfall) super dashing headbutts lvl.1 -> (breakfall)
super dashing headbutts lvl.1 {Z}
The first super is easy to connect with if you time it right. The second
on the other hand, is nearly impossible because your opponent rarely ever
gets the chance to make a 2nd air recovery. Why lvl.1? Because it
juggles a LOAD better than the lvl.2.
Unflipped Combos
----------------
1. punch throw -> d.fierce (2 hits) XX super dashing headbutts lvl.3 {ZX}
This is a bit hard in that you have to time everything just right. You can
do the lvl.1 instead for safety.
*!* 2. (corner) close s.fierce -> d.fierce (2 hits) X KK turn
headbutt (5 hits)
Training Combos
---------------
1. j.roundhouse \/ d.fierce (2 hits) XX super dashing headbutts lvl3 -> {ZX}
repeat from d.fierce until the super knocks them dizzy, or you just
dizzy them from all the hits. In which case, repeat from j.roundhouse.
I've been able to do this more than 8 times without the super working
correctly.
Most Used
---------
1. j.roundhouse \/ s.short -> murder chain {ZXV}
V-ism Combos
------------
V-Birdie is ok.. Considering that Birdie's not that good anyways.
*!* 1. (anywhere) VC(j+s) -> d.fierce X fierce dashing headbutt (jab if in
the corner) -> repeated strong headbutts (you'll reach the corner) ->
repeated strong headbutts (VC meter gets low) -> whiff d.roundhouse -> OTG
fierce murder chain (VC ends)
The hard part is getting the headbutt timing down.. try to hit them when
they are about head height. Good damage too.. about 70-80% (What? Birdie
actually have somthing good?! :)
*!* 2. (anywhere) VC(j+s) -> s.b+fierce X whiff jab dashing headbutt ->
repeat.. (VC ends) -> deep d.jab X KK turn headbutt (5 hits)
*!* 3. (anywhere) j.roundhouse or cross-up d+fierce splash \/ VC(any) ->
d.jab X murder chain OR 360+K
Your basic spd VC.
*!* 4. (anywhere) VC(any) -> d.roundhouse X fierce dashing headbutt -> OTG
fierce murder chain
A long distance OTG VC.
*!* 5. (corner) VC(any) -> jab murder chain -> jab or strong dashing headbutt
-> OTG jab murder chain -> jab or strong dashing heabutt -> etc.. (???)
This looks SooOOoo close to working but I can't get it to work. :(
If anyone can, please email me.. I'll keep trying.
Character Review
----------------
Poor, poor Birdie.. He tears scrubs apart, but any expert player will most
likely tear him apart. He stands a bit of a chance in an expert's hands, but
the odds still aren't in his favour. One of the worst in the game overall.
He can sometimes round up a few wins though.
====
Cody
====
Guy's Final Fight pal is now in Zero 3. And I think he kicks ass. (combo-
wise that is.. :)
1. (corner) jab stone throw -> short ruffian kick {ZXV}
Distance is crucial.
2. crack kick -> final destruction lvl.3 -> d.strong X roundhouse ruffian
kick {Z}
This is just to show off as the super only hits once.
3. (corner - crouching) j.roundhouse \/ d.fierce X fierce criminal upper ->
d.strong XX super ruffian kicks lvl.2 {Z}
Your opponent HAS to be crouching for this to work, if not, they can flip
out.
4. (corner) j.roundhouse \/ d.fierce XX super ruffian kicks lvl.1 -> d.strong
XX super ruffian kicks lvl.2 {Z}
*!* 5. (corner) crack kick -> final destruction super -> s.attack until Cody
does a gut punch -> d.attack -> repeat.. (super ends) -> s.fierce X
roundhouse ruffian kick {X}
Big fat damage.. about 75%
*!* 6. j.roundhouse \/ d.jab X final destruction super -> s.attack x2 ->
whiff 3rd attack -> repeat.. {X}
Woah.. This is hard. Remember this one from Final Fight?
Breakfall Combos
----------------
1. (corner) j.roundhouse \/ d.fierce XX super ruffian kicks lvl.1 -> d.strong
XX super ruffian kicks lvl.1 -> (breakfall) s.fierce XX super ruffian
kicks lvl.1 {Z}
This is humilliating.. :) They flip out only to eat a 3rd, and final
super.
Unflipped Combos
----------------
1. (corner) jab stone throw -> final destruction lvl.3 -> d.strong X
roundhouse ruffian kick {Z}
You could always do a lvl.2 final destruction and replace the ruffian
kick with a lvl.1 super ruffian kicks.
2. (close to corner) j.roundhouse \/ d.fierce XX super ruffian kicks lvl.3 ->
s.fierce X fierce criminal upper -> s.fierce X roundhouse ruffian kick {Z}
Your opponent can't be too close or too far away from the corner or it
won't work.
Training Combos
---------------
1. (close to corner) j.roundhouse \/ d.fierce XX super ruffian kicks lvl.3 ->
s.fierce XX super ruffian kicks lvl.1 -> d.strong XX super ruffian kicks
lvl.2
A variation of the combo above.
Most Used
---------
1. j.roundhouse or cross-up j.forward \/ d.strong X short ruffian kick or
super ruffian kicks {ZXV}
V-ism Combos
------------
V-Cody is supposed to be messed up on the PSX.. I'd rather use X-Cody
anyways.
*!* 1. (midscreen) VC(j+s) -> d.short X fierce criminal upper -> roundhouse
ruffian kick -> repeated [whiff fierce criminal upper -> roundhouse
ruffian kick] -> when you get to the corner do combo #2
I suppose that if you wanted to do this as anti-air, leave out the
d.short X criminal upper part.
Character Review
----------------
Cody was a nice addition, but he's not the best. Any -ism can be good,
and he has a very unique playing style, but he doesn't cut it IMHO. Middle-
tier at best.
===
Guy
===
This guy, er- fellah, is the combo king. He's at least on par with Gen.
He rips apart poor sagat though.. He can't duck Guy's s.jab.
*!* 1. j.roundhouse \/ s.jab -> s.jab -> s.strong -> s.fierce -> s.roundhouse
-> super rising punches lvl.3 OR s.strong OR s.forward OR s.short {Z}
Yep, this combo works anywhere on the screen. It doesn't work
unfourtunately, if they're crouching. :(
2. (corner) j.roundhouse \/ s.jab -> s.jab -> s.jab -> s.strong -> s.fierce
-> s.roundhouse -> s.jab -> s.strong -> s.fierce -> s.roundhouse {ZXV}
If you can get the timing down, this is the easiest 60% combo in the game.
3. (corner) j.roundhouse \/ s.jab -> s.jab -> s.jab -> s.strong -> s.fierce
-> s.roundhouse -> s.strong -> s.fierce X bushin leap and grab {ZXV}
Easy and damaging.. you could do any other special (even the super rising
punches lvl.3) instead of the buushin leap, but I don't think it would
take off as much, and the super doesn't take off much more either.
4. (corner) j.roundhouse \/ s.strong -> s.fierce XX kick super lvl.3 ->
s.strong -> s.fierce X bushing leap and grab. {Z}
As usual, you can replace the bushin leap with a different special, or
even with Guy's 4 hit chain (jab -> roundhouse) if you omit the second
2 hit chain (strong -> fierce).
5. (corner) j.roundhouse \/ s.strong -> s.fierce X short hurricane kick ->
s.jab -> s.strong XX super rising punches lvl.3 {Z}
I put this in here because it's one of the few combos where Guy can
continue the combo after his hurricane kick. The hard part is the s.jab.
6. (close to opposite corner) j.sraight up roundhouse (2 hit) \/ s.strong ->
s.fierce XX kick super lvl.3 -> s.jab -> s.strong -> s.fierce ->
s.roundhouse -> s.strong -> s.fierce X buushin leap and grab {Z}
Yeah.. good luck getting this during a match. I find it easier than the
one above though.
*!* 7. (anti-air - counterhit) d.strong X strong buushin leap and grab -> if
they're in the corner try for a juggle or punch super if they flip
This is the only way you can juggle after his flip grab.
Breakfall Combos
----------------
1. (corner) j.roundhouse \/ s.strong -> s.fierce X short hurricane kick ->
s.jab -> s.strong X roundhouse hurricane kick -> (breakfall) [s.strong ->
s.fierce] XX super rising punches lvl.3 {Z}
As usual, you can leave out the last s.strong -> s.fierce for safety.
Unflipped Combos
----------------
1. (close to opposite corner) j.sraight up roundhouse (2 hit) \/ s.strong ->
s.fierce XX kick super lvl.3 -> s.jab -> s.strong X roundhouse hurricane
kick -> air throw {Z}
The positioning for this is crazy.. you have to be about 3 - 4 character
widths away from the corner with your back to it and your opponent right
next to you. You also have to walk forward a bit after the super.
*!* 2. (corner) punch air throw OR strong turn elbow OR kick throw OR any
hurricane kick -> any juggle combo.. {ZXV}
You can do his 2 hit chain (s.strong -> s.fierce) into special attack or
his 4 hit chain (s.jab -> s.roundhouse) for the juggle part. This just
shows Guy's comboability.. err.. yeah.
*!* 3. (corner) punch throw -> any corner juggle.. {ZXV}
This works on "special" juggle characters only.
Training Combos
---------------
1. (corner) j.roundhouse \/ s.strong -> s.fierce XX kick super lvl.3 ->
s.strong -> s.fierce X super rising punches lvl.3 {Z}
2. (close to opposite corner) j.sraight up roundhouse (2 hit) \/ s.strong ->
s.fierce XX kick super lvl.3 -> s.jab -> s.strong -> s.fierce ->
s.roundhouse -> s.strong -> s.fierce X super rising punches lvl.3 {Z}
Most Used
---------
1. j.drop elbow (d+strong) \/ s.strong -> s.fierce X jab turn elbow or
kick super {Z}
If they block the s.strong (or you don't have a level) you can do the jab
turn elbow.. If it hits, do the kick super a try to score extra hits
after it.
V-ism Combos
------------
Uuh.. I've never played V-Guy.. anyone want to help me out?
Character Review
----------------
The combo machine.. ALWAYS pick Z-Guy. He's one of the few characters in
the game who is best used in Z. Anyhow, he's a poke-character with good
priority (d.strong, d.short, d.forward, etc.) and a unigue playing style.
An expert Guy can be trouble for anybody. Definitely one of the best.
=======
Rolento
=======
I like using him, but he's seriously lacking in the combo dept.
1. j.roundhouse \/ s.fierce X patriot cirle x3 {ZXV}
2. (close) knife super lvl.3 -> s.fierce X patriot cirle x3 {Z}
3. take no prisoners super lvl.3 -> d.fierce {ZX}
You could try doing some patriot circles instead of the d.fierce, but I
can't get them all to connect and it doesn't take off as much life.
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
????????????????
Training Combos
---------------
1. (close) knife super lvl.3 -> grenade super lvl.1 {Z}
Most Used
---------
j.attack \/ d.jab x number of times -> d.fierce {ZXV}
Basic Rolento play..
V-ism Combos
------------
I consider V-Rolento pretty weak (IMO). I'd much rather use X.
*!* 1. (anywhere) VC(j+s) -> fierce patriot circle x3 -> repeat until you
get to the corner -> s.roundhouse -> repeated roundhouse stingers OR
repeated super jumps with fierce
*!* 2. (corner) VC(s+f) -> [d.short -> d.short -> d.strong] OR d.fierce x2 if
they block -> super jump with strong -> repeat..
It is possible to combo this, but very difficult and probably won't
happen. :) I don't know what people mean when they say you can't cancel
into his super jump on the PSX. I always do it. It's a good
crusher/confusion VC anyhow.
Character Review
----------------
Rolento is very annoying.. he's a guard crusher, and has insane priority
with his jabs. He is good in both X and V, with X being the best IMO. His
d.fierce and jabs will guard crush, and he can play keep away with the best
of them. His unique playing style can also be very confusing to someone who
isn't used to it. He's one of the best in the game.
=====
Sodom
=====
Nuthin' to say.. I don't use him.
1. j.roundhouse \/ d.fierce XX jitte strike super lvl.3 {ZX}
2. s.fierce -> jitte strike super lvl.3 {Z}
This is NOT a two-in-one, but more like a chain.
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
1. (corner - in air) air throw (away from corner) \/ super jitte strike
lvl.1 /\ air throw (towards corner) \/ super jitte strike lvl.1 ->
d.fierce XX super jitte strike lvl.1 /\ air throw (towards corner) \/
d.fierce X strong jitte strike {Z}
I did this on Sodom.. This is because he's big and a "special juggle
character" (Sodom can only juggle after his throws against these certain
characters). See the Tips section for info. This combo is a ToD.. but
it falls under the "idiot-only" category unfourtunately. It is EASILY
flipped. It looks sweet though.. something to show your scrub friends. ;>
2. (corner - in air) air throw \/ /\ air throw \/ /\ air throw.. repeat
until dead {ZXV}
This has to be the EASIEST ifinite in the game.. It's so quick that you
could probably a few off in a real match before they flip.
Training Combos
---------------
???????????????
Most Used
---------
1. j.fierce or roundhouse \/ s.forward (or d.jab -> d.short) X 360+P {ZXV}
Remember to cancel the normal attacks into the grab, don't stall like you
would with Zangief.
V-ism Combos
------------
V-Sodom would be the only Sodom I'd play.. If I played sodom. He lacks a
good corner VC.
*!* 1. (anywhere) VC(j+s) repeated jitte strikes (jab if they don't block,
fierce if they do) meter gets low.. -> fierce 360+P
*!* 2. (corner) VC(any) d.fierce X jab 360+P -> X OTG strong 360+P -> etc..
Character Review
----------------
Sodom is really only good in V. He has decent VC's, but that's about it.
His normals are pretty bad, and he loses badly to the upper-tier characters.
====
Rose
====
If you're playing on PSX, do not use X-Rose as her super is TOTALLY escapable
by jamming on kicks. I'd also like to note that I have escaped from the
Z-ism super soul grab lvl.3 by doing the same thing.. a glitch maybe?
1. j.roundhouse \/ d.fierce XX super soul grab lvl.3
HUGE damage. {ZX}
2. (corner) j.roundhouse \/ d.forward X fierce soul reflect -> d.strong XX
super soul grab lvl.3 {ZX}
If you wanna get fancy.. With HUGE damage.
3. (close to corner) j.roundhouse \/ d.forward XX soul illusion super lvl.1
-> super soul reflect lvl.2 -> s.roundhouse {Z}
This is pretty hard, and the hardest part is the s.roundhouse. They have
to be in the corner, and you have to do it the instant you recover from
the lvl2. soul reflect super.
7. cross-up j.forward \/ d.strong -> d.short XX super soul grab lvl.3 {ZX}
This is just for style.. to show that you can chain a d.strong into a
d.short.
*!* 8. cross-up j.forward \/ d.jab -> d.jab -> d.short XX super soul grab
lvl.3 {ZX}
*!* 9. (anti-air - counterhit) d.fierce -> wait -> fierce soul grab OR super
soul grab lvl.3 {ZXV}
The main reason why my Rose wins a lot. :) The soul grab is almost
totally unavoidable if you play it right.
*!* 10. (corner) j.roundhouse \/ d.strong X fierce soul reflect -> d.strong
XX soul illusion super lvl.1 -> super soul grab lvl.2
This is weird.. The uppercut part of the super soul grab lvl.2 will wiff,
and then you'll grab the OFF THE GROUND with the grab part! Strange eh?
I've also OTG grabbed after a lvl.1 soul spark but I haven't been able
to repeat it.
Breakfall Combos
----------------
1. (corner) j.roundhouse \/ d.forward X fierce soul reflect -> d.strong X
fierce soul reflect -> (breakfall) [d.fierce] XX super soul grab lvl.3 {ZX}
You have to be quick with the 2nd soul reflect.
Unflipped Combos
----------------
????????????????
Training Combos
---------------
1. (close to corner) j.roundhouse \/ d.forward XX soul illusion super lvl.1
-> super soul reflect lvl.2 -> super soul grab lvl.3 {Z}
Sweeeeet. :>
Most Used
---------
1. j.roundhouse or cross-up forward \/ d.jab -> d.short XX super rising
grab lvl.3 or d.strong X short soul spiral if they block
V-ism Combos
------------
V-Rose? Why bother.. Z is ten times better.
*!* 1. (midscreen) VC(j+s) -> d.short X fierce soul reflect -> repeated
[whiff d.t+forward slide X fierce soul reflect] -> when you reach the
corner do repeated strong soul reflects
Very hard.. not worth the effort.
*!* 2. (corner) VC(j+s) -> d.short X jab soul spark -> repeated [d.t+forward
slide X jab soul spark] (VC meter gets low) -> short soul spiral (VC ends)
-> d.fierce X fierce soul grab
I did this on Birdie AND Ken..
Character Review
----------------
Rose kicks ass.. When I need to win, I either pick V-akuma, or Z-Rose.
I think that she's definitely one of the best in the game. She can stay out
of your range and hit/guard crush with s.roundhouse, if you jump you'll eat a
d.fierce followed by a soul grab/super, her normals are good (d.strong, her
weak attacks, d.forward, forward slide, etc..), and her super is one of the
best in the game. It is similar to Balrog's in that it's lighting quick,
has range, and insane priority. Definitely top-tier in my book.
======
Sakura
======
I'm not a big Sakura fan either, and I guess it shows.
1. j.roundhouse \/ d.jab -> d.jab -> s.short X fierce dragon punch {ZXV}
An easy 10 hit. You could also do the super dragon punches for big
damage, but it's not as easy.
1. j.roundhouse \/ d.fierce XX super dragon punches lvl.3 {ZX}
2. (corner) j.roundhouse \/ d.fierce X forward hurricane kick -> s.short XX
super dragon punches lvl.3 {ZX}
You have to be very precise with the s.short. You can do normal dragon
punch instead of a super one if you want.
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
????????????????
Training Combos
---------------
???????????????
*!* Most Used
-------------
Not a clue..
V-ism Combos
------------
As usual, I think V-Sakura is the best Sakura.
*!* 1. (midscreen) VC(j+s) -> jab (for anti-air) OR strong dragon punch ->
s.b+fierce X forward hurricane kick -> repeated [s.b+fierce X short
hurricane kicks]..
*!* 2. (corner) VC(j+s) -> strong dragon punch -> s.b+roundhouse X whiff
fireball -> repeated [s.b+fierce X whiff fireball] (VC ends) -> d.fierce
X jab dragon punch etc..
*!* 3. (corner - crusher) VC(j+s) -> repeated [s.b+fierce X short hurricane
kick
Character Review
----------------
Please pick V-Sakura.. Any other -ism isn't worth it. She is still pretty
good though. She is a good guard crusher (s.b+fierce), and has decent VC's.
She also has good pokes (s.roundhouse, d.forward, etc..) and combos. But
all in all, she doesn't quite make the cut to be a top-ranked character. She
is still a laugh to use though..
=====
Karin
=====
As always X is good for damage but Z is more versatile..
1. (close to corner) j.roundhouse \/ d.fierce X wrekka ken x2 end with kick
-> super rising punches lvl.3 {Z}
They can flip out, but they still get hit.
2. j.roundhouse \/ d.fierce X wrekka ken x2 into dashing elbow x2 {Z}
This just looks cool.
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
????????????????
Training Combos
---------------
???????????????
Most Used
---------
1. j.roundhouse or cross-up j.forward \/ d.jab -> d.short X wrekka kens x3
-> super rising punches {Z}
You can decide whether or not to do the wrekka kens if they block the
d.jab -> d.short.
V-ism
-----
Karin is the best in V-ism.. (IMO). And after you do her 50% unblockable
midscreen I think you'll agree. :) She's a monster..
*!* 1. (anywhere) VC(s+f) -> 360+K grab X forward overhead palm X OTG 360+K
grab X forward overhead palm X OTG 360+K grab
If you miss the OTG 360+K grab you can immediately do d.roundhouse X whiff
roundhouse pop-up kick -> OTG 360+K grab. The d.roundhouse has a good
chance of connecting because your shadow is doing an overhead while you're
sweeping them. This works ANYWHERE.. (Thus, my favorite Karin VC :).
Unfourtunately, this isn't near as easy as it sounds. Your timing has to
be perfect.
*!* 2. (anywhere) VC(s+f) -> 360+K grab X strong dashing palm x2 ->
palmstrike ender -> fierce palmstrike -> repeated short overhead palms..
-> when you reach the corner do repeated fierce palmstrikes
*!* 3. (aywhere) VC(s+f) -> 360+K grab X repeated [jab dashing palm x2 ->
palmstrike ender].. when you reach the corner do repeated fierce palm
strikes
*!* 4. (corner - crusher) VC(s+f) -> s(or d).short -> repeated s.roundhouse
(doesn't push away) -> roundhouse pop-up kick -> repeated [dashing palm x2
-> pop-up kick ender].. when guard breaks do repeated fierce palmstrikes.
Ok, this is how you get the s.roundhouse to not push away.. you have to
cancel the first roundhouse straight into the second one. It's easier if
you DON'T jam on the button. Try to hit roundhouse when you see the
previous one connect. Press it when the hit spark from the previous
roundhouse appears. Karin should say "Ya-Ya-Ya-Ya-etc.". Practice it to
see what I mean. If you can do it perfectly you can get it to combo
contiuously for HUGE damage.. But that's really, really hard.
*!* 6. (corner) j.fierce \/ d.jab -> d.jab -> s.short X fierce dashing
palm x2 -> pop-up kick ender -> wait -> d.fierce X fierce dashin palm x2
-> double elbow ender -> VC(s+f) -> OTG 360+K grab (throws them into the
corner) -> fierce palmstrike x3 -> fierce dashing palm x1 -> whiff sweep
ender -> OTG 360+K grab.
I put this here just to show how versatile Karin's VC's are.. the OTG
360+K grab is amazing. You can do it after any air throw, ground throw
and practically EVERYTHING when you're in the corner. Just activate when
you see them land on their back (after the first little "bounce") and
grab them.. then you can do whatever you like.
*!* 7. (midscreen) PP throw OR any air throw OR [dashing palm x2 ->
d.roundhouse ender] -> VC(any) -> OTG 360+K -> combo #1, 2, or 3, etc..
These are some moves that setup a OTG VC.. There's probably more, but
I can't think off any right now.
Oh yeah.. DO NOT do any palmstrikes VC's on a dizzy opponent. The scaling
is laughable. For example.. I dizzied my friend near the corner one match,
and decided to finish him off with the VC(f+r) palmstrike VC. What happens?
The ENTIRE VC took off about *1* (yes ONE) palmstrike's worth of damage.
A lot of VC's are like this.. So think first when your opponent is dizzy.
Character Review
----------------
Karin is good in all -isms and is quite easy to learn in X and Z. V is
another story however.. Her VC's can be difficult to do, but if you learn
them be prepared to win a lot. She's definitely a top-ranked character. Not
the best, but she's waaaay up there.
Dan
===
The MAN! Everyody loves Dan..
1. j.roundhouse \/ d.fierce XX super dragon punches lvl.3 {Z}
Big damage.
2. (corner) j.roundhouse \/ d.forward XX super fireball lvl.3 -> d.strong X
forward flying kicks {Z}
You use the forward flying kicks because the roundhouse version will only
hit twice anyways.
3. (corner) fly-towards forward flying kicks \/ d.fierce XX super dragon
punches lvl.3 {Z}
The hardest part is the fly-towards flying kicks.
4. Cross-up j.short flying kicks \/ d.fierce XX super dragon punches
lvl.3 {Z}
I didn't know that you could cross-up with the short flying kicks until
attakker@hotmail.com told me..
5. j.roundhouse or cross-up j.forward \/ jab dragon punch -> super dragon
punches lvl.3 {Z}
Very sweet, and very hard.
*!* 6. (corner) punch throw -> super dragon punches lvl.3 {Z}
This only works on "special" juggle characters.
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
1. (corner) j.roundhouse \/ d.fierce XX final desperation super lvl.3 ->
s.strong X dragon punch {ZX}
You can't hit too deep with the j.roundhouse, and you have to cancel the
d.fierce as soon as possible.
Training Combos
---------------
1. (corner) j.roundhouse \/ d.fierce XX final desperation super lvl.3 ->
s.strong XX super dragon punches lvl.3 {Z}
Most Used
---------
I don't play Dan..
V-ism Combos
------------
I -do- play V-Dan though.. :> He's by far the best Dan.
*!* 1. (anywhere) VC(j+s) -> jab dragon punch -> s.roundhouse (i use
s.forward) -> roundhouse gale kicks -> repeated forward gale kicks.
Character Review
----------------
Aahh.. Dan. The joke character of game. Definitely -NOT- the best. :)
He's not too bad though.. He has some good normals (s.forward, jabs, etc.)
and decent combos. If you have to win, pick V. If you seriously have to
win, go pick another character. :)
1. cross-up splash \/ s.strong XX super bum blast lvl.3 {Z}
She does say "bum blast" right?? :)
2. (corner) punch bum blast -> d.light X kick bum blast {ZXV}
You have to hit with the first bum blast right before you land.
3. dageki super lvl.1 (knock them down with strong or jab) -> airplane spin
(hold direction and jam on kick) -> s.strong XX super bum blast lvl.2 {Z}
Timing is crucial.
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
*!* 1. (corner) j.fierce \/ s.strong XX dageki super lvl.1 (knock them down
with strong) -> airplane spin (hold direction and jam on kick) ->
s.strong XX dageki super lvl.1 (juggle with jab) -> airplane spin ->
s.strong XX dageki super lvl.1 (juggle with jab) -> airplane spin ->
d.short X kick bum blast {ZX}
In a real match, I don't think you'll get to the kick bum blast part,
because your opponent will be dead. :) Technically, I guess this
isn't a TRUE combo, as your opponent can escape the airplane spin (if
the know how). Anyhow, I think that this is this is the only "touch
of death" combo in the game. Besides Sagat's and Sodom's air throw
ToD's.. But if you fall for them you deserve to die. :)
Training Combos
---------------
???????????????
Most Used
---------
1. j.roundhouse or cross-up fierce splash \/ d.jab -> d.short X 360+p grab
or the super bumb blast attack if they don't block {ZXV}
V-ism Combos
------------
V-Mika is by far my fav Mika (notice a trend yet? :).. Waaaaaaay better than
X-Mika anyhow.
*!* 1. Mika has 1 major VC pattern.. it all revolves around getting a kick
bum blast.
Step 1 - VC(j+s) -> roundhouse bum blast..
Use this for anti-air or if they're just plain open
-OR-
jump for cross-up -> VC(j+s) -> cross-up d+fierce splash \/ d.fierce
X roundhouse bum blast..
The splash is difficult to block.
-OR-
VC(j+s) -> d.short -> d.forward -> d.roundhouse -> jump towards ->
cross-up d+fierce splash \/ d.fierce X roundhouse bum blast..
If you're a distance away, leave out the d.short -> d.forward part.
Step 2 - (being juggled by a bum blast) -> repeated forward bum blasts (with
the occasional roundhouse bum blast when you get too far away) ->
you'll reach the corner -> repeated forward bum blasts (VC ends) ->
d.fierce -> (breakfall) jump up and try for the hcb+K air throw
When your meter runs out with the last bum blast let Mika sit there
rubbing her ass, and when your opponent comes down hit them with the
d.fierce. Sometimes you'll whiff (PSX only?). It looks like you
can juggle after the hcb+K air throw because of the bounce but I
can't get anything to work.
-OR-
(They've blocked the bum blast) -> 360+K OR [s.short X 360+P]
Do this if you mess up
*!* 2. (corner) VC(j+s) -> s.short X 360+P -> OTG 360+P x3
You can't do the OTG 360+P the instant you recover from the previous one..
You have to delay it a -split- second.
*!* 3. cross-up j.fierce splash \/ VC(j+s) -> d.short -> d.forward ->
d.roundhouse /\ jump towards -> j.fierce splash \/ d.fierce X roundhouse
bum blast -> repeated forward bum blasts (with the occasional roundhouse
bum blast) -> you reach the corner -> repeated forward bum blasts
(VC ends) -> d.fierce -> (breakfall) jump up and try for the hcb+K air
throw
Believe it or not, if you can get this all to connect your opponent will
be dead. This is the best ToD I have found but it's not 100% reliable.
Character Review
----------------
Mika has some nice tricks, and good VC's, but her normals are CRAP! You will
get outpoked a -lot-. She can win a few matches, but she loses in the end.
One of the few "bad" characters in the game
====
Juli
====
She's just Cammy minus a few moves, and 1 extra. bah..
1. flying kick -> super cannon drill lvl.3 {ZX}
You have to hit with the flying kick right before she lands. The super
only hits once (Boo!) but it looks cool if you can kill with it.
2. (corner) flying kick -> s.fierce XX super rising drill lvl.3 {ZX}
Do the flying kick from far away so you hit with it right before she
lands.
3. j.roundhouse \/ s.fierce XX super cannon drill lvl.3 {Z}
4. (corner) spinning knuckle -> s.fierce XX super rising drill lvl.3 {ZX}
5. j.roundhouse \/ d.strong -> d.strong XX super cannon drill lvl.3 {Z}
See Cammy for info.
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
????????????????
Training Combos
---------------
???????????????
Most Used
---------
I NEVER use Juli..
V-ism Combos
------------
Uuh.. ANY-Juli sucks in my book.
Character Review
----------------
See Cammy.. :) minus the VC stuff.
====
Juni
====
My personal fav.. the fact she has a SPD move makes it even better.
1. j.roundhouse \/ s.fierce XX super cannon drill lvl.3 {Z}
If you can do this combo with Cammy or Juli, you're pretty decent. If
you can do it with Juni however, your pretty damn good. :)
2. j.roundhouse \/ s.fierce XX psycho streak lvl.3 {ZX}
Easier than the one above.
3. (corner) short cannon drill -> s.fierce X psycho streak lvl.3 {ZX}
As usual, you have to hit with the tip of the canon drill.
4. j.roundhouse \/ d.strong -> d.strong XX psycho streak lvl.3 {ZX}
Unlike the other Cammy characters, Juni can make full use of her d.strong
-> d.strong link, using the psycho streak instead of super cannon drill.
*!* 5. (anti-air - counterhit) s.fierce X fierce hooligan roll {ZXV}
OUCH.. Try this using the classical-ism. :)
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
????????????????
Training Combos
---------------
???????????????
Most Used
---------
1. j.roundhouse \/ d.strong XX super cannon drill or d.strong ->
s.roundhouse if they block {Z}
You can do a d.forward instead of the s.roundhouse
V-ism Combos
------------
Juni rules.. Too bad in V her hooligan roll doesn't take off nearly as much
as it should.
*!* 1. (corner) j.roundhouse (from afar) \/ s.fierce X short cannon drill
-> d.jab X roundhouse cannon spike
You have to connect with the very tip of the s.b+fierce.. not very
practical but extremely sweet.
*!* 2. (anti-air - grounded) VC(j+s) -> s.short roundhouse cannon spike ->
roundhouse cannon drill -> d.fierce -> repeat from beginning.. when you
reach the corner do repeated roundhouse cannon spikes (VC ends) ->
s.fierce X fierce hooligan roll -> grab them with kick
If you're a distance away you can leave out the cannon spike and start it
with the cannon drill. This doesn't work so well on some characters (Gen,
Sagat, etc.. ). If you don't reach the corner try to make sure that you
end with a (short usually) cannon drill so you can still do the s.fierce X
hooligan roll ender.
*!* 3. (corner) j.roundhouse \/ VC(f+r) -> s.fierce X repeated roundhouse
cannon spikes.. (VC ends) -> s.fierce X fierce hooligan roll -> grab them
with kick
EXTREMELY damaging VC.. at least 80%. Easy to boot.
*!* 4. (close to corner) cross-up j.short \/ d.roundhouse -> VC(j+s) ->
OTG 360+P -> forward cannon drill -> go into VC combo #2 -> (VC ends) ->
s.fierce X fierce hooligan roll -> grab with kick
Character Review
----------------
Juni can be used in any -ism. X has damage (BIG cross scissor pressure
damage), but her super is crap. Z is average, whilst V is IMO the best.
I just like V-ism. :) She's not one of the best by far because of her
playing style, but she's unique enough to keep me coming back. One of my
favourite characters, especially for scrub-work. :)
=============================================
Satsui No Hadou Ni Mezameta Ryu (Evil Ryu US)
=============================================
It's Ryu with a 2 new supers.. He can pretty well do all the combos that
normal Ryu can, plus a bit more.
1. j.roundhouse \/ d.fierce XX super dragon punches lvl.3
Bet ya could't see that one comin'...
2. (corner) j.roundhouse \/ d.short X jab dragon punch -> d.jab XX super
dragon punches lvl.3
Unlike Ken, Evil Ryu's super dragon punches juggle beautifully.
Character Review
----------------
He's just a better Ryu. Pick him if people won't call you cheap. :)
========
Fei Long
========
Who -doesn't- like Fei Long??? Always remember that his s.fierce won't hit
crouchers, so use a d.strong instead.
1. (corner) j.roundhouse \/ s.fierce XX super wrekka kens lvl.3 -> d.jab X
roundhouse dragon kick {ZX}
The d.jab part is the hardest.
2. s.forward -> d.strong XX firefist super lvl.3 {Z}
if you're lucky, you'll get the good version of the super combo.
3. (corner) punch throw -> s.strong XX super dragon kick lvl.3 {Z}
*!* 4. (corner) j.roundhouse \/ s.forward -> d.strong XX super wekka kens
lvl.3 -> d.jab X fierce wrekka kens x3 (all hits) {ZX}
This one looks sweet.. you have to stall the last wrekka kens a bit so
that you don't go under your opponent.
Breakfall Combos
----------------
1. (corner) j.roundhouse \/ s.fierce XX super dragon kick lvl.3 ->
(breakfall) s.fierce X dragon kick {Z}
Unflipped Combos
----------------
1. j.roundhouse -> s.fierce XX super dragon kick lvl.3 -> wrekka ken x3 {Z}
the second wrekka ken won't hit, but the third one will if you do it fast
enough
2. (corner) j.roundhouse \/ s.fierce XX super dragon kick lvl.3 ->
s.fierce X dragon kick {Z}
Training Combos
---------------
1. (corner) j.roundhouse \/ s.fierce XX super dragon kick lvl.3 -> s.fierce
XX super dragon kick lvl.3 {Z}
2. (corner) j.roundhouse \/ s.fierce XX super wrekka kens lvl.3 -> d.jab XX
super dragon kick lvl.3 {Z}
Most Used
---------
j.roundhouse \/ d.jab -> d.short XX super wrekka kens or a d.strong or
d.fierce if they block {ZX}
V-ism Combos
------------
V-Fei is one of my favorite Fei -isms.. The only problem (but a BIG problem)
is that his VC's take off dick squat. :( 35% at the most.
*!* 1. (midscreen) VC(j+s) -> fierce wrekka ken x3 -> roundhouse dragon kick
-> repeated [s.t+roundhouse step kick X roundhouse dragon kick] -> when
you reach the corner do repeated short dragon kicks or twisty kicks
This is where Fei Long's VC power is.. His wrekka ken. The first wrekka
ken is totally incinvible.. This allows you to blow through almost
anything about a half screen away and VC your opponent.
*!* 2. (midscreen - grounded - anti-air) VC(j+s) short dragon kick -> strong
wrekka ken x3 (2nd wrekka ken whiffs) -> repeat from beginning.. when you
reach the corner do repeated short dragon kicks or twisty kicks
This one is hard.. but stylish. You have to get the right "bounce" with
the first dragon kick. You also have to stall the wrekka kens a bit.
It should go "heish! - heish! - hwaa!" not "heish!heish!hwaa!" I hope
that makes sense.. :)
*!* 3. (midscreen - grounded - anti-air) VC(j+s) short dragon kick ->
repeated [d.strong X roundhouse twisty kick] -> when you reach the corner
do repeated short dragon kicks or twisty kicks
*!* 4. (crusher - anywhere) VC(j+s) -> s.fierce (optional) -> fierce wrekka
ken x3 -> repeated [d.fierce X fierce wrekka ken x3] -> if they break
do combo #1
For this one you should do it as fast as possible.. the first s.fierce
is optional. Although I recommend it if your opponent it cornered (or
s.fierce x2 even).
*!* 5. (corner - confusion) VC(s+f) -> d.strong X short twisty kick ->
d.forward X wrekka ken x3 -> repeated short dragon kicks OR twisty kicks
Hehehe.. this is unblockable.
You should also note that V-Fei Long can do a close s.b+forward, then
activate VC for a combo.
Character Review
----------------
Fei Long's biggest plus is that he's easy to use. Anybody from a scrub to
an expert can use him and have fun. He's extremely versatile. He can
be used well in all -isms, has that annoying wrekka ken, good priority, and
anti-air to boot. He's not the best, but he's pretty damn good and fun to
use. Who doesn't like whippin' ass with "that Bruce Lee guy"? :)
=======
Dee Jay
=======
1 of the top 3 combo characters (the others being Gen and Guy).
1. (corner) jab air slasher /\ j.roundhouse \/ s.strong XX super double
dread kicks lvl.3 -> s.strong X machine gun punch {ZX}
You can leave out the air slasher and I think it still does about the
same damage. Jam on the button (only 1 button) to get 4 hits with the
machine gun punch.
2. (corner) j.roundhouse \/ d.jab X jab air slasher -> d.jab -> d.short X
fierce air slasher -> d.roundhouse {ZXV}
A sweet looking combo that trips your opponent.
3. (corner) j.roundhouse \/ s.strong XX super double dread kicks lvl.2 ->
s.strong XX super machine gun punch lvl.1 {Z}
I think this is his most damaging double-super combo.
4. (corner) j.roundhouse \/ d.jab X jab air slasher -> d.jab -> d.short XX
super double dread kicks lvl.3 -> s.strong X roundhouse double dread
kick {Z}
A stronger variation of combo #2
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
1. (YOU in corner - OPPONENT in air) air throw (while jumping back) \/
/\ air throw {ZXV}
This only works on "special" juggle characters. See the Tips section
for info.
2. (corner) j.roundhouse \/ d.jab X machine gun punch -> s.strong X
machine gun punch {ZXV}
You have to get 4 hits with each machine gun punch. With the first
one I jam on strong and fierce (not too fast though!), and with the
second one, I just jam on fierce (REALLY fast). The damage is good
and you could always replace the 2nd machine gun punch for the super
version. BTW- getting all this hits with the machine gun punch isn't
that hard.. I can do it about 90% of the time. You gotta practice.
Training Combos
---------------
1. (corner) jab air slasher -> j.roundhouse \/ s.strong XX super double
dread kicks lvl.3 -> s.strong XX super machine gun punch lvl.3 {Z}
Most Used
---------
1. j.forward \/ d.jab -> d.short XX super double dread kicks or a fierce
air slasher if they block {ZX}
2. (corner) j.forward \/ d.jab X jab air slasher -> d.jab -> d.short X
fierce air slasher -> d.roundhouse {ZXV}
3. cross-up j.forward \/ d.jab -> d.jab -> d.short X jab air slasher
This is good beause you can push out with an air slasher after a cross up.
V-ism Combos
------------
Because of his air slasher traps and his unique playing style V-DeeJay can
be very annoying.
*!* 1. (midscreen - anti-air) VC(j+s) -> deep d.fierce (or d.short on
grounded opponents) X short lift kick -> d.fierce X short lift kick (whiff
sometimes) -> repeat..
This is good.. and does about 80% damage. You have to make sure that
you hit with the d.fierce X short lift kick (both hit) the first time,
and every other time just make sure the d.fierce connects. You can't
always do it the instant you land from the previous lift kick either.
You might have to stall a slight bit.. anyhow, with practice you'll get
the hang of it. You could also try for neutral s.fierce's instead of
d.fierce's for more damage but it's much harder. Sometimes this breaks
when you reach the corner, other times it doesnt. Still other times you
won't even reach the corner.. You'll keep changing directions midscreen.
*!* 2. (midscreen - anti-air) VC(j+s) -> deep d.fierce (or d.short on
grounded opponents) X short lift kick -> repeated [neutral s.fierce OR
d.fierce OR s.b+roundhouse X short double dread kick]..
This is just a fancier version of the one above. I opt for the
s.b+roundhouse instead of neutral s.fierce or d.fierce.
*!* 3. (midscreen) VC(j+s) -> close s.b+roundhouse X short double dread kick
-> repeated [whiff d.roundhouse slide X short double dread kick]..
This one's pretty hard.. your timing has to be perfect.
*!* 4. (corner - confusion) VC(s+f) -> d.strong X fierce air slasher ->
j.fierce -> repeat from beginning..
*!* 5. (corner) VC(j+s) -> any s.attack X repeated fierce air slashers ->
s.b+roundhouse X short double dread kick (VC ends) -> s.strong X
roundhouse lift kick -> juggle of your choice
A thing to note is that because of Dee Jay's total lack of delay after his
projectile (especially in the corner), he can make use of it and VC after an
air slasher for combo/safe guard crush. He is the WW Guile of Alpha 3. You
can easily make your opponent jump, then nail 'em with a VC. He is *THE*
trapping character in alpha 3.
Character Review
----------------
Dee Jay is the new Guile of the SF series.. He can be hard to use, but if
you get him down he rules. Do an air slasher.. If they jump, do a jump
fierce or s.strong or VC. :) If they don't jump, repeat. His ground game
isn't the best though. You'll be outpoked a lot if you're not careful.
Definitely upper middle tier in my book.
======
T.Hawk
======
Don't expect to find any great combo's here.. Look at V.
1. cross-up splash \/ d.short X fierce rising hawk {ZXV}
2. (corner) j.roundhouse \/ d.short X fierce rising hawk {ZXV}
Breakfall Combos
----------------
????????????????
Unflipped Combos
----------------
????????????????
Training Combos
---------------
???????????????
*!* Most Used
-------------
*!* 1. j.fierce splash \/ d.jab -> d.short -> stormhammer
mix up the jabs and shorts for varied results.
V-ism Combos
------------
V-ism is definitely Hawk's best -ism (IMO). His Midscreen is 80%.. Which
can be done grounded and anti-air. You have to have good timing though.
*!* 1. (midscreen - anti-air) VC(f+r) -> jab rising hawk x7 -> whiff
d.roundhouse -> OTG fierce stormhammer
You have to finish the motion for the rising hawk the moment you land from
the previous one. You do the same with the d.roundhouse as well.. It's
harder if you hold down, so just tap down + roundhouse when you land.
You also have to wait a split second and then stormhammer. To do this on
a grounded opponent put in a ducking jab right before the 2nd rising hawk.
*!* 1. (midscreen - anti-air) VC(f+r) -> jab rising hawk x8 -> VC ends ->
s.b+strong X fierce rising hawk
A safer version of the one above.
*!* 2. (anywhere) VC(j+s) jab rising hawk -> fierce rising hawk -> repeated
fierce rising hawks -> end like VC #1 or VC #2.
To do this as anti-air you leave out the first rising hawk.
*!* 4. (confusion) VC(s+f) d.short X fierce canyon splitter -> repeat.. -> do
a fierce stormhammer at your lesiure.
You can stormhammer right away or wait to see if you can knock off some
overhead life.. then stormhammer.
*!* 5. (anywhere) VC(any) d.roundhouse X fierce canyon splitter X OTG fierce
stormhammer
A nice OTG combo that can hit from almost half screen. You have to stall
the canyon splitter a bit.
*!* 6. (corner - crusher) VC(s+f) -> s.b+roundhouse x2 OR d.fierce x2 OR
[d.short x2 -> d.fierce] X fierce canyon splitter -> d.short x2 ->
d.fierce X fierce canyon splitter -> repeat..
You can do a stormhammer any time you want during this combo. A good
confusion VC. If you're lucky you'll also bust their meter, if not it'll
be almost totally wiped out anyhow.
Character Review
----------------
T.Hawk is an expert's character.. If you're a novice you'll lose. You have
to know what you're at. He has decent pokes (d.fierce from afar, d.forward,
d.jab, straight up j.roundhouse, etc..), a DP, and decent VC's. But he has
his downfalls as well. His SPD has been raped, his super SPD has little
range, his other super SUCKS, and he just plain out loses to some characters.
He's nowhere near the best in the game, but he can hold his own and I find
him very fun to use.
=====
Guile
=====
Guile's finally back.. too bad he's not as good. :(
1. j.fierce \/ s.fierce X flash kick {ZXV}
Try this on the big guys
2. (corner) j.roundhouse \/ d.jab X jab sonic boom -> d.jab -> d.short XX
super sonic hurricane lvl.3 {Z}
This one's pretty hard. Try using the flash kick super instead if the
sonic hurricane one is too hard.
3. (corner) jab sonic boom /\ j.roundhouse \/ s.fierce X fierce sonic boom
-> spinning backhand (towards and fierce) {ZXV}
This is cool.. I think you can leave out the first sonic boom, but you
have to do a jab sonic boom after the s.fierce
4. j.roundhouse \/ s.fierce XX super flash kick lvl.3 {ZX}
haha.. good luck. 90% of the time I'll bet you'll throw sonic booms when
you land.
Breakfall Combos
----------------
1. (in air) kick air throw \/ (breakfall) super sonic hurricane lvl.3 {Z}
Unflipped Combos
----------------
1. (corner) kick air throw \/ s.fierce XX super sonic hurricane lvl.3 {Z}
You have to hit with the s.fierce right before your opponent hits the
ground. This only works on "special" juggle characters. See the Tips
section for info.
Training Combos
---------------
???????????????
Most Used
---------
1. j.forward \/ d.jab -> d.short XX super flash kicks or sonic boom if
they block {ZX}
This is good because you can throw a sonic boom instead of the super flash
kicks if they block the d.jab.
2. cross-up j.forward \/ d.jab -> d.jab -> d.short X fierce sonic boom {ZXV}
This is good because you can push out with a sonic boom after a cross-up.
V-ism Combos
------------
V-Guile isn't too bad.. I still think he's a joke compared to his WW days.
*!* 1. (midscreen) VC(j+s) d.short (or d.fierce for anti-air) X roundhouse
flash kick -> repeated [whiff d.roundhouse -> deep roundhouse flash kick]
*!* 2 (midscreen) VC(f+r) -> d.fierce X short flash kick -> repeat..
See Dee Jay for info.. This VC does more damage than the one above.
Character Review
----------------
Good ol' Guile. Finally back.. too bad he isn't as good anymore. They've
raped his boom, flash kick, and all round priority. He's still fun to use,
and can win matches.. But he's not as great as he used to be.
===========================
Shin Gouki (Super Akuma US)
===========================
I'm pretty sure that Shin Gouki can do all the same combos normal Gouki
can, so I'll just include some raging demon combos.
1. jab air fireball \/ raging demon
Inescapable if done right, even if they block the fireballs.
2. cross-up j.forward \/ d.jab -> d.jab -> s.short XX raging demon
Not that hard..
3. j.roundhouse \/ s.fierce XX raging demon
This is pretty hard.. you have to be quick with the raging demon.
Character Review
----------------
What's to say?? You should have a hard time NOT winning with Shin Akuma. :)
He's good for scrubs to use against experts to even the odds a little. But
experts shouldn't use him just because it's downright unfair. His double
air-fireball is way too good to be fair. He has little to no delay after his
DP, his raging demon can even combo for fuck's sake! :)
This is the section where I try to give you advice on how to do some of the
harder combos..
- ALWAYS charge down-back the instant you jump. Espeially with M.Bison,
Balrog, and Vega because they have such low/quick jumps and/or long charge
times. I mean the *INSTANT* you jump, before you leave the ground even.
- For some of the trickier combos that require precise timing, try playing
on Normal speed. It may seem slow as heck, but it makes it a lot easier,
especially charge combos.
- Always remember about the button-release action. If you hold down a
button, perform a motion, then release the button as you finish the
motion, it will come out as if you had pressed the button at the end.
I hope that doesn't sound too confusing, but anyway, the button-release
thing is the reason for many failed combos. Let's take Dee Jay's
j.roundhouse /\ s.strong XX super double dread kicks lvl.3 -> s.strong X
double dread kick combo as an example. After both s.strongs in the combo,
you might find yourself throwing his air slasher projectile, instead of
the dread kicks. This is because as after you press strong, then move the
pad to towards to complete the motion for the dread kicks, you release
strong and a button release counts as a button press. Voila, out comes
his air slasher projectile. A way around this is to NOT release the
strong punch button. Press strong, HOLD it, complete the motion for the
dread kicks, press roundhouse, release strong. It sounds hard, and may
be a strain on the fingers (depending on your config), but it's easy once
you get used to it. You can do this with anyone, not just Dee Jay.
- Speaking of configs, the default one is HORRIBLE!!! How can anyone use
it? I recommend you change it to your own, and pick out whatever's
comfortable. I also recommend that your friends get used to it too! It's
a pain in the ass having to change configs every time you pass the
controller. Here's the config I use..
Sqaure = strong punch
Triangle = forward kick
R1 = short kick
X = fierce punch
O = roundhouse kick
R2 = 3 kicks
L1 = jab punch
L2 = 3 punches
I'm not saying you HAVE to use it or anything, but I find it very
comfortable. Also remember that if you have to hold a button down to
prevent the button release thing, and if the roundhouse or fierce buttons
are too out of the way for a lvl.3, you can press the 3 punches or 3 kicks
buttons and it counts as a lvl.3 button press.
- Many people bitch and complain about the super flash kick motion, and have
great difficulty with it. Yet I find it easier than a super fireball!
Here are some ways you can do it..
charge down-back, move to down-towards, then to down-back again, then
to up-towards and press the button. This is the way Capcom tells you to
do it, but it hardly ever works. You usually end up just jumping, or
even throwing out a standing attack. I don't recommend you that you do
it this way.
If your a Zangief player, and/or can do the spinning pile driver motion,
try this: charge down-back, then do a spinning piledriver motion starting
at towards. This almost always works, that is, if you can do the
spinning piledriver. :)
The way I always do it is like this: charge down-back, then move to
towards and roll your thumb from towards to down-towards, to down, to
down-back, to back, to up-back and press the button. Basically, if you're
facing right, charge down-back, then roll your thumb clockwise starting
at towards and ending at up-back. Once you get used to it, it's EASY.
Doing it this way also makes it easier to do the coveted standing attack
into super flash kick combos. Just press the attack you want to cancel
into the super at the towards, or back parts of the motion, then complete
the motion and press the button. Always remember though that with Chun
Li, Nash, and Guile you have to do it at the back part of the motion if
you want to cancel a standing punch into super flash kick. If you do
it at the towards part, you'll most likely get a fireball or sonic boom.
- Here's something that doesn't really help with combos that much (except
maybe with Dan), but I'll put it here because most people don't know
about it. Any special move that can done in the air can instantly be done
when you jump. Let's take Akuma for example.. He can do his hurricane
kick in the air. So when you perform the motion for it on the ground, you
can go one extra step (any up direction) and THEN press kick. If you do
it right, you will instantly fly up with the hurricane as you jump. I
call these moves "fly-away" attacks. If you did the hurricane motion,
then went to up-back and pressed kick, you do a "fly-away" hurricane that
sends you back the whole screen! If you press up at the end, it would be
a "fly-up" hurricane, and if towards, "fly-towards". This technique used
to be REALLY good in the old days (SSF2) when it was unblockable. :)
Alas, Capcom has fixed that, but it still helps sometimes (escapes, etc..)
- Always rememer that you can't hit too deep. Yes, I know that this goes
against everything I've learned as a street fighter, but Capcom must have
changed it somehow in Zero 3. This is especially true in corner combos.
If you hit really deep, you're pushed out for some reason.. (??) But if
you hit -just- deep enough so that the next hit will combo, you'll be
right next to your opponent. I don't understand it, but that's what it
looks like to me.
- I have discovered that after certain throws (Sagat's air throw for
example), only certain characters can be juggled after it. These
characters are: E.Honda, Blanka, Chun Li, Dhalsim, Balrog (Vega US), Gen,
Cody, Sodom, Sakura, Karin, and R.Mika. With any other character your
attacks will pass right through them and they'll fall to the ground. I
have no idea as to why this is, or why only those certain characters can
be juggled (their falling animation frame perhaps?), but it sets up some
sweet combos (see Sagat). I'll have to experiment more with this
phenomenom to see what it's all about.. If anyone can shed some light on
this, please email me. Anyhow, the characters than can be juggled this
way (see above) are refered to as "special" juggle characters in the guide.
- Last but not least, practice. Sounds lame, but it works.
V-ISM TIPS!
-----------
*!* - As you probably already know, you have to keep performing attacks
during a VC never letting your character return to standing/ducking (idle)
position. If you don't do this your opponent will be able to break the
combo and recover. Sometimes this is a good thing (see Akuma). Also,
some special moves will let your opponent flip out no matter what.. The
shoto's hurricane kicks are an example. But this can be used to your
advantage. Since the damage is scaled down the more hits you get, try
stopping you VC letting your opponent air recover. Then hit them with
an anti-air and continue the VC. Usually this is only done in the corner
and if you really know what you're doing. :)
*!* - while I'm on breakfalls, DON'T do breakfall bait VC's on anti-juggle
characters.. These characters have air moves that can really screw up
your combo.
T.Hawk - can condor dive to escape
Akuma - can air fireball or super air fireball
Any V-ism character - can drop through VC
etc..
*!* - Some of you might not understand the OTG (Off The Ground) VC's.. What
they are is what it says. You knock your opponent down, and then grab
them Off The Ground. It's always with a special throw (AFAIK), and it has
to be done when their back is FLAT on the ground. Try this:
Pick uuhh.. Zangief. Now corner your opponent. Sweep them and try to
activate your VC when their back is FLAT on the ground. When the screen
flashes during activation you'll be able to tell if you did it right or
not. If you did it right, do the 360+P motion and end it as soon as the
activation flash goes away. If done correctly you'll suck them in
Off The Ground for a free SPD. This should give you an idea of how OTG
VC's work.
*!* - There's been some confusion as how to do charge motion VC's. Let's
take.. uuh, Guile as an example. You're charging down for a flash kick,
activate your VC, and boom.. no flash kick. You ALWAYS lose your charge
when you activate a VC, and normal charge motions will not work for the
first secoond or so during a VC. You can fix this by doing 1 of 2
things..
1. Tap the motion..
-OR-
2. Do a normal attack, and cancel it into the special move..
I like to do #2 (as you might have noticed). Let's take Guile as an
example again to show you what I mean. You're charging down for a flash
kick, activate your VC, and while the screen flashes you lose your charge.
So, you tap down + fierce the instant you recover from activation, then
press up and kick the instant the ducking fierce connects. The key is to
have your gamepad/stick in neutral during ativation. Just practice it
in training to see what I mean. Once you get that down, try doing
neutral standing fierces into flash kicks, etc..
*!* - Also, when I write (breakfall) in a V-ism combo it doesn't mean that
they HAVE to breakfall for the rest to work, it means that they can.. but
can still be juggled even if they don't. In fact they might think twice
about doing it because once they flip, they start taking full damage
again.
*!* - PRACTICE DAMNNIT! :) This is especially true with VC's..
*!* - Also, If you've read everything in this guide, practiced for countless
hours, and -STILL- can't get something to work don't be afraid to email
me. I usually answer my mail daily.
=============================================================================
5. HOW TO COMBO?
=============================================================================
I was planning on doing a section like this myself, but it seems that some
french street fighter (pascaltb@freesurf.fr to be exact) decided to make one
for me.. Here is his guide in full.
Ok you're a new comer to street fighter and you'd like to learn how
to do some clean-flashy 20 hits+ combo during a fight. Then go ahead
and read, this guide is meant for you.
I agree with Greg, the best part in Street fighter is the ability to
hit your opponent with some amazing combo. Why ? Well because it's
really cool and funny and also because you can show off your skill
and sometimes really piss your opponent off. In Street fighter, the
fight is never won until the character you're challenger lies on
the floor. The tide can quickly turn in his favor if you make just one
mistake, I stress it - JUST ONE MISTAKE against top ranking players.
These experts will always use any opening to land a clean devastating
combo. Just think of it : let's say you're playing Ryu and you're
facing Guy. He only have 5% of his life bar left and you have more
than 30%. You're over confident and you begin to throw a fireball.
TOO BAD ! He was just waiting for this to happen, he takes advantage
of the opportunity and clean your bar with a huge combo. This
happens a lot. I've done it or I've been beaten this way. So I think
you know understand the importance of combo in this game. I don't
say that you must be a great comboer to enjoy playing Street fighter
or to be good at it. But I really think that combo is
approximatively at least 50% of any expert player's battle plan.
That's the reason of this guide, to help beginners to learn to
combo.
WHAT IS A COMBO?
----------------
Well a combo is a succession of hits, and the particularity of it is
that when the first hit connect then the others will, that's it.
That's the true definition of a combo, nothing very difficult as you
can see, but applying this can be very tricky sometimes.
WHAT ARE THE DIFFERENT TYPES OF COMBOS?
---------------------------------------
*Basic combo*
First of all you have what I would call basic combo : a succession
of normal moves. For example a succession of jabs into low strong.
That's the easiest way to do combo and you shouldn't really need to
practice a lot to do theses.
(Note from Greg- There are 2 types of these combos.. chains and links.
A chain is a string of normal attacks that cancel into one another. Gen and
Guy (and some X-ism characters) are the only characters that have these
chains. A link is 2 or more normal attacks that DON'T cancel into each
other, but can still be strung together for a combo. Ryu's
d.strong -> d.short combo is a good example of a link. Now all this is if
you want to get technical.. In the guide I use the two terms pretty loosely,
using each term to refer to pretty much anything that I deem fit. ;)
*Multi-hit moves*
Yeah, the easiest way to perform a combo : just press a button to
perform an attack hitting a multiple time (generally twice). For
example, Ryu's close standing roundhouse kick.
*Jump-in combo*
Then you have jump-in combo. These are triggered by a jump attack.
You basically jump toward your opponent and hit him while you're
still in the air and then you continue with some ground attacks. For
example the basic : Jump-in roundhouse into crouching roundhouse.
*Supers/Specialmoves*
Only triggered by a joypad motion and a button press, easy and
reliable.
*Buffering/2in1's/Cancels/etc..*
The perfect way to combo : it consists in cancelling special moves
or even super combos into basic attacks. They are the core of 90% of
the combos existing. The method is to perform a normal move and
during the frames of its animation to enter the motion of the
special move and there you have : a cancel/bufferring/2-in-1 combo.
But be careful, in Street Fighter, contrary to the versus games, you
can only cancel after certain basic moves, and you have to know
which ones.
*Juggling combo*
Basically it is a combo that keep your opponent in the air while
you're on the ground hitting them. You have to hit your opponent
with a move that bounce him in the air and then follow by an other
one. For example, with Chun-Li you can perform a flipping neck
breaker (hold DF and press roundhouse) canceled into a rising kick
while your opponent is still in the air. If you follow straight the
definition I wrote before, these aren't real combos, because if
you're opponent is smart enough, he can air recover because of the
juggle. But juggling itself is an important component in Street
Fighter Zero 3.
(Note from Greg- There are 2 ways to juggle.
1. When your opponent gets hit in the air by a normal attack, they'll reel
back a bit (I'll call this a "mini-reel" for now) and then flip back and land
on their feet. They only way to juggle this way is to hit them during the
"mini-reel". For example: Let's say you're Ken. If you knock your opponent
out of the air with a d.fierce (NOT a counterhit) and then try to dragon
punch them as they fall, you'll pass right through them. But if you cancel
the fierce into a dragon punch the moment the fierce connects the dragon
punch will connect as well. This is because they're still in the "mini-reel"
when you DP. 2 quick standing jabs will even work, etc.. These cannot be
flipped out of obviously, because the hits are so close together.
2. If you hit with a special attack or normal move (it has to counterhit),
they'll fall away in a reel the WHOLE time until they land or flip out.
Juggle at your lesiure. :) I'll use the above "mini-reel" scenario as an
example.. You're Ken and you take your opponent out of the air with a
d.fierce immediately cancelled into a jab dragon punch. The dragon punch
(being a special attack) will send them into a reel, so you can try for more
hits.
I hope that makes sense.. Also, the V-ism rule applies here as well. If
you're character is constantly performing attacks not returning to a
standing/ducking (idle) position, your opponent CANNOT air recover. For
example: Let's say that I'm using Guy and my opponent jumps towards me. If
I counterhit him out of the air with a d.strong and then try a buushin leap,
my opponent can flip out and hit me. This is because after my d.strong my
character returned to an idle ducking position giving my opponent the ability
to air recover. BUT - if I had cancelled the d.strong into the buushin leap,
my character never returns to an idle position preventing my opponent from
flipping out at all.
Basically, when juggling try to use high priority moves and cancel as much
as you can. :)
Ok, now you're aware of the different types of combo existing, but the
coolest part is that you can actually combine all these types of
combo into a HUGE one. Let's take for example this Guy combo present
in Greg's guide :
(corner) j.roundhouse \/ s.strong -> s.fierce X short hurricane kick
-> s.jab -> s.strong X roundhouse hurricane kick -> (breakfall)
[s.strong -> s.fierce] XX super rising punches lvl.3
You have a jump-in part : the j.roundhouse \/ s.strong. You have what I
called a basic part : s.strong -> s.fierce. And you have cancelation
into special moves and super combo and even a juggle part.
You see the ability to create combo are quasi unlimited, you can
combine a lot of things and once you know the basics, you can go and
create your own combos.
Now let's get to the subject..
HOW DO I PERFORM THESE COOL COMBOS?
-----------------------------------
To be frank, practice is the main basis, if you want to trigger the
20+hit combo which will dish out tremendous amount of damage to your
opponent you have to practice it, time and time again to be
flawless. Practice is everything, and I could stop the guide here by
telling you : hey man, pick a character and go to the training mode,
perform the combo you want to learn during 5 hours and it will be
ok!
In fact there are some tips and basic I can give you to help you
anyway, but remember : PRACTICE IS THE KEY.
*Basic tips : training situations*
_It seems obvious but you have to know the character you're picking.
I mean you have to know how to trigger his special moves and super
combo and it must be flawless because as I said before, you will
rely a lot on these moves. Learn them by heart, know the motions and
how to do them in every situations. Why every situations ? Because I
see a lot of beginners or even intermediate players who can do
special moves when they're in the left part of the screen, but when
they're on the right part nothing comes out. That's bad, because,
one : an expert player will always take advantage of this : you'll
end in the position where you are disavantage. And second : you
won't be able to combo anything. So before thinking of doing flashy
combo, take time to learn basic moves and train yourself. There are
some great guides around here, especially Kao Megura one. You also
have to know how your character reacts. I mean you must know the
range of his basic moves, their recovery time and the moment they
come out and hit your opponent. That's really important, because it
will give you an idea of the timing you'll have to stick with during
combo. Forget this timing or underestimate the range of your attack
and you're screwed.
_Learn the combo by heart. You must have in mind what you're going
to do after each move. The window to cancel move is very short and
that's why you must press the buttons or do the motions naturally.
No time to reflection when you are in a combo.
_When you want to cancel a special move into a normal one, begin the
motion of special move durng the animation of he normal move,
don't wait it to finish; most of the time you have to input the
motions as soon as you have pressed the button but it depends of the
move you use and of the character.
_There is a button press/release rule in this game as Greg mentioned : a
button release count as a button press : that's why a lot of combo
fail, beware of this.
_Don't press button like crazy until the move comes out, you have to
press them in a rythmic succesion and remember to fully do the
motions with the joypad. You have to be calm and cool. If you find a
nice timing, you can do a lot of basic combo even with eyes closed.
However the timing varies with the character, that's why I streesed
the fact that you have to know him/her.
_Always begin with simple combo and train. When you start to
practice a harder one you'll see that often a lot of simple combo
are implied. So always cut your combo in different steps and
practice each one, that will be a lot more easier and you'll learn
faster.
*Advanced tips : combat situations*
Performing a combo on training mode is good but the only drawback is
that your opponent is passive, it doesn't block, doesn't move or
counter attack. So when you're starting to be able to perform a
combo in this mode go on real match against the computer first and
try to land it, you'll see it's much more difficult.
You know how to do your devastating combo but most of the time you
are not able to land it against a human opponent. Why ? Simply
because he's not stupid (well most if the times) he doesn't sit
there waiting for you to trigger your combo. So you have to create
your own opportunities to land your combo.
_Most of the time your combo attemps will be blocked, that will
happen more than 50% of the time so when you'll miraculaly be able
to hit with one of the hits which set up a combo, you will more
likely be too surprised to react and you'll screwed. My advice : if
the combo is SAFE and only if it's safe never think that it's going
to be blocked : perform it. If they block it then they will be push
away and you will do guard meter damage. But I really stress it :
the combo must be safe. In fact you should always attack with safe
combo so forget jump-in.
_Take advantage of any opportunity: for example a fireball tossed at
half screen : time to land a devastating jump-in combo. You have to
be ready to react to these kind of opening and be very CALM. I see a
lot of intermediate players being very excited when they see a
missed fierce shoryuken : so excited that they completly miss the
set up of their combo. That's a rule in Street fighter, always keep
a cool head. You have to be ready to react to these openings because
the window is very short and they might not give you another
chance .
_Try to read your oponent game : pay attention to patterns. A lot of
intermediate players use the same combos or reactions all the time.
So try to anticipate their next actions.
_In return mix your fighting style. Don't always do the same combo
over and over again. Try to mix attacks hitting low and high to
confuse your opponent. When you have landed a combo two or three
times, dont' do it again, wait and do another one and when your
opponent begin to counter the second one switch to another or to the
first one. Mixing your attacks are the key in Street Fighter.
_Don't be obsessed with landing a killer combo, stick with classical
one but be ready just in case you have a big opportunity.
When you face some good players you will be in situatons when
you won't have many opportunities to land a combo, because they do
few mistakes. So you have to make them do mistakes - you have to
create your own opportunities. Here are some tricks.
_Try to do something stupid at extreme sweep range : jumping,
throwing hits in the air. Most of the time people will try to sweep
you : attack them during the animation.
_Poke a lot : throw a lot of jab or short. I know the damage is
pitifull but it has a tendency to make your opponent furious,
they'll end up doing something stupid (most of the time) like a
jump-in attack.
_In the same field of idea : taunt whenever you can : they hate
this.
_When you do a jump-in attack and if it's blocked, continue the
combo with one or two jabs then stop for a second. That will
sometimes annoy your opponent and he will try to attack you, take
advantage of his surprise and attack him first.
Ok that's about everything I see to learn how to combo and to land
it in fight situation. But remember practice a lot and keep a cool
head, never get nervous, it's only a game, enjoy it is a good way,
this game can be a lot of fun even if you're not able to land
a devastating combo.
There you go.. I can almost hear my fingers sigh in relief for not having
to write all that out. :) Anyhow, a big thanx to pascaltb@freesurf.fr for
going through all the trouble to write this. If you have any questions or
comments about it, feel free to email him.
Also, there is a Nefdar@something.com (sorry, can't remember) that has
written a How-to Combo guide and it's up at Gamefaqs.. I recommend you check
it out as well.
Author's Note
-------------
This brings the end of my SFZ3 combo FAQ. If you liked it, please feel free
to email me. If you hated it, please feel free to email me. If you found
any mistakes, yada yada.. email me. But most importantly, If you found any
big fat combos that I don't know about, email me and I'll give you credit.
Before I get loads of email, I wanna answer a few questions you might be
asking yourself..
Why only super combo combos??
I tried to only include big damage, and/or stylish combos. This is because
I don't want to type out every little combo as it would take forever.
Just imagine Ryu.. d.short X fireball. d.short -> d.short X fireball.
d.jab X fireball. d.jab -> d.jab X fireball. You get the picture..
I'm considering putting some of them in though, if there is enough demand
for it. It would also make some characters (Rolento, etc..) not seem so
crappy and actually have a few combos for them.
What's with the "breakfall" and "unflipped" combos?
I put these in because I think they're a big part of the game. If someone
air recovers, they still can't block ground attacks and supers so it's
sorta still continuing the combo. You can even take off more life this way.
Just think of it as 2 combos in 1. They're not -true- combos in that your
opponent can recover, but they can't block it either so it is a combo.
You get it? Aw whatever.. just do some of them on your friends and you'll
like 'em. :) And the "unflipped" combos are exactly what it says. You use
them on stupid people who don't know how or when to flip out. :)
So what do I send in?
Anything at all actually.. Everyody likes feedback whenever they write
something. If you found any mistakes, or something wrong with some of my
combos (they don't work on certain characters or in certain situations etc.)
please email me. If you've found a way to add more hits in any of my combos
(on different characters, etc.) please email me. If you've found pretty
much ANYTHING at all that isn't in here, please email me. You can email
me at gdawson@angelfire.com
Needed
----------
Here's a list of things I need, and hopefully will be in future versions
of this guide...
- # of hits per combo
- # of damage points per combo
- more and more combos (obviously)
Credits *!*
-------
my SF pals - (John, Glenn, Jason, Ed, Sean, & Brian).
They taught me how to DP. :)
my mod-chip - I wouldn't have SFZ3 without it.
Fighter's Net - for the cool combo mpgs.
Kao Megura - It wouldn't be a fighting FAQ without his name in it somewhere.
my SF pal Brian - for his 5-foot high TV to play on.. drool..
attaker@hotmail.com - for all the emails and stuff..
realpebbles@prontomail.com - for emails and stuff..
chocobo@mindspring.com - for maintaining the VC list that we all use. And
for expressing his views on the PSX SFZ3 to me. :)
pascaltb@freesurf.fr - he wrote the How-To section. BIG thanks!
Magic Otaku (Xero, whatever..) - for telling me that my Guy combo's sucked.
:) thanx for the emails.
alt.games.sf2 - *THE* place for SF discussions (and arguements :).
gamefaqs.com - for having the best gaming FAQ archive ever!
Eddie Maher - for letting me use his PC to put this online.. and for letting
me watch him play Everquest. (His -other- life.. :)
and Me - for spending all the time figuring out all this stuff.