Street Fighter Alpha Frequently Asked Questions @ www.vidgames.com

Street Fighter Alpha
Frequently Asked Questions


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**************************************
         STREET FIGHTER ALPHA
  Frequently Asked Questions ver 2.0
**************************************

Current 2.0 version by Allen Kim (ak10@cornell.edu)
Version 1.5 by Dan Wells 7/24/95
Original 1.0 version by Tom Cannon

Please send any corrections or comments to

        ak10@cornell.edu

-------------------------------------------------

TABLE OF CONTENTS

1) INTRODUCTION
   1.1) Author's Preface, Version 2.0
   1.2) Introduction to SFA
   1.3) What's New In This Revision?
   1.4) Where to Get SFA Resources
   1.5) Is Alpha Still Beta-Testing Or What?
   1.6) Legend and Abbreviations
2) GAME ENGINE SPECIFICS
   2.1) SFA ROM Options
   2.2) The Old and the New
   2.3) Proximity Blocking
   2.4) Auto-Blocking
   2.5) Chain Combos
   2.6) The New Super Combo System
        2.6.1) Using Super Combos
        2.6.2) Super Combos and the Animation Pause
   2.7) Alpha Counters
        2.7.1) Practicing Alpha Counters
        2.7.2) How to Avoid Getting Alpha Countered
   2.8) Air Blocking
   2.9) Rolling on the Ground
  2.10) Overhead Hits
  2.11) Throws, Throw Softening (Tech), and Ticks
  2.12) Jump-ins, Neck Kicks, and Meaty Attacks
  2.13) Wake-up Dragon Punches
  2.14) Taunts
  2.15) Choose Your Own Winning Quote
3) Moves and Strategies Specific to Each Character
   3.0) Conventions Used
   3.1) RYU
   3.2) KEN
   3.3) SAGAT
   3.4) CHUN LI
   3.5) CHARLIE
   3.6) BIRDIE
   3.7) ADON
   3.8) GUY
   3.9) SODOM
  3.10) ROSE
  3.11) AKUMA
  3.12) M. BISON
  3.13) DAN
4) Secrets, Storylines, and Extras
   4.1) Endings (Spoiler Alert!)
   4.2) Those Little Symbols
   4.3) Character Histories
   4.4) Selecting the Hidden Characters
   4.5) Code to Fight Akuma or Dan
   4.6) Ryu & Ken vs. Bison Code
   4.7) Special Endings and Hidden Characters
   4.8) The Future for Capcom's Fighting Game Genre
5) Appendices
   5.1) Glossary
   5.2) Top Eleven Reasons to Use Dan
   5.3) Top Ten Meanings for the Kanji on Akuma's Back
6) Credits and Thanks


***************
1) INTRODUCTION
***************

----------------------------------
1.1) Author's Preface, Version 2.0
----------------------------------

Tom Cannon was the original FAQ writer, but, due to the fact that he
unfortunately was unable to update it, people still had many
questions.  Dan Wells became the next keeper of the FAQ, but then 
even more secrets were found, and Dan was not able to come up with a 
revision.  Thus, I have taken over as the maintainer of the SFA FAQ.

After writing a draft revision of the FAQ, I let it sit so that I can
spend some time verifying a lot of the information on the FAQ.  Of
course, I wanted this final revision to be finished much earlier.
However, time constraints plus the lack of new SFA discoveries made me
procrastinate somewhat.

Still, I saw that there are many people who still download the FAQ for
informational purposes.  There is still a lot of talk about various
aspects of SFA, such as the value of Alpha Counters or Overhead Hits.
Finally, there is no telling whether Street Fighter Alpha will hit the
home systems like the Sega Saturn, the Sony PSX, or even the upcoming
Ultra 64.  Thus, I considered it worthwhile to bring out a final 99%
accurate version of the FAQ.

Anyway, Tom Cannon and =P (Mr. Cheung) deserve a lot of credit for 
finding a lot of the preliminary moves out.  They were the first to 
have the game and were (and still are) much appreciated by those of 
us who weren't fortunate enough to have beta versions at the time.
Also, a lot of credit belongs to Dan Wells for his excellent writing
and efforts.  This current version of the FAQ borrows very heavily
from his version.


------------------------
1.2) Introduction to SFA
------------------------

Street Fighter Alpha is Capcom's latest installment in the Street 
Fighter series.  The graphics style has been changed to a more 
anime-esque look, and almost every character in the game comes from 
a game from Capcom's past.  There is Charlie, Guile's friend who was 
killed by M. Bison.  You can play Guy from Final Fight or try your 
hand at Adon, the wicked Thai kickboxer from Street Fighter 1 who 
still retains his awesome Jaguar Kick.  Or go the alternate route and
play Rose, a woman with magical hair and clothing that falls into the
style of Darkstalkers 2.  SFA is truly a blast from the past which 
brings back the magic of the SF series all over again.

Note that in Japan, SFA is known as Street Fighter Zero, which is why
a 'Z' zig-zags across the screen during transitions.


-------------------------------------------
1.3) What's New In This Revision of the FAQ
-------------------------------------------

Changes in version 2.0:

- Added ASCII logo.
- Added section, "How to Avoid Getting AC'ed."
- Corrected method to roll on the ground.
- Auto-Block section revised.
- Added section, "Wake-up Dragon Punches."
- Added Japanese names for moves where available.
- Added starting and winning poses.
- Changed Guy's move names from "Bushido" to "Bushin."
- Sodom's cheesy S. ROUNDHOUSE added.
- Added how to choose winning quote.
- Revised "Code to Fight Akuma or Dan."
- Added glossary.
- Added Top Ten lists.
- General additions, revisions, and corrections all over the place.

Changes in version 1.9:

- Added the Ryu & Ken vs. Bison code.
- Added the Fight Against Akuma code.
- Moves and Strategies now combined into one section.
- Changed some names of moves.  Some moves also have two names; the 
  one in parentheses is the name I made up.
- Dan Wells' Top Ten list deleted.
- General revisions in wording and grammar for just about every 
  section.
- General corrections and additions to the moves section.

Changes in version 1.5:

* Explanations of the various operator-controlled options in SFA.
* Better explainations of how to link SC's with chain combos.
* Expanded uses of the Alpha Counter for specific characters.
* Clarification of air-blocking multiple hits.
* A Moves Legend added
* Corrected/added moves for:
  -Ken
    Shoryureppa SC corrected
  -Chun Li
    Mega Kikoken SC corrected
  -Charlie
    Standing ROUNDHOUSE kick clarified
  -Birdie
    Chain Grab corrected
    Leaping Chain Grab SC corrected
    Overhead Hit added
  -Adon
    Offensive crouching FORWARD kick added
  -Guy
    Overhead Hit added
    "re-dizzy" fully explained
  -Sodom
    Sai Grab corrected
    Sai Crawl added (explained)
  -Akuma
    A couple moves corrected/updated
    Downward Air Kick added
  -Dan
    Total information added
* Official Capcom names for moves added
* Expanded and re-done character strategy sections.
* Updated information on Super Combos, including # of hits and
    damage inflicted
* Verbatum endings (some of them)
* Information on the new hidden character, Dan.
* My Top 10 Cheap Things in SFA List
* An expanded Wish List of stuff that I want changed. :)


-------------------------------
1.4) Where to Get SFA Resources
-------------------------------

This FAQ has generously been put on a couple of FTP sites where you
can always download the latest version.

   * brawl.mindlink.net  /pub/sfa/sfafaq20.txt

  Brawl is an FTP site with a large directory dedicated to fighting
  game FAQs, pictures, sounds, guides, etc.  You can DL pictures of
  SFA digitized from the latest Gamest magazine at this location.

   * ftp.netcom.com  /pub/vi/vidgames/faqs/sfalpha.txt

  Maintained by Andy Eddy, Senior Editor of GamePro magazine, this
  site carries tons of FAQs regarding both arcade stand-ups and home
  entertainment system games.  If there's a video game and there's a
  FAQ for it, it's here.

   * AOL Game Forum

  If you are an AOL member, just go to the keyword GAMES and check
  the game FAQ section for this file.

For pictures of SFA digitized from various magazines like Gamest and
DHGF, you can D/L these at brawl.mindlink.net in the same directory
listed above.

If you're looking for good Web sites that feature SFA, let me suggest
one of the following:

  - Patrick Beja's SFZ Page.
    http://www.miage.dauphine.fr/~beja/sfz/sfz.html

  - Shoryken's Site O' Nothing
    http://www.crl.com/~shoryken

There are two "combo" guides out there that do a really good job
listing which of the moves in SFA can be used in a chain combo or an
interrupt combo:

  - Derek Liu, SFA Advanced FAQ.
    E-mail lanzer@mindlink.net

  - Patrick Beja, SFA List of Comboable Moves.
    E-mail beja@miage.miage.dauphine.fr

As usual, there are many character-specific guides out there written
by fans like you and I.  I'll list just a few here; if you'd like your
character guide listed here, just tell me and I'll put it in later.

  AKUMA
    Derek "Dee-ciple" Bryant, Unofficial Akuma Mini-Faq.
      (udjbryant@cc.memphis.edu)
      (ftp://brawl.mindlink.net/pub/sfa/guides/akuma.bryant)

  ROSE
    Dmitri "Dmitheon" Lenna, Rose: The Guide.
      (lennad@rpi.edu)
      (http://www.rpi.edu/~lennad/vg/rose.htm

  RYU
    Samuel Goh, Ryu Guide.
      (ftp://brawl.mindlink.net/pub/sfa/guides/ryu.goh)

  KEN
    Rahmon "Omar" DeLoney, Ken Strategy Guide v1.0.
      (HyperFyter@aol.com)
      (ftp://brawl.mindlink.net/pub/sfa/guides/ken.deloney)

Finally, if you have files pertaining to SFA, such as character 
guides, digitized pictures, and BGM .WAV or MIDI files, by all means 
upload them to one or all of the public sites mentioned above!


-----------------------------------------
1.5) Is Alpha Still Beta-Testing Or What?
-----------------------------------------

Alpha is completely done beta-testing.  From all reports and 
indications that I've gotten, the versions of SFA released 
nationally are virtually identical to those that were beta-testing
in Chicago, California, and elsewhere.  The only difference may be
in the computer AI difficulty.

There still exist some flaws in the game engine, such as Guy's re-dizzy
combo and Sodom's unblockable S. ROUNDHOUSE.  If the rumor is true and
Capcom releases a new version of SFA, these bugs will probably be
fixed. (See section 4.8)


-----------------------------
1.6) Legend and Abbreviations
-----------------------------

Throughout this guide I will be using symbols and notations for moves
that you may be unfamiliar with.  Here is what everything means:

  JOYSTICK POSITIONS

       O O O          Backwards Jump   Vertical Jump  Forward Jump
        \|/
      O--*--O              Back            Center       Forward
        /|\
       O O O         Defensive Crouch       Down    Offensive Crouch

*NOTE*: ALL JOYSTICK DIAGRAMS ASSUME THAT YOU ARE ON THE LEFT SIDE OF
THE SCREEN FACING RIGHT.  Thus, if you are on the right side facing 
left, just reverse the left and the right.

  BUTTONS

                   JAB   STRONG   FIERCE
                    O       O       O
                    O       O       O
                  SHORT  FORWARD  ROUNDHOUSE

     C. JAB translates as Crouching JAB
     S. FORWARD translates as Standing FORWARD
     J. ROUNDHOUSE translates as Jumping ROUNDHOUSE (a jump kick)

Some Abbreviations:

You should be able to figure out most abbreviations from the context,
but just in case something stumps you, here are some of the 
abbreviations that you may find.

 SSF2T.....Super Street Fighter II Turbo (the last of the SF2 series)
    SC.....Super Combo
    AC.....Alpha Counter
   QCF.....Quarter Circle Forward
   QCB.....Quarter Circle Back
   HCF.....Half Circle Forward
   HCB.....Half Circle Back
    FB.....Fireball
    DP.....Dragon Punch (usually referring to a DP-type motion)
    HK.....Hurricane Kick
    FK.....Flash Kick
   TBK.....Thousand Burst Kick (Chun Li)
   TAH.....Turn-Around Headbutt (Birdie)


************************
2) GAME ENGINE SPECIFICS
************************

--------------------
2.1) SFA ROM Options
--------------------

There are 4 main options that your operator has control over in the
SFA ROM Menu.

  * Speed Select
     The speed of the game can be preset at 3 different speeds:
     Normal, Turbo 1, and Turbo 2.  The operator also has the option
     of letting the players select their speed.  Unfortunately, when
     this option is active, players can only choose between the 2
     slower speed settings.  Many players prefer Turbo 2 because this
     speed is similar to SSF2T, but others (like myself) feel that
     Turbo 2 turns the game into a spaz-fest.

     On the other hand, I find that the normal speed is just too slow,
     but some people prefer to play at a less hectic pace, so it's up
     to you.

  * Auto-Blocking
     Arcade operators have the option of turning Auto-blocking on or
     off, which determines whether players get the option of using
     it.  See Section 2.4 to find out how it works.

  * Damage Level
     This is also configurable to several levels.  If it is set at 
     anything less than normal, the only difference I've noticed is 
     that you get considerably more time-out victories, which isn't 
     too good.  On the other hand, if the damage is set too high, 
     you'll find that typical combos, especially Level 3 Supers, will
     cause over 3/4 damage, which may be overdoing it (IMHO).

  * Computer AI Difficulty
     There are at least 6 or so settings for this.  I've played one
     of the harder ones, and the computer AI pulls NASTY combos on you
     with ease, almost to the point where it gets like SSF2T was.  It
     is still a fun challenge, but you really have to know what you
     are doing (i.e. newbies will get squashed!).


------------------------
2.2) The Old and the New
------------------------

The first character you will pick when you first play SFA will
probably be Ryu, Sagat, Ken, or Chun Li.  It's understandable.  One
thing that needs to be stressed, however, is that while this game is
essentially based on the SF2 engine, there are a LOT of little nuances
and tricks, as well as some major alterations, which make SFA
dramaticly different from SSF2T.  If you play SFA exactly like you
play SSF2T, you're going to get your butt blasted once you run into
someone who's learned to adapt to the new engine.

Don't make the mistake of assuming that Charlie is Guile, Ken is Ken,
Ryu is Ryu, etc. and overlook the differences.  Definitely experiment
and fool around a bit.  Figure out what everyone has lost, what
they've gained, and what the new guys mean to the old SF2 strategies.
The first time you play Ryu and get grabbed by Birdie's Super Combo,
torn apart by a Guy player, or humiliated by Rose and her "magic
shawl", you'll know what I mean.


-----------------------
2.3) Proximity Blocking
-----------------------

One of the limitations of the old SF2 engine was that you could not 
walk backwards if someone threw a projectile at you.  However, in SFA,
the blocking has been modified into what I call "proximity blocking."
Basically, if you are moving backwards and the opponent throws an
attack or a projectile, you will not go into a block stance until the
attack is within hitting range.  The obvious advantage is that you can
back away from projectiles and some close-range attacks.

However, some people are in the habit of moving the joystick back 
for a standing block when they see a projectile coming from long 
range.  Thus, their character will keep walking back and back until 
either the projectile is blocked or until they corner themselves.
This happens especially with joysticks that don't have sensitive 
diagonals.  Thus, to avoid moving yourself into the corner, either 
block the projectile with a crouching block, or move the joystick back
at the moment before the projectile hits.


------------------
2.4) Auto-Blocking
------------------

Auto-Blocking is now in SFA (provided your arcade operator has 
activated the option).  If you choose Auto-Block, then you will see a 
counter up in the corner next to your portrait.  This counter will 
start at some number (8 for human competition) and count down every
time you block a hit, whether automatically OR manually.  Once the
counter hits zero, you must block manually for the rest of the round.
The counter is reset at the start of every round.  Unlike Capcom's X-
Men:CotA, if you win the match, Auto-Block will remain active for
subsequent matches.

The most severe limitation of Auto-Block is that you will only be able
to store one level of energy in your Super Meter.  Another limitation
is that you will automatically stand to block Sagat's High Tiger Shot
and Tiger Cannon SC.  You cannot duck these projectiles unless your
Auto-Block counter is at zero.

Note that if you are playing against the CPU with Auto-Block
activated, your first round of the game will set your Auto-Block
counter to 10.  If you win the round, the next round your counter will
be reset to your original value, minus 2.  In other words, after you
win a total of five straight rounds (not matches), you will no longer
have Auto-Block, and you will still be stuck with the limitations of
Auto-Block.  But if you lose a round, the next round (if you haven't
lost the match yet) will add 2 to your original value.  Furthermore,
if you lose a match, continue, and activate Auto-Block again, your
counter will go back up to 10.

If you win the game with Auto-Block and without continuing, you don't
get to see the credits.  Finally, if you get a high score, your entry
in the high-score charts will have an "Auto" label next to it.

Auto-Blocking comes with one more advantage.  Anyone using the Auto-
Block feature can execute a Super Combo by pressing a punch and a kick
button of the same strength simultaneously.  For example, once your
meter is charged up, you can simply press STRONG + FORWARD, just like
the motions in X-Men:CotA and Nightwarriors.  This can allow players
to throw easy SC's on reaction without the need for precise timing and
dexterity.  For example, Ryu could easily throw a Shinkuu Hadouken SC
right after blocking a sweep.


-----------------
2.5) Chain Combos
-----------------

Like Darkstalkers and X-Men, SFA now has chain combos.  Not only do 
you have "normal" combos from SF2, but you now have certain 
combinations of normal moves that are specificly designed to work 
together in a "chain."  More specifically, when you see a sequence 
of ground attacks and each attack "interrupts" the previous one, 
that's a chain combo.  The only way you can recognize these chain 
combos is by the way that they "flow" together.

These chains open a whole new door to comboing.  Take Ken for instance.
If a chain combo starts with a JAB, you can do the JAB 1-2 times,
follow up with a C. FORWARD, a C. ROUNDHOUSE, and then finish with a
special move.  You can mix chain combos and Super Combos, or even lead
off the chain combo with a jump attack.  The whole system is pretty
flexible now, allowing you to use which combo you need at the right
time, whether you are comboing in a Super Combo, going for maximum
damage, or trying to get a dizzy.


-------------------------------
2.6) The New Super Combo System
-------------------------------

Every character has a Super Meter at the bottom of the screen that is
divided into 3 Levels of power.  Your character adds to your Super
Meter as he or she fights.  Note that the Meter is reset only between
matches, not rounds, so you get to keep whatever you already built up
in your Meter.  There are 4 ways to increase your Super Meter:

        1) Hitting your opponent
             By far the quickest way of increasing your Super Meter.
             Attacks that damage will increase your Meter faster than
             attacks that are blocked.
        2) Performing special moves
             Everytime you do any type of special move, whether it
             hits your opponent or not, your Meter goes up.
        3) Getting hit by your opponent
             Blocking and taking damage increase your Super Meter, but
             only by a very small amount.
        4) Throwing a normal punch or kick
             Every time you hit a button (except JAB or SHORT), you
             will add a tiny amount to your Super Meter.

Each character has two, three, or four Super Combos which require 
energy (Chi) from their Super Meter.  Each Super Combo can be 
performed at 3 levels of power, corresponding to the 3 levels of the 
Super Meter.  To perform a Level 1 SC, simply do the proper joystick 
motion and hit a single punch or kick button (according to the SC).  
To perform a Level 2 SC, press any 2 of the punch or kick buttons.  
To perform a Level 3 SC, press all 3 punch or kick buttons.

When you actually execute the SC, the screen darkens, the game pauses 
for under half a second, and Chi (or energy) swirls around your
character, focusing on their fists, feet, or even their eyes.  The SC
is then executed with blue "shadows" trailing your character.

Since you gather energy relatively quickly while fighting, you almost
always have a Level 1 SC at your disposal.  For this reason most Level
1 SC's have somewhat mediocre priority, invulnerability, and damage
potential.  Level 2 and 3 SC's are much better, especially Level 3
SC's where you can often get up to 50% or more damage with all hits.

-------------------------
2.6.1) Using Super Combos
-------------------------

When executing SC's, you can either attack with a series of weaker 
SC's or strike with one big SC.  Which approach you use is totally 
dependent on the character you are using, your opponent, and your 
individual style.  In general, if you want to shave off your 
opponents health little by little, throw a series of weak SC's.  If 
you like to wait until you see a rare opening, execute the Level 3 SC 
to cause the most damage possible in a single opportunity.

However, there are 2 things to be careful of.  First, if you use a 
SC, make sure that you are in a position to get most or all of the 
hits.  Using Ken's Level 1 Shoryureppa against a jumper isn't very 
effective since you'll get a pitiful number of hits and damage.  
Don't do Charlie's Level 3 Rushing Kick SC if your opponent is 
airborn since you will only get 2 hits of the SC.  Don't execute 
Rose's Aura Soul Catch SC if your opponent is on the ground.  Pretty 
basic stuff.

Second, remember that you keep your Super Meter Chi between rounds.  
Thus, you want to be careful about finishing off an opponent with 
a SC if he is already near KO.  That can be a big unnecessary waste 
of Chi.  Similarly, if you are losing to an opponent and he hasn't 
already won a round, you might want to save your Meter for the next 
round.

Here's another thing you may want to consider.  Let's say you are 
saving up your Meter for an opportunity, but you can't find one and 
your meter has remained at Level 3 for a while.  Instead of keeping a 
full meter, consider throwing a Level 1 SC to cause block damage to 
your opponent.  You might as well use the Chi energy that would 
otherwise just sit there, and your meter will quickly charge back up 
to Level 3 anyway.  (Alternatively, you can use an Alpha Counter
instead of a SC.  AC's are explained in section 2.7.)

-------------------------------------------
2.6.2) Super Combos and the Animation Pause
-------------------------------------------

If you perform a SC while your opponent's guard is down, he WILL NOT 
be able to block for a very split-second after the Chi gathering 
animation ends.  Thus, if your opponent is close and you catch him 
with a SC while he's not blocking, he simply cannot just block after 
the SC animation begins.  This is very good, IMHO, since it doesn't 
allow the Chi animation to be a sort of a "flag" that gives the 
opponent all day to block the oncoming SC.  Note that this "no-block 
period" means nothing if your opponent is at a fair distance away 
from you.

When you perform a Super Combo, the game progresses your opponent's
animation by one frame.  One partial reason for this may be to show
players who tap a button at the last second before a SC that they
actually did indeed push a button.

In terms of gameplay, though, you can make use of this and other 
properties of the SFA engine in a particular situation.  When your 
opponent jumps toward you, you can back off (since you can walk 
backwards while being attacked).  This will cause your opponent's 
jump attack to miss.  Then, just before your opponent lands, perform 
a Super Combo.  The animation will progress so that your opponent 
will land exactly as the Super Combo is performed.  Then, since your 
opponent technically isn't blocking as he automaticly lands, he will 
not be able to block the Super Combo.  Net result:  properly timed, 
you can nail opponents jumping in by throwing a ground-based Super 
Combo (i.e. Charlie's Crossfire Blitz SC).  Since the damage potential
is very good, especially if you have a Level 2 or 3 SC ready, you may
want to consider this in place of your standard anti-air move.


-------------------
2.7) Alpha Counters
-------------------

There is now a guard-reversal system in SFA called Alpha Counters.  To
execute an Alpha Counter, perform the following joystick motion early
in your block-stun animation:

  O-  / |  +  Any punch or any kick button (punch or kick depends on
     O  O     the character, noted individually.)

In other words, right when you block an attack like a jump kick, 
move the joystick down and press a punch (or kick, depending on the 
character) button.

Basicly, when you do this, your character will swat your opponent's
attack to the side, freezing the animation by one or two frames.  Your
character then throws one of his moves over your opponent's move,
knocking them out of it (in theory).  When you hit your opponent with
an AC, they are knocked down spinning with air swirling around
them.

Note that an AC requires one level of your Super Meter.  Thus, an 
expert in Alpha Counters can't just retreat back and play like a 
turtle who AC's every attack.  You must "finance" your Super Meter by
throwing attacks and becoming offensive before you become defensive
with AC's.

Unfortunately, Alpha Counters seem to be the most unpredictable moves 
of the entire game.  Sometimes AC's will be blocked or will not hit. 
Some characters' AC's just can't hit aerial opponents that well.  To
top it off, AC's don't cause a whole lot of damage, especially
considering that it uses up some of your Chi Power.  Why would you use
one, then?

  * Getting out of the corner.
      The corner is a BAD place to be in SFA, and you can sometimes
      use AC's to smack your way out of a corner/fireball trap.
  * Keeping an opponent in the corner.
      The corner is a very powerful tool in defeating your opponent.
      It is often much more critical to keep your opponent in the
      corner than to preserve one Level of Chi for a Super Combo.
  * Smacking those annoying kicks!
      For battling characters who use a lot of long-range kicks (i.e.
      Adon, Guy, Ken, Charlie, etc), you can break through their kicks
      and try to make your opponent a bit more weary by Alpha
      Countering.
  * Stopping those projectile patterns.
      Some characters have AC's with good reaches.  Thus, if someone
      throws a projectile at you from a close or medium distance, you
      can AC it and smack him while his guard is down.
  * Alpha Countering a Super Combo.
      Sometimes an opponent will try and use a SC to finish you off by
      making you eat tons of block-damage.  You can _usually_ AC a
      Super Combo without any difficulty.
  * Getting Out of a Tick Attempt.
      When your opponent is mad and cheap and you can't deal with
      it, just Alpha Counter the jump-in or whatever other move is
      being used as a lead-in for the tick.

As a word of caution, be careful about using Alpha Counters against a 
Super Combo.  Do it only if it is crucial to you staying alive. 
Sometimes, if your opponent is performing a Level 2 or 3 SC and your 
character's AC isn't fast enough, the Super Combo will knock you out 
of your Alpha Counter and you will be the one that ends up getting 
plastered, not your opponent.  This can REALLY be disappointing when 
you try to AC a Level 3 Super Combo and you end up eatting the whole 
SC because your AC wasn't up to par.  :(

--------------------------------
2.7.1) Practicing Alpha Counters
--------------------------------

If you have trouble with Alpha Counters, practice against a projectile
thrower like Ryu or Ken.  Have your opponent throw projectiles at you.
When you block a projectile, immediately execute the AC.  (Yes, you
can AC a blocked projectile, but in an actual match, it has little
tactical value unless you are close to your opponent.)  Remember, you
_must_ block first, then AC.  The timing is pretty quick, but with a
little practice, it will become second nature to you.

One skill you will have to learn is Alpha Countering from a crouching 
position, i.e. AC'ing sweeps.  To do this, you simply need to quickly 
move the joystick out of the defensive crouch position and perform 
the Alpha Counter. You have to be very fast, but you will be able to 
do it with practice.

This ability really helps out when both you and your opponent have 
very little life left and both have enough Chi for an Alpha Counter. 
These situations can turn into huge turtle-fests where both opponents 
are afraid to touch each other for fear of receiving an Alpha 
Counter. One tactic here is to try a lot of low attacks, since these 
are much harder to Alpha Counter.  If you can reliably AC a low 
attack and your opponent cannot, that gives you a definite advantage 
that could very well win the round for you.

-------------------------------------------
2.7.2) How to Avoid Getting Alpha Countered
-------------------------------------------

Here's the situation: You are fighting against an opponent who uses
AC's regularly.  Plus, he plays rather offensively, meaning his Super
Meter charges rapidly, yet whenever you throw an attack, he blocks it
and AC's without difficulty.  How do you fight a seemingly
"invulnerable" opponent like that?

- Be unexpected.  Throw low attacks sparringly.  Don't jump in and
  attack, because you might as well hold up a sign that says "Alpha
  Counter me."

- Use someone with a projectile, and fight from a distance.  If your
  opponent closes the distance, do whatever it takes to get away.

- Walk up and throw.  (Yeah, you'll be called cheap, but this IS
  Street Fighter, not KI, and throws are all part of the game.)  If
  your opponent can see your throw attempt coming, either throw a few
  sweeps now and then, or just "fake" a throw attempt, block any sweep
  and AC it.

- Jump in, but don't throw any aerial attack.  Your opponent will be
  expecting to block *something* so that he can perform an AC; thus, he
  may not throw an attack.  Once you reach the ground, either throw or
  sweep.  Or when you land, just block and hopefully you'll draw a
  blocked counterattack from your opponent so that you can AC him.


-----------------
2.8) Air Blocking
-----------------

SFA now has air-blocking in its game engine.  Note that SFA has 
limited air-blocking, where some moves can be air-blocked and others 
can't.  This differs from Capcom's X-Men which has full air-blocking.
Here is the list of what can and cannot be air-blocked in SFA:

   Moves that ABSOLUTELY CANNOT be air-blocked:
      * Super Combos, except Charlie's Sonic Blade SC and Akuma's Air
        Fireball SC.  (Note that you CANNOT air-block other SC
        projectiles like Ryu's Vacuum Fireball SC.)
      * All ground-based normal moves (i.e. normal uppercuts)

   Moves that USUALLY CANNOT be air-blocked but very occasionally are:
      * Ken/Ryu/Sagat/Akuma's Dragon Punches
      * Chun Li's Vertical Kick
      * Adon's Jaguar Knee

   Moves that USUALLY CAN be air-blocked
      * Charlie's Flash Kick and Sonic Blade SC
      * Adon's Jaguar Kick and Jaguar Tooth
      * Akuma's Air Fireball SC
      * All normal projectiles
      * All normal air-based moves

Basicly, there are some weird cases (i.e. Ryu's HK), but these are the
only exceptions you probably need to be concerned with.  Don't worry
about all the weird cases, just learn what usually can and cannot be
air-blocked and don't be surprised when something else (like a DP)
gets air-blocked occasionally.

One thing you will want to keep an eye out for is retaliating against 
your opponent after air-blocking his attack, like a jump kick. 
Although it typicly only happens near the corner, sometimes you will 
land close enough to an airborne opponent to hit them as they come 
down.  Your airborn opponent will not be able to block whatever 
attack you throw at them, so use this opportunity to quickly land a 
hit instead of waiting for them to land (i.e. a fireball, DP, 
uppercut, etc.).

The reverse is also possible (the attacker landing first and
attacking) but this happens less frequently.


--------------------------
2.9) Rolling on the Ground
--------------------------

As you are knocked down, such as from a sweep or throw, perform this
motion:

    O--  / |  + punch   (An easier way to roll is to just keep moving
        O  O             the joystick in quarter or half-circle
                         motions while pressing the punch button.)

and you will hit the ground rolling, similar to Ken's rolling move.
You can also roll after getting knocked from the air or even after an
air-block.

This move can be used to get out of corner traps, counter a fireball 
set-up, etc.  The roll can also go through projectiles.  However, you 
are not invulnerable to other attacks while rolling, like sweeps.  You
can also get thrown if you end up too near to your opponent.

Note that you can only roll towards your opponent, not away.  The only
exception is Sodom who can roll forwards or backwards, or even
initiate his Tengu Walk if he "rolls forward" with a kick button.


-------------------
2.10) Overhead Hits
-------------------

Similar to Ryu's Rushing Punches of SSF2T, many characters have been 
given overhead hits that will hit a crouching defender.  These moves 
must be blocked standing, like a jump kick.  There usually is a delay 
to overhead attacks, so if you keep on your toes, you can spot them.

One tactic is to jump-in and immediately perform an overhead hit. 
Since most people will block low after blocking an aerial attack, you 
can nail people with the overhead hit.


-----------------------------------------------
2.11) Throws, Throw Softening (Tech), and Ticks
-----------------------------------------------

Yes, those ultra-cheap throws are back!  :)  Capcom has made some
adjustments to the throwing part of the game engine to appeal to both
throw and non-throw players.

  * Capcom now calls throw-softening "techs."  To soften a throw, or
    "tech out of a throw" as I call it, just move the joystick either
    towards or away from your opponent and press Fierce right when you
    are thrown (Roundhouse can sometimes work as well.)  In essense,
    you are trying to counter your opponent's throw with a throw of
    your own.

  * Throw softening is more difficult now.  Your reaction time to the
    throw has to be much quicker than in SSF2T.  You also can't soften
    throws "accidentally" like you almost always could in SSF2T.

  * All non-special move throws can be softened now, which includes
    presses and air-throws.

  * Throw ranges have been reduced.  This makes ticking (throwing
    someone as they come out of a block stun) more difficult and
    easier to anticipate.

  * Special move throws like Birdie and Sodom's grabs have shorter
    ranges than Zangief's piledriver and can can be countered with a
    jab or other move pretty easily.

Ticking is much easier to anticipate now with the reduced throw
ranges.  It is very easy to chain combo someone out of a tick attempt.
The exception is Birdie, who has a few monster ticks with his Chain
Grab.  However, this tick requires the slow, lethargic Birdie to
move-in and get a close jump-in attack or other set-up move, something
which isn't necessarily easy.

The bottom line is that ticking and throws are harder than before
and play less of a role in the outcome of the game.  They are not
as big a nightmare as they were in SF2.


---------------------------------------------
2.12) Jump-ins, Neck Kicks, and Meaty Attacks
---------------------------------------------

Just as in SF2, you can jump-in on an opponent who is getting up so
that they must block or be hit.  In this FAQ, we refer to this type of
aerial attack as a jump-in attack.  It is reasonably difficult to
time, being somewhere between Turbo and Hyper Fighting.  Of course,
your opponent can try Alpha Countering, but that's the risk you take.
If your jump-in attack connects (maybe your opponent tried and failed
to DP or something), there are a number of Super Combos and chain
combos that go well with a jump-in.  These are described later on.  If
you try and jump-in, however, you must watch to make sure your
opponent does not roll away and try to nail you as you come down.

There also exist a form of neck kicks in SFA.  This is where you hit
your opponent's "neck" with the back of your leg as you jump in.
Because of the positioning, the fighter on the ground must "reverse
his block," or block by holding the joystick TOWARDS the opponent, as
opposed to away.

Neck kicks is much harder to do than in SF2 due to the difficult
timing and positioning.  The only character I personally can do it
reasonably well with is Ken with his flying forward kick.  The
positioning is actually pretty deceiving since Ken hits on the very
upper forward part of the opponent's forehead.  Ken then "magicly"
skips to the other side to hit behind his opponent.  This move sets up
some really nice combo attempts.

Other characters may have similar attacks.  I've seen a human Ryu land
a neck kick a few times before as well as the CPU with several
characters.  But, because of the really difficult positioning and
timing, don't expect it to be a huge part of the game by any means.

Contrary to the difficulty of jump-ins, meaty attack are relatively 
easy.  Meaty attacks are the ground-based equivalents of jump-ins; in 
other words, just stay on the ground and throw an attack as your 
opponent gets up so that he will have to block or get hit.  These are 
very easy to time.  One strategy is to land early from a jump-in, 
faking your opponent into trying to throw or DP, and then throwing a 
meaty attack at the last second.  All attacks can theoreticly be used 
as meaty attacks.  Try mixing in long-range kicks and close-in 
punches and jabs to provoke your opponent to try something.

As with jump-ins, meaty attacks are prone to the same risks with
regard to Alpha Counters as jump-ins.


----------------------------
2.13) Wake-up Dragon Punches
----------------------------

It seems that SFA really does allow players to perform wake-up Dragon
Punches.  A wake-up DP is performed right as the character is getting
up from a knockdown and the opponent is coming in with a jump-in
attack.  Apparently, if timed right, the wake-up DP will always win
over a jump-in attack, even if the jump-in itself is timed perfectly.

Of course, the catch words are "Perfect Timing," since if you mistime
your wake-up DP motion, your opponent will be able to land a pretty
hefty jump-in combo.  Thus, in my opinion, wake-up DP's should not be
performed unless absolutely necessary, such as when you have little
life left.  There are other, safer ways to deal with jump-in attacks,
like Alpha Counters, or even blocking and waiting for the opponent to
make a mistake.


------------
2.14) Taunts
------------

Yes!  The SF series has jumped on the humiliation bandwagon by putting
character taunts in SFA.  To taunt, just hit the START button (yours, 
of course!  Your opponent could get very mad if you accidentally make 
him taunt you).  Remember, you can only taunt once per round, with 
the exception of Dan.

Taunts do not use up any Chi, do not hit your opponnet (except for 
Chun Li's), and leaves your guard down for a brief moment.  You cannot
use a special move to get out of a taunt.  You just have to sit there
and let the animation run its course.  Neat, eh?  Perfect for using
after a big SC, or after throwing a non-thrower.  Sodom is perfect for
this as he just picks up his opponent and throws quickly without even
bending down. Taunting right afterwords makes him bow down at his
opponent in "respect."  Gets people real mad!  :)


-----------------------------------
2.15) Choose Your Own Winning Quote
-----------------------------------

If you win a match, you can choose your own winning quote by holding
down all three punch or kick buttons and moving the joystick in a
certain direction before the winning quote appears.  For example,
after you win the second round with Ryu, hold Up + All Punches to
choose one quote, or Down + All Punches to choose another.

By itself, this feature doesn't mean much; however, it is a
requirement to get to Dan as a computer opponent.  See section 4.5 for
details.


**************************************************
3) MOVES AND STRATEGIES SPECIFIC TO EACH CHARACTER
**************************************************

What follows is an in-depth coverage of each of the individual
characters' moves and a general strategy outline for each character.
This covers what combos are most often used, what each opponent's
strengths are, and what to avoid or watch out for when playing with
or against a certain character.

Note that the combos listed for each character are there to give you
ideas and should not be considered an exhaustive list.  The combo
system in SFA is very flexible, allowing players to create their own
combos or modify existing combos to suit their playing styles.  Thus,
listing every possible SFA combo in existence is impossible.  If you
do want a guide that tells you what moves are interruptable or
chainable in combos, try either Lanzer's SFA Advanced FAQ or Patrick
Beja's SFA combo guide.  See section 1.4 for details.


---------------------
3.0) Conventions Used
---------------------

Move names and translations:

I know that each move can have several different names, according to
who you talk to.  Therefore, I will use the name that is most commonly
used on the Internet newsgroup alt.games.sf2.  However, I will also
give the "official" name designated by Capcom and listed in Gamest
magazine.  If the name is in English, I will list it in curly braces
{}.

If the name is in Japanese, I will give the Romanized Japanese name in
{brackets}, then the English translation (if available).  The
translation will most likely not be a straight literal translation, so
all you Japanese speakers out there please bear with me!  (By the way,
in Romanized Japanese, "ou" is pronounced like the long 'o' in "go."
For example, Gouken is pronounced "go-ken", not "goo-ken.")


--------
3.1) RYU
--------

"What's wrong?  Why do you hold back?"
  -Ryu, SFA

Ryu is in the tournament for the spirit of the fight.  Does he need a
better reason?

  Starting Pose: Ryu tightens his headband, then his gauntlets.
Winning Pose #1: Ryu raises his fist in triumph.
Winning Pose #2: Ryu folds his arms and looks away from his fallen
                 opponent.

*Alpha Counter*

    O--  / |  +  punch
        O  O

    Ryu blocks the attack and throws a fierce Dragon Punch.

    While not having as much range as other Super Combos, this AC has 
    the advantage of hitting your opponent the instant it starts (no 
    unnecessary animation like in Charlie's or Birdie's AC's).  It
    does not hit as deep as a normal DP, so be very careful trying
    to AC sweeps and slides.  The AC is pretty invulnerable, insuring
    that you can use it against all types of attacks and Super Combos
    without much fear of trading.  Since Ryu performs a FIERCE Dragon
    Punch, make sure you connect with this move, or you will 
    definitely be eating a combo on your way down.

*Taunt*

    #1  Ryu stops to adjust his gauntlets.
    #2  Ryu stops to adjust his headband.

*Overhead Punch*  {Sakotsu Wari - Collarbone Breaker}

    --O  +  STRONG

    Ryu raises his fist over his shoulder and then slams down for 2
    hits.  This is an overhead hit.

    This is a decent move.  It has more range than you might think, 
    and you can sometimes nail your opponent with the last part of 
    the hit from afar.

*Spin Kick*  {Senpuu Kyaku - Cyclone Kick}

    --O  +  FORWARD

    Ryu does one rotation of a Hurricane Kick.  Ryu's foot hits the
    opponent as he comes down.  Can hit crouching opponents, but
    note that this is not an overhead hit.

    This move is very quick and lets Ryu skip in closer to his 
    opponent without retaliation.  You can use it to try to push your 
    opponent back, tick with it, or skip over foot sweeps, slides, and
    other low attacks.

    Since you can sometimes be hit afterwords if you try anything but
    blocking (depending on distance), your opponent may try and sweep
    you afterwords.  Try using a Super Combo as you land if your
    opponent becomes this predictable.

*Fireball*  {Hadouken - Wave Motion Punch}

    | \  --O  +  punch
    O  O

    The FIERCE fireball flickers red for a brief second after it comes
    out.  If you hit your opponent with it while it is red, they will
    catch on fire and be knocked down.

    Ryu still has a very short fireball delay.  However, since many
    opponents have other means besides jumping to get around
    fireballs, you have to be very careful when and where you throw
    fireballs.  Fireball corner traps don't work against a lot of
    characters, and using only fireballs to push an opponent back is
    risky as well.  Use fireballs more in moderation with other
    attacks to keep your opponent guessing.  To keep opponents away,
    combo fireballs after footsweeps and other attacks, forcing them 
    to block and be pushed back.

    Whenever adding a fireball to a combo, use the FIERCE version.  
    If you are close, your opponent will be set on fire and be 
    knocked down, giving you the positional advantage.

*Hurricane Kick*  {Tatsumaki Senpuu Kyaku - Tornado Whirlwind Kick}

    |  / O--  +  kick
    O O

    Now goes over fireballs and Charlie's Sonic Boom.  Can be done in
    the air.  Knocks opponents down in a single hit.

    If you are quick, this move can counter close-range fireballs
    easily.  You have to do it slightly early to make it over the
    fireball.  Also, if you need to air-block, use the aerial HK 
    instead while jumping to gain superiority over most of your 
    opponent's aerial attacks.

*Dragon Punch*  {Shoryuken - Rising Dragon Punch}

    --O | \   +  punch
        O  O

    Almost impossible to air-block.  If blocked, Ryu's DP can hit
    twice, but if unblocked, it will knock down an opponent in a
    single hit.

    As usual, this move causes the most damage if the opponent is hit
    during the first few frames of motion (while Ryu's fist is still
    below his shoulders).  It is also invulnerable during this time.
    However, once Ryu's fist extends over his head, the DP is no
    longer invulnerable, and it causes less damage.  This makes timing
    all the more essential, since you want to execute the DP as late
    as possible so that you will cause the most damage without
    worrying about getting hit.

*Super Combo #1*
  Shinkuu Hadouken  {Vacuum Fireball}

    | \  --O  | \  --O  +  punch
    O  O      O  O

    Ryu sends out a massive fireball that goes through projectiles.
    The fireball loses 1 hit for each projectile it passes through.

    Level 1: 3 hits.
    Level 2: 4 hits.
    Level 3: 5 hits.

    The Shinkuu Hadouken is an excellent attack in fireball wars and
    close-in fighting.  For example, if you are throwing projectiles
    at each other, throw the Super Fireball instead.  It will go 
    right through your opponent's projectile and score some hits.  By 
    having a charged SC, you can really take control and intimidate a 
    fireballing opponent.

    Close-in, ALWAYS look for openings where you can throw your SC, 
    especially in the corner.  Opponents will often throw a fireball 
    that they expect you to block.  However, even if their fireball 
    is right in front your face, you can still launch the SC 
    instantaneously and nail your opponent.  Here's a good habit: 
    Always do the SC motions as you are pulling out of certain moves 
    and watch for a projectile attempt from your opponent.  Good 
    situations include after a blocked sweep or uppercut, after an 
    intentionally missed sweep (hit them as they run in to hit you), 
    after the overhead punch as they try to retaliate, etc.

    Using the Shinkuu Hadouken in normal combos requires a bit of
    fancy joystick work, but the results can be particularly damaging.
    You have very little leaway in getting the motions done if you 
    want the SC to hit.  The optimum move for this is the crouching 
    FORWARD kick.  Basically, you need to insert the FORWARD kick 
    into the first QCF motion of the SC.  Then, after the first QCF, 
    just buffer-in a normal fireball.  If you do everything close 
    enough together, you will get the Super Combo instead of a 
    fireball, doing nice damage to your unfortunate opponent.  It 
    looks something like this:

    | \   +  FORWARD  --O  | \  --O  +  punch
    O  O                   O  O

    Or it may look something like this:

    | \  --O |  +  FORWARD  \  --O  + punch
    O  O     O               O

    Because you have so little time to buffer the SC motion into the
    C. FORWARD kick, you have to start the motion for the SC before
    you actually kick.  Doing a C. FORWARD and then attempting to do
    the 2QCF motion will not work.  You simply cannot do it fast 
    enough (physically).  As described in the combo section, you can 
    incorporate a variety of combos with the Shinkuu Hadouken like 
    above.

    As a final warning, be very careful when trying to use the
    Shinkuu Hadouken against an opponent with an anti-fireball SC like
    Adon or Birdie.  These characters can buffer their SC's during the
    chi animation of your SC, thus being able to easily counter before
    your SC fireball even comes out.


*Super Combo #2*
  Shinkuu Tatsumaki Senpuu Kyaku  {Vacuum Hurricane Kick}

    |  / O--  |  / O--  +  kick
    O O       O O

    Ryu does a Hurricane Kick in place, and you can see the air 
    fanning away on the ground.  Hits lots of times and does KILLER 
    damage, even if blocked.

    Level 1:  4 hits.
    Level 2:  8 hits.
    Level 3: 12 hits.

    This move really has little range, so you have to anticipate your 
    opponent moving in or opening-up to get it to hit.  It is best
    used at close range, especially when your opponent is cornered 
    and desparately trying to escape.  Try using it after the Spin
    Kick if you know that your opponent will try and retaliate.
    This move does very good damage, so don't totally discount it
    based solely on its limited range.

    If you play Ryu like an old-schooler (constantly throwing FB's and
    DP's), this SC may be of little use to you.  However, for players
    like me who like to take the fight up close and personal, this SC
    can be a real beefy attack.  I like to execute a Level 1 after
    coming in with a flying kick.  If anything, it will cause good
    block damage.

    Do not use this move as an anti-air defense.  If you have time
    to do the SC, do a Dragon Punch instead.  If you do this against
    an airborne opponent, you will get a poor number of hits and
    damage.

*Chains*

    S. JAB, S. STRONG, C. ROUNDHOUSE
    C. SHORT, C. ROUNDHOUSE
    C. SHORT, C. FORWARD, C. ROUNDHOUSE

*Combos*

    J. ROUNDHOUSE, C. STRONG, C. FORWARD, FIREBALL

     The old SF2 combo is still there.  It isn't a chain combo, so you
     do have to time it differently than chain combos.

    J. ROUNDHOUSE, S. JAB, S. STRONG, FIREBALL

    J. ROUNDHOUSE, C. SHORT, C. SHORT, C. FORWARD, FIREBALL

     Similar to another old SF2 combo, you can now insert a couple
     C. SHORT kicks since they chain with the C. FORWARD.

    J. ROUNDHOUSE, C. FORWARD, SHINKUU HADOUKEN SC

     The easiest combo to put the Shinkuu Hadouken SC into.  As
     described before, practice putting the FORWARD kick in during
     the QCF motions.

    J. ROUNDHOUSE, C. SHORT, C. SHORT, C. FORWARD, SHINKUU HADOUKEN SC

     * RYU'S TOUCH OF DEATH *

     The ultimate Ryu combo, this will do *heavy* damage at Level 2 or
     3.  I recommend putting extra money in the machine and playing a 
     standing-still opponent to get good at this combo.  On the
     heavy-damage machine I've been playing on recently, this combo
     automatically kills your opponent at Level 3.  On a normal
     damage machine, it might do something like 70% damage.


    SIDE NOTE:  It is possible for Ryu to trip-up an opponent with a
    ROUNDHOUSE sweep and hit them with a Shinkuu Hadouken on the way
    down.  However, anytime you can get a RH sweep, you can usually
    FORWARD sweep instead and tack-on the SC on the ground, giving
    you full hits and damage.  The Shinkuu Hadouken can only hit an
    airborne opponent twice, so its damage potential is limited.

Basically, Ryu has not changed much from SSF2T.  With the ability to
throw multiple Shinkuu Hadoukens per round, Ryu can gain considerable
ground superiority.  However, there are many, MANY moves designed to
avoid and retaliate against fireballs.

  Anti-Fireball Moves:
    *Ryu-      Shinkuu Hadouken SC
    *Ken-      Ground Roll, Shoryureppa SC
    *Sagat-    Tiger Cannon SC, Tiger Knee
    *Chun Li-  Axe Kick, TBK SC
    *Charlie-  Sonic Blade SC
    *Birdie-   Chain Grab SC
    *Adon-     Jaguar Kick/Jaguar Tooth/Jaguar Revolver SC
    *Guy-      Bushin Leap/Bushin Jump SC
    *Sodom-    Slide
    *Rose-     Slide/Soul Reflect
    *Akuma-    Take your pick...
    *M. Bison- Demon Stomp
    *Dan-      none

When playing Ryu, keep these moves in mind for each character and try
to minimize their threat.  Remember that standard fireball traps will
not work against many characters, so be very careful when trying to
corner your opponent.


--------
3.2) KEN
--------

"Now you understand the difference between us!"
  -Ken, SFA

Ken is fighting for a re-match with his long-time friend and rival,
Ryu.  (By the way, Ken's last name is Masters.)

  Starting Pose: Ken throws two punches, then beckons his opponent
                 closer with his fingers.  You can see the cocky look
                 on his face.
Winning Pose #1: Ken runs his fingers through his hair, looks at the
                 players, smiles, does a thumbs-up, and says
                 "Yattaze!" {I won, no?}
Winning Pose #2: Ken raises his fist in triumph.

*Alpha Counter*

    O--  / |  +  punch
        O  O

    Ken blocks the attack and does a fierce Dragon Punch.
    
    Ken's AC is identical to Ryu's.  Because it is a DP move, it has 
    excellent priority and speed.  It also will leave you wide open 
    if you miss with it.

*Taunt*

    #1  Identical to winning pose #1.
    #2  Ken beckons his opponent closer with his fingers, similar to
        his starting pose.

*Overhead Axe Kick*  {Inazuma Kakato Wari}

    --O  +  FORWARD

    Ken lifts his leg straight up and slams it down on his opponent
    for 2 hits.  This is an overhead hit.

    The axe kick has good recovery, but it is also a very predictable
    overhead hits in the game because of its strange animation.
    Still, it is useful for getting around your opponent's defense.

*Standing Forward Kick*

    S. FORWARD

    Ken throws a spinning side kick to the high section.  Not really a
    special move, but it hits twice and is great for combos.  It can
    sometimes hit opponents out of the air, too.

*Flying Neck Kick*

    J. FORWARD

    Kind of a funky flying front kick, it's identical to his kick in
    SSF2T.  Although this kick doesn't damage that much, it has good
    priority and excellent neck kick potential.

*Shin Kick*

    S. ROUNDHOUSE

    Ken does a spinning side kick to the shin area.  It possesses good
    range.

    This awesome kick definitely helps Ken a lot by giving him quick,
    mid-range striking power.  Excellent in ground games when your
    opponent refuses to jump.

*Fireball*  {Hadouken - Wave Motion Punch}

    | \  --O  +  punch
    O  O

    Standard fireball.

*Hurricane Kick*  {Tatsumaki Senpuu Kyaku - Tornado Whirlwind Kick}

    |  / O--  +  kick
    O O

    Goes over fireballs and Charlie's Sonic Boom.  Hits multiple
    times, much better than it did in SSF2T.

    Use this move in combos to score multiple hits and push your
    opponent back far.  Also use it in the air for attack priority.

*Dragon Punch*  {Shoryuken - Rising Dragon Punch}

    --O | \   +  punch
        O  O

    The Fierce DP hits up to three times and sets the opponent on 
    fire.  Difficult to air-block.  As with Ryu's DP, Ken's is
    invincible during the first few frames of animation.  Afterwards,
    the DP causes less damage and is no longer invulnerable.

    As usual, the Fierce DP (the flaming version) should only be used
    for ground combos, since it only hits aerial opponents once and
    causes miniscule damage.

*Ground Roll*  {Zenpou Tenshin - Forward Roll}

    |  / O--  +  punch
    O O

    Ken tucks into a ball and rolls forward.  The length of the roll
    is determined by the button pressed.  Good for evading
    projectiles.  Note that this roll is identical to anyone else's
    recovery roll, except now with Ken you can roll whenever you want,
    not just after being knocked down.

    This is the move that makes the new Ken so awesome to play.  It
    is not invulnerable, but it allows Ken to:

    A)  Go under all projectiles (including Sagat's Low Tiger)
        You can react to fireballs from the correct range, even
        Ryu's fireballs.  You can sweep or DP as you come out of
        the roll, or try a SC if you are close enough.

    B)  Roll under some rushing SC's
        Not particularly consistent, but it saves your butt
        sometimes.

    C)  Roll to the opposite side of your opponent quickly.
        One NASTY trick is to start a combo, insert the roll into
        the combo, and then perform a SC just as you reach the other
        side.  It is very quick, and you can often catch your opponent
        just before they have time to switch their block.

    Basically, make the roll an unexpected surprise when you have the
    opportunity, and make it count.  Oh yeah, and don't roll against
    janitors (sweepers).

*Super Combo #1*
  Shoryureppa  {Rising Dragon Destroyer}

    | \  --O  | \  --O  +  punch
    O  O      O  O

    Ken does multiple Dragon Punches in a row.  Same as his SSF2T SC.

    Level 1:  2 jumps, 4 hits.
    Level 2:  2 jumps, 6 hits.
    Level 3:  3 jumps with flaming fist, 8 hits.

    This SC has excellent range on the ground.  You can snag
    opponents from sweeping range, and it combos very well with a
    FORWARD kick (see how to do Ryu's combo with the Shinkuu Hadoken.)
    Not recommended against jumpers unless they are cornered, since
    the SC will only hit them once or twice.

    Note that the Shoryureppa is only invincible during the start of
    each rise.  It is vulnerable as Ken is coming down from each DP as
    well as when he is high up.

*Super Combo #2*
  Shinryuken  {God of Dragon Punches}

    | \  --O  | \  --O  +  kick
    O  O      O  O

    Ken does a vertical Dragon Punch, spinning around as he goes.
    Unlike the Shoryureppa, if the Shinryuken is blocked, Ken will
    recover fast enough to defend against counterattacks.

    Level 1:  6 hits
    Level 2:  10 hits
    Level 3:  14 hits

    (Note that players are in the habit of tapping the buttons as the
    SC hits the opponent.  Supposedly it's to score more hits, but I
    have seen no difference whether you tap the buttons or not.  I
    guess it wouldn't hurt to tap the buttons, though.)

    This is Ken's most devastating move and it should be used whenever
    possible.  Since this is a vertical Dragon Punch, you either have
    to combo it in or get close enough to ambush your opponent.  It
    works pretty well against jumpers at Level 2 or 3, but you have
    to be sure to hit your opponent as low to the ground with it as
    possible to get sufficent hits and damage.

*Chains*

    S. JAB, S. STRONG, C. ROUNDHOUSE
    C. JAB, C. SHORT, C. FORWARD, C. or S. ROUNDHOUSE
      (Ending this combo with a C. ROUNDHOUSE will knock your opponent
       down, but a S. ROUNDHOUSE has better range.)
    C. JAB, C. SHORT, S. FORWARD

*Combos*

    J. ROUNDHOUSE, C. STRONG, C. FORWARD, FIREBALL

     Standard SF2 combo.  It is not a chain combo, so the timing is
     more precise than other combos.

    J. ROUNDHOUSE, C. SHORT, C. or S. FORWARD, DRAGON PUNCH

     Decent damage and easy to perform.

    J. ROUNDHOUSE, C. SHORT, C. or S. FORWARD, HURRICANE KICK

     This easy-to-perform combo can score up to eight hits and
     requires little practice to master.  However, this will not work
     against some crouching opponents, since the HK will just sail
     right over them.

    J. ROUNDHOUSE, S. STRONG, FIERCE DRAGON PUNCH

     A nice, easy 5-hitter from SF2 that does excellent damage.  Make
     sure you are close for this one.

    J. FORWARD, C. or S. JAB, S. SHORT, S. FORWARD, HURRICANE KICK

     Not really a combo you'd use everyday, but it's an example of
     Ken's amazing combo potential.  Make sure that you execute the HK
     before the S. FORWARD lands its second hit.

    J. ROUNDHOUSE, C. SHORT, S. FORWARD, GROUND ROLL, SHINRYUKEN SC

     Not a combo, this series of moves is a good example of how you
     can incorporate the Ground Roll into your routine to screw your
     opponent up.  You have to buffer the Ground Roll early-on in the
     S. FORWARD kick.  Note that this combo will also work with a
     Shoryureppa SC.

    J. ROUNDHOUSE, C. SHORT, C. or S. FORWARD, SHINRYUKEN SC

     This is easier to perform than Ryu's Shinkuu Hadouken SC because
     Ken's SC sucks the opponent in easier.  Excellent damage.  Again,
     you may substitute the Shoryureppa for the ending SC.

Thanks to Ken's new kicks, he has many other combos as well.  
Experiment!  The combos that will suit you best will be the ones that 
you create yourself, of course.

As for fireballs, mix them in with Ken's S. RH and other attacks.  Be
unpredictable.  Push your opponent back.  Use that nasty roll move to
confuse and ambush your opponent.  :)

Also, be aware that Ken's flying FORWARD kick can neck kick his
opponent easily.  Use this occasionally to throw your opponent
off-balance.  Make sure you have a SC charged-up so that you can
take maximum advantage of the hit.  A good combo in this situation
would be J. FORWARD, C. JAB, C. SHORT, C. FORWARD, SHORYUREPPA SC.

Just in case you have trouble deciding whether to use Ryu or Ken
against an opponent, here is a list of some of their general
differences:

    - Ryu is more of a cold, solid fighter, while Ken concentrates
      more on combos and flash.

    - While Ken allows more freedom of play and creativity, Ryu is
      played more mechanically.

    - Ryu usually knock opponents down in a single hit, while Ken's
      attacks leave the opponent standing, allowing combos to score
      more hits.

    - If you are an old-schooler who's an expert in the fireball trap,
      Ryu is the more appropriate choice because of his knockdown
      abilities, valuable for pushing opponents into the corner.

    - If you like to mix up fireballs, DP's, chain combos, long-
      distance fighting, and close-in brawling, Ken's your man.


----------
3.3) SAGAT
----------

"Accept your weakness.  Never return here!"
  -Sagat, SFA

Sagat seeks a rematch with Ryu, the young fighter who stripped him of
his title and scarred his chest in the first Street Fighter 
tournament.

Starting Pose #1: Sagat stands and laughs at his opponent.
Starting Pose #2: Before fighting Ryu, Sagat's scar on his chest
                  glows, and Sagat winces in pain.
 Winning Pose #1: Sagat crosses his arms over his chest and laughs.
 Winning Pose #2: Sagat puts his hand to his chin in his "thinker's
                  pose."  He looks at his opponent and grins.

*Alpha Counter*

    O--  / |  +  kick
        O  O

    Sagat throws a standing forward kick which smacks the opponent
    clear across the screen.  Good horizontal range.  Use it to smack
    out of corner traps.

*Taunt*

    Identical to winning pose #2.

*Low Tiger Shot*

    | \  --O  +  kick
    O  O

    Note that the Low Tiger Shot can be buffered by a C. FORWARD kick.

*High Tiger Shot*

    | \  --O  +  punch
    O  O

    Sagat's arms stick out ANNOYINGLY far.  This fact, combined with
    his increased height, allow most opponents to either jump over
    the Tiger Shot to hit him from afar or simply nail him on the
    ground after the Tiger Shot passes overhead.  Use with
    extreme caution.

    I like to throw a slow High Tiger Shot from time to time when the
    opponent is across the screen.  This usually keeps him grounded.

*Tiger Blow*  (formerly Tiger Uppercut)

    --O | \   +  punch
        O  O

    Hits up to 1, 3 and 7 times, depending on the button used.

    Although Sagat's Tiger Blow hits much better than in SSF2T, it 
    still isn't such a hot move because of its pathetic priority.  You
    may want to use a S. ROUNDHOUSE or Tiger Crush instead.

    However, seven (potential) hits is nothing to scoff at.  Try using
    it in combos for good results.  Also, note that the first hit is
    the one that causes the most damage.  Thus, if you throw a Fierce
    TB, you won't cause much damage if only the last six hits connect.
    That deep first hit is the key.

*Tiger Crush*  (formerly Tiger Knee)

    --O | \   +  kick 
        O  O

    Hits up to 2 times.

    This move can be used as an anti-air defense if your opponent
    jumps in from afar, thinking that he will trade or knock you out
    of a Tiger Blow.  The RH version also goes over fast projectiles.
    Do this from medium range to set your opponent up for a Tiger
    Raid or Genocide SC.

*Super Combo #1*
  Tiger Genocide

    | \  --O  | \  --O  +  kick
    O  O      O  O

    Sagat does a Tiger Knee followed by a Tiger Uppercut.  Goes 
    through fireballs at all Levels.

    Level 1:  5 hits.
    Level 2:  9 hits.
    Level 3:  13 hits.

    This SC goes through fireballs very well and has excellent reach.
    However, if you miss or get blocked, you are totally vulnerable
    coming down from the uppercut.

*Super Combo #2*
  Tiger Cannon

    | \  --O  | \  --O +  punch
    O  O      O  O

    Sagat does a High Tiger Shot that goes through projectiles.
    It loses 1 hit for every projectile it goes through.

    Level 1:  4 hits.
    Level 2:  5 hits.
    Level 3:  6 hits.

    This is similar to Ryu's Shinkuu Hadouken.  However, it travels
    much higher in the air than Ryu's SC fireball.  Thus, the Tiger
    Cannon cannot hit crouchers, making it impossible to do all of
    the nifty ambush techniques that Ryu can do with his SC
    projectile.  However, this SC is good for using against
    projectile-happy opponents.

*Super Combo #3*
  Tiger Raid

    |  / O--  |  / O--  +  kick
    O O       O O

    Sagat does several standing kicks and ends with a flying straight
    kick.

    Level 1:  5 hits
    Level 2:  6 hits
    Level 3:  7 hits, final kick is a flaming kick.

    The advantage of this SC is that it has excellent recovery.  The
    disadvantage is that it has less initial reach than the Tiger
    Genocide.  In the corner, you can follow-up the Tiger Raid SC 
    with a Tiger Blow for 12-14 hits.

*Chains*

    S. JAB, S. STRONG, S. ROUNDHOUSE
    S. JAB, S. STRONG, C. ROUNDHOUSE

*Combos*

    J. ROUNDHOUSE, S. or C. STRONG, TIGER BLOW
    J. ROUNDHOUSE, C. FORWARD, LOW TIGER SHOT
    J. ROUNDHOUSE, S. JAB, S. STRONG, TIGER CRUSH
    J. ROUNDHOUSE, C. FORWARD, TIGER GENOCIDE

Basically, Sagat has lost most or all of his corner-trap abilities.
You have to play him very carefully, without relying on the Tiger
Blow.  Use a standing RH or Tiger Crush instead of the Tiger Blow
unless you are SURE that you can get a deep, close-in, clean hit
with the Tiger Blow.


------------
3.4) CHUN-LI
------------

"I don't have time for amateurs!"
  -Chun Li, SFA

Chun Li is on a mission for the government to arrest M. Bison for drug
trafficking.  She also has personal motives behind her search for the 
crime lord.  (By the way, Chun means "spring" and Li means
"beautiful.")

  Starting Pose: Chun Li lifts her heel behind her leg and checks to
                 see that her shoe fits.
Winning Pose #1: Chun Li jumps up and down with excitement, laughs,
                 then lifts her hand and says "Yatta!" {I won!}
Winning Pose #2: Chun Li looks at her fallen opponent, then crosses
                 her arms in front of herself and bows to the players.
Winning Pose #3: Chun Li throws three kicks in place, then retracts
                 her kicking foot, knee still up, and stays in a one-
                 foot fighting pose.  Looks very sharp.
Winning Pose #4: When Chun Li wins a perfect round, she smiles at her
                 opponent, hand up by her cheek, and says "Gomen Ne!"
                 {Sorry!}, identical to her taunt.

*Alpha Counter*

  O--  / |  +  kick
      O  O

    Chun Li throws a crouching forward kick.

    Because this AC hits so low, you have to time it perfectly if you
    want to hit jumpers with it.  It takes some practice, but it's
    not too hard.

*Taunt*

    Chun Li puts her hand up by her cheek and says "Gomen Ne!"
    {Sorry!} in a cutesy voice that makes it sound as if she's talking
    to a child.

    This is the only taunt in the game that hits your opponent.  It
    even takes off block-damage!  Use this as an ultimate humiliation
    finish.

*Stomp*  {Yousou Kyaku - Eagle Claw Kick, or Talon Stomp}

    In air, |  +  FORWARD
            O

    This move now knocks opponents down.  Plus, you can chain up to 
    three stomps in a row.

*Knee Flip*  {Kakkyaku Raku - Crane Leg Drop}

    \   +  kick
     O

    Try using this as a short leap over projectiles.

*Split Kick*  {Sen En Kyaku - Spinning Circle Kick}

    --O \  |  / O--  +  kick
         O O O

    Chun Li does an upside-down split (like half of a SBK from SF2), 
    then flips with her leg crashing down on her opponent.  This is 
    an overhead hit.  Goes through fireballs if timed perfectly 
    (which is tricky, especially for slow projectiles).

    Because this move has excellent recovery, use it to move-in on 
    your opponent and try to confuse them.  Buffer it in with Chun's 
    crouching and standing FORWARD kicks to make your opponent change 
    their block often.  Be careful about doing this against 
    characters with DP-type moves, however, as you can be DP'd during 
    the flip animation right before you hit your opponent.  The SHORT 
    Split Kick is a bit faster than the other 2 versions, so use that 
    version when you are very close-in.  Use the others for 
    longer-range attacks.

    If you connect with the kick, you unfortunately cannot combo
    any move afterwords.  However, because of the good recovery of
    this move, Chun can pretty much start kicking again without her
    opponent being able to retaliate.  Mix-in crouching FORWARDs,
    consecutive Split Kicks, fakes, and throws to keep your opponent
    really confused.

    As a side note, the Split Kick can go through SC projectiles.  
    I've caught MANY a Ryu my surprise by walking right up to the SC
    projectile, Split Kicking right through it, and smacking the
    dumbfounded Ryu in the face.  Not something you can pull-off
    repeatedly, but it's pretty fun to watch.  :)

*Lightning Kick*  {Hyaku Retsu Kyaku - Hundred Burst Kick}

    Tap kick repeatedy

    The Lightning Kick doesn't do very much block-damage now, but it 
    is still useful in combos.  The RH version hits 4-5 times, but is 
    nearly impossible to get started on the fly.

*Kikouken*  {Chi Wave Punch}

    Charge O-- --O  +  punch

    Chun Li's projectile.  It now has an unlimited range.  Plus, Chun
    Li no longer stays in that degrading stance from SSF2T.

    There is now a substantial delay in the opening frames of the
    Kikoken animation.  Not only does this make it harder to catch
    opponents by surprise, it is a huge flag, allowing most opponents
    to jump the projectile and nail Chun easily.  Use this move
    CAREFULLY.

*Rising Spin Kick*  {Tenshou Kyaku - Heavenly Assention Kick}

    Charge |  O  +  kick
           O  |

    Hits 1, 2, or 3 times, depending on button used.

    This move has great air priority and is almost never air-blocked.
    It moves at about a 75 degree angle, so you might miss opponents 
    who are directly overhead.  This move goes very well with combos,
    if you can pull it off.

*Super Combo #1*
  Thousand Burst Kick  {Sen Retsu Kyaku}

    Charge O--  --O  O--  --O  +  kick

    Almost identical to the SSF2T version.  Chun Li rushes in with a
    series of kicks on the ground and end with a Lightning Kick.

    Level 1:  5 hits.
    Level 2:  6 hits.
    Level 3:  7 hits.

    This SC goes through fireball at all Levels, but the positioning
    for going through a projectile with the Level 1 TBK is very
    precise.  You must be RIGHT up next to the projectile to go
    through it, and you may not be able to go through some JAB
    projectiles.  The Level 2 and 3 TBK's have much more horizontal
    range and superior fireball invulnerability.  This SC can be
    linked with other SC's in the corner, as described later on.

    Unfortunately, Chun seems to have a problem with slides being
    able to knock her out of the TBK.  Be careful when using it
    against Rose, Guy, and Sodom. 

*Super Combo #2*
  Spinning Shadow Kick  {Ha San Tenshou Kyaku - Supreme Mountain RSK}

    Charge  /  \    /  O  +  kick
           O    O  O   |

    Chun does a hyped-up version of her Rising Spin Kick.  Used in
    the same manner as the normal RSK.

    Level 1:  5 hits
    Level 2:  6 hits
    Level 3:  7 hits

*Super Combo #3*
  Power Storm  {Kikoushou - Chi Wave Palm}

    | \  --O  | \  --O  +  punch
    O  O      O  O

    Chun Li summons a massive burst of energy in front of her that
    does excellent damage to jumpers.

    Level 1:  5 hits.
    Level 2:  7 hits.
    Level 3:  10 hits.

    This move has great anti-air priority and does excellent damage
    for a Level 1 SC.  Use it as an instantaneous anti-air defense.
    Be very careful about using it on the ground since Chun's feet
    are not invulnerable to sweeps.

*Chains*

    S. JAB, S. STRONG, S. FIERCE
    S. JAB, C. or S. STRONG, C. ROUNDHOUSE

*Combos*

    J. ROUNDHOUSE, C. FORWARD, RISING SPIN KICK

      This is probably the best jump-in combo Chun-Li has.  It does
      good damage, and it knocks her opponent down, giving her the
      positional advantage.  Of course, this is also a very tough 
      combo to pull off, so practice.

    (Corner) THOUSAND BURST KICK, POWER STORM, SPINNING SHADOW KICK

      Although I have only gotten the first 2 hits of this combo,
      people on the Net have vouched for its complete existence.
      To get the Power Storm, you have to start the 2 X QCF motion
      during the TBK and end it _just_ as you come out of the TBK.

    J. ROUNDHOUSE, S. or C. JAB, S. or C. STRONG, C. ROUNDHOUSE

    J. ROUNDHOUSE, S. JAB, S. STRONG, S. FIERCE

    J. ROUNDHOUSE, S. or C. JAB, S. or C. STRONG, KIKOKEN or TBK

What Chun-Li has lost in ground kick priority and power she makes up
for with air priority.  Her jumping kicks have priority against
almost any move short of a Dragon Punch.  Use this along with FORWARD
kicks and Split Kicks to push your opponent back and corner them.

Chun Li has exceptionally good throw priority and range.  USE THIS
TO YOUR ADVANTAGE!  Forget what your opponents might think about
"cheap" Chun-Li.  Chun's throws and ground speed are a major
advantage.  Make sure you use them;  and, if your opponents start
getting mad and try to tick you, it's as easy as pie to counter-
throw.


------------
3.5) CHARLIE
------------

"Be all you can be, scumbag!"
  -Charlie, SFA

Charlie is on a mission for the military to bring down the notorious
drug lord, M. Bison.  (In Japan, Charlie is known as Nash.  Perhaps
his full name is Charlie Nash.)

  Starting Pose: Charlie takes off his glasses.
Winning Pose #1: Charlie writes his opponent's name on a list of
                 victims.
Winning Pose #2: Charlie turns his back to the screen.  He swats the
                 tip of his bangs as he waves his hand and says "Too
                 easy!"
Winning Pose #3: Charlie tugs at his jacket and says "Hmph!"

*Alpha Counter*

    O--  / |  +  punch
        O  O

    Charlie does a spinning backfist.

    This AC is fairly slow.  Don't expect it to hit jumpers all the 
    time.  Instead, use it to gain position on your opponent.  Its 
    good range helps Charlie nail anyone trying to corner him or 
    throw a fireball nearby.

*Taunt*

    Identical to winning pose #1.  Note that he writes on his list of
    victims BEFORE he wins the match.  ;)

*Jumping Back Kick*  {Jumping Sobat (Jumping Sole Butt?)}

    O--  or  --O,  +  FORWARD

    Charlie takes a small leap forward and kicks in the air.  This is
    an overhead hit.

    It appears that Capcom improved the recovery of this move a bit.  
    It is an overhead hit with good range, so use it occasionally to 
    catch your opponent off-guard.  You can keep a backwards charge 
    while performing this move, so try ambushing your opponent by 
    using a Crossfire Blitz SC after landing.

*Stepping Side Kick*

    O--  or  --O,  +  ROUNDHOUSE

    Charlie skips forward and thrusts a side kick to the mid-section.

    This move has good horizontal range, and you can keep a charge
    while doing it.  Very good for pushing opponents back.

*Sonic Boom*

    Charge  O--  --O  +  punch

    This is a bit higher than Guile's SB, so Guy, Rose, and Sodom can
    slide underneath all but the jab SB.  Remember that Ryu and Ken 
    can still HK over it.

    If you are having trouble with opponents sliding underneath the
    Boom, try using the JAB version to catch them as they slide.

*Flash Kick*  {Somersault Shell}

    Charge  |  O  + kick
            O  |

    The ROUNDHOUSE version can hit twice.  However, this move can now
    be air-blocked

    If your opponent air-blocks your FK, you will be _wide_ open for 
    a counterattack.  However, there are two remedies to this serious 
    drawback:

      - Use the SHORT FK.  Charlie will be able to recover better from
        a SHORT FK than from a FORWARD or RH one.  (In other words, 
        don't be tempted to use a RH FK just because it hits twice.)

      - Throw the FK late.  I noticed that if I throw a late FK, 
        people never seem to be able to air-block it.  I've also 
        noticed that if I jump in against a computer Charlie, he
        always throws a late FK that I can never defend against.

*Super Combo #1*
  Sonic Break

    Charge  O--  --O  O--  --O  +  punch for EACH projectile released

    Charlie lets out multiple Sonic Booms.  The timing is so that you
    can let them out one right after the other or wait up to 3/4 of a
    second before releasing the next Boom.

    Level 1:  2 projectiles.
    Level 2:  3 projectiles.
    Level 3:  4 projectiles.

    This SC is not particularly useful.  You can try and catch
    fireballers close-in with it, but it does a really small amount
    of damage, even at Level 3 (which translates to a waste of your 
    Super Meter).  In fact, you could probably get the same amount of 
    damage against a close-in fireballer just by AC'ing, and that 
    doesn't even need a charge.

    I usually use the Sonic Break to get block-damage in the corner
    when my opponent is nearly dead.  Keep in mind that the Sonic
    Break projectiles _can_ be air-blocked.

*Super Combo #2*
  Somersault Justice

    Charge  /  \    /  O  +  kick
           O    O  O   |

    Charlie does multiple Flash Kicks in a row.  This CANNOT be air-
    blocked, unlike his normal Flash Kick.

    Level 1:  Two FK's, 5 hits.
    Level 2:  Two FK's, 7 hits.
    Level 3:  Three FK's, 9 hits.

    This is a really useful SC, especially in the corner.  It cannot
    be air-blocked, so you can catch many jumpers who think they are
    safe jumping in on Charlie.  At Level 3 this SC will suck an
    opponent in from a phenominal distance.  Use this to counter
    close-in attacks or fireballs.

*Super Combo #3*
  Crossfire Blitz

    Charge  O--  --O  O--  --O  +  kick

    Charlie rushes forward with multiple kicks and punches.  Level 1
    does not go through fireballs, but Levels 2 and 3 do.

    Level 1:  4 hits.
    Level 2:  5 hits.
    Level 3:  6 hits.

    Used mainly as a close-in ground attack.  Since Level 1 does not
    go through projectiles, only use it to counter close-in ground
    attacks.  To counter projectiles use the Sonic Break or an AC
    instead.

*Chains*

    C. JAB, C. SHORT, S. or C. STRONG, S. FIERCE
    C. JAB, S. or C. STRONG, S. FIERCE

*Combos*

    J. ROUNDHOUSE, C. SHORT, C. STRONG, SONIC BOOM or FLASH KICK

      These 2 combos are the most-used for Charlie.  If you are in
      the corner, you can insert a C. JAB at the beginning of the
      ground part of the combo.

    J. ROUNDHOUSE, C. SHORT, C. STRONG, SOMERSAULT JUSTICE

      Your basic SC combo.  Since Charlie has to charge for the SC,
      it basically has to be comboed with an aerial attack.  It's
      probably the only time you'll ever get to use it.

Let's face it, Charlie isn't the nightmare that Guile used to be.  
Because he has to charge his main weapon, the Sonic Boom, he doesn't 
play well to the rapid, back-and-forth, high-offense style of SFA.  
Basically, charging the Boom makes him too predictable, especially 
with all of the anti-projectile attacks in SFA.  Here's what 
characters can do to Charlie's Sonic Boom attempts:

   Ryu:  If Ryu has a Shinkuu Hadouken charged, forget trying to throw
         a Boom anywhere near Ryu.  Since you have to charge the Boom,
         it is very predictable when you will be releasing it.  Ryu
         also has the HK to rely on, as that move now goes over the
         Sonic Boom easily.
   Ken:  He can roll under the Boom, but you will usually recover in
         time to not get hit.
 Sagat:  He can't do much except jump-in, but he can do so pretty
         safely because of his long, reaching legs.  If Sagat has a
         SC charged, however, he can nail Charlie on reaction with
         a Tiger Cannon easily.
  Chun:  She can Split Kick through your Booms.  She can TBK right
         through them in the corner.  Chun can also simply jump over
         them and kick, and there's little you can do to knock her out
         of these jump attacks.  Thus, you can get cornered rather
         easily when fighting Chun-Li.
Birdie:  Birdie can Leaping Chain Grab any Sonic Boom easily.
  Adon:  The Jaguar Kick and Jaguar Tooth both work well against a
         Boom attack.
   Guy:  Guy can slide underneath Booms close-up, or he can Bushin
         Run with a slide kick underneath them from medium to far 
         range.
 Sodom:  Sodom can slide under Booms easily and recover instantly.
  Rose:  She can slide underneath Booms with great recovery, as well
         as reflect Booms back in your face.

As you can see, most characters have some method of dealing with
Charlie's Booms rather well.  All I can recommend is try as hard
as possible to be unpredictable and attempt to corner your opponent
if you can.  If your opponent has an anti-fireball SC charged-up,
try throwing a Sonic Boom just far enough so that you will recover
before getting hit.  You can do this to try and trick your opponent
into wasting a SC.

Finally, if you plan on playing Charlie like you played Guile in SF2, 
be prepared to lose.  While Guile relied on turtle tactics and corner 
patterns, Charlie has to rely on unpredictability and offensive 
combos.


-----------
3.6) BIRDIE
-----------

"It's good to be back!"
  -Birdie, SFA

Birdie is fighting in the tournament to prove himself worthy of
entering Shadaloo.

  Starting Pose: Birdie yawns.
Winning Pose #1: Birdie combs his bullethole mohawk twice.  After a
                 while, his hair loses the mohawk shape, and Birdie
                 groans in disappointment.
Winning Pose #2: Birdie licks the chains around his arms.  If he won
                 the entire match, he utters, "I'm number one!"

*Alpha Counter*

    O--  / |  +  punch
        O  O

    Birdie does a jab Headbutt Rush.

    This AC has decent range, but it's the slowest AC in the game.  
    Be VERY careful when trying to AC a Super Combo.  I've gotten 
    knocked out of the AC animation several times.

*Taunt*

    Birdie licks the chains around his arms.  Tasty!

*Overhead Axe Kick*

    S. ROUNDHOUSE

    Birdie lifts his leg to a height no higher than his chest.  He
    then brings his heel down in an overhead hit.  Very slow and poor
    range, but at least you know now that Birdie has an overhead hit.

*Headbutt Rush*  {Bull Head}

    Charge  O--  --O  +  punch

    Birdie rushes forward with a Headbutt.  Distance is determined
    by the button used.  Using a long-range Headbutt Rush on a close
    opponent will cause a move stun, allowing the opponent to counter
    the move.

    Remember that you have to use the proper range Headbutt, or you
    will get a stun delay afterwords.  Use this move to keep your
    opponent from getting anywhere close to you.  The JAB version is
    *very* quick and good for this.  There is a small area between
    the ranges of the JAB and STRONG Headbutts where your opponent
    can "safely" stand.  A JAB Headbutt will miss them, and a STRONG
    Headbutt will produce a move stun.  Be aware of this critical
    area and keep your opponent out of it.

    All of the Headbutts have EXCELLENT anti-air priority.  When you
    are charging the Turn-Around Headbutt with the STRONG and FIERCE
    buttons, you can use the JAB Headbutt Rush as a good anti-air
    alternative to the standing FIERCE.

*Turn-Around Headbutt*  {Bull Horn}

    Hold any 2 punch or 2 kick buttons and release

    Similar to Balrog's Turn-Around Punch, Birdie is nearly 
    invulnerable as he turns back before thrusting forward.  As in
    SSF2T and Balrog's TAP, you can increase the damage and range of
    Birdie's TAH by holding down the buttons longer.

    Notice that you can also charge up two TAH's at once.  Thus, I
    like to start matches by charging up two TAH's.  As soon as the 
    announcer says "Fight!", I release one and still have the other
    charging.

    To take advantage of Birdie's initial invulnerability, try and 
    fight close-in and release the TAH right when you opponent 
    attacks.  Your opponent's attack will sail right through Birdie's 
    feet, and you will then nail your opponent.  Your main objective 
    with this move is to hit your opponent deep.  Don't just settle 
    for blocking damage, go for the hit!  Once you connect you can 
    combo-in a Chain Grab for serious damage.  You should try this 
    every time you get a successful hit with the TAH.

    Since you have to hit kinda deep to combo-in the Chain Grab, you
    should use either the STRONG and FIERCE buttons or the JAB and
    STRONG buttons to charge the TAH with.  The latter is more
    uncomfortable for right-handed players, but it keeps your FIERCE 
    button free for anti-air defense.  If you use the 2 punch buttons 
    for convenience, you can use a standing ROUNDHOUSE or a JAB 
    Headbutt Rush as substitute anti-air attacks.

*Chain Grab*  {Murderer Chain}

     / | \  --O  O  +  punch
    O  O  O     /

    Birdie wraps his chains around his opponent and slams them into
    the ground twice.  (Apparently, Birdie says "Go ... to heaven"
    while doing the Chain Grab.)

    This move does excellent damage.  Your main strategy should
    revolve around getting opportunities to use this attack.  You
    need to be UTTERLY, TOTALLY CHEAP with this move.  That means
    getting jump-ins and ticking like _mad_ with this move.  If you
    have your opponent in the corner, you will be able to get
    another jump-in after each successful Chain grab.  You have to
    be a total, rampaging nightmare with this move.  Because there
    are ways of escaping Chain Grab ticks, you need to vary how you
    tick with each jump-in.  Since each tick requires different
    timing to counter, you can keep your opponent totally confused
    and petrified, not knowing how you will attack each time.  There
    3 main jump-in ticks you can use:

     1)  J. ROUNDHOUSE, S. SHORT, CHAIN GRAB
       This is the one I use most often.  Properly timed, it is hard
       to counter.
     2)  J. ROUNDHOUSE, CHAIN GRAB
       If your opponent starts countering the first tick, use the
       Chain Grab early by skipping the S. SHORT.  This usually
       throws off your opponent's timing really well.
     3)  FAKE J. ROUNDHOUSE, C. JAB, C. SHORT, CHAIN GRAB
       Actually, you can do all sorts of variations on this tick.
       The fake normally confuses people to no end, and you usually
       are safe doing it since opponents usually are petrified to
       even move against a jumping-in Birdie.

*Super Combo #1*
  Leaping Chain Grab  {Bull Revenger}

    | \  --O  | \  --O  +  button
    O  O      O  O

    Birdie leaps *very* quickly into the air and performs a Chain Grab
    as he lands.  The distance Birdie leaps is determined by the
    button pressed, JAB being the shortest and ROUNDHOUSE being the
    farthest.

    Level 1:  Birdie does one slam with the Chain Grab.
    Level 2:  Birdie does 2 slams with the Chain Grab.
    Level 3:  Birdie does 2 slams and a Headbutt Rush.

    This is the ultimate anti-fireball move.  Use it as such.  Squash 
    any fireball attempt with this SC.  If your opponent dares throw 
    a SC projectile, simply buffer the motions for the SC during your 
    opponent's SC animation.  You will be able to perform your SC 
    before your opponent's SC projectile even has a chance to start 
    flying.

    The button you use determines the distance Birdie leaps.  The
    Leap is kind of self-guiding (especially for the long-range
    leaps), so you don't have to memorize how far each button takes
    you.  Use the JAB (or STRONG) Leap for extreme close-in attacks,
    the SHORT Leap for fireballers half-screen's length away and
    slightly under, and the ROUNDHOUSE Leap for anything half-screen
    and beyond.  This covers 95% of all the times you will need to
    use the SC.

    Another tactic is to use a Headbutt Rush or TAH.  As you are
    recovering, if you feel that your opponent will try to fireball or
    sweep, perform the SC _right_ after you recover.  Your opponent's
    attack will miss and you will grab them while they are in a move
    stun.  This requires you hitting your opponent at exactly the right
    distance, so be carefull when trying it.

    You can also try using the JAB Leap against jumpers.  Just back-
    off slightly and Leap.  Any jump kicks will pass right through
    Birdie, and, if timed properly, Birdle will land to catch them
    just as they land.

*Super Combo #2*
  Mega Headbutt Rush  {The Birdie}

    Charge  O--  --O  O--  --O  +  punch

    Birdie does several Headbutt Rushes in a row.  Level 1 does not
    go through fireballs, but Levels 2 and 3 do.

    Level 1:  3 Headbutt Rushes.
    Level 2:  4 Headbutt Rushes.
    Level 3:  Birdie does 3 Headbutts.  If all 3 hit, then the
              opponent is automaticly dizzied, and Birdie takes time 
              out to comb his hair.  Birdie finishes with 2 more
              Headbutt Rushes.

    When fighting a non-projectile character, this SC is more useful
    than the Leaping Chain Grab.  Use it against characters like
    Adon, Guy, and Rose since they like to try and poke 'n jab a lot.

    Note: If you land a Level 3 SC against the computer, the computer
    may recover from the dizzy before Birdie comes in with the last
    two hits.

*Chains*

    C. JAB, C. SHORT
    S. SHORT, S. FIERCE

*Combos*

    C. FIERCE, HEADBUTT RUSH

    J. ROUNDHOUSE, S. SHORT, S. FIERCE


To play Birdie well is to play him cheap.  Because of his extremely
short and low jump, it is very hard to get clear jump-ins on your
opponent.  You need to take full advantage of any ticking opportunity
you get.  The Chain Grab does 25%+ damage, so it's well worth pulling
off.  Don't be afraid of being called "cheap", since this was the way 
Birdie was meant to be played.

Birdie's anti-air defenses are excellent.  The only character who has
priority over his C. and S. FIERCE is Chun-Li.  Otherwise, nobody can
even dream of jumping-in on Birdie.  Use this ability along with JAB
Headbutt Charges and RH sweeps to push your opponent back into the
corner.  This is the main setup for repeated and deadly Chain Grab
ticks which will win the game for Birdie.


---------
3.7) ADON
---------

"I am a Muay Thai master.
 You are sucking gravel."
  -Adon, SFA

Adon is a former student of Sagat and is set on winning the title of
World Warrior for himself.

  Starting Pose: With his hands on his head, Adon bobs it up and down
                 (stretching his neck?), then extends a fist towards
                 his opponent showing that he's ready to fight.
Winning Pose #1: Adon gives his opponent the "thumbs-down" sign.
Winning Pose #2: Adon leaps, performs a somersault, then takes off his
                 brass hairloop and holds it up in victory.
Winning Pose #3: Adon bobs his head up and down, then kneels and looks
                 towards the sky with his arms outward in triumph.
Winning Pose #4: Adon turns his back to the screen, holds his arms out
                 to the side while flexing his muscles.  He looks over
                 his shoulder and smiles.
Winning Pose #5: (Yes, Adon has FIVE winning poses.)  He crosses his
                 arms and laughs.

*Alpha Counter*

    O--  / |  +  kick
        O  O

    Adon does a Jaguar Knee.  Decent horizontal range and great
    against jumpers.

    Although this AC is angled more vertically than horizontally, it
    instantaneously hits with no lag time whatsoever.

*Taunt*

    Identical to winning pose #1.

*Front Kick*  {Jutting Kick}

    \   +  FORWARD
     O

    Adon crouches and does a vertical front kick with excellent 
    anti-air priority.  Use it when you can't use a Jaguar Knee.

*Jaguar Kick*

    O-- |  /  +  kick
        O O

    Adon flips in the air and quickly kicks downward, creating an arc
    of energy.

           SHORT:  Very quick, horizontal, short arc.
         FORWARD:  Forward arc with greater height and distance.
                   Excellent for going over projectiles.
      ROUNDHOUSE:  High arc with little forward movement.  Good for
                   close-in attackers.

    This is Adon's main jabbing weapon.  Use a combination of
    low attacks and SHORT Jaguar Kicks to push your opponent back
    into the corner.  Use the FORWARD version to counter any
    close-to-mid-range fireball attack.

*Jaguar Tooth*

    |  / O--  +  kick
    O O

    Adon leaps up to the corner of the screen and comes down quickly
    with a flying side kick.  The SHORT version makes Adon kick at a 
    near vertical angle, while the FORWARD and ROUNDHOUSE versions
    have more horizontal ranges.

    This move is particularly good against characters without a solid
    DP move.  Use it to react to fireballs if you are far away.  You
    will be able to glide in quickly, knocking your opponent out of
    most any ground-based attack.

    You can also try faking with this move.  Try throwing a SHORT 
    Jaguar Tooth and make your opponent whiff an anti-air move, then 
    retaliate with a chain combo or SC.

*Jaguar Knee*  {Rising Jaguar}

    | \  --O  O   +  kick
    O  O     /

    Like Sagat's Tiger Crush, but more "vertical".  Hits twice.

    You have to be somewhat underneath your opponent not to get
    knocked out of this move, but it has great priority and damage.

*Super Combo #1*
  Jaguar Assault  {Jaguar Varied Assault}

    | \  --O  | \  --O  +  punch
    O  O      O  O

    Adon charges with multiple fist attacks.  Goes through fireballs
    at all Levels.

    Level 1:  4 hits.
    Level 2:  6 hits, ends with Jaguar Knee.
    Level 3:  7 hits, ends with Jaguar Knee.

    This SC has excellent ground speed and range, and it cuts through
    fireballs with ease.  Use it both as an anti-fireball move and
    while fighting close-in.  Be careful when using the Level 2 or 3,
    since if it is blocked, Adon will not have time to block any
    counterattack.  The Level 1 SC is safer since it doesn't have this
    weakness.

    Try this.  Throw a Jaguar Kick, then the Jaguar Assault SC.
    Usually opponents will try and counterattack after you throw a
    Jaguar Kick, and that's when you catch them with their guard down.

*Super Combo #2*
  Jaguar Revolver

    |  / O--  |  / O--  +  kick
    O O       O O

    Adon does multiple Jaguar Kicks in a row.

    Level 1:  Two JK's, 3 hits.
    Level 2:  Two JK's, 4 hits.
    Level 3:  Three JK's, 6 hits.

    This move is good as both an anti-air defense (at high Levels) and
    as an anti-fireball move.  If your opponent tries a SC projectile,
    you can buffer the motions for this SC and release it just as your
    opponent's SC starts.

    Be careful that you don't start this SC from close range.  If you
    do, you're likely to jump right over your opponent and miss 
    completely.

*Chains*

    S. JAB, S. STRONG, S. ROUNDHOUSE
    S. JAB, S. STRONG, C. ROUNDHOUSE

*Combos*

    J. ROUNDHOUSE, C. JAB, C. STRONG, C. ROUNDHOUSE

      Adon's standard chain combo.  Use it when you jump-in or when
      you can hit your opponent on the ground.

    J. ROUNDHOUSE, C. JAB, C. STRONG, JAGUAR ASSAULT

      This is the only SC combo Adon really has, but it is effective
      and does nice damage at all Levels.

Adon is a very simple character to figure out.  His strategy revolves
around using his S. ROUNDHOUSE and Jaguar Kicks to push his opponent
back, countering any jump-in or projectile that his opponent might
use.  A Jaguar Tooth every now and then can mix things up even more.

However, the biggest temptation is to start playing Adon predictably
and in patterns.  This can easily draw an anti-air move or an Alpha
Counter.  Adon is particularly sensitive to AC's because of the way
he attacks.  This also means that Adon isn't effective when played at
a slow speed setting.  Furthermore, he does not possess any overhead
attack, so an opponent who is in the lead can easily turtle up and AC
anything that Adon throws.

Therefore, the biggest challenge in mastering Adon is working around
his weaknesses.  This means that fakes are essential.  Fake a RH
Jaguar Tooth by throwing a SHORT version.  Jump and fake a jump-in
attack, then either sweep or walk up and throw.

Adon also requires situational awareness.  For example, you may
anticipate when your opponent will throw a projectile (such as after
he jumps back).  Use a FORWARD Jaguar Kick as he throws the
projectile.  Or your opponent may try staying on the ground and
throwing sweeps or poking kicks.  Keep him at bay with the Jaguar
Tooth, or just use your own S. ROUNDHOUSE which has excellent range.
Nothing beats experience.

Adon requires patience and a keen eye for making the most of any
opportunity that arises.  Adon is not a fancy character with a ton of
cool combos or strategy.  Instead, solid pressure and smart playing
make him an effective character to play.


--------
3.8) GUY
--------

Guy fights in the tournament as a test of personal strength and to
defeat M. Bison.

  Starting Pose: Guy jumps in, kicking barrels out of his way.
                 (reminiscent of Final Fight)
Winning Pose #1: Guy stands and crosses his arms.
Winning Pose #2: Guy turns his back to the screen, gives the Japanese
                 two-fingered gesture, and says "Waruku Omouna."
                 {Don't take it personally.}
Winning Pose #3: Guy holds up one finger and says "Korezo, Bushinryu!"
                 {This ... is Bushinryu!}

*Alpha Counter*

    O--  / |  +  kick
        O  O

    Guy does a crouching FORWARD kick.

    This AC hits very low, so you need to time it precisely to snag
    jumpers with it.

*Taunt*

    Similar to winning pose #2, but Guy says nothing.

*Overhead Elbow*

    --O  +  STRONG

    Guy yells briefly, then slams his elbow downward.  This is an
    overhead hit.

    This overhead hit has great range and recovery.  Mix it in with
    lots of sweeps and standing FORWARD kicks.

*Elbow Drop*  {Chuu Otoshi}

    In air, |  + STRONG
            O

    Guy sails downward with an elbow extended.

    Follow it up with a chain combo.  You can also the Elbow Drop as a
    sort of neck-kick-type attack, where you drop down to the back of
    your opponent's neck.

*Slide*  {Ren Sukui? - Sickle Scoop}

    C. ROUNDHOUSE

    Guy slides in with lead leg extended.  Sometimes it will trip
    opponents up, other times it will not.  It may depend on how far
    out the slide hit.

    Although the slide causes miniscule damage, the slide is very
    effective in harassing and annoying your opponents.  Use it often.

*Flip Kick*

    \  + ROUNDHOUSE
     O

    Guy steps and kicks, then flips away to safety.  Hits up to two
    times.

    Although the flip kick is slow, it has good priority against
    ground opponents.  It may have priority against slide kicks or
    sweeps.

*Bushin Run*  {Shitsu Kake - Quick Dash}

    | \  --O  +  kick
    O  O

    Guy starts running toward his opponent very quickly.  The button
    you press determines what move you can end the run with.

             SHORT:  Guy stops without attacking.
           FORWARD:  "Kage Sukui" {Shadow Reaper}
                       Guy does a running slide kick.
        ROUNDHOUSE:  "Kubi Kari" {Head Cutter}
                       Guy does a short jump-kick that is an overhead
                       attack.  Hits up to 2 times.

    To execute the move at the end of the run, simply push any kick
    button while running.  Remeber, the move you end the run with is
    determined by the first kick button pressed, not the second.  If
    you do not push the second button, Guy will automatically stop
    once he reaches his opponent.

    You have to be very careful when using this move.  Although it
    is quick, each character has some type of move that can hit you
    out of the run if given the chance.  You have to use it close-up
    and unexpectedly.

     ROUNDHOUSE:  This will produce an overhead hitting jump kick.
       You can use it in combos easily.  S. FIERCE, Bushin Run jump
       kick is a quick combo that will help dizzy an opponent very
       quickly.  It is also part of Guy's corner re-dizzy combo,
       explained later on.  However, the recovery off the RH Bushin
       Run might not be so good, so be careful.

     FORWARD:  This makes Guy perform a running slide.  This slide is
       excellent for catching your opponent off guard, since he will
       have to crouch-block on reaction.  The slide will also go
       underneath Charlie's Sonic Boom and Rose's Soul Spark.  The
       recovery is just as slow as the jump kick, but if you position
       it just right, you can recover before your opponent can hit
       you.  This move can also be used in combos.

     SHORT:  Using the SHORT version will make Guy stop the second
       time you hit a kick button.  Basically, you use this version
       to either make your opponent whiff a DP-type move or to run
       up to someone and throw.

Of course, if you don't press any kick button after he starts 
dashing, Guy will automatically stop once he reaches his opponent.  
That, of course, is asking for trouble.

*Bushin Leap*  {Bushin Izuna Otoshi - Izuna Drop}

    | \  --O  +  punch
    O  O

    Guy tucks into a ball and jumps quickly forward.  Pressing a punch
    button anytime during the flight will cause Guy to stop in mid-air
    and fall down with a dropping elbow attack.  If Guy is right above
    his opponent, pushing punch will cause Guy to pick his opponent up
    and perform a somersault backbreaker as he lands.  The button 
    pushed determines the angle of Guy's jump.

    If your opponent is performing any kind of special move, your
    throw priority range will automatically be increased to swoop 
    them out of whatever move they are performing.  This includes 
    moves such as Sagat's Tiger Blow, Chun's Rising Spin Kick, and 
    Charlie's Flash Kick.

    The FIERCE version is the only really useful version as the other 
    two are much too high to be effective.  You can use this move to 
    counter any mid-range fireball.  Be aware, however, that even the 
    FIERCE version cannot catch opponents throwing projectiles from 
    full distance.  Thus, to use this move against projectile 
    throwers, you must walk up and get within mid-range before 
    executing the Leap.

    Another useful tactic is to tick with the Bushin leap by
    buffering it into another move.  A good example would be C. JAB,
    C. FORWARD, Bushin Leap.  This combo is explained in greater
    detail below.

    If you cannot get close enough to air-throw your opponent, you
    can perform a dropping elbow by hitting punch anytime during your 
    flight.  This elbow move has excellent priority, and you can combo
    other ground moves into it if you connect with it.  The elbow drop
    is an overhead hit.

    Finally, you can use the Bushin Leap and throw your opponent as he
    is getting up from the ground.  Very effective, but make sure your
    timing is precise.

*Rising Spin Kick*  {Bushin Senpuu Kyaku - Whirlwind Kick}

    |  / O--  +  kick
    O O

    Guy does a Hurricane Kick that floats up a short 45 degree
    distance.  It has Dragon Punch-like priority.  Hits 1, 2, or 3
    times, according to the button used.

    This move has a DP-like priority to it.  Use it as such.  The
    SHORT version of the kick hits low to the ground, making it good
    for countering close-in fireballers and deep jump attacks.  The
    FORWARD and ROUNDHOUSE versions travel higher and hit more times,
    but they don't hit low to the ground, making them impossible to
    use in combos or for countering low attackers in the air or on the
    ground.  However, sometimes I like to anticipate when my opponent
    will jump, then perform a ROUNDHOUSE Rising Spin Kick.  It's
    risky, but it works.

*Super Combo #1*
  Bushin Rage  {Bushin Gourai Kyaku - Powerful Thunder Kick}

    | \  --O  | \  --O  +  kick
    O  O      O  O

    Guy runs forward and does multiple kicks.  Good range.  Goes
    through fireballs at all Levels.

    Level 1:  4 hits.
    Level 2:  6 hits.
    Level 3:  7 hits.

    Be careful, since if your opponent blocks all the hits, you are 
    open to a counterattack.  Use it in ambushes after a blocked 
    Bushin move, after an overhead hit, or just before your opponent
    lands from a missed anti-air move.

*Super Combo #2*
  Bushin Jump  {Bushin Hassou Ken - Eight Pairs of Fists}

    | \  --O  | \  --O  +  punch
    O  O      O  O

    Guy does a series of jumping punches and kicks.

    Level 1:  4 hits.
    Level 2:  5 hits.
    Level 3:  6 hits.

    This move is rather unpredictable.  It usually requires your
    opponent to be far in front of you in the air, but it still is
    pretty hard to time and position correctly.  However, the Level 1
    SC has good anti-air priorities, so use it if your opponent likes
    to jump in.

    Note: I have noticed that when executing the Level 2 or Level 3 
    SC, if I press punch immediately when the SC begins, I hit a lot
    more often.  Seems like the punches don't start until you hit 
    another punch button.

*Chains*

    S. JAB, S. STRONG, S. FIERCE, S. ROUNDHOUSE

      This chain combo has a special name, "Bushin Gokusa Ken"
      {Imprisoning Chain Punch}.  Perhaps this combo is taken from
      Final Fight.  Make sure that you press the S. ROUNDHOUSE
      *immediately* after the S. FIERCE, since the timing for that
      last hit is trickier.  Be aware that the S. JAB and the S.
      FIERCE may miss crouching defenders, thus ruining your chain
      combo.

    C. SHORT, S. STRONG, S. ROUNDHOUSE, C. ROUNDHOUSE

      This chain combo is somewhat "safer" than the one above since
      this one can hit crouching opponents.  Note that the C.
      ROUNDHOUSE (the slide) will combo after the S. ROUNDHOUSE (the
      crescent kick) even though it may not seem like it.  This combo
      also tends to dizzy opponents rather easily.

    C. SHORT, C. FORWARD, C. ROUNDHOUSE

      Guy's standard 3-hit chain combo.  You can even omit the C.
      ROUNDHOUSE and allow the C. FORWARD sweep to hit twice and knock
      down the opponent.

*Combos*

    S. FIERCE, BUSHIN RUN w/ ROUNDHOUSE

      This is a quick, 3-hit combo that is very easy to dizzy with.

    C. SHORT, C. FORWARD, BUSHIN RUN w/ FORWARD

      Another very easy-to-do combo, this looks more stylish than
      Guy's standard 3-hit chain.  You can also try the Bushin Run
      with the RH instead of the FORWARD.

    S. FORWARD, BUSHIN LEAP

      The S. FORWARD, blocked or not, will stun your opponent long
      enough to allow the Bushin Leap to get within throw range.

    GUY'S RE-DIZZY COMBO:

    (Corner) J. ROUNDHOUSE, C. JAB, S. STRONG, S. FIERCE, BUSHIN RUN
             w/ ROUNDHOUSE

      This combo is insanely hard to pull-off, but it re-dizzys
      almost every character except Ken and Ryu.  Much practice is
      needed to pull this one off correctly.  It may not seem
      difficult, but you'll see what I mean when you try it.

Guy's strength lies in his speed and jabbing moves.  Guy also has 
excellent throw priority.  Use all of this to your advantage.  Keep 
constant pressure on your opponent.  Use lots of throws and Bushin
Leaps.  Fake throwing and use his three crouching kick chain combo to
nail a counter-throw attempt.  Nail your opponent with the overhead
elbow as he is getting up (he'll be expecting sweeps), then follow up
with a chain.  Do not let up for a second.  Be a total nightmare and
don't allow your opponent to get a move in.

Know that his S. FORWARD kick is an excellent poking attack.  Use it
to set up the occasional Bushin Run jump kick, or better yet, the
Bushin Leap.  Or just keep your opponent at bay with it, since it does
have good range and speed.

The biggest fault a Guy player can have is predictability. Guy's 
moves are good, but you will get plastered if your opponent sees them 
coming.  While this is true for any character, it is especially true 
for Guy.  If your opponent just keeps blocking in the corner, be 
patient and weed them out.  Throw, tick, fake, etc. to keep your 
opponent moving.  They will them open themselves up to your other 
attacks.

You will also have to work around Guy's annoying high jump, since it 
invites DP's.  Stick to the ground and try to keep your opponent 
pinned down with ground combos and overhead hits.


----------
3.9) SODOM
----------

"Guess I beat you pretty bad.
  Nothing personal."
  -Sodom, SFA

Sodom, a former gangster, fights to avenge his defeat to Guy several
years previous.

Note: The weapons he is carrying are called jitte, not sai.  Jitte
look similar to sai, but they are blunt and have only one prong
sticking out of the side.  They are used as bludgeons, much like
police batons.  They can also be used to catch swords, nunchaku, and 
other weapons.  (Then again, some might think that Sodom is attacking
with a pair of tuning forks ...)

  Starting Pose: Sodom throws off his peasant's hat and cloak.
Winning Pose #1: Sodom stands with arms at his side and bows.
Winning Pose #2: Sodom extends his arms straight out to the sides and
                 twirls his jitte, then yells.
Winning Pose #3: Sodom holds out a fan and either fans paper
                 butterflies above his hand or makes a small water
                 fountain.  He says "Appareh!"

*Alpha Counter*

    O--  / |  +  punch
        O  O

    Sodom does a SHORT Jitte Slice.  Good range, meaning that Sodom
    can even AC projectiles and whack his opponent from a medium
    distance away.  However, you might miss if you AC a very high jump
    kick.

*Taunt*

    Sodom stands up straight with his arms at his sides and bows down
    in "respect."

*Tengu Walk*  {A "tengu" is a human-like spirit}

    O--  / |  +  kick  (like rolling, except with kick button)
        O  O

    Sodom will land on the ground by planting his jitte into the
    ground, performing a handstand.  Then he'll proceed to "walk" with
    his jitte, hitting his opponent for up to three hits.

    This move is a cool and original way to catch your opponent
    off-guard.  However, when Sodom hits the ground, there is a delay
    before he starts walking, so don't perform the Tengu Walk too many
    times or your opponent will just anticipate it and sweep.  Also,
    don't use this move against those who like to jump or throw
    projectiles often.

*Slide Kick*

    C. ROUNDHOUSE

    Although difficult to time, Sodom's slide CAN go under 
    all projectiles, even Sagat's Low Tiger Shot.  Plus, the recovery
    time is excellent, even though it *seems* that Sodom leaves himself
    wide open.  Slide often.

*Jitte Slice*  {Jigoku Scrape - Hell Scrape}

    --O | \  +  punch
        O  O

    Sodom races forward with his jitte outstretched.  Good range, 
    speed, and recovery.  Can hit up to 2 times.

           JAB: Side hook slice.
        STRONG: Uppercut slice.  Good priority against jumpers.
        FIERCE: Arcing slice.  This has the greatest range.

*Power Bomb*  {Butsumetsu Buster - Butsumetsu is the unluckiest day in
               the Buddhist calendar.}

    | \  --O  O  +  punch
    O  O     /

    Sodom takes a small hop forward, jabbing his jitte downward.  If
    they touch his opponent, Sodom carries them high into the air and
    slams them down on the ground.  This move cannot be blocked.

*Carpet Bomb*  {Daikyou Burning - Daikyou is the worst possible luck
                in Buddhism.}

    | \  --O  O  +  kick
    O  O     /

    Sodom runs forward with his jitte in front of him.  If he hits his
    opponent, he pushes them down and drags them on the ground until
    they catch on fire.  This move *can* be blocked.

*Super Combo #1*
  Mega Jitte Slice  {Meido no Miyage - Hades' Gift}

    | \  --O  | \  --O  +  punch
    O  O      O  O

    Sodom does multiple Jitte Slices in a row.  Goes through fireballs
    at Levels 2 and 3.

    Level 1:  3 hits.
    Level 2:  6 hits.
    Level 3:  7 hits, last hit is a jumping attack.

*Super Combo #2*
  Mega Power Bomb  {Tenchuu Satsu - Punishment from heaven}

    720 degree circle  +  punch

    Sodom grabs his opponents with his Jitte and takes them for a 
    ride.  Sodom CAN be knocked out of the grabbing animation rather 
    easily.

    Level 1:  2 Power Bombs.
    Level 2:  2 massive Power Bombs.
    Level 3:  2 massive Power Bombs and a Carpet Bomb.

    This is best used after a jump kick and can be used to catch your
    opponent while he is expecting to block subsequent ground attacks.
    Remember that the Level 3 version can take off at least 80%!

*Chains*

    S. JAB, S. FORWARD, S. ROUNDHOUSE
    S. JAB, S. STRONG, C. ROUNDHOUSE
    S. SHORT, S. FORWARD, S. ROUNDHOUSE
    S. SHORT, S. FORWARD, C. ROUNDHOUSE

*Combos*

    J. ROUNDHOUSE, S. ROUNDHOUSE, CARPET BOMB

      Basic combo, causes plenty of damage.  However, if this is
      blocked, Sodom is combo-fodder.

    J. ROUNDHOUSE, S. SHORT, S. FORWARD, S. ROUNDHOUSE, CARPET BOMB

      5-hit combo that can typically cause 40% damage.  This combo is
      safer because you can see whether your opponent is blocking the
      first few hits, thus you can hold back with the Carpet Bomb if
      needed.  However, sometimes the S. ROUNDHOUSE may miss, so watch
      the ranges.

    J. ROUNDHOUSE, S. SHORT, S. FORWARD, C. ROUNDHOUSE

      An alternative to the previous combo, you end with a slide
      instead of a Carpet Bomb attempt.  While executing either combo,
      you can switch to the other combo depending on whether your
      opponent is blocking or not.

Sodom's strategy revolves both around his grabbing moves and his Jitte
Attacks.  His crouching FIERCE and STRONG Jitte Slice can take out all
jumpers easily.  His slide will go underneath fast and medium-speed
projectiles, including Sagat's low Tiger Shot.  Also, Sodom's jump is
quick and has very little hang time, meaning that opponents will have
a hard time trying to DP him on reaction.

Sodom's Power Bomb has a very short range, and there is a delay as
Sodom leaps forward with his Jitte before he actually grabs his
victim.  On the up side, the move does almost 25% damage to a healthy
opponent and can be used in combos effectively.  The Carpet Drop,
although blockable, can be used in ANY combo Sodom has, regardless of
how far away that opponent gets pushed by the normal part of the
combo.  The Carpet Drop will just suck them in with ease.

Sodom's Mega Jitte Slice SC his jumpers particularly well and has
excellent recovery afterwords.  Although the Mega Power Bomb SC has 
lousy range, you can always buffer it with a jump kick and catch your 
opponent while he's still blocking.

Sodom can really give opponents a hard time by jumping in with a kick,
then alternating between throwing a chain combo and executing a Power
Bomb.  If the opponent is expecting to block a chain combo, he may be
caught by the Power Bomb, whereas if the opponent is trying to jab
Sodom out of a Power Bomb attempt, he may get hit by the chain combo.
(Remember that the chain combo can include a Carpet Bomb!  In effect,
you'll be choosing between a Power Bomb and a Carpet Bomb.)

Overall, Sodom should be played very offensively.  "No mercy" is key.

SODOM'S CHEESE KICK: If you throw Sodom's S. ROUNDHOUSE while your
opponent is getting up from the ground, your opponent will NOT be able
to block it, period.  Of course, the timing is crucial, but it is
possible to trip your opponent, throw an unblockable S. ROUNDHOUSE as
he gets up, interrupt right into a Carpet Bomb, then repeat for a cheap
victory.  However, the opponent may be able to DP or even throw right
through the Cheese Kick.  (I've been thrown many times trying to
Cheese Kick a computer opponent, but I don't remember any human
opponent being able to counter.)


----------
3.10) ROSE
----------

"Are you finished?"
  -Rose, SFA

  Starting Pose: Rose hovers with a Soul Spark at each side, igniting
                 her Soul Power.
Winning Pose #1: Rose holds out her shawl and makes a Soul Spark
                 revolve around it.  She says, "Soreja Dame" {No no
                 no, you're doing the wrong thing.}
Winning Pose #2: Rose wags her finger at her opponent, shakes her
                 head, and says something in Japanese.
Winning Pose #3: Two image clones emanate on either side of Rose.
                 Then Rose wags her finger at her opponent and says
                 "Mada mada ne" {You still have a long way to go.}

*Alpha Counter*

    O--  / |  +  punch
        O  O

    Rose does a very mini-version of her Soul Throw, throwing her
    opponent down to the opposite side of her.  The opponent is not
    harmed, but instead is stunned for a fraction of a second.  This
    is a very small window of time to damage your opponent.

    You can typically get a RH sweep in, but not always.  You can 
    also try going for a _very_ quick SC, such as a Level 1 or 2 Aura 
    Soul Spark SC.  This is known as the Alpha Counter Super Combo, 
    or ACSC.

*Taunt*

    Similar to winning pose #2, but Rose says "Mada mada ne."

*Slide Kick*

    \  + FORWARD
     O

    Rose slides in with a kick.  It doesn't knock the opponent down
    and it doesn't go over projectiles, but nonetheless, it's a great
    move to harrass opponents with.

*Soul Spark*

     / | \  --O  +  punch
    O  O  O

    Rose whips out her shawl and launches a projectile.  Her opponent
    can be hit by both the shawl and the Spark.

*Soul Reflect*

    |  / O--  +  punch
    O O

    Rose snaps her shawl in front of her. reflecting all normal 
    projectiles back at her opponent.  It will not work against Super 
    Combo projectiles, though.  This move can also be used as a normal
    attack, although rarely should it be used as such.

           JAB:  Absorb projectile into Rose's Super Meter.
        STRONG:  Reflect projectile horizontally.
        FIERCE:  Reflect projectile diagonally upwards, catching
                 opponents who like to jump after throwing a 
                 projectile.

*Soul Throw*

    --O | \   +  punch
        O  O

    Rose jumps up diagonally and air-throws her opponent.

    This move has mediocre priority, but it is useful against jumpers
    nonetheless.

*Super Combo #1*
  Aura Soul Spark

    |  / O--  |  / O--  +  punch
    O O       O O

    Rose shoots a Soul Spark that hits multiple times and goes through
    projectiles.  Loses 1 hit for each projectile it passes through.
    At higher Levels, Rose does a Soul Reflect and some kicks before 
    throwing the Soul Spark.

    Level 1:  Single Spark, 3 hits.
    Level 2:  Soul Reflect plus Spark, 6 hits.
    Level 3:  Super Soul Reflect plus Spark, 9 hits.

    Note that the Level 3 SC can reflect even SC projectiles, like
    Ryu's Shinkuu Hadouken!  Thus, if you are close enough and you
    time things right, you can hit your opponent with his own SC
    projectile plus _your_ own Soul Spark!

*Super Combo #2*
  Aura Soul Throw

    | \  --O  | \  --O  +  punch
    O  O      O  O

    Rose does some uppercuts which knock her opponent into the air.
    She then does a Soul Throw, doing *major* damage.

    Level 1:  Rose simply does a more damaging Soul Throw.  This Level
              DOES NOT hit opponents on the ground like Levels 2 and 3
    Level 2:  Rose throws two uppercuts to knock her opponent into the
              air, then performs a Soul Throw.
    Level 3:  Rose does 3 uppercuts and performs a Soul Throw.

    I believe this SC is invulnerable.  Thus, if you see your 
    opponent jump towards you, instead of performing the normal Soul 
    Throw, you may want to perform a Level 1 Aura Soul Throw instead
    for invulnerability and higher damage.  Don't worry about using up
    your Super Meter, since Rose builds up her meter fairly quickly.

*Super Combo #3*
  Soul Illusion

    | \  --O  | \  --O  +  kick
    O  O      O  O

    This causes several "shadows" to follow Rose and mirror her
    motions.  Any hit on her opponent will be multiplied by about 4 as
    the shadow trails tag their hits on as well.  The higher the
    Level, the longer the shadows remain.

    Level 1:  Images last 5 seconds.
    Level 2:  Images last 6 seconds.
    Level 3:  Images last 9 seconds.

    After executing the SC, keep your opponent pinned with flying
    SHORT and FORWARD kicks, as well as slides and non-tripping moves.
    Her Soul Illusion SC makes Rose's normal attacks gain more
    priority, so make sure you keep your opponent standing while you
    punish him with multiple hits.

*Chains*

    C. SHORT, C. FORWARD, C. ROUNDHOUSE

      This is Rose's *definitive* chain combo.  It has excellent 
      priority because each successive kick has a longer range than
      the previous kick, with the ROUNDHOUSE extending the furthest.
      Thus, you will almost never fail to hit with this chain.  Use it
      often.

Definitely the strangest character of the bunch, Rose is one of the
best as well.  She has 3 main strengths:  her FORWARD slide, her Soul
Reflect, and her Super Combos.

The FORWARD slide has absolutely phenominal recovery, yet has a huge
range of attack as well.  Rose can trade equally with fireballers like
Ryu using the slide due to how her legs stick out so far.  Rose can
even nab opponents with Super Combos or a Soul Spark with ease as they
try and counter the slide.  The only thing you have to be concerned
with is not getting predictable with the slide and, as a result,
eating a Super Combo or DP move.

The Soul Reflect is a good move but can get you into trouble if used 
too much.  You can reflect projectiles back into the face of an 
opponent, but most opponents will not throw a fireball as you stand 
there waiting for them to do so.  If you mistime the Soul Reflect, 
the fireball can nail you during the stun afterwards. A good strategy
is to use several slides and see if your opponent gets frustrated and
tries to fireball his way out of the pattern. Then use the Soul
Reflect and continue pushing that opponent back into the corner.

Rose's best Super Combo is, by far, her Aura Soul Throw SC.  With
all of this jabbing and sliding, your opponent is bound to get
frustrated and try and jump.  If you don't have time, just use Rose's
crouching FIERCE to counter.  But you should be watching for the jump
and plan accordingly.  A Level 3 Aura Soul Throw takes off over 50% of
the opponent's energy, making it a deadly punishment for one mistimed 
jump.

These 3 tools, along with whatever else you dish out in your style of
play, make Rose a very formidable opponent if played carefully and
systematicly.

The 2 moves you have to be careful with are Rose's Soul Throw and her
Soul Spark.  The Soul Throw is not invulnerable, so you need to catch
your opponent rather early or very, very late in their jump to not get
knocked out of it.  The Soul Spark makes Rose extend her shawl
outward, making her an easy target for jump-in attacks.


-----------
3.11) AKUMA
-----------

"Weaklings!  Is there no
 one worth fighting?"
  -Akuma, SFA

Akuma "enters" the tournament for one reason only:  to destroy all
opponents.  (Akuma is known as Gouki in Japan.  Gouki means "great
demon," while Akuma means "devil.")

  Starting Pose: Akuma starts with his back to the screen.  Then he
                 turns around and assumes his signature stance,
                 shaking with rage.
Winning Pose #1: Akuma assumes his pose again, shaking.
Winning Pose #2: Akuma turns his back to the screen, and his kanji
                 "Ten" appears on his back.

*Alpha Counter*

    O--  / |  +  kick
        O  O

    Akuma does a crouching ROUNDHOUSE kick.  Be careful not to AC high
    jump attacks, since Akuma might miss.

*Taunt*

    Akuma slams his feet on the ground (shaking the screen) and
    shakes with adrenaline rage for a brief second.

*Overhead Knife Hand*  {Zugai Hasatsu - Skull Crusher}

    --O  +  STRONG

    Identical to Ryu's Overhead Punch.  This is an overhead hit.

    Because Akuma has such a dark skin