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STREET
FIGHTER EX PLUS ALPHA Written By: K. Megura |
1. INTRODUCTION 2. THE STREET FIGHTERS - Allen Snider - Blair Dame - Chun Li - Cracker Jack - Cycloid Beta - Cycloid Gamma - Darun Mister - Dhalsim - Doctrine Dark - Garuda - Gouki (Akuma) - Guile - Hokuto - Hokuto ('Chi no Fuuin' Hokuto) - Kairi - Ken - Pullum Purna - Ryu - Ryu ('Satsui no Hado' Ryu) - Sakura - Skullomania - Vega (M. Bison) - Zangief 3. TRAINING MODE - EXPERT MISSIONS 4. GAME SECRETS 5. AUTHOR'S NOTE ================== 1. INTRODUCTION ================== Street Fighter EX Plus Alpha is a PlayStation game that is based upon SFEX Plus in the arcades. The 'Alpha' bit is because Dhalsim and Sakura have been added to this version of the game. In addition to the good ol' Arcade fights, there is a training mode, survival mode, team battle mode, and other goodies, like a hidden bonus stage! The game plays like standard SF fare. Here is a quick run-down of the controls for those of you who are a little rusty: O O O Jump Backward Jump Up Jump Forward \ | / O-- O --O Retreat/Block (neutral) Move Forward / | \ O O O Defensive Crouch Crouch Offensive Crouch ASCII art drawings are used to show how the moves are performed. Keep in mind that you'll need to reverse the left- and right-based directions if you are on the second player (right) side. LP MP HP Light Punch Medium Punch Hard Punch LK MK HK Light Kick Medium Kick Hard Kick Other terminology includes: Punch = Use any strength Punch button. Kick = Use any strength Kick button. (A) = The move can/must be performed while jumping (airborne). (C) = The move must be performed when you are close to your enemy. CAPS = The move is a Super Combo and requires one or more levels of the Super Combo Gauge in order to use. (x#) = Repeat the whole motion and button press x number of times. The object of the game is to trash your opponent by using normal and special attacks, in addition to combos (interrupting a special move or Super Combo with a standard punch or kick) and Super Combos (moves that automatically hit more than once). You lose if your Life bar is emptied, and in addition to normal attacks, you can build up your Super Combo Gauge by getting attacked and making attacks of your own. Each character can have up to 3 levels in his/her Gauge, which is then used to activate Guard Breaks or Super Combos. There are several 'advanced moves' you can use in this game; they are listed as follows: Canceling You can now cancel a Super Combo into a _different_ Super Combo. In the SFEX series, there's no such thing as a Super Combo having levels: instead, you cancel SCs to get a Level 2 or Level 3 combo. For example: ALLEN : Triple Break, juggle with Fire Force (Level 2 SC) CHUN-LI : SenRetsu Kyaku, KiKoSho, SenRetsu Kyaku (Level 3 SC) DARUN : Indra~Bridge, Indra~Bridge, (wait), Indra~Bridge (Level 3 SC) KAIRI : ShinKiHatsuDo (air), GaRyuMesshu (air) (Level 2 SC) Experiment with your character's Super Combos to see how they can be used together. Note that some characters have Super Combos that require all three levels of the Super Combo Gauge in order to perform, and that they count as level 3 combos. This includes: GOUKI : ShunGokuSatsu 'SATSUI NO HADO' RYU : ShunGokuSatsu ZANGIEF : Final Atomic Buster (Level 3 with 3 Punches) In the case of Darun and Zangief, they both have a special situation in which they can perform a Level 2 Super Combo. It's not that important for Darun (who can easily perform Level 2 Combos using a mix of Indra~Bridges and TasoGare Lariats), but it's the only way for Zangief to do a Level 2 SC: DARUN : TasoGare Lariat (/w opponent blocking), ChouZetsuKiShin Bomb ZANGIEF : Super Stomping (w/ opponent blocking), Final Atomic Buster Finally, note that characters with one-level button press SCs can cancel into these SCs with another SC, but that they won't register as a Level 2 or 3 combo (Kairi can't do this): SAKURA : Midare Zakura, ShunGokuSatsu 'CHI NO FUUIN' HOKUTO : GekiHouGi, RenBu SKULLOMANIA : Super SkulloSlider, Skullo Dream If you kill an opponent with a Super Combo, it's called a Super Combo Finish. If you defeat them with a Level 1 Super Combo (no canceling), you'll see a meteorite flying in the screen. If you kill them with a Level 2 Super Combo (1 cancel) you'll see a meteorite storm. Finally, winning the round using a Level 3 Super Combo (2 cancels, but there are some exceptions ), you'll see a shower of meteorites bombard the Earth. Guard Breaks Like Super Combos, Guard Breaks also use up Super Combo Gauge energy, one level to be exact. They are performed by pressing the same strength Punch and Kick buttons together. The result is a slow attack with telltale 'shine' marks. If it hits, the enemy is left open to attack for a long period of time, and if you hit an airborne opponent, they slowly fly through the air, allowing for all sorts of combo openings. Tech. Hits This is done by pressing Back or Forward and a Medium or Hard Punch or Kick button. It most be performed as your opponent grabs you but before the throw actually begins. If you are successful, you will 'push' yourself out of the throw before it can be performed. Keep in mind that you cannot Tech. Hit 'command' throws like Allen's Vaulting Kick or air throws such as Chun-Li's RyuSeiRaku. Throwing, for those of you who don't know, is done by getting close to your opponent and pressing forward or back and the Medium or Hard Punch or Kick buttons (just like a Tech. Hit). They cause a fair amount of damage and are unblockable. ========================= 2. THE STREET FIGHTERS ========================= This game already has an adequate moves list, but it's in Japanese! So, I've provided one in English. It's written the exact same way it is in the game's list, with moves not in the list appearing after the Super Combos. I've also added my own corrections and additions as well. ++++++++++++ ALLEN SNIDER ++++++++++++ ------------------------------------------------------------------------- Uraa! Kick --O + Medium Kick ------------------------------------------------------------------------- Vaulting Kick --O \ | / O-- + MK or HK (C) O O O ------------------------------------------------------------------------- Soul Fire | \ --O + Punch O O ------------------------------------------------------------------------- Rising Dragon --O | \ + Punch O O ------------------------------------------------------------------------- Justice Fist O-- | / + Punch O O Deflects projectiles. ------------------------------------------------------------------------- FIRE FORCE | \ --O | \ --O + Punch O O O O ------------------------------------------------------------------------- TRIPLE BREAK | \ --O | \ --O + Kick O O O O ------------------------------------------------------------------------- ++++++++++ BLAIR DAME ++++++++++ ------------------------------------------------------------------------- ToShu --O + Medium Punch Knife Hand ------------------------------------------------------------------------- Step Side Kick --O + Medium Kick ------------------------------------------------------------------------- Lightning Knee --O | \ + Kick O O ------------------------------------------------------------------------- Shoot Kick | / O-- + Kick (x3) O O ------------------------------------------------------------------------- Sliding Arrow | \ --O + Kick O O When used against a crouching opponent, Blair will kick rather than performing a throw. ------------------------------------------------------------------------- Shoot Upper --O | \ + Punch O O ------------------------------------------------------------------------- MIRAGE COMBO KICK | \ --O | \ --O + Punch O O O O ------------------------------------------------------------------------- SPIN SIDE SHOOT | \ --O | \ --O + Kick O O O O ------------------------------------------------------------------------- +++++++ CHUN-LI +++++++ ------------------------------------------------------------------------- SoShoDa --O + Hard Punch Paired Palm Strike ------------------------------------------------------------------------- YoSoKyaku | + Medium Kick (A) Eagle Talon Leg O You can use this move repeatedly. ------------------------------------------------------------------------- RyuSeiRaku Any direction but up-back, up, or Dragon Shooting Star up-forward + MP or HP (A) (C) ------------------------------------------------------------------------- HyakuRetsuKyaku Tap Kick repeatedly Hundred Rending Kicks ------------------------------------------------------------------------- Spinning Bird Kick | \ --O + Kick O O ------------------------------------------------------------------------- HiEnShu | / O-- + Kick Flying Swallow Kick O O ------------------------------------------------------------------------- KIKOUSHOU | \ --O | \ --O + Punch Spirit Manipulate O O O O ------------------------------------------------------------------------- SENRETSUKYAKU | \ --O | \ --O + Kick Thousand Rending Kicks O O O O ------------------------------------------------------------------------- ++++++++++++ CRACKER JACK ++++++++++++ ------------------------------------------------------------------------- Dash Straight Charge O-- --O + Punch ------------------------------------------------------------------------- Dash Upper Charge O-- --O + Kick ------------------------------------------------------------------------- Final Punch Hold and release 3P or 3K If you assign 3P or 3K to a button, you cannot use that type of attack depending on which button you are holding. ------------------------------------------------------------------------- Batting Hero O-- / | \ --O + Punch O O O This move will deflect projectiles. ------------------------------------------------------------------------- Soccer Ball Kick O-- / | \ --O + Kick O O O This move will deflect projectiles. ------------------------------------------------------------------------- CRAZY JACK Charge O-- --O O-- --O + Punch Jack attacks five times during this move. You can change his attacks by pressing Punch for straight punches and Kick for uppercuts. You can change all five of his attacks by using a combination of buttons while he is performing this move. ------------------------------------------------------------------------- HOME RUN HERO | / O-- | / O-- + Punch O O O O ------------------------------------------------------------------------- RAGING BUFFALO Charge O-- --O O-- --O + Kick ------------------------------------------------------------------------- ++++++++++++ CYCLOID BETA ++++++++++++ ------------------------------------------------------------------------- SenpuuKyaku --O + Medium Kick Whirlwind Kick ------------------------------------------------------------------------- ZenHouTenshin | / O-- + Punch Front Direction Body Revolve O O ------------------------------------------------------------------------- Beta Shoot Upper --O | \ + Punch O O ------------------------------------------------------------------------- Beta Justice Fist O-- | / + Punch O O Deflects projectiles. ------------------------------------------------------------------------- Beta Pullum Kick --O | \ + Kick O O ------------------------------------------------------------------------- Beta HiEnShu | / O-- + Kick Beta Flying Swallow Kick O O ------------------------------------------------------------------------- Beta TatsumakiSenPuuKyaku | \ --O + Kick Beta Tornado Whirlwind Leg O O Unlike other character's versions of this move, the strength of the button used determines the number of kicks (one, two, or three). ------------------------------------------------------------------------- BETA KILL TRUMP | \ --O | \ + Punch O O O O ------------------------------------------------------------------------- BETA GARYUMESSHU | \ --O | \ --O + Kick (A) Beta Refined Dragon Destroying Kick O O O O ------------------------------------------------------------------------- BETA KIENSHOU | \ --O | \ + Kick Beta Devil Swallow's Flight O O O O ------------------------------------------------------------------------- BETA SHINKU TATSUMAKISENPUUKYAKU | / O-- | / O-- + Kick (A) Beta Vacuum Tornado Whirlwind Leg O O O O ------------------------------------------------------------------------- +++++++++++++ CYCLOID GAMMA +++++++++++++ ------------------------------------------------------------------------- Gamma Heavy Stub Kick O-- or --O + Hard Kick ------------------------------------------------------------------------- Gamma TenMa KuuJinKyaku | + Medium Kick Gamma Demon Air Blade Leg O ------------------------------------------------------------------------- Gamma Dance Wind Any direction but up-back, up, or up-forward + MP or HP (A) (C) ------------------------------------------------------------------------- Gamma Buster Drop Any direction but up-back, up, or up-forward + MP or HP (A) (C) ------------------------------------------------------------------------- Gamma HyakuRetsuKyaku Tap Kick repeatedly Gamma Hundred Rending Kicks ------------------------------------------------------------------------- Gamma Skullo Crusher Charge O-- --O + Punch ------------------------------------------------------------------------- Gamma Sliding Arrow Charge O-- --O + Kick Unlike Blair's Sliding Arrow, this always results in a simple low attack and not a throw. ------------------------------------------------------------------------- Gamma Final Punch Hold and release 3P or 3K ------------------------------------------------------------------------- Gamma Head Press Charge | O + Punch O | ------------------------------------------------------------------------- Gamma Somersault Kick Charge | O + Kick O | ------------------------------------------------------------------------- GAMMA RES AL'KHANA Charge / --O O-- O + Punch O / ------------------------------------------------------------------------- GAMMA DOUBLE SOMERSAULT KICK Charge / --O O-- O + Kick O / ------------------------------------------------------------------------- GAMMA GOGA Charge O-- --O O-- --O + Punch Gamma Roaring Fang ------------------------------------------------------------------------- GAMMA KNEE PRESS NIGHTMARE Charge O-- --O O-- --O + Kick ------------------------------------------------------------------------- ++++++++++++ DARUN MISTER ++++++++++++ ------------------------------------------------------------------------- Ganges DDT Any direction but up-back, up, or up-forward + MP or HP (A) (C) ------------------------------------------------------------------------- Lariat --O | \ + Punch O O Deflects projectiles and negates Super Combo-type projectiles. ------------------------------------------------------------------------- Ganges DDT --O | \ + Kick O O ------------------------------------------------------------------------- Brahma Bomb Rotate controller 360 degrees (counter) clockwise + Punch (C) ------------------------------------------------------------------------- Indora Bashi Rotate controller 360 degrees Indra Bridge (counter) clockwise + Kick ------------------------------------------------------------------------- Darun Catch O-- | / + Punch O O Use against airborne opponents. ------------------------------------------------------------------------- TasoGare Rariatto | \ --O | \ --O + Punch Twilight Lariat O O O O ------------------------------------------------------------------------- INDORA~BASHI | / O-- | / O-- + Kick Indra~Bridge O O O O ------------------------------------------------------------------------- CHOUZETSUKISHINBOMU Rotate controller 720 degrees Super Suppressed Fierce God Bomb (counter) clockwise + Punch (C) ------------------------------------------------------------------------- +++++++ DHALSIM +++++++ ------------------------------------------------------------------------- Drill Zutsuki | + Hard Punch (A) Drill Head Thrust O ------------------------------------------------------------------------- Drill Kick | + Kick (A) O The angle of the Drill is determined by what button you use. ------------------------------------------------------------------------- Yoga Teleport (In Front) --O | \ + 3P or 3K O O Using 3P makes you appear far away, 3K makes you appear up close. ------------------------------------------------------------------------- Yoga Teleport (Behind) O-- | / + 3P or 3K O O Using 3P makes you appear far away, 3K makes you appear up close. ------------------------------------------------------------------------- Yoga Fire | \ --O + Punch O O ------------------------------------------------------------------------- Yoga Flame | / O-- + Punch O O ------------------------------------------------------------------------- Yoga Blast | / O-- + Kick O O Hits airborne opponents. ------------------------------------------------------------------------- YOGA INFERNO | \ --O | \ --O + Punch O O O O ------------------------------------------------------------------------- YOGA DRILL KICK | \ --O | \ --O + Kick O O O O The angle of the Drill is determined by what button you use. You can press Up or Down during the move to 'curve' Dhalsim's body. This can be used to get more hits, or to even fly into the air! ------------------------------------------------------------------------- YOGA LEGEND | / O-- | / O-- + Kick O O O O ------------------------------------------------------------------------- Other Moves: ------------------------------------------------------------------------- Taunt \ --O O O O O-- / + Kick O / | \ O Start this move on the ground in order for it to work. ------------------------------------------------------------------------- +++++++++++++ DOCTRINE DARK +++++++++++++ ------------------------------------------------------------------------- Knife Nightmare --O + Medium Punch ------------------------------------------------------------------------- Death Spin Kick --O + Medium Kick ------------------------------------------------------------------------- Kill Blade --O | \ + Punch O O ------------------------------------------------------------------------- Dark Wire | \ --O + Punch O O ------------------------------------------------------------------------- Dark Spark Press Punch during the Dark Wire ------------------------------------------------------------------------- Dark Hold O-- + Punch during the Dark Wire ------------------------------------------------------------------------- Ex-plosion | \ --O + Kick O O Will explode if Doctrine's opponent touches it. If left alone, it detonates after a few seconds. ------------------------------------------------------------------------- KILL TRUMP | \ --O | \ + Punch O O O O ------------------------------------------------------------------------- DARK SHACKLE | \ --O | \ + Kick O O O O ------------------------------------------------------------------------- ++++++ GARUDA ++++++ ------------------------------------------------------------------------- ZanKi --O + Hard Punch Devil Murder ------------------------------------------------------------------------- KyouJa --O + Hard Kick Insane Serpent ------------------------------------------------------------------------- Mai --O | \ + 3P Dance O O ------------------------------------------------------------------------- ShuuGi Any direction but up-back, up, or Advancing Devil up-forward + MP or HP (A) (C) ------------------------------------------------------------------------- KiZan --O | \ + Punch Devil Slash O O ------------------------------------------------------------------------- JaZan O-- | / + Punch Serpent Slash O O ------------------------------------------------------------------------- ShuGa | \ --O + Punch Attacking Fang O O ------------------------------------------------------------------------- Raiga --O | \ + Kick Thunder Fang O O Only hits airborne opponents. ------------------------------------------------------------------------- GoGa O-- / | \ --O + Kick Roaring Fang O O O ------------------------------------------------------------------------- KIENBU | / O-- | / O-- + Punch (A) Devil Swallow: Nothing O O O O ------------------------------------------------------------------------- KIENSHOU | \ --O | \ + Punch Devil Swallow's Flight O O O O ------------------------------------------------------------------------- Other Moves (for CPU Garuda only) ------------------------------------------------------------------------- Maboroshi Press all 3 Punches when attacked Illusion This move results in Garuda performing a JaZan-style attack. Only CPU Garuda has this move, too. ------------------------------------------------------------------------- ++++++++++++++ GOUKI (Akuma) ++++++++++++++ ------------------------------------------------------------------------- SenPuuKyaku --O + Medium Kick Whirlwind Leg ------------------------------------------------------------------------- TenMa KuuJinKyaku | + Medium Kick (A) Demon Air Blade Leg O ------------------------------------------------------------------------- ZenHouTenshin | / O-- + Punch Front Direction Body Revolve O O ------------------------------------------------------------------------- Ashura SenKu (Forward) --O | \ + 3P or 3K Ashura Sky Flash O O Using 3P makes Akuma move to his right, while 3K moves him to the left. ------------------------------------------------------------------------- Ashura SenKu (Backward) O-- | / + 3P or 3K Ashura Sky Flash O O Using 3P makes Akuma move to his right, while 3K moves him to the left. ------------------------------------------------------------------------- Go HaDoKen | \ --O + Punch Great Wave Motion Fist O O ------------------------------------------------------------------------- Go ShoRyuKen --O | \ + Punch Great Rising Dragon Fist O O ------------------------------------------------------------------------- ShakuNetsu HaDoKen --O \ | / O-- + Punch Scorching Heat Wave Motion Fist O O O ------------------------------------------------------------------------- ZanKu HaDoKen | \ --O + Punch (A) Killing Sky Wave Motion Fist O O ------------------------------------------------------------------------- TatsumakiZanKuKyaku | / O-- + Kick (x4) Tornado Killing Sky Leg O O ------------------------------------------------------------------------- MESSATSU GO-HADO | / O-- | / O-- + Punch Deadly Great Surge O O O O ------------------------------------------------------------------------- MESSATSU GO-SHORYU | \ --O | \ + Punch Deadly Great Rising Dragon O O O O ------------------------------------------------------------------------- TENMA GO-ZANKU | \ --O | \ --O + Punch (A) Demon Great Killing Sky O O O O ------------------------------------------------------------------------- SHUNGOKUSATSU LP, LP, --O, LK, HP Instant Hell Murder You must have a Level 3 Super Combo Gauge in order to use this attack. ------------------------------------------------------------------------- +++++ GUILE +++++ ------------------------------------------------------------------------- Spinning Back Knuckle --O + Hard Punch ------------------------------------------------------------------------- Rolling Sobat O-- or --O + Medium Kick ------------------------------------------------------------------------- Heavy Stub Kick O-- or --O + Hard Kick ------------------------------------------------------------------------- Flying Buster Drop Any direction but up-back, up, or up-forward + MP or HP (A) ------------------------------------------------------------------------- Sonic Boom Charge O-- --O + Punch ------------------------------------------------------------------------- Somersault Kick Charge | O + Kick O | ------------------------------------------------------------------------- OPENING GUN BIT Charge O-- --O O-- --O + Punch ------------------------------------------------------------------------- DOUBLE SOMERSAULT KICK Charge / --O O-- O + Kick O / ------------------------------------------------------------------------- ++++++ HOKUTO ++++++ ------------------------------------------------------------------------- ChoHo --O + Hard Punch Deadly Elbow ------------------------------------------------------------------------- GaiKyaku --O + Hard Kick Cutting Leg ------------------------------------------------------------------------- GoRyuKo O-- | / + Punch Protect Rapid Attack O O Use when you are about to be attacked. ------------------------------------------------------------------------- Ryuusui Rotate controller 360 degrees Stream (counter) clockwise + Punch (C) Your opponent is undamaged, but is left open for attack. ------------------------------------------------------------------------- ChoGekiHo | \ --O + Punch Deadly Violent Elbow O O ------------------------------------------------------------------------- ShouGekiHa | \ --O + Punch Crushing Palm O O Used during ChoGekiHo. ------------------------------------------------------------------------- ShinKuGeki | / O-- + Punch Vacuum Wave Attack O O ------------------------------------------------------------------------- ShinKyakuGeki | / O-- + Kick Wave Leg Attack O O ------------------------------------------------------------------------- KIRENEKI | / O-- | / O-- + Punch Trained Spirit Shoot O O O O Hold and release the Punch button to increase the number of hits. ------------------------------------------------------------------------- GEKIHOUGI | / O-- | / O-- + Kick Phoenix Ability Attack O O O O ------------------------------------------------------------------------- Other Moves ------------------------------------------------------------------------- (no name) O-- + Punch or Kick Used during the ShinKuGeki or ShinKyakuGeki moves. Hokuto will spin around instead of darting forward to attack. ------------------------------------------------------------------------- ++++++ HOKUTO ++++++ Chi no Fuuin wo Tokare ta Hokuto Unsealed Blood Hokuto ------------------------------------------------------------------------- ChoHo --O + Heavy Punch Deadly Elbow ------------------------------------------------------------------------- Gai yaku --O + Heavy Kick Cutting Leg ------------------------------------------------------------------------- Ryuusui Rotate joystick 360 degrees Stream (counter) clockwise + Punch (C) Your opponent is undamaged, but is left open for attack. ------------------------------------------------------------------------- ChoGekiHo | \ --O + Punch Deadly Violent Elbow O O ------------------------------------------------------------------------- KyakuGeki | / O-- + Kick Leg Attack O O ------------------------------------------------------------------------- ShouRinGeki | / O-- + Punch Phosphorous Palm Attack O O Can be used during the ChoGekiHo and KyakuGeki attacks as well. Deflects projectiles and negates Super-type projectiles. ------------------------------------------------------------------------- KIRENEKI | / O-- | / O-- + Punch Trained Spirit Shoot O O O O Hold and release the Punch button to increase the number of hits. ------------------------------------------------------------------------- GEKIHOUGI | / O-- | / O-- + Kick Phoenix Ability Attack O O O O ------------------------------------------------------------------------- RENSHOUGEKI | \ --O | \ --O + Punch Rapid Rising Attack O O O O ------------------------------------------------------------------------- RENBU LP, LP, --O, LK, HP Rapid Dance ------------------------------------------------------------------------- +++++ KAIRI +++++ ------------------------------------------------------------------------- ShinKiHatsuDo | \ --O + Punch God's Spirit Invoke O O Sometimes, this is a red fireball. ------------------------------------------------------------------------- MaRyuRekkou --O | \ + Punch Demon Dragon Destroying Light O O ------------------------------------------------------------------------- MouRyouGaSen | / O-- + Kick (x3) Nature Spirit's Whirling Vortex O O ------------------------------------------------------------------------- SHINKIHATSUDO | \ --O | \ --O + Punch (A) Devil God Discharge Motion O O O O ------------------------------------------------------------------------- SAIROKOSHU | / O-- | / O-- + Punch Jackal Wolf Wicked Wind O O O O ------------------------------------------------------------------------- GARYUMESSHU | \ --O | \ --O + Kick (A) Refined Dragon Destroying Kick O O O O ------------------------------------------------------------------------- KYOUZARENBU LP, LP, --O, LK, HP Disasterous Omen Rapid Dance ------------------------------------------------------------------------- +++ KEN +++ ------------------------------------------------------------------------- ZenHouTenshin | / O-- + Punch Front Direction Body Revolve O O ------------------------------------------------------------------------- JigokuFuusha Any direction but up-back, up, or Hell Windmill up-forward + MP or HP (A) (C) ------------------------------------------------------------------------- HaDoKen | \ --O + Punch Wave Motion Fist O O ------------------------------------------------------------------------- ShoRyuKen --O | \ + Punch Rising Dragon Fist O O ------------------------------------------------------------------------- TatsumakiSenPuuKyaku | / O-- + Kick (x4) Tornado Whirlwind Leg O O ------------------------------------------------------------------------- SHORYUREPPA | \ --O | \ + Punch Rising Dragon Render O O O O ------------------------------------------------------------------------- SHINRYUKEN | \ --O | \ + Kick Great Dragon Fist O O O O Tap any button during this move for extra hits. ------------------------------------------------------------------------- ++++++++++++ PULLUM PURNA ++++++++++++ ------------------------------------------------------------------------- Femina Wind Press O or O or O (A) \ | / ------------------------------------------------------------------------- Al'kul Wrist --O + Medium Punch ------------------------------------------------------------------------- Al'Kul Wrist | + Medium Punch (A) O Using this attack makes Pullum switch positions with her opponent. ------------------------------------------------------------------------- Dance Wind Any direction but up-back, up, or up forward + MP or HP (A) ------------------------------------------------------------------------- Pullum Kick --O | \ + Kick O O ------------------------------------------------------------------------- Ten'el Kick | / O-- + Kick O O ------------------------------------------------------------------------- Drill Purusu | \ --O + Kick (A) O O ------------------------------------------------------------------------- RES AL'KHANA | \ --O | \ --O + Kick O O O O ------------------------------------------------------------------------- PURAEKU RAAMU | / O-- | / O-- + Kick (A) O O O O ------------------------------------------------------------------------- +++ RYU +++ ------------------------------------------------------------------------- SenPuuKyaku --O + Medium Kick Whirlwind Leg ------------------------------------------------------------------------- HaDoKen | \ --O + Punch Wave Motion Fist O O ------------------------------------------------------------------------- ShoRyuKen --O | \ + Punch Rising Dragon Fist O O ------------------------------------------------------------------------- TatsumakiSenPuuKyaku | / O-- + Kick x3 Tornado Whirlwind Leg O O ------------------------------------------------------------------------- SHINKU HADOKEN | \ --O | \ --O + Punch Vacuum Wave Motion Fist O O O O ------------------------------------------------------------------------- SHINKU TATSUMAKISENPUUKYAKU | / O-- | / O-- + Kick (A) Vacuum Tornado Whirlwind Leg O O O O ------------------------------------------------------------------------- +++ RYU +++ Satsui no Hadou ni Mesame ta Ryu Knowledge of Murderous Intent Wave Motion Awakened Ryu ------------------------------------------------------------------------- SenPuuKyaku --O + Medium Kick Whirlwind Leg ------------------------------------------------------------------------- Ashura SenKu (Forward) --O | \ + 3P or 3K Ashura Sky Flash O O Using 3P makes Ryu move to his right, while 3K moves him to the left. ------------------------------------------------------------------------- Ashura SenKu (Backward) O-- | / + 3P or 3K Ashura Sky Flash O O Using 3P makes Ryu move to his right, while 3K moves him to the left. ------------------------------------------------------------------------- HaDoKen | \ --O + Punch Wave Motion Fist O O Sometimes, this is a red fireball. ------------------------------------------------------------------------- ShoRyuKen --O | \ + Punch Rising Dragon Fist O O ------------------------------------------------------------------------- TatsumakiSenPuuKyaku | / O-- + Kick (x4) Tornado Whirlwind Leg O O ------------------------------------------------------------------------- SHINKU HADOKEN | \ --O | \ --O + Punch Vacuum Wave Motion Fist O O O O ------------------------------------------------------------------------- SHINKU TATSUMAKISENPUUKYAKU | / O-- | / O-- + Kick Vacuum Tornado Whirlwind Leg O O O O ------------------------------------------------------------------------- MESSATSU GO-SHORYU | \ --O | \ + Kick Deadly Great Rising Dragon O O O O ------------------------------------------------------------------------- SHUNGOKUSATSU LP, LP, --O, LK, HP Instant Hell Murder You must have a Level 3 Super Combo Gauge in order to use this attack. ------------------------------------------------------------------------- ++++++ SAKURA ++++++ ------------------------------------------------------------------------- HaDoKen | \ --O + Punch, Punch, Punch Wave Motion Fist O O ------------------------------------------------------------------------- Sho-Oh Ken --O | \ + Punch Cherry Blossom Fist O O ------------------------------------------------------------------------- ShunPuuKyaku | / O-- + Kick Spring Breeze Leg O O ------------------------------------------------------------------------- SHINKU HADOKEN | \ --O | \ --O + Punch Vacuum Wave Motion Fist O O O O ------------------------------------------------------------------------- MIDARE ZAKURA | \ --O | \ + Kick Cherry Riot O O O O ------------------------------------------------------------------------- HARUICHIBAN | / O-- | / O-- + Kick First Storm of Spring O O O O ------------------------------------------------------------------------- SHUNGOKUSATSU LP, LP, --O, LK, HP Spring Hell Death ------------------------------------------------------------------------- Other Moves: ------------------------------------------------------------------------- Taunt LK, LK, O--, LP, HP You can combo this, and it inflicts damage, too. ------------------------------------------------------------------------- +++++++++++ SKULLOMANIA +++++++++++ ------------------------------------------------------------------------- Stepping Upper --O + Medium Punch ------------------------------------------------------------------------- Kakato Otoshi --O + Medium Kick Heel Drop ------------------------------------------------------------------------- Skullo Dash --O --O Press Back once to stop dashing. ------------------------------------------------------------------------- Sukorobakku Tan O-- O-- Skullo Back Revolve ------------------------------------------------------------------------- Skullo Head --O | \ + Punch O O ------------------------------------------------------------------------- Skullo Crusher | \ --O + Punch O O ------------------------------------------------------------------------- Skullo Slider | \ --O + Kick O O ------------------------------------------------------------------------- Skullo Dive O-- | / + Punch O O ------------------------------------------------------------------------- Skullo Tokachefu O-- | / + Kick Skullo O O ------------------------------------------------------------------------- SUPER SKULLO CRUSHER | \ --O | \ --O + Punch O O O O ------------------------------------------------------------------------- SUPER SKULLO SLIDER | \ --O | \ --O + Kick O O O O ------------------------------------------------------------------------- SKULLO DREAM LP, LP, --O, LK, HP ------------------------------------------------------------------------- Other Moves: ------------------------------------------------------------------------- Skullo Tackle Skullo Dash into an opponent ------------------------------------------------------------------------- Taunt Rotate joystick 360 degrees (counter) clockwise + Punch You'll keep taunting until you move, attack, or get damaged. ------------------------------------------------------------------------- ALTERNATE SKULLO DREAM Hold | + LP + MK O Done during the Skullo Dream. You cannot use the Skullo Dream Final during this version of the Skullo Dream. The damage inflicted is the same, but the way Skullomania attacks changes for each hit. ------------------------------------------------------------------------- SKULLO DREAM FINAL Hold LP and MK, then press down, back, forward, forward, down, back during the Skullo Dream. You mut press in each direction for each hit in order to get the resulting final attack (a laser). This move takes up no Super Combo energy. ------------------------------------------------------------------------- ++++++++++++++++ VEGA (M. Bison) ++++++++++++++++ ------------------------------------------------------------------------- Vega Warp (Forward) --O | \ + 3P or 3K O O ------------------------------------------------------------------------- Vega Warp (Backward) O-- | / + 3P or 3K O O ------------------------------------------------------------------------- Psycho Crusher Charge O-- --O + Punch ------------------------------------------------------------------------- Psycho Knee Press Charge O-- --O + Kick ------------------------------------------------------------------------- Head Press Charge | O + Kick O | You can change position after leaping away by press back or forward. ------------------------------------------------------------------------- Somersault Skull Diver Press Punch after the Head Press ------------------------------------------------------------------------- PSYCHO CANNON Charge O-- --O O-- --O + Punch Hold and release the Punch button used to increase the number of hits. ------------------------------------------------------------------------- KNEE PRESS NIGHTMARE Charge O-- --O O-- --O + Kick ------------------------------------------------------------------------- +++++++ ZANGIEF +++++++ ------------------------------------------------------------------------- Flying Body Attack | + Hard Punch (A) O ------------------------------------------------------------------------- Stomach Block O-- or --O + Kick You must be behind your opponent for this to work. ------------------------------------------------------------------------- Double Lariat Press 3P, O-- or --O Passes through projectile attacks. ------------------------------------------------------------------------- Screw Piledriver Rotate controller 360 degrees (counter) clockwise + Punch (C) ------------------------------------------------------------------------- Russian Suplex Rotate controller 360 degrees (counter) clockwise + Punch (C) ------------------------------------------------------------------------- Quick Double Lariat Press 3K, O-- or --O ------------------------------------------------------------------------- F.A.B (Final Atomic Buster) Rotate controller 720 degrees (counter) clockwise + Punch (C) ------------------------------------------------------------------------- F.A.B (Level 3 Version) Rotate controller 720 degrees (counter) clockwise + 3P (C) ------------------------------------------------------------------------- SUPER STOMPING | \ --O | \ --O + Kick O O O O ------------------------------------------------------------------------- SUPER STOMPING CANCELLER | / O-- + Kick O O Used during Super Stomping. Doesn't take up Super Combo Meter energy. ------------------------------------------------------------------------- ===================================== 3. TRAINING MODE - EXPERT MISSIONS ===================================== NOTE: Please note that there is a 'bug' in the Japanese version of SFEX+A (I don't know about the US release). Sometimes, a combo will not register as complete, or the enemy will not crouch/jump when he is supposed to. You can try saving your game, turning off the PSX, and playing again, but most of the time, it seems as if the only solution is to erase your SFEX+A file and start over. Also, I noticed during Blair's #12 and Skullomania's #15 that you can insert and extra move, do the rest of the combo, and have it register as completed by the computer. Perhaps this will work with any combo? Finally, you can 'chain-complete' missions if the move you start in one mission hits at least once as the second mission begins. An example would be with Sakura: you can do her missions 4,5,6 or 5,6,7 all in a row by cancelling (ShinKu HaDoKen), Midare Zakura, HaruIchiBan, (ShunGokuSatsu). There's no point in doing this, but it's fun! In this mode, you must complete 'missions' (special moves or combos) in order to unlock secrets in the game. In the beginning, your training partner is Ryu (Satsui no Hado), but you can change who you want once you've activated certain options in 'Options Plus' (see elsewhere in this FAQ for details). Listed below are the English translations for each person's mission. If a certain mission is particularly tricky or difficult, I've included a note beneath it showing how I was able to complete it. If a particular mission seems hard but is undocumented, that means that the trick to doing it is similar to one found in another combo. If I haven't figured out a mission yet, it'll usually say so (otherwise, you're on your own :)) The following terminology is used in this section: ub u uf Up-Backward Up Up-Forward b f = Back Forward db d df Down-Back Down Down-Forward and... c = Crouching s = Standing j = Jumping (air) = while airborne Everything else is the same as the terminology used in the rest of the FAQ. Note that all characters are listed in the order they appear in the Expert Mode screen setup: RYU ____________________________________________________________________ 1 HaDoKen 2 TatsuMakiSenPuKyaku ...perform motion x3 3 ShoRyuKen 4 ShinKu HaDoKen 5 ShinKuTatsuMakiSenPuKyaku ...can be done in air, as long as it hits. 6 j HK, c HK 7 c MP, c MK ...wait for a split second after the MP. 8 c MK, HaDoKen ...press d+MK, df,f+P for the HaDoKen. 9 HaDoKen, ShinKu HaDoKen ...(qcf+P) then quickly (qcf+P) for the cancel. 10 TatsuMakiSenPuKyaku x3, ShinKu TatsuMakiSenPuKyaku ...quickly press qcb+K after the third TSK for the cancel. 11 j HK, s HK, ShinKu HaDoKen ...after the s HK, do the full (qcf,qcf+P) motion; don't try to buffer it. 12 LK x2, ShinKu HaDoKen ...press (d+LK),(df,f,d+LK),(df,f+P). The middle part must be done extremely fast. 13 TatsuMakiSenPuKyaku x2, ShinKu HaDoKen, ShinKu TatsuMakiSenPuKyaku ...use HK for the TatsuMakiSenPuKyakus, LP for the ShinKu HaDoKen, and then LK for the Shinku TatsuMakiSenPuKyaku. 14 ShoRyuKen, ShinKu TatsuMakiSenPuKyaku ...use an HP ShoRyuKen and then STMSPK as early as you can in air. 15 j HK, c MP, c MK, HaDoKen, ShinKu HaDoKen, ShinKu TatsuMakiSenPuKyaku ...easier than it looks. Remember to pause while going from c MP to c MK, and cancel into the STMSPK during the initial hit of the ShinKu HaDoKen. If you can pass missions 7, 9, and 13, you can pass this one, too. 16 TatsumakiSenPuKyaku x2, STMSPK, ShinKu HaDoKen, STMSPK ...the first three are easy. The second two...well, that's another story. Just remember to start buffering the ShinKu HaDoKen as you wind down from the STMSPK. KEN ____________________________________________________________________ 1 Hadoken 2 Shoryuken 3 TatsuMakiSenPuKyaku ...perform motion x4. 4 ShoRyuReppa 5 ShinRyuKen 6 JigokuFuusha 7 s LP, s LP, c LP 8 j MK, s MP, ShoRyuKen 9 HaDoKen, ShoRyuReppa 10 ShoRyuReppa, ShinRyuKen ...cancel during second landing of ShoRyuReppa. 11 j HK, s HK, ShoRyuReppa ...finish ShoRyuReppa motion during beginning of s HK 12 Guard Cancel, Guard Cancel, ShoRyuReppa. ...after first GS, walk forward, then GS into ShoRyuReppa. 13 j HP, c HP into HaDoKen, ShoRyuReppa, ShinRyuKen ...too much recoil after the first 3 hits means you'll whiff the ShoRyuReppa. So cancel fast, then ShinRyuKen (you can even time it so that you get one hit of the ShoRyuReppa and still pass!) 14 j HK, c MK, TatsuMakiSenPuukyaku x3, ShoRyuReppa, ShinRyuKen ...use HK for the TMSPK and you'll land fast enough to perform the ShoRyuReppa (they give you lots of time, don't they?) 15 ShoRyuKen, ShoRyuReppa, ShinRyuKen ...use LP for the ShoRyuKen, then cancel into the ShoRyuReppa, then cancel during the second landing and you'll turn around and hit with the ShinRyuKen. 16 j HK, c MK, ShoRyuKen, ShinRyuKen ...use HP for the ShoRyuKen, then d,df + K into the ShinRyuKen. CHUN-LI ________________________________________________________________ 1 HiEnShu 2 HyakuRetsuKyaku ...if you're not fast enough, try jumping and then starting so that you won't end up throwing an LK when you land. 3 Spinning Bird Kick 4 KiKoSho 5 SenRetsuKyaku 6 RyuSeiRaku 7 c MK, c MK ...as usual, use the 'hit' sparks for timing purposes. 8 s HP, c MK 9 HiEnShu, c HK ...Get up close, use LK or MK for the HiEnShu to jump the fireball, then perform the c HK. Ryu will always block when not attacking. 10 Guard Cancel, RyuSeiRaku ...knock Ryu into the air, jump up, and RyuSeiRaku him. 11 YoSoKyaku, j HP ...use SELECT to make sure you have room to spare. Make sure the kick is _deep_, then press HP and you'll connect. 12 Spinning Bird Kick, KiKoSho ...do the Spinning Bird Kick with HK and start the Kikosho just as the move ends so that you're standing by the time you press Punch. 13 Spinning Bird Kick, YoSoKyaku x3 ...do the YSK _as_ you jump up-forward, not during the jump. You'll need to have some room (but not be too close to the corner), so that you'll knock Ryu back then connect or else rebound and connect (you must do it very fast). 14 HiEnShu, HP, SenRetsuKyaku ...use LK or MK for the HiEnShu, follow with HP, and cancel. 15 KiKoSho, SenRetsuKyaku, KiKoSho ...cancel into the SRK during the first Kikosho, and cancel during the _first_ hit in order to connect. 16 HiEnShu, HyakuRetsuKyaku, SenRetsuKyaku, KiKoSho, SenRetsuKyaku ...Use LK for both the HiEnShu and HRK. Then, cancel the three Supers as fast as you can (try to land only 1-2 hits per super). GUILE __________________________________________________________________ 1 Sonic Boom 2 Somersault Kick 3 Opening Gun Bit 4 Double Somersault Kick 5 Flying Buster Drop 6 j HP, c HK 7 c LP, c LP, Sonic Boom 8 j HP, c MP, Somersault Kick 9 j HP, c LP, Sonic Boom, Opening Gun Bit ...For the last two hits, do this: charge b,f,Punch,b,f,Punch. Otherwise, it won't two-in-one. 10 j HP, c MP, c LK, Somersault Kick 11 Sonic Boom, Opening Gun Bit, Double Somersault Kick. ...like Mission #9. Just make sure that you cancel into the Double Somersault Kick as soon as possible. 12 Sonic Boom, Double Somersault Kick ...after pressing forward + P for the Sonic Boom, tap back, up-forward + K. It really works! 13 Somersault Kick, Double Somersault Kick 14 j MK, c MP, c LK, Somersault Kick, Double Somersault Kick. ...Time yourself for the MP and LK, then go into the Somersault Kick and cancel. 15 j MK, s LK, Sonic Boom, c MK, Opening Gun Bit ...charge back while in air, and use HP for the Sonic Boom or you can't conect into the c MK and cancel. 16 Double Somersault Kick, Opening Gun Bit ...Go into the Opening Gun Bit when Guile touches the ground after the first Somersault Kick. ZANGIEF ________________________________________________________________ 1 Double Lariat 2 Quick Double Lariat 3 Russian Suplex 4 Screw Piledriver 5 Super Stomping 6 Final Atomic Buster 7 Final Atomic Buster (Level 3) 8 Stomach Block ...use a Guard Crush to stun Ryu, then quickly jump over and perform the Stomach Block before he turns around. 9 c MP, c MK ...again, time yourself between the two hits. 10 Use a Double Lariat to hit Ryu as he throws fireballs. ...get right next to Ryu and start the move as Ryu throws the fireball. If it doesn't leave his hands, your hit won't count, so wait for a split-second, then attack (hold forward to insure a hit). 11 Flying Body Attack, s LP, Double Lariat ...don't cross-up the FBA; just jump straight up and perform it, then continue. This is because the LP is too slow to hit unless you're in front. 12 Super Stomping, Final Atomic Buster ...while Ryu's blocking the SS, perform the Final Atomic Buster. 13 j HK, s LK, Quick Double Lariat ...you have to hit really deep with the j HK. 14 j HK, c MK, Super Stomping 15 Use the Screw Piledriver on Ryu while he is jumping and kicking ...there are two ways to do this. One is to simply get close enough so that Ryu's fireball passes over your head, then get him with the move as he comes down from the jump. Otherwise, it's cheat time! Set the MISSION SELECT to the previous mission and perform the SPD, then pause the game and set the MISSION SELECT back to 15. When you unpause, Zangief will perform the move on Ryu, and it will be counted as a success! 16 Super Stomping, Super Stomping Canceller, s MK, Super Stomping ...perform the Canceller after starting the SS. It kicks in a moment later, and when it does, two-in-one the MK into the SS. You'll want to make sure that Ryu's in the corner for this one. HOKUTO _________________________________________________________________ 1 ChoGekiHo 2 ChoGekiHo, ShouGekiHa 3 ShinKuGeki 4 ShinKyakuGeki 5 GoRyuKo (counter Ryu's s HK) 6 GekiHouGi 7 KiRenEki 8 RyuuSui 9 c HK under Ryu's Hadoken 10 c MP, ChoGekiHo, ShouGekiHa ...use LP for the ChoGekiHo and ShouGekiHa 11 c MP, ChoGekiHo, GekiHouGi, KiRenEki ...use LP for the ChoGekiHo, then cancel 12 RyuuSui, c LK ...be sure to hit when Ryu's back is turned 13 GoRyuKo, KiRenEki ...counter from up close so you can hit with the super while Ryu is still close. Remember, the GoRyuKo has to hit; simply going into the KiRenEki won't count. 14 ShinKyakuGeki, KiRenEki against Ryu throwing fireballs. ...start the ShinKyakuGeki so that you've already begun to move inward when the fireball is thrown, then juggle with KiRenEki. 15 j HP, c MP, ChoGekiHo, GekiHouGi, KiRenEki, GekiHouGi ...Use LP for the ChoGekiHo and start the second GekiHouGi after the initial hit of the KiRenEki 16 j HP, c MP, ChoGekiHo, ShouGekiHa, KiRenEki, GekiHouGi, KiRenEki ...just like the last combo, use LP for the ChoGekiHo and ShouGekiHa. Cancel it into the KiRenEki, then cancel, and cancel again. You want to get the least amount of hits out of the KiRenEki or you can't cancel/will cancel too late and Ryu will be knocked out of range. DOCTRINE DARK __________________________________________________________ 1 Kill Blade 2 Ex-plosion 3 Dark Wire, Dark Spark 4 Dark Wire, Dark Hold, s HP ...from a distance, use MP or HP for both special moves. This will leave Ryu open long enough for you to hit with the HP. 5 Kill Trump 6 Dark Shackle 7 j HK, c MK, Kill Blade ...use HP for the Kill Blade so you will move close enough to hit. 8 Ex-plosion, j HP, c HK ...the trick here is to throw the bomb at Ryu's feet, then wait and jump so that your HP connects _just_ before the bomb explodes. You can then hit with the HK. In fact, most of Doctrine Dark's missions focus around the delayed use of the Ex-plosion. If you have a hard time doing them, try using the combo _without_ the Ex-plosion. Then try it with. See how it works as a secondary attack instead of a 'main' attack (like the Kill Blade) in combos? 9 c MK, Ex-plosion, Dark Wire, Dark Spark 10 Dark Wire, Dark Hold, Death Spin Kick, s LP, j HK ...juggling the s LP, j HK is hard. Use HP for the Dark Wire and Dark Hold, from a distance, so that you can get more 'oomph' behind the following attacks. 11 j HP, c MK, Ex-plosion, Dark Shackle ...the first three attacks must be done quickly in order for you to continue. The Dark Shackle should kick in instantly after you do the motion for the Ex-plosion. This is one of the few combos in which the Ex-plosion is not delayed. 12 Dark Wire, Dark Hold, s LP, s HK, Kill Trump ...perform the Dark Wire from far away in order to get the leverage you need to conect with the s LP and s HK. 13 j HK, s HK, Dark Shackle, Kill Trump, Dark Shackle ...the j HK has to be deep, otherwise cancel on the first landing of the Kill Trump and that's all there is to it. 14 Dark Wire, Dark Hold, j HP, c HP, Kill Trump 15 Dark Wire, Dark Spark, s HK, Kill Trump ...from close range, use LP for the first two hits, then juggle the Dark Spark with an HK into the Kill Trump. 16 j HP, c MP, c MP, Ex-plosion, Ex-plosion, Kill Trump SKULLOMANIA ____________________________________________________________ 1 Skullo Crusher 2 Skullo Slider 3 Skullo Head 4 Skullo Dive 5 Skullo Tokachefu 6 Super Skullo Crusher 7 Super Skullo Slider 8 Skullo Dream 9 Skullo Dash, (Skullo Tackle), Super Skullo Crusher ...just Dash, and after the automatic Tackle, cancel into the SSC 10 j HK, c HP, Skullo Crusher 11 Skullo Dive, Super Skullo Crusher ...do the Skullo Dive from far away, using HP. Then combo just as you start to slide (right after hitting Ryu). Ryu needs to be in the corner of the screen for this to work. 12 j HK, c HP, Skullo Dive ...using the Skullo Dive with LP is the only way to connect, make sure Ryu is in the corner. 13 j HK, c LK, Skullo Head ...personally, I find that the LP Skullo Head works the best. 14 Super Skullo Crusher, Super Skullo Slider ...do the SSC from across the screen and cancel into the SSS as Skullomania begins to roll. 15 c MK, Super Skullo Slider, Super Skullo Crusher ...it's hard to two-in-one the MK to the SSS, but the rest is easy. I found that if you accidentally do the c MK into the Skullo Slider, you can still go into the SSS and SSC and it'll work. 16 j HK, c MP, s MP, Skullo Slider, Super Skullo Crusher PULLUM _________________________________________________________________ 1 Drill Purusu 2 Drill Purusu (air) 3 Ten'el Kick 4 Pullum Kick 5 Res Al'Khana 6 Puraeku Raamu 7 Dance Wind 8 Drill Purusu (air), c HK ...use a distanced MK for the Drill Purusu 9 j MP, c MP, c MP ...cross-up with the MP and continue the combo. 10 j HP, Drill Purusu (air) ...easy. Make sure the HP is deep and then press d,df,f,LK. 11 s MK, Pullum Kick 12 Drill Purusu, Res Al'Khana ...use LK for the Drill (perform up close). 13 Pullum Kick, Puraeku Raamu ...Use HK for the Purimu Kick, and then cancel in air. 14 j HP, c HP, Res Al'Khana, Puraeku Raamu ...don't start the Puraeku Raamu too early or you'll miss, since Ryu is on the floor as a result of the Resuaru Kaana. Wait for him to lift his head up, then cancel into the Puraeku Raamu. 15 j HP, Drill Purusu (air), c MK, Pullum Kick, Puraeku Raamu 16 Ten'el Kick, Puraeku Raamu, Res Al'Khana, Puraeku Raamu CRACKER JACK ___________________________________________________________ 1 Dash Straight 2 Dash Upper 3 Batting Hero 4 Soccer Ball Kick 5 Final Punch 6 Raging Buffalo 7 Home Run Hero 8 Crazy Jack 9 c LP, c LP, Dash Straight 10 j LK, c LK, Batting Hero 11 j HP, c HP, Final Punch, Crazy Jack ...charge the Final Punch using three kicks, do the first two hits (while charging down-back), then release 3K and cancel into the Crazy Jack Super. 12 c MP, c HP, Dash Upper ...pause briefly between the MP and HP. 13 j HP, c HP, Final Punch, Home Run Hero, Soccer Ball Kick ...similar to Mission 11. Charge the FP using three kicks, then cancel into the HRH after you throw the FP. Use LK for the Soccer Ball Kick to register; do it as soon as you can after the Home Run Hero. 14 Deflect 10 projectiles using the Batting Hero move. ...remember, the counter goes back to 1 if you are hit or you jump over a fireball. Instead of trying to bat from far away, get up close and hit Ryu with a Batting Hero just as the fireball leaves his hands. You'll knock him and his fireball away. So, just walk forward a few paces, and start the Batting Hero as Ryu gets up over and over, until you've done this 10 times. 15 Guard Crush, Home Run Hero, j HP, c HP, Home Run Hero 16 Home Run Hero, Batting Hero, Crazy Jack, Home Run Hero KAIRI __________________________________________________________________ (note that I use '(air)' to distinguish between the two 'ShinKiHatsuDo' moves, since they have the same English spelling but different meanings). 1 ShinKiHatsuDo 2 MaRyuRekkou 3 MouRyouGaSen ...use HK. 4 ShinKiHatsuDo (air) 5 SaiRoKoShu 6 KyouZaRenBu 7 GaRyuMesshu 8 s MP, MaRyuRekkou 9 j HP, c HP, ShinKiHatsuDo 10 c MK, qcf,p , SaiRoKoShu 11 GaRyuMesshu, ShinKiHatsuDo (air), GaRyuMesshu ...easier than it looks. Just go for the least amount of hits per super. 12 ShinKiHatsuDo (air), GaRyuMesshu, SaiRoKoShu 13 j MK, f+MK, ShinKiHatsuDo (air), GaRyuMesshu ...you have a fraction of a second during the knee thrust to perform the ShinKiHatsuDo. I suggest you do (qcf+MK) as the motion, since this lets you cancel int the ShinKiHatsuDo with practice. After that is a simple cancel, but keep in mind that you want to do the cancel after as few hits as you can manage. 14 j HK, c MK, MouRyouGaSen x3, ShinKiHatsuDo (air) ...Use HK for the MouRyouGaSen. 15 j MK, c HP, dpf,p, SaiRoKoShu, ShinKiHatsuDo (air) 16 You must remain in the air for 10 seconds ...easier done than said. Since you have an endless Super Combo Gauge, repeat the first hits of the ShinKiHatsuDo (air) and the GaRyuMesshu in air until time runs out. Remember, don't cancel too fast or you'll knock Ryu away. You should try to get the all the hits you can per super before you're forced to cancel. If you want, you can start off with the SaiRoKoShu, but I find that this results in Ryu getting knocked away as time passes. Wing suggests doing this (see the Special Thanks section for details): - Use a Heavy MouRyouGaSen, then use a Light MouRyouGaSen when you land to make Ryu block. Once he's blocking, keep using the GaRyuMesshu and ShinKiHatsuDo attacks over and over. ALLEN __________________________________________________________________ 1 Soul Force 2 Justice Fist 3 Rising Dragon 4 Fire Force 5 Triple Break 6 Vaulting Kick 7 j HP, c MP, c HK 8 s MP, Justice Fist ...use HP for the Justice Fist or it won't connect. 9 j HK, c MK, Rising Dragon ...use HP for the Rising Dragon. 10 Hit Ryu with the Justice Fist. ...use HP. Move in close and Justice Fist prior to Ryu throwing his fireball, so you'll knock it aside and smack him in the face. 11 j HK, c MK, Soul Force, Fire Force 12 j MK, c LK, c LK, Rising Dragon ...start the two-in-one with the second LK. 13 j MK, c LK, c LK, Triple Break, Fire Force ...similar to the previous combo. Get 1 hit off the Triple Break only, or you won't be able to cancel into the Fire Force. 14 j HP, c HP, Fire Force, Triple Break, j HK ...you can cancel the Fire Force fairly late. The moment you land from the Triple Break, hold up-forward and press HK _as_ you jump up in order to tag Ryu as he falls. 15 j HK, s MK, Justice Fist, Fire Force, Triple Break ...use HP for the Justice Fist, which you need to do during the very start of the s MK animation. 16 Keep your opponent in the air for 10 seconds. ...heh, finally got it! Do a HP Rising Dragon, cancel the first hit into a Triple Break. This makes Ryu fly up and backwards, almost. It's now much easier to HP Justice Fist, Triple Break, HP Justice Fist, Fire Force, Triple Break, HP Justice Fist, Fire Force, Triple Break, j HK your enemy (at least, that's the combination I used), since Ryu falls closer to Allen after each Triple Break. Other people's suggestions (see the Special Thanks section for details) include: - Triple Break, Heavy Justice Fist, Triple Break, Heavy Justice Fist (keep repeating). (sent in by Wing) - Triple Break, Fire Force, Triple Break, Fire Force (keep repeating until there are about 1.45 seconds left then immediately perform a Rising Dragon). (sent in by hjp115@aol.com) - Rising Dragon, then Triple Break, Justice Fist (keep repeating). (sent in by LI0N) DARUN __________________________________________________________________ 1 Lariat 2 Ganges DDT 3 Brahma Bomb 4 Indra Bridge 5 Darun Catch 6 ChouZetsuKiShin Bomb 7 Twilight Lariat 8 Indra~Bridge 9 Ganges DDT (air) 10 c MP, c MP 11 c MP, Lariat 12 Indra~Bridge, Darun Catch ...don't begin the Darun Catch immediately. 13 Twilight Lariat, ChouZetsuKiShin Bomb ...Ryu will block the Lariat, and while he's doing so, perform the ChouZetsuKiShin Bomb. 14 j HP, c MP, Lariat, Twilight Lariat, Indra~Bridge, Darun Catch ...simple. Cancel into the Twilight Lariat during the second hit of the Lariat (it's easier if you use MP for both moves), then cancel into the Indra~Bridge as early as you can. From there, simply wait and Darun Catch, just like you did in #12. 15 Grab Ryu with the Darun Catch while he's throwing ShoRyuKens. ...Time to cheat again! Set the MISSION SELECT to 9. Then stand under Ryu and perform the Darun Catch as he's jumping. Bring up the mission menu, set it to 15, and when you unpause, Darun will perform the Catch and it will be counted as a success! 16 s HK, Indra~Bridge, s HP, Indra~Bridge, c HP, Indra~Bridge, Darun Catch. BLAIR __________________________________________________________________ 1 Shoot Upper 2 Lightning Knee 3 Sliding Arrow 4 Shoot Kick (x3) 5 Mirage Combo Kick 6 Spin Side Shoot 7 c LK, c LK, Shoot Kick x3 8 c MP, c MK, Sliding Arrow ...Use HK for the Sliding Arrow or you'll move too slowly to hit Ryu. Make sure you have room to move (press SELECT). 9 j HK, c MK, Lightning Knee 10 j HP, c HP, Shoot Upper ...since you're already holding up-forward when you jump, (assuming you jump forward), just press down and HP, then down-forward and HP to connect with the Shoot Upper 11 j HP, c MP, c LK, Shoot Kick x3, s HK ...perform the Shoot Kick with HK to knock Ryu into the air. Take one step forward and press HK to tag him as he falls. 12 j HK, c MK, Shoot Kick x2, Mirage Combo Kick, Spin Spide Shoot ...use MK for the Shoot Kick and then cancel. As with Skullomania, you can do a Spin Side Shoot by mistake after the second Shoot Kick, and still go into the rest of the combo and complete it. 13 Shoot Kick x2, Spin Side Shoot, Mirage Combo Kick, Spin Side Shoot ...simply use MK for the Shoot Kick, then cancel three times. 14 j HK, c MK, Sliding Arrow, Spin Side Shoot ...use HK for the Sliding Arrow and then cancel into the SSS. Since Ryu's crouching, you don't have to worry about throwing him with the Sliding Arrow. 15 j HP, c HP, Shoot Kick x3, c LK, Lightning Knee 16 s MK, Shoot Kick x3, Shoot Upper, Spin Side Kick, Mirage Combo Kick. VEGA (M. Bison) _______________________________________________________ 1 Psycho Crusher 2 Double Knee Press 3 Head Press 4 Somersault Skull Diver 5 Knee Prss Nightmare 6 Psycho Cannon 7 c MP, c MK 8 Kick Throw (b/f+MK or HK), s HK ...virtually impossible to do. It's hard to connect with the HK slide, but a standing HK is _really_ hard to pull off. 9 j HK, c MK, Double Knee Press ...use HK for the Double Knee Press. 10 j HK, c HP, Psycho Crusher 11 Guard Break, j HP, c HP, Head Press 12 Guard Break, Kick Throw (b/f+MK or HK), Knee Press Nightmare 13 j HK, c MP, c MP, c MK, Double Knee Press ...use the 'hit sparks' to time the crouching attacks. 14 j HP, c LK, Psycho Cannon, Knee Press Nightmare, Psycho Cannon 15 j HK, c MP, c MP, c MK, Knee Press Nightmare, Psycho Cannon 16 Guard Break, Kick Throw (b/f+MK or HK), Knee Press Nightmare, Psycho Cannon, Psycho Crusher GOUKI (Akuma) _________________________________________________________ 1 Go HaDoKen 2 ShakuNetsu HaDoKen 3 ZanKu HaDoKen 4 Go ShoRyuKen 5 TatsuMakiZanKuKyaku x4 ...use Hard Kick. 6 Messatsu Go-HaDo 7 Messatsu Go-ShoRyu 8 TenMa Go-ZanKu 9 ShunGokuSatsu 10 c HP, ShakuNetsu HaDoKen 11 Go HaDoKen, Messatsu Go-HaDo 12 TatsuMakiZanKuKyaku x2, TenMa KuuJinKyaku, c MK, Go HaDoKen ...use MK for the TatsuMakiZanKuKyakus. 13 c LK, c LK, Go ShoRyuKen 14 ZanKu HaDoKen, TenMa KuuJinKyaku, c MK, TatsuMakiZenKuKyaku x3, Messatsu Go-ShoRyu 15 j HP, ZanKu HaDoKen, TenMa Go-ZanKu ...hit _very_ late with the HP, then toss an HP ZanKu HaDoKen and perform the TenMa Go-Zanku. 16 j HP, c HP, ShakuNetsu HaDoKen, Messatsu Go-HaDo, Messatsu Go-ShoRyu, TenMa Go-ZanKu ...the key here is timing the TenMa Go-Zanku so that it hits Ryu during the first rising part of the Messatsu Go-ShoRyu. GARUDA _________________________________________________________________ 1 RaiGa 2 KiZan 3 ShuGa 4 JaZan 5 GoGa 6 KiEnBu 7 KiEnShou 8 ShuuGi 9 j HP, KyouJa 10 j HK, ZanKi 11 c MK, ShuGa 12 Perform a 21-hit combo ...Do a HK GoGa, cancel into KiEnBu, KiEnShou, then KiEnBu (air). According to Andrew Cushman: - c HP, ShuGa, KiEnBu (must be on the ground), KiEnShou, KiEnBu 13 j HK, c MK, GoGa, KiEnBu, KiEnShou ...Use HK for the GoGa. This is much easier than it looks. 14 c MP, c MK, KiZan, KiEnBu ...you'll hae to use a HP KiEnZan if you want to connect after the MK. Then, air cancel into the KiEnBu. 15 Guard Break, j HK, RaiGa, KiEnShou, KiEnBu 16 j HP, c HP, KiEnBu, KiEnShou, KiEnBu ...the first three steps are easily performed. Once the KiEnBu kicks in, cancel into the KiEnShou and then air cancel the KiEnBu. DHALSIM _________________________________________________________________ 1 Yoga Fire 2 Yoga Flame 3 Yoga Blast 4 Yoga Inferno 5 Yoga Legend 6 Yoga Drill Kick 7 c MK (short), Yoga Fire Hold down-back to make the MK short, then roll the controller d, df,f,P for the Yoga Fire. 8 Yoga Fire, Yoga Inferno 9 Yoga Flame, Yoga Legend ...all you have to do is cancel...Dhalsim's foot will hit Ryu while he is on fire. 10 j HK, (long) s MK, Yoga Inferno ...get next to Ryu, tap Back twice for distance, then do a moderately delayed HK into a standing MK; cancel into Yoga Inferno. 11 Drill Kick, c MK (sliding), Yoga Inferno ...get next to Ryu and jump back. Just after you pass the peak of your jump, do an MK Drill Kick. You'll hit Ryu's feet, so then do the d+MK for the slide and cancel into the Yoga Inferno. 12 Yoga Fire, s HK (long) ...you need to find the distance where Dhalsim's standing HK will hit Ryu after he catches on fire but before he recovers. 13 Yoga Fire, j MK, Yoga Drill Kick ...from about a half-screen away, throw an LP Yoga Fire, then jump forward and MK into a LK Yoga Drill. 14 Perform a 30-hit combo ...with Ryu in the corner, perform a HK Yoga Drill Kick, cancel into Yoga Legend, then cancel the second part with an LK Yoga Drill Kick and hold Up in order to get maximum hits. If need be, you can drop down and do a ducking HK slide for an extra hit. According to Lorenzo: - j LP, Yoga Drill Kick, Yoga Legend, Yoga Drill Kick 15 Yoga Blast, Yoga Inferno, Yoga Legend, Yoga Drill Kick, (long) s HP 16 Yoga Fire, c MK (sliding), Yoga Legend, Yoga Drill Kick ...stand a few paces away, throw an LP Yoga Fire and then do the c MK (sliding). If your distance was correct, you'll hit Ryu with the tip of your foot. From there, Yoga Regendo with MK and then do an LK Yoga Drill Kick during either part of the Yoga Legend. SAKURA _________________________________________________________________ 1 HaDoKen 2 Sho-Oh Ken 3 ShunPuKyaku 4 ShinKu HaDoKen 5 Midare Zakura 6 HaruIchiBan 7 ShunGokuSatsu 8 c MP, c MK 9 c HP, HaDoKen ...use LP for the HaDoKen 10 j HK, c MK, ShunPuKyaku 11 j HK, s LK, Sho-Oh Ken 12 j HK, s HK, ShinKu HaDoKen ...do d,df,f+HK for the s HK (as you hit the ground so that it's standing), then quickly interrupt into the ShinKu HaDoKen. 13 j HP, c HP, HaDoKen, ShinKu HaDoKen ...use HP for the HaDoKen and then buffer into the ShinKu HaDoKen. 14 j HP, c HP, HaDoKen, HaruIchiBan, Midare Zakura, ShinKu HaDoken ...just like the previous combo, but you have to triple cancel after the HaDoKen. Cancel into the Midare Sakura during the next- to-last hit of the HaruIchiBan, then cancel into the ShinKu HaDoKen during the second landing from the Midare Sakura. 15 j MK, c LK, c LK, c LK, Sho-Oh Ken, Midare Zakura, HaruIchiBan. ...use HP for the Sho-Oh Ken or it won't connect. Before you rise into the air, go for the Midare Sakura, then cancel into the HaruIchiBan after the first 3 hits of the Midare Sakura. 16 j HP, c MP, c MK, ShunPuKyaku, Midare Zakura ================== 4. GAME SECRETS ================== Apparently, these codes have been changed for the US release. I don't know the new codes (and I don't want to know them :)), so please look elsewhere for them. There's a TIPS section in the game itself which contains several tips, such as how to perform taunts, activate special codes, etc. I've only been able to make sense of a few of them, but Henry LaPierre has provided me with translated summaries of 15 tips (the 16th tip is a hidden one), which are found at the bottom of this section. RYU'S HEAD BAND This trick can be done while using either Ryu or 'Satsui no Hado' Ryu. Enter a VS. battle against the computer or a human opponent, and win 5 rounds to make Ryu's head band become longer. It will get longer each time you win 5 consecutive rounds. After fifteen rounds, he will have the longest headband. Note that changing your character or losing a round will make his head band go back to it's normal size. BIG FAN WIN POSE You already know that if you win a round using Hokuto's GekiHouGi, she'll do a pose with her fans. But, if you use only Kick attacks during that round (this includes special moves), and finish your opponent with the GekiHouGi, her fans will grow to immense proportions during her winning pose. SHINTO PRIESTESS HOKUTO First off, 'Chi no Fuuin' Hokuto must be available. Choose her using either LK or HP. If you chose her with LK, then press and hold Start + L2 + MP + HP immediately afterward and hold them until the round starts. If you chose her with HP, then press and hold Start + L2 + LP + HP immediately afterward and hold them until the round starts. Hokuto will look the same, but if you use her GekiHouGi Super Combo, she'll use the wands with paper strips on them that Shinto priests use. She has a new 'wand' win pose, too. Note that you cannot combine this code with the 'Big Fan Win Pose' trick. Also, I've only gotten the second code to work, and not the first. I think you have to make sure that L2 isn't set to any other button that you use (LK, HP, LP, or MP), either. CRACKER JACK'S METAL BAT Play in any mode and choose Cracker Jack. Immediately after choosing him, press and hold Square + Circle + R1 + R2 and Up. Keep holding these until the round begins. If you use his Batting Hero attack, you'll see that his bat is now a different color. Hit a projectile with it and you'll hear a loud 'ping' sound! GLEAMING BELT Choose Darun in any mode that lets you see your win pose. Charge up three full Super Bars, then do his Indra~Bridge Super Combo three times in a row, juggling your opponent each time. The best way to do this is take a step back, Indra~Bridge, then immediately do another Indra~Bridge when you stand up, then wait a second (turn around if you moved too far forward), and do the motions for the last Indra~Bridge. When you go on to win the round, Darun's belt will gleam after a moment during his winning pose. SHINING EYES This trick is the same as the 'Gleaming Belt' trick. However, lower your opponent's life so that the third consecutive Indra~Bridge will kill him or her (a Level 3 Super Combo Finish). During the win pose, Darun's eyes will shine (weird!) SKULLO DREAM FINAL FINISH Make sure you're using 'Alpha' mode (check the Enemy option in Options Plus). Pick any mode in which you can see your win pose, and choose Skullomania. Make sure you have enough power to perform his Skullo Dream, then lower your opponent's life so that using the Skullo Dream will kill him or her. Use the Skullo Dream, and input the command for the Skullo Dream Final. During the replay, five colored lights (they look like smoke or fireworks, actually), will fire out in a half-circle pattern from just behind Skullomania when his opponent hits the ground. EXPERT MODE So what's the point of Expert Mode, you ask? Each time you complete a mission, you're given a certain number of points. Get enough points and you make a new character playable. Points Character 100 Ryu ('Satsui no Hado') 200 Hokuto ('Chi no Fuuin') 300 Cycloid Gamma 400 Cycloid Beta 600 Vega 800 Garuda 1000 Akuma To select the 'new' Vega, Garuda, or Akuma, go to the corresponding character and hold START (in Arcade Mode, the green gauge will disappear, and in any other mode, the selection box turns from white to yellow), then press any button. These characters are the CPU versions that you may have already fought before. They are similar to their 'normal' counterparts, but their moves cause more damage and they take less damage than the 'normal' versions do. Once you get all the characters, a barrel appears. It keeps track of the number of missions you've completed. Perform 220 missions and the Options Plus menu appears in the Options Menu. In the beginning, you only have one option available, but the rest become usable when you beat the game in various ways (see below). FIGHT CPU GOUKI To do this, you must have Options Plus enabled. Set the 'Enemy' option to 'Plus'. This allows you to fight CPU Gouki and Garuda, but you won't fight Sakura or Dhalsim. Now, play an Arcade game, on any difficulty, with any settings you want. For eight stages straight, you must not lose a around (which means that you can lose a round/continue on the first stage, or the tenth stage). During the tenth round, Gouki will appear and take out Vega with his ShunGokuSatsu. You can now fight him, and if you lose, you may continue/pick another player. Also, you may beat Gouki any way you like (Super Finish, Time Out, normally, etc.) Unlike other Street Fighter games, you can still reach Gouki when playing with Gouki or CPU Gouki. When CPU Gouki is killed, the following options become usable in 'Options Plus'. They apply to Training Mode ONLY: Training Partner FIX (normal) or MOVE (the second player can fight against you). This option is not available unless you have a controller plugged into the second player port. Super Combo Gage (sic) 3 (normal) or INFINITE (gauge never goes down. Super Cancel Limit ON (normal) or OFF (you can cancel similar Super Combos, such as Kill Blade x2). Otedana OFF (normal) or ON (enemy moves slower in air and can be juggled easily. Try Gouki's crouching Roundhouse, ShakuNetsu HaDoKen to see what I mean). FIGHT CPU GOUKI BUG Follow the steps to fight CPU Gouki (above). During the match against Gouki, join in on the second player side. Have the second player beat your character. Then, before the 2P vs. CPU match begins, continue, pick a character, and beat the second player. When your CPU battle begins, it will have reset to Battle 1. Stranger yet, it will be in Thailand, against CPU Gouki! All 10 battles will now be fought against CPU Gouki, regardless of what you do. Note that in this mode, the method to fight CPU Gouki normally or to fight CPU Garuda won't work. FIGHT CPU GARUDA No matter who you use, you must get 2 perfects and 4 super finishes before Battle 10. You must also perform a Level 3 Super Combo Finish (cancel using 3 Super Combos). If your character has a level 3 Super (Gouki, 'Satsui no Hado' Ryu, Zangief), then you can use that, too. The only exception to this is Cracker Jack, who can only do a Level 2 cancel at best (Crazy Jack into Home Run Hero). Note that you must get the Level 3 Super Combo Finish on the last round of that battle. Also, that character must perform a combo at least once during the game that does xx number of hits (see below): - 6 hit combo: Allen and Darun - 7 hit combo: Blair, Cracker Jack, Ken, Pullum, Ryu and Zangief - 8 hit combo: Guile, Hokuto, Kairi and Skullomania - 9 hit combo: Gouki and CPU Gouki - 11 hit combo: Doctrine Dark - 12 hit combo: Chun-Li - 13+ hit combo: Garuda, CPU Garuda, Vega, CPU Vega, 'Satsui no Hado' Ryu and 'Chi no Fuuin' Hokuto If you meet all the requirements before the 10th battle, your final battle will be against CPU Garuda (in his Japan version-only stage). You can do this trick using Garuda or CPU Garuda, by the way. For those of you who are interested, you can fight CPU Vega, Gouki, or Garuda by simply choosing the Vega, Gouki, or Garuda course in Time Attack Mode (highlight Course D and press right). What's weird is that Garuda has his Japanese SFEXP stage, but Doctrine Dark has the US SFEXP throw (his kick throw was a garotte attack in the Japanese version). Considering that this game is for sale in Japan only, why it has one change but not the other seems a little strange. COMPUTER CONTROLLED TEAM BATTLE Prior to any Team Battle fight, press and hold L2+SELECT until the round actually begins. Your character will be controlled by the computer. You can only do this once per game. SURVIVAL RESULTS After you win (or lose) while in Survival Mode, press and hold Select at the 'Survival Results' screen to see how many times you hit your enemies successfully. HIDE YOUR FIGHTERS If you don't want your opponent to see who you're selecting in Team Battle Mode, hold L2 and then select your characters. They'll be replaced by question marks. You don't have to hide all your characters, by the way. GOUKI'S BEADS If Gouki is hit by a Super Combo, his bead necklace will fly off! It must be pretty cheaply made :) BARREL BONUS GAME Highlight 'PRACTICE' in the Main Menu and press START once. Then, press up, up, right, up, right, up and press START again. A message will say: 'Here comes a new game mode'. Now, go into PRACTICE and you'll see a new option called BONUS. It's the barrel-breaking bonus game from the first few SF games, with some modifications. You can combo, throw, or even use Super moves on the barrels (including the button press SCs, like the ShunGokuSatsu)! You'll have to re-enter the code every time you play a new game, unless you've fully completed the EXPERT MODE, in which case if you enter the code and save your game, it will always be available. How to beat the Bonus Game _____________________________________________ Types of Barrels (Barrel Color / Rim Color / Speed / To Break) Light / Blue / Normal / 1 hit (any strength) Light / Gray / Normal / 1 hit (any strength) Light / Pink / Fast / 1 hit (any strength) Light / Yellow / Fast / 1 hit (any strength) Light / White / Normal / 1 hit (any strength) Dark / Red / Fast / 1 hit (hard/medium), 2 hits (light) Dark / Green / Normal / 1 hit (hard/medium), 2 hits (light) Dark / Pink / Fast / 1 hit (hard/medium) 2 hits (light) Dark / L.Blue / Varies / 1 hit (hard/medium), 2 hits (light) Dark / Orange / Normal / 1 hit (hard/medium), 2 hits (light) Dark / Blue / Normal / 2 hits (hard), 3 hits (medium), 4 hits (light) Dark / Black / Slow / 2 hits (hard), 3 hits (medium), 4 hits (light) Black / Yellow / V.Slow / Level 3 Super Combo, then 1 hit (any strength) or Level 1 Super Combo, then 3 hits (hard) Tips and Order of Barrels - First off, pick a character with a Level 3 Super (Akuma or 'Satsui no Hado' Ryu). That way, you can take care of the Black Barrel easily. - Secondly, don't waste your time using special moves -- they're too slow to be useful. The only useful attacks that I can think of are Ryu's j Medium Punch (it hits twice), Chun-Li's YoSoYaku, Zangief's Flying Body attack, and maybe Skullomania's Skullo Crusher. See how these are all 'mid-level' attacks (as in, not actual special moves)? - Third, don't use your Supers unless you think you can get away with it. You'll want to have a full Super Combo Gauge by the time there's 40-50 seconds left on the clock in order to bust the Dark Barrel, so if you want to use a Super or Guard Break but are low on time, don't. It's that simple. - Also, practice moving around. The bonus game is designed so that you can use special moves while facing in a certain direction, but this means that it's tricky to turn around and hit something that's behind you. Solve this by allowing yourself space to move, use jumps instead, or keep in mind that many moves will break barrels that are _behind_ you (most characters can do this with their crouching Medium Punch). - Finally, decide what you want more; points, or broken barrels. This is because you can multiply your point scores by juggling barrels, using special moves and throws, and using light attacks as opposed to medium or hard. It's more difficult to pull off than simply breaking barrels (and if you want the latter, make those Hard attacks your main weapons). Order of Barrels 1. A wave of five Light / Blue barrels coming from the upper row, first the right side, then five more from the left. Remember, you'll get knocked if you hit them while they're bouncing. 2 A wave of six Dark / Red barrels coming from the upper row, one from the right, then from the left, and so on. Face in the same direction and jump back and forth using a Hard Kick to break them. 3. Three Light / Gray barrels from the right upper row. You can get a 20000 point bonus somehow (I think it's if you destroy the first gray barrel while it's still on the upper row, or if the gray barrel is the 7th barrel you've broken). 4. Three Dark / Green barrels from the right lower row. 5. Three Dark / Green barrels from the left lower row. 6. Two Dark / Blue barrels coming from either side of the upper row at the same time. 7. Three Dark / Pink barrels coming from the right side of the upper row. 8. Three Dark / Pink barrels coming from the left side of the upper row. 9. Three Light / Pink barrels coming from the right side of the lower row. These are instantly followed by 3 Light / Pink barrels coming from the left side of the lower row. 10. Six Light / Pink barrels, one coming from the lower right side, and one coming from the lower left at the same time. This is sometimes followed by one more Light / Pink barrel coming from the lower right row. The whole thing begins during the end of Wave #9. 11. Three Dark / Green barrels from the lower left row. 12. Three Dark / Green barrels from the lower right row. 13. Eight Dark / Orange barrels coming from the lower right row. There is enough space between them for you to simply jump and Hard Kick, if you like. 14. One Light / Yellow barrel coming from the lower right row. Two seconds later, it is followed by the... 15. ...Black / Yellow barrel coming from the upper right row. It moves very slowly, but you want to destroy it with your best attacks before it leaves the screen. DON'T hit it with a jump attack while it's on the upper level, if you're moving towards it, or you'll knock it back. Considering it gives you 10000 points, you don't want to do that! 16. Five Light / Blue barrels coming from the upper right row. 17. Five Light / Blue barrels coming from the upper left row. 18. Four Light / White barrels coming from either side, from both the upper and lower rows. Hit one of the lower ones, then jump into the middle of the screen with an attack, then hit the remaining two (which are both on the ground by now) with a multi-hit special move or two attacks. 19. Three Dark / Black barrels coming from the upper right row, accompanied a moment later by three Dark / Black barrels coming from the upper left row. 20. Five Dark / Light Blue barrels, coming from both the upper and lower rows, from either side, along with another one from the upper left row. They're all going at different speeds (both Normal and Fast). Eight Dark / Light Blue barrels: - One from the upper right row, normal speed - One from the upper left row, slow speed - One from the lower right row, fast speed - One from the lower left row, normal speed - One from the lower left row, fast speed - One from the upper right row, normal speed - One from the lower left row, slow speed - One from the upper left row, fast speed All of these come right after another, so be ready for them. 21. Two Dark / Blue Barrels coming from either side of the upper row. 22. Three Pink / Dark Barrels coming from the lower left row, but you're probably out of time by now :) The exact barrels in each Wave seem to change during the last three waves, but the above description is as good as I could get. BTW, you'll get a 11110 Technical 'No Break' Bonus for not breaking any barrels (but you can still hit the ones that won't break in one hit). During the score tally, you can press SELECT on the 2nd player controller to break the spinning barrel. And here's another Barrel guide: -Pick either Ryu or 'Satsui no Hado' Ryu because their jumping MP hits twice. 'Satsui no Hado' Ryu (selected with LP/LK) is better because he looks cool in black and also has a Deadly Great Rising Dragon move. -Always use the MP to destroy barrels while jumping because of it hitting twice. -Use the MP for everything apart from the Light/Pink barrels in stage (7) and the Light/Yellow barrel in stage (8). In those cases use LP. -Try to hit barrels before they topple from the ramps and as they appear onto the screen. You could see the barrels shadow first if it appears from the lower left. -Never use LK, MK, HK or HP because they are just too slow/short/cumbersome. -Try to make sure you don't do any Fireball or Dragon Punch motions by accident, especially dangerous when having to crouch and punch after walking e.g during stage (7). Order of Barrels: 1. Immediately walk a little to the right. Jump towards the right ramp destroying 2 of the Light/Blue barrels as they roll on to the screen. Jump straight up and destroy 2 more (with good timing you should nearly always destroy 2 each time you're in the air). Destroy the 5th one while jumping left to save time (you may need to pause a split second to allow the barrel to roll far enough for you to do this). Remember to use the MP. Do the same for the 5 Light/Blue barrels appearing on the left ramp. Try to destroy the 5th one while jumping right. 2. Jump towards the right and destroy the Dark/Red barrel while it's still on the ramp and then immediately jump to the left ramp to destroy the 2nd Dark/Red barrel, then right, left, right and left. 3. While jumping right destroy 2 of the Light/Gray barrels from the right ramp. Then jump left (while still facing right) and destroy the 3rd barrel while in the air. You may have to time it so that the barrel travels along the ramp a bit first. This way you land near the centre of the screen away from the barrels coming in along the lower right. 4. Destroy the 3 Dark/Green barrels coming from the lower right with 3 crouching MPs. Quickly walk to the left and destroy the 3 Dark/Green barrels from the lower left in the same way. Try to hit them as they just appear (you should see their shadows appear first). 5. Face right while standing beaneath the left ramp. When the 2 Dark/Blue barrels topple over the edge do a Vacuum Wave Motion Fist to juggle and destroy them. 6. Start jumping to the right ramp and destroy 2 Dark/Pink barrels. While jumping left destroy the 3rd. Jump up/left and destroy the 3 Dark/Pink barrels from the left ramp. 7. 3 Light/Pink barrels should appear from the lower right. Try to walk towards them so that you are near the centre. Destroy them with crouching LPs. Quickly turn left and destroy the 3 from the left. 6 more appear alternating right then left. 8. Using crouching MPs now. Quickly walk towards the left and destroy the 3 Dark/Green barrels coming in. Quickly walk right and crouch near the right edge. Destroy 3 more Dark/Green barrels followed by 8 Dark/Orange. There is now a pause. Just continously tap LP and destroy the Light/Yellow barrel when it appears. 9. Jump back to the left so that your head is under the edge of the left ramp and face right. You should have a full Super bar by now. When the Black/Yellow barrel topples over the edge hit it with a guard break. It should start spinning. If you are flash you could destroy it by doing a Deadly Great Rising Dragon (if you chose 'Satsui no Hado' Ryu) so that the following 5 blue barrels are hit as well or use a HP Dragon Punch as the first Light/Blue barrel nears the edge. Use another LP Dragon Punch to finish the remainder (if any). Destroy the Light/Blue barrels on the left ramp as in stage (1). Try to destroy the final barrel jumping right. 10. Make sure you are near the centre and facing right. Wait until the four Light/White barrels just appear from all 4 corners. Jump backwards over the lower left barrel and wait until the top 2 topple. Then do a Vacuum Wave Motion Fist and destroy them all. 11. Jump right and wait until all 3 Dark/Black barrels have nearly appeared with the leading one nearly directly above you. Then do a HP Dragon Punch and destroy all 3 barrels on the ramp (If timed correctly one Dragon punch is enough otherwise the third barrel may even bounce back out of the screen). Turn left and do the same for the barrels from the left ramp. 12. Jump straight up from beneath the left ramp and hit the first Dark/Light-Blue barrel. Land. Walk to the centre of the screen and hit the barrel coming from the lower right. Immediately jump right and hit the barrel coming along the right ramp. Immediately walk left and hit the leading barrel coming from the lower left and immediately hit the barrel that was trying to overtake it (this must be done quickly or the barrels overlap and would trip you). Jump up and hit the barrel coming along the right ramp. Walk left and hit the lower left barrel. Jump up and hit the left ramp barrel. 13. As stage (5). 14. As stage (7) though the first pink barrel should have been destroyed by the Vacuum Wave Motion Fist from the previous stage. 15. As stage (1). 16. As stage (10). The super fireball would also destroy the oncoming yellow barrel from the lower right. 17. As stage (9). That's a total of 129 barrels. The End ....? HERE'S SOMETHING YOU WOULDN'T EXPECT If you have a .TIM file viewer, you may notice some interesting things should you put this CD into your computer. This game is arcade perfect; literally! Among other things, some of the files that contain graphics include the 'Winners don't do drugs' message, a Parental Advisory message, and a Street Fighter EX "Thank you for playing at this test location" message. All stuff which appeared in the SFEX and SFEXP games! Apparently, one of these graphics is shown when you complete Expert Mode, but it's still funny to see. TIPS TRANSLATIONS (by Henry LaPierre) Tip #1 In Arcade mode Describes the Enemy, Plus/Alpha toggle in Options plus. Tip #2 In Training mode Describes Training partner, fixed/move toggle in options plus. Tip #3 In Training mode Describes the Super combo gage toggle in Options plus. Tip #4 In Training mode Describes the Super cancel limit On/Off toggle in Options plus. Tip #5 In Training mode Describes the Otedama On/Off toggle in Options plus. . Tip #6 In Team battle mode On the VS loading screen(for currently battling characters) Hold buttons L2 and Select until the round begins. This will cause the CPU to take control of your character for the round. This can only be done once per team battle. Tip #7 In Survival mode At the Survival result screen of Survival mode, press the Select button to display the total number of hits you completed during your matches. Tip #8 . Tip #9 Skullomania Skull dream final Something to do with the Skull dream, Jab and Forward(the kick) together(possibly while charging forward), and Down, Back, Forward, Forward, Down, Back??? May change the end graphic??? Can't read enough of it :( Tip #10 Sakura's Taunt Press these in order: Short, Short, Back(dir), Jab, Fierce Tip #11 Dhalsim Describes a Dhalsim Super combo. Possibly how to complete his # 14 requirement in Expert training mode. Can't read Kanji. Tip #12 In Expert mode Get certain amount of accumulated points from completing the characters requirements to receive CPU versions of these characters: Vega, Gouki, Garuda. To choose these versions highlight the regular versions while on any character select screen and Hold the Start button while choosing them. The box around the character's portrait will turn from white to yellow. Tip #13 In Expert mode 220 clear(completed) requirements receives the ability to unlock the Bonus game. The input command to do this will appear in Tips #15. You cannot save the Bonus game to the memory card at this point. Tip #14 In Expert mode All requirements clear(completed) gives you the ability to save the Bonus game to the memory card. Tip #15 Input command Input this command sequence on the Mode select screen to access the Bonus game. Highlight Practice and press the Start button once, now move the directional pad in these directions, Up, Up, Right, Up, Right, Up(you should end back on Practice), then press Start once again. The Bonus game will now be available in the Practice mode. =================== 5. AUTHOR'S NOTE =================== Revision History _______________________________________________________ Version 1.2 (December 27, 1997) Fixed up several incorrect joystick commands, minor FAQ changes. Added a contributor's guide to the Barrel Bonus Stage. Everything has been translated, too! Version 1.1 (December 14, 1997) More corrections, also added the correct way to fight CPU Garuda. Version 1.0x (November 30, 1997) Some minor corrections. Version 1.0 (October 31, 1997) An easier charge motion has been added, and info. on Dhalsim's Yoga Drill Kick has been included, as well as more Expert Mode updates. Version 0.8 (October 29, 1997) Replayed the Expert Mode (so I could check my translations), and made a lot of corrections in the process. Version 0.7 (September 14, 1997) Added lots of new tricks to the GAME SECRETS section. Version 0.6 (September 7, 1997) Corrected Kairi's Kyouzarenbu Super Combo motion, made other various corrections. Version 0.5 (August 15, 1997) Added Time Attack info. and included the notes on US/Japanese differences in the game itself. Also added more info. on Garuda's OniGen attack, as well as a suggestion on completing Dhalsim's 30-hit combo. Version 0.4 (August 10, 1997) Corrected the translations for the alternate version of Hokuto and Ryu. Added suggestions on how to complete Garuda's 12th Training Mission. Version 0.3 (August 7, 1997) Added the L1 trick in Team Battle Mode and included information about the graphic files on the CD itself. More corrections, too. Version 0.2 (July 31, 1997) Added more info. concerning the Expert Missions, and added the Bonus Games and Tips Translations sections. Also in this revision are: the method for the Alternate Skullo Dream, info. on the other options in Options Plus, and the method to fight CPU Gouki and CPU Garuda, not to mention the Fight CPU Gouki bug. Also, the 'Guile' section has been added to the Expert Missions section (how'd that get erased?) (Began VERSION v0.1 on July 24, 1997) Special Thanks Okay, first off, allow me to apologize. I've been switching around e-mail accounts, etc. and due to my laziness, I've lost a couple of e-mail files, so if this person could contact me: - Someone who corrected the command for Kairi's Kyouzarenbu. ---------------------------------------------------------------- Mark M. The correct way to fight CPU Garuda. ---------------------------------------------------------------- Steve W. S. Man For telling me how to alter Dhalsim's Yoga Drill Kick. Sorry again! (1.2) Corrected that highly embarrassing 'Raging Demon' command mistake. Thanks for the barrel guide! ---------------------------------------------------------------- For telling me how to do Garuda's Maboroshi. ---------------------------------------------------------------- Axel Bouet Various corrections and comments. ---------------------------------------------------------------- Lorenzo How to complete Dhalsim's Mission 14. ---------------------------------------------------------------- Andrew Cushman Suggestion on how to perform Garuda's Mission #12. ---------------------------------------------------------------- LI0N All three people sent in info. about Allen's Mission no. 16. Extra thanks goes to Wan Ka Wing for info. on Kairi's 16th mission and Wan Ka Wing 'CPU' character info. ---------------------------------------------------------------- Henry LaPierre Various Mission tips, how to fight Gouki, info. on the options in Options Plus. ---------------------------------------------------------------- Lazaro (DOC) For telling me how to do the Alternate Skullo Dream. Writer for "Super Juegos", a Spanish gaming magazine ---------------------------------------------------------------- Lancer 'Fight CPU Gouki Bug' and 'Fight CPU Garuda' taken (home.pacific.net.sg/~lancer) from his SFEXP FAQ v1.45 (1.7) LOTS of new tricks and hints: the headband, big fan, shinto wand, gleaming belt, shining eyes, metal bat, and Dream Final tricks. ---------------------------------------------------------------- Jeremy Su Explaining the difference between the normal and 'counterpart' characters. ---------------------------------------------------------------- Charles MacDonald Info. on the .TIM files contained on the game disc. ---------------------------------------------------------------- This game is so fun I just had to write a FAQ for it! All the move names in here were taken from the game/instruction booklet itself and translated into English by yours truly. My skills aren't the greatest, so if you see any mistakes, let me know. Also, some of the moves were left in romaji (like Pullum's attacks), because I don't know what the English equivalent is. Can anyone help me with this? Anyway, if you have any comments, questions, criticism or corrections, you can e-mail me via . This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me, Kao Megura . All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. Street Fighter EX plus Alpha is (c) Arika, (c) Capcom of Japan, and (c) Capcom USA. This FAQ was ripped by Tips & Tricks Magazine! Thanks for the publicity, guys! Unpublished work Copyright 1997-1998 Kao Megura |
Please note that A.P.I shall not be held responsible for the accuracy of this article. |
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