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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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