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this guide downloaded from ignguides.com
Welcome to IGN.com’s Street Fighter Alpha 3 Guide. SFA3 has everything you could possibly want out of
a Capcom fighter. A massive amount of characters, a plethora of gameplay modes for added replay value
and near arcade quality graphics. With this guide you’ll be taking out your friends in no time.
1
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All Rights Reserved.
P - Any Punch Button
K - Any Kick Button
PP - Any 2 Punch Buttons
KK - Any 2 Kick Buttons
PPP - All 3 Punch Buttons
KKK - All 3 Kick Buttons
LP - Light Punch
MP - Medium Punch
HP - Hard Punch
LK - Light Kick
MK - Medium Kick
HK - Hard Kick
360 - Rotate Controller 360 Degrees
720 - Rotate Controller 720 Degrees
pause - Pause for 1 second
Start - Start Button
Select - Select Button
, - Then
+ - Together
N - Neutral
U - Up
D - Down
F - Forward
B - Back
DF - Diagonal between Down and Forward
DB - Diagonal between Down and Back
UF - Diagonal between Up and Forward
UB - Diagonal between Up and Back
QCF - Quarter Circle Forward, Swing Controller From Down to Forward in a Single Motion
QCB - Quarter Circle Back, Swing Controller From Down to Back in a Single Motion
HCF - Half Circle Forward, Swing Controller From Back to Forward in a Single Motion
HCB - Half Circle Back, Swing Controller From Forward to Back in a Single Motion
DP - Dragon Punch, F,QCF
RDP - Reverse Dragon Punch, B,QCB
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Key:
2
©1999
All Rights Reserved.
TERMINOLOGY
X-ism
A-ism
Selecting your character’s A-ism mode is very similar to playing as the Street Fighter Alpha version of
your character. You will have all of your character’s Super Combos, Alpha Counters, air blocking, and
three levels on your super meter. The only thing you won’t get in A-ism mode is an Original Combo.
V-ism
Selecting your character’s V-ism mode is very similar to playing as the Street Fighter Alpha 2 version of
your character. The main difference is that you won’t have normal Super Combos. You will only have an
Original Combo available to you. Chain combos also become more difficult to pull of in V-ism mode. You
will still have Alpha Counters and air blocking.
Super Meter
Located at the bottom of your screen during gameplay, the super meter displays how much Chi energy
you have built up. You can build your super meter up by doing regular and special moves. In X-ism
mode your character will have one level in your super meter. Once this has filled completely, you can
then unleash a Super
Combo
In A-ism mode you’ll have three levels in your super meter. Each level allows you to do a more powerful
Super Combo. V-ism has a super meter divided into two sections. The higher your meter, the longer
your Custom Combo will last.
Regular Moves
These are simply basic punches and kicks. They range from quick hits that do very little damage, to slow,
heavy damage hits that will take a decent portion of your opponents energy.
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Selecting your character’s X-ism mode is very similar to playing as the Super Street Fighter 2 Turbo
version of your character. You will have one super meter that takes longer to fill than in the other
modes. However, you only get one Super Combo to use once your super meter is filled. It’s usually your
character’s most versatile super combo. In addition, you will be lacking Alpha Counters, chain combos
and air blocking, but your moves will do more damage.
Special Moves
Special moves are unique moves which can be performed at any time during the fight. They cause more
damage than regular moves, but require specific joystick and button combinations to perform. Combine
these with regular moves and Super Combos to create a strategy which best suites your fighting style.
Super Combo
These represent some of your most damaging offensive attacks. In A-ism and X-ism mode, once you’ve
filled your super combo meter (located at the bottom of the screen), you can unleash a Super Combo.
Typically, a Super Combo consists of your character doing an enhanced, more powerful version of a
special move. After you’ve executed the correct button combination for a Super Combo, there will be
a slight pause as your character harnesses his or her Chi, then your character wll begin their Super
Combo. If your opponent isn’t blocking when you begin the Super Combo, they will not be able to block
during the Chi animation.
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3
Original Combo
Available only in the V-ism mode, Original Combos can be very useful to a skilled Street Fighter player.
Your super meter is divided into two sections - 50% and 100%. The higher your super meter is, the
longer your Original Combo will last. During a Original Combo, all of your attacks will flow together into
one continuous combo. Combine special and regular attacks to create a high damage Original Combo
that suites your fighting style.
Unlike Super Combos in which your character does a pre-designed combination or moves, chain
combos allow more freedom in your combos. First introduced in Street Fighter Alpha, chain combos are
certain regular moves that can be linked together to form a combo. Chain combos generally begin with
a light punch or kick and end with a hard punch or kick. You can move up in strength during the combo,
but you cannot move back down. For example, you can do LP, LP, MP, HK, but not LP, LP, HK, MP. There
would be a break in the combo after the HK. In most cases, you will also be able to add a Super Combo
or special move to the end of a chain combo for more damage. Experiment with these and find the most
damaging chain combos for your character.
Alpha Counter
First introduced in Street Fighter Alpha, Alpha Counters are basically an enhanced block. Immediately
following a block animation, swing the joystick from back to down in a reverse QCB motion, then press
kick or punch. Your character will change stance, focus his or her Chi, then counter your opponents
move. Be aware of how often you use these. They take one level of your super meter and will not
always connect.
Guard Meter
Your guard meter is located directly under your energy bar. Every time you block an incoming attack,
your guard meter will decrease. Once it becomes empty, your character will be dizzy. Your guard meter
will recharge whenever you are not blocking.
Guard Protection
Normally, when you block a special move, you will still lose a small amount of your energy and your
guard meter will decrease. This can be critical in close games. By pressing back when an incoming attack
is about to hit you, it will take nothing from your guard meter and you will take no damage if it’s a
special move. However, timing is everything with guard protection.
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Chain Combo
Sweep
This is a move that basically hits your opponent low. Therefore, the only way to block a sweep is by
blocking low. Quick sweeps are useful during chain combos and to chip away at your opponents energy.
You’ll find that any low attack, not just sweeps will catch many players off guard. Likewise, always be
on the lookout for a low attack. Especially if the match is getting close and both of you are low on
energy.
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4
PARENTHESES
air - Can also be done in air
AIR - Must be done in air
close - Must be done close to opponent
juggle - The move will allow you to juggle your opponent
during... - The move must be done during some other move or action
charge - You must hold a certain direction for 2 seconds
level 1 - The move must be done when at level 1
level 3 - The move must be done when at level 3.
A - The move can be done in A-ism mode
V - The move can be done in V-ism mode
X - The move can be done in X-ism mode
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Following certain moves are notes in parentheses. These notes either list certain aspects of the move, or
when and how the move must be done. Below is a listing of the main terms found in parentheses.
5
©1999
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ADON
Jutting Kick - DF + MK (A, V)
Jaguar Kick - RDP, K (A, V)
Jaguar Crunch - F + MP (A, V, X)
Jaguar Tooth - HCB, K (A, V, X)
Rising Jaguar - DP, K (A, V, X)
Super Combos
Jaguar Revolver - QCF, QCF, K (A)
Jaguar Varied Assault - QCF, QCF, P (A, X)
Jaguar Thousand - Tap P Rapidly (A, X, during Jaguar Varied Assault)
Jaguar Assassin - Tap K Rapidly (A, X, during Jaguar Varied Assault)
AKUMA
Special Moves
Hyakki Shuu - QCF, UF, P (A, V)
Hyakki Gou Zan - QCF, UF, P (A, V)
Hyakki Gou Sai - P (A, V, after Hyakki Shuu, close)
Hyakki Gou Tsui - K (A, V, after Hyakki Shuu, close)
Hyakki Gou Shou - P (A, V, after Hyakki Shuu)
Hyakki Gou Sen - K (A, V, after Hyakki Shuu)
Tenma Kuujinkyaku - DF + MK (A, V, X, AIR)
Zugai Hasatsu - F + MP (A, V, X)
Senpuu Kyaku - F + MK (A, V, X)
Gou Hadouken - QCF, P (A, V, X)
Zankuu Hadouken - QCF, P (A, V, X, AIR)
Shakunetsu Hadouken - HCB, P (A, V, X)
Gou Shouryuuken - DP, P (A, V, X)
Gou Tatsumaki Zankuu Kyaku - QCB, K (A, V, X, air)
Zenpou Tenshin - QCB, P (A, V, X)
Ashura Senkuu - DP / RDP, PPP / KKK (A, V, X)
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Special Moves
Super Combos
Messatsu Gou Shouryuu - QCF, QCF, P (A)
Tenma Gou Zankuu - QCF, QCF, P (A, AIR)
Messatsu Gou Hadou - HCB, HCB, P (A)
Shun Goku Satsu - LP, LP, F, LK, HP (A, X)
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6
BALROG
Dash Ground Straight - Hold B, DF, P (A, V, charge)
Dash Ground Upper - Hold B, DF, K (A, V, chareg)
Headbutt - Hold D, U, P (A, V, charge, counter hit only)
Dash Straight - Hold B, F, P (A, V, X, charge)
Dash Upper - Hold B, F, K (A, V, X, charge)
Turn Punch - Hold PPP / KKK, Release (A, V, X)
Head Bomber - B / F + PP (A, V, X, close, air)
Super Combos
Crazy Buffalo - Hold B, F, B, F, P / K (X, charge)
Crazy Buffalo - Hold B, F, B, F, P (A, charge)
Gigaton Blow - Hold B, F, B, F, K (A, charge, level 3)
BIRDIE
Special Moves
Body Slam - D + HP (A, V, X, AIR)
Bad Hammer - U + P (A, V, X)
Bull Drop - F + HK (A, V, X)
Bull Head - Hold B, F, P (A, V, X, charge)
Bull Horn - Hold PP / KK and Release (A, V, X, charge)
Murderer Chain - 360, P (A, V, X)
Bandit Chain - 360, K (A, V, X)
Super Combos
Bull Revenger - QCF, QCF, P / K (A)
The Birdie - Hold B, F, B, F, P (A, X, charge)
BLANKA
Special Moves
Amazon River Run - DF + HP (A, V, X)
Rock Crush - B / F + MP (A, V, X, close)
Electric Shock - Tap P Rapidly (A, V, X)
Roll Attack - Hold B, F, P (A, V, X, charge)
Vertical Roll - Hold D, U, K (A, V, X, charge)
Backstep Roll - Hold B, F, K (A, V, X, charge)
Surprise Front - KKK (A, V, X)
Surprise Back - B + KKK (A, V, X)
Super Combos
Tropical Hazard - Hold DB, F, B, UF, K, pause, P / K (A)
Ground Shave Rolling - Hold B, F, B, F, P (A, X, charge, hold P for delay)
©1999
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Special Moves
7
CAMMY
Hooligan Combination - QCF, UF, P (A, X, K to cancel)
Fatal Leg Twister - B / F + K (A, X, after Hooligan Combination, close)
Cross Scissor Pressure - B / F + K (A, X, when close to ground)
Cannon Strike - DP, K (V, AIR)
Cannon Revenge - HCB, P (V)
Cannon Drill - QCF, K (A, V, X)
Cannon Spike - DP, K (A, V, X)
Axle Spin Knuckle - HCB, P (A, X)
Razor Edge Slicer - QCF, UF, P (A, X)
Super Combos
Reverse Shaft Breaker - QCB, QCB, K, Tap K Rapidly (A)
Killer Bee Assault - Hold DB, F, B, UF, K (A, charge, level 3)
Spin Drive Smasher - QCF, QCF, K (A, X)
CHARLIE
Special Moves
Dash - F, F (A, V)
Knee Bazooka - K (A, V, during Dash)
Knee Bazooka - B / F + LK (X)
Jumping Sobat - B / F + MK (A, V, X)
Step Kick - B / F + HK (A, V, X)
Spinning Back Knuckle - F + HP (A, V, X)
Sonic Boom - Hold B, F, P (A, V, X)
Somersault Shell - Hold D, U, K (A, V, X)
Super Combos
Crossfire Blitz - Hold B, F, B, F, K (A, charge)
Sonic Break - Hold B, F, B, F, P, Tap P Rapidly (A, charge)
Somersault Justice - Hold DB, F, B, UF, K (A, X, charge)
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Special Moves
8
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CHUN-LI
Kouhou Kaiten Kyaku - DF + MK (X)
Kaku Kyaku Raku - DF + HK (A, V, X)
Yousou Kyaku - DB, DF + MK (A, V, X, AIR)
Sou Hakkei - Hold B, F, P (X, charge)
Kikouken - HCF, P (A, V)
Sen’en Shuu - HCB, K (A, V)
Spinning Bird Kick - Hold B, F, K / Hold D, U, K (X, charge)
Kuuchuu Spinning Bird Kick - Hold B, F, K / Hold D, U, K (X, AIR)
Tenshoukyaku - Hold D, U, K (A, V)
Hyakuretsukyaku - Tap Kick Rapidly (A, V, X)
Super Combos
Kikoushou - QCF, QCF, P (A)
Hazan Tenshoukyaku - Hold DB, F, B, UF, K (A, charge)
Senretsukyaku - Hold B, F, B, F, K (A, X, charge)
CODY
Special Moves
Knife Hiroi - D + PP (A, V, X, near knife)
Knife Kougeki - P (A, V, X, after getting knife)
Stomach Blow - F + MP (A, V, X)
Crack Kick - F + HK (A, V, X)
Air Throw - B / F + KK (A, V, X, AIR, close)
Sakeru Hold - B / DB (V, when attacked)
Bad Stone - QCF, P (A, V, X, hold P for delay)
Fake Stone - QCF, Select (A, V, X)
Criminal Upper - QCB, P (A, V, X)
Ruffian Kick - QCF, K (A, V, X)
Bad Spray - B, DB, D, P (A, V, X, when reversed)
Knife Nage - QCF, P (A, V, X, after getting knife)
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Special Moves
Super Combos
Dead End Iron Knee - QCF, QCF, K (A)
Final Destruction - QCF, QCF, P (A, X)
9
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DAN HIBIKI
Saikyou-ryuu Bougyo - F + Tap PPP Rapidly (V, while blocking)
Kuuchuu Dankuukyaku - QCB, K (A, V, AIR)
Gadouken - QCF, P (A, V, X)
Kouryuuken - DP, P (A, V, X)
Dankuukyaku - QCB, K (A, V, X)
Zenten Chouhatsu - QCF + Select (A, V, X)
Kouten Chouhatsu - QCB + Select (A, V, X)
Super Combos
Shin Kuu Gadouken - QCF, QCF, P (A)
Kouryuurekka - DP, DP, K (A)
Chouhatsu Densetsu - QCF, QCF + Start (A)
Chouhatsu Shinwa - QCB, QCB + Start (A, level 3)
Hisshou Buraiken - QCB, QCB, K (A, X)
DEE JAY
Special Moves
Max Out - Hold B, F, P (A, V, X, charge)
Double Dread - Hold B, F, K (A, V, X, charge)
Max Fist - Hold D, U, P, Tap P Rapidly (A, V, X, charge)
Maximum Jackknife - Hold D, U, K (A, V, X, charge)
Knee Dive - D + LK (A, V, X, AIR)
Knockdown - D + HK (A, V, X)
Super Combos
Climax Beat - Hold DB, F, B, UF, P, Tap P Rapidly (A, charge)
Upbeat Rhythm - Hold, DB, F, B, UF, K (A, charge)
Carnival Hook Kick - Hold B, F, B, F, K (A, X, charge)
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Special Moves
10
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DHALSIM
Kuuchuu Miyuu - Start (A, V, AIR)
Yoga Palm - F + LP (A, V, X)
Drill Zutsuki - D + HP (A, V, X, AIR)
Drill Kick - D + K (A, V, X, AIR)
Yoga Shock - B + LP (A, hold LP until attack)
Yoga Flame - HCF, P (X)
Yoga Blast - HCF, K (X)
Yoga Flame - HCB, P (A, V)
Yoga Blast - HCB, K (A, V)
Yoga Escape - B, DB, D, K (A, V, when reversed)
Yoga Fire - QCF, P (A, V, X)
Yoga Teleport - DP / RDP, PPP / KKK (A, V, X, air)
Super Combos
Yoga Inferno - QCF, QCF, P (A)
Yoga Stream - QCB, QCB, P (A)
Yoga Strike - DP, DP, K (A)
Yoga Tempest - HCF, HCF, P (X)
EDMOND HONDA
Special Moves
Hiza Geri - F + MK (A, V, X, close)
Harai Geri - F + HK (A, V, X)
Hyakuretsuharite - Tap P Rapidly (A, V, X)
Super Zutsuki - Hold B, F, P (A, V, X, charge)
Super Hyakkan Otoshi - Hold D, U, K (A, V, X, charge)
Ooichou Nage - 360, P (A, V, X)
Super Combos
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Special Moves
Orochi Kudaki - 720, P (A)
Oni Musou - Hold B, F, B, F, P (A, X, charge)
Fuji Oroshi - Hold B, F, B, F, K (A, charge)
11
©1999
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EVIL RYU
Senpuu Kyaku - F + MK (A, V)
Sa Kotsu Wari - F + MP (A, V, X)
Seichuu Nidan Tsuki - F + HP (A, V, X)
Hadouken - QCF + P (A, V, X)
Hadou no Kamae - QCF, Select (A, V, X)
Shakunetsu Hadouken - HCF, P (A, V, X)
Shouryuuken - DP, P (A, V, X)
Tatsumakisenpuukyaku - QCB, K (A, V, X, air)
Ashura Senkuu - DP / RDP, PPP / KKK (A, V, X)
Super Combos
Shinkuu Tatsumakisenpuukyaku - QCB, QCB, K (A)
Metsu Shouryuuken - DP, DP, K (A, level 3, close)
Shin Shouryuuken - DP, DP, K (A, level 3)
Shinkuu Hadouken - QCF, QCF, P (A, X)
Shun Goku Satsu - LP, LP, F, LK, HP (A, X)
FEI LONG
Special Moves
Rekkuu Kyaku - HCF, UF, K (V, X)
Rekka Ken - QCF, P, QCF, P, QCF, P
Shien Kyaku - RDP, K
Chokka Raku Shuu - F + MK
Engeki Shuu - F + HK (A, V, X)
Super Combos
Rekka ShinKen - QCF, QCF, P (A, X)
Shien Hiryuu Kyaku - RDP, RDP, K (A)
Dragon Blitz Assult - QCB, QCB, P (A, close)
Dragon Blitz Fury - QCB, QCB, P (A)
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Special Moves
12
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GEN
Ansatsu Ken: Sou-ryuu - PPP (A, V, during Ansatsu Ken: Sou-ryuu)
Hyakurenkou - Tap P Rapidly (A, V, X, during Ansatsu Ken: Sou-ryuu)
Gekirou - DP, K, Tap K (A, V, X, during Ansatsu Ken: Sou-ryuu)
Ansatsu Ken: Ki-ryuu - KKK (A, V)
Kyoutetsu - MP (A, V, X, during Ansatsu Ken: Ki-ryuu)
Sweep - HP (A, V, X, during Ansatsu Ken: Ki-ryuu)
Satsu Jin - D + LK (A, V, during Ansatsu Ken: Ki-ryuu)
Saizu - MK (A, V, AIR, during Ansatsu Ken: Ki-ryuu)
Uken - HK, pause, HK (A, V, during Ansatsu Ken: Ki-ryuu)
Jasen - Hold B, F, P (A, V, X, charge during Ansatsu Ken: Ki-ryuu)
Ouga - Hold B, UB, UF, K (A, V, charge, during Ansatsu Ken: Ki-ryuu)
Super Combos
Jakouha - DP, DP, K (A, during Ansatsu Ken: Ki-ryuu)
Kouga - QCB, QCB, K, pause, K (A, during Ansatsu Ken: Ki-ryuu)
Shitenshuu - QCB,QCB, P (A, during Ansatsu Ken: Sou-ryuu)
Zanei - QCF, QCF, P (A, X during Ansatsu Ken: Sou-ryuu)
GUILE
Special Moves
Rolling Sobat - B / F, MK (A, X)
Knee Thrust - F + LK (A, V, X)
Backfist - F + HP (A, V, X)
Reverse Spin Kick - B / F + HK (A, X, close)
Sonic Boom - Hold B, F, P (A, V, X, charge)
Flash Kick - Hold D, U, K (A, V, X, charge)
Super Combos
Sonic Flash - Hold B, F, B, F, P (A, charge)
Somersault Justice - Hold DB, F, B, UF, K (A, X, charge)
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Special Moves
13
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GUY
Hiji Otoshi - D + MP (A, V, X, AIR)
Kubi Kudaki - F + MP (A, V, X)
Kamaitachi - DF + HK (A, V, X)
Houzantou - QCB, P (A, V)
Bushin Izuna Otoshi - QCF, P, when close to opponent, P (A, V, X)
Izuna no Chuu Otoshi - QCF, P, when away from opponent, K (A, V, X)
Bushin Senpuu Kyaku - QCB, K (A, V, X)
Hayagake - QCF, K (A, V, X)
Hayagake: Kyuuteishi - QCF, LK, pause, K (A, V, X)
Hayagake: Kage Sukui - QCF, MK, pause, K (A, V, X)
Hayagake: Kubikari - QCF, HK, pause, K (A, V, X)
Super Combos
Bushin Hassou Ken - DP, DP, P (A)
Bushin Gou Rai Kyaku - DP, DP, K (A)
Bushin Musourenge - HCB, HCB, P (A, X)
JULI
Special Moves
Falling Arc - F + MK (A, V, X)
Hooligan Suplex - B / F + PP (A, V, X, air, close)
Frankensteiner - B / F + KK (A, V, X, air, close)
Sniping Arrow - QCF, K (A, V, X)
Cannon Spike - DP, K (A, V, X)
Axle Spin Knuckle - HCB, P (A, V, X)
Super Combos
Reverse Shaft Breaker - RDP, RDP, K, Tap K Rapidly (A)
Spin Drive Smasher - DP, DP, K (A, X)
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Special Moves
14
©1999
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JUNI
Spiral Arrow - Hold B, F, K (A, V, X, air, charge)
Cannon Spike - Hold D, U, K (A, V, X, charge)
Cannon Strike - QCF, K (A, V, X, AIR)
Mach Slide - QCF, K (A, V, X)
Earth Direct - 360, P (A, V, X)
Hooligan Combination - QCF, UF, P (A, V, X, K to cancel)
Fatal Leg Twister - B / F + K (A, V, X, close, after Hooligan Combination)
Psycho Guard - F + PPP (V, during block)
Falling Arc - F + MK (A, V, X)
Super Combos
Spin Drive Smasher - Hold DB, F, B, UF, K (A, charge)
Psycho Streak - Hold B, F, B, F, P (A, X, charge)
KARIN KANZUKI
Special Moves
Elegant Kick - F + MK (A, V, X)
Kourenken - QCF, P, P, P (A, V, X)
Hou Shou - F + P (A, V, X, after 1st or 2nd hit of Kourenken)
Mujin Kyaku - K (A, V, X, after 1st or 2nd hit of Kourenken)
Daisoku Barai - D + K (A, V, X, after 1st or 2nd hit of Kourenken)
Ressen Ha - U + K (A, V, X, after 1st or 2nd hit of Kourenken)
Ressen Chou - DF + P,P (A, V, X, after 1st or 2nd hit of Kourenken)
Y. Gaeshi Uwadan - B + P (A, V, X, after 1st or 2nd hit of Kourenken)
Y. Gaeshi Gedan - B + K (A, V, X, after 1st or 2nd hit of Kourenken)
Ressen Chou - RDP, P,P (A, V, X)
Mujin Kyaku - DP, + K (A, V, X)
Ressen Ha - QCF, UF, K (A, V, X)
Yasha Gaeshi Uwadan - QCB, P (A, V, X, reverse high attack)
Yasha Gaeshi Gedan - QCB, K (counters a low attack) (A, V, X, reverse ow attack)
Ara Kuma Inashi - 360, K (A, V, X)
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Special Moves
Super Combos
Kanzuki-ryuu Kou Ou Ken - QCF, QCF, K (A)
Kanzuki-ryuu Shinpikaibyaku - QCF, QCF, P (A, X)
15
©1999
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KEN MASTERS
Zen Tou - QCF, Select (A, V, X)
Inazuma Kakato Wari - F + MK (A, V, X)
Ushiro Mawashi Geri - F + HK (A, V, X)
Hadouken - QCF, P (A, V, X)
Shouryuuken - DP, P (A, V, X)
Tatsumakisenpuukyaku - QCB, K (A, V, X, air)
Zenpou Tenshin - QCB, P (A, V, X)
Super Combos
Shinryuuken - DP, DP, K (A, tap K at level 2 or 3 for more hits)
Shippuujinrai Kyaku - QCB, QCB, K (A, level 3)
Shouryuureppa - DP, DP, P (A, V, X)
M. BISON
Special Moves
Psycho Crusher Attack - Hold B, F, P (X, charge)
Devil Reverse - Hold D, U, P (X, charge)
Somersault Skull Diver - Hold D, U, P, pause, Hold P (A, V, first hold is a charge)
Psycho Warp - DP / RDP, PPP / KKK (A, V)
Psycho Shot - Hold B, F, P (A, V, charge)
Double Knee Press - Hold B, F, K (A, V, X, charge)
Head Press - Hold D, U, K (A, V, X, charge)
Somersault Skull Diver - B / F, P (A, V, X, after Head Press)
Super Combos
Psycho Crusher - Hold B, F, B, F, P (A, charge)
Knee Press Nightmare - Hold B, F, B, F, K (A, X, charge)
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Special Moves
16
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RAINBOW MIKA
Flying Peach - QCB, P (A, V, X)
Shooting Peach - QCB, K (A, V, X)
Wingless Airplane - HCB, K (A, V, X, AIR)
Paradise Hold - 360, P (A, V, X)
Daydream Headlock - 360, K, Tap K Rapidly (A, V, X)
Super Combos
Rainbow Hip Rush - QCF, QCF, P (A)
Heavenly Dynamite - 720, P, Tap P Rapidly (A)
Thirteen’s Peach Special - DP, DP, K (A, X)
Hashiru - B / F (A, X, after Thirteen’s Peach Special)
Dageki - P (A, X, after Hashiru)
Moonsault Press - P (A, X, near corner, after Dageki)
Missile Kick - K (A, X, near corner, after Dageki)
Paradise Hold - F + P (A, X, near corner, after Dageki)
Wingless Airplane - F + K (A, X, near corner, after Dageki)
Tobikoshi - K (A, X, after Hashiru)
Enzui Lariat - P (A, X, behind, after Tobikoshi)
Enzui Drop Kick - K (A, X, behind, after Tobikoshi)
Rainbow Suplex - F + P (A, X, behind, after Tobikoshi)
Daydream Headlock - F + K (A, X, behind, after Tobikoshi)
ROLENTO SCHUGERG
Special Moves
High Jump - D, U / UB / UF (A, V, X)
Spike Rod - D + MK (A, V, X, AIR, repeat)
Fake Rod - F + MK (A, V, X)
Patriot Circle - QCF, P, QCF, P, QCF, P (A, V, X)
Stinger - DP, K, pause, P / K (A, V, X)
Mekong Delta Attack - PPP, pause, P (A, V, X)
Mekong Delta Air Raid - QCB, P, pause, P (A, V, X)
Mekong Delta Escape - QCB, K (A, V, X)
Trick Landing - KKK (A, V, X, AIR, during landing)
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Special Moves
Special Combos
Steel Rain - DP, DP, K (A)
Mine Sweeper - QCB, QCB, P (A)
Take No Prisoner - DP, DP, P (A, X)
©1999
17
All Rights Reserved.
ROSE
Sliding - DF + MK (A, V, X)
Soul-piette - F + HK (A, V, X)
Soul Reflect - QCB, P (A, V, X)
Soul Spiral - QCF, K (A, V, X)
Soul Spark - HCF, P (A, V, X)
Soul Throw - DP, P (A, V, X)
Super Combos
Aura Soul Spark - QCB, QCB, P (A)
Soul Illusion - DP, DP, K (A)
Aura Soul Throw - DP, DP, P (A, X)
RYU
Special Moves
Senpuu Kyaku - F + MK (A, V)
Sa Kotsu Wari - F + MP (A, V, X)
Seichuu Nidan Tsuki - F + HP (A, V, X)
Hadouken - QCF + P (A, V, X)
Hadou no Kamae - QCF, Select (A, V, X)
Shakunetsu Hadouken - HCF, P (A, V, X)
Shouryuuken - DP, P (A, V, X)
Tatsumakisenpuukyaku - QCB, K (A, V, X, air)
Super Combos
Shinkuu Tatsumakisenpuukyaku - QCB, QCB, K (A)
Metsu Shouryuuken - DP, DP, K (A, level 3, close)
Shin Shouryuuken - DP, DP, K (A, level 3)
Shinkuu Hadouken - QCF, QCF, P (A, X)
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Special Moves
18
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SAGAT
Tiger Crush - QCF, UF, K (X)
Tiger Claw - DP, P (X)
Tiger Claw - DP, P (A, V)
Tiger Crush - DP, K (A, V)
Tiger - QCF, P (A, V, X)
Ground Tiger - QCF, K (A, V, X)
Super Combos
Tiger Cannon - QCF, QCF, P (A)
Tiger Raid - QCB, QCB, K (A)
Scar Charge - QCF, Select (A, level 1)
Tiger Genocide - DP, DP, K (A, X)
SAKURA KASUGANO
Special Moves
Shunpuu Kyaku - QCB, K (X)
Sakura Otoshi - RDP, K, pause, P, Tap P Rapidly (A, V)
Shunpuu Kyaku - QCB, K (A, V, air)
Flower Kick - F + MK (A, V, X)
Hadouken - QCF, P (A, V, X, press P rapidly to charge)
Shou Ou Ken - DP, P (A, V, X)
Super Combos
Shinkuu Hadouken - QCF, QCF, P (A)
Haruichiban - QCB, QCB, K (A)
Midare Zakura - DP, DP, K (A, X)
SODOM
Special Moves
Jigoku Scrape - QCF, P (A, V, X)
Shiraha Catch - DP, K (A, V, X)
Yagura Reverse - RDP, K (A, V, X)
Butsumetsu Buster - 360, P (A, V, X)
Daikyou Burning - 360, K (A, V, X)
Tengu Walking - B, DB, D, K (A, V, X, after being knocked down)
Standing Tengu Walking - QCF, K (A, V, X, as you’re getting up)
Super Combos
Ten Chuu Satsu - 720, P (A)
Meido no Miyage - QCF, QCF, P (A, X)
©1999
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Special Moves
19
SUPER AKUMA
Hyakki Shuu - QCF, UF, P (A, V)
Hyakki Gou Zan - QCF, UF, P (A, V)
Hyakki Gou Sai - P (A, V, after Hyakki Shuu, close)
Hyakki Gou Tsui - K (A, V, after Hyakki Shuu, close)
Hyakki Gou Shou - P (A, V, after Hyakki Shuu)
Hyakki Gou Sen - K (A, V, after Hyakki Shuu)
Tenma Kuujinkyaku - DF + MK (A, V, X, AIR)
Zugai Hasatsu - F + MP (A, V, X)
Senpuu Kyaku - F + MK (A, V, X)
Gou Hadouken - QCF, P (A, V, X)
Zankuu Hadouken - QCF, P (A, V, X, AIR)
Shakunetsu Hadouken - HCB, P (A, V, X)
Gou Shouryuuken - DP, P (A, V, X)
Gou Tatsumaki Zankuu Kyaku - QCB, K (A, V, X, air)
Zenpou Tenshin - QCB, P (A, V, X)
Ashura Senkuu - DP / RDP, PPP / KKK (A, V, X)
Super Combos
Messatsu Gou Shouryuu - QCF, QCF, P (A)
Tenma Gou Zankuu - QCF, QCF, P (A, AIR)
Messatsu Gou Hadou - HCB, HCB, P (A)
Shun Goku Satsu - LP, LP, F, LK, HP (A, X)
THUNDER HAWK
Special Moves
Condor Spire - RDP, P (A, V)
Thunder Drop - D + HP (A, V, X, AIR)
Knee Drop - D + HK (A, V, X, AIR)
Condor Dive - PPP (A, V, X, AIR)
Thunder Strike - DP, P (A, V, X)
Typhoon - 360, P (A, V, X, close)
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Special Moves
Super Combos
Canyon Splitter - QCF, QCF, P (A)
Raging Typhoon - 720, P (A, X, close)
20
©1999
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VEGA
Backslash - PPP (A, V, X)
Short Backslash - KKK (A, V, X)
Rolling Crystal Flash - Hold B, F, P (A, V, X, charge)
Scarlet Terror - Hold DB, F, K (A, V, X, charge)
Sky High Claw - Hold D, U, P (A, V, X, charge)
Flying Barcelona Attack - Hold D, U, K, B / F, P (A, V, X, charge)
Izuna Drop - Hold D, U, K, B / F, D + P (A, V, X, charge)
Heki Hari Tsuki - Hold D, U, KKK (A, V, X, charge, Vega’s stage only)
Super Combos
Scarlet Mirage - Hold B, F, B, F, K (A, charge)
Red Impact - Hold B, F, B, F, P (A, level 3, charge)
Rolling Izuna Drop - Hold DB, F, B, UF, K, B / F, P (A, X, charge)
Rolling Barcelona Attack - Hold DB, F, B, UF, K, B / F, D + P (A, X, charge)
Heki Hari Tsuki - Hold DB, F, B, UF, KKK (A, X, charge, Vega’s stage only)
ZANGIEF
Special Moves
Banishing Flat - F, DF, D, P (X)
Banishing Flat - DP, P (A, V)
Double Lariat - PPP / KKK, B / F (A, V, X)
Screw Piledriver - 360, P (A, V, X)
Flying Powerbomb - 360, K (A, V, X)
Atomic Suplex - 360, K (A, V, X, close)
Super Combos
Aerial Russian Slam - DP, DP, P (A)
Final Atomic Buster - 720, P (A, X)
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Special Moves
21
©1999
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Arcade
This is your basic mode of play. You fight 10 opponents in a row. With a sub-boss and final boss.
Versus
Training Mode
Practice all of your regular moves, combos, super combos and special moves against a computer
dummy. You can adjust if the computer jumps, crotches, etc.
World Tour
This is one of the best modes in SFA3. Choose a character and take him or her around the world, fighting
in various unbalanced battles. You can build your character up, similar to building up a character in an
RPG, and you can even save your character and use them in other game modes.
Entry Mode
Once you’ve created a character in World Tour mode, you can then use Entry mode to import them
into the character select screen. You can import up to six World Tour characters for use in the other
game modes.
Team Battle
Choose one to three characters and battle it out against a friends team of characters. Each time you lose
a character, a new one will replace him until you’re out of characters.
Survival
Choose your character and go up against an unending number of computer controlled characters.
Battle them one at a time with only a single life bar. Your energy will replenish some between fights
depending on how well you do. You can choose a variety of fights ranging from Arcade to Infinite
Battle.
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You and a friend each choose a character and duke it out in one-on-one battles.
Dramatic Battle
You can choose either Ryu and Ken or Juni and Juli and go up against computer controlled opponents.
Your characters will have individual life bars, but will share the same super meter.
Final Battle
This mode serves two purposes. First, you can practice fighting M. Bison with any character, and not have
to worry about fighting through the entire Arcade mode. Secondly, this mode allows you to see your
character’s ending without beating the game all the way through. You’ll fight M. Bison once, then if you
defeat you’ll see your character’s ending.
©1999
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22
ISM PLUSES
Air Guard
Auto Guard
Your character will automatically block all incoming attacks as long as you’re not attempting to attack
yourself. However, your guard meter is greatly reduced.
Damage Plus
Your attacks will now do more damage than before.
Guard Destroy
Any attack your opponent blocks will now take off more from their guard meter.
Gauge Plus
Your super meter will increase automatically, and your attacks will raise the super meter even more.
Guard Power Plus
Your guard meter will now decrease less when you block an attack.
Hard Body
Your character can not become dizzy.
Infinity Guard
Your character will no longer have a guard meter.
Limit Off
Your character will now have maximum offensive power and minimum defensive power.
Original Combo
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Your character will be able to block while in the air.
Your character will now be able to do Original Combos.
Super Guard
Your character will no longer take damage from blocked special moves.
Super GP Plus
Your character’s attacks will take more off your opponent’s guard meter.
Super Zero Cancel
Your character will now be able to cancel a special move and go right into a Super Combo.
Alpha Cancel
Your character will now be able to cancel a normal move into a special move.
©1999
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23
Alpha Combo
Your character will now be able to cancel a normal move into another normal move.
Alpha Counter Plus
MATCH TYPES
Combo Attack
Your opponent can only be damaged by some type of combo. If you do a combo, the first hit will cause
no damage, but anything after the second hit will do signifiacnt damage. This includes Super Combos
and Original Combos.
Gauge Max
Your opponent’s super meter is always maxed out.
Guard Crush
Your opponent can only be damaged by attack him or her after a guard crush. However, your opponent’s guard meter will always be extremely low.
Normal
Just like arcade mode. You fight a single opponent in a normal match.
Original Combo
Your opponent can only be damaged by an Original Combo. Any other attack will have no effect.
Super Combo
Your opponent can only be damaged by a Super Combo. Any other attack will have no effect.
Time Attack
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Alpha Counters will now cause more damage.
This is a normal match, with only 50 seconds to defeat your opponent.
24
©1999
All Rights Reserved.
JAPAN - #1
- 1 Round
- X-ism Dan
- 100% Life
- 80 seconds
- Normal
U.S.A. - #1
- 1 Round
- Classic Balrog
- 60% Life
- 80 Seconds
- Normal
- 2 Rounds
- V-ism Ken
- 80% Life
- 80 Seconds
- Normal
CHINA
- 2 Rounds
- X-ism Dan
- 80% Life
- 80 Seconds
- Normal
- 1 Round
- X-ism Gen
- 70% Life
- 90 Seconds
- Normal
- 1 Round
- A-ism Chun-Li
- 70% Life
- 90 Seconds
- Normal
U.S.A. - #2
- 2 Rounds
- A-ism Sodom
- 65% Life
- 80 Seconds
- Normal
- 1 Round
- X-ism Charlie
- 20% Life
- 99 Seconds
- Combo Attack
©1999
HONG KONG
- 1 Round
- 2 X-ism Chun-Lis
- 50% Life
- No Time Limit
- Normal
- 1 Round
- X-ism Gen
- 100% Life
- 30 Seconds
- Time Attack
- 2 Rounds
- A-ism Fei Long
- 100% Life
- 90 Seconds
- Normal
THAILAND - #1
- 1 Round
- 2 A-ism Adons
- 65% Life
- No Time Limit
- Normal
- 2 Rounds
- X-ism Sagat
- 90% Life
- 80 Seconds
- Normal
U.S.S.R
- 2 Rounds
- X-ism R. Mika
- 50% Life
- 99 Seconds
- Normal
- 1 Round
- X-ism Zangief
- 50% Life
- 99 Seconds
- Super Combo
POINT 48106
- 1 Round
- X-ism Juli and Juni
- 100% Life
- 80 Seconds
- Normal
All Rights Reserved.
- 1 Round
- 4 V-ism Cammys
- 45% Life
- No Time Limit
- Normal
- 2 Rounds
- Super M. Bison
- 100% Life
- 99 Seconds
- Normal
GREECE
- 2 Rounds
- A-ism Vega
- 90% Life
- 80 Seconds
- Normal
- 1 Round
- 2 V-ism Roses
- 50% Life
- No Time Limit
- Normal
ITALY
- 2 Rounds
- V-ism Cammy
- 65% Life
- 90 Seconds
- Normal
- 1 Round
- A-ism Birdie
- 50% Life
- 99 Seconds
- Original Combo
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MATCHES
INDIA
- 2 Rounds
- X-ism Adon
- 90% Life
- 30 Seconds
- Time Attack
- 2 Rounds
- X-ism and A-ism Dhalsim
- 100% Life
- 80 Seconds
- Normal
25
- 2 Rounds
- X-ism Blanka
- 100% Life
- 30 Seconds
- Time Attack
- 1 Round
- 4 A-ism Blanka
- 50% Life
- No Time Limit
- Normal
MEXICO
- 2 Rounds
- Classic Balrog
- 90% Life
- 80 Seconds
- Normal
- 1 Round
- V-ism T. Hawk
- 40% Life
- 99 Seconds
- Combo Attack
JAMAICA
- 1 Round
- 2 A-ism E. Hondas
- 100% Life
- No Time Limit
- Normal
- 1 Round
- A-ism Dee Jay
- 55% Life
- 99 Seconds
- Original Combo
©1999
U.S.A. - #3
- 1 Round
- 3 V-ism Guys
- 50% Life
- No Time Limit
- Normal
- 1 Round
- V-ism Cody
- 40% Life
- 99 Seconds
- Super Combo
- 1 Round
- X-ism Sodom
- 90% Life
- 80 Seconds
- Normal
- 1 Round
- A-ism Rolento
- 80% Life
- 80 Seconds
- Normal
JAPAN - #2
- 1 Round
- 5 V-ism Dans
- 40% Life
- No Time Limit
- Normal
- 1 Round
- A-ism and V-ism Sakura
- 100% Life
- 99 Seconds
- Normal
- 1 Round
- A-ism Karin
- 100% Life
- 99 Seconds
- Normal
All Rights Reserved.
JAPAN - #3
- 2 Rounds
- A-ism E. Honda
- 100% Life
- 80 Seconds
- Normal
- 2 Rounds
- A-ism Ryu
- 100% Life
- 99 Seconds
- Gauge Max
U.S.A. - #4
- 1 Round
- X-ism Sakura
- 100% Life
- 80 Seconds
- Normal
- 1 Round
- X-ism Cody
- 90% Life
- 99 Seconds
- Normal
- 1 Round
- X-ism Guy
- 90% Life
- 99 Seconds
- Normal
- 1 Round
- A-ism Ken
- 90% Life
- 99 Seconds
- Normal
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BRAZIL
26
- 1 Round
- 2 X-ism Sagats
- 90% Life
- No Time Limit
- Normal
- 1 Round
- A-ism Vega
- 100% Life
- 80 Seconds
- Normal
- 1 Round
- X-ism Cammy
- 100% Life
- 80 Seconds
- Normal
- 2 Rounds
- Super M. Bison
- 90% Life
- 99 Seconds
- Gauge Max
USA - #5
- 1 Round
- 4 X-ism Rolentos
- 45% Life
- No Time Limit
- Normal
- 1 Round
- V-ism Charlie
- 45% Life
- 99 Seconds
- Guard Crush
- 2 Rounds
- A-ism Guile
- 80% Life
- 99 Seconds
- Super Combo
JAPAN - #4
- 2 Rounds
- X-ism Ryu
- 100% Life
- 99 Seconds
- Normal
- 1 Round
- 3 A-ism Ryus
- 50% Life
- No Time Limit
- Normal
- 1 Round
- A-ism Evil Ryu
- 100% Life
- 99 Seconds
- Normal
JAPAN - #5
- 1 Round
- 4 A-ism Akumas
- 70% Life
- No Time Limit
- Normal
- 2 Rounds
- A-ism Super Akuma
- 100% Life
- 99 Seconds
- Normal
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THAILAND - #2
27
©1999
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Don’t use Super Combos in the same manner that you use regular and special moves. In most cases,
players will do regular and special moves anytime they feel their opponent won’t dodge and counter. It
doesn’t matter if the move will connect as long as your character doesn’t get countered. Super Combos
cannot be used that frequently. The advantage you have with a Super Combo is that many will typically
go through, over or under most regualr and special moves. Set it up so your Super Combos avoids your
opponents move, and hits them before they have a chance to block.
Original Combos
Original Combs are unique because you can initiate them in the air or on the ground. Mix up where
you initiate an Original Combo so your opponent never knows when you’ll unleash one. Once you have
initiated an Original Combo, treat them very similar to chain combos. Utilize both regular and special
moves to create the most damaging Original Combo for your character. Try to make your first hit either
a low attack or an overhead. If your opponent blocks the first attack in an Original Combo, they’ll have
a good chance of blocking a majority of your combo. By using a quick low attack when the opponent is
standing, or an overhead when the opponent is crouching, you’ll catch them off guard.
Variety
One of the most common mistakes a Street Fighter player will make is being repetitive. If a strategy
is working for you, then by all means use it. However, when your opponent figures out your strategy,
then you must retaliate with something else. The best thing to do is to become skilled in at least three
different strategies at first, then build on that as you learn more about you character and opponent.
Adapt
Always adapt to what your opponent is doing. If your opponent is hammering you no matter what
strategy you’re using, step back and look at what you’re doing. Change it up with anything and see
what happens, but under no circumstances should you continue what you’re doing. Even if you’re out
of strategies, either try something new that has nothing to do with any of your current strategies, or
change one of your strategies slightly. Just enough to make it appear different to your opponent, but
familiar to you.
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Super Combos
Regular Moves
Never underestimate your character’s regular moves. Often they can become just as potent as special
moves or Super Combos. Try to find a regular move that would be good in close range situations or after
certain moves that everyone does. Quick overheads and low moves are especially useful. Work these
into your regular strategies to throw off your opponents. Even if the moves only do minimal damage, if
you can get them to connect enough, the match is yours.
Turtling
This is the art of blocking, waiting for your opponent to make a mistake and countering. An opponent
that is turtling will usually be blocking low to avoid getting sweeped. In this case, you can either
throw you opponent, or use an overhead attack. Turtling has been considered by some as being cheap,
however there will almost always be a way around people who turtle. Just mix up your high and low
attacks or make your opponent take the initiative and attack you.
©1999
All Rights Reserved.
28
This is the art of hitting your opponent several times during a fight with a move that takes off very
little energy. Although this may not seem to be one of your best strategies, it works extremely well.
When combined with another strategy that perhaps gets your opponent close to you, it becomes very
effective. Quick low moves are usually best for chipping. Try linking two or three quick moves together
and following it up with a chain combo to take even more energy from your opponent. Just remember
to combine this with another strategy. Alone it’s not worth much.
Overhead/Low
A very good strategy that can frustrate your opponent with ease is the “Overhead/Low” strategy. It
basically consists of attacking your opponent with several consecutive moves at varying heights. For
example, using Ryu, sweep your opponent, then hover over them, and just as they’re getting up, hit
them with your overhead (F+MP). If you connect with both hits of the overhead, your opponent will
fall again. Then hover over them again and this time hit them with a sweep. Mix that up with varied
heights and you can frustrate your opponent beyond belief. Combos also flow well with this strategy.
Keep up a mass onslaught of high and low hitting combos and your opponent won’t know where to
block. The only negative about this strategy is that it can be countered with relative ease. Unless your
timing is perfect, most skilled fighters can attack while they’re getting up and hit you before you can do
an overhead or sweep. However, this can also be used to your advantage. Fake like you are going in for
and overhead or low attack and at the last minute step back. Your opponent will do attack while they
get up, block this attack and your opponent will be left wide open.
Take Your Time
The worst mistake you can make in Street Fighter Alpha 3 is to rush. Take your time and concentrate on
your opponent’s strategy and your own counter strategy. When you rush you are more likely to make a
mistake and put yourself into a vulnerable position. Your opponent can simply sit back (taking his time)
and wait for you to leave yourself wide open for a massive attack. The only time you should be rushing
is if you’re losing when the timer is nearing zero. Be warned however, that your opponent will be waiting
for your attack. It would be beneficial to go with some type of unorthodox attack that you haven’t used
during the match. Especially when playing against very skilled fighters.
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Chipping
Stay Grounded
Always have a ground strategy available to you in Street Fighter Alpha 3. If your opponent takes your
aerial attack away from you, then you need to have a ground-only strategy ready to use. This strategy
will be more defensive and slow paced than most strategies. However, this is mainly because it is
sometimes difficult to get in close to your opponent or start combos without first jumping in. SFA3 is a
game in which nealy all of the character have some sort of anti-air attack. Stay on the ground and you’ll
limit your opponents available strategies. Remain cautious as you move in on your foe from ground
level. This is a good strategy to couple with the chipping. Moving in with quick, short, low moves can
not only stop your opponents incoming attack, but also set them up for some massive combos or the
overhead/low strategy.
©1999
All Rights Reserved.
29
This is one of the most important and overlooked aspects of the game. When you first start playing a
game, it can be difficult to determine which character is best for your playing style. Many fighters make
the mistake of choosing the character that they have the best luck with. This character will not always
be the best choice. Depending on your general skill in Street Fighter games, character selection will
vary. Beginners should find a character that is average in all areas. Ryu or Ken would be good examples
of this. Intermediate players should chose a character that best enables them to use their favorite
strategies. If you use an anti-air strategy, then you should select a character that has high priority anti-air
moves such as Sagat or Adon. Advanced players generally know what type of character to look for. It can
often be favorable for advanced fighters to select a character that requires more time and training to
become skilled with. These characters are usually only selected after the game has been out for awhile
and people have moved on from their initial character selections. The advantage is that most people
will be accustomed to playing as, and against the general Ryu and Ken players. By using a less popular
character you will not only have skill on your side, but the opponent won’t know what to expect from
your character.
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Character Selection
30
©1999
All Rights Reserved.
Note: Characters that are readily accessible in the Dreamcast version of this game need to be unlocked
first if you want to play as them in the PlayStation version.
There are two ways to access Guile. There is a timer located in the options screen. Once this reaches 96
hours, Guile will be unlocked. You can also unlock Guile by getting your character up to level 27 in World
Tour mode. You will then battle Charlie, followed by Guile. Defeat Guile and you’ll be able to use him in
any mode. This is a difficult task and will require at least 60% of your matches to end in perfects.
Evil Ryu
There are two ways to access Evil Ryu. There is a timer located in the options screen. Once this reaches
120 hours, Evil Ryu will be unlocked. You can also unlock Evil Ryu by getting your character up to level
30 in World Tour mode. You will then battle Evil Ryu. Defeat him and he’s yours to use any mode. This is a
difficult task and will require at least 60% of your matches to end in perfects.
Super Akuma
There are two ways to access Super Akuma. There is a timer located in the options screen. Once this
reaches 180 hours, Super Akuma will be unlocked. You can also unlock Super Akuma by getting your
character up to level 31 in World Tour mode. You will then battle four Akumas followed by Super Akuma
himself. Defeat Super Akuma and you’ll be able to use him in any mode. This is a difficult task and will
require at least 60% of your matches to end in perfects. After you’ve unlocked Super Akuma, hold L2
and select Akuma to play as him.
Final Battle Mode
There are two ways to access Dramatic mode. Either beat the game on difficulty level 7, or allow the
timer in the options screen to reach 32 hours. Dramatic Battle Mode - There are two ways to access
Dramatic mode. Either beat the game on difficulty level 8, or allow the timer in the options screen to
reach 72 hours.
Dual Battle Mode
To unlock Dual Battle mode, beat Dramatic Battle mode with Juni and Juli.
Enhanced Dramatic Battle - To unlock enhanced Dramatic Battle, beat Dramatic Battle mode with Ryu
and Ken.
this guide downloaded from ignguides.com
Guile
Classic Balrog
There are two ways to access Classic Balrog. Either beat the World Tour mode or allow the timer in
the options screen to reach 8 hours. After you’ve unlocked Classic Balrog hold L2 and select Balrog
to play as him.
Classical Mode
There are two ways to access Classical mode. Either beat the game on difficulty level 4, or allow the
timer in the options screen to reach 3 hours. Once you’ve unlocked Classical mode, press select at the
character select screen to access it.
©1999
All Rights Reserved.
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Mazi Mode
Saikyou Mode
There are two ways to access Saikyou mode. Either beat the game on difficulty level 4, or allow the
timer in the options screen to reach 5 hours. Once you’ve unlocked Saikyou mode, press select at the
character select screen to access it.
Team Battle Mode
There are two ways to access Team Battle mode. Either beat the two X-ism Chun-Li’s in the first China
stage of World Tour mode, or allow the timer in the options screen to reach 16 hours.
Survival Mode
There are two ways to access Survivor mode. Either beat Point 48106 in World Tour mode, or allow the
timer in the options screen to reach 24 hours.
New Introduction
To unlock the new introduction, the timer in the options menu must reach 48 hours.
Battle Super Akuma
To fight Super Akuma, hold L1 and L2 before you select your character in Final Battle Mode. You must
continue to hold L1 and L2 until the match begins.
this guide downloaded from ignguides.com
There are two ways to access Mazi mode. Either beat the game on difficulty level 4, or allow the timer
in the options screen to reach 4 hours. Once you’ve unlocked Mazi mode, press select at the character
select screen to access it.
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©1999
All Rights Reserved.