o o o o <|\ /|> <|> <|> / \\o o// \ / \ < > \o/ v\ /v \o/ o__ __o/ \o/ o/ o__ __o | o__ __o | <\/> | /v | | /v /v v\ o__/_ /v v\ / \ / \ /> / \ / \/> /> <\ | /> <\ \o/ \o/ \ \o/ \o/\o \ / | \ / | | o | | v\ o o o o o / \ / \ <\__ / \ / \ <\ <\__ __/> <\__ <\__ __/> STREET FIGHTER III 3RD STRIKE FAQ by Joseph Christopher version 1.6 Apr. 12, 2000 this faq is copyright 2000-2001 Joseph Christopher I didn't believe there will come a time when I'll have to write something like this just to remind some people of what they all should be knowing by heart :( Anyway, here goes... By gaining access to this faq you agree to the following terms: ___________________________________________________________________________________ =================================================================================== || || || 1) I, Joseph Christopher, the author of this faq, is not in any way || || liable for any harm that anybody thinks came from reading this faq. || || Examples of this harm include physical ones, such as getting mauled || || by someone who lost to you via a technique found in this faq, and || || emotional ones, such as experiencing humiliation upon the use or || || most likely misuse of yet another technique found in this faq. || || || || 2) If this faq was accessed from a source other than gamefaqs.com, nine || || out of ten chances are it is not in its latest update. You must || || therefore read the latest version of this faq first at the said web || || site before sending in any comments, suggestions, and/or corrections. || || As for webmasters, web page contibutors, and all similar personnel, || || posting this faq on any other website requires every last sentence, || || phrase, word, and character contained within this file included and || || unaltered. Keeping this faq as updated as it is on gamefaqs.com is || || preferable, though not required. || || || || 3) This faq is not to be profited from---directly, indirectly, or in || || whatever other way possible. By directly I mean earning less than, || || equal to, or greater than a cent's worth in cash, items, or services || || in exchange for part of or all the contents of this faq. On the || || other hand, by indirectly I mean using a part of or all the contents || || of this faq as a convincing factor for the purchase of another product || || thus directly or again indirectly yielding profit. || || || || 4) You will not use even a single phrase, sentence, or concept found || || anywhere in this faq on your own work, even if you expressed it in || || your own words, without at the very least giving me, Joseph Christopher, || || the author of this faq, full credit for it. If you in any way || || incorporated even a very minute part of the strategies found in this || || faq with your own in your work, then you must at the very least give || || me partial credit for it. || || || || 5) Ignorance of the law excuses no one, therefore if ever anything || || unlawful is done to this faq and/or to me, its author, the appropriate || || legal actions will be taken. If at any point you disagree to this || || or any of the above statements, delete this faq immediately and discard || || any help it has done for you. || || || =================================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * This society does not care if you're the dumbest vegetable on earth, if you do something wrong, someone will make you pay the price! ;) * Makoto, hmm... What can I say about her? I have to admit the first time I saw her I thought she was a boy and had Ryu-like skills but I guess I was all wrong. I still learned to like her for her style though. She can, as far as I know, never be used in a cheap way. For starters, she doesn't have a fireball and needs a super just to counter it. She only has one surprise move, the Hayate, and you can't even do it while getting up. Finally, the same Hayate is her only long range move. Is she sounding lame already? Wait till you hear this... 1. Makoto is as powerful as Ryu yet as fast as Ken (whoa!) 2. Makoto's dash travels farther than the rest 3. Makoto's normal moves are damaging yet have very high priority 4. Makoto has several fake moves that can really confuse an opponent 5. Makoto can further increase her damage through her taunt 6. Makoto's normal moves, when coupled with a forward, comes out differently Why read this guide: I. Legend II. General Moves III. Normal Moves IV. Special Moves V. Supers VI. Combos VII. Vs. Computer VIII. Vs. Human IX. Ending X. Credits XI. Revision History XII. Final Words %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ __ ____ ___ ____ _ _ ____ (_ _) ( ) ( ___) / __)( ___)( \( )( _ \ _)(_ )(__ )__) ( (_-. )__) ) ( )(_) ) (____)() (____)(____) \___/(____)(_)\_)(____/ U - up D - down B - back F - forward + - at the same time P - any punch K - any kick L - low M - medium H - high / - or %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ___ ____ _ _ ____ ____ __ __ (_ _)(_ _) / __)( ___)( \( )( ___)( _ \ /__\ ( ) _)(_ _)(_ ( (_-. )__) ) ( )__) ) / /(__)\ )(__ (____)(____)() \___/(____)(_)\_)(____)(_)\_)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ dash - F,F / B,B (goes in direction you choose) super jump - D,U / D,UF / D,UB (goes in direction you choose) throw - LP+LK / F+LP+LK / B+LP+LK (different throws depending on direction) overhead - MP+MK taunt - HP+HK parry - tap F at the moment of impact of the opponent's attack (maybe done in mid-air) low parry - tap D at the moment of impact of the opponent's attack (no longer can it be done on high attacks) red parry - tap F at the moment of impact of the opponent's attack right after blocking a previous one. (both the current and previous attack must've been a combo for the red parry to be acknowledged) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ____ _ _ _____ ____ __ __ __ __ (_ _)(_ _)(_ _) ( \( )( _ )( _ \( \/ ) /__\ ( ) _)(_ _)(_ _)(_ ) ( )(_)( ) / ) ( /(__)\ )(__ (____)(____)(____)() (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ 1) LP - strategies with her LP are no different to most the players, especially shotos, of the game. Just use it to chip away on your opponents life and suddenly strike hard when he's just about done for. a) standing - she does a palm attack that's just as useful as any normal or small sized player's jab in the game. Used to confuse high-blocking opponents to continue blocking high when you decide to sweep (D+HP) or throw b) forward - she throws a jab that can hit low-blocking opponents. Virtually undetectable and can be used to finish off an opponent with almost no life left. c) crouching - well, she just crouches and does basically the same attack as her standing LP. This time you use it to confuse opponents to block low when you decide to do an overhead or LP Oroshi (the karate chop that spells P-O-W-E-R-!) d) jumping - useless, actually. Maybe you can use it to counter a Shoryuken type move but, doesn't a parry followed by any other, stronger, attack feel a lot better? 2) MP - this is her general combo starter. May it be standing, crouching, or jumping, this move can always be linked to her Hayate. Keep that in mind and you're off to a good start. a) standing - her farther arm punches the opponent's face while the other is simultaneously hitting the chest. Looks like she'll need a lot of recovery time for this move but no, like I said, it can be comboed into the Hayate. b) forward - she delivers a slow yet damaging punch to the midsection which is quite good at pushing your opponent to impatience and make him do something stupid. c) crouching - don't know what it's called, but let me describe it: she has her hand open but the fingers are close as in a karate chop position but then she doesn't chop, she reaches out for the opponent and its the tips of her fingers that connects. Used to keep opponents from getting close and doing an overhead. d) jumping - again, as useless as the LP version. Comes out almost as slow as the jumping HP and does less damage so I'd prefer the latter. 3) HP - close ranged yet high on damage and stun. She also has quite a unique array of HPs a) standing - looks like a slap in the face but actually it's just a mean swipe, well, not just, it's MEAN and can also be comboed to the Hayate. b) forward - this should already be considered a special move but I'll include it here for completeness' sake. In this move she steps forward and does a straight punch to the chest. If you press the HP button again before she completes the punch she'll do a two punch combo and if you hit the HP twice before she completes the first punch she'll punch three times. Mix up the number of punches you do to confuse them into blocking. c) crouching - a punch-sweep? Surprising, but true. She's the only one in the SF world as far as I know that does a punch sweep, and it even comes out great! Quite low on the range, but high on priority, damage, and stun. Quite hard to detect too if you properly mix it up with your standing LPs d) jumping - very damaging yet comes out slow and has to be timed right to connect. Best used as an anti-air rather than a jump-in combo starter. 4) LK - nothing her LKs can do that her LPs can't do better so I won't be including strategies on this but I'll describe them... a) standing - the conventional knee attack seen in many other players in the SF world b) forward - she takes one step and kicks forward, making sure that crouching opponent will get a taste of her foot. c) crouching - the only move she has that can be traced back to a shoto Basic kick to the shin. d) jumping - even more useless than the jumping LP. Makes use of the knee. 5) MK - this sheds some light on her kicks if by now you're thinking they're no good. See for yourself its advantages: a) standing - this, on my opinion, is her best normal move. Has VERY high priority, not to mention damage and stun like the rest of her moves. It may look like a simple high-forward kick, but it can take the place of a Shoryuken! Just dash back when you see a jumping opponent and do it. Even if they parry you still got great chances of blocking or better yet parrying their next move. b) forward - another good anti-air, this time she first takes a step forward, then does a high spin kick much like her standing HK but slower yet still a better anti-air. c) crouching - she's down alright, but still kicks high! her crouching MK hits the opponents midsection(I think), and has a higher priority than most normal and even some special attacks. Use this to counter moves you have detected. d) jumping - it's a genuine flying kick if you ask me. Just like the flying kicks you see in the movies. In case you're still wondering, it's a horizontal kick with the farther leg while the nearer one is strictly folded. Good at air to air encounters. 6) HK - only for those who are quite accustomed to using her already. Most of her HK's are a little awkward to use and recover slowly so you'll have to experiment if they suit you fine. a) standing - frustrating, the word's frustrating. I can't get any strategies from this move other than to exchange hits with an upcoming fireball. You're in for a super if this move is blocked or worse, parried. b) forward - like her forward HP, should already be considered a special move but included here for completeness' sake. It's a standing sweep (why can't she just SWEEP like everyone else does) that comes after a step forward. Hold the HK button and the sweep will be cancelled, leaving you nearer the opponent. Still don't know what to do? THROW! c) crouching - yet another anti-air, but not a sweep and it does not even hit crouching opponents. Comes out slow yet I repeat is a good and damaging anti-air if timed right. d) jumping - she does a horizontal kick that out-prioritizes any other air attack I've seen. Best at air to air encounters but still highly recommended for jump-in combo starters. * In a nutshell, use her punches for opponents on the ground while her kicks for opponents in mid-air %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ___ ____ ____ ___ ____ __ __ (_ _)( \/ ) / __)( _ \( ___) / __)(_ _) /__\ ( ) _)(_ \ / \__ \ )___/ )__) ( (__ _)(_ /(__)\ )(__ (____) \/ () (___/(__) (____) \___)(____)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ * EX version - done by pressing two P/K instead of one in every move - basically just increases in speed and number of hits 1) Hayate - D,DF,F+P This move is what brought Makoto to fame. One of the first reasons why I decided to master her, this move is a speedy yet powerful dash punch that actuallly leaves a trail of Makoto images behind. This is the general combo ender and a move always witnessed in any Makoto match. You may hold the P longer to allow her to wait before striking and while holding the P you can press K to cancel the move altogether. 2) Fukiage - F,D,DF+P I don't know what makes her think she'll ever connect with this move, which is a straight-up punch with her farther arm. But now I know. It's not for opponents planning a jump-in combo, it's for opponents who want to get behind you by propelling themselves in the air (like Ken's EX Tatsumaki) The only good thing about this move is the fact that you can juggle afterwards. Ex version includes a step forward before the actual move, making it more easy to connect and re-juggle! 3) Oroshi - D,DB,B+P Another overhead P that does not jump. It's slower but harder to detect so maybe you can use this but only in the first round when your opponent ain't familiar of your style yet. It can also be used as an anti-air but there are other, easily timed moves to replace it. 4) Karakusa - F,DF,D,DB,B+K Useful both as a confuser and combo starter, in this move she grabs the opponent, raises them in the air, chokes them, and finally puts them back on the ground, a little dazed. You follow this move up with a combo but you have to think fast because your opponent is stun for only half a sec. 5) Tsurugi - UB/U/UF,D,DB,B+K She does an axe kick in mid-air which, of course, is great on stun and damage but again slow on the execution. You'll have to estimate the time it takes for her to do it so you could land it successfully and use as a jump-in combo. The HK version should not be used much because it knocks your opponent flat on his back and therefore cannot be comboed. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ___ __ __ ____ ____ ____ ___ ( \/ ) / __)( )( )( _ \( ___)( _ \/ __) \ / \__ \ )(__)( )___/ )__) ) /\__ \ \/ () (___/(______)(__) (____)(_)\_)(___/ 1) Seichuusen Godanzuki - D,DF,F,D,DF,F+P (comes in one long super bar) Makoto will deliver a hard-hitting punch where girls of her age shouldn't (you know what I mean) and follows it up with a three punch combo to the chest, ended by a hard uppercut, this time using her nearer arm. The opponent is sent to lala land while she mumbles something no ear could hear. Eventually, the opponent falls back to the ground and only then can you start moving. Can be comboed from lotsa things, (like a Hayate, Oroshi, Tsurugi, most normals, etc.) so experiment and discover..... 2) Abare Tosanami Kudaki - D,DF,F,D,DF,F+K (comes in two moderately long super bars) Much like Spiderman's "Maximum Spider" in Marvel vs. Capcom, Makoto jumps back, charges up, and jets through the air with her foot ready to hit the opponent's face. Extermely useful for cheap fireballers. However, this super is not homing and the direction you will go depends upon the K you pressed. The weaker the K, the closer to vertical. ALWAYS follow-up this move with a Hayate, most people forget that. I know there are more you can follow this super up with, and I'll be discussing them in the next section. 3) Tanden Renki - D,DF,F,D,DF,F+P (comes in one short super bar) Makoto is red-hot, quite literally in this super. Remember me saying Makoto is as powerful as Ryu? How bout when I said her taunt would further increase her damage? Well, she's all that and this super just makes her the Queen of Pain. She can't block during this super though, so you'll have to rely on parrying, but, come to think of it, you HAVE to rely on parrying in general if you want to use her effectively. Oh and, before I forget, the easiest way to guarantee at least 2 hits from this super is to grab the opponent in a Karakusa, activate the Tanden Renki, and quickly hit them with a HP->Hayate combo. Does insane damage, though you have to be prepared to either throw, parry, or re- attack the opponent's retaliation =p %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ___ _____ __ __ ____ _____ ___ ( \/ )(_ _) / __)( _ )( \/ )( _ \( _ )/ __) \ / _)(_ ( (__ )(_)( ) ( ) _ < )(_)( \__ \ \/ (____)() \___)(_____)(_/\/\_)(____/(_____)(___/ (every UF-> any attack may be replaced by the Karakusa) (every HP Hayate may be FOLLOWED by a Seichuusen Godanzuki) Beginner 1) UF-> HK-> D+HP 2) UF-> HP-> D+HP 3) UF-> HK-> LK-> MK 4) UF-> HP-> LK-> MK 5) UF-> HK-> D+MP-> HP Hayate 6) UF-> HP-> D+MP-> HP Hayate Intermediate 1) UF-> HP-> MP-> HP Hayate 2) UF-> HK-> MP-> HP Hayate 3) UF-> HP-> HP-> HP Hayate 4) UF-> HK-> HP-> HP Hayate Expert 1) UF-> MK Axe K-> LP-> LP-> LP-> HP Hayate Improbable yet Possible 1) Fully charged with Abare Tosanami Kudaki (19-hits) HP Fukiage-> UF-> MK Axe K-> HP Hayate-> EX Fukiage-> UF-> MK Axe K-> HP Hayate-> EX Fukiage-> UF-> MK Axe K-> HP Hayate-> EX Fukiage-> UF-> MK Axe K-> HP Hayate-> EX Fukiage-> UF-> MK Axe K-> HP Hayate-> EX Fukiage-> UF-> MK Axe K-> HP Hayate-> HP Hayate * Fukiages and EX Fukiages must be cancelled into a super jump that yields the MK Axe K * Timing is VERY important for landing all the HP Hayates * Follow-up the EX Fukiage immediately after the HP Hayates 2) One bar charged, you in corner (9-hits) HK Karakusa-> HP-> Abare Tosanami Kudaki-> UF-> MK Axe K-> HP Hayate-> HP Hayate * The Abare Tosanami Kudaki must be cancelled into a super jump that yields the MK Axe K 3) Fully charged (4-hits) HP Fukiage-> UF-> MK Axe K-> Tanden Renki-> HP Hayate-> HP Hayate * Damage is the theme of this combo, not number of hits * The Fukiage must be cancelled into a super jump that yields the MK Axe K 4) Fully charged (2-hits) HP Oroshi-> Seichuusen Godanzuki * The HP Oroshi must be cancelled to the Seichuusen Godanzuki * well, just thought I'd let you know... %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ _ _ ___ ( \/ )(_ _)(_ _) ( \/ )/ __) \ / _)(_ _)(_ \ / \__ \ \/ (____)(____)() \/ (___/() ___ _____ __ __ ____ __ __ ____ ____ ____ / __)( _ )( \/ )( _ \( )( )(_ _)( ___)( _ \ ( (__ )(_)( ) ( )___/ )(__)( )( )__) ) / \___)(_____)(_/\/\_)(__) (______) (__) (____)(_)\_) * a general strategy would be to step forward, do an MP followed by an HP Hayate, and repeat the process indefinitely or replace the MP with a D+MP * another general strategy would be to catch your opponent with a Karakusa, follow up with an HP-> HP Hayate combo, and repeat the process indefinitely or replace the HP with an MP or D+MP. I actually garnered a rating of SS+ (yup! SS+) using this strategy alone and I didn't even know there was such a rank before I got it! * These are NOT 100% applicable in all cases. There's always a chance, slim as it may be, that the computer did not follow what I say below. But it's safe to say that if you follow my guidelines, you'll always win. * Seichuusen Godanzuki is the most recommended super for the computer Akuma - if you block a combo of his that ended with a Hadouken, do a HP Fukiage cause he'll jump and try to do another dive K combo - if he's in the corner and you do a Hayate holding the P, he'll jump. Tap the K to cancel and do a parry to super if you will Alex - whenever he does a HP Back Fist, duck. He'll follow up with a Double Dive P which you should be ready to parry and counter - if he suddenly walks back for 3 sec, get ready to parry his charging elbow Chunli - she wouldn't be herself if she didn't jump at least 10 times per match. Use your standing MK abusively Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard to anticipate his moves. A good strategy would be to block his attacks and retaliate - note: don't block all day, especially if he's close cause he, like most computer opponents, can always throw you when you least expect it Elena - memorize her body language and you'll see her charging kick from a mile away - low blocking her D+LK will make her do an overhead kick and follow it with a sweep so counter as you see fit - she'll super jump for you if you're too far away so prepare to juggle. Gill - continue parrying his fireballs until he does something else - he rarely parries in mid-air so you know what to do - super jump and HK Axe Kick to land behind him if he gets too close - don't get intimidated by his meteor shower; it can be parried - get intimidated by his ULTRA CHEAP angel of death super - have at least one super ready to counter his resurrection super - minimize your jumps when he is fully charged Hugo - jab occasionally to make sure he doesn't grapple you - when he jumps, carefully time a P sweep cause he never expects it Ibuki - if she jumps back, she'll throw a dagger so don't try to follow - if she jumps forward, meet her in the air and pummel her to the ground with a HP Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken - if he's fully charged and you launched an LP Hayate, he'll jump and propell himself with an EX Tatsumaki, landing behind you. Makoto - don't risk slow moves even if you think their damage is worth the wait. She'll surely punish you with her speedy power P - don't HK repeatedly just to charge up your super meter. She'll see to it that you learn your lesson Necro - don't jump cause he has a whole lot of ways to counter - his mid-air drill K is always followed by a sweep - he mixes his groud and air attacks but keep an eye on his feet and you'll know when to do a dash back to standing MK Oro - he'll always follow a straight fireball with an upward one - he rarely uses his uppercut now. That means you can always beat him via jump-in combos Q - he's crap. Don't know why he was chosen for a secret challenger. Not much strategy is needed for him. He can be obliterated even by simple jump-in combos Remy - concentrate on countering his attacks and low parrying his projectile - don't rush cause that's what he's waiting for - if you must jump, be sure you're ready to parry a 2 hit flash kick Ryu - if he dashes backwards, expect two Hadoukens to come your way. Jump and select from a wide variety of combos Sean - you're half-screen away and you do a LP Hayate, he'll always counter with a hopping heel K which you, in turn can counter with a parry-> super - two D+LK s will always be followed by a hopping heel k. Parry and super Twelve - don't lose hope if he's been countering all your jump-ins for half the round. he won't be countering the succeeding ones and thus victory for you - keep an eye out for his invisibility. It's when you give all you've got: He'll accept every last bit of it. Urien - crouching for 3 or more seconds yields a dive knee - walking back for sec yields a charging shoulder - standing for 3 or more seconds yields a projectile Yang/Yun - they may have different abilities, but the strategies the computer has in mind when playing them are identical - whenever they're very far from you, they'll super jump and dive K. You'll parry and super %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ _ _ ___ _ _ __ __ __ __ __ _ _ ( \/ )(_ _)(_ _)(_ _) ( \/ )/ __) ( )_( )( )( )( \/ ) /__\ ( \( ) \ / _)(_ _)(_ _)(_ \ / \__ \ ) _ ( )(__)( ) ( /(__)\ ) ( \/ (____)(____)(____)() \/ (___/() (_) (_)(______)(_/\/\_)(__)(__)(_)\_) Well, there won't be any universal rules for fighting against humans cause no two humans think identically. There are, however, general rules that could apply to at most 80% of your encounters with human challengers * Makoto, because of her advantage in power and lack of recovery, must be used as a counter attacker. I must admit even I have not perfected this sort of strategy. But many battles I have won simply by moving left and right, parrying an attack, and doing either a HP Hayate or a super to retaliate. 1) Abare Tosanami Kudaki is the most recommended super There is a very different strategy for playing against humans and against computers. Computers are not easily confused, but are predictable. Humans may hide their predictabilities, but can easily be confused. Thus this super for the humans and the first one for the computer 2) Mix-up your D+MP, Overhead P/Oroshi, and your throw/Karakusa If you get close to an opponent, try as randomly as possible to execute one of these attacks and follow it up with another randomly chosen move. Most of the time I just mix-up the crouching punch and the overhead punch and only use the throw when my opponents' getting the hang of it. 3) Try jumping straight up as the first round starts Normally, your challenger would throw a fireball which you should parry. If he jumps towards you, just do a HK. Sometimes he'll dash in. When this happens, repeatedly tap forward and LP+LK to anticipate either an attack or a throw. 4) Are you experiencing an almost inhuman desire to repeatedly annoy an opponent? Use my 6-hit Fukiage combo to satisfy your needs! I'm quite proud of it cause I discovered it and no one (at least where I play) has ever successfully used it even against the computer. Anyway, here's how: (you have to be fully charged and equipped with an Abare Tosanami Kudaki) a) Set up your opponent. Just walk back and forth, doing LP Hayates to tease him into doing a jump-in combo b) When finally does, counter with an EX Fukiage c) Walk forward a little and do another EX Fukiage d) Repeat just what you did in step c e) By this time, perhaps you're already near a coner. Just pause, no need to walk forward a little, and... f) Deliver an EX Fukiage! (surprise, surprise) g) He may drop a little behind you so dash back since another EX Fukiage includes a step forward h) What else to do in this step but an EX Fukiage! wait a minute, how many was that? 5? did i say 6? then there must be one last hit, right? Right! Just stay put and, since your super bar is empty by now, do a NON-EX FUKIAGE!!! * if you're going to put this combo on your faq please include me in your credits section. thanks 5) If Ryu was used honorably, he'd be used in a similar way to Makoto. I'd be including here a section of my Ryu faq that'd be modified a bit to suit Makoto. Since Ryu's Shin Shoryuken is much like Makoto's Seichuusen Godanzuki, you'll have to use that super to apply these strategies. Akuma - If there's anyone who'd take your Seichuusen Godanzuki as sign to insert more quarters, it's him. The Seichuusen Godanzuki takes a LOT of damage, and Akuma just takes a LOT more than he should as a balancing factor for his awesome power. With Akuma as an opponent, all you have to concentrate on is landing a Seichuusen Godanzuki that's not part of a combo. That's quite a hard task, but parrying leads the way to it. Just parry any jump-in and proceed with this super. Alex - Always keep an eye out for his spiral DDT. You can do just about anything to counter it, but that is IF you detect it. Most of the time you'll block, which is very, VERY bad. It IS blockable but, why block if you can counter? Besides, a simple crouch would get you out of his accursed reach. His non-super grapples do not require a 360 degree rotation so don't underestimate your opponent's ability to do it anytime he wants. He won't be doing any non-grapple moves if you can parry and counter them all so give him that impression. Besides, it's quite easy to parry his non-grapples, being one-hit moves. Chunli - She'll definitely confuse you with her wide array of high and low hitting kicks so stay out of a close fight. She can't just walk toward you and attack without you crouch MP to comboing her first so she'll have to jump. Parry and counter. If she pushes you to a corner, however, she'd be an instant offense freak so use your HP Hayate to silence her. Dudley - Parrying his moves will prove to be quite a challenge as its moments of impact vary at his will. If you really find it hard to parry, try blocking all his moves. They leave a lot for you to feast your combos on, anyway. Be careful not to get thrown out of a block, though. If he does that move wherein he allows you to hit him in the face and then counters, throw him. It won't be considered cheap unless the throw knocked him out, but no one's so foolish as to execute that move with a low life left. Elena - She's also a good confuser like Chunli, and she attacks slower but, to my surprise, is a lot more undetectable. D+MK her whenever she's starting a confuser's game with you. Her Rhino Horn need not be parried, just duck, dash-in, and choose a favorite combo for her. Remember, all her moves, even her supers, leave her open for a Seichuusen Godanzuki afterwards. Hugo - Intimidating, but not really a problem. He's a grappler, so throwing won't be considered cheap in this situation. Actually, it's a worthy skill on your part if he wasn't able to throw you first. He'll also be a counter attacker cause if he's not, all you'll need are well-timed HPs and HKs to win. If he is, as I was saying, you'll just have to out-wait him. When he jumps toward you, dash back and do a HP Hayate. If he super jumps, dash forward, walk back, and throw. Ibuki - Don't be dismayed over a 10+hit combo that rendered you helpless for several seconds because all her efforts would prove futile when she does a cheap knife throw in mid-air, cause that's when you jab the knife (yes, you can!) dash forward, and bury your hand in her,....uh....midsection with a Seichuusen Godanzuki. Same goes with her slide if you block it---and she's sure to use either of the two moves I mentioned at least thrice in a round. Ken - It's easy to land a Seichuusen Godanzuki with this guy. Just sacrifice a relatively small amount of life by letting him hit you with a Tatsumaki. He's so weak even four or more hits of this move won't knock you down so repeatedly do the down to forward motion and hit the HP afterwards to connect. If he doesn't ever use this move, my number two and three Vs. Human strategies are enough to send him on his way. Makoto - Just like Elena, this newcomer will leave herself open for a Seichuusen Godanzuki after every blocked move. You'll find it hard to parry her speedy punch, but you won't have to. Block and super. If she utilizes a Karakusa-to-HP-to- Hayate-and-repeat strategy on you, the better. Time it right so you can do a Seichuusen Godanzuki after the speedy punch is done to make her cry. She'll also be a counter attacker like Hugo so you'll also have to out- wait her. Always be ready to block, though, as she might surprise you with her sudden attacks. Necro - a lot rarer than Alex users to even have the guts to challenge me so I'm not that sure of the properties of his moves but what I know is this: treat him as you would treat a computer controlled Necro. He'll knock you off the air if you jump, electrify you if you're close, and do that multi-hitting spin attack if you miss a move. Watch his feet when he does a confuser's strategy so you'll know when to do an MK. Oro - Another character whose cheapness is more frequently utilized than not. His EX fireball is the key to his "efficiency" It hits twice, just like any other EX projectile, but then it has some MAJOR pluses. First, it's extremely slow, meaning he could use it to protect himself and make sure you won't hit him without YOU getting first. This dam projectile is also homing, which means you can't jump over it and hope to feel safe. If he stays close, you'll just have to exchange hits with him so attack wisely. Otherwise, you can parry it without the fear of being thrown, swept, or stomped at. Q - His tricks come out fast and therefore hard to detect. Don't try to parry them, as you would only put yourself at risk of receiving very high damage. Block his moves. Counter with a combo or better yet a Seichuusen Godanzuki. Two of his supers require one hit connects and since he can't combo, will be easier to evade than your Seichuusen Godanzuki. One of his supers is a series of whacks. Easy to parry all of them but then again, rather not take the risk. One more thing, the fourth hit of this super is a low attack so be prepared for that and show off YOUR super when he's done. Remy - I just hate the Guile types. It's so dam easy to go cheap on them. Just crouch back all day, throw projectiles like crazy, and counter jump-ins via flash kicks. Remy's even worse. His projectile actually has a use (as a confuser cause it may hit high or low), the EX version is hard to parry (because it hits BOTH high and low), and parrying the super is virtually impossible unless you jump first (since it's compose of a multitude of EX versions). Ok, enough of his "strengths" and on to his weaknesses. Remy needs to hold directions before he could execute his moves so if you ever see a standing Remy, dash-in immediately and engage in a confuser's game. He'll probably double sweep you and that'd be his downfall. Block one of his sweeps and parry the other. It's Seichuusen Godanzuki time! If you happen to be facing the cheap@$$ low blocker I was talking about, you'll have to master the art of parrying an anti-air (in this case flash kick-like moves). Whenever you are successful leave him a scar in the chest via Seichuusen Godanzuki. Ryu - You'll have your hands full in this karate match, whether he'd be using a Shinkuu Hadouken or a Shin Shoryuken. They'd probably use their supers as surprise moves, so when you close in on a knocked down Ryu, add blocking to the list of things you might do as he gets up. Denjin Hadouken users need not be worried about. All you have to do is avoid being rendered dizzy, as that would mean the end. In any case, always meet him in mid-air with an HK, always parry his Hadoukens, duck and combo when he does a Tatsumaki, and apply numbers two and three of my Vs. Human strategies. Sean - It's easy to land a Seichuusen Godanzuki with this guy. Just sacrifice a relatively small amount of life by letting him hit you with his (Dan's) version of a Tatsumaki. He's so weak even four or more hits of this move won't knock you down so repeatedly do the down to forward motion and hit the HP afterwards to connect. If he doesn't ever use this move, my number two and three Vs. Human strategies are enough to send him on his way. Twelve - If he copies you, you'll just have to follow my Makoto strategies, disregarding the "avoiding the supers" part because he won't be able to do any of them. Choosing his dive super means your opponent is ready for any Hadouken attack you can think of, but since you don't HAVE a Hadouken, he'll die of frustration. Looks like the needle super is all he has left, but you can easily block that. Scatter his molecules with a Seichuusen Godanzuki afterwards for a glorifying win. By the way, his specials are of no use whatsoever. Urien - Learn from the computer. Don't parry that Thunder thingy cause he'll follow up with an EX projectile. Don't jump for him cause he's got an ultra cheap D+HP that allows him to juggle you with several powerful moves and even his shoulder ram super! You're also not supposed to parry the mirror super and the reasons are obvious. Out-wait him just like you would with Hugo and Makoto. He'll generally be less patient than the other two and succumb to his fate---KO! Yang - Good Yang players would never finish their three hit Tourou Zan so keep an eye out for the pause and Seichuusen Godanzuki! Master the art of parrying a dive kick and you'll be fine. Don't ever jump, hoping to land behind him cause he's got a nice MK that can juggle you for a looong time. Choosing his roll super means your opponent is ready for any Hadouken attack you can think of, but since you don't HAVE a Hadouken, he'll die of frustration. His Raishin Mahhaken is just too easy to evade, and his multiplicity super is not supposed to give much damage. Yun - Lure him into missing a Zesshou Hohou by dashing in and out for a free Seichuusen Godanzuki in his face. Master the art of parrying a dive kick and you'll be fine. His two combo supers are dealt with in the same manner: just block them all and Seichuusen Godanzuki him out of his brand new kung-fu shoes afterwards. His multiplicity super, by the way, is not supposed to give much damage. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ____ _ _ ____ ____ _ _ ___ (_ _)( \/ ) ( ___)( \( )( _ \ (_ _)( \( ) / __) _)(_ ) ( )__) ) ( )(_) ) _)(_ ) ( ( (_-. (____)(_/\_)() (____)(_)\_)(____/ (____)(_)\_) \___/ * Makoto's sub-boss is Ryu and this is what they have to say: Makoto: I've heard about you. You're Ryu right? Your headband and that all-season karate uniform, Yes, I can't be mistaken! Now, accept my challenge! Ryu : Hmm...your style is karate, and you seem skilled. Interesting! Show me your best!! * Makoto's ending: A pile of KOed street fighters are seen by Makoto's side as she whispers "I've finally done it." With her victory comes her father's Rindoukan dojo's rise to fame. People lined the streets to try and learn the power of her fighting style. Makoto says, "Please fall in line, I will be accepting 30 challengers today." (woah, what a show-off!) The dojo's future is now trustfully placed in Makoto's hands. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ___ ____ ____ ____ ____ ____ ___ ( \/ ) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __) ) ( ( (__ ) / )__) )(_) ) _)(_ )( \__ \ (_/\_)() \___)(_)\_)(____)(____/ (____) (__) (___/ Jeff Maxwell for sharing his opinions on the predictabilities of different computer opponents and... for constantly giving me a taste of brand new kung-fu shoes (but that's nothing compared to the taste of feet that have walked the globe! hehe) Red Phoenix (red_phoenix_1@hotmail.com) for info on the whats and hows of ASCII arts Carter Ong (carterong@hotmail.com) for info on the Spiral DDT Gamefaqs.com for paying attention to this faq Capcom and all its affiliates for creating such a great game Ms. AsianCuteness for inspiring me in just about everything I do! %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ _ _ ____ ___ ____ _____ _ _ ( \/ )(_ _) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( ) ) ( _)(_ ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) ( (_/\_)(____)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_) _ _ ____ ___ ____ _____ ____ _ _ ( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ ) ) _ ( _)(_ \__ \ )( )(_)( ) / \ / (_) (_)(____)(___/ (__) (_____)(_)\_) (__) v1.7 - added a ton of suggestions from other players v1.6 - again, updated strategies v1.5 - updated strategies v1.4 - improved ending v1.3 - added ending and improved ASCII art v1.2 - improved sub-boss conversation and fixed a lot 'o flaws v1.1 - added this section and a few things I forgot %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ _ _ __ __ ( \/ )(_ _)(_ _) ( ___)(_ _)( \( ) /__\ ( ) ) ( _)(_ _)(_ )__) _)(_ ) ( /(__)\ )(__ (_/\_)(____)(____)() (__) (____)(_)\_)(__)(__)(____) _ _ _____ ____ ____ ___ ( \/\/ )( _ )( _ \( _ \ / __) ) ( )(_)( ) / )(_) )\__ \ (__/\__)(_____)(_)\_)(____/ (___/ Please feel free to email me if there's something about Makoto I left out or if you just want to comment on my work. Thank you. If ever I revise this faq and add something you feel came from one of your emails to me, email me again and remind me bout it so I can give you credit. Thanks again. Makoto has a second taunt, this time I'm not sure if it will increase her damage but to see it, first do a Hayate and immediately cancel into the taunt code (HP+HK) Devon Wright, fellow Makoto enthusiast, wrote: "Against Dudley in the first fight or the second fight just use Hayates, and if he blocks trip him, and then continue with the Hayates. Against Gill and Urien from a safe distance away do a Hayate, they'll rarely block. And if they do seem to be blocking, just EX it, then you'll be a safe distance away if they do block. As well, with the Abare Tosanami super, don't use it against Gill. I had the first part of it hit him, and then he blocked the rest somehow. Against Hugo just do jumping kicks, it's all you need to know how to do against him. DON'T DO A SUPER...EVER. He'll just block and you'll be standing right there. Against anyone do a Fierce Oroshi while your opponent is getting up, it rarely connects, but if it does they're back on the ground and if it doesn't the block'll send you a little ways away. Make sure not to EX it, because then you'll be standing there like and idiot as your opponent beats the living crap out of you. Abare Tosanami Kudaki Combo: Do the super, if it isn't blocked then follow up in the air with a Roundhouse Kick, it'll knock them back towards the ground and they'll be standing up, of course, you land a split second before they do, so do her triple Fierce punch thingy, and if it hits you've just taken off about half of they're health with about eight hits. And you can build your super up to 1 and 3/4 and do the super combo and after you've done your punching just start it over again. I've managed to get it off twice, except that the second Abare Tosanami killed him...so I couldn't finish off the combo, but everybody around me was shocked and amazed...so it was all worth it. Against the SUV the Oroshi will hit the SUV when she's on top of it. Kinda fun to finish off that damn vehicle by putting your pinky straight into the engine." %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% And just in case you read the last part of this faq before the first, allow me restate my legal notice... 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