O~~~~ O~~ O~~ O~~ O~~ O~~ O~~ O~~ O~~ O~~ O~ O~~ O~~ ~~ O~ STREET FIGHTER III 3RD STRIKE FAQ by Joseph Christopher version 1.2 Dec. 18, 1999 this faq is copyright 1999-2000 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... 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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! ;) * Q is QUAD DAMAGE! Quake fans would definitely agree, anyone with this feature can turn anyone else into a mass of Quivering lard in an instant. He's not to be used by any Quack, as his moves are Quite Queer and he's obviously not one of the Quicker characters in the game. You'll find his personality Questionable, being so Quiet he actually has "..." as a winning Quote. He also Quirks a lot while fighting, which is very moronic of him. But don't Quit on him yet. Q is still Qualified to Quench your thrist for victory and meet your Quota of number of wins for the day. Q, if used properly, can easily Quell the opposition because: 1. Q is QUAD DAMAGE! (ok, I just said that, but so what!?) 2. Q's attacks are sudden and can easily catch an opponent off guard 3. Q has tremendous reach in his moves 4. Q takes a whole lotta less damage from opponents (especially after taunting) 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 - Q's jabs, unlike what is very common, cannot be done twice and register as a combo. They're just plain pokers, not even so good at that because of their lack in speed but, what choice do you have? a) standing - makes use of the fingertips to inflict a small amount of damage to the opponent's chest. Should also be considered as an anti-air(though I'd prefer other, more powerful versions) because of Q's height. b) crouching - you extend your hand out. What!? Imagine how your hand looks like when it's not doing anything---half-open right? You think you can hurt anyone with that? Certainly not! And that's just what Q does in this move so don't use it. c) jumping - excellent reach for an LP. Here, Q opens his hand as if trying to grab the opponent and then aims diagonally downward. Don't get too excited, he won't grab the opponent if the move connects. 2) MP - range is the theme of these moves and with that in mind, use them as often as possible to counter an incoming ANYTHING ('cept fireballs, of course). Also comes out fast and may be used to poke but not to be abused in that field. Highly prioritized to say the least. a) standing - Q delivers a nicely damaging swipe with his farther arm to the opponent's face. Not much use I can find for this move other than to counter moves even before they can come out. b) back - works like(though inferior to) Yang's standing MK---average damage yet propells the opponent high enough in mid-air to allow a very limited number of juggling opportunities. Use this often and especially when your opponent is trying to get behind you. c) crouching - you reach out as far as your long arms would take you and hit the opponent in the midsection even if he's about as far as he was when the round started. Definitely one of the best things to do when you detect a powerful yet slow move coming your way. d) jumping - dammit, he gives a spinning punch that aims HIGH! Now, who the hell can he hit aiming high in mid-air? Don't use this move, it's utterly useless. 3) HP - powerful moves that come out slow but can easily be timed right to guarantee success. Three words: "Practice makes perfect." a) standing - you clench your fists, stretch out both your arms, and hop a little to make the fists connect. Doesn't look like a very damaging move but fortunately it is. Also stuns the opponent for about a sec, giving you time to plan what you'll do next. b) crouching - from a kneeling position, Q folds his nearer arm up a bit and then hits the ground, smashing a standing opponent's knee in the process. Good punisher for blocked sweeps but don't expect to hit a low blocking opponent with it cause it's not an overhead. c) jumping - its just a mid-air version of the standing HP that aims diagonally downward. Comes out faster than the said move since no slight hopping is needed to execute it. Just as high on damage and priority so use it much, very much. 4) LK - don't bother using these, as they can and should be replaced by his other normal moves. a) standing - supposed to be another poker, but, because of the presence of the standing LP, is frequently neglected. Comes out slower and less practical than the said move so rather use that one---always! b) crouching - Q's folded front leg just turns side ways and stretches out while the whole base of the foot does not leave the ground c) jumping - useless, actually. He just sticks his knee out. 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? 5) MK - too slow, too easily detected and too easily parried. Sounds bad but on the good side, has range, priorit, and of course damage. a) standing - its just a slower yet more powerful version of the standing LK, this time making use of the farther leg (I think) instead of the nearer one, as in the case of the standing LK. b) crouching - same as his crouching LK except he uses the other leg and only the heel does not leave the ground. Looks like a shoto's move but still can't be comboed into anything. c) jumping - he does a horizontal kick that out-prioritizes most air attacks I've seen. Best at air to air encounters though easily parried so mix it up with your other air moves. 6) HK - powerful moves that come out slow and can be easily countered. Still worth the try whenever your opponent's on the offensive since he'd be jumping or dashing for you and wouldn't expect any of these. a) standing - Q raises both his arms to, quite successfully, increase the power of the forward K he does afterwards. High on damage yet comes out slow and can easily be detected, parried, and punished. b) back - you do a roundhouse K that's so high you actually give up your own balance just to reach a little higher. Definitely a good anti-air but should be used only at that. That fact that you fall back into the ground after doing the move makes you wide open for your opponent's wildest dreams. c) crouching - the professional wrestler's drop kick used as a sweep. Quite powerful but comes out a little too slow and, like Hugo's dropkick, will leave you open for a combo that ends in a super if you miss. d) jumping - Q does a forward sommersault in mid-air and stretches both his legs diagonally downward and hit the opponent---hard--- in the face. Remember to hit the HK button AS you jump and not WHILE you're jumping to make sure your feet are out at the right time. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ___ ____ ____ ___ ____ __ __ (_ _)( \/ ) / __)( _ \( ___) / __)(_ _) /__\ ( ) _)(_ \ / \__ \ )___/ )__) ( (__ _)(_ /(__)\ )(__ (____) \/ () (___/(__) (____) \___)(____)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ * EX version - done by pressing two P/K instead of one in every move - basically just increases in speed and number of hits 1) Dashing Head Attack - Hold B...F+P This move is what brought Q to fame. One of the first reasons why I decided to master him, this move is a speedy yet powerful dash punch that actuallly leaves a trail of Q images behind. You may hold the P during the dash to make Q pause instead of throwing his whallop and replace it with an overhead. Use the normal version for surprise attacks and for countering far-fetched jump-ins and use the overhead version for those who low block all day. NEVER use the overhead version for ending or filling juggles. 2) Dashing Leg Attack - Hold B...F+K You may have guessed by now what this move does...yup! It's nothing but a low hitting version of the Dashing Head Attack. You can't hold the K to vary your attack this time so only use this move for those who high block all day when they're far from you. Use the LK version more often to catch your opponent off guard. 3) High Speed Barrage - D,DB,B+P One of the few moves in the game that don't only change in speed range and damage when executed with a different P strength. In this move, which is a set of three whacks to the face, Q will aim horizontally if executed with an LP, quite higher if executed with an MP, and at a 60degree angle if executed with an HP. Oh, and ... just you try the EX version---sooo cool! 4) Capture and Deadly Blow - F,DF,D,DB,B+K Well, the name says it all (much like all of Q's other moves) You "capture" the opponent and deliver a "deadly blow" that knocks him way up in mid-air, giving you the a multitude of juggling opportunities. This is another move whose K strength not only alters speed, range, and damage. With the LK version, the opponent is thrown almost vertically upward, with the MK version he is thrown at a 60degree angle, and finally with the HK version he is thrown at 45degrees. Beginners should always use the LK version, as that is the easiest to follow up (with something as simple as a standing HP) Hold back immediately after executing the HK version to prepare for a juggle with an HP Dashing Head Attack. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ___ __ __ ____ ____ ____ ___ ( \/ ) / __)( )( )( _ \( ___)( _ \/ __) \ / \__ \ )(__)( )___/ )__) ) /\__ \ \/ () (___/(______)(__) (____)(_)\_)(___/ 1) Critical Combo Attack - D,DF,F,D,DF,F+P (comes in two moderately long super bars) Comes with two major advantages: One, you can do the most number of EXs when fully charged with this super and two, IF and only IF your opponent is not used to blocking this super yet, he'll get hit by the fourth attack which surprisingly hits low. If those advantages don't suit your fighting style in any way, then don't use this super! 2) Deadly Double Combination - D,DF,F,D,DF,F+P (comes in one moderately long super bar) You deliver a hard hitting punch to the midsection which stuns your opponent, he/she shivers in pain, and then...uuuuoooooaaaaaaaaa... POW!!! You pound him/her with both arms, he/she gets buried in the ground, and then bounces back waaaay up in mid-air! (though I think this should only be possible for someone with big b***s like Chunli) Remember, ALWAYS follow-up this move with an HP Dashing Head Attack. Most people forget that. Also, remember that this super is extremely useless if the first, extremely close-range hit doesn't connect so as much as you would want to inflict its full damage, use it in a combo(after a Dashing Head Attack) to greatly minimize risks. Besides, the damage is still respectable. Hey, by b***s I meant boots! what the hell were you thinking!? 3) Total Destruction - D,DF,F,D,DF,F+P-> D,DF,F+P/D,DF,F+K (comes in one moderately long super bar) Q detonates himself with the opponent but no one dies. The worse thing this explosion can do is knock someone out but, other than that, it's pretty useless. It's a grapple super, and how you'll grapple your opponent depends on whether you do a D,DF,F+P or a D,DF,F+K. The former allows you to execute a long reaching yet blockable grab while the latter allows you to execute a short range yet unblockable garb---no matter which you choose, landing this super on any opponent would prove to be a very hard task. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ___ _____ __ __ ____ _____ ___ ( \/ )(_ _) / __)( _ )( \/ )( _ \( _ )/ __) \ / _)(_ ( (__ )(_)( ) ( ) _ < )(_)( \__ \ \/ (____)() \___)(_____)(_/\/\_)(____/(_____)(___/ * please bear with me, as I am still experimenting with combos regarding B+MPs, EX Dashing Head Attacks, and the like. Help would greatly be appreciated, and credited. (every Dashing Head Attack may be followed up by any of his first two supers) Intermediate UF-> HP-> MP-> MP High Speed Barrage UF-> HK-> MP-> MP High Speed Barrage UF-> HP-> MP-> LP Dashing Head Attack UF-> HK-> MP-> LP Dashing Head Attack UF-> HP-> MK-> LP Dashing Head Attack UF-> HK-> MK-> LP Dashing Head Attack Improbable yet Possible(I have successfully done these yet only on rare occasions) 1) Fully charged with Deadly Double Comnbination (8-hits) Capture and Deadly Blow-> HP Dashing Head Attack-> Deadly Double Combination-> HP Dashing Head Attack-> HP High Speed Barrage(in corner) * The HP Dashing Head Attack must be cancelled into the Deadly Double Combination * Most practical combo in this section %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ _ _ ___ ( \/ )(_ _)(_ _) ( \/ )/ __) \ / _)(_ _)(_ \ / \__ \ \/ (____)(____)() \/ (___/() ___ _____ __ __ ____ __ __ ____ ____ ____ / __)( _ )( \/ )( _ \( )( )(_ _)( ___)( _ \ ( (__ )(_)( ) ( )___/ )(__)( )( )__) ) / \___)(_____)(_/\/\_)(__) (______) (__) (____)(_)\_) * a general strategy would be to catch your opponent with an HK Capture and Deadly Blow and execute an HP Dashing Head Attack but time it so you WON'T hit his falling body and end up behind him. Catch him with yet another HK Capture and Deadly Blow and repeat the process indefinitely. * Deadly Double Combination is the most recommended super for the computer Akuma - if you block a combo of his that ended with a Hadouken, do a B+MP cause he'll jump and try to do another dive K combo - if he's in the corner and blocks your LK Dashing Leg Attack, he'll jump. Do a Deadly Double Combination if you will Alex - whenever he does an 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. Have a handy B+HK at your disposal 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 time your Dashing Head Attacks wisely Gill - continue parrying his fireballs until he does something else - he rarely parries in mid-air so you know what to do - 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 Hugo - jab occasionally to make sure he doesn't grapple you - when he jumps, carefully time a 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 an HP Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken - if he's near fully charged and you launch an LP Dashing Head Attack, he'll jump over it 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 B+MP 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. (but YOU musn't be!) 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 attack Sean - you're half-screen away and you do an LK Dashing Leg Attack, he'll always respond 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 1) Deadly Double Combination is the most recommended super The other two supers are just too hard to connect but with this one, just think Shin Shoryuken and you're more than halfway there. Just remember two things: One, you can link it FROM a Dashing Head Attack and two, you can link it TO a Dashing Head Attack afterwards. 2) Mix-up your LK Dashing Leg Attack, Overhead P, and your Capture to Deadly Blow 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 an HK. Sometimes he'll dash in. When this happens, repeatedly tap forward and LP+LK to anticipate either an attack or a throw. 4) Parry, parry, parry Q is not for the faint of wrist, so stop dreaming of being an expert Q player if you can't even successfully parry all five hits of a Shinkuu Hadouken yet. Learn that first, then go on with your quest for mastering the man of mystery. Besides the first two supers, the High Speed Barrage is probably the best thing to do after successfully parrying any attack. 5) Taunt, taunt, taunt Being one of the few SF3 characters whose taunt is not annoying at all and can actually help a lot in gameplay, Q must concentrate on executing three, yes THREE taunts before even trying to beat the opponent. The reason for this is not to show off, rather it is to decrease the amount of damage you may receive dramatically, giving you the highest of advantages. 6) If Ryu was used honorably, he'd be used in a similar way to Makoto. Double her damage and reduce her speed to half and you'd be, in a sense, using Q. I'd be including here a section of my Ryu faq that'd be modified a bit to suit Q. Since Ryu's Shin Shoryuken is much like Q's Deadly Double Combination, you'll have to use that super to apply these strategies. Akuma - If there's anyone who'd take your Deadly Double Combination as sign to insert more quarters, it's him. The Deadly Double Combination 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 Deadly Double Combination 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---and juggle with a Dashing Head Attack if he's not KOed yet! 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 surprising her with a dashing head attack 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 MP High Speed Barrage 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. LP Dashing Head Attack 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 Deadly Double Combination 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 Dashing Head Attack. 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 Deadly Double Combination. 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 Deadly Double Combibation 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 Deadly Double Combination 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 Deadly Double Combination 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 a B+MP. 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 - You should, by now, know of all his strengths and weaknesses. It would be very, VERY rare to encounter this kind of match-up end expect your opponent to be an expert but, for security's sake, better be prepared to counter your own strategy by luring him into surprising you (unsuccessfully, of course) and opening himself up for a Deadly Double Combination. 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 Deadly Double Combinbation 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 Deadly Double Combination. Ryu - You'll have your hands full in this devastating 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 Deadly Double Combination 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 Q 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 Deadly Double Combination 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 Deadly Double Combination! 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 Deadly Double Combination 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 Deadly Double Combination him out of his brand new kung-fu shoes afterwards. His multiplicity super, by the way, is not supposed to give much damage. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ____ _ _ ____ ____ _ _ ___ (_ _)( \/ ) ( ___)( \( )( _ \ (_ _)( \( ) / __) _)(_ ) ( )__) ) ( )(_) ) _)(_ ) ( ( (_-. (____)(_/\_)() (____)(_)\_)(____/ (____)(_)\_) \___/ * Q's sub-boss is Akuma and since they're both the silent types, this is what they and that SFIII 3rd Strike dumb@$$ rapper have to say: Q : ..... Akuma : ..... rapper : hey, I'm waitin for you! Q : ..... Akuma : ..... rapper : yeah, I see. Q : ..... Akuma : ..... rapper : wo, that makes sense! Q : ..... Akuma : ..... rapper : wo, I got to see this! (ok, I just made that whole corny thing up. They just plain don't have any pre-fight speeches, period) * Q's ending: FBI agents are are in their office pondering over the mystery obsevred in a screen displaying different photos. All these photos feature a man in a trenchcoat that, according to one of them, cannot all be the same person since those pictures were taken from different places around the globe, namely, arenas for the Street Fighter tournament. They also notice the fact that all these "sightings" reveal the man's metal face, or is just an iron mask? They decide to dispatch investigators on the matter and as they leave, they did not notice Q spying on them. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ___ ____ ____ ____ ____ ____ ___ ( \/ ) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __) ) ( ( (__ ) / )__) )(_) ) _)(_ )( \__ \ (_/\_)() \___)(_)\_)(____)(____/ (____) (__) (___/ 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 QBoots! 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 SAL (bitoku_no_kishi@hotmail.com) for the ending (which I rephrased so errors, if any, are mine) Nathan Arnold (natholomew@hotmail.com) for some intermediate combos Krizalid (krizalid@netzero.net) for the correct names of all of Q's moves 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! %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ _ _ ____ ___ ____ _____ _ _ ( \/ )(_ _) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( ) ) ( _)(_ ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) ( (_/\_)(____)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_) _ _ ____ ___ ____ _____ ____ _ _ ( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ ) ) _ ( _)(_ \__ \ )( )(_)( ) / \ / (_) (_)(____)(___/ (__) (_____)(_)\_) (__) v1.2 - improved ASCII art v1.1 - corrected names of moves %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ _ _ __ __ ( \/ )(_ _)(_ _) ( ___)(_ _)( \( ) /__\ ( ) ) ( _)(_ _)(_ )__) _)(_ ) ( /(__)\ )(__ (_/\_)(____)(____)() (__) (____)(_)\_)(__)(__)(____) _ _ _____ ____ ____ ___ ( \/\/ )( _ )( _ \( _ \ / __) ) ( )(_)( ) / )(_) )\__ \ (__/\__)(_____)(_)\_)(____/ (___/ Please feel free to email me if there's something about Q 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. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 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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