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Street Fighter III: 3rd Strike FAQ/Move List:

VERSION 1.02

-Created, Edited and Compiled by: Psychochronic 
(Brettdude in Gamefaqs) of Shoryuken.com

Another form of Psychochronic Literature!
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Last Update: July 30, 2007
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Notes before reading this document:
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1) This document is NOT a list explaning tiers or advanced
tactics. This is a specific move list of every character in 
Street Fighter III: 3rd Strike for Sega Dreamcast and Arcade
and also for PlayStation 2 and XBOX marketed under Street
Fighter Anniversary Collection so don't expect anything 
answered like "Why is this character is top-tier?" and 
"How to do abilities such as charge paritioning and kara-
specials". If this is not the information you are looking for, 
please close this text now.

2a) This document is protected by US Copyright Law, and 
the Berne Copyright Convention of 1976. This document 
is for private and personal use only--it cannot be reprinted 
in part or inwhole or reproduced in any way or in any form 
(written or otherwise).  It is a free document that cannot be 
used in any sort of commercial transaction, including selling 
it or giving it away as a gift. Although I am...the author in 
the majority of the text, please respect the other authors 
whose work I have included in this guide.

2b) This document cannot be hotlinked to any other forums/
sites other than Gamefaqs and Shoryuken. To kinda repeat 
point #2a, this guide cannot be referenced, altered, or used 
by anybody (including webmasters, publishers and magazine 
staff) without my express written permission. This guide is 
created and is owned by me, Brett "Psychochronic" Navarro 
(aka. "Brettdude" in Gamefaqs) of Shoryuken. Plagarizing is 
a crime and is punishable by law.

3) This document is better read on Notepad with the Font 
set on "Times New Roman" on Regular setting, Size "10" 
and the screen resolution set on 1024x768. Use the Find 
feature (Ctrl + F) to find whatever term you're looking for 
easy mobility. 
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Table of Contents:
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1) Version Changes
2) Legend
    ^Basics
    ^US to Japanese Terminology Translations
3) Sub-Systems
4) Characters
   *Each character having the following:
   ^Biography
   ^Personal Information
   ^Command Normals
   ^Special Moves
   ^Super Arts
   -Yun
   -Chun-Li
   -Ken
   -Makoto
   -Dudley
   -Yang
   -Akuma (Gouki)
   -Urien
   -Ryu
   -Oro
   -Ibuki
   -Elena
   -Necro
   -Alex
   -Remy
   -Q
   -Hugo
   -Twelve
   -Sean
   *The reason I didn't do Gill is because he's too broken
     and he's banned in high-competition play. Flame me 
     if you will but whatever that can't be brought into a
     tournament is considered useless. Only console 
     scrubs rely on bosses for cheap victories.
5) Arcade/Console Differences 
6) US/Japan Differences
7) Contact
8) Credits
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Version Changes:
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1.02 - July 30, 2007:
*Added the following:
^NEW SUB-SECTION: US/Japan Differences.


1.01 - April 22, 2007:
*Added the following:
^NEW SUB-SECTION: Arcade/Console Differences.

1.00 - May 25, 2006:
Compilated on May 11, 2006 but finished on May 25, 2006.
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Legend:
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Basics:

U = Up
UF = Up-Forward
F = Forward
DF = Down-Forward
D = Down
DB = Down-Back
B = Back
UB = Back
QCF = Quarter-Circle Forward 
QCB = Quarter-Circle Back
HCF = Half-Circle Forward 
HCB = Half-Circle Backward
360 = 360 Degree Motion
720 = 720 Degree Motion
P = Punch
LP = Light Punch "Jab"
MP = Medium Punch "Strong"
FP/HP = Hard Punch "Fierce"
K = Kick
LK = Light Kick "Short"
MK = Medium Kick "Forward"
FK/HK = Hard Kick "Roundhouse"
LP + LK = Throw
MP + MK = Leap Attack
HP + HK = Personal Action


Controls:

Sega Dreamcast Button Mapping:

X: Light Punch
Y: Medium Punch
L: Hard Punch
A: Light Kick
B: Medium Kick
R: Hard Kick


PlayStation 2 Button Mapping:

Square: Light Punch
Triangle: Medium Punch
R1: Hard Punch
X: Light Kick
Circle: Medium Kick
R2: Hard Kick
L1: Punchx3
L2: Kickx3


XBOX Button Mapping:

X: Light Punch
Y: Medium Punch
White: Hard Punch
A: Light Kick
B: Medium Kick
Black: Hard Kick
L: Hard Kick
R: Hard Punch



US to Japanese Terminology Translations:

US -> Japan:

Akuma = Gouki
Parrying = Blocking
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Sub-Systems:
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*Dashing: Fx2 or Bx2:
A great tactic to add speed and mobility. Pressing forward 
twice commands to dash forward and pressing backward 
twice commands to dash backward. 

*Throw: LP + LK:
The basic throw except in a new command here. Does decent
damage and stun damage and is very effective in gameplay,
no matter what level. Obviously can't be blocked and is
unbeatable in certain ranges depending on characters in
the matchup.

*Tech-Throw: LP + LK immediately upon being thrown:
A tactics and counter to avoid the throw which results in 
both opponents bouncing away from each other and taking 
no damage in the process.

*Leap Attack: MP + MK:
Also known as "Universal Overhead". An overhead attack 
which must only be blocked standing. Great for mix-ups and 
to attack opponents who use crouch excessively in their 
gameplan. Has a very quick startup but hits later down the 
animation and is extremely difficult to link an attack after.

*Parrying:
-High: Tap F before a high attack hits
-Low: Tap D before a high attack hits
-Air: While jumping, tap F before an attack hits
The known sub-system which made 3S famous also known
as "Offensive Blocking" around the world and seen in CvS2 
playing under the P-Groove. Parrying is another form of 
blocking which enables to react from a regular block and 
attack instantly. The opponent freezes for a split-second 
which makes the player to freely strike in that opportunity. 
Instead of losing damage, a parry gains meter in return. This 
effects all forms of attacks, whether it's normals, projectiles 
and even supers. Although a necessity, parrying is for the 
risky-type players, allowing to have sorts of blind guesses 
of the opponents attack patterns throughout the match. 
Parries are also vulnerable to throws, making it more harder 
at a close-range game so use it strategically as it's one of 
the most risky sub-systems out there.

*Red Parrying:
-High: Tap F during block stun
-Low: Tap D during block stun
-Air: While jumping, tap F during block stun
A new feature here introduced in 3S, red parrying gives
the ability to parry immediately during blocking except
the timing must be crucial. When timed correctly, the player
will glow red instead of blue and gives them a short split-
second chance to react right after. Great for parrying multi-
hit moves or attack patterns in which the player is confident
to know what will come next.

*EX Moves: Any Special Move using Multiple Buttons 
instead of one:
Uses a bit of meter off a gauge, this enables to extend the 
damage and hits of the move. Some EX moves can juggle 
which can leading to long combos and some characters' 
moves don't have it EX classified so watch the timing 
and the move as it costs meter. 

*Quick Standing: Tap D as you touch the ground before 
getting knocked down:
Seen in the SFIII series and uses the CvS2 Safe Fall sub-
system. This ability allows the player to simply bounce 
back from a knockdown attack before hitting the floor. 
A quicker way to get right back up, a defensive purpose 
and to avoid follow-up attacks. Be very cautious as each 
character has their own animation frames for this ability.

*Super Cancel: Doing a Super Art after a Special Move:
Characters have the ability to do a Super Art right after 
a Special Move and it works exactly like a normal attack 
cancel. Even EX moves can be cancelled too. Obviously
useful for combos and tactics to deliver the pain in the
matchup. Common examples are Urien cancelling his 
Chariot Tackle to Aegis Reflector and Yun cancelling
his Tetsuzankou to Genei-Jin.

*Super Jump: D then UB, U or UF:
This action enables the character to jump slighty higher 
and further than a normal jump. It can be used for far 
crossup attempts and increasing the chances of avoiding 
projectiles.

*Personal Action: HP + HK:
Personal Action is a taunt done by the character. Each 
character has their own taunt which can result in a bonus
in their ability such as attack power increase for a temporary 
amount of time in the round.
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Characters:
*NOTE: The order of character has been studied by Tougeki 
Damashi Magazine which is just going to list the characters 
by number of favorable matches with the top of the list being 
the most favored and the low of the list being the least favored.
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1) Yun:

With his twin brother Yang, he entered the third World 
Warrior tournament to show his skills. They later found 
and fought Gill, who appreciated their effort and granted 
them leadership of their town. They passionately turned 
down his offer, since they only fought him to stop his 
maniacal plans.

Known Players to use Yun:
-Billykane (France)
-Dickson (Canada)
-Knit (Japan)
-KO (Japan)
-Mester (Japan)
-Ochibi (Japan)
-Pyrolee (United States)
-Samir (Canada)
-Secret Weapon (Canada)


Personal Action:
Yun spins his hat on every rotation. When done, he gets
a full attack increase for all of his special move and a minor
attack increase for his throws and normals. Holding the
command makes him continue spinning his hat which
increase his overall attack power. Doing the command
eight seperate times has the exact same effect.


Command Normals:
Dakai: F + FP:
Yun steps forward a bit as he turns around thrusts his 
hand outward that pushes the opponent back. Very fast
startup and recovery time and good for mid-range and
footsie attacks.

Senpuu Kyaku: F + MK:
Yun does an overhead hop kick towards to the opponent. 
The speed of the attack is pretty fast and can mixup right
after. 

Raigeku Shuu: DF + K (only in air):
Also known as "Dive Kick", Yun does a divekick towards 
the opponent. It may leave him open to suffer an anti-air 
but it's his best attack from the air to begin his combos.


Special Moves:
Tetsuzankou: F, D, DF + P:
Yun roll towards the opponent as he nails a shoulder thrust. 
The LP version can be comboed and super cancelled for 
some good damage. The MP and HP version simply juggles 
the opponent, ready for Yun to do a combo in the air. The 
EX version goes slightly faster, does two hits and allows 
juggles. Three of the versions (MP, HP, EX) allow the move 
to travel under projectiles for some solid damage.

Zessho Hohou: QCF + P:
Yun travles in the air and nails a flying fist with differs of 
range, almost as similar to Terry's Burning Knuckle in CvS2. 
Good for a surprise attack on close or mid-range and good 
to finish off a combo. Each button corresponds on the length 
of the speed as LP version goes mid-range, MP version goes 
3/4 of the screen and the HP version goes near full-screen. 
The EX version does two hits and increases in damage and 
speed which also juggles for one hit but not necessarily useful.

Kobokushi: QCB + P (Px2 to fake):
Yun's dual palm strike thurst with big startup time. Good 
for a single hit but has a long animation and very vulnerable 
to counter-attack when done. Also good for corner combos 
which can lead to juggle opportunities and a great projectile 
stopper when timed right. There is no EX version of it.

Nishou Kyaku: F, D, DF + K:
Yun flies up into the air doing a double kick which results in 
two hits. Great for juggling and but not great as an anti-air 
attack. The EX version still does the standard two hits but 
does a good damage increase making it more effective for 
juggle combos.

Zenpu Tenshin: HCB + K:
Yun simply grabs the opponent and flips right over them,
giving Yun time to strike right after. This move is better 
known as a tick-throw setup for a strike on Genei-Jin. 


Super Arts:
I) You-Hou: QCFx2 + P:
Yun does an HP, an LP Tetsuzankou then finishes off with 
a fist blow which juggles the opponent greatly, ready to do 
more damage. Another super which has invulnerability on 
startup, making it great for wakeup or anti-air options but
has bad recovery time if blocked.

II) Sourai-Rengeki: QCFx2 + P:
Yun does a barrage of normals that ends with a modified flip 
version of Nishou Kyaku. This super has slight invulnerability 
on startup but does low damage..

III) Genei-Jin: QCFx2 +  P:
Yun activates himself similar to CvS2 A-Groove or SFA3 V-
Ism. From there, the players does custom combos that have 
juggle state in them. One of the best super arts in the game 
which has short  meter and high damage potential. A highly
recommended super art due to the above sentence listed.
------------------------------------------------------------------------------


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2) Chun-Li:

Having made her peace, Chun-Li continued her work as a 
police officer and retired from mainstream street fighting to 
teach young children martial arts after taking down Shadoloo 
for good. Urien kidnapped a young girl for his scientific 
projects and Chun-Li manages to catch up to him. Challenging 
him, she does her best to fight him and Urien, impressed by 
his opponent's fighting spirit, agrees to let the child go. 
Since then, Chun-Li has continued to raise her adopted 
kids.

Known Players to use Chun-Li:
-Amir (United States)
-Fubarduck (United States)
-JS Master (Canada)
-Justin Wong (United States)
-MOV (Japan)
-Nuki (Japan)
-Raoh (Japan)
-Ricky Ortiz (United States)
-Tokido (Japan)


Personal Action:
Chun-Li has four different taunts in which each of them
having a different bonus:
-If Chun-Li yawns, her stun gauge recovery rate increases
and can be stacked up to three times. 
-If Chun-Li cracks her neck, her attack power increases
for all attacks except for throws.
-If Chun-Li pats her shoulder, she gets a defense increase.
-If Chun-Li arches forward, she gets an attack and defense
power incrase.

Command Normals: 
Senjou Shou: F + MK:
A kick that moves Chun-Li forward. Very useful during
footsies as it rarely whiffs but it gives options to setup
for parries and guessing games right after like a quick
throw right after.

Yoku Senkyaku: F + HK:
Chun-Li's standing HK with the same properties as she
moves a bit forward.

Tenshin Shuu Kyaku: DF + HK:
Chun-Li flips over to the other side to the opponent
and does a swing kick that has slight frame advantage
but it's very slow, making it easy to parry on reaction.

Hakkei: B + FP:
Chun-Li does an abusable palm thrust that has great
priority. Very good stun potential as it beats out a
large number of pokes. Good for ground and foot
game.

Souren Shou: B + MP:
Chun-Li does a two hit slap that whiffs very fast
and has good recovery time.

Yousou Kyaku: D + MK (only in air):
Chun-Li's head stomp that allows her to recover right 
after bouncing an opponent's head. Very limited use,
other than aerial game.

Kakushu Raku Kyaku: hold MK (close only):
Chun-Li does a multi-hit heel kick that's very fast up
close and has good uses right after.

Yousou Suitatsu Da: D + HP (while jumping up straight):
An awkward command normal which leads the opponent
hitting the ground quick.


Special Moves:
Kikouken: HCF + P:
Her famous projectile. It stops on a certain spot depending
on which button pressed with LP going slow but stopping
far, MP in between and HP going fast but stopping close.
The EX version of it goes extremely slow meaning it's 
great to the rush in and give various attacking options 
before the projectile hits. Great setup for Koyoku-Sen
for that chip damage.

Hyakuretsu Kyaku: Pressing K rapidly:
Also known as her "Lightning Kick" ever since her WW 
days. It can do deals of damage on impact andt it's very 
easy to combo or land in majority situations. The EX
version comes out more faster making it harder to parry.

Spinning Bird Kick: Charge D, U + K:
Another classic attack from Chun-Li's move list. Chun-Li 
flips upside-down, does the splits and spins around for 
a short amount of time. This move is appicable if she 
doesn't and needs to build some meter. It can hit some 
crouching opponents but it can sometimes make Chun-
Li open. The EX version spins more faster on the same 
spot.

Hazan Shu: HCB + K:
Also known as her "Split Kick". Introduced in 3S, this 
flipping overhead attack can ONLY be blocked when 
standing. This move is also safe on block which is good 
for the Chun player for some good damage. Interesting 
part is that it's an air-attack and Chun-Li can't be thrown 
out of it in any way possible. Excellent for close/mind-
games. The EX version has verticality on it and when it
hits, it leaves the opponent laying down on the same
spot they stood on.


Super Arts:
I) Kikou-Shou: QCFx2 + P:
Introduced in SFA1, Chun-Li extends her palms out, 
releasing a stalling sphereical projectile forwarding the 
opponent. Possibly the fastest super art in the game and 
a reliable anti-air but does half the damage.

II) Hoyoku-Sen: QCFx2 + K:
Chun-Li simply dashes forward with a barrage of Hyakuretsu 
Kyaku's under an 8-8-1 kick formation. The final hit can be 
super-jump cancelled and juggled for some extra damage
but can be parried and instantly reacted if blocked which is
the downfall of the technique. The good part is about this 
super art is that it can be easily cancelled from a special or 
various normals and a verifiable way to combo into it. 
Another part is that it's Chun-Li's threatening super art as 
it can travel and punish through various projectiles but she 
has to be very close to take advantage of the technique. 

III) Tensei-Ranka: QCFx2 + K:
Chun-Li does an EX Hazan Shu which does multiple hits.
A great anti-air but that's its only good use. Doesn't have
potential for high damage and ground combos.
------------------------------------------------------------------------------


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3) Ken:

Ken entered the third Street Fighter tournament. By this time, 
a Brazilian teenager named Sean had been pestering him to 
become his student, and Ken relucantly accepted, beginning 
to train him. He fought Sean and won against him in the 
tournament; though he still lost, he was now also beginning 
to train his son Mel in rudimentary fighting techniques. He 
also told Sean to go find Ryu and challenge him, giving him 
some free time with Eliza. Though bored, Ken hears about a 
mysterious organization and goes to investigate, and may 
have confronted Urien. He does win his third straight U.S. 
Martial Arts tournament victory, which is a new record and 
offers the trophy to Sean, although his student says he 
wishes to earn it for himself. He also learned that Ryu had 
sought him out and traveled all the way to New York from 
Oakland for their long-awaited rematch. Tossing some 
friendly jabs at each other, both have a good fight that Ryu 
wins. Since then, Ken has continued to train Sean and Mel, 
handle his family and business, and keep up with his old 
friend Ryu.

Known Players to use Ken:
-AdamB (Canada)
-Alex Valle (United States)
-C-Royd (Canada)
-Chunkis (England)
-Daigo Umehara (Japan)
-Deshiken (Japan)
-Flash G (United States)
-Hsien Chang (United States)
-Keeper (Japan)
-Mike Watson (United States)
-Mymoza (France)
-Ricky Ortiz (United States)
-Ryan Hart (England)
-Samir (Canada)
-Spellmaster J (Japan)


Personal Action:
Ken taunts the opponent to tell them to come forward.
He recives an attack power increase for all attacks except
for throws. The taunt also hits twice but doesn't combo.


Command Normals:
Inazuma Kakato Wari: B + MK or hold MK:
Ken does an overhead axe kick that does two hits which
gives him frame advantage. With the slow startup there,
it can be easily reacted but it has the ability to link to a 
super art or mixup.

Shiden Kakato Otoshi: B + HK (can be held for cancelling):
Ken does an overhead axe kick which moves him forward
a bit. It can be cancelled which gives the ability to mixup.
Very easy to react if faked or blocked.

Fumikomi Mae Geri: F + MK:
Ken does a lunge kick that moves him forward a bit. Due to
the long startup, it's pretty easy to see it coming, making
it very easy to react instantly.


Special Moves:
Hadouken: QCF + P:
The classic move to which Ken unleashes a projectile from
his palms. Has some slow startup and big recovery time if
done in mid-range which doesn't look good. The EX version
does two hits, knocks down, more damage and is completely
safe if blocked. Good to use as a fairly dominant poke in mid-
range for surprising attacks at the use of the meter.

Shoryuken: F, D, DF + P:
Ken does a rising fist that has invulnerability on startup, 
does good damage, also good for anti-airs and wakeups. 
The LP version does one hit and can juggle with another, 
MP version does two and HP version does three hits while 
his fist is in flames. The EX version has more verticality, 
does four hits and more damage yet the MP, HP and EX 
versions have that recovery time so watch out.

Tastmuaki Senpuu Kyaku: QCB + K (also in air):
Ken's classic spinning kick that does multiple hits but does
not knock down. Good damage but whiffs to crouching 
characters, making Ken completely punishable before the 
move is over. The EX version hits at a downward arc with
more hits and catches crouching characters yet all versions 
are not safe if blocked.  


Super Arts:
I) Shoryu-Reppa: QCFx2 + P:
Ken does two LP Shoryukens and finishes it off with an HP
Shoryuken. Does okay damage with great chip damage and 
can be easily comboed but not safe if blocked due to the air 
time on the move.

II) Shinryu-Ken: QCFx2 + K then K rapidly:
Ken does a vertical Shoryuken on the same spot that does
more hits the more times you press K rapidly. Great for anti-
airs but must be done close due to the distance. Has big
recovery time due to the air time on the move which leaves
him open to get hit.

III): Shippu-Jinrai-Kyaku: QCFx2 + K:
Ken does a barrage of MK's and HK's with his standing
close HK linked to a Tatsumaki Senpuu Kyaku going up
vertically. Can be comboed or poked into which does
good damage but can be easily reacted. The last hit can
be red parried and when blocked, leaves him open for a 
combo or throw. Recommended super art due to easy 
access of the EX moves, low meter and great damage. 
------------------------------------------------------------------------------


------------------------------------------------------------------------------
4) Makoto:

When Makoto's father, Masaru, died, she inherited the 
Rindoukan Dojo in Tosa. She travels around the world 
trying to promote the dojo, which is in financial distress. 
She finds and fights Ryu, and brings prestige back to 
the dojo.

Known Players to use Makoto:
-Boss (Japan)
-Exodus (United States)
-Henry Ching (Canada)
-Ken I (United States)
-Ino (Japan)
-Izu (Japan)
-J (Japan)


Personal Action:
Makoto's taunt has three different parts to it as she charges
her body. Taunting once is the first part and holding the 
command after leads to additional taunts if the buttons
are held long enough. The first part hits once for little
damage and gives her an attack power and stun gauge
recovery increase. The second part gives her another
attack power and stun guage increase. The third part
gives her another stun guage recovery increase.


Command Normals:
Kazami: F + LP:
Makoto does a cancellable poke that has other real use.

Kaoruna: F + MP:
Makoto does a lunging pokethat has slight frame advantage
that's a decent poke in close-range.

Shimaki: F + HP:
Makoto does a straight punch that has good range except
the recovery and startup times are poor so use with caution.

Yamase: HP (during Shimaki):
Another punch after Shimaki. Good range.

Shinbuki: F + LK:
Makoto does a kick that moves her forward and is an okay
pokes in close-range.

Naruto: F + MK:
Makoto does a spin kick that hsa great range and is hard 
to avoid in footsies.

Kurushio: F + HK (can be held to fake):
Makoto does a turning sweep with good range. If faked, 
it allows her for mixup opportunities.


Special Moves:
Hayate: QCF + P:
Makoto does a quick dahsing punch that has great range
but leaves her open if blocked. Can be comboed into, juggles
and does good stun damage. The EX version has more 
range, knocks down, more damage and is safe if blocked.

Fukiage: F, D, DF + P:
Makoto does an uppercut that looks like a taunt. It works
as anti-air and can be super-jump cancellable if it hits.
Great stun damage and good for juggles after a connected
Abare-Tosanami. The EX version moves her forward
slightly, making it easier to land as anti-air.

Oroshi: QCB + P:
Makoto slams her fist to the ground. Overhead, fairly slow
on startup but can be cancelled into a super art. The EX
version knocks down and comes in more faster. Great for
wakeups, mixups and rushing situations.

Karakusa: HCB + K:
Makoto's command grab as she grabs the opponent as does
a choke. This move is the factor for Makoto's rushing and
mixup game as it can setup for combo and super art chances
for big damage. There is no EX version of this move.

Tsurugi: QCB + K (only in air):
Makoto does a flipping axe kick in the air that has slow
startup, Hard to parry on jumpo and can be used in juggles
after landing an Abare-Tosanami. The EX version does
more faster.


Super Arts:
I) Seichusen-Godanzuki: QCFx2 + P:
Makoto does a few punches than finishes it off with a
modified Fukiage. Can be linked off a normal and does
big damage and has various way to combo into it. Also
good for wakeups or desperations but has a little bit
of recovery time. Recommended super art if you don't
plan to use EX moves and want to deliver that damage
with the one meter.

II) Abare-Tosanami: QCFx2 + P:
Makoto leaps from the wall and dives down with a jumping 
MK that links to an Oroshi, a barrage of normals and ends
it with a Fukiage. Can be cancelled from various moves
and sets up juggle opportunities. Also gives great stun
damage, 50/50 mixups but is unsafe if blocked and the hits 
can be easily red parried but time it wisely. Recommended
super art as it gives access to EX moves, damage and
stun potential and rushing opportunites.

III) Tanden-Renki: QCFx2 + P:
Makoto glows red which results in all of her attacks having
a massiuve damage increase until the timer runs out. The
only condition is that she can't block during this time which 
is not good. Makoto must play offense or it's a waste of
time. The opponent can easily turtle or attack Makoto as
she can't block.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
5) Dudley:

As a Street Fighter III character, Dudley has no official bio. 
He was born in England to a wealthy family. From the time 
he was a little boy, he's wanted to be a fighter, but his family 
told him he was too small to compete. Later, his father lost 
the family fortune. Gill acquired his Jaguar at an auction. The 
losses prompted Dudley to take up boxing to earn back lost 
assets. Although he didn't win the third World Warrior 
tournament, Gill was impressed enough to give Dudley his 
car back. Despite his return to affluence, Dudley still boxes.

Known Players to use Dudley:
-AneurysmX (Canada)
-Dainama (Japan)
-Dukus (England)
-Hong (Australia)
-Kokujin (Japan)


Personal Action:
Dudley throws a rose to the opponent. Whether it hits or not,
he gets an attack power incrase but not a super meter increase.


Command Normals:
Slipping Jab: B + LP:
Literally the same as standing LP except a little bit of startup
and less recovery that's hardly noticable.

Liver Blow: F + MK:
A very fast blow to the mid-section with a decent amount of
frame advantage after it. Can be easily linked to any super
art, great for guessing games and cancellable for some juggle 
combos.

Stomach Blow: F + MP:
A gut punch that moves Dudley forward a bit. Okay poke at
close range, otherwise nothing special.

Dart Shot: F + HK:
A very fast punch that's an overhead. Can be linked to super
arts against crouching opponents.

Step Straight: F + HP: 
Dudley's standing HP except it moves him forward a bit. Can
be linked into super arts, good poke with good range, very
hard to avoid when playing footsies in the right distance.


Special Moves:
Cross Counter: HCB + P:
Dudley does a taunt like he's playing possum and when he
gets hits, does a lunging punch right after. Knocks down,
trades damage with the opponent but only works on aerial
and standing attacks, not crouching. The EX version does
more hits and more damage.

Machine Gun Blow: HCF + P:
Dudley dashes forward as he does a rapid-fire punch combo
that has great range and does good chip damage. Passable
for punishing whiffed attack and can be comboed off various
pokes. Good for footsies and rushing games but the last hit
can be easily red parried. The EX version does more hits
and juggles which leaves numerous combo opportunities.

Jet Upper: F, D, DF + P:
Dudley rises his fist as he says "Uppercut" in his version of 
a Shoryuken. Good for reversals and wakeups and provides
big stun damage. If it hits, Dudley goes more horizontal but
if blocked, he stays up vertical like a Shoryuken. The EX
version comes out more faster, does two hits and more
damage.

Short Swing Blow: HCB + K:
Dudley dashes back then dashes forward as he does a normal
to the opponent. Great for footsies, wakeups and throw attempts.
The punch in the end can be cancelled to a super art for good
damage. The EX version does three hits and knocks down.

Ducking: HCF + K:
Dudley dashes forward in a crouching position as he's ready
to strike. Great for any type of throw or mixup game and can
be used to go through most projectiles. There is no EX version
of this move.
-Ducking Straight: P (during Ducking):
Dudley does his standing HP after Ducking.
-Ducking Upper: K (during Ducking):
Dudley does his crouching HP after Ducking.


Super Arts:
I) Rocket Uppercut: QCFx2 + P:
Dudley does two LP Jet Upper and finishes it off with a spinning
modified HP Jet Upper. Does reasonable damage in combos and
can work well as anti-air but has recovery due to the air time if
blocked. Recommended super art if you plan to use EX moves
and anti-airs oftenly.

II) Rolling Thunder: QCFx2 + P then P rapidly:
Dudley dashes forward with a barrage of modified crouching 
HP's and ends it with a crouching HP. Can be easily parried 
and none of his command normals combo off it. 

III) Corkscrew Blow: QCFx2 + P:
Dudley dashes slightly forward with a multi-hit punch. Does
little damage but has lots of priority, safe from close ranges 
and can be comboed into. Recommended super art as it has
access to EX moves and if you plan to fight on the ground
than the air in most times.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
6) Yang:

A Kung Fu expert from China, he wears a sleeveless 
salmon kung-fu shirt, yellow wristbands, black pants 
and sneakers.With his twin brother Yun, he entered the 
third World Warrior tournament to show his skills. They 
later found and fought Gill, who appreciated their effort 
and granted them leadership of their town. They 
passionately turned down his offer, since they only 
fought him to stop his maniacal plans.

Known Players to use Yang:
-Boss (Japan)
-Goemon (Japan)
-KO Fiend (United States)
-Rohishikari (Japan)
-Ultrayox (France)


Personal Action:
Yang fixes his hair as he gets an attack power increase but
his throws receive a little bit of increased damage. His taunt
also his opponents.


Command Normals:
Senpuu Kyaku: F + MK:
Yang does an overhead hop kick towards to the opponent. 
The speed of the attack is pretty fast and can mixup right
after. 

Raigeku Shuu: DF + K (only in air):
Also known as "Dive Kick", Yang does a divekick towards 
the opponent. It may leave him open to suffer an anti-air 
but it's his best attack from the air to begin his combos.


Special Moves:
Tourou Zan: QCF + P (can be done three times, five times
for EX):
Also known as "Mantis Slashes", Yang does a series of
punches which does good damage and knocks down.
Great to do for combos, has little recovery time and is a
decent poke in mid-range. The EX version allows Yang
to do five Tourou Zan's instead of three for extra damage,
chip and stun.

Senkyutai: QCF + K: 
Yang rolls on the ground with him doing an upward thrust
kick. The LK version rolls close, MK version rolls mid-range
and HK version rolls near far-screen. Good for juggle setups,
going under projectiles and close-range combos but has big
recovery time due to the air time on the move. The EX version
rolls more faster and travels more further doing more damage
right after.

Byakko Soushouda: QCB + P (Px2 to fake):
Yang's dual palm strike thurst with big startup time but with
more horiztonal range compared to Yun's Kobukushi. Good 
for a single hit but has a long animation and very vulnerable 
to counter-attack when done. Also good for corner combos 
which can lead to juggle opportunities and a great projectile 
stopper when timed right. There is no EX version of it.

Kaihou: F, D, DF + K:
Yang dashes forward that's similar to a teleport. Very easy
to be open to attack on both startup and recovery, it's also
important for that guessing and rushdown game. There is
no EX version of this move.

Zenpou Tenshin: HCB + K:
Yang simply grabs the opponent and flips right over them,
giving Yang time to strike instantly. Good for mixups and 
combos.


Super Arts:
I) Raishin-Mahaaken: QCFx2 + P:
Yang does a modified standing HP and when it hits, does
a multi-hit standing HP in a lunging animation. Does good
damage, combos fairly easily, great mid-range poke and 
has frame advantage if blocked.

II) Tenshin-Senkyutai: QCFx2 + K:
Yang has an extended version of his Senkyutai which can
be easily comboed into but has long recovery due to his
air time. Recommended super art which gives easy access
to EX moves, damage potential and combos.

III) Seiei-Enbu: QCFx2 + P:
Similar to Yun's Genei-Jin, Yang activates two shadows
which follow and repeat each other with slight delay time.
Can't be comboed into, no guaranteed setups for landing
combos but great to mixup and poke different attacking
patterns.  
------------------------------------------------------------------------------


------------------------------------------------------------------------------
7) Akuma (Gouki):

Akuma didn't not enter the third World Warrior tournament, 
but once more lurked in the shadows. He even successfully 
pulled off a Shun-Goku-Satsu on the tournament sponsor 
Gill, although he left without realizing that Gill had resurrected 
himself. Over this timespan, Akuma had trained relentlessly 
until finally harnessing his power and learning several new 
techinques, some that were meant to create tidal waves, some 
described as strong enough to split Ayers Rock in half and 
one that could kill an opponent with a single chop. Akuma's 
self-taught technique is called the Kongou-Kokuretsu-Zan, 
in which Akuma channels all his power into both hands and 
then slashes away with life-threatening chops that create an 
aura that protects him from harm. Akuma continued to develop 
his now-incredible fighting skill, and even fought with Oro in 
a simple, inconclusive battle, each other sensing the other's 
massive chi and testing their powers. Akuma has now 
demonstrated the ability to remain underwater under massive 
pressure for extended periods of time, and has managed to 
destroy a sunken ship with the technique that he has now 
devised, Tenshou-Kaireki-Jin, much to the chagrin of the 
naval crew who witnessed the attack performed.

Known Players to use Akuma:
-Chris (Canada)
-Jiro (Japan)
-Match (Japan)
-PaulT (Australia)
-TSC (Australia)


Personal Action:
Akuma does his standard stomp with the red aura surrounding
him as he gets an attack power and stun damage increase.


Command Normals:
Zugai Hasatsu: F + MP:
Akuma does a downwards chop that acts as an overhead
attack.

Tenma Kuujin Kyaku: D + MK (while jumping forward):
Akuma does a diving kick towards the opponent.


Special Moves:
*NOTE: Akuma doesn't have any EX versions of his
Special Moves.
Gohadouken: QCF + P:
Akuma throws out a fireball from his palms.

Zanku Hadouken: QCF + P (only in air):
Akuma throws out a fireball from his palm in the air
which goes at a downward angle.

Shakunetsu Hadouken: HCB + P:
Akuma throws out a flaming fireball from his palms
which can do multiple hits but has some startup
time in the process.

Gou Shoryuken: F, D, DF + P:
Akuma does a rising punch that's a great anti-air and
has some invulnerability on startup. It also juggles
off of an LK/MK Tatsumaki Zankuukyaku for combo
and damage.

Tatsumaki Zankuukyaku: QCB + K (also in air):
Akuma spins around with one leg forward similar to Ryu
and Ken's Tatsumaki Senpuukyaku. Akuma's version is
more faster but is unsafe if blocked. The aerial version
also serves as a great but annoying crossup tactic.

Ashura Senkuu: F, D, DP / B, D, DB + P/Kx2:
Akuma does his taunt for a split second then quickly
teleports. The P version goes farther than the K version.
Also great to get off of corners, on wakeup or to play a 
simple defensive game.

Hyakki Shuu: F, D, DF + K:
Akuma jumps towards the opponent in a rolling position...
-Hyakki Gouzan: No input (during Hyakki Shuu):
Akuma does a sweeping attack which can be tricky to
block or parry when coming. This move has little recovery
time so watch out.
-Hyakki Goushou: P (during Hyakki Shuu):
Akuma does an overhead punch that has big recovery time
but has good mixups in there.
-Hyakki Goujin: K (during Hyakki Shuu):
Akuma does his Tenma Kuujin Kyaku but it doesn't serve
as an overhead. Great to get close, start various mixup
patterns and has slight frame advantage when blocked.
-Hyakki Gousai: LP + LK (during Hyakki Shuu):
Akuma does an overhead throw.


Super Arts:
I) Messatsu-Gouhadou: QCFx2 + P:
Akuma does an extended version of his Gou Hadouken.
Great to use for chip damage and for super cancelling
but has slow speed if done at a near-far distance.
Recommended super art.

I) Tenma-Gouzanku: QCFx2 + P (only in air):
Akuma does an extended version of his Zanku Hadouken.
Great for anti-air counters and chip damage. This super
art can only be executed when Messatsu-Gouhadou is
chosen.

II) Messatsu-Goushoryu: QCFx2 + P:
Akuma does two LP Gou Shoryukens and finishes it off
with an HP Gou Shoryuken. Does good chip damage but 
doesn't punish ground pokes and has long recovery time.

III) Messatsu-Gourasen: QCFx2 + K (also in air):
Akuma spins around as he jumps straight up doing a long
Tatsumaki Zankuukyaku and ends it with his stright jump
HK. Good for anti-airs but does less damage than the other 
super arts and has long recovery time. The anti-air is the
only good use of this super art.

MAX) Shun-Goku-Satsu: LPx2, F, LK, HP:
Akuma dashes forward a bit in teleport animation and 
when it connects, explodes the opponent upon impact.
Requires a full gauge and can be used with any super
art chosen. Has invincibility on startup which is good
to use on wakeup, can punish jump-ins and for corners
too.

MAX) Kongouko-Kuretsuzan: Dx2 + Px3:
Akuma raises his fist as he slams the ground with waves
surrounding him on impact. Requires a full gauge and can
be used with any super art chosen. Very good for chip
damage and it's unparriable, also a good and desperate
anti-air and chip damager, safe on wakeups and crossup
attempts but has some recovery time if blocked.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
8) Urien:

*NOTE: According to the favorable list, Urien is tied with
Ryu.

As a Street Fighter III character, Urien does not have an 
official bio. He is the inferior brother of Gill and tried to 
claim the leadership of his organization, the Illuminati. 
When he finally succeeded, he learned that there was an 
Emperor outranking him, his brother Gill. Now Urien still 
longs to overthrow Gill by creating his own army with the 
G Project. He kidnapped one of the children Chun-Li looks 
after so she could get back in shape. While his brother 
wields fire and ice, he can wield lightning and make his 
skin metal.

Known Players to use Urien:
-Ack! (Canada)
-Emphy (United States)
-Gootecks (United States)
-Pierre (Japan)
-RX (Japan)
-RX50Cent (Canada)
-Senaka (Japan)
-Shonen (Japan)
-Tokido (Japan)
-Ushi- (Japan)


Personal Action:
Urien slams his fist to the ground that's similar to an
earthquake and during that process, he gets an attack
power increase. The downside is that if the taunt hits,
he doesn't get the bonus.


Command Normals:
Quarrel Punch: F + MP:
First introduced in 3S as it replaces Urien's Thrust Swing, 
Urien does a quick poke to the opponent's face. The anti-
air of the poke is pretty limited and it's very fast and it can 
be comboed into his Terrible Smash right after.

Terrible Smash: F + HP:
Urien does a quick punch below that can be only be blocked 
standing. Great to confuse crouchers and to setup mixups 
and begin Aegis Reflector combos.

Quarrel Kick: F + MK:
Uiren slighty goes forward a bit doing a kick to the opponents 
mid-section. Good for footsie games but it's very slow and 
misleading but great to ruin the opponent's parrying rhythm 
and it's a cheap poke.


Special Moves:
Metallic Sphere: QCF + P:
Urien shoots a thunderous sphere from his fist towards the 
opponent as he says "Kill". The projectile goes on three 
different directions depending which button is pressed. The 
LP version goes straight to the opponent just like any other 
projectile. The MP version goes on an up-forward angle and 
is good to hit any character that floats or jumps in their game-
plan. The HP version shoots a bit upward a little more, similar 
between a 45 and 90-degree angle. The EX version of this 
move only goes straight, goes at a slow-rate and hits twice. 
This move can follow-up with a Chariot Tackle for that 
offensive damage.

Chariot Tackle: Charge B, F + K:
Urien charges fast towards the opponent and tackles them 
as he says "Crush". The LK version is for low distances and 
good to combo off of. Also great as a modified poke at mid-
range. The MK version goes slight more distance under the 
same LK animation. The HK version goes near the full-length 
of the screen and it's good to super cancel. The EX version 
goes more range than the HK version and does two hits one 
after the other. The thing about all versions is that it can 
juggle when timed right but they're all not safe when blocked.

Violence Knee Drop: Charge D, U + K
Urien jumps straight into the air, does a backflip then rushes 
downwards fast using his knees to attack as he yells "Destroy". 
Great for crossups in different ranges and is great to hit 
crouchers. The EX version goes much faster as it rushes 
towards the opponent and does two hits and doesn't knock-
down, which is similar but slower to Gill's Moonsault Knee
Drop.

Dangerous Headbutt:  Charge D, U + P:
Urien leaps forward with a flying headbutt attack similar to 
Gill's Psycho Headbutt. This attack is very useful for wakeup, 
surprise and juggle attacks and can be verypassable as an 
anti-air. The LP version has extremely fast recovery so that 
should you miss, it can be great to setup a throw right after. 
The EX version does two hits and juggles on the second, 
making it great to add in stundamage and the ability to do 
a Chariot Tackle right after or a quick throw if it misses.


Super Arts:
I) Tyrant Slaughter: QCFx2 + P:
Urien does a barrage of Chariot Tackles then finishes it off
with a Cyber Lariat. Does great damage but has slow recovery
time and can be easily parried. Decent super.

II) Temporal Thunder: QCFx2 + P:
Urien throws out a giant projectile which has decent height,
decent damage and good stun damage. Great to use after
a juggling combo but can be easily avoided by parrying
or jumping since the farther it goes, the slower and smaller
the projectile gets.

III) Aegis Reflector: QCFx2 + P (Px2 for upwards):
Urien throws out a stationary stalling projectile that can
reflect projectiles and can hit the opponent six times. Even
though it doesn't do much damage, it gives the opportunity
to setup for a combo from there and can even execute his
unblockables which can do major damage and can turn
the tables of the match within a matter of seconds. The
buttons vary on where the reflectors goes to. LP goes
close, MP goes mid-screen and HP goes 3/4 screen.
Recommended super art as it provides low meter which is
good for EX moves and the setups from the normals and
specials provide more meter for more Aegis Reflectors.
The Px2 version does his LP version but upwards.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
9) Ryu:

*NOTE: According to the favorable list, Ryu is tied with
Urien.

Ryu enters the third Street Fighter tournament to further 
advance his fighting abilities. He defeats Hugo, but with a 
considerable amount of difficulty. The seemingly unstoppable 
Hugo puts on a grand fight and even withstands a direct 
Shin-Shoryuken. Ryu also narrowly loses to Oro, but is 
able to conjure the strength deep inside to overcome the 
powerful master. The hermit is so impressed, that he takes 
an interest in Ryu and begins to train the young warrior.

Known Players to use Ryu:
-Alex Valle (United States)
-Frankie3S (United States)
-Mopreme (United States)
-Ruu (Japan)


Personal Action:
Ryu does  acharge taunt similar to Akuma's as he receives
a stun gauge recovery rate. Can be stock up to three times.


Command Normals:
Sokatsu Wari: F + MP:
Ryu does an overhead that does two hits. Very fast, does
stun damage for a normal but can be reacted fast.

Kyuubi Kudaki: F + HP:
Ryu does a thrusting punch to the mid-section that does
two hits. Has slow statup but gives Ryu frame advantage
if blocked which gives the chance to start a mixup. Due to
the slow startup, it can be very easily reacted by parrying
or countering.


Special Moves:
Hadouken: QCF + P:
The classic move to which Ryu unleashes a projectile from
his palms. Has some slow startup and big recovery time if
done in mid-range which doesn't look good. The EX version
does two hits, knocks down, more damage and is completely
safe if blocked. Good to use as a fairly dominant poke in mid-
range for surprising attacks at the use of the meter.

Shoryuken: F, D, DF + P:
Ryu does a rising fist that has invulnerability on startup,
does good damage, also good for anti-airs and wakeups.
The EX version has more verticality, does two hits and
more damage yet both versions have that recovery time
so watch out.

Tatsumaki Senpuukyaku: QCB + K (also in air):
Ryu's classic spinning kick that knocks down. Good damage
but whiffs to crouching characters, making Ryu completely
punishable before the move is over. The EX version hits
multiple on the same spot and hits crouching characters 
yet both versions are not safe if blocked.  

Joudan Sokutou Geri: HCF + K:
Ryu does a dashing kick that has good damage and stun
damage but has heavy recovery time. Can only be used
in punishment situations and must be timed right too
after a normal for that combo. The EX version bounces
the opponent from the wall which puts Ryu open to do
a juggling attack right after. 
 

Super Arts:
I) Shinkuu-Hadouken: QCFx2 + P:
Ryu combines in 5 Hadoukens into one tand throws it to
the opponent. Can be linked from various normals and
specials and is completely safe if blocked or parried,
enabline Ryu to strike after. Recommended super art
which the meter can give him access to EX moves and 
knockdowns.

II) Shin-Shoryuken: QCFx2 + P:
Ryu does a monsterous four-hit Shoryuken for massive
damage. Another super that can be linked from a normal
or special however is unsafe if blocked as it leaves Ryu
open in the air and doesn't provide much ground game
and time for EX moves.

III) Denjin-Hadouken: QCFx2 + P (can be charged):
Ryu charges his Hadouken that's unblockable and locks
in stun damage when hit with parrying or jumping being
the only way to avoid it. A full chrage can stun any 
opponent, can be linked off of a Shoryuken or Hadouken
and best used when they're cornered. The downside is
that it can't be comboed like Shinkuu-Hadouken, it's
used for stuns then a simple combo right after when fully
hit. Recommended super art but can watch out if the
opponents are prepared for it.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
10) Oro:

Oro is referred to as a Sennin (a hermit/recluse who are said 
to gain mystical powers as a result from their meditation and 
seclusion) by Akuma during a bout between the two at the 
third World Warrior tournament. He also defeats Ryu in the 
same tournament, after which he declares that Ryu will be 
ready to fight him in another fifteen years. Oro possesses 
tremendous physical and spiritual prowess for a man of his 
(or any) age, and is capable of the execution of many strange 
(though vastly effective) fighting techniques. Oro sees Ryu 
as a potential successor to his form of martial arts, after he 
has mastered his current style.

Known Players to use Oro:
-Combofiend (United States)
-Dirty Music (Japan)
-Hungbee (United States)
-Tek (Canada)
-Thanatos (Japan)


Personal Action:
Oro takes a snooze as his stun gauge is lowered slightly 
and can be held to gradually lower it more.


Command Normals:
Mawashi Hiji: F + MP:
Oro does a spinning backhand that moves him forward a
bit. Whiffs against most crouching characters is its 
downside.

2 Dan Tobi: Ux2:
Oro does a double-jump which is used for various reasons
such as aerial game, preventing opponent's anti-air and
crossup tircks just to name a few.

Special Moves:
Nichiirin Shyou: Charge B, F + P:
Oro throws out a projectile from the tip of his finger. The
buttons vary on the angle he shoots at. LP version goes
straight, MP version goes at a 45-degree angle and HP
version goes between a 45 and 90-degree angle. The EX
version does two hits but slows down the closer it
reaches the opponent.

Oni Yanma: Charge D, U + P:
Oro does a spiral uppercut than used is some combos and
in wakeup. The EX does more hits and comes out faster.

Niou Riki: HCB + P:
Oro does a command grab that slams the opponent three
times. Good for linking combos but it's blockable despite
being a comman grab. There is no EX version of this move.

Jinchuu Watari: QCF + K:
Oro jumps forward a bit as he stomps the opponent. Good
for extending juggles and crossups but is very unsafe if
blocked. The EX version travles much faster and homes
in to opponents.

Hitobashira Nobori: QCF + K (press K rapidly, only in air):
Same description as Jinchuu Watari except Oro does it in 
the air that's great as an overhead. 


Super Arts:
I) Kishin-Riki: QCFx2 + P then P:
Oro glows in red and when he catches the opponent before
the timer runs out, he does an extended version of his Niou 
Riki. Unblockable, doesn't deal a lot of damage and has 
limited access to EX moves due to one meter. 

MAX) Kishin-Tsui: QCFx2 + Px2:
Oro leaps forward as he grabs the opponent, lifts them up
in the air for an amount of time then slams them to the ground
with an explosion following after. Can only be done with a
full meter and chose the Kishin-Riki super art.

II) Yagyou-Dama: QCFx2 + P:
Oro send sout a large, slow moving projectile that travels in
an arc depending on which button pressed. Safe to travel
closer to opponents and has great juggling. Recommended
super art due to damage potential, juggling and access to
EX moves.

MAX) Yagyou-Oodama: QCFx2 + Px2:
Oro jumps up as he throws a large projectile to the floor
that nearly covers the full screen. Can only be done with 
a full meter and chose the Yagyou-Dama super art.

III) Tengu-Stone: QCFx2 + P:
Oro summons out objects that surround his head until time 
runs out. Great for juggling and chip damage. Recommended
super art due to damage potential.

III) Tengu Midareishi: QCFx2 + Px2:
Same description as Tengu-Stone except the objects surround
his body and time runs out much faster. Can only be done if
the Tengu-Stone super art is chosen.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
11) Ibuki:

Ibuki was sent by her clan to procure documents from Gill's 
organization. These documents concerned the "G-File" 
project, which was responsible for creating Necro and 
Twelve. Gill voluntarily gave Ibuki the documents, though 
the project was already under way by that point. In 3rd 
Strike, Ibuki tracks down Oro to fight him for her ninja 
graduation exam. She fights well enough to pass and 
moves on to go to a university.

Known Players to use Ibuki:
-Aruka (Japan)
-Chris (Canada)
-Eddie Lee (United States)
-Xiao (Japan)


Personal Action:
Ibuki leaps forward and when it connects, she leaps over
the opponent and gets an attack power increase. The down-
side is that she doesn't recieve the bonus if it doesn't
connect. 


Command Normals:
Oiura Ken: HP (after an HP connects):
Ibuki does another HP after hitting her first one.

You Men: B + MP:
Ibuki does a two-hit uppercut that's used in her chain combos.
Not very useful if not being used in a chain combo.

Maki Geri: F + LK:
Ibuki does a shin kick with decent range however, other pokes
are better options.

Koube Kudaki: F + MK:
Ibuki does a leaping overhead kick that has frame advantage
after it. Even though it look like a Yami-Shigure, it can be
punished very easily.

Ura Maki Geri: B + MK:
Ibuki does a slow spin kick that can be cancelled into Koube 
Kudaki.

Sazan: DF + MK:
Ibuki does a slide kick that has decent range. It's safe if it 
hits late at the right distances and it's also hard to avoid 
during footsies.

Bonshou Geri: F + HK:
Ibuki does a hop kick that's really fast with great priority 
and goes over low and crouching attacks.


Special Moves:
Raida: HCB + P:
Ibuki's command grab as she grabs the opponent as does 
an exploding chi blast which is good for rushing. There is 
no EX version of this move and is blockable.

Kubi Ori: HCF + P:
Ibuki's command grab as she dashes forwards to the opponent.
If it connects, she goes from behind and snaps their neck.
Comes out fast and goes good damage but isn't safe on 
block. Good for footsies and mind-games such as poke-
range. The EX version does three hits and comes out more 
faster but the move in general is risky.

Kunai: QCF + P (only in air):
Ibuki throws a shuriken to the opponent at a downward 
angle in the air. Buttons determine on which angle it's being 
thrown. Good for defensive purposes like pushing back 
opponents or offensive purposes such as rushing down. 
The EX version comes out more faster, throws out two 
shurikens and has an unusually long hit stun in the end.

Tsuji Goe: F, D, DF + P:
Ibuki does an overhead flip that can be cancelled into a
Kunai. May nbot be useful but it can become a tactic
for escaping corners. There is no EX version of this 
move.

Kasumi Gake: QCF + K:
Ibuki does a fast dash forward similar to a teleport. It
can be cancelled by some of Ibuki's chains but can be
risky if opponents are expecting it. If Ibuki gets hit
during this move, she sustains more damage than
normal but it's good move to use for rushing purposes.
There is no EX version of this move.

Kazekiri: F, D, DF + K:
Ibuki does a rising vertical split kick in the air that has 
some use for juggling and anti-airs. The EX version
comes out more faster but doesn't knockdown but
allows her to do an aerial attack right after if it hits.
Also good for reversals.

Tsumuji: QCB + K:
Ibuki does a fast spinning kick. If using the MK version,
you can also press D to do a sweep instead. Decent poke
and the MK version is safe if blocked. The EX version 
comes out more faster and hits more times which is good
for combos and chip damage.

Hien: B, D, DB + K:
Ibuki jumps forward with a two-hit step-kick then bounces
back. Can be cancelled into Kunai or Kasumi-Suzaku during
its recovery. Even though it's a slow overhead, it can be
used as a setup for Kasumi-Suzaku. The EX version homes
to the opponent and does more damage. Also a good way
to go over projectiles and land a super art as she gets close.

Super Arts:
I) Kasumi-Suzaku: QCFx2 + P (only in air):
Ibuki throws out a lot of shurikens but has heavy recovery.
Also does a great amount of chip damage and is somewhat
hard to parry. Recommended super art as she can cancel
her Kunai into it, has access to EX moves and has a lot
of damage potential.

II) Yoroi-Doushi: QCFx2 + P:
If Ibuki is close to the opponent, she does an extended
version of her Raida that comes out in a single frame and
is unblockable. If Ibuki isn't close to the opponent, she
unleashes a projectile similar to Kikou-Shou. The startup
time is great but it's hard to get all the hits. 

III) Yami-Shigure: QCFx2 + P:
Ibuki throws out three shurikens in the ground and if it
connects, she slashes the opponent back and forth. The
button determines how far she throws the shurikens and 
the farther the throw, the slower the travel. Can be linked
off few normals and moves but does diddly damage.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
12) Elena:

Elena is a princess in an African tribe that has a cultural 
tradition of fighting. She may have been born in Kenya and 
her fighting style is Capoeira which utilizes her strong, long 
legs with dance-like moves and fancy legwork. Her father, 
the tribe's chief, is a witch doctor. However, he also has a 
PhD in medicine obtained from a French university. Elena's 
views of fighting and martial arts differ from most due to her 
light hearted personality allowing her to befriend some people 
and annoy others. She wants to travel around the world, 
meeting new friends along the way. She studied as an 
exchange student in Japan, where she met her best friend 
Narumi. She later continued those studies in France.

Known Players to use Elena:
-Combofiend (United States)
-Nech_Neb (Canada)


Personal Action:
Elena does a dance that's a variation of one of her win poses
as she gets a stun damage increase which can be stocked up 
to four times.


Command Normals:
Handstand Kick: F + MP:
Elena does a fast overhead that has amazing range and can be
done from far away.

Handstand Whip: F + MK:
Elena does a fast overhead kick which moves her forward 
that has good range but has frame disadvantage if blocked 
which makes it unsafe.

Round Arch: B + HK:
Elena does he rstanding HK that moves her backward which
has great priority and makes her invulnerable to throws and 
crouching attacks on startup. 

Sliding: DF + HK:
Elena does a slide attack that has good range and moves 
her forward which is good for foot game but hard to make 
it whiff. Vulnerable if blocked from close range.


Special Moves:
Mullet Smash: HCB + P:
Elena does a rotating kick that serves as an overhead. Has 
some frame advantage after it but fairly slow and vulnerable 
to parries if abused a lot. The EX version comes out faster 
and has slightly longer frame advantage in the end of it.

Rhino Horn: HCF + K:
Elena does a thrust kick to the opponent. LK version goes
short range, MK version does mid-screen and HK version
goes near full-screen. It has some frame disadvantage but
the block stun is long. A very annoying move against large
characters due to the fact that they can't crouch under it.
The EX version comes out more faster, does more damage
and sets up a juggle that's hardly noticable.

Scratch Wheel: F, D, DF + K:
Elena does a rising kick in the air. Good for combos, anti-air,
wakeups and reversals. The EX version his more times and
has more priority.

Spin Scythe: QCB + K (can be repeated two times):
Elena does a spinning roundhouse that's very slow and does
not combo into. Good for guessing games but doesn't follow
up. The EX version comes out faster, comboable and puts
opponents in a juggle setup but does the same amount of
damage. Also has heavy recovery time so avoid using it in
an often basis.

Lynx Tail: B, D, DB + K:
Elena does a spinning kick on the ground that hits low that
ha good range but terrible recovery. The EX version hits
more times but the last hit completely whiffs against most
crouching characters.


Super Arts:
I) Spinning Beat: QCFx2 + K:
Elena does three Scratch Wheels in a row that does decent
damage and has juggle potential if done in the corner. It
combos in the ground easily but only from close range.
Also can be used as a decent anti-air.

II) Brave Dance: QCFx2 + K:
Elena does a barrage of normals that can be linked from
various normals and does more damage. Also does good
chip damage, has quick startup but has heavy recovery.
Recommended super art due to the damage potential and
access to EX moves.

III) Healing: QCFx2 + P:
Elena recovers up to 1/3 of her vitality with this super art.
During the healing process, she's completely vulnerable
to any attack coming to her. Holding Px3 stops her healing 
immediately and quicker.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
13) Necro:

As a boy, Illia was kidnapped by a mysterious organization 
led by Gill and converted into a human test subject for the 
biological warfare think-tank known as the G-Project. As a 
young man, Necro's cellular structure and outward appearance 
had changed drastically, the result of DNA alterations forging 
Illia into a prototype super soldier. Accompanied by his 
mutant girlfriend Eiffie, Necro enters the third World Warrior 
tournament to personally get revenge on Gill and to win his 
and Eiffie's freedom from the G-Project. When Necro found 
Gill, Necro would have died at Gill's hands had Eiffie not 
saved him. Feeling that they could not let them live knowing 
the G-Project's secrets, Gill's organization constantly hunts 
for the two mutants. As of Street Fighter III: 3rd Strike, Necro 
and Eiffie are still on the run.

Known Players to use Necro:
-Pino AB7 (Necro)
-Sugiyama (Japan)


Personal Action:
Necro flails his tongue as he recieves an attack power
increase for all attacks except for throws. The command
can be held to continue the flailing of his tongue.


Command Normals:
Jab: B + LP:
A quick poke that's good in close-range. Can be cancelled 
into a super art on reaction.

Elbow: B + MP:
Same description as Jab except except a little bit of startup
and less recovery that's hardly noticable.

Necro Upper: B + HP:
Necro does a stretching uppercut that's easily suspectible
to parrries. Passable as anti-air, good stun damage and 
juggle potential.

Knee Dagger: B + LK:
Necro does a short knee attack in close-range.

Knee Attack: B + MK:
Same description as Knee Dagger except except it has 
mid-range on it.

Knee Missile: B + HK:
Necro does an upwards knee attack that has huge frame 
advanatage after it. Good for anti-airs, combos and stun 
damage. 

Elbow Cannon: DB + HP:
Necro does a short elbow attack that's fast, good damage 
and puts opponents in a juggle state when hit. Juggles 
are fairly limited though against majority characters.

Drill Kick: D + K (only in air):
Necro spins down in a drill position similar to Dhalsim's. 
Button determines the angle of descent. Great for corner 
game and away to get in close.


Special Moves:
Electric Blast: F, D, DF + P (press P rapidly):
Necro steps forward a bit as his body is surrounded by 
electricity. Great for anti-airs, has some juggle potential 
depending on which button pressed, makes parrying 
very risky and can be used in combos if timed right.
There is no EX version of this move.

Flying Viper: QCB + P:
Necro jumps forward as his hands extend down for a
blow. Only use is an overhead and can be reacted fast.
The EX version moves faster, hits twice, more stun
damage and has frame advantage. Great for pressure
and corner game.

Snake Fang: HCF + K:
Necro's command grab as he grabs the opponent's leg
and throws them to the other side of the screen. Great
range and can be juggle if connects. Has a huge count
of frame disadvantage when blocked due to the slow 
recovery. There is no EX version of this move.

Tornado Hook: HCF + P:
Necro spins forward as he does a barrage of spinning
punches. Good for juggles and the LP version is safe
if blocked. The HP version puts opponents in a hit
stun, does stun damage and turns them around but 
has recovery time. The EX version comes out more
faster, does more hits and more damage.

Rising Cobra: QCB + K:
Necro does a modified version of the splits which acts
as an overhead attack. Very slow on startup and easy
to anticipate. The EX version is a bit more faster, does
more damage and hits twice.


Super Arts:
I) Magnetic Storm: QCFx2 + P then P rapidly:
Necro does an extended version of Electric Blast but only
combos with his main pokes and his target chains. Great
for juggling but damage isn't worth it, can be worked as
anti-air and absorbs some projectiles.

II) Slam Dance: QCFx2 + P:
Necro's command grab as he does two of his regular back
throws and finishes it off with a regular throw. Possible to
combo into but doesn't do much, it's better to do it without
a combo for more damage. Good for wakeups, reversals or
close surprise games. 

III) Electric Snake: QCFx2 + P:
Necro throws out an electric current on the floor that can
only be blocked by crouching. Does good damage and
stun damage and has the ability to juggle opponents right 
after. Recommended super art is it can be cancelled by most 
moves. has access to EX moves and also stun, zoning and 
damage potential.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
14) Alex:

As a Street Fighter III character, Alex has no official bio. 
All that is conclusively known about him is that he's an 
American from New York (although given by his accent, 
many assume Alex is from Brooklyn). Alex entered the 
third World Warrior tournament because its sponsor, Gill, 
had seriously injured his best friend and father figure Tom, 
even though Tom had told him Gill had won fairly. Tom 
allowed him to go, letting him make his own decision. Alex 
won every match and then faced Gill. Although he defeated 
Gill, Alex did not have a chance to kill himand he went home
to find Tom fully recovered. Thoughts of revenge no longer 
clouding his mind, Alex encountered Ryu, who offered a 
match with him. When Ryu won, he encouraged Alex to 
hone his skills and seek out worthy opponents.

Known Players to use Alex:
-KSK (Japan)
-Zangoef (Japan)


Personal Action:
Alex winds up his arm as he gets a power attack increase.
Holding the command keeps him winding his arm which
builds his attack power to a specific limit.


Command Normals:
Chop: F + MP:
Alex does a quick overhead chop to the opponent.
Very fast but does somewhat little damage for a
command normal.

Lariat: F + HP:
Alex swings his hand to the opponent while he swings 
his clinched fist. A somewhat 50-50 for an anti-air and 
good does good damage up close.

Headbutt/Sleeper Hold: B + HP:
A command throw to which Alex catches the opponent
he does a Headbutt. Does good damage and has stun
potential. If the opponent is turned back while Alex does 
that command, he does a back choke hold instead which
does diddly damage.

Flying Cross Chop: DF + HP (only in air):
Also known as "Air Dive", Alex dives to the ground from 
the air to the opponent. Somewhat different from the 3S 
version, Alex remains in that animation until he lands on 
ground which has him having very slow recovery right after.


Special Moves:
Flash Chop: QCF + P:
Alex swipes his hand in a backhand form. The LP and 
EX version can be comboed after a few normals for solid 
damage. The HP version spins the opponent around for 
a split-second amount of time, making it useful to startup 
a combo or Super Cancel for massive damage.

Powerbomb/German Suplex: HCB + P:
A damaging command throw with a good range and fast 
timing. Great for tick-throws and to block an opponent's 
block-state. It can also be comboed after an HP Flash 
Chop, resulting in Alex doing a release German Suplex.
There is no EX version of this move.

Spiral DDT: HCB + K:
Alex hops forward and if it connects, he does a Spiral
DDT to the opponent. Unblockable but can be avoided
by jumping or crouching unlike few characters. There
is no EX version of this move.

Head Stomp: Charge D, U + K:
Also known as "Air Stampede". Alex jumps into the air 
and comes smashing down with a double boot stomp 
which is effective for crossups as it can be confusing 
to block. The HK and EX version can go near 3/4 of the 
screen, making it useful to punish projectiles fast, but
timing must be done quite early.

Dashing Elbow: Charge B, F + K:
Also known as "Slash Elbow". Alex dashes towards 
the opponent with an upper leveraged standing MP. 
Comes very fast and it doesn't get beaten early as it's 
going more forward towards the opponent. The EX 
version goes much faster, does two hits and does a 
pounce which is great to confuse opponents mid-range.

Air Knee Grapple: F, D, DF + K:
Also known as "Air Knee Smash". Alex glides into 
the air and tries to catch the opponent, slamming them 
directly to the ground under his LK animation. It's a 
great anti-air which must be done very early before the 
opponent attacks. The bad things are is that it can be 
air-blocked and it has no invulnerability, making the 
move more difficult to use. The EX version does the 
same version as the regular versions except that it 
carries a small window of lower body invulnerability.


Super Arts:
I) Hyper Bomb: 360 + P:
Alex does two German Suplexs and finishes it off with
an HP Power Bomb. Does massive damage but can
be easily avoided by jumping right before his arms
lock in. Also great to do on wakeups. If done when
the opponent is back, Alex does 7 German Suplexes
instead which does a bit more damage.

II) Boomerang Raid: QCFx2 + P:
Alex does repeats FP to a quicker modified Flash Chop
twice and ends with a grab. Does good damage but
pushes Alex back if blocked. If the punches don't hit
and the grab does, Alex does a Power Bomb but it
can leave him open to get hit during his punching
animations. Recommended super art due to his EX
move options, damage potential and consistency. 

III) Stun Gun Head Butt: QCFx2 + P:
Alex leaps forward with a jumping LP and when it lands,
does four Headbutts which results in the opponent being
stunned. Can be easily avoided by jumping and gives
chances for combos once connected.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
15) Remy:

While the official backgrounds of most Street Fighter III 
characters are vague at best, much can be conjectured about 
Remy from dialogue and endings. His purpose seems to be 
to convince people that violence is futile, and that the path 
of a warrior is ultimately self-destructive and irresponsible.
Remy makes numerous comments about a father who 
abandoned his family. Due to sharing a similar playstyle 
with Guile, many fans previously concluded that Remy is 
the illegitimate child of Guile. Capcom has officially denied 
this rumor.

Known Players to use Remy:
-Naysayism (United States)
-Pierrot (Japan)
-Ryo-Chin (Japan)


Personal Action:
Remy does a thinker's pose as he receives an increase
of his stun damage. Can be stocked up to four times.


Command Normals:
Amari ni Muku no Alguille: B + MK:
Remy does a slow overhead kick that doesn't look like 
anoverhead kick. Recommended to be used far from the
opponent as it has huge frame disadvantage leaving the
opponent to react quickly after.


Special Moves:
Light of Virtue (High): Charge B, F + P:
Remy throws out a spinning projectile that's similar but
smaller than Guile's Sonic Boom. Has great recovery,
can dash before it hits the opponent and is great to
use while opponent's are cornered. The EX version
comes out faster and throws two projectiles.

Light of Virtue (Low): Charge B, F + K:
Same description as Light of Virtue (High) except Remy 
throws it low instead. The only difference is that it has
slower recovery time than Light of Virtue (High).

Rising Rage Flash: Charge D, U + K:
Remy does a flip-kick that's similar to Guile's Somersault
Kick. Good range, speed and priority and a great anti-air.
The EX version goes more faster, has more priority and
does two hits. Great to use as a reversal or wakeup.

Cold Blue Kick: HCB + K:
Remy jumps forward with a thrust kick. Good damage
and setup after throwing any Light of Virtue but the
further it hits, the more Remy is safe. The EX version
comes more faster, safer and does two hits.


Super Arts:
I) Light of Justice: QCFx2 + P:
Remy throws out 9 Light of Virutes under a 3-3-3 formation
where its High-Low-High. Can be juggled, does useful and
verifiable combos and has frame advantage when pushing
away opponents but it can be easily parried and the damage
it does is decent.

II) Supreme Rising Rage Flash: QCFx2 + K:
Remy does two LK Rising Rage Flashes and finishes it off
with an HK Rising Rage Flash. Very useful as an anti-air
and does good damage. Recommended super art because
it gives a lot of meter to work with for EX moves.

III) Blue Nocturne: QCFx2 + P:
Remy puts up a knee and if her gets hit, does a barrage
of normals and ends with a Rising Rage Flash. Very easy
for the opponent to react, doesn't do much damage, a good
anti-air or counter-attack on desperation or guessing but
can only counter normals, not specials.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
16) Q:

While the true origin and nature of Q is unknown, many 
fans have developed theories on who Q is and where he 
came from:
*Theory 1: There has been speculation that Q is none 
other than Balrog, the boxer who worked for the criminal 
organization Shadoloo. The circumstantial evidence to 
support this theory is that Q witnessed the fall of Shadoloo. 
When Shadoloo's original leader M. Bison was killed, Balrog 
took over and almost immediately ran it into the ground. 
Also, Q has a number of powerful punch attacks, and some 
of his attacks closely resemble those of Balrog. However, 
the idea that Q could be Balrog is unlikely, since they are 
not similar in height, build, or skin color. 
*Theory 2: Another strange enigma is Q's insides. When 
he is hit with a lightning-based attack, his skeletal system 
is supposed to be shown, but all that is shown is a muscular 
system and a metallic, non-detailed head. This leads some to 
believe that he could be robotic, possibly a cyborg. To further 
support this, in Q's ending, there is a slip of paper next to the 
projection screen near the end of the scene that says some-
thing along the lines of "Robodexx-Q." It is possible that he 
may have been a cyborg project that mysteriously escaped 
and hid his identity under the iron mask and trenchcoat, 
which could also explain as to why a security team was 
sent after him shortly after his discovery. 
*Theory 3: There are also theories stating that Q is the 
black commissioner wearing a red tie and white dress shirt 
during Q's ending. The evidence supporting this is that the 
lone patch of exposed skin under Q's mask matches the 
complexion of the man, their ties and shirts match and after 
the two other people are seen exiting the room, leaving the 
man alone, Q's silhouette is seen dashing in front of the 
projection screen. It is also possible that there may have 
been more than one Q and the black man in the projection 
room left there at the time was one of them. 
*Theory 4: Another possibility is that M. Bison is Q. 
Shadoloo was trying to make another body for Bison after 
he was killed by Akuma. 

Known Players to use Q:
-Kuroda (Japan)
-TK (Japan)


Personal Action:
Q arches his body and arms forward as he gets a defense
bonus for the rest of the round. Can be stock up to three
times.


Command Normals:
Toubu ni yoru Jouhou Kougeki (Kari): B + MP:
Q does a swift uppercut that's passable as an anti-air but
suspectibile to parries.

Ryouude ni yoru Zenshin Tsuugeki (Kari): B + HP:
Q does a lunging punch that's similar to his standing HP.
It has faster startup and recovery but doesn't knockdown, 
whiffs against crouching characters and can be used in
juggles.

Tentou kara no Toubu Tsuugeki (Kari): B + HK:
Q does a sidekick that ends with him falling to the ground.
Extremely bad recovery but it's cancellable and is passable
for an anti-air or surprise attack.

Tentou kara no Kyakubu Tsuugeki (Kari): DB/DF + HK:
Q does a moveing version of his crouching HK. It has the
exact same properties except it can be moved forward or 
remain stationary.


Special Moves:
High Speed Barrage: QCB + P:
Q does a few quick slaps to the opponent. LP version angles
downward, MP version angles forward and HP version angles
upward. Can be used as an early anti-air or chip damage but
can be red parried. The EX version does more hits and results
in a knockdown.

Dashing Head Attack: Charge B, F + P (can be held):
Q does a dashing punch to the opponent. If the P button is
held, Q does an overhead punch instead. Fast startup and
good recovery, great range and good for various combos.
The EX version takes out the recovery but bounces the 
opponent to the wall for more damage and gives a juggle
opportunity.

Dashing Leg Attack: Charge B, F + K:
Q does a low hitting version of the Deashing Head Attack.
It has the same fast startup but has bad recovery. Very good
for tricky and overhead combination games. The EX version
does more damage and hits twice and can be super cancelled
off of the first hit if timed right.

Capture & Deadly Blow: HCB + K:
Q's command grab as he grabs the opponent and does an
uppercut which has good juggle potential. Very slow on
startup which can be easily avoided but has incredible range
and gives the opportunity for mixups and juggles. There is
no EX version of this move.


Super Arts:
I) Critical Combo Attack: QCFx2 + P:
Q does five Dashing Attacks which result in the opponent
bouncing off the wall and to the other side of the screen.
It has invincibility on startup which can be used on wakeups,
reversals and does good damage on combos but the startup
is slow yet is quick to punish certain moves. Recommended 
super art as it gives access to EX moves and gets the ability 
to pass through projectiles and ground attacks.

II) Deadly Double Combination: QCFx2 + P:
Q does a lunging punch and when it connects, does a hammer-
like blow which results the opponent flying up into the air. Does 
good damage and is effective as anti-air but has extremely bad 
recovery time if blocked, leaving him open to get attacked very 
easily.

III) Total Destruction: QCFx2 + P then QCF + P/K:
Q's system activates into red as he has a limited amount of
time to grab the opponent for an explosion. The P version is
a normal hit but can be blocked and the K version is a grab
where his system says "Danger" and is unblockable. Does
great damage but has slow recovery and can be easily
avoided.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
17) Hugo:

*NOTE: According to the favorable list, Hugo is tied with
Twelve.

Hugo Andore and several members of his family were 
promiment members of Mad Gear, although Cody outfought 
the elder members in a cage match in the West Side and 
Haggar humiliated him in the original Final Fight, which
infuriated the wrestler to no end. Enough that in Final Fight 
Revenge, Andore attempted to give a televised broadcast to 
Haggar challenging him to the mayorship through a wrestling 
match-a broadcast that ironically never aired. Andore and his 
family would continue to join Metro City's most prominent 
gangs for years to come, including a revived, worldwide 
Mad Gear in Final Fight 2 and Mad Gear's successor the 
Skull Cross gang in Final Fight 3. Even so, Haggar and his 
friends crushed each of these syndicates and Andore's 
hopes of glory. Seemingly going fully legitimate and 
accompanied by Poison, Hugo entered the third World 
Warrior tournament in Street Fighter III: Second Impact 
because he wanted to find a suitable tag team partner, due 
to his former one being mysteriously killed off by a rival. 
During the tournament, Hugo battled with Ryu, a traveler 
who is constantly perfecting his fighting skills. In that 
battle Hugo was hit by the Shin-Shoryuken, Ryu's most 
powerful move, but he wasn't knocked out by it and 
continued to put on an amazing performance. Ryu may 
have temporarily been his tag team partner anyway, but 
a permanent solution was not given and again Hugo 
needed a partner. Eventually, Hugo and Poison decided to 
start their own wrestling promotion in Street Fighter III: 
3rd Strike, the Huge/Hyu Wrestling Army (HWA). Their 
main objective is to take over all of pro wrestling.

Known Players to use Hugo:
-Hayao (Japan)
-Henry Cen (United States)
-Pecheur (France)
-YSB (Japan)


Personal Action:
Hugo stretches his arms down as he gets an attack power
increase for all attacks except for throws. When holding the
command, he performs a taunt that increases his throw
damage. At anytime a taunt is done, he gets an additional
defense bonus which stocks up to two times.


Command Normals:
Body Press: D + HP (only in air):
Hugo does a splash-like move that can be used as a crossup
that's tough to get a position to execute it. If blocked, Hugo
gains frame advantage for him to use Moonsault Press
or Gigas Breaker right after.

Hammer Hook: F + HP:
Hugo does a swinging fist that can be used as anti-air but
can be easily reacted by parrying or blocking.


Special Moves:
Giant Palm Bomber: QCB + P
Hugo does a clapping attack that does massive damage and
stun damage but has slow startup and gives good frame
advantage afterwards which is great to use a special move
or normal right after. The EX version does a more damaging
hit and juggles too.

Moonsault Press: 360 + P
Hugo's fast command grab which can do big damage and has
great range as he spins up with the opponent in the air and
backflips with Hugo on the of the opponent. Can be easily 
avoided by jumping before Hugo hands reach. There is no 
EX version of this move.

Monster Lariat: QCF + K
Hugo runs towards the opponent as he does a lariat to the
opponent which knocks them right down. Good to use
against opponents who'll back-dash or commonly do jump-
in attempts but whiffs against crouchers. The EX version
comes out more faster and does more damage.

Shootdown Backbreaker: F, D, DF + K
Hugo jumps up in the air and if he cataches the opponent,
he does a backbreaker upon landing then throws them down.
Has zero priority and various jumping attacks and anti-airs
can beat the move easily. Also has heavy recovery upon
landing so use with caution. There is no EX version of this
move.

Meat Squasher: 360 + K:
Hugo runs towards the opponent and when he catches them,
he slams the to the other side of the wall. Has very heavy
startup which various attacks can easily beat which has
very little uses for. There is no EX version of this move.

Ultra Throw: HCB + K:
Hugo throws the opponent to the wall as they bounce upon
impact which gives him the opportunity to juggle a combo
right after. Various moves to do right after are Shootdown
Backbreaker, Megaton Press or EX Gaint Palm Bomber.
There is no EX version of this move.


Super Arts:
I) Gigas Breaker: 720 + P:
One of the quickest super arts in the game as Hugo's command
grab does two Shootdown Backbreakers and finishes off with a
Moonsault Press. Has invincibility on starup and does huge
damage for one meter. Recommended super art for the rushdown
type and for little uses of EX moves.

II) Megaton Hammer: QCFx2 + K:
Hugo does a Shootdown Backbreaker setup and upon connection,
spins the opponent up in the air with more verticality as he lands 
on top of the opponent. Good damage, good for anti-airs if timed 
right and is good to use after a juggling combo.

III) Hammer Frenzy: QCFx2 + P:
Hugo runs towards the opponent with a barrage of normals 
andfinishes it off with a Giant Palm Bomber. Has invulnerability 
on startup which can go through projectiles and is good for 
wakeups but it can be easily blocked and parried upon reaction 
and has huge recovery time, making him unsafe if blocked.
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18) Twelve:

*NOTE: According to the favorable list, Twelve is tied with
Hugo.

With Necro being his prototype, Twelve is genetically 
engineered to regenerate, form other shapes (usually 
weapons) out of his body, copy a person's appearance 
and skill, and is meant to be incapable of being damaged. 
The "G-Project", the secret project that resulted in Twelve's 
birth, was executed by Dr. Kure, and overseen by Gill's 
brother, Urien. Twelve is ordered to retrieve Necro after 
the latter frees himself from Gill's organization. Twelve is 
also being mass produced by the organization to create 
an army of Twelve-like creatures. Twelve considers Urien 
to be his father because of his involvement with his 
creation.

Known Players to use Twelve:
-Burton (Canada)
-Chikyuu (Japan)
-Yamazaki (Japan)


Personal Action:
Twelve does a taunt which let's him disappear for a limited
amount of time. He'll reappear when he gets hit, blocks an
attack, throws the opponent or doing a super art. Taunting
while invisible makes Twelves reappear.


Command Normals:
B.M.K: B + MK:
Twelve does an upwards kick that's cancellable.

Kobe Haritsuki: Hold F against a wall in the air:
Twelve holds on the wall for a short amount of time.

Kokkuu: B/Fx2 (only in air):
Twelve does a flying air dash for any type of purpose.


Special Moves:
N.D.L.: QCF + P:
Twelve does a strange projectile-like attack where he puts
his arms on the floor and they come out further into the
stage and they act as needles. LP version comes up close,
MP version comes up half-way and HP version comes up
near full-screen. The EX version comes out and recovers
slightly faster and can put the opponent into a juggle
setup.

A.X.E.: QCB + P (also in air):
Twelve flails his arms around him like a whip for multiple
hits. The EX version does more hits and more damage.
The ground version is vulnerable if blocked and the
aerial version can be used to beat anti-air parry attempts.

D.R.A.: QCB + K (only in air):
Twelve does a diving attack. Button strength determines
the diving angle. The EX version goes more faster and
knocks down and is good for going over projectiles and
punishing whiffed attacks while jumping.


Super Arts:
I) X.N.D.L.: QCFx2 + P:
Twelve does an extended version of his N.D.L. which travels
through the length of the screen. It can be comboed into but
the recovery time is terrible. Recommended super art as it does
decent damage, access to EX moves and is the only safest 
super art in his move list.


II) X.F.L.A.T.: QCFx2 + K (only in air):
Twelve does an extended version of his D.R.A. which does
decent damage if hit on the ground but horrible damage if hit
on the air.

III) X.C.O.P.Y.: QCFx2 + P:
Twelve morphs into his opponent until the timer runs out. As 
the morphed character, his offense and defense gets boosted
but doesn't have access to their EX moves and super arts.
When the timer runs out, Twelve morphs back into himself
which causes a lot of recovery time and can be easily hit
during that timeframe.
------------------------------------------------------------------------------


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19) Sean:

The events of how Sean became Ken's student are somewhat 
unclear, but what is known is that Sean's main reason for 
entering the third World Warrior tournament was to prove 
to Ken that he had become a much greater student then he 
had been the previous year, while training with Ken. Although 
skilled in his fighting style, Sean lacked the discipline and 
experience to make it too far as a fighter in the U.S. championship 
tournament, being knocked out in the preliminaries. Despite 
this, he kept his big dreams of one day winning a tournament 
of his own, even turning down Ken's offer of the U.S. trophy, 
claiming he wanted to earn his own one day. Despite the loss 
at the tournament, Sean continues to train with Ken and it's 
possible he's also training alongside Ken's son, Mel. It is 
likely Sean is familiar with Ken's son, as well as his wife, Eliza
and could very well be staying at their home for training 
purposes. Considering the wealth of Ken's family, this is not 
unlikely.

Known Players to use Sean:
-C-Royd (Canada)


Personal Action:
Sean does a hook shot as he throws a basketball to the
opponent. If it hits, he gets a stun damage increase which
can be stock up to three times. The basketball must hit each
time or else he doesn't recieve the bonus.


Command Normals:
Sean Pachiki: F + HP:
Sean does a headbutt that's an overhead, does two hits and
has heavy recovery time. Whether it's hit or blocked, players
can react instantly with any attack possible. Can be used in
mixups and various pokes.

Rolling Sobat: F + HK:
Sean does a hopping spinkick which moves him forward a bit.
Very good against mid-level attacks but extremely unsafe and
whiffs against crouching characters and crouching attacks.


Special Moves:
Zenten: QCB + K:
Sean does a command roll as he can roll through opponents.
Can't be thrown off of but remains widely open to any sort
of low attack. Great for wakeup situations. There is no EX
version of this move.

Sean Tackle: HCB + P (hold P):
Sean does a command dash and if he grabs the opponent,
he nails them down for a two hit blow. Even though it's sort
of a command grab, it can be parried. Also has very small 
recovery which has the chance to attack right after. The EX
version does two more punches then a hammer blow right
after for extra damage.

Dragon Smash: F, D, DF + P:
Sean does a double-fist Shoryuken-like attack that has less
horizontal range and low verticality. Very good for knockdown
combos but leaves him open in the air if blocked. The EX
version does two hits, comes out faster, a slight bit more
height and is passable for wakeups.

Ryuubi Kyaku: QCF + K:
Sean does a leaping kick that has an arc as it goes towards
the opponent. Very slow, has frame disadavtange and can
be easily reacted after a block or parry. The EX version comes 
out more faster, does two hits and is slightly safer.

Tornado: QCB + K:
Sean does his version of the Tatsumaki Senpuu Kyaku. Can
hit crouching opponents but it doesn't knockdown, not safe
if blocked and can be easily parried or red parried. The EX
version is more faster, more hits and has less air time which
makes it slightly safer.


Super Arts:
I) Hadou-Burst: QCFx2 + P:
Sean does his version of a Hadouken which knocks down
and does good damage. Very good to attack from mid-range
or long distances but has long recovery when blocked as the
opponent can easily dash right after for a combo. Recommended
super art as it has access to the EX moves and can be comboed
for that monsterous damage.

II) Shoryu-Cannon: QCFx2 + P then P rapidly:
Sean does two Shoryuken-like moves not similar to his 
Dragon Smash for decent damage the more times P is 
pressed. Has the potential for juggling, does good chip 
damage, works as a good anti-air but must be done 
extremely close to land in combos.

III) Hyper-Tornado: QCFx2 + P:
Sean does a Sean Tackle and when it connects, he does a
barrage of normals, a Tornado and ends it with a Ryuubi 
Kyaku. Not safe if blocked but does the most damage.
Great to use on wakeup or desperations and effective of 
all distances. Recommended super art if you don't plan to
use EX moves and what to cut-to-the-chase very fast.
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Arcade/Console Differences:
------------------------------------------------------------------------------
*I've added this new sub-section for people to know the
differences between playing Arcade and on Console. With
Street Fighter Anniversary Collection being on the back-
wards compatible list to be played on XBOX 360, that will
also be added too.

The PS2 version is arcade perfect. In fact, the resolution is 
probably better on the PS2 than it is on arcade. The links
are easier to do (which is more lienient) and the damage
scaling seems to be a little different. Then you have the 
XBOX which is not a bad choice for both offline and for 
XBOX Live except while playing on XBOX Live and 
choosing Yang on Seiei-Enbu, once that super art is 
activated in the match, the network for some reason will 
lock up and will cause a disconnect on both sides. Again 
it is arcade perfect, but for some reason, it is faster than 
the other versions. You can easily suspect this is so it can 
keep up online. Then lastly you have the Dreamcast. There 
is input lag so certain combos are harder to do. A lot of 
moves have recieved extra damage scaling and the ani-
mation frames have been messed around with, meaning 
certain things are almost, if not impossible to do, which 
makes the Dreamcast version the worst.

You can't go wrong with the PS2, you can do alright with 
the XBOX, but the Dreamcast....I wouldn't even take a 
dump on the disc, but just ot go in-dpeth from above
(this points to both PS2/XBOX):

-Oro's Tengu-Stone on console is better as the stones 
follow Oro's moves faster and don't lag behind like they 
happen to do on arcade sometimes. This make Tengu-
Stone pressure stronger on console
-Akuma's Zugai Hasatsu is unthrowable on arcade, but
it's throwable on console.
-Yang has slowdowns sometimes in arcade when doing 
EX Tourou Zan, expecially on his stage. There are no 
slowdowns on console.

As for playing it on the XBOX 360, as of mid-April 2007,
Microsoft has made Street Fighter Anniversary Collection
backwards compatible due to online petition. Due to the
emulation, there are some problems/glitches when playing
it and here it is:

-When both characters are jumping, and one of them has 
a super jump that goes beyond the screen (like Oro or 
Necro) 3/4 times, there will be a slow down or hitch. Seems 
to be related to moving the screen...happens more when 
you are jumping toward or away than straight up or down.
The slowdown only happens frequently in a few stages 
(Yun and Yang's most notable). It doesn't happen during 
ground fighting, but if you jump in the air, the game slows 
down for a second or two. At most, it might screw up your 
parry time, but you can always play the game on a stage 
other than the ones that have slowdown and you'll be fine.
-There's a slight flicker on the smash the car bonus stage 
and in Chun-Li's stage (the two old men drinking tea flicker 
during win poses).
-When the round is over, the reverb sound effect plays a 
few seconds too long.
-Aside from that, the emulation is perfect. Just a few small 
tweaks and everything should be golden.
------------------------------------------------------------------------------


US/Japan Differences:
------------------------------------------------------------------------------
*I've added this new sub-section for people to know the
differences between playing the US and Japanese versions.
Not really a big deal, but it has few minor differences.

-Japanese versions (arcade and console) have blood.
-Twelve is misspelled in the arcade version. When picking
your opponent, it'll say "TWELEVE" on his section.
-Urien has aegis unblockables in the arcade version. Quite 
frankly, this is the version that top arcades house in their 
machines (aka. Version A).
-In the arcade (Version A), the machine can be reset due
to a glitch known as The Makoto Glitch. How to do this is 
Ken vs. Makoto in Makoto's stage. Ken uses his neutral
throw (knees) and Makoto will die from chip knockout. 
The machine will freeze must be booted back from the 
start where the CPS3 CD-Rom loads up the software.
-Urien has an extended time out pose in japanese versions
(arcade and console). What happens here is that when 
Urien loses by time out, he holds himself, then a few 
seconds later, blood spews out of his torso as he's in 
pain.
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Contact:
------------------------------------------------------------------------------
Contact me! Here are the following e-mails and internet 
forums you can find me at:

E-Mails:
MSN Messenger/Hotmail: b_unit905@hotmail.com
Yahoo!: psychochronic2004@yahoo.ca

Internet Forums:
Gamefaqs.com: brettdude
Shoryuken.com: psychochronic

MIRC (channels on EFnet):
#Capcom (The main channel for Shoryuken.com)
#Gamecombos (The main channel for Gamecombos.com)
#Srkgd (The General Discussion part of Shoryuken.com) 
#Srklive (The XBOX Live part of Shoryuken.com)

My Fighting Game Site:
www.geocities.com/psychochronic2004
------------------------------------------------------------------------------


Credits:
------------------------------------------------------------------------------
Props to those who made this guide possible:

Me for writing a FAQ of a game which dominates the 
majority of the fighting game community and is played
within all different scenes of the world. Also Demon 
Dash and Fastghost28 but providing me the Arcade/
Console Differences and Hol Horse for providing me
the US/Japan Differences too as many people would 
like to know this information.



Copyright (c) Brett Navarro 2005-2007