------------------------------------------------------------------------------ Capcom Fighting Evolution Analysis and Reason List (aka. Capcom Fighting Evolution Breakdown Text): VERSION 1.04 -Created, Edited and Compiled by: Psychochronic of Shoryuken.com (Brettdude in Gamefaqs) -Pros and Cons by: Psychochronic and various others of Shoryuken.com -Counter-Character Matchups by: Psychochronic and various others of Shoryuken.com -Finalization Analysis by: Psychochronic and Jeron of Shoryuken.com MY FIRST FAQ! ------------------------------------------------------------------------------ Last Update: March 5, 2006 ------------------------------------------------------------------------------ Disclaimer: ------------------------------------------------------------------------------ The information provided of this FAQ have been personally analyzed and researched by myself and the others are points posted per character in the threads of Shoryuken.com. These are out of our analysis and research and should there be any mistake, I will gladly edit the text upon request. If you feel you have pitched in information (even one sentence!), I will edit the text to your request and credit you in the process. ------------------------------------------------------------------------------ Notes before reading this document: ------------------------------------------------------------------------------ 1) This document is NOT a tier list (this was in early 2005 a tier list but now changed due to extended information). This is a Breakdown of every characters Move List, Pros and Cons and Various Character Matchups in Capcom Fighting Evolution for Arcade, PlayStation 2 and XBOX so don't expect anything answered like "Which character is top-tier?". 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, Shoryuken and my Geocities webpage (link provided below on the Contact section). 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). Plagarizing is a crime and is punishable by law. 2c) I, Brett Navarro, have clearly wrote this guide to give back something for the new generation of the fighting game community and to also hone my creative writing skills. Everything here, I fully scoured the internet for various points and researched over 10gb of specific match footage so I can fully give out the latest and comprehensive guide possible. 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. ------------------------------------------------------------------------------ Table of Contents: ------------------------------------------------------------------------------ 1) Version Changes 2) Stage Descriptions -Myanmar -Japan -New York -Underworld -Ruins -Jungle -Hong Kong -Infinity Chamber -Infinity Chamber Remains -Training Zone 3) Character Roster -Street Fighter II -Street Fighter III -Street Fighter Alpha -DarkStalkers -Red Earth -Ingrid 4) Legend 5) Gauge Differentials -Street Fighter II -Street Fighter III -Street Fighter Alpha -DarkStalkers -Red Earth -Ingrid 6) The Breakdown List (Pyron and Shin Akuma not written) *Each character having the following: ^Biography ^Personal Information ^Special Moves ^Super Moves (EX Supers/Mystic Breaks) ^Pros and Cons ^Various Character Matchups *Only commonly seen matches has been researched. If you have various matchups to contribute, please don't hesitate to contact me. Any help is greatly appreciated. -Anakaris -Demitri -Guile -Ryu -Kenji (Mukuro) -Rose -Jedah -M. Bison (Vega) -Alex -Zangief -Yun -Karin -Ingrid -Urien -Felicia -Leo -Guy -Hydron (Nool) -Hauzer -Sakura -Chun-Li *The reason I didn't do Pyron and Shin Akuma is because they can't be played in tournaments as they are banned due to their abilites. Flame me if you will but if you don't like it, that's that's the truth and if you don't like it, talk to someone else. Whatever that cannot be brung to a competition is considered useless. 6) The Stone Cold Truth from Jeron 7) Random Notes from Jeron and Psychochronic 8) Final Analysis from Psychochronic 9) Contact 10) Credits ------------------------------------------------------------------------------ Version Changes: ------------------------------------------------------------------------------ 1.04 - March 5, 2006: Added the following: -Matchups: Anakaris-Guy, Anakaris-Hydron, Chun-Li-Hauzer, Felicia-Zangief, Guile-Hauzer, Guile-Rose, Hauzer-Sakura, Hydron-Sakura, Jedah-Ryu, Karin-M. Bison, Karin-Zangief, Yun-Zangief 1.03 - February 25, 2006: Added the following: -Credits: Saga_Journeyman -Matchups: Anakaris-Zangief, Demitri-Hauzer, Guile-Karin, Hauzer-Ingrid, Hauzer-Ryu, M. Bison-Yun -Moves: Felicia (1) 1.02 - February 21, 2006: Added the following: -Gauge Differentials: Ingrid -Matchups: Alex-Guile -Movelists: Ingrid -Tentatives: Urien (1) 1.01 - February 18, 2006: Added the following: -Credits: Majestros, Vasili10 -Matchups: Alex-Kenji, Anakaris-Guile, Demitri-M. Bison, Felicia-Guile, Guy-Jedah, Hydron-Jedah, Jedah-M. Bison, Hydron-Karin, Karin-Rose -Movelists: Ryu, Sakura -Pros: Kenji (1), Ingrid (1), Karin (2), Leo (1) -Victims: DS, Red Earth and SFA characters 1.00 - February 17, 2006: Studied months on this guide which has started on July 19, 2005 and submitted to Gamefaqs on February 17, 2006 for approval which offically deems the 1.00 mark. If approved, expect many updates to come as various sections are incomplete. ------------------------------------------------------------------------------ Stage Descriptions: ------------------------------------------------------------------------------ 1) Myanmar: Setting around mountains and valleys on a village. You'll see Adon practicing his normals on the mid-left side and Sagat who is constantly turning his head as he watches the fight. Dhalsim is on the right side mediating on a pedestal with a blue and red flag on it. You'll also see a stone face behind Sagat and the flags of the pedestal which looks similar to the Shadaloo base seen on the Street Fighter II movie. 2) Japan: Setting is on a local bus depot. You'll see Dan and Makoto watching the fight on the left side on a nearby bus and Maki on mid-screen on front of another bus. E. Honda and Ibuki are cheering on the fight as Ibuki is sitting on a sign which is next to a vendor shop. You'll also see which is quite possibly a painting or poster having Cammy and T. Hawk on it which is on a post which is between Makoto and Maki. 3) New York: Setting on a sidewalk at daytime. Sean and Birdie are in the middle as Ken and Charlie as mid-right beside a burger vendor. Beside the burger vendor on the right side is T. Hawk, Cody who is on SFA3 costume and a painting of Balrog on a garage-like door. Left side shows Hugo behind a wall, Dee Jay and Cammy who is wearing a jacket which is surrounding her ST costume and a painting of Sodom on a wall. You'll also see a shadow which resembles Q as it's standing on a rooftop beside a Deli sign. 4) Underworld: Setting is similar to the Destered Chateau in Scotland. Pretty much, a drawing of what is inside the mansion. Setting is like a warped stuck-in-time like environment with a picture of the moon behind the balcony. You'll see B.B. Hood on mid-screen between the windows looking back and forth, a portrait of Morrigan on mid-screen. Lord Rapter is on the mid-right side on top crawling on a curtain and Jon Talbain is on the left side crawling on a railing. Bats are flying beyond the second window and you'll also see a glimpse of Demitri's castle beyond the first window. 5) Ruins: Setting is like Hazuer's stage from Red Earth and a cross of Ancient Rome. The sun is reflecting upon the background as you'll see other structures and statues. You'll see a statue of Valdoll on the left side beside poles and stairs. On the right side beside a sphinx statue is a statue of Ravange. The tablet on the mid-left side is Gigi and the huge harpee lady tablet on the right side is Lavia. 6) Jungle: Possibly set in the setting depths of Brazil. Trees, leaves, branches and bushes block the view of a lake and little waterfall in which where you'll see Rikuo and Blanka dip in and see their fins. On the right side, you'll see Oro hanging from a tree sleeping. 7) Hong Kong: Setting is at night on the street near a canal. Skyscrapers, buildings and the canal are beyond the background as you'll see vendor shops behind the fight. Hsien-Ko is standing under a green umbrella while Yang is right beside a vendor shop beside his girlfirend and also Yun's. Fei-Long is seen on the right side as he's on a floating boat behind a railway on the canal. 8) Infinity Chamber: The setting where you'll fight Pyron. Kind of resembles Pyron's Hellstorm stage from Vampire Hunter. The middle pole is a shining time-clock thingy which is surrounded by polygons circling around it forming different shapes. Left side shows an ancient figure depicting the sun as the right side has the same for a moon. There is also an escalator going up, remotely going up the chamber further. 9) Infinity Chamber Remains: This is the setting on where you'll fight Shin Akuma. The setting is where the roof and sides are demolished and the rubble for all-aroundgoes up to the sky on the dark night. You'll also see a mausoleum on the left side as it's built onto a cliff near an ocean behind the ruined stage and a blackhole/moon-type drawing on the top. 10) Training Zone: A checkered environment set in an unknown location. You'll see various blocks and poles on the background as it gets darker beyond the vicinity. On an interesting note on the XBOX version, it's drawn a bit differently as it focuses on ground level as on the PlayStation 2 version, it's drawn on a slight angle. ------------------------------------------------------------------------------ Character Roster (Not including Pyron and Shin Akuma): ------------------------------------------------------------------------------ 1) Street Fighter II: Ryu, Guile, M. Bison, Zangief 2) Street Fighter III: Yun, Chun-Li, Alex, Urien 3) Street Fighter Alpha/Street Fighter Zero: Sakura, Guy, Rose, Karin 4) DarkStalkers/Vampire: Demitri, Felicia, Jedah, Anakaris 5) Red Earth/Warzard: Leo, Hauzer, Kenji, Hydron 6) Ingrid (Single character) ------------------------------------------------------------------------------ Legend: ------------------------------------------------------------------------------ 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 MP = Medium Punch HP = Hard Punch K = Kick LK = Light Kick MK = Medium Kick HK = Hard Kick Victim (Mummy): Character's transformation when Anakaris hits his Royal Judgement to the opponent. Also known as "Sabaki" in Japan. Victim (Vampire): Character's transformation when Demitri connects his Midnight Bliss to the opponent. ------------------------------------------------------------------------------ Gauge Differentials: (+): Pro (Positive note) (?): Unknown (Tentative note) (-): Con (Negative note) --------------------------------------------------------------------------------- 1) Street Fighter II (Ryu, Guile, M. Bison, Zangief): 1 Super Meter, Rapid-Fire Chain, Rapid-Fire Chain Lockout and Tactical Recovery; your basic old-school right here! *Rapid-Fire Chain: LP or LK rapidly: Rapid-Fire chains allow any SFII character to cancel certain LP and LK attacks into one another. You can keep going with these attacksuntil your opponent is out of range or to be ready to do a special move. This is an easy way to lock in some damage or even have the potential to stun. This type of attack is a great option, even for a charge character, even if you don't have a special move charged and ready to go. Rapid fire attacks can also be chained in any combination starting from punches or kicks and mixing 'kicks-to-punches' or 'punches-to-kicks'. *Rapid-Fire Chain Lockout: After doing 2+ Rapid-Fire Chain hits, the Lockout occurs: In CFE, the SFII characters are not allowed to use Rapid-Fire attacks and cancel them to a Special Move or Super Combo. This could be done in ST though. The good thing here is that there is a way to get around this "lockout" effect. This only goes on to multiple hits of the Rapid-Fire attack. Switching between standing and crouching and/or LP and LK hits removes the limitation. *Super Meter: One Gauge: Goes basic old-school and back to ST; One simple meter. You can only fill the meter once using attacks and Special Moves and thus, can't be filled more after it's reached it's max limitation. The downside to this meter is that you if you miss your Super Combo, you're back to zero and you have to build it all the way up again. The upside to it is several things. One is that it can take out a lot of damage, about 40% minimum to be exact. Two is that it can be easily built. So what if you miss your Super in Round 1, it can be brought over to Round 2 where you can build it again. Third and Final is that each character has two Super Combos at their move list instead of one just like in ST. This gives the player extra options to dish out and also devise multiple game plans to do it. *Tactical Recovery: While grounded, hold Px2: Also seen in CvS2 under the following 3 Grooves (C, P, S). Tactical Recovery gives the player the option to get up regularly or to delay the wakeup of the character after being knocked down. Great to confuse opponents if they'll attempt a mixup or a crossup and to dish out a great wakeup reversal after recovery but not good to Follow-Up attacks. Use this ability wisely. Pros and Cons: (+): Lots of power! (+): 1 easy meter! (+): Easy to stun opponents. (+): Fair defense. (+): Can punish air blockers easily. (-): Lack of speed. (-): Lack of other Sub-Systems. (-): Can get rushed easily. (-): Tactical Recovery not good to Follow-Up attacks. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 2) Street Fighter III (Yun, Chun-Li, Alex, Urien): 2 Super Meters, Leap Attack to break their crouching guard, Dashing to rush opponents down, Quick Standing to get right back up, Parrying to build meter and turn the match around, Super Jump, Super Cancels to cancel a special move into a Super Art and EX Special Moves to create uggle your own juggle combos. *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. *Leap Attack: MP + MK: 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 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. As it's past counterpart, 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. *EX Moves: Any Special Move using Multiple Buttons instead of one: Uses 50% of 1 gauge, this enables to extend the damage and hits of the move, similar to ES moves for the DS cast. 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 careful as each character has their own animation frames for this ability. *Super Cancel: Doing a Super Art after a Special Move: SFIII 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. *Super Meter: 2 Gauges: SFIII characters has 2 gauges as their meter. When the meter reaches "1/2", it indicates that they are available to execute a Super Art. Each character has 2-3 Super Arts in their move list, which gives multiple options to strike. The ability to have 2 gauges gives the opportunity should that one attempt misses, you're safe to attempt another one and few characters having to use the whole meter in one combo. *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. Pros and Cons: (+): Parrying is now quicker as you can easily attack in the nearly the same frame right after. (+): Ability to Super Cancel. (+): Ability to Super Jump (Jumping slighty higher). (+): Dashing to add speed to your game. (+): Quick Standing great to avoid Follow-Up attacks. (+): Balanced offense and defense. (+): Easy juggling after an EX Move. (+): Leaping Attacks great to hop-and-attack quickly while they do a crouching attack. (?): Parrying similar to CvS2 P-Groove. (?): Super Cancel is kinda like the XBOX version of CvS2. (?): No Red Parries. (?): No Stun Bar. (-): Takes a bit of time to build meter. (-): Parrying does little meter. (-): EX Move costs half a meter. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 3) Street Fighter Alpha (Sakura, Guy, Rose, Karin): Create your own Combo with the Custom Combo system, Air Block, Ukemi (Safe Fall) to roll out of a knockdown and the Alpha Counter; the ability to Counter-Attack after blocking. *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be taken in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Alpha Counter: While Blocking, reverse QCB + P/K: Known in Japan as the "Zero Counter". Also seen in CvS2 under the following Grooves: (C, A, S, N). This skill costs 50% of your meter which makes your status possible to cancel the remaining guard stun on a blocked attack into a simple counter-attack. It does a small amount of damage and guarantees a knockdown making it useful to turn the tables around or to simply give you a bit of space. Each character here has two Alpha Counters, one of each, a punch and a kick. Both types are good for countering specific attacks, whether it's air, ground, crouch, special or even super so switch between the two accordingly, depending on who you're fighting and the situation. Also going back to it's SFA3 counterpart, the Alpha Counter can kill, so watch out! *Custom-Combo: HP + HK when your Gauge is over 50%: Known greatly as "V-Ism" in SFA3 and "A-Groove" in CvS2. Once activated, your character can simply chain in any normal and special attacks which can be done in a repeated process. The meter now dates in to SFA3 where you can simply activate at 50%. The meter now also dates in to CvS2 as you can activate at 100% and finish off with a Super Combo to dish out some big damage. As an expert would know that there is a large reduction of damage applied to each consecutive hit within. After the first 9 hits, each other hit does a single pixel of damage so beware ofthat effect. This ability is also good because if the opponent blocks, then you have time to switch your attacks and gameplan more quickly before the time runs out. Also during activation, the screen will darken and freeze for a slight second and you'll gain an invincibility frame which is useful to avoid attacks and projectiles freely! Activation with 50%, you'll be invincible 6 frames before and 4 frames after and activation with 100%, you'll be invincible 6 frames before and 14 frames after. Within the 50%-99% range, the higher the percentage, the longer the invinciblity frames kick in. The bad part about the Custom Combo system is that you can't block after activation and should you get attacked, your meter goes back to 0% instead of depeleting 50% of it just like in SFA3 and CvS2. Use this wisely as you're rushing like hell with no shield on you. *Super Combo: Using your characters' designated command, gauge calculated by percentile: One also also taken from CvS2 A-Groove and that's the ability to do a Super Combo. This tactic costs 50% of meter and can be done in Custom Combo when activated at 100%. Very useful if your characters' customs are weak and need to use this for some damage. *Ukemi "Safe Fall": Before touching the ground, hold Px3. You can extend the roll by simply holding F: Also known as the "Safe Fall" and it's been seen in SFA3 and CvS2 under the following 3 Grooves (A, N, K). This is not the CvS2 version of it where you jump a bit back having a tiny bit of invincibility frames at it, this version is nearly exact as it was from SFA3, except it's a little slower. The Ukemi allows the character to roll towards the opponent just as you touch the ground. This ability can be useful for avoiding projectiles, confusing your foes' wakeup strats and any other attacks with heavy recovery. The first 17 frames of the full 43 frames are invincible but the last 26 frames of it are completely vulnerable to attack. This means you're not safe and completely defenseless making this tactic very risky to use. Ukemi must be used with extreme caution. Pros and Cons: (+): Meter similar to SFA3 V-Ism and CvS2 A-Groove. (+): Can activate meter at 50%. (+): Alpha Counter costs 50% of meter but can kill! (+): Super Combo costs 50%. (+): Super Combos are near Level 2 priority. (+): Custom Combos are brain-dead easy to execute! (+): Can Super Combo during a Custom Combo just like CvS2 A-Groove. (+): You can extend your Ukemi by holding forward. (+): Takes good of time to build meter. (+): Air Block ready for your aerial defenses. (+): Balanced offense and defense. (?): Can air-block normals from SFA/SFIII/Red Earth/Ingrid and projectiles from all but not normals from SFII characters. (?): Gets 11 invinciblity frames after activating to Custom Combo but only at 100%. (?): No Guard Bar. (-): Lack of speed. (-): Air-block doesn't apply to ground attacks. (-): No pause hits (after a Counter hit) just like in SFA3. (-): Getting hit after activating Custom Combo resets the meter back to 0% instead of depeleting 50% of it. (-): Ukemi maybe useful but it takes some time to recover out of the roll and you can still get hit or supered while at it. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 4) DarkStalkers (Demitri, Felicia, Jedah, Anakaris): Holding 3 Super Gauges (9 was the Limit in Vampire Savior!), use Chain Combos to create your own combo in the ground, air or crouch, Follow-Up attack to hit oppoents while they're knocked down Guard Cancel to strike back with a special move right after guarding, Roll Wakeup and Dash to rush opponents down. *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be defended in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Chain-Combo: LP, MP, HP, LK, MK, HK in a successional order: Another thing known from the DS franchise. Pressing them quickly in a certain order (LP, MP, HP), will build your meter quick and also damage too. You can even mixup attacks with few examples such as: (Jedah (air): LP, LK, MK, HK. Demitri (ground): LP, LK, MK, HP, HK. Anakaris (crouch): LK, LP, MP, HK). This is the basic stuff here if you don't have and an important factor to build some fast meter. *Counter-Attack "Guard Cancel": Using your characters' designated guard move while blocking: Just like in DS again! Almost similar to a counter-attack but uses no meter and takes strict and fast timing to execute. You can only perform this ability if you're in the block animation frame. Each DS character has it's own counter (Anakaris: Cobra Blow, Demitri: Demon Cradle, Felicia: Delta Kick, Jedah: Spreegio). At this time, you can use your guard cancel to break free from a normal, combo or super and knock your opponent back a bit. You can even do ES cancels too and that costs 1 meter. Another bad point is don't abuse that because your opponent can react fast and decide to attack or throw you afterwards. *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. Each dash differs upon the character: Jedah dashes up, Demitri will be off-screen for a slight second and Felicia can hop while at it. The opponent has to be fast to react so majority of it, it's in your favor. Some characters' normals and specials get added to the dash: Felicia and Anakaris can attack and start a chain-combo while dashing and Demitri's Demon Cradle will attack upwards in a forward movement (45- degree angle) instead of straight up as normal. *ES Moves: Any Special Move using Multiple Buttons instead of one: ES is a short term for "Extra Special". It costs 1 meter and it's a great way to do extra damage when it's needed. ES Moves are usually just extended versions of a special move or a Follow-Up attack and oftenly just add more hits and damage in the process. Some ES moves are also to cause little, some or long block stun or do massive chip damage, or both! Use this to your gameplan if needed! *EX Super: Using your character's designated command: EX is a short term for "Extra". It costs 1 meter (for some EX Moves) and it's also a great way to do extra damage. This is not a ES move, it's pretty much the characters' personal special, a finisher if you wanna call it. Some EX's are Jedah where he can summon the Underworld, Anakaris can use powers of the Pharaoh and so on...each describing the characters' way to add more damage! The downside to it is the execution; Jedah's EX's are unblockable but can be avoided by jumping, Felicia's can be blocked and she is not safe if blocked, Demitri's are grab-only which adds that it can be avoided many ways and Anakaris' have a slow startup. Be consciencious to do this ability as it has its downsides to it. *Follow-Up Attack: U + MK/HK when opponent is grounded: Another thing from the DS franchise that couldn't be forgotten and that's the ability to hit the opponent while they are down. A cheap shot if you wanna call it. This ability will make the character leap in the air and come down on the grounded opponent for some extra damage. There is an ES version of it too as it costs 1 meter and it does multiple hits but somewhat low damage. The things you must be focused on when using the Follow-Up attack is that some character groups can avoid it (SFA characters' can use Ukemi and SFIII characters' can Quick Stand). Time this right also because DS'/Red Earth/Ingrid can use Roll Wakeup. *Roll Wakeup: Hold F or B while grounded: Also known as "Front and Back Move Rising". This ability is a great way to avoid from the stress of an upcoming crossup or a big attack coming to you. The character will slide along the ground for a short time. This is kinda like Tactical Recovery but adding a Roll to it which will force the opponent to change up the plans for the round. An excellent tactic and it is good and recommended to use for defensive players. Super Meter: 3 gauges: Now holding 3 gauges instead of the limit in Vampire Savior which was 9. Gauges can be simply built due to normals, Special Moves and Follow-Up attacks. It can be built fairly fast via chain-combos or converting using the round switches (1 Full SFII meter = 3 Full DS meter). Meters can be used for ES Moves, ES Follow-Ups and EX Supers to serve your opponents greatly. Ultimate guessing game if ES or EX will be used during the match. Pros and Cons: (+): Chain Combos are your friend. (+): Dashing to add speed to your game! (+): Instant Counters (ES also) and they cost no meter! (+): Air Block ready for your aerial defenses. (+): Follow-Up attacks to extend damage and your combos! (+): Roll Wakeup for wakeup purposes. (+): Easiest gorup of characters to mixup combos! (+): ES Moves useful for chip damage and combo setups. (?): ES Follow-Ups great for damage desperation and little damage for knockouts but too much for a meter. (?): EX Super damage properties vary on character. (?): Can air-block normals from SFA/SFIII/Red Earth/Ingrid and projectiles from all but not normals from SFII characters. (?): Counter Attack (ES also) may cost no meter (unless it's ES) but takes strict timing to execute, even less time than Alpha Counter. (?): No Dark Force. (-): Can't heal little bits of vitality just like in Vampire Savior. (-): Weak defense. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 5) Red Earth (Leo, Hauzer, Kenji, Hydron): Levelling up the power gems is the ability to Max out up to6 Levels, heal some vital and boost your attack power, Dashing to rush opponents down, Super Jump, Ultimate Guard can block anything (except throws!), Ultimate Counter to Counter Attack after an Ultimate Guard, Roll Wakeup and Follow-Up attack to hit opponents while they're down. *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be defended in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Dashing: Pressing 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. *Follow-Up Attack: U + MK/HK when opponent is grounded: Taken from the DS franchise and that's the ability to hit the opponent while they are down. A cheap shot if you wanna call it. This ability will make the character leap in the air and come down on the grounded opponent for some extra damage. The things you must be focused on when using the Follow-Up attack is that some character groups can avoid it (SFA characters' can use Ukemi and SFIII characters' can Quick Stand). Time this right also because DS'/Red Earth/Ingrid can use Roll Wakeup. *Roll Wakeup: Hold F or B while grounded: Also known as "Front and Back Move Rising". This ability is a great way to avoid from the stress of an upcoming crossup or a big attack coming to you. The character will slide along the ground for a short time. This is kinda like Tactical Recovery but adding a Roll to it which will force the opponent to change up the plans for the round. An excellent tactic and it is good and recommended to use for defensive players. *Super Meter "Gems": 2 Gems max, able to max up to 6 Levels: In the beginning of the match, you start off as a Level 1. Every time you meters range goes up, you'll recieve one gem having two gems maximum. Gems are used for two purposes; One is to press MP + MK to level up the character, which increases damage properties (formula explained below), gain nearly 10% of vitality back and gets closer to a stronger Mystic Break as some supers are to be done only on Level 2 or 3. You can only max up 5 times (Level 6) so use that point in case levelling up to survive is your gameplan. The other purpose is to use Level 1 Mystic Breaks only, which is a viable and passable option. When you level up, the character does a taunt which lasts 20 frames and is invincible for the first 19 of them, making it useful to go through attacks and supers. -Red Earth Formula for the damage increase the character does for each consecutive level up: Notice how it increases then decreases? Use your gems wisely and options are always available. --Level 2: 5.5% --Level 3: 5.25% --Level 4: 5% --Level 5: 4.75% --Level 6: 4.50% *Super Jump: Press 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 attempt and increasing the chances of avoiding projectiles. *Ultimate Guard: Press HP + HK: Pressing this motion commands the characters to go into a defensive stance. During this process, it will block any incoming high or low attack whether it's a normal, special, projecile or super and will receive no guard damage. This ability is very useful to avoid a super and great to execute when you have slivers of vitality remaining. Unfortunately, it has large recovery time and is completely open to throws which can't be effected while still on the stance. *Ultimate Counter: While blocking an attacking using Ultimate Guard, reverse QCB + P/K: An instant reversal attack that can only be executed after the Ultimate Guard ability. It's generally slow on startup and they can be used to punish blocked attacks with some big recovery. Each characters' Ultimate Counter has a different startup period but they all become vulnerable on the second frame of the animation before it connects. Just to note, Hydron and Hauzer don't have a K Ultimate Counter. Pros and Cons: (+): Roll Wakeup for wakeup purposes. (+): Slight Running to add speed to your game. (+): Air Block ready for your aerial defenses. (+): Levelling up gives opportunities for higher level MysticBreaks, increases damage power and be able to heal bits of vitality. (+): Ultimate Guard blocks all attacks, even supers! (+): Ultimate Counter is your Counter Attack. (+): Good defense. (?): Can air-block normals from SFA/SFIII/Red Earth/Ingrid and projectiles from all but not normals from SFII characters. (-): Ultimate Guard can't guard throws. (Obviously!) (-): Ultimate Counter is just a regular attack and doesn't justify it as a full counter-attack. (-): Weak damage properties. (That's why you need to Level up to increase your hit points) (-): Takes a bit of time to build meter. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- 6) Ingrid: Having 3 Supers for 3 different levels of Super Combos, she can Roll (just like in CvS2), Air Block, Dash forward and back, Counter Roll, Super Jump and Roll Wakeup. *Air-Block: While jumping, hold B: This feature helps you block your opponent projectiles and jumping attacks while you're in the air. This does not apply to ground attacks which can't be defended in the air. If you air-block a jumping normal, you'll land right before your opponent does, allowing you to strike first as they land and recover. *Counter Roll: Press B or F + MP + MK: Also known better as Counter Movement in CvS2 from the N-Groove. This ability allows Ingrid to do a roll forwards or backwards instantly after a block during the guard animation. This is useful for getting out of corners or various supers such as Leo's Hercules Rush. This ability costs Ingrid 1 level of meter to do. *Dashing: Pressing 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. *Roll: MP + MK: Used in CvS2 under the following Grooves C, A, N and known here as "Wrap Around" in this game. Ingrid simply does an invincible roll which has vulnerability in the end part. Rolling is a great way to avoid projectiles and a good way to advance to the opponent more quicker. The bad thing is that it's spammable which can get very annoying and there is Roll Cancel just like in CvS2 but the thing is that the standard attack to be invulnerable for 0.4 seconds are not rewarded. *Roll Wakeup: Hold F or B while grounded: Also known as "Front and Back Move Rising". This ability is a great way to avoid from the stress of an upcoming crossup or a big attack coming to you. The character will slide along the ground for a short time. This is kinda like Tactical Recovery but adding a Roll to it which will force the opponent to change up the plans for the round. An excellent tactic and it is good and recommended to use for defensive players. *Super Meter: 3 levels: Meter is similar to C-Groove from CvS2. Thins thing is that Ingrid has 3 supers and each one contains a different level of each and 1 level can be used for Counter Roll. Somewhat relatively fair time to build meter. *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. Pros and Cons: (+): Meter like a modified CvS2 C-Groove. (+): Dashing to add speed to your game. (+): Counter Attack costs 1 Level. (+): Counter Roll (aka. Counter Movement) costs 1 Level and is like CvS2 N-Groove. (+): Air Block for your aerial defenses. (+): Roll Wakeup for wakeup purposes. (?): Different Roll Cancel. (?): Can air-block normals from SFA/Red Earth/Ingrid and projectiles from all but not normals from SFII/SFIII characters. (-): 3 different Super Combos for 3 Levels. ------------------------------------------------------------------------------ The Breakdown List: (+): Pro (Positive note) (?): Unknown (Tentative note) (-): Con (Negative note) ---------------------------------------------------------------------------------- 1) Anakaris: Place of Birth: Egypt Race: Mummy Year of Birth: 2664 B.C. Height: 270 cm Weight: 500 g - 500 kg Previously the king of a glorious proud millenial empire, after death the nation fell to ruin. With time passing, he revived with acquired supernatural abilities. With miraculous techniques he worms through the spirits of his opponents. Beneficial Changes: None...exactly the same sprite used in the previous games with nothing new. Roll Wakeup Data (Forward and Backward, including invincibility): 44 frames Dashing: -Forward: 24 frames -Backward: 24 frames Stun Points: 60 Victim: -Mummy: A tablet with Heiroglyphics. -Vampire (1): Female Egyptian Goddess Hathor. -Vampire (2): More feminine version of Anakaris. Known players to use Anakaris: -Chikyuu (Japan) -D44Bas (Japan) -Iyo (Japan) -Mago (Japan) -Ratio1BeatDown (Canada) -Sage (United States) Best Matchups: Guile, Zangief Worst Matchups: Leo, Hauzer Special Moves: Coffin Drop (can be done in air): D x 2 + P/K: Anakaris simply summons his hand down and a coffin drops down from the air. Each button corresponds to the buttons and follows and from shortest to farthest distances: LP, LK, MP, MK, HP, HK. Great for keep-away games and cheap hits. The ES version sends a bunch of coffins going down to your opponent. Cobra Blow: B, F + P: Where Anakaris extends his arms near full-screen like a modified HP. Also a great move to punish missed attacks by an opponent and is Anakaris' Guard Cancel. Bad note is that it only hits standing and can be crouched by most characters. The properties can change on this blow as it can hit in the middle of the start and can catch crouching opponents so be sure to time that blow right. When close, the ES version will connect from all but the farthest distance. Royal Judgement (in air only): QCF + P: This is where Anakaris pops his face out a bit and throws a curse at the opponent. The opponent turns into a cursed version of themselves, varying upon character and it makes them defenseless and unable to block for about 3-5 seconds as all they can do is move across and jump. A great chance to nail a few pokes while this is still in effect. The ES version curses the opponent for 5-7 seconds. A good way to stall an opponents gameplan. Mummy Drop: QCF + P: The only throw that Anakaris has as he pops his hands farther and mummifies the opponentthen slams them to the ground. An unblockable and it can connect from 3/4 of the screen.All 3 punch versions do the same amount of damage, the only difference is the distance ofthe grab (LP goes short, MP goes medium and HP goes 3/4). Mummy Drop is also goodas you can successully grab an opponent after they throw a projectile, they can get caughtand you're completely safe. The ES Version is really useful as the hands shoot forward very slowly grabbing the opponent in sight. EX Supers: Pharaoh Magic (can be done in air): MK, LP, D, LK, MP: A modified version of Royal Judgement as Anakaris curses the opponent. The opponent gets stunned as he throws out more curses; one fire, one ice, one lightning then drops a very big coffin to finish it off. It's very slow on startup but does do some good damage when it connects. This EX move's main purpose is to show off or get a hoot and a holler as you have better uses for your super meter. Only use this move if your timing and confidence is just right. Hole of Hell (2 meters): HCF + KK: Another unblockable super in the game and it can catch opponents in the air. Very good move but has two conditions. One is that it takes 2 meters to do and should you miss, you just wasted 2/3 of a full meter. Two is that the range is close only and extremely small. This move is only good to catch and trap opponents when they're stuck in the corner. Pros and Cons: (+): Is definitely great; it's hard to counter-character him, when he's got so many mixups in his rushdown... (+): He can run, or rush...because he HAS knockdown moves! (+): Corner Teleport to avoid corner game. (+): Pressing up will make him float which is good for wakeup games. (+): Mummy Drop good for range. (+): Mummy Drop is unblockable. (+): Royal Judgement and Coffin Drop excellent for keep- away game. (+): Character can be used for rushers or turtlers. (+): Great ground/ground-to-air chain combos! (+): Pharaoh Magic can take away 20% if connected. (?): Sometimes, if you attempt to use crouching FP as anti-air against crossups (say Sakura walks in, pokes and jumps over for the crossup), you will be punished even if you hit them. Since standing FP has such slow recovery, quickly chaining it to standing FK "should" make it safe. (?): Doesn't have Pharaoh Spilt and Pharaoh Decoration as in Vampire Savior. (?): Hole of Hell is a waste of 2 gauges but is an unblockable and can catch opponents, even in the air. (?): BROKEN! (-): Mummy Drop is his only throw. (-): Floating may leave as open target. (-): Pharaoh Magic is extremely slow on startup. (-): Does not have a regular throw. (-): Doesn't have a special move which is a decent anti-air. Various Character Matchups: vs. Guile (studied by Psychochronic): Favors Anakaris due to keep-away game and also his chain-combos. Anakaris can simply defend by going on air using Royal Judgement and Coffin Drop because Guile can do his standard Sonic Boom game or jump-in for an attempt of the rushdown. Mummy Drop is also good to use on distance and can punish Sonic Booms too. Anak's anti-air is crouching FP which runs Guile's jump-ins and give Anakaris the chance to go forward for a chain-combo (don't forget to tri-jump!). Guile's rushdown game is nearly all crouch so do that to your disposal as it effects Anakaris' defense, especially his Cobra Blow which is his Guard Cancel. Bottom line is that Anakaris wins this but if he screws up, Guile's poweful normals and easy rushdown can take this which is a rare-but-seen situation. vs, Guy (studied by Psychochronic): Guy gets rushed down for free right here. Anakaris has to balance out his stuff and excel oftenly to hold it, I'd say 70% offense and 30% defense if you ask me. Everything in this match for Anakaris relates to either a poke or a chain-combo and that's his objective here. Simple tri-jump then poke, poke, poke, sweep, follow- up. Guy pretty can't hold it here, his only source of meter use is either a super combo or any form of the Alpha counter depending on where Anakaris will strike first. Since Guy can't roll-wakeup and Ukemi is horrible in this situation, he can be cornered easily which gives Anakaris the chance to do the Hole of Hell. The simple Anakaris can take the match down. vs. Hydron (studied by Psychochronic): Anakaris wins this due to the rushdown it's just plain ridiculous. Anakaris can just do his standard tri-jump chains no matter what. It's even faster than Hydron can do an Ultimate Guard. If it does happen, Anakaris can simply just do Mummy Drop which beats any Red Earth's Ultimate Guard and defensive game. Hydron's keep-away attempts are the standard Tornado Mist/ Tadpole Spawn spams but it doesn't match to Anak's keep-away game. Anakaris can simply float, double- jump and spam in the air Coffin Drops and Royal Judgements which beats Hydron's like easy. Meter is important, so for Hydron, levelling up is highly recommended. For Anakaris, options are spreaded out so be creative. This match favors Anakaris due to the sub-systems and his chain-combos. vs. Kenji (studied by Randomcelestial): Favors Kenji 65-35. Kenji's main tool, jumping HP, is the single most important move in this matchup. Anakaris' tall body makes his advances terribly slow, and coffins only will hit once before Kenji starts mixing in standing HP and knives. Anakaris has tough times getting in, and once he gets in, he has difficulty staying in. He can't run either: both the pillar of flame super and the chain keep him honest.Anakaris can use dashing MP to catch Kenji in the air, bring him to the ground, and begin high-low mixups. It's important to get in as much damage in every skirmish. Right now I've been using EX pursuit every chance possible. Standing LP is your friend and can keep Kenji locked down for a little bit, but once he slips away it's trouble. vs. Leo (studied by Jeron): Anakaris literally has no options against Leo. No air to air, no air game period. Jump down FK with Leo (one of the best jump-ins in the game beats all of Anak's anti-airs). Chronos/Achilles Rushes completely destroys Anakaris since he has no counter and has to guess the high, low, grab game conclusion from it. If he guesses right it really doesnt matter since the patter will repeat itself. Rush is in no way effective against Leo since tri- dives can be Ultimate guarded or if timed right Anti-Air. Leo outprioritizes Anakaris and that is why this match is bad. vs. Ryu (studied by Psychochronic): Favors Anakaris due to rushdown. This is a little similar but worse than Anakaris vs. Sakura as Ryu may have power and quick meter, but not air-block, speed, dashing and counters. Coffin Drop is an automatic knockdown which breaks Ryu's standard Hadoken game there. Anakaris has control of the ground so use chain-combos (especially crouching and cornering) for damage. Ryu has some control of the air as Shoryuken's are mad blows against DS' characters. Be sure to time your Tatumaki Senpuu-Kyaku's also in case Anakaris is crouching/ landing, it can also be used to build meter fast. Ryu may have the power and the meter but Anakaris has the mobilityand combos and lack of sub-systems means lacks of chances to win. The mummy gets this one. vs. Sakura (studied by Psychochronic): Favors Anakaris due to viable options (especially chain- combos). What Anakaris can do to keep Sakura away is Royal Judgements and Coffin Drops because Sakura's normals can do some damage, especially to a DS character. Offensive options can be dashing FP and various chain- combos (especially if it's started after a triangle-jump!). When Sakura is cornered, try to execute more chains to build meter and use the Hole of Hell when necessary. Sakura can ground herself by Hadoken's but be sure to evade when needed because Anakaris has Mummy Drop and that does nearly twice as a Hadoken. Due to this, Sakura can't beat Anakaris due to rushdown, combos and evade-game. vs. Urien (studied by Psychochronic): Anakaris takes it but Urien has chances. I'd say 55-45. This match is similar to Jedah vs. Urien except that pokes is more of a factor and Anakaris' projectiles don't stall. In this situation, Anakaris can use his standard keep- away Coffin Drop game easily converting to rushdown chains fast. Since Anak's chains are too fast (faster than Jedah's), the parrying is way more precise or Urien will be suffering for it. Urien's pokes do some good damage and a good wayto chase Anakaris is the air. I'm saying this because MP Metallic Spheres keep Anakaris from upwards and Urien's normals are faster to come out comparing to Anakaris' normals. Quick Standing is great to get up quickly and avoid follow-up attacks but don't do it too often, especially when cornered because a Hole of Hell can come by (which is anybody's weakness when stuck in the corner). Anakaris takes this due to keep-away game and chains but Urien has chances of stopping it. vs. Zangief (studied by Psychochronic): Obviously favors Anakaris due to his abilites. This match is pretty much the same as Anakaris vs. Sakura with also the combination of Anakaris vs. Ryu; same blood, same mud. The worse part is that Zangief's meter takes hella time to build and his only useful attack is Lariats. Another example on why DS' own SFII characters for free. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 2) Demitri: Place of Birth: Romania Race: Vampire Year of Birth: 1483 Height: 197 cm Weight: 101 kg Alias "Torturous nobleman of the Demon Realm (Makai)." Dwells in the courteous manner toward the true nature of Demons. Possesses the ability of prominence over even the Demon Realm. Beneficial Changes: -Face seems to be redrawn. -His win pose where his aura fades out and capes his body during victory, the 3 women don't come out and kneel to him just as in Vampire Savior. Pretty much the same pose as in Vampire Hunter. -His win pose when his aura extends out and slowly evolves to a demon, the demon has been redrawn as you see much of the demon mouth rather than Demitri's face. Roll Wakeup Data (Forward and Backward, including invincibility): 28 frames Dashing: -Forward: 41 frames -Backward: 41 frames Stun Points: 60 Victim: -Mummy: A bat. -Vampire (1): Schoolgirl with bats circling around her. Schoolgirl with bats circling around her. Looks like an older/taller Anita from Darkstalkers. -Vampire (2): A Sacrificial Virgin. Known players to use Demitri: -Combofiend (United States) -Knit (Japan) -Kymah (Canada) -Y.F. (Japan) Best Matchups: Hauzer, Guile Worst Matchups: Karin, Rose Special Moves: Chaos Flare (also in air): QCF + P: The Vampire Hunter version Demitri's projectile attack. The flame travels fast and the damage is decent. This can hold back the opponent game to get around to Demitri and make an attempt topunish. The ES version is a faster and wider projectile and does three hits. Good for air and surprise attacks. Demon Cradle (also in dashing): F, D, DF + P: Demitri's version of the Shoryuken as he twrils around in the air slowly and knocks the opponentout of the air. Also his Guard Cancel, it's also a great anti-air to stop the characters from getting in.The ES version does more damage and does seven hits maximum. The dashing version enablesDemitri to spin forward on a 45-degree angle towards the opponent. If timed right, the move can move through an opponent's projectile on reaction. Bat Spin (also in air): QCBx2 + K: Demitri teleports up into the air as he has his cape around this feet in a sharp formation drillingthe opponent which is great for trickery tactics such as mindgames and corner escapes. Their is however long recovery as Demitri can bounce back if blocked. The ES version can be used on the ground with safety in the end. It does seven hits before Demitri hits the floor which gives thequick opportunity to do a chain-combo or special to do more damage. Negative Stolen: 360 + P: Demitri simply does his modified throw as elevates a bit higher and spins the opponent towardsthe ground. It's good to break the opponents game and does good damage. Also good for cornergame or after a dash. There is no ES version of this move. EX Supers: Midnight Pressure: LP, MP, F, MKx2: Also known as "Midnight Pleasure". First introduced in Vampire Hunter, Demitri slowly dashes towards the opponent and when it connects, he unleashes a barrage of bites and ending with aseries of normals. One of two unblockables, this EX is great to do up close, especially after a dash. Mdnight Bliss: QCF + Px2: First introduced in Vampire Savior and another unblockable in Demitri's move list. Demitri simply moves in towards the opponent and when it connects, it changes the graphic of the opponent (usually a female version of the character). It's changed here as in Vampire Savior, Demitri grabs the opponent as he drains their life slowly, then they explode. In CFE, he uses his cape to cover the opponent as the screen goes dark and the opponent in their female version screams. Conditions are the same as Midnight Pressure except it does less damage and is great to do in a comical situation. Demon Billion: QCF + Kx2: Also introduced in Vampire Savior except it's modified here. In Vampire Savior, Demitri turns intobats and rushes towards the opponent. In CFE, Demitri goes into his Vampire form and throws out bats from is body. This is a great substitute for ES Chaos Flare as it does damage, a great anti-air and a projectile that's nearly full- screen which makes it tough to avoid. It also has good invincibility on startup meaning it's good to punish the opponents jump-in or wakeup attempt. A neutral note is that it can't fade out another projectile as Demitri can get hit in the process but in return, the bats still lunge forward in full-force. Pros and Cons: (+): A slight mix of his Vampire Hunter and Vampire Savior styles of gameplay. (+): Excellent ground chain-combos. (+): Teleport Dash is useful. (+): Chaos Flare version is from Vampire Hunter, which comes out more faster and rangeful. (+): Demon Billion now creates demon bats and goes like a full-screen projectile; it doesn't change Demitri into bats then dash-in a bit like Vampire Savior. (+): Demon Billion seems to have invincibility before the bats come out. Maybe use this super to punish wakeup/ jump-in attempts? I'm sure there's a few applications for this super. (+): Midnight Pressure (even though it's a grab and you need to set it up) and ES Chaos Flare are Demitri's best supers. (+): Midnight Pressure costs 1 gauge as supposed to 2 gauges like in Vampire Savior. Now that's good! (+): Characters who cannot crouch under Demitri's Chaos Flare: Ryu, Guile, Zangief, M. Bison, Demitri, Felicia, Anakaris, Jedah, Urien, Alex, Kenji and Hauzer. (?): Demon Billion can be avoided. Depends how much risk the opponent is willing to take (Parries, jumps, etc...). (?): Demon Billion does have start-up invincibility but it also has a long start-up so, you have to time it perfectly otherwise you’ll probably trade hits with the opponent. Also, (in a lot of perspectives) this super is easy to block on reaction. (?): Obviously, Demitri’s air chains aren’t nearly as good as Jedah’s. However, the following chain might come in handy in some situations: jumping LK, jumping HP, standing LP, standing LK, standing MP, crouching HK. You have to time the air attacks so jumping HP hits late during the jump (therefore, making it easier to combo jumping HP into standing LP). I’m not sure if this trick is 100% reliable but, if the jumping LP, jumping HP hits, go on with the chain-combo. If it gets blocked, do a tick- Midnight Pressure. (?): Doesn't have Darkside Master as in Vampire Savior 2. (-): Characters who can crouch under Demitri's Chaos Flare: Ingrid, Yun, Chun-Li, Leo, Karin, Rose, Guy and Sakura. (-): Has the lowest Roll Wakeup of 28 frames (Anakaris has 44, Jedah has 40, Felicia has 63, Leo has 32, Kenji has 46 and Hydron has 40). Same thing for Hauzer too as he has 28 frames. (-): Midnight Bliss takes away 10%-20% which is not good for an EX Super. (-): Demitri can float (which is bad and open as target) if his Bat Spin is blocked. (-): Negative Stolen is not that useful. Maybe only after dashing but he's got chain-combosand moves which can lead to better damage. Various Character Matchups: vs. Hauzer (studied by Psychochronic/Saga_Journeyman): His Bat Spin can crossup. If you hit him, his fireballs disappear, so feel free to use jumping HP if he starts a fireball war. Don't get too close if he's down with lots of meter as he has grab supers that will catch you quickly. If he releases his Demon Billion, don't try to knock him out of it. Turn on Ultimate Guard and Ultimate Counter at the very end. His crouching HK can be blocked standing. vs. Jedah (studied by Psychochronic): One of my favourite matches everytime I fight Kymah (Canada's top CFE player; uses Demitri/Guile). I say it can go either way depending on experience but Jedah takes it but Demitri can hold it and has lots of chances. Demitri can throw Chaos Flares both on ground and on air and Jedah can just throw Dio-Cega's but can rush faster in the fireball war. Jedah's air chains are too-quick (especially his FK) to which Demitri can't counter-attack from due to the FK's quickness and thus is put on defense and continues to suffer a Jedah rushdown. Quick timing, ES Chaos Flares, ES Demon Cradles (using dashing ones too to try to get closer) and timed Bat Spins (which are only useful for countering) can go to Demitri (don't forget Midnight Pressure!). Don't forget about air chains then go mixups from there up close. Easy mixups from the ground and ES Dio-Cega's can win this easily for Jedah. vs. Karin (studied by Psychochronic): Demitri becomes guano in this match. This is like Jedah vs. Karin except Karin doesn't need to be worried about any of the Jedah tactics. Demitri doesn't have a stalled projectile, reliable air-to-ground chain-combos, constant mix-ups, distanceful unblockables and an air-dash. Karin can simply crouch under a Chaos Flare, air block a Chaos Flare, has excellent pokes and can Guren combo to dish out. Don't forget about the Custom Combos as they can serve damage! Karin's footsie game can easily avoid doing Dashing Demon Cradle, Midnight Pressure and Midnight Bliss. If the Batspin doesn't get countered and gets blocked instead, Demitri suffers a poke while in the air. With all that there, Karin wins hands down. vs. Kenji (studied by DarksydePhil): This is actually a really interesting battle, because it's one of the rare times Kenji is forced to stop playing keep- away and actually attack. Throwing daggers is ineffective because Demitri can just throw fireballs all day, and jumping back doesn't work since Demitri can just throw air fireballs. Kenji is forced to on the offensive, which is something he really doesn't do often, and the results can be mixed. However, if Demitri can stay away long enough and just throw fireballs, he controls this match. The bottom lines are Demitri's air fireballs force Kenji to stay out of the air more often than not and go on the offensive, where he isn't so hot. Capitalize on this with HK sweeps and chains to win. vs. M. Bison (studied by Shine): Bison seems to have a hard time against Demitri. His vertical DP (Chaos Flare) makes it so that you can't jump over and fake him out as easily as the normal "forward moving" dragon punches like Ryu's. It hits Head Press and you can even ES Chaos Flare if you are awake enough. Also, Bison in general seems to have major problems if you knock him down because he doesn't have a dependable reversal on get up. Demitri's jump- in chains can put repeated pressure on Bison as they will hit out of both Psycho Crusher and Knee Press and the supers won't hit for damage. vs. Rose (studied by Psychochronic): Exactly similar to Demitri vs. Karin. In this one, Rose can absorb for her meter and reflect the Chaos Flares and her Soul Throw is a good Anti-Air. Rose's Aura Soul Spark and Aura Soul Throw defeats Demitri's Midnight Pressure and Midnight Bliss which is oh so good! Don't forget about her pokes and her low combos to Soul Drill. The Super Combos would be more reliable as they can take out as much as 18% so you don't need to Custom Combo anyways. Nothing else to say but Demitri has to excel offense and defense constantly in order to take Rose down, otherwise Rose wins by a long shot. vs. Sakura (studied by Psychochronic): Another easy match for Demitri. Demitri automatically wins the fireball war and can get in closerin more than ways Sakura but she's the fast one to build meter. Moves such as Teleport Dash, Bat Spin and even a jumping normal to a chain are the keys as Sakura doesn't have a passable anti-air (crouching FP is good and useful) when Demitri comes from above. Demitri also takes the air due because he can shoot Chaos Flares which forces Sakura to stay on ground or air-block in that matter. Midnight Pressure as always is his best super and it's great to do it on situation such as if Bat Spin nails up close, it's a perfect time to hit it. Beware Sakura's meter though as her "Sho-Sho-Sho" Custom can take away as much as 60% (that's without the Super finish).Other than that, Demitri wins hands down and Sakura's chances of surviving is quite slim. vs. Urien (studied by DarksydePhil): At first sight, you might think that Urien would win this match, but what you have to realize is that Demitri never has to actually go offensive, he can go either way. The best way to win this is to stay away from Urien and just keep Metallic Spheres. Urien will eventually tire of blocking and parrying and be forced to come after you and this is where the advantage lies. Demitri's Demon Cradle beats anything Urien can use to jump in, including the Knee Drop; just be careful that Urien doesn't parry because it's only a one-hit Demon Cradle. Demitri's jumping FK actually trades with Urien's crouching HP the majority of the time and does more damage, so you should have no fear of juggles here. Urien's Metallic Sphere shooting upwards is useless since Demitri can air block, and can actually bait the anti-air Sphere and then do an ES Batspin for a big combo. Also remember that Demitri can dash through fireballs, so wait for a normal one and then do a Dashing ES Demon Cradle for big damage. Demitri can use his crouching hk for zoning on the ground, and also when Urien jumps in as an anti-air sweep. The bottom line here is, Urien really has very little to do besides attack and his attacks are not very effective at all against Demitri. Meanwhile, Demitri can run away all day, throw fireballs, try to bait attacks and then counter with ES Batspin, ES Dashing Demon Cradle and sweep through lots of Urien's attacks, or especially after a blocked Chariot Tackle. Bottom line is Demitri controls this match because he can keep Urien away and go whenever he wants.Urien has little he can do to Demitri since his fireballs are neutralized, his knee is easily blocked and his Chariot Tackle can be swept if blocked. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 3) Guile: Place of Birth: United States Birthday: December 23 3 Sizes: B125 W83 H89 Blood Type: O Fighting Style: Military Training At the post of the American Air Force. Skilled in handling the Martial Arts. A unique hairstyle and a silent wrath admirable by impressive discernment. Beneficial Changes: None...exactly the same sprite drawn for SFA3. Tactical Recovery Data: -Standard Wakeup Time: 79 frames -Delayed Wakeup Time: 94 frames Stun Points: 60 Victim: -Mummy: A hand puppet, an obvious reference of the Muppet Bert from the TV Show Sesame Street. -Vampire: Blonde woman wearing the American flag as a bikini, looks like Pamela Anderson from the TV show Baywatch. Known players to use Guile: -Combofiend (United States) -Daigo Umehara (Japan) -Jeron Grayson (United States) -Kymah (Canada) -LaToucheF7 (France) -Ratio1BeatDown (Canada) -Toma (Japan) Best Matchups: Zangief, Chun-Li Worst Matchups: Jedah, Kenji Special Moves: Sonic Boom: Charge B, F + P: Famous projectile ever since WW. Two good things is that first, the projectile is wide,making the opponent somewhat hard to jump over. Two is, there is ZERO recovery time after it's thrown. After one is done, another can be lunged out immediately! Also it can easily be combo off after it connects. Somersault Kick: Charge D, U + K: Also known as "Flash Kick" and "Shield Kick". The ultimate move to put the opponentdown from the sky and is Guile's best anti-air. It's also mobile, so you can charge DBand change your option if you want to instead throw a Sonic Boom. Super Combos: Total Wipeout: Charge B, F, B, F + P: Also known as "Guilty Justice" or "Crossfire Blitz". Guile does his Level 3 version ofthe Super as it was first introduced in CvS1. Guile goes forward with a barrage of normalsending it with an F.FP. The super can move through projectiles, starts up instantly, has great recovery time and makes Guile safe when blocked so that gives an opportunity to execute a blow before the opponent moves. Somersault Strike: Charge DB, DF, DB, DF + K: Also known as "Somersault Justice". Guile does two LK Somersault Kicks and finishes off with an HK Somersault Kick. Great for an anti-air but won't each hit won't connect but still dishes out damage. Be sure not to mess up with this super as the opponent can strike after Guile lands. Pros and Cons: (+): Can build the fastest meter, AND dish out damage without using that meter (since his 2 supers have limited uses...besides punishing meaty attacks...)...is DEFINITELY the best battery... (+): Somersault Kick is back to GOD status!, even hitting his head counts! (Full Damage regardless hitting his head or the flash of the kick.) (+): Knee Bazooka (b/f. LK) comes in further and more upwards. (+): Croching MK is still a great poke and crouching MK are great counterattacks. (+): Sonic Booms (as always) have low recovery. (+): Total Wipeout is safe on block and has great recovery time. (-): Does not have Sonic Hurricane, just Somersault Strike and Total Wipeout. (-): Lacks speed on ground level. (-): This fool can't handle fireballs; people like Ryu, Urien, Demitri and Kenji just to name a few who can get him to move forward unsafely. He can't last long on a fireball war. (-): Guile is nothing all but priority. His biggest problem is that he has 0 comeback factor. That and his lack of mobility makes it very hard for him to get in. Guile can pace a match very slowly, but all and all 9-10 times once he loses his leadits gameover for him. Solid defensive character but horribly at offense. Remember that there is no guard bar in this game. Various Character Matchups: vs. Alex (studied by Psychochronic): Guile wins this due to power and easy meter. If you ever heard the point where people said "Guile is strong but facing 3S people, he'll have to get defensive". it's actually a true fact. How Guile takes it is using his standard keep- away game because Alex can parry. Crouching MK's and slower Sonic Booms stall out Alex then Guile can jump-in using a jumping normal. Guile builds fast meter, so a simple crouching LK to Total Wipeout is a viable answer. Alex has to deal the near same properties as he's fighting Bison. Parrying is important because of the slow Sonic Booms, so no random jumping strikes. Hyper Bomb is useful so do that up close if you can. Bottom line is that Guile is too quick and powerful to match Alex. Alex has chances but is considered a mid-heavy character in this match. vs. Anakaris (studied by Psychochronic): Favors Anakaris due to keep-away game and also his chain-combos. Anakaris can simply defend by going on air using Royal Judgement and Coffin Drop because Guile can do his standard Sonic Boom game or jump-in for an attempt of the rushdown. Mummy Drop is also good to use on distance and can punish Sonic Booms too. Anak's anti-air is crouching FP which runs Guile's jump-ins and give Anakaris the chance to go forward for a chain-combo (don't forget to tri-jump!). Guile's rushdown game is nearly all crouch so do that to your disposal as it effects Anakaris' defense, especially his Cobra Blow which is his Guard Cancel. Bottom line is that Anakaris wins this but if he screws up, Guile's poweful normals and easy rushdown can take this which is a rare-but-seen situation. vs. Felicia (studied by Psychochronic): Favors Guile obviously. Somersault Kick is great anti- air and can take out at least 12%! The strength of his normals are big damage which results in Felicia's chances of even rushing as extremely low! Guile can switch his style, one point is defense and Sonic Booms and the other is jump-in and poke/combo. The most Felicia can do is chain and sweep which results into a follow-up attack. Guile wins due to power...'nuff said. vs. Hauzer (studied by Psychochronic): Jurassic Park taking it to G.I. Joe in translation which means Hauzer wins this with Guile holding it down. Guile's simple Sonic Boom game then poke rushdown can pressure the dinosaur. Simple pokes can pressure Guile though; the range of his FP/FK's, Volcano Breath is an okay projectile and his pokes have the potential to stun quick. Meter here is a factor, once Guile does his super, Hauzer can clearly Ultimate Guard than P Ultimate Counter easily which is a bad sign for SFII vs. Red Earth here. Hauzer can level up and do crouching LK to Deluge Assault ending with a follow-up attack or use Gust Flame when Guile is in the air to wipe him out clean. Deluge Assualt is also good for chip damage but he is automatically open if blocked obviously. Favors Hazuer due to the Red Earth system, his pokes that have the potential to stun and levelling up but Guile can hold it down in this fight. vs. Hydron (studied by Psychochronic): This can favor both sides but I'd go for Hydron on this one. All Hydron can do is play defense on this one as Tornado Mists and Tadpole Spawns can put Guile out. When far, Hydron can far-sweep as a projectile comes in so that limits Guile's options out.With Guile having no dash and no run, all he can do is jump in and attack close range as the classic Sonic Boom spam won't work on this one. Simple close attacks and throws can punish but watch out for Ultimate Guard and Ultimate Counter too. Don't forget Hydron levels up and also Strangling Spark is a great Anti-Air and can take out as much as 60% of Guile's bar which answers that Hydron is favored. vs. Jedah (studied by DarksydePhil): If Jedah plays this match as purely run-away, he can't win. Jedah can hover above sonic booms easily, and then zone Guile with blades to chip and keep him away. Guile is eventually forced to try to attack, which usually goes pretty miserably since all of his air attacks besides jumping hk get owned by Jedah's jumping attacks. And really the only way to win with jumping hk is 1; there is no blade out and 2; you hit it early enough to hit Jedah before his attack comes out. Guile can't turtle and so is in a position he doesn't like to be in. As long as Jedah stays in the air and runs away the majority of the time, and effectively zones and chips with blades, he'll never give Guile a real opportunity to hit him. This is another match where Guile is forced to attack, which he doesn't do so well. His "throw sonic booms all day" strategy doesn't work since Jedah can just hover above them, and never really gives him a chance for anything. A properly zoning Jedah owns Guile for free. vs. Karin (studied by Psychochronic): Another neutral sided match. Guile can do his standard Sonic Boom game for his defensive purposes. One thing to get his reaction off is Karin's Ressen Ha which can punish it very quickly. Basic rushdowns like Gurens can give Guile a hard time. Guile can build meter fast and when he misses his super, it's okay for him to gain it back; a random super wouldn't hurt. Karin's custom can bring the pain. I say, just activate at 50-60% and you'll be fine as it'll come back faster than later. Guile's keep- away and projectiles are his keys. Karin's Guren's, rushing normals and Customs are her keys. vs. Kenji (studied by DarksydePhil): This is a really hard match for Guile, because Kenji has the ability to double-jump and has all kinds of options in the air. Just when you think it's safe to anti-air flash kick, Kenji double jumps and then punishes you. Kenji can also be really annoying with repeated ground daggers that will force you to block or throw booms to counter. Since Kenji can stay in the air for so long, the strategy of throwing booms all day is nullified. Kenji can also keep Guile effectively zoned using the jump back air chain attack and the standing FP. Sometimes Guile can beat the jump back chain with a jumping RH, but the risk/ reward factor is definitely in Kenji's favor. This is a battle that Kenji can win if he just keeps away and throws daggers. If Guile tries to attack, zone him with more daggers and jump back chains. If Guile tries to wait it out and flash kick, double jump and punish him. vs. Leo (studied by Psychochronic): Leo has his bowl of super-charged Frosted Flakes as this is a tough match for Guile as Leo wins due to sub- systems and poke-range. Guile can do his Sonic Boom game all round and Leo can go forward with pokes in the air. Leo can also air- block so that's another disadvantage to Guile. Guile can do his pokes (MP, MK, FK) while going forward in attempts to hit Leo but Ultimate Guard is also a factor, even though it's questionable to do in this match. I'm saying that is because Guile builds meter fast and that's Leo defensive tactic in the situation. Mars Slashes are great to break Guile's crouch game and levelling up is important too as the Gigas Driver does good damage. In conclusion, Leo can evade and poke like hell as Guile is forced to go up close and due to that, Leo wins the match. vs. M. Bison (studied by Psychochronic): Favors Guile in this one. Think of this as an updated CvS1/ST match with more moves and less speed. Remember to keep charge buffering as Sonic Booms keep Bison back and Flash Kick is great for anti-air, even if Bison goes a bit too far of the jump and hits Guile's head doing the move, it still gives the full damage! Try to crossup when you have the chance and use crouching MK to keep Bison away when he comes closer. What Bison can do when he gets closer is repeatedly poke for pressure game and Knee Presses for some chip damage. Time the Head Press' and Devil Reverses or it's an anti-air to your face. Bottom line is Guile wins this due to favorable attacks and also the range of his normals. vs. Rose (studied by Psychochronic): Similar to Rose vs. Ryu but Guile can stand. Both have a great anti-air and have top-tier pokes. A differential is that Rose can build easy meter or project it back using Soul Absorb or Soul Reflect. Rose can use the standard P Alpha Counter than combo into Soul Drill. Another differential is that Guile can build easy meter no matter what. Customs are a problem if blocked. Remember that there is no guard bar which is very bad. You're better off doing P Alpha Counters and Super Combos. Guile's super have both a negative effect in the end, that's why he has to link them. Guile is not safe in the end of Total Wipeout and he's completely open in the air in the end of Somersault Strike. Favors Rose because to the sub- systems but Guile can put up a fight. I'd say 55-45. vs. Urien (studied by DarksydePhil): Okay, you can argue all day that Guile is the damage leader here and he can just turtle and run away all day. But you'd be wrong. You forget that Urien can parry and can easily get out of whatever anti-air Guile throws at him. Urien can jump at Guile all day and if he tries a crouching FP or flash kick, Urien can easily parry and punish afterwards, because it's only one hit. Guile can sit back and throw sonic booms, but Urien can just parry them all day. Guile is majorly effective when he can chip with booms and get a lead, then turtle, but he can't turtle vs. a parry character effectively. What ends up happening is Guile has to go on the offensive, and this is where Urien takes advantage of the situation. Urien can anti-air fireball or use the Knee Drop to take Guile out of the sky, and unfortunately most of Guile's attacks are easily parried. Urien dominates this match because Guile can't play his best, which is a turtle strategy. Play this match a few times, learn the parry timing and you win for free. Bottom line is Urien beats Guile because Guile can't turtle vs. a parry character. His sonic boom, crouching HP and flash kick are all easily parryable, which allows Urien to punish him. Guile is forced to go on the offensive and Urien takes advantage of this. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 4) Ryu: Place of Birth: Japan Birthday: July 21 3 Sizes: B112 W81 H85 Blood Type: O Fighting Style: Shotokan Karate Aiming at the "true fighting style," a young man who trains constantly day in and day out. He journeys throughout the world searching for opponents to battle. Beneficial Changes: None...exactly the same sprite drawn for CvS1. Tactical Recovery Data: -Standard Wakeup Time: 79 frames -Delayed Wakeup Time: 94 frames Stun Points: 60 Victim: -Mummy: Ryu's duffle bag seen in 3S with a cat tail hanging out of it. -Vampire: Becomes the little girl he meets in India in the Street Fighter II Movie. Known players to use Ryu: -Dan (Japan) -LaToucheF7 (France) -Sanford Kelly (United States) Best Matchups: Karin, Hauzer Worst Matchups: Jedah, Kenji Special Moves: Hadoken: QCF + P: The most famous fireball known throughout the world. Ryu simply does an open palm stance and throws a blue projectile. This move has fast time on startup, decent damage and great recovery time than its past games. Shakunetsu Hadoken: HCF + P: A flaming red version of the move first introduced in NC. It has a little bit of slow startup time but automatically knocks the opponent down if up close which is great for wakeups and crossups. Tatsumaki Senpuu Kyaku (also in air): QCB + K: Known as "Hurricane Kick". Ryu does a spinning kick in the air resulting the opponent to get knocked down. This move is great to build meter, crossup attacks and opponent wakeups. Super Combos: Shinkuu Hadoken: QCFx2 + P: First introduced in ST, a combination of five Hadoken's put together, ready to launch to your opponent. Works well as a projectile eater and has some quick startup time which enables Ryu to pass the opponent's move. Shin Shoryuken: QCFx2 + K: Another strong super in this game where Ryu does a monsterous Shoryuken. Great to use as a finisher when the opponent is dizzy and a close anti-air when the opponent is going to do a jump in. Pros and Cons: (+): Footsie game is great and has monsterous Hadoken/ Shoryuken recovery. (+): Has Shin-Shoryuken as it's Super Combo. (+): Hadoken much faster than his CvS2 version. (+): Can build easy meter. (+): If you're familiar with any of his CvS2 combos, they'll work here. (+): Thurst Fierce (f.FP) is now faster. (+): Thrust Fierce from about 1/3 screen away it whiffs even though you can clearly see Ryu’s hand in the opponent’s belly. OK throw set-up. Besides being fast, it has frame advantage. (?): Missing his vacuum FK. (-): Doesn't have the Shinpuu Tatsumaki Senpuu Kyaku Super Combo. (-): Doesn't have a hopkick (f.MK). (-): Hurricane Kick priority is shot to hell. (-): The ability not to dash or run tones his speed greatly. Use Thrust Fierce or LK Tatsumaki Senpuu Kyaku as a way to get closer. Various Character Matchups: vs. Anakaris (studied by Psychochronic): Favors Anakaris due to rushdown. This is a little similar but worse than Anakaris vs. Sakura as Ryu may have power and quick meter, but not air-block, speed, dashing and counters. Coffin Drop is an automatic knockdown which breaks Ryu's standard Hadoken game there. Anakaris has control of the ground so use chain-combos (especially crouching and cornering) for damage. Ryu has some control of the air as Shoryuken's are mad blows against DS' characters. Be sure to time your Tatumaki Senpuu-Kyaku's also in case Anakaris is crouching/ landing, it can also be used to build meter fast. Ryu may have the power and the meter but Anakaris has the mobilityand combos and lack of sub-systems means lacks of chances to win. The mummy gets this one. vs. Felicia (studied by Psychochronic): This match obviously points Ryu for the win. With Ryu being the best character on the SFII cast and Felicia being the worst on the DS cast (and probably overall!), this is obviously a bad match for Felicia. What Felicia can do is standing FK because of poke-range at least try to dash in for a chain-combo. She can do Rolling Buckler to get out of fireballs and Delta Kick and Please Help Me is an alright anti-air since Ryu can't air block. Ryu can just do his normals, basic Hadoken game and Shoryuken's can take out as much as 21%! Since Felicia is obviously too weak and and can get stunned pretty easily, this favors Ryu automatically. vs. Hazuer (studied by Psychochronic/Saga_Journeyman): Ryu's air version of the Tatsumaki Senpuu-Kyaku can't be air blocked, but you may be able to knock him out of it with a well timed jumping MP/HK or even an anti-air to which Tempest Fall lights up. You can't stuff Ryu's Hadokens as you would a DS character. Because of this, Ryu can create problems if you try to stay fullscreen. Do not Ultimate Counter a Shin-Shoryuken on reaction as more punches are coming; you will get hit. Hauzer should do much better if he can convince Ryu to play close. Stay within poke range and chip at him. Remember, Ryu can't air block, so Tempest Falls, Deluge Crisis' and Gust Flames are the keys to victory. vs. Jedah (studied by Psychochronic): Another match I hated to study (first was Guile vs. Karin)! Can favor any side if you tell me. Ryu has the power and his Shoryuken is his anti-air in any attempt for Jedah to dash for a chain-combo which is probably a big threat to the standard Jedah game. I say, distance it out very slowly after throwing a Dio-Cega, use a standing FK to rid out Ryu's crouching and jump-in game. MP's are also great and Spreggio's can be risky in this part. Remember that Ryu can do his standard fireball game to build up his meter. For Jedah, use ES moves to chip damage out and probably an EX super if your timing is right. Be careful in doing an chain attempt. For Ryu, normals and special can stun. Shin-Shoryuken is a big threat. It can go both ways regardless if one or both goes rushing or turtling; 50-50. vs. Rose (studied by Psychochronic): Can go anyside but I say Rose takes it. As Rose, use Soul Absorb to build meter then use Soul Reflect to bounce back Ryu's Hadokens. Ryu can't do anything in the air because he can't air-block if the fireball reflects upwards. Keep using Soul Spark to keep Ryu away and from a distance, use FK as it's the longest poke she has and her slide (df + MK). A good anti-air is also Soul Throw and use Soul Drills you have an opening so make a note of that. Play defense on this one. Also a simple P Alpha Counter then combo to Soul Drill can dish out. You don't even need Custom Combos and Super Combos can also be effective so remember to think about your meter as options are always available. As Ryu, throw Hadoken's to build your meter but watch out as it can be reflected. Use crouching rapid-fire chains to combo it up and a Shoryuken can take as much as 13%. With Ryu having a full meter, it can be a great footsie and guessing game. Conclusively, Rose takes it as she has more viable options. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 5) Kenji (Mukuro): Place of Birth: Jipangu Age: 28 years Height: 178 cm Weight: 65 kg Taught in the "Oniwabanshu" style rendered loyal to the Tokugawa Shogunate, head of the Ramon (Silk Gate) family. With frank and quick-witted form techniques, a nefarious object flashing around. Beneficial Changes: Unknown. Roll Wakeup Data (Forward and Backward, including invincibility): 46 frames Dashing: -Forward: 20 frames -Back: 41 frames Stun Points: 60 Victim: -Mummy: A horn beetle. -Vampire: Female version of Kenji. Looks somewhat like Saya from Namco X Capcom with a ninja's hood and a head cover like that of Naraku's fur disguise from Inuyasha. Known players to use Kenji: -Densetsu no Otaku (Japan) -Taka (Japan) Best Matchups: Hauzer, Rose Worst Matchups: Nobody... P Ultimate Counter: Standing LP K Ultimate Counter: Crouching HK Special Moves: Ichimonji: QCF + P: Kenji simply thows a shuriken to the opponent. The move is slow moving with big startup.It's not extremely useful as a poke becuase of the startup effect. The LP version goes veryslow, making it very easy for Kenji for rush in starting on mid or long range. Rasetsu Jin: HCB + P: Kenji simply pauses for a bit as he prepares his sword and shortly after, dashes instantly towards the opponent doing a multiple hit slash. The bad part is that it's too long when starting up and is extremely not safe on block. The good thing is that does major damage,more than his Jumonji and Bakuryusho Mystic Breaks! Another good thing is that thismove can only be crouch blocked so that's good to confuse first-timers. Use with ease. Rasen Kyaku: QCB + K: Kenji's version of the famous Tatsumaki Senpuu-Kyaku. This move is great to travel through most projectiles and good for late crossups. Kagerou: QCF + K: Also known as "Illusion dash". Kenji dashes towards the opponent that creates threeillusions of himself during the process. The LK version covers the ground, the MK version covers an up-forward jump and the HK version covers a straight higher forwarding jump. -Ryuuteishi: LP (during Kagerou): Doing this during the LK version stops Kenji's run. Doing this immediately results in a tactical move called "Kagerou Cancel" which is great for build meter fast. Doing his air versions does his normal attack. -Botan Otoshi: MP (during Kagerou): Does his f.MP no matter what version is done. -Raku Kuruma Ate: HP (during Kagerou): Doing this during the LK version does a bodycheck blow which is similar to his neutral throw. Doing his air versions does his FP poke. Utsusemi: F, D, DF + K: Kenji's teleport that is has startup to have confusion or trick game. The LK version puts Kenji right behind his opponent. The MK and HK versions teleport Kenji to variouspositions in the air. Also great to avoid corners and to strike from above. Mystic Breaks: Jumonji (Level 1): QCFx2 + P: Kenji makes a wall of eight Ichimonji's right in fron of him and throws them to the opponent. This super covers the ground and the mid-part of the screen and leaves Kenji enough time torush in and strike before right before the Ichimonji's get released. It has a little bit of slowness on starup but it's great for chip damage. Use with ease as meter is important. Bakuryusho (Level 2): QCFx2 + K: Kenji throws a bomb on the floor which detonates immediately and creates a very large pillarof fire, the same pillar of fire animation used in one of Urien's 3S win poses believe it or not.The buttons differ on the flame range. The LK version has it set right next to Kenji, the MK version is set on mid-screen and the HK version is set to 3/4 of the screen. This super isuseful in various juggle combos after standing MK, it can be used as an anti-air and can ruin the opponents jump-in attempts from different places of the screen. Enmazuki (Level 3): QCBx2 + P: Kenji dashes forward and nailing the opponent with his fist. This super has a little bit of invulnerability on startup which can be passable for wakeups and countering projectiles. Pros and Cons: (+): His Kagerou cancel builds meter hella fast. (+): He has easy b&b knockdown combos. (+): He has pressures that some opponent ca'nt escape easily. (+): He's the only character that has a double jump. (+): Jumping LP = too good... counter most dp's and most anti-air... (+): He has Anti-Air into Bakuryusho and that's brain dead easy to do! (+): His FP's has amazing range whether if it's ground or air. (+): He's got a pretty nice moveset and his Ratsetsu Jin does great damage.It has Level 2 priority and is good to use when opponents are stunned. (+): Rasetsu Jin does more damage than 2 of Kenji's Mystic Breaks. (+): Rasen Kyaku can go through the various moves: Ryu's Hadoken/Shinku Hadoken, M. Bison's Psycho Crusher, Sakura's Hadoken, Chun-Li's Kikoken, Jedah's Dio-Cega (LP version only) and Kenji's Ichimonji. (+): Jumonji to tough to avoid. (+): Kagerou is good for tricky matches. (+): If timed right, Enmazuki can be used as an Anti-Air. (?): "The Turtler's Choice" (-): Attacks are laggy and most do very little damage. (-): Damage potential is pretty crap, so try to level up quickly. Meter is important remember? (-): Only the end part of the FP (the hook on the end of the chain) will hit the opponent, the chain doesn't so attacking close, be careful if the opponent does a move, Kenji's FP practically goes through. (-): K Ultimate Counter fucking sucks! (-): Is an open target if Rasetsu Jin is blocked. (-): Rasetsu Jin can only be crouched-blocked! Various Character Matchups: vs. Alex (studied by Psychochronic): Can go either way. What Kenji can do is throw Ichimonji's and his any FP form to keep-away due to Alex's normals having good power. Alex can parry the normals which is a threat to Kenji's gameplan and also the damage of his throws (normal, special or super) which can dish out. Don't forget Boomerang Raid or Hyper Bomb, don't use meter for EX moves, it's a waste of meter and time. Kenji can build meter so the only thing viable is to knockdown Alex then Kagerou cancel like hell to build meter. Levelling up is important and any Mystic Break is good to keep-away (Ichimonji = Chip damage, Bakuryusho = Anti-air, Enmazuki = Close range). Favors any side because Alex has power and parrying but must play offensive. Kenji has speed, poke-range, easy meter and defensive game. vs. Anakaris (studied by Randomcelestial): Favors Kenji 65-35. Kenji's main tool, jumping HP, is the single most important move in this matchup. Anakaris' tall body makes his advances terribly slow, and coffins only will hit once before Kenji starts mixing in standing HP and knives. Anakaris has tough times getting in, and once he gets in, he has difficulty staying in. He can't run either: both the pillar of flame super and the chain keep him honest.Anakaris can use dashing MP to catch Kenji in the air, bring him to the ground, and begin high-low mixups. It's important to get in as much damage in every skirmish. Right now I've been using EX pursuit every chance possible. Standing LP is your friend and can keep Kenji locked down for a little bit, but once he slips away it's trouble. vs. Demitri (studied by DarksydePhil): This is actually a really interesting battle, because it's one of the rare times Kenji is forced to stop playing keep- away and actually attack. Throwing daggers is ineffective because Demitri can just throw fireballs all day, and jumping back doesn't work since Demitri can just throw air fireballs. Kenji is forced to on the offensive, which is something he really doesn't do often, and the results can be mixed. However, if Demitri can stay away long enough and just throw fireballs, he controls this match. The bottom lines are Demitri's air fireballs force Kenji to stay out of the air more often than not and go on the offensive, where he isn't so hot. Capitalize on this with HK sweeps and chains to win. vs. Felicia (studied by Psychochronic): Favors Kenji unless he loses focus on this one. Both have great speed, agility and have theability to chain- combo. As Kenji, do whatever it takes to knockdown Felicia then Kagerou cancel like crazy to build meter fast. Try to keep her off the ground as her chains are faster than Kenji's. Felicia has the fast chains, the Guard Cancel and the pokes on the air which make her a somewhat threat in the match. Jumonji is great for chip damage and Bakuryusho does about 20% off Felicia's vital. Leveling up is important which also increases attack powerand heal a bit of life which are factors to how Kenji wins this match. Failure to level up gives opportunites for Felicia to snag this one. vs. Guile (studied by DarksydePhil): This is a really hard match for Guile, because Kenji has the ability to double-jump and has all kinds of options in the air. Just when you think it's safe to anti-air flash kick, Kenji double jumps and then punishes you. Kenji can also be really annoying with repeated ground daggers that will force you to block or throw booms to counter. Since Kenji can stay in the air for so long, the strategy of throwing booms all day is nullified. Kenji can also keep Guile effectively zoned using the jump back air chain attack and the standing FP. Sometimes Guile can beat the jump back chain with a jumping RH, but the risk/ reward factor is definitely in Kenji's favor. This is a battle that Kenji can win if he just keeps away and throws daggers. If Guile tries to attack, zone him with more daggers and jump back chains. If Guile tries to wait it out and flash kick, double jump and punish him. vs. Guy (studied by Psychochronic): This speedy of a great match can go anyway 50-50. When up close, Guy can use his interchangeable X-Ism/A-Ism combos for rushing purposes as Kenji can use his chain- combos too. Guy pretty much rules on ground due to this and also Kenji's weak attack properties so levelling up is important. How Guy rules the ground is due to speed (yes) and he can rush down and sweep Kenji using Hayagake: Kage Sukui to go down through Kenji's shuriken. Don't forget to carefully time your Super or Custom as Kenji can Ultimate Guard but meter isn't necessary for this, perhaps a P/K Alpha Counter? It's up to you on that one. Guy also has the agility so just in case Kenji tries to pull off Jumonji, Guy can easily jump over it (Did you know that?) and attack from there. In Kenji's game, he can build meter fast using his Kagerou cancel and he desperately needs it. Guy always can come close for a combo so time correctly yours into MK to Bakuryusho for a good 25% or so then Kagerou cancel for more meter (follow up attack is a great alternative). Don't forget your teleports to play a little defense and his low jumping FK to annihilate the crouch game for a quick mixup knockdown. Bottom line is that it can go either way, this is a good and entertaining match to watch from both sides. vs. M. Bison (studied by DarksydePhil): Undetermined outcome but a very strong match. Kenji's strategy of throwing daggers, using standing FP to keep away on the ground and the jumping air chain in the air, seem to be effective. However, Bison can jump up and RH on reaction and it seems to beat the jumping chain if timed right, or get beaten clean in other instances. Also, Bison can cross up Kenji repeatedly and make him block scissors, and Kenji really can't do anything afterward that won't lead into Bison either crossing up again or using jumping RH for random results. Bison has to stay on the offensive in this match to win, but Kenji is able to keep him away a lot of the time. vs. Rose (studied by DarksydePhil): Undetermined outcome on this match. Kenji can effectively keep away Rose's jump-ins with his jump back chain attack. However, Rose has an advantage since she can absorb/ reflect the daggers, or use the anti-air grab when Kenji messes up his timing in the air. Rose's only hope is to stay on top of Kenji. Rose can cross up Kenji relatively well and then do standard chainsand then use standing RH for a long-range poke. Basically, if Rose can stay on top of Kenji and cross him up repeatedly, she can win, but if Kenji can keep Rose away, he wins. vs. Zangief (studied by Psychochronic): Favors Kenji easily. What Kenji can do is throw LP Ichimonji's all round and what Zangief can do is use Spinning Fist. Kenji's two standing HP's is what keep Zangief away and forces Kenji to play defense due to the fact the Spinning Pile Driver takes as much as 31%. Both can build meter near evenly and Kenji must level up in order for his Mystic Breaks and normals to get up much stronger. Kenji's jumping FP can safely attack on air that resorts for pressureful game and Jumonji is great for chip damage. One of Kenji's easiest matches. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 6) Rose: Place of Birth: Italy 3 Sizes: B96 W57 H86 Blood Type: Unknown Special Skill: Tarot Fortunes A young beautiful woman whose self pursues M. Bison with her opposing strength "Soul Power." Mysteriously admiring stares and occult ability grinds her bewitched head-to-head opponents. Beneficial Changes: -Doesn't have the intro where she floats with two aura's on her shoulders. Stun Points: 60 Victim: -Mummy: A Tarot card. -Vampire (1): She takes the appearance of Lisa Lisa from Jojo's Bizarre Adventure, this is the first outfit she wore when she first appeared in the Manga. Rose the character herself was inspired by Lisa Lisa. Rose's standard outfit is a lot like Lisa's Lisa's standard outfit. -Vampire (2): Enya from Jojo's Bizarre Adventure. Known players to use Rose: -Arturo Sanchez (United States) -EBI (Japan) -Floe (United States) -Kuzu Otoko (Japan) -Toma (Japan) Best Matchups: Demitri, Sakura Worst Matchups: Kenji, Yun P Alpha Counter: Modified LP Soul Throw K Alpha Counter: Crouching HK Special Moves: Soul Spark: HCF + P: Rose's basic projectile attack where her extends her arm and scarf. Very good for keep-awayand mid-range games and justified as a poke. The LP version goes very slow which is great for a poke setup. Soul Spark has terrible recovery time and a risky move to do so use it with caution. Soul Spiral: QCF + K: Introduced in SFA2. Rose dashing forward slight with her scarf around her arm to thurst the opponent. Very good to end combos as it does a large amount of damage while knocking the opponent down. The LK version combos easily from medium normalsand the MK version combos only from hard normals. HK version can be used alone and somewhat an option for chip damage. Soul Reflect: QCB + P: Where Rose uses her scarf to reflect the projectile back to the opponent. The LP version is also known as "Soul Absorb" as it can add 17% of meter when it connects. The MP version lunges it back straight to the opponent slightly faster. The HP version reflects it in an upward position and is very effective if you're in a fireball war. It can also give Rose the chance to juggle after it hits. Various options using this move so use it to your great advantage. Soul Throw: F, D, DF + P: This is where Rose leaps into the air ready for a throw and instantly tosses the opponentstraight back down into the ground. The bad note is that it has zero priority and it must bedone very early for it to be of any use. Super Combos: Aura Soul Throw: QCFx2 + P: Her Level 2 super done in SFA3. Rose does a couple crouching HP's then does her Soul Throw to finish it off. Very great use for anti-air and a way to finish off a Custom Combo. Aura Soul Spark: QCBx2 + P: An extended version of her soul Spark as it does multiple hits and more damage. It canbe very useful in a variety of combos because it can juggle. It can also be cancelled into Rose's crouching HK for desperation purposes to do some great hits. Pros and Cons: (+): Soul Spark is much faster than SFA3. (+): LP Soul Reflect builds meter fast! (17% per fireball absorbed!) (+): Top-tier pokes! (+): Solid footsies. (+): HP Soul Reflect can juggle after the projectile hits.. (+): Incredibly useful, with or without Custom Combos. (+): Aura Soul Throw is almost Level 2 super priority. (+): P Alpha Counter is useful for setting up a Super or Custom Combo. (-): Doesn't have Soul Illusion like in SFA3. (-): Too linear with a low comeback factor. (-): Soul Spark has terrible recovery time. (-): Soul Throw has zero priority and must be done very early to be of any use. (-): Soul Spark does slow recovery. (-): Lacks speed on ground level. Various Character Matchups: vs. Demitri (studied by Psychochronic): Exactly similar to Demitri vs. Karin. In this one, Rose can absorb for her meter and reflect the Chaos Flares and her Soul Throw is a good Anti-Air. Rose's Aura Soul Spark and Aura Soul Throw defeats Demitri's Midnight Pressure and Midnight Bliss which is oh so good! Don't forget about her pokes and her low combos to Soul Drill. The Super Combos would be more reliable as they can take out as much as 18% so you don't need to Custom Combo anyways. Nothing else to say but Demitri has to excel offense and defense constantly in order to take Rose down, otherwise Rose wins by a long shot. vs. Felicia (studied by Psychochronic): Rose takes this one due to power. Felicia can take this one as she can invade the ground more faster due to dashing. Rose's normals can easily stun Felicia and her crouching HP or Soul Throw is a great anti-air to keep the cat out. Felicia can chain-combo but there is a problem on this matchup. The problem is Rose's P Alpha Counter. She can simply input that command in the middle of Felicia's chain and then the tables can turn easily. After the counter is done, Rose can simply do crouching MP to Soul Drill for a good 9-12%. Rose doesn't even need Super Combos or Customs in that matter, a mixture of attacking and defending style of a Rose can just need her Alpha Counters to hold that. Bottom line is that Rose can take the match only if she utilizes her P Alpha Counter and her top-tier of normals. If not, a conciencious Felicia maybe able to take the cake. vs. Guile (studied by Psychochronic): Similar to Rose vs. Ryu but Guile can stand. Both have a great anti-air and have top-tier pokes. A differential is that Rose can build easy meter or project it back using Soul Absorb or Soul Reflect. Rose can use the standard P Alpha Counter than combo into Soul Drill. Another differential is that Guile can build easy meter no matter what. Customs are a problem if blocked. Remember that there is no guard bar which is very bad. You're better off doing P Alpha Counters and Super Combos. Guile's super have both a negative effect in the end, that's why he has to link them. Guile is not safe in the end of Total Wipeout and he's completely open in the air in the end of Somersault Strike. Favors Rose because to the sub- systems but Guile can put up a fight. I'd say 55-45. vs. Kenji (studied by DarksydePhil): Undetermined outcome on this match. Kenji can effectively keep away Rose's jump-ins with his jump back chain attack. However, Rose has an advantage since she can absorb/ reflect the daggers, or use the anti-air grab when Kenji messes up his timing in the air. Rose's only hope is to stay on top of Kenji. Rose can cross up Kenji relatively well and then do standard chainsand then use standing RH for a long-range poke. Basically, if Rose can stay on top of Kenji and cross him up repeatedly, she can win, but if Kenji can keep Rose away, he wins. vs. Jedah (studied by Psychochronic): I used to play Rose back in the day but this is a pure zoning match that Jedah wins. Rose has nothing to stay on top of Jedah and nothing to beat him in the air other than the Soul Throw. She has nothing to get past the Dio-Cega's other than jumping attacks. All Rose can do in the offensive is throw Soul Sparks and use her normals as any other. No chances for offense here if Jedah is played correctly because of speed, mobility, agility and air attacks to which Rose doesn't have. If Rose has meter, she doesn't need to guess on anti-air. Her meter can go towards her P Alpha Counter then combo to Soul Drill easily. Jedah zones Rose for free and Rose has nothing to answer. She can't beat Jedah in the air and so she has nothing to keep him from zoning with repeated Dio-Cega's. One of Jedah's easiest matches. vs. Karin (studied by Psychochronic): Favors Karin but with Rose doing a some job to keep her away. I'm saying that is because Rose can use Soul Spark in far distance and if Karin attempts a jump, Rose can easily do Soul Throw as anti-air. Karin can use crouching HP as anti-air in case Rose tries to do a jump-in. Air game results in Karin due to her normals being beastly and come out faster than Rose. Rose's only answer for air is Soul Throw and Soul Spark. Ground game favors Karin due to the rushdown. Simple whiff normals then tick-throw for easy meter. Rose can respond by using P Alpha Counter to crouching MP linked to MK Soul Drill. Cusotm's favor Karin because of again...fast normals and that she has an overhead attack to affect Rose's crouch-game. Rose has okay customs and can use Soul Drill repeated after activate, but really not reliable and passable. Remember that there is no guard bar in this game and Rose has lack of speed and options. vs. Ryu (studied by Psychochronic): Can go anyside but I say Rose takes it. As Rose, use Soul Absorb to build meter then use Soul Reflect to bounce back Ryu's Hadokens. Ryu can't do anything in the air because he can't air-block if the fireball reflects upwards. Keep using Soul Spark to keep Ryu away and from a distance, use FK as it's the longest poke she has and her slide (df + MK). A good anti-air is also Soul Throw and use Soul Drills you have an opening so make a note of that. Play defense on this one. Also a simple P Alpha Counter then combo to Soul Drill can dish out. You don't even need Custom Combos and Super Combos can also be effective so remember to think about your meter as options are always available. As Ryu, throw Hadoken's to build your meter but watch out as it can be reflected. Use crouching rapid-fire chains to combo it up and a Shoryuken can take as much as 13%. With Ryu having a full meter, it can be a great footsie and guessing game. Conclusively, Rose takes it as she has more viable options. vs. Urien (studied by DarksydePhil): Rose wins this match because, quite simply, she does a lot of damage. Her staple link of low MP->short soul drill can't be punished if blocked by Urien. Urien also can't parry Rose's anti-air soul throw, and if Urien tries to cross up, Rose's crouching HP is a pretty good move to use. Rose can use standing FK, which has huge range, to poke at Urien and beat the range of any of his crouching kicks. Rose can absorb or reflect Urien's fireballs, and can block the anti-air version. She can use any heavy attack to punish a blocked Kneedrop, and her MP->short soul drill combo to punish a blocked Chariot Tackle. Rose has a bit of a hard time crossing up Urien, I have no idea why, but I would guess because her jump arc is pretty far. If you try to cross him up, you'll usually end up getting a nice crouching HP to the face, or else jumping too far and passing over. If you do get the spacing correct, use crossup medium kick, then two crouching MPs comboed into MP soul drill. The bottom line is Rose controls this match due to her great anti-air options, the fact that she negates fireballs from the picture entirely, and the range/ priority of her standing FK. Urien really can't do anything besides try to bait random parries, and this isn't always the best strategy. vs. Zangief (studied by Psychochronic/Skankin Garbage): Favors Rose 60-40. LP Soul Spark is off the hook as it's hard to jump over and K Lariat is too hard to time. Her crouching/standing HK is a long poke but not that threatening as any Lariat can punish it. Soul Drill isn't that bad too.This is pretty much a poking game in Rose's favor so if you're using Zangief, you'll already know you have to be pretty precise to be effective, so make Rose come to you on the ground if anything. Make her resort to Soul Sparks! I didn't mention other normals of Rose's, cause she doesn't need any; her other ones are too short ranged to be very dangerous to Zangief, anyways. In the air, Rose's crouching FP beats everything. The only thing Zangief can do isconsistently win with is the MK Knee Press. Now, why you'd ever be jumping at Rose or anyone is my best guess, but if you do...Yeah. Your only hope is MK Knee Press. I don't recommend doing it, cos you'll have to attack way too early in your jump in. Command grabs are dangrerousas they can take out as much as 23% or more, so footsies are hell in the match as you'll never know if you'll suffer it. Final Atomic Buster can hit as much as 80% and that's not good. Summary is the same way you beat most characters with projectiles. Stay at max range and Lariat through the Soul Sparks until she approaches you. Try to get to that magic range (she'll naturally want to be there too, since that's her max range for standing HK) and wait for the Soul Spark. Jump over that and use Spinning Pile Driver or K Lariat through it and score a knockdown. It's harder to do on Rose than most projectile characters, cause of her crazy long range and good priority (and high flying Soul Spark), but it's not impossible. Oh. And do something ballsy at the beginning of the match to get a lead. Rose, being a character with a projectile, naturally has the advantage in a turtling match, so get the lead before you start turtling. 60-40 in Rose's favor due to projectile, anti-air, counters and defensive gameplay. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 7) Jedah: Place of Birth: Demon Realm (Makai) Race: Makai Year of Birth: 4045 B.C. Height: 216 cm Weight: 12 kg - 1002 kg The Demon Realm's torturous Dhoma family's legitimate child. As with Demitri his origin is from the Dark. He devises a plan for the world's stability through unifying all souls to himself. Beneficial Changes: -Face has been redrawn everytime he does his blood- faced screaming win pose as they drawn in razor-sharp teeth and whiter eyes while he screams. You hardly see any blood from his face other than his cheeks, forehead and jaws. -Doesn't do any other win pose after he uses a Prova- Dei-Cervo to finish the match. Jedah just simply disappears with blood mist in theend beside the scroll just like his time over pose and laughs instead of doing any other win pose or doing a crouching MK to slice the body in half then take the opponents soul. -Doesn't have the blood dripping off him like in Vampire Savior 2 when he just stands, Jedah just floats as normal. Roll Wakeup Data (Forward and Backward, including invincibility): 40 frames Dashing: -Forward: 29 frames minimum (may be extended by holding Forward) -Backward: 32 frames minimum (may be extended by holding Backward) Stun Points: 60 Victim: -Mummy: A mosquito like bat. -Vampire: Female version of Jedah. Known players to use Jedah: -Ayanami Lilith (Japan) -Psychochronic (Canada) -Sage (United States) -Shiro (Japan) -Tokido (Japan) -Ultrayox (France) Best Matchups: Sakura, Hauzer Worst Matchups: Chun-Li Special Moves: Dio-Cega (also in air): QCF + P: A stalled projectile as Jedah simply throws a saw-blade which serve viable options for theJedah user. It can be used as an anti-air, give chip damage, ruin an opponents wakeup game,rush-in for a chain-combo or setup an EX move. The ES version extends the blades size and it gives more hits and more damage. Nero Fatica: QCB + P: Command throw on ground and is unblockable but must be done up close as recommended or an anti-air if you wanna take the risk. Jedah simply extends his bloody fingernails as he swipes back a bit. As it fully connects, the opponent is trapped on a red bubble and Jedah does standing HK to hit. The ES version is practically the same thing except Jedah also does standing LP, standing MP then standing HK. Spreggio: F, D, DF + P: Jedah's head simply goes down to the ground as a puddle of blood spews out from his neck socket. The things about this move are that it should only be used as a surprise attack (this move is Jedah's Guard Cancel), it has very slow recovery and it's not a reliable anti-air. The ES version adds 3 hits rather than 1 hit. Use with caution. Ira Spinta (only in air): HCB + K/P: This is where Jedah floats and laughs then dives right down to catch the opponent, readyto toss them back to the ground as he soonly uses his blade-wings to lunge onto the opponent. Recommended use is to do it near ground level, such as after a dash. The downside is that it's highly predictable and makes Jedah bait for anti-air. It can be cancelled by pressing P instead and Jedah's body swirls around the blades, similar to his Follow-up attack animation. Guarantees a knockdown. The ES version of this move makes the attack more powerful but neither allows to land a Follow-up attack. Again, use with extreme caution. EX Supers: Prova-Dei-Cervo: HCF + Kx2 then K: This is my favourite super in the game and it looks cool! Jedah summons blood to the floor and after doing the second inital motion, reaches a big bloody hand ready to capture the opponent. Once it hits, Jedah simply disappears for a bit as the bloody hand slams the opponent's head 3 times, drags the opponent 3 times then using the body as a pencil as it's branded to a scroll, having an animation of the opponent suffering. Jedah simply comes back and puts a soul into his body as the opponent slams back down from the sky. The best super... ever! The good thing is that it's an unblockable and can be used as a tick-throw. Simple normals or a Dio-Cega then lock in this move and you have your opponent dead! Also a good thing is you do a Follow-up attack right after. The bad part is it aint fast such as Zangief's grabs but can work on desperation and that this move can be simply avoided by jumping. Finale-Rosso: Dx2 + Px2: A fast unblockable super where Jedah a modifed crouching HK hit and he summons the underworld from there. Once it hits, the opponent goes down to the blood- filled environment as they get hit from all around as Jedah goes down and laughs. Setups and conditions are nearly the same as Prova-Dei-Cervo. This is the only EX super in the game where you can juggle afterwards. Pros and Cons: (+): Excellent Mix-ups! (+): The only character to air dash. (+): Solid pokes (MP!) (+): Much faster version than in Vampire Savior. (+): Ability to throw a Dio-Cega then dash for an air/ ground chain-combo (This couldn't be done in Vampire Savior). (+): ES Dio-Cega great for corner attacks and chip damage. (+): Nero Fatica is a throw and it is unblockable. (+): Nero Fatica is much faster than it was in Vampire Savior. (+): Dio-Cega is a good stalling projectile which gives the chance to rush. (+): Any of his EX Supers are great for corner games and are good as tick-throws. (+): Any EX Super can take from 25%-40%. (+): Any EX Super is unblockable. (+): Ira Spinta is great to lastly alter your plans for either throw or attack. (+): Standing FK can't be crouch-blocked which is great to confuse others! (+): Chain Combos are much easier and faster to execute here than in Vampire Savior. (+): Balanced. Rushers or turtlers can use him great. (?): Doesn't have Santuario from Vampire Savior 2. (?): Doesn't have Sange-Passare as in past Vampire games. (?): BROKEN! (-): Doesn't have a knockdown normal or a sweep on ground (other than standing HK) or crouch level; that hurts any wakeup games he could've had. (-): Has no decent Anti-Air to deal with. (Only decent anti- air he has is Nero Fatica and Spreggio but don't rely on it.) (-): Nero Fatica is not as much as a wide range target as it was in Vampire Savior. (-): Spreggio has very slow recovery if it's blocked. (-): Spreggio is much slower than in Vampire Savior 2. (-): Ira Spinta can be risky, so watch out for the opponents anti-air if not timed right. (-): Floating may leave as open target. (-): EX supers can be easily avoided by jumping. Various Character Matchups: vs. Chun-Li (studied by Psychochronic): After watching videos specifically with this matchup and about an hour or two on training mode, for some odd reason, Chun-Li takes this! I'm surprised too on how one of the lowest characters in the game can stand up to the most godly character! I'm shocked as hell so I'll lay it out as Jedah can do his usual Dio-Cega to chain game but you already know Chun-Li can parry so as of that Jedah can MP to chain which can be risky because Chun-Li's normals (especially b.FP) can hit Jedah's extended bloody fingernails poke (MP) and still give full damage! Hoyoku- Sen setups can do as much as 35% due to Jedah's weak defense. Don't forget a few random dash throws as that is fast as hell. Chun-Li, also agile in this one can wreck Jedah's air-game. Don't forget the properties of her normals are good as hell and also have the potential to stun! In conclusion, Chun-Li stands up to Jedah due to excelled balance! vs. Demitri (studied by Psychochronic): One of my favourite matches everytime I fight Kymah (Canada's top CFE player; uses Demitri/Guile). I say it can go either way depending on experience but Jedah takes it but Demitri can hold it and has lots of chances. Demitri can throw Chaos Flares both on ground and on air and Jedah can just throw Dio-Cega's but can rush faster in the fireball war. Jedah's air chains are too-quick (especially his FK) to which Demitri can't counter-attack from due to the FK's quickness and thus is put on defense and continues to suffer a Jedah rushdown. Quick timing, ES Chaos Flares, ES Demon Cradles (using dashing ones too to try to get closer) and timed Bat Spins (which are only useful for countering) can go to Demitri (don't forget Midnight Pressure!). Don't forget about air chains then go mixups from there up close. Easy mixups from the ground and ES Dio-Cega's can win this easily for Jedah. vs. Guile (studied by DarksydePhil): If Jedah plays this match as purely run-away, he can't win. Jedah can hover above sonic booms easily, and then zone Guile with blades to chip and keep him away. Guile is eventually forced to try to attack, which usually goes pretty miserably since all of his air attacks besides jumping hk get owned by Jedah's jumping attacks. And really the only way to win with jumping hk is 1; there is no blade out and 2; you hit it early enough to hit Jedah before his attack comes out. Guile can't turtle and so is in a position he doesn't like to be in. As long as Jedah stays in the air and runs away the majority of the time, and effectively zones and chips with blades, he'll never give Guile a real opportunity to hit him. This is another match where Guile is forced to attack, which he doesn't do so well. His "throw sonic booms all day" strategy doesn't work since Jedah can just hover above them, and never really gives him a chance for anything. A properly zoning Jedah owns Guile for free. vs. Guy (studied by Psychochronic): Favors any side but conditions apply to it. Guy runs the ground which makes Jedah get hassled a bit so use dashing slightly upward like mid-up screen to execute your chain. Limit your distances too because getting too high or close results in Guy using an effective anti-air blow which is crouching HP. Guy runs the ground due to speed like Hayagake attacks and his interchangeable X-Ism/A-Ism chains and too much blows results in Jedah getting stunned. Watch the Dio-Cega's because Guy can simply wall-jump ready to attack so it's recommended it can only be done in the corner or to Guy on his wakeup, which is also chain ready. For meters, Jedah's good use is ES Dio- Cega and Guy can chain to Bushin Hasso Ken or an Alpha Counter; preferrably the P version. Bottom line is that one can outrule the other due to their personal and characteristic properties. vs. Hauzer (studied by Psychochronic): Favors Jedah by a long shot. All Jedah needs to do is throw Dio-Cega's and chain like hell. With Hauzer as a big target, Jedah can do as much as 6-8 hits in the air before before landing on the ground for more attacks. All Hauzer can do is time his Tempest Falls for anti-air's but he'd play much as a defensive situation in this match so Ultimate Guard, Ultimate Counters and various pokes can do but speed and agility is what kills him, so time it right. The conclusive point is that Jedah can just chain, mixup and throw Dio-Cega's to rush Hauzer down greatly, You don't even need EX supers for this match, use ES Dio-Cega's to dish out more damage. vs. Hydron (studied by Psychochronic): Hydron becomes snacktime in this match. Hydron is too slow to manage to keep up with Jedah's simple game. Dio-Cega's, air-dash to chain combo possibly a few ES moves can do the job. Hydron has to use Tadpole Spawn and The Chiller's Attack to attempt Jedah out of the air and Tornado Mist, but that move doesn't effect much since Jedah operates on air, not ground. Hydron has to level up and keep-away as much as possible due to easy rushdown or he's a dead squid. Another easy Jedah victory here. vs. Karin (studied by Psychochronic): Can go either way and I say that is an undetermined outcome. Karin's normals are very effective and can stun Jedah down the greatest. Karin's low pokes, comboing Guren's than a normal for easy juggling which is great for a tick-throw and can dish out at most 20% (not including the throw). Jedah can just do his basic chain game going air-to-ground, throwing Dio-Cega's then getting ready for a mixup. It's his only way to make due because of Karin's top-tier pokes. Try to sneak in a ES Dio-Cega or Finale- Rosso when you have the chance. The minus side on Jedah is Karin's Custom due to DarkStalkers' defense. I remember seeing an old A-Cho match where a silver-of-life Karin does a 90% Custom Combo so beware Karin's comeback factor. In conclusion, Karin vs. Jedah = Very good outcome. With full meters, it's a very good guessing game and it can go anyway due to experience and one must outsmart the other. vs. Leo (studied by Psychochronic): Favors Jedah but Leo can stand. Yes, Leo has a great poke range but Jedah has too and that's his MP and it's ready for a chain-combo.This favors also by speed as Leo is too slow to handle the pressure and also his P Ultimate Counter as it's his only sort of counter. Jedah can start chaining low, mixing up then ending it with a Spreggio, do whatever it takes to knock him down, getting close may mean a hefty poke or probably a Gaia Driver. If one thing, Leo must poke like hell in the air and must play defensive, going on the offense can mean a risk so make sure you have meter and at least at Level 2 ready for a Gigas Driver or Hercules Rush for bits of chip damage. Leo can Ultimate Guards his chains but timing is extremely crucial as Jedah can easily do another chain-combo or simply execute a Prova-Dei-Cervo meaning Leo's chances are slim. vs. M. Bison (studied by DarksydePhil): Bison owns this matchup raw. If Jedah tries to jump back/ hover and throw blades all day, Bison's jump arc is big enough to just walk forward, jump and FK. This does massive damage to Jedah and beats both the blade and Jedah's anti-air moves. Bison can also cross up Jedah all day and keep him blocking with jabs/shorts into scissors. Bison's standing FK beats a lot of Jedah's ground attacks. If Jedah is too close/far for a jumping FK to hit him, do a FP psycho crusher instead to hit him on the way down from a blade when he can't block. All you really need to win this match is jumping FK: If Jedah can't keep you away and chip you, he's not effective at all. By the way, if you find yourself getting trapped, just teleport out of the corner to safety. If you happen to get a sizeable lead, you can actually just sit and do nothing, because nothing Jedah does offensively can really hurt Bison if he just blocks or uses jumping FK to stop blades. The bottom line is Bison owns Jedah since he controls the air, which is where Jedah needs to be to run away and play effectively. Bison also stands a chance on the ground, but if Jedah is bothering you, just block and then wait for him to jump for some more free damage. vs. Rose (studied by Psychochronic): I used to play Rose back in the day but this is a pure zoning match that Jedah wins. Rose has nothing to stay on top of Jedah and nothing to beat him in the air other than the Soul Throw. She has nothing to get past the Dio-Cega's other than jumping attacks. All Rose can do in the offensive is throw Soul Sparks and use her normals as any other. No chances for offense here if Jedah is played correctly because of speed, mobility, agility and air attacks to which Rose doesn't have. If Rose has meter, she doesn't need to guess on anti-air. Her meter can go towards her P Alpha Counter then combo to Soul Drill easily. Jedah zones Rose for free and Rose has nothing to answer. She can't beat Jedah in the air and so she has nothing to keep him from zoning with repeated Dio-Cega's. One of Jedah's easiest matches. vs. Ryu (studied by Psychochronic): Another match I hated to study (first was Guile vs. Karin)! Can favor any side if you tell me. Ryu has the power and his Shoryuken is his anti-air in any attempt for Jedah to dash for a chain-combo which is probably a big threat to the standard Jedah game. I say, distance it out very slowly after throwing a Dio-Cega, use a standing FK to rid out Ryu's crouching and jump-in game. MP's are also great and Spreggio's can be risky in this part. Remember that Ryu can do his standard fireball game to build up his meter. For Jedah, use ES moves to chip damage out and probably an EX super if your timing is right. Be careful in doing an chain attempt. For Ryu, normals and special can stun. Shin-Shoryuken is a big threat. It can go both ways regardless if one or both goes rushing or turtling; 50-50. vs. Sakura (studied by Psychochronic): Another win for Jedah and this is a lot worse than Jedah vs. Rose. This gives Sakura a really hard time as she takes long to build meter which is not worth for an Alpha Counter. She can't even get past the Dio-Cega's and not even Sakura's Hadoken's (not large-charge ones) can't even be offensive because if Jedah's air-dash times right over it, Sakura is gonna take in a hefty chain-combo and that's not good. Corner games is when Sakura's knocked down, she's dead due to chain-combos after repeated Dio-Cega's, Jedah doesn't even need meter in this match at all. Bottom line is that Sakura can't do anything here due to sub-systems as she nothing to bring out. Another easy Jedah victory right here. vs. Urien (studied by Psychochronic): My team of Jedah/Urien right here and the result conflicts as neutral as both can stand upon each other. Urien can keep Jedah out of the air using MP Metallic Spheres as Jedah's main game is dashing, air-dashing and floating. For Jedah, use the standard Dio-Cega rushdown game to go forward but in a slow manner, getting too close too fast has a plus and minus. The plus is that a chain-combo can be quickly executed then use Nero Fatica to move back quick and gain meter. The minus is that Urien's normals are punishing and should the Urien user lock a Chariot Tackle, it can be a sign to Super Cancel to Temporal Thunder which means nearly 28% off Jedah's vital. Poke-range is also neutral and quick too. Jedah has crouching LP/LK and standing/jumping MP while Urien has standing MK, standing FP and jumping FK. Parrying is also a factor but the timing must be crucial and imminent due to Jedah's range and recovery, especially if it's a normal such as MP's, FP's, crouching MK or jumping FK in specific so be careful. Jedah must excel and use Dio- Cega's (especially ES for chip damage) because Urien is more faster and his normals are raised a bit. Same with Urien as Jedah is much easier to work here than in Vampire Savior due to easy execution. My end say says it's 50-50. vs. Yun (studied by Psychochronic): Jedah takes this but Yun can hold it as he has slighty a bit more chances as he has the equal amount of properties as Jedah. Agility and speed they both have and an example of that is Yun's divekicks which can setup for a combo and Jedah's chain-combos, setting up starting on air then onto ground. Speed due to Yun's fast specials and dashing and Jedah's fast normals and dashing (air too) as well. Both have the same amount of damage properties so that's a neutral point. Yun on the other hand can parry, which is useful on the air due to Jedah's normals. Jedah can Guard Cancel which can affect Yun's divekicks and while during his Super Arts. Even though they both have fast attacks, Yun's mostly ends with a special as Jedah's doesn't and are mostly normals. Another point is that Jedah has unblockable and is great for corner games after Dio-Cega when Yun fails to parry. Other than above, it can go either way but Jedah has the most chances of winning. vs. Zangief (studied by Psychochronic): One of my favourite matches every time I fight TigerLee (One of Canada's top 5 CFE players; uses Zangief/Guy). The thing about it is that Jedah can rushdown great but getting too close can be a mistake so keep your distance. Use Dio-Cega's (Regular or ES are good) for distance that execute a ground chain-combo (starting in the air, time it right or you'll get a Lariat to your face) or for chip damage. Getting too close may mean a Spinning Pile Driver or other slam which can take off 35% of vitality and watch the air, if Zangief's vertical headbutt nails you, that's about 13% of vital plus an automatic stun which leads to suffering! Since Jedah beats Zangief on other stuff, be sure to time your EX supers for good timing but Zangief's pokes and throws (Final Atomic Buster can take off as much as 85%) are stronger than Jedah's so find openings for your chain- combos since Zangief is a heavy character. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 8) M. Bison (Vega): Place of Birth: Unknown Birthday: April 17 3 Sizes: B129 W85 H91 Blood Type: A Fighting Style: Psycho Power Leader of the secret organization Shadowloo. A manipulating demonic being of the negative strength "Psycho Power." Distinguished in fighting style and to the many who happen to meet him, he drops a viciously evil smile. Beneficial Changes: None...exactly the same sprite drawn for CvS1. Tactical Recovery Data: -Standard Wakeup Time: 79 frames -Delayed Wakeup Time: 94 frames Stun Points: 60 Victim: -Mummy: The Shadaloo symbol. If you strike the symbol for a tongue it has a light blue hand holding out a red orb with eyes. This is a Behelit from the Berserk Anime/Manga. -Vampire: Female version of himself. Inspired by Natasha Zabigov from the Mobile Fighter G Gundam Anime, even has the same bullwhip. Known players to use M. Bison: -DarksydePhil (United States) -Dr. B (United States) -Jason Cole (United States) -Poppu (France) -Y.H.V.H (Japan) Best Matchups: Rose, Anakaris Worst Matchups: Karin, Leo Special Moves: Psycho Crusher: Charge B, F + P: The move that made Bison famous ever since CE. Bison lunges to the opponent as he whirls around a wave of purple flame. The range of the move differs on which button you press. The LP version will go nearly 3/4 of the screen. The MP version goes full screen at a slightly higher rate than the LP version. The HP version goes full- screen going full force. This move is good for evading purposes, combo finishers or chip damage. The bad thing about it is that should the opponent block it, it can pass through the opponent and then Bison can get hit from the tail of the move. Double Knee Press: Charge B, F + K: Also known as the "Scissors Kick". Another good move as an alternative to the Psycho Crusher. A very good move for footsies game if blocked and a great mid-range poke. Since it has almost zero recovery, you can start a simple mixup or tick-attack, or even do another one again. Similar to Psycho crusher, it's also another great finisher from a combo. Head Press: Charge D, U + K then P in air: Also known as the "Head Stomp". An auto-target attack on where Bison simply stomps the opponent quickly. Since this attack comes out very fast, it's very good to attack projectile throwing characters but it can be easily countered so watch their anti-air. The second part of the motion enables Bison to follow-up the stomp as you can move him left or right and lock in an HP. The extra HP is high-priority and will beat out majority of incoming attacks. Devil Reverse: Charge D, U + P then P in air: Also known as the "Psycho Fist". First introduced in ST, this move is nearly similar to the Head Press. This move enables bison to jump into the air until P is pressed. The second P triggers Bison to flip in the air and sail right down directly to the opponent for a punch. The punch is another high-priority attack and does more damage than the Head Stomp. Very good for tricky and crossup game. Also a safe attack if it's completely blocked. Psycho Vanish: F, D, DF + P: First introduced in CvS1 and the move in CvS2 when Bison does his Custom Combo known around the world as "Paint the Fence". Bison simply raises his fist filled with purple flames and simply winds it down fast. It has short range and is great to fade out incoming projectiles but must be used close as a surprise attack, most notably for chip damage, meter build-up and create some block stun. Teleport: -Close: F, D, DF + P/Kx2 -Away: B, D, DB + P/Kx2 First introuced in SFA1 as Bison teleports to a specific point of the screen. The P versions go on a short distance as the K version go on a long distance. The move maybe slighty faster than its CvS2 version but there is slight delay on startup and little recovery. Great to escape the opponents corner games and good for behind surprise attacks. Super Combos: Mega Psycho Crusher: Charge B, F, B, F + P: The CvS2 version of the move. The fastest reaching super in the game bar none. Bison does an extended version of the Psycho Crusher. A very good move to punish an opponents missed attack. Great to to fade out projectiles but timing can be crucial as if the projectile hits the tail of the super, it's considered a hit. Depending on distance, the hits and damage varies with 9 hits being the maximum. Just like it's CvS2 counterpart, it can be juggled after two juggled jumping MP's but is extremely hard to time. Same goes with his kick throw. Again, should this move be blocked, it'll go right the opponent which gets Bison getting a free hit from behind. Knee Press Nightmare: Charge B, F, B, F + K: Also known as "Scissors Kick Nightmare". Inspired and introduced in SFEX+. The better of the two supers because it's safe on block and still gives Bison the advantage. If it hits fully, it'll do two Knee Presses then an additional five hits right after. If the move hits in the air or it's blocked, it'll only do the first four hits then not do the remaining five hit sequence. A good thing is that it has a great startup as it makes Bison invinciblity frames in the start which is great for close range wakeups and projectile punishers. A super which can be done in random and still can give the chance to play mindgames with the opponent. Pros and Cons: (+): Faster teleport to which some may find useful. (+): Solid normals all over the place as usual with beefed up standing kicks and Knee Presses. (+): Mega Psycho Crusher is probably the fastest reaching super in the game. (+): Devil Reverse is tricky game. (+): Has the Psycho Vanish like in CvS2; great projectile stopper. (+): Great agility, as equal as CvS2 version. (+): Can stand up to huge and mid-size characters. (+): Recovery Whore! (+): Kicks and Fists can Kill! (+): Knee Press Nightmare is extremely safe on block. (?): Psycho Vanish has short range and can be used only as a surprise attack. (-): Mega Psycho Crusher doesn't do much damage if done in most distances. (-): Hitting the tail of the Psycho Crusher (Regular or Mega) results in a hit. Various Character Matchups: vs. Alex (studied by Psychochronic): Bison wins due to all-around abilites. Bison's agility can mess up Alex's air-game and his only response is Air Knee Grapple or an attack after a parry. Bison's ground- game is fast due to his normals and damage properties which have the potential to stun Alex (his stun is the second highest in the game of 65). Bison clearly doesn't even need meter in this match as simple combos can simply do the trick. Alex's normals are the only effective in this match. His Powerbomb may have good range but his damage as it only does about 8% to Bison! Time your parries right or else you'll be suffering greatly. Bottom line is Bison can kill with or without meter and I would recommended using a Super Combo to use would probably any of them for some good chip damage.Alex needs meter or he's dead so don't waste it upon EX moves and Hyper Bomb would be the only source of Super Art to dish out the damage. vs. Chun-Li (studied by Jeron): Favors Chun-Li fairly easy. Bison generally gets the shoto treatment from her, Fireball, whiff, whiff, if he jumps, crouching FK. Mix him up when he's on the ground. Repeat. Her Kikou-Shou chips like hell which is really good against not just Bison but everyone with the exception of Red Earth. Just block scissors (or parry if your reaction is good) and don't try to out prioritize him. Chun-Li also has one of the fastest grab frames in the game so random dash throws are good with her. vs. Demitri (studied by Shine): Bison seems to have a hard time against Demitri. His vertical DP (Chaos Flare) makes it so that you can't jump over and fake him out as easily as the normal "forward moving" dragon punches like Ryu's. It hits Head Press and you can even ES Chaos Flare if you are awake enough. Also, Bison in general seems to have major problems if you knock him down because he doesn't have a dependable reversal on get up. Demitri's jump- in chains can put repeated pressure on Bison as they will hit out of both Psycho Crusher and Knee Press and the supers won't hit for damage. vs. Felicia (studied by Psychochronic): The tables can turn at anytime in this rarity of a match. Bison has the top pokes and the agility. All he has do to is punch and kick until Felicia is stunned then pull out a meaty combo for some big damage. Bison doesn't even need meter for this match. Felicia on the other hand has the agility (not as great as Bison's), the poke range, ground speed and chain-combos. Her Delta Kick Guard Crush can be useful on after attacks like the Head Press, Devil Reverse and Psycho Crusher. Her crouching FP is a great anti-air in case Bison tries to do a jump-in and her speed on ground level is ready to do a chain-combo. Meter is important remember so after the sweep of the final hit of the chain, charge your meter; it can be good for a Dancing Flash when Bison lands or if you're in close, an ES Hellcat which is great for a tick-throw. Some would say Bison to win and others would say Felicia but my final decision is that these under-rated characters would battle to an undetermined outcome. vs. Guile (studied by Psychochronic): Favors Guile in this one. Think of this as an updated CvS1/ST match with more moves and less speed. Remember to keep charge buffering as Sonic Booms keep Bison back and Flash Kick is great for anti-air, even if Bison goes a bit too far of the jump and hits Guile's head doing the move, it still gives the full damage! Try to crossup when you have the chance and use crouching MK to keep Bison away when he comes closer. What Bison can do when he gets closer is repeatedly poke for pressure game and Knee Presses for some chip damage. Time the Head Press' and Devil Reverses or it's an anti-air to your face. Bottom line is Guile wins this due to favorable attacks and also the range of his normals. vs. Ingrid (studied by Psychochronic): A good footsie game but Ingrid takes this one. Ingrid can use Sunshots to take out Bison's mid and air game and also to keep him away in case of attacks like Knee Press for instance. Bison can use his nomrals as his are stronger than Ingrid's (except for FP!). Ingrid can use her slide to get closer and jumping FP which is a great crossup. Using Sunupper or Sunlower is good for defensive purposes but if not timed correctly, Bison takes the advantage of the open attack. Sunburst is pretty much the only good super to slowly chip out Bison. Bison can use short Knee Presses to keep his distance and watch out for supers because Ingrid can counter or use Sunupper and avoid them easily. One of Ingrid's best matches. vs. Jedah (studied by DarksydePhil): Bison owns this matchup raw. If Jedah tries to jump back/ hover and throw blades all day, Bison's jump arc is big enough to just walk forward, jump and FK. This does massive damage to Jedah and beats both the blade and Jedah's anti-air moves. Bison can also cross up Jedah all day and keep him blocking with jabs/shorts into scissors. Bison's standing FK beats a lot of Jedah's ground attacks. If Jedah is too close/far for a jumping FK to hit him, do a FP psycho crusher instead to hit him on the way down from a blade when he can't block. All you really need to win this match is jumping FK: If Jedah can't keep you away and chip you, he's not effective at all. By the way, if you find yourself getting trapped, just teleport out of the corner to safety. If you happen to get a sizeable lead, you can actually just sit and do nothing, because nothing Jedah does offensively can really hurt Bison if he just blocks or uses jumping FK to stop blades. The bottom line is Bison owns Jedah since he controls the air, which is where Jedah needs to be to run away and play effectively. Bison also stands a chance on the ground, but if Jedah is bothering you, just block and then wait for him to jump for some more free damage. vs. Karin (studied by Psychochronic): Favors Karin due to footsies, moves and mobility. In this one, any of Karin's Yasha's can counteract Bison's normals specials and supers. Bison is not safe when Psycho Crusher is blocked because Karin can easily do a standing HK. For meter, it goes to Karin because using at 100% can be risky but it can do at least 40% damage when a custom at 50% is fully executed. Don't forget Karin's standard whiff-wfiff- throw game. Bison's only response is the air because of few of his moves. Bison's defense is a bit higher than Karin's, but offensive is probably equal. Karin favors in super meter, moves, mobility and normals. Favors Karin with a high margin. vs. Kenji (studied by DarksydePhil): Undetermined outcome but a very strong match. Kenji's strategy of throwing daggers, using standing FP to keep away on the ground and the jumping air chain in the air, seem to be effective. However, Bison can jump up and RH on reaction and it seems to beat the jumping chain if timed right, or get beaten clean in other instances. Also, Bison can cross up Kenji repeatedly and make him block scissors, and Kenji really can't do anything afterward that won't lead into Bison either crossing up again or using jumping RH for random results. Bison has to stay on the offensive in this match to win, but Kenji is able to keep him away a lot of the time. vs. Urien (studied by DarksydePhil): Urien's crouching short and medium kick beat ALL of Bison's pokes both range and priority-wise, including standing RH. Urien can win this fight extremely easily by just using basic zoning tactics, and jumping back a lot; Urien's jumping RH beats both the scissors and the psycho crusher. Urien is also very hard to cross up with Bison because he can either walk under Bison's jump, or do a crouching HP to either trade with or actually beat Bison's jumping medium kick, which will lead to a combo for big damage. When Bison does land a few hits, unfortunately he barely does any damage. Bison's only real chance here is to do a few zoned scissors/jab psycho crusher for a little bit of chip, but then he really can't do anything to follow it up because Urien can just do a crouching kick and beat anything Bison can throw out. Bison CAN actually beat Urien's jumping attacks with an anti-air crouching FP or standing MP, but the fact of the matter is that Urien doesn't exactly have to jump around much. Bison can try to do zoned RH sweep on reaction when he sees Urien go for a fireball, but this will result in a trade that Bison will come up the damage winner on. One advantage Bison has in this match is that 1. he can't get cornered because of his teleport and 2. he's not bothered by fireballs because of his Teleport. But if Urien throws a high fireball and you're in the air, chances are you're going to eat it. For air-to-air Bison can usually beat Urien, but remember that most Urien's aren't going to press anything but instead wait for you to attack and then parry. In fact, thats the real reason that Bison loses this match: most of his moves, especially psycho crusher, are only a few hits and very easy to parry. And if Urien parries, he's either going to get you up for a combo, or throw you for decent damage. One other advantage Bison has is his ability to block Urien's kneedrop and counter with a psycho crusher, but let's face it, Urien shouldn't be spamming kneedrops anyway. Instead, he should be spamming short and medium flavor shoulder tackles, which Bison really can't do jack about after blocking. vs. Yun (studied by Psychochronic): Favors Bison due to power on most hand. One would say Yun could take it, but the answer is no. Yun has low weak damage properties and his defense is lowered compared to the others of the 3S cast. The only thing he can do to get away is Super Jump and Parry, even though Bison's normals are powerful. Bison also has fast meter comparing to Yun, what's he gonna use it on? Don't waste it on EX Moves or Sourai-Rengeki. Only viable way is You-Hou or for your partner. Yun may equal (maybe a bit less) Bison on speed, agility and ground-game (a bit of it) but Bison's attacks is what kills. Can go either way at most but Bison's cahnce to win are at a very big percentile. vs. Zangief (studied by Psychochronic/Cam347/ Skankin Garbage): Splits right down the middle if you ask me. For Bison, don't spam the LK trick and limit your slide sweeps, remember that Spinning Pile Driver is deadly! An occasional teleport is useful for defensive purposes mostly and jump-in ticks are a big no-no! Standing HK is the best poke so use that to your advantage. Remember the renda-kara cancelling. After 2 LP/LK from the same position you cannot cancel, so stick to crouching LP, crouching LK, crouching LP x2. Standing LP will get you in trouble if the timings off. For Zangief, don't jump-in crossup HK on wakeup, do the Tactical Recovery, Zangief will get up slower and Spinning Pile Driver, even if he's in the corner don't do it. The Tactical Recovery can be quite tricky you know. Zangief's Lariat's shuts down most of Bison's ground game, not to mention his Spinning Pile Drivers too. That INCLUDES Psycho Crushers and Knee Presses by the way. Beware the meter because Aerial Russian Slam is a good anti-air, so no Head Presses and Devil Reverses! My conclusion is both and dish out evenly and can go either way. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 9) Alex: Place of Birth: New York Family: Tom (Father's friend) and Patricia (Father's friend's daughter) A boiling young street fighter whose forged body draws out combat instinct. Welling up with concentration of "What's a fighting style?" poking and moving him, he proceeds to battle. Beneficial Changes: -Only has the intro where he stretches then screams while he rips off his t-shirt. -Win pose is altered when he grabs his sweatband ans says "Weak", there is no wind effect. -Stance seems slower. Quick Standing Invulnerability Data: 42 frames total; invincible for the first 34 frames Dashing: -Forward: 23 frames -Backward: 28 frames Stun Points: 65 Victim: -Mummy: Looks like a Keebler elf. -Vampire 1: Female version of Alex. -Vampire 2: Patricia from SFIII, the daughter of Alex's friend Tom. Known players to use Alex: -Kytos (France) -Nao. (Japan) Best Matchups: Felicia, Yun Worst Matchups: Kenji, Karin 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: 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. 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 HKand 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. Though it's not fast as it was in 3S due to slow ends, it kinda gets 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: Hyper Bomb: 360 + P: Alex's Super Art I in 3S. Alex grabs the opponent and does two German Suplexes and finishing off with a Powerbomb. It has a slow startup period, making the opponent react quickly to avoid once the animation fully locks in. It has invulnerability on startup, making it useful on wakeup. It can also be comboed after an HP Flash Chop, resulting in Alex doing seven consecutive German Suplexes for insane damage. Boomerang Raid: QCFx2 + P: Alex's Super Art II in 3S. Alex does an HP with a Flash Chop twice then finishes off with a grapple; Front is a Powerbomb while the back is a release German Suplex. Another super which has invulernability on startup but once blocked, nothing gets affected after, not even the final grapple won't grap the opponent. Stun Gun Headbutt: QCBx2 + P: Alex's Super Art III in 3S. Alex goes towards the opponent on his jumping LP animation and when it lands, Alex nails 4 Headbutts in a row resulting in an automatic stun, ready for Alex to strike out more. It's an unblockable but very easy to avoid. Pros and Cons: (+): Faster than his 3S version. (+): FP Flash Chop --> MP Stun Gun Head Butt --> FP Flash Chop --> Hyper Bomb is the deadliest combo in the game, it can do 70-90% depending on character. (It also can do 99%!) (+): B.HP (Headbutt) can touch, even in air. (+): B.HP (Headbutt) can also hit crouching characters. (+): Good and fast normals. (+): You can still combo jumping HK to b.HP. (+): Standing HK works as anti-air, comes faster and has great priority. (+): Powerbomb has more range. (+): Hyper Bomb more useful. (+): The second highest stun (65). (+): Most powerful regular throw in the game. (+): More rangeful Head Stomp. Also can crossup when timed right. (?): You can only now combo a LP power bomb from a FP Flash Chop at point blank. (Only in the XBOX version, forget about this point if playing the PS2 or Arcade version but it really doesn't affect anything great.) (?): Doesn't have the Spiral DDT like in 3S. (-): Hyper Bomb has a somewhat slow startup period. It's just slow enough so that the opponent can jump on reaction to the super start up flash which is not good for the Alex user. (-): F.FP no longer moves forward as in 3S. (-): MP and close MK have tighter cancelling windows now which is obviously bad. (-): Extremely pathetic Air Dive (df.FP in air). (-): D.FP doesn't move forward as much, and you can't land a Rising Knee when one hit whiffs anymore. (-): D.FK has something wrong with it, I don't know what. Just feels different. (-): Stun Gun Headbutt will not re-dizzy. (-): Stun Gun Headbutt is so slow! (-): Head Stomp comes a bit slower and has less recovery time. (-): B.HP (Headbutt) can be parried. (-): Attacking after an Air Dive doesn't work. (Can be done in 3S.) (-): His dashing elbow is too slow! (-): His dashing elbow to Stun Gun Head Butt unblockable doesn't work. (-): Boomerang Raid doesn't grap if opponent blocks the 4 hits. His hands just go through the opponent. (-): Air Knee Grapple now is angled vertically and is very hard to catch standing opponents with (Hauzer doesn't count). (-): Air Knee Grapple can also be air-blocked. Various Character Matchups: vs. Guile (studied by Psychochronic): Guile wins this due to power and easy meter. If you ever heard the point where people said "Guile is strong but facing 3S people, he'll have to get defensive". it's actually a true fact. How Guile takes it is using his standard keep- away game because Alex can parry. Crouching MK's and slower Sonic Booms stall out Alex then Guile can jump-in using a jumping normal. Guile builds fast meter, so a simple crouching LK to Total Wipeout is a viable answer. Alex has to deal the near same properties as he's fighting Bison. Parrying is important because of the slow Sonic Booms, so no random jumping strikes. Hyper Bomb is useful so do that up close if you can. Bottom line is that Guile is too quick and powerful to match Alex. Alex has chances but is considered a mid-heavy character in this match. vs. Ingrid (studied by Psychochronic): Undetermined outcome on the match. Ingrid can simply play a distance game by FP's and Sunshots to keep away from Alex, Sunrize is maybe her only good anti-air but yet Alex can parry so it can be useful work wakeup games. Alex's sweep seems tobe the only good distanceful attack that's fast so keep that in mind in case Ingrid tries to start a fireball war. Both have nearly exact throw properties so that kinda matches out. Meter is a big factor to both sides; Ingrid's Sunburst can take out at max 17% and Alex's Hyper Bomb can take out as 55% which is some major damage. Ingrid may have the speed and projectile but Alex has the damage properties as his normals are good and especially Hyper Bomb and the fact he can parry, even going on the offensive. It can go any side but I say that the finalization of the outcome is undetermined. vs. Kenji (studied by Psychochronic): Can go either way. What Kenji can do is throw Ichimonji's and his any FP form to keep-away due to Alex's normals having good power. Alex can parry the normals which is a threat to Kenji's gameplan and also the damage of his throws (normal, special or super) which can dish out. Don't forget Boomerang Raid or Hyper Bomb, don't use meter for EX moves, it's a waste of meter and time. Kenji can build meter so the only thing viable is to knockdown Alex then Kagerou cancel like hell to build meter. Levelling up is important and any Mystic Break is good to keep-away (Ichimonji = Chip damage, Bakuryusho = Anti-air, Enmazuki = Close range). Favors any side because Alex has power and parrying but must play offensive. Kenji has speed, poke-range, easy meter and defensive game. vs. M. Bison (studied by Psychochronic): Bison wins due to all-around abilites. Bison's agility can mess up Alex's air-game and his only response is Air Knee Grapple or an attack after a parry. Bison's ground- game is fast due to his normals and damage properties which have the potential to stun Alex (his stun is the second highest in the game of 65). Bison clearly doesn't even need meter in this match as simple combos can simply do the trick. Alex's normals are the only effective in this match. His Powerbomb may have good range but his damage as it only does about 8% to Bison! Time your parries right or else you'll be suffering greatly. Bottom line is Bison can kill with or without meter and I would recommended using a Super Combo to use would probably any of them for some good chip damage.Alex needs meter or he's dead so don't waste it upon EX moves and Hyper Bomb would be the only source of Super Art to dish out the damage. vs. Yun (studied by Psychochronic): Favors Alex due to power and ground game. Think of this as a watered-down version of 3S where Yun and Alex's overall properties are completely changed. Yun has the speed and agility which can corner Alex for some hits. With Yun not able to abuse divekicks, this gives no choice but for Yun to work on the ground and with that since he completely has bad damage properties it's unable to greatly rush down. Alex on the other hand has the second highest stun (65) and his normals are great. He can use Air Knee Grapple for an anti-air and with his speed a bit up, he can dish out the damage more quicker. The only thing for Yun is a good footsie game or else he's out. Crossups won't be that easy and with Alex's Powerbomb having great power and great range, this gives Alex an advantage. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 10) Zangief: Place of Birth: U.S.S.R. Birthday: June 1 3 Sizes: B163 W128 H150 Blood Type: A Fighting Style: Professional Wrestling Exciting specialty throwing moves the greatest treasure of the pro wrestling world, alias "Red Cyclone." Devoting himself to his faithful muscles of steel, he fights unknowing of the world for the dignity of the native country. Beneficial Changes: -His face is redrawn as his eyes and mouth are a bit bigger and smoke goes out of his nose. Tactical Recovery Data: -Standard Wakeup Time: 81 frames -Delayed Wakeup Time: 94 frames Stun Points: 70 Victim: -Mummy: Oval doll of himself. These are Russian dolls and are called Nesting Dolls or "Matryoshka" in Russian. -Vampire: Small red haired girl with ponytails and a yellow scarf. Kind of looks like a super-deformed winter-clad Natsumi from Keroro Gunsou, the Manga moreson than the Anime. Known players to use Zangief: -Combofiend (United States) -TigerLee (Canada) Best Matchups: Felicia, Yun Worst Matchups: Leo, Hydron, Kenji, Karin Special Moves: Double Lariat: P/Kx3 simultaneously: Zangief's famours clothesline spawning its better form circa HF. Zangief clearly spins around with his arms out. One of his anti-airs and which very few moves can counter- attack it. This move let's Zangief become invincible to upcoming projectiles and stops majority sorts of jump- ins. By holding F or B, this can make Zangief move while he spinning making it more mobile. The P version spins for a fair amount of time as the K version spins for a shorter amount of time. Also great to build meter. The only thing Zangief needs to watch out is certain attacks such as Bison's Head Stomp can stop it every time so use the movement to your advantage. Punishing Flat: F, D, DF + P Also known as his "Spinning Fist" and does a few important things for Zangief. which he clearly spins around with a fist in blue aura. One is that it fades out projectiles instantly. Two is that it ups Zangief's offensive game as he moves in slightly closer which leads to a thinking scenario to your opponent. Final is that it can build meter good. Spinning Pile Driver: 360 + P: This move is known ever since WW. Zangief simply grabs the opponent as he spins around in the air on a pile driver position. One of the biggest damaging moves in the game and it connects right on the first frame, meaning it comes out likeinstant. Great for tick-thows and mix-up situations making it extremely deadly. Atomic Suplex (in close only): 360 + K: First introduced in NC, Zangied does two German Suplexes. It has slightly less range than the Spinning Pile Driver. The good thing is that when you whiff it out, it'll still make an attempt to grab the opponent. The bad thing is that it hits on the second fram of the animation, making the opponent having a chance to jump out of it. Flying Powerbomb (in distance only): 360 + K: First intoduced in ST, Zangief slowly runs towards the opponent ready to grab. Once it connects, Zangief launches the opponents in the air delivering a Powerbomb. Great for a tick-throw but bad in case Zangief misses it, he's clearly open to get attacked. Use with caution. Super Combos: Final Atomic Buster: 720 + P: The SFA2 version and the most feared super in the game period. Zangief does an Atomic Suplex, followed by an LP version of the Spinning Pile Driver and finishing off with an elevated Spinning Pile Driver! Does over 60% in damage. This super comes out likeinstant and hits on the first frame but must be done up close only, that means no whiffing attempts. Aerial Russian Slam: QCFx2 K: First tinroduced in SFA2, Zangief clearly leaps onto the air ready to grab for a Powerbomb. Unlike past games, this move cannot be followed-up after an anti-air. A good thing is that it can connect from certain moves. When Bison is doing his Psycho Crusher or Chun-Li doing a Spinning Bird Kick, the Aerial Russian Slam instantly beats it. Pros and Cons: (+): Spinning Pile Driver range is incredibly long... much longer than his previous incarnation... (+): LP Spinning Pile Driver is FEAR! (+): Good ground normals and pretty good mobility. (+): With a full meter in is the ultimate guessing game. (+): Vertical Headbutt (straight jump, U + FP) = STUN! (+): The K Lariat is invincible to low and mid attacks...it goes through supers and such... (+): Final Atomic Buster can take out as much as 80%! (+): The highest stun (70). (?): The highest frames during Tactical Recovery (96). (-): Counter-Character Problems. (-): Doesn't have solid Anti-Air. (-): Lacks speed and agility. Various Character Matchups: vs. Anakaris (studied by Psychochronic): Obviously favors Anakaris due to his abilites. This match is pretty much the same as Anakaris vs. Sakura with also the combination of Anakaris vs. Ryu; same blood, same mud. The worse part is that Zangief's meter takes hella time to build and his only useful attack is Lariats. Another example on why DS' own SFII characters for free. vs. Felicia (studied by Psychochronic): In specifics, this is the only DS character that can get owned by anybody. Favors Zangief obviously due to power. What Felicia can do is chain like hell no matter what. You're gonna have to excel in both because the odds of Felicia winning is as slim as string. Zangief has the usual Lariat game, special grabs up close and the normals. I'm not even gonna detail any further, all you can know is at least 3 Spinning Pile Drivers kills Felicia...'nuff said. One of Felicia's worst matches and Zangief's best matches. vs. Guy (studied by Psychochronic): Another tough battle that can go any side but truly, Zangief takes this one. Guy has the speed and can go ground and combos to keep Zangief away. Combo into Hozanto for some chip damage and use Hayagake: Kage Sukui/Kubikari for pressuring his crouch game. Sweeps are also good too for distanceful purposes. Zangief has the anti-air and that's obviously the Lariat which is effective to build meter. Zangief also has the power as a Spinning Pile Driver can take as much as 27% so getting too close means danger here! Guy's (as well as any other SFA character's) defensive properties aren't good against Zangief due to powerful command grabs so that's why Zangief takes this one. vs. Hauzer (studied by Psychochronic): I know what you're thinking...it's that you've imagined for the first time on how Zangief can do a Spinning Pile Driver on a big dinosaur! I'm laughing too...let's get to business. Zangief takes it and I say it goes 55-45. Use K Lariat's with Zangief for a quick damage, even if Hauzer is blocking. Hauzer can use crouching LK to hit it as crouching HK will result in Hauzer getting hit. Any Lariat is a good anti-air so time that right, even if Hauzer is above. Tempest Fall is Hauzer's good anti-air as Zangief may need to do a jumping FP/FK to get closer. Use jumping FK's to keep Zangief away and a couple Volcano Breaths too but Zangief can get closer using the Spinning Fist. To get also closer to use Hauzer, use some tick attacks and also Running Powerbomb to get in more damage. Levelling up is important remember, so use that tactic too, otherwise, use the Deluge Crisis Mystic Break as that's also a good anti-air but needs to be timed right, before Zangief lands on ground. Don't forget as Zangief, use the Stun Headbutt and most notably in situation, Aerial Russian Slam. Zangief takes this due to attack power, building meter fast and quick attacks. Hauzer is pretty much a big-ass punching bag but can keep away Zangief, even though Hauzer is too big for a target. vs. Hydron (studied by Psychochronic): I remember watching hella old A-Cho vids from 2004 when Jedah, Anakaris and Hydron were the commonly picked characters,so I'll lay it down here from watching that retro video. This one obviously favors Hydron no problem. All Hydron can do to keep Zangief away is throwing Tornado Mists, Tadpole Spawns and constant sweeps and pokes. All Zangief can do is Lariat or Spinning Fist to get closer but Hydron favors in agility too as Zangief is too slow for the battle. If you're up close, limit your pokes, Ultimate Guards and Chiller's Attacks because you'll indeed suffer damage (such as Spinning Pile Driver) if not timed correctly. Getting too close to Zangief is danger so remember to play rushing and turtling for this one. vs. Jedah (studied by Psychochronic): One of my favourite matches every time I fight TigerLee (One of Canada's top 5 CFE players; uses Zangief/Guy). The thing about it is that Jedah can rushdown great but getting too close can be a mistake so keep your distance. Use Dio-Cega's (Regular or ES are good) for distance that execute a ground chain-combo (starting in the air, time it right or you'll get a Lariat to your face) or for chip damage. Getting too close may mean a Spinning Pile Driver or other slam which can take off 35% of vitality and watch the air, if Zangief's vertical headbutt nails you, that's about 13% of vital plus an automatic stun which leads to suffering! Since Jedah beats Zangief on other stuff, be sure to time your EX supers for good timing but Zangief's pokes and throws (Final Atomic Buster can take off as much as 85%) are stronger than Jedah's so find openings for your chain- combos since Zangief is a heavy character. vs. Karin (studied by Psychochronic): Neutral sided here similar to Jedah vs. Zangief. The standard whiff game for Karin is at a 50-50 here because of Zangief's range for Spinning Pile Driver which causes a threat. For Karin, rely on sweeps and jumping normals at a distanceful range. It'll become a big dice roll here when both have full meter. Both can do as much as 75%; depending of Karin's formation of the custom. Zangief favors due to power and grabs. Karin favors due to speed, agility and footsies. Both equal on meter and potential. Hard match right here. vs. Kenji (studied by Psychochronic): Favors Kenji easily. What Kenji can do is throw LP Ichimonji's all round and what Zangief can do is use Spinning Fist. Kenji's two standing HP's is what keep Zangief away and forces Kenji to play defense due to the fact the Spinning Pile Driver takes as much as 31%. Both can build meter near evenly and Kenji must level up in order for his Mystic Breaks and normals to get up much stronger. Kenji's jumping FP can safely attack on air that resorts for pressureful game and Jumonji is great for chip damage. One of Kenji's easiest matches. vs. M. Bison (studied by Psychochronic/Cam347 /Skankin Garbage): Splits right down the middle if you ask me. For Bison, don't spam the LK trick and limit your slide sweeps, remember that Spinning Pile Driver is deadly! An occasional teleport is useful for defensive purposes mostly and jump-in ticks are a big no-no! Standing HK is the best poke so use that to your advantage. Remember the renda-kara cancelling. After 2 LP/LK from the same position you cannot cancel, so stick to crouching LP, crouching LK, crouching LP x2. Standing LP will get you in trouble if the timings off. For Zangief, don't jump-in crossup HK on wakeup, do the Tactical Recovery, Zangief will get up slower and Spinning Pile Driver, even if he's in the corner don't do it. The Tactical Recovery can be quite tricky you know. Zangief's Lariat's shuts down most of Bison's ground game, not to mention his Spinning Pile Drivers too. That INCLUDES Psycho Crushers and Knee Presses by the way. Beware the meter because Aerial Russian Slam is a good anti-air, so no Head Presses and Devil Reverses! My conclusion is both and dish out evenly and can go either way. vs. Rose (studied by Psychochronic/Skankin Garbage): Favors Rose 60-40. LP Soul Spark is off the hook as it's hard to jump over and K Lariat is too hard to time. Her crouching/standing HK is a long poke but not that threatening as any Lariat can punish it. Soul Drill isn't that bad too.This is pretty much a poking game in Rose's favor so if you're using Zangief, you'll already know you have to be pretty precise to be effective, so make Rose come to you on the ground if anything. Make her resort to Soul Sparks! I didn't mention other normals of Rose's, cause she doesn't need any; her other ones are too short ranged to be very dangerous to Zangief, anyways. In the air, Rose's crouching FP beats everything. The only thing Zangief can do isconsistently win with is the MK Knee Press. Now, why you'd ever be jumping at Rose or anyone is my best guess, but if you do...Yeah. Your only hope is MK Knee Press. I don't recommend doing it, cos you'll have to attack way too early in your jump in. Command grabs are dangrerousas they can take out as much as 23% or more, so footsies are hell in the match as you'll never know if you'll suffer it. Final Atomic Buster can hit as much as 80% and that's not good. Summary is the same way you beat most characters with projectiles. Stay at max range and Lariat through the Soul Sparks until she approaches you. Try to get to that magic range (she'll naturally want to be there too, since that's her max range for standing HK) and wait for the Soul Spark. Jump over that and use Spinning Pile Driver or K Lariat through it and score a knockdown. It's harder to do on Rose than most projectile characters, cause of her crazy long range and good priority (and high flying Soul Spark), but it's not impossible. Oh. And do something ballsy at the beginning of the match to get a lead. Rose, being a character with a projectile, naturally has the advantage in a turtling match, so get the lead before you start turtling. 60-40 in Rose's favor due to projectile, anti-air, counters and defensive gameplay. vs. Yun (studied by Psychochronic): Favors Zangief in a similar situation as Felicia vs. Zangief. Divekick abusing will not work here, Zangief's Lariat is a clear anti-air. Getting too close means a Spinning Pile Driver and Yun's defensive properties is very, very low. For Yun, use crouching normals to combos. Tetsuzankou is a good combo finisher is be sure to cancel it to You-Hou for big damage; Sourai-Rengeki is not a good alternative and that super art is merely damage that's equivalent to chips. Zangief gets favored due to power but Yun can give out some pressure. A defensive Yun can slowly increase the chances to win but Zangief is favored by a high margin. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 11) Yun: Place of Birth: Shanghai Family: Grandfather User of Chinese fighting arts (Kenpo) who possesses a genious fighting sense. Living in his homeland Hong Kong, together with his younger twin brother they're active as young leaders. Beneficial Changes: -Doesn't have the intro where he jumps from the screen from his skateboard. -Gets a new win pose as he straightens his cap and raises his arm up. Quick Standing Invulnerability Data: 41 frames total; invincible for the first 33 frames Dashing: -Forward: 22 frames -Back: 32 frames Stun Points: 60 Victim: -Mummy: A pot used to carry rice dumplings and stew. -Vampire: His girlfriend Hoimei from SFIII. Known players to use Yun: -Combofiend (United States) -Izumi (Japan) -Nao. (Japan) -Oji (Japan) -Shiro (Japan) Best Matchups: Felicia, Rose Worst Matchups: Hauzer 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 slight 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 open to strike. This move is better known as a tick-throw setup for a strike on Genei-Jin in 3S. The differed part is that it has a bit of speed toned down on startup, the same part goes is landing it. Super Arts: Sourai-Rengeki: QCFx2 + P: Yun's Super Art II in 3S. 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. You-Hou: QCBx2 + P: Yun's Super Art I in 3S. Yun does an HP, an LP Tetsuzankou then finishes off with a fist blow which juggles the opponent greatly, ready to do more damage. Anoher super which has invulnerability on startup, making it great for wakeup or anti-air options. Pros and Cons: (+): Can produce great air and ground combos. (+): Easy juggling. (+): Sourai-Rengeki is useful after a combo. (+): If you land an FP Tetsuzankou on the ground in the corner, do jab palm into You-Hou to get full hits of the super. (+): If you ever launch out of the air with your back to the corner, FK dive kick behind them and just combo them back into the corner. (-): Does very little damage. (-): Meter-Dependant! (-): Doesn't have Genei-Jin like in 3S. (-): Sourai-Rengeki deals pathetic damage; around 15% maybe? Perhaps even less. (-): Nishou Kyaku is not very useful an an anti-air. (-): He is pretty much the same as CvS2. Which means he totally sucks with floaty jumps and slow dive kicks. (-): Animation for crouching MK is the same as crouching LK!!! Which means horrible range. (-): Does not have the far standing forward animation from 3S. no matter what range you are in, you always get close standing forward (Launcher). (-): Divekicking (df.FK in air) is hard to abuse in this game; there's so many characters that had ruin your day in damage... (ST cast, Zangief, dp'ers...etc.) (-): You-Hou will not air juggle very well against at least Anakaris and Pyron (although Pyron doesn't really matter), So that kinda blows... (-): Other things to test out is who you can launch with FK at any distance and still be able to LK dive kick and keep juggling. Some fatter characters (like obviously Hauzer) can only be launched from certain farther distances or the dive kick will never whiff. Other characters you might need to FK dive kick to get close enough depending on launch distance. Various Character Matchups: vs. Alex (studied by Psychochronic): Favors Alex due to power and ground game. Think of this as a watered-down version of 3S where Yun and Alex's overall properties are completely changed. Yun has the speed and agility which can corner Alex for some hits. With Yun not able to abuse divekicks, this gives no choice but for Yun to work on the ground and with that since he completely has bad damage properties it's unable to greatly rush down. Alex on the other hand has the second highest stun (65) and his normals are great. He can use Air Knee Grapple for an anti-air and with his speed a bit up, he can dish out the damage more quicker. The only thing for Yun is a good footsie game or else he's out. Crossups won't be that easy and with Alex's Powerbomb having great power and great range, this gives Alex an advantage. vs. Jedah (studied by Psychochronic): Jedah takes this but Yun can hold it as he has slighty a bit more chances as he has the equal amount of properties as Jedah. Agility and speed they both have and an example of that is Yun's divekicks which can setup for a combo and Jedah's chain-combos, setting up starting on air then onto ground. Speed due to Yun's fast specials and dashing and Jedah's fast normals and dashing (air too) as well. Both have the same amount of damage properties so that's a neutral point. Yun on the other hand can parry, which is useful on the air due to Jedah's normals. Jedah can Guard Cancel which can affect Yun's divekicks and while during his Super Arts. Even though they both have fast attacks, Yun's mostly ends with a special as Jedah's doesn't and are mostly normals. Another point is that Jedah has unblockable and is great for corner games after Dio-Cega when Yun fails to parry. Other than above, it can go either way but Jedah has the most chances of winning. vs. M. Bison (studied by Psychochronic): Favors Bison due to power on most hand. One would say Yun could take it, but the answer is no. Yun has low weak damage properties and his defense is lowered compared to the others of the 3S cast. The only thing he can do to get away is Super Jump and Parry, even though Bison's normals are powerful. Bison also has fast meter comparing to Yun, what's he gonna use it on? Don't waste it on EX Moves or Sourai-Rengeki. Only viable way is You-Hou or for your partner. Yun may equal (maybe a bit less) Bison on speed, agility and ground-game (a bit of it) but Bison's attacks is what kills. Can go either way at most but Bison's cahnce to win are at a very big percentile. vs. Zangief (studied by Psychochronic): Favors Zangief in a similar situation as Felicia vs. Zangief. Divekick abusing will not work here, Zangief's Lariat is a clear anti-air. Getting too close means a Spinning Pile Driver and Yun's defensive properties is very, very low. For Yun, use crouching normals to combos. Tetsuzankou is a good combo finisher is be sure to cancel it to You-Hou for big damage; Sourai-Rengeki is not a good alternative and that super art is merely damage that's equivalent to chips. Zangief gets favored due to power but Yun can give out some pressure. A defensive Yun can slowly increase the chances to win but Zangief is favored by a high margin. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 12) Karin: Place of Birth: Japan 3 Sizes: B83 W57 H85 Blood Type: B Special Skill: Several Kanzukiryu Succession Moves Daughter of the illustrious Kanzuki family trust. "Keeping up with everything is sufficient for winners" being the family precept's motto, acquisition exceeding a hundred systems of fighting arts. Until-now-rival Kasugano Sakura is the confronting example of whom her heart seethes. Beneficial Changes: -She doesn't have the intro where her butler comes in to the fight and she throws a tray at him. -She doesn't have the intro where she hops out of a helicopter. -She doesn't have the win pose as she poses where her butler brings her a drink. -She doesn't have the win pose as she poses where her butler goes to her opponent while down and gets a first-aid kit. -She doesn't have the win pose as she poses where her butler and her dog run around. Stun Points: 60 Victim: -Mummy: A French Poodle which is her dog seen from SFA3. -Victim: Karin wearing a Tennis outfit with a racket. Known players to use Karin: -Arturo Sanchez (United States) -D44Bas (Japan) -Jeron Grayson (United States) -Justin Wong (United States) -Mago (Japan) -Ricky Ortiz (United States) -Taka (Japan) -Y.F. (Japan) Best Matchups: M. Bison Worst Matchups: Hauzer P Alpha Counter: Standing HP K Alpha Counter: Crouching HK Special Moves: Guren Ken: QCF + P or HCF + P: Also known as "The Rekkas". Karin dashes forward a bit with a simple palm push. Basically, the opening for combos and other Guren Ken setups as it has a variety of ways that are made to confuse the opponent's guarding game and land in some good damage. Also good for follow-ups and juggles as well. -Guren Ken: Press P after Guren Ken (1), Guren Ken (2): Does one more simple palm push then finishes off with a Hosho. -Guren Mujin Kyaku: K (after Guren Ken 1 or 2): Does her famous two-hit step kick which is great for juggling and mixups. -Guren Yasha (High): B + P (after Guren Ken 1 or 2): Does her high counter-attack. -Guren Yasha (Low): B + K (after Guren Ken 1 or 2): Does her low counter-attack -Guren Ressen Ha: U + K (after Guren Ken 1 or 2): -Guren Kusabi: D + K (after Guren Ken 1 or 2): Does a simple slide sweep. -Guren Chochu: DF + P, P (after Guren Ken 1 or 2): Does one part of her Rassen Cho then finishes off with her Ressen Chu. Hosho: F, D, DF + P: Karin does a simple palm thurst that sends the opponent back and down. Lacks range as shenearly stands on the same spot but has a large hit factor around it and is capable of beating incoming normals. The downside is that it has substantial recovery time, making her not safe on block. Mujin Kyaku: F, D, DF + K: Karin's famous two-hit step kick that lanuches the opponent. Excellent for juggle setups which allows Karin to nail a free attack (normal, special, super) in the process. Does very little damage alone but can be comboed after Guren Ken. Rasen Cho: B, D, DB + P: Karin nails an elbow thrust towards the opponent. Just like Mujin Kyaku, this is also another extension after Guren Ken. The move itself has no interesting uses. -Ressen Chu: Press P (after Resen Cho): Same thing as Rasen Cho, Karin just nails a second elbow. Nothing interesting also. Ressen Ha: QCF, UF + K: A leaping overhead attack. Karin simply jumps forward and circles her palms. Very slow overhead but can punish projectile attempts and opponents on crouch game. Yasha Gaeshi (High): QCB + P: Karin's high counter-attack which can instantly hit jumping and standing attacks. It can even punish super combos too! Moves such as Ryu's Shin Shoryuken, Hydron's Strangling Spark, Yun's You-Hou just to name a few big damaging super combos won't be affected! Karin simply counters that no problem! Yasha Gaeshi (Low): QCB + K: Karin's low counter-attack which can instantly hit crouching attacks and sweeps. This versionis somewhat too risky to do mid-screen because of heavey recovery time. Notice an extra 2-3 frames when done? Good to use after Guren Ken but by itself...be sure to time it right. Arakuma Inashi: 360 + K: A multi-hit command throw. Karin simply knee's the opponent just like her neutral throw, then simply draws the opponent down. This move is useful useful for many of Karin's closeup game but not useful for comboing as this move was a big factor in SFA3, not here. Super Combos: Kanzuki-Ryu Shinbi Kaibyaku: QCF x2 + P: Karin does her Level 1 version of this Super Combo. A different formation of Guren Ken thrusts that ends with her Hosho. It does LESS damage than a Guren Ken juggled with an s.HP but it has some invincibility frames on startup, making it great to whiff out on desperation or defensive scenarios. Kanzuki-Ryu Ko'ou Ken: QCF x2 + K: Karin swings her palms like Ressen Ha's and jumps straight up in the air. Perfect for anti-airs and does great damage after juggling a Guren Ken or finishing off a Custom Combo. Pros and Cons: (+): Has amazing Anti-Air ability even her super is a great anti-air. (+): Excellent footsie game. (+): Her Custom Combos can do as much from 50%-90%, depending of character and formation of Combo. (+): Highest comeback factor! (+): Easy to execute Custom Combos. (+): Her crouching MK is bufferable! (+): Her crouching HP is a good anti-air. (+): Doing f.MP repeatedly is great for rushing and gives a chance to whiff out a throw! (+): Can stun easily and faster! (+): Her jumping HK can also cross up. The back of her other leg also has a hit box. I think its a little similar to Iori's b.LK in CvS2. (+): Fastest sweep in the game, Karin's sweep is likeinstant and has like zero recovery. Possibly the fastest sweep in all of SF history; sweep is ruthless and destructive (Top-tier right there!). (+): Her Mujin Kyaku Custom (Karin's "Sho-Sho-Sho" like Custom Combo) can chip as much as 8% and is great for cheap knockouts. (+): Great juggling (eg. Guren Ken --> Guren Mujin Kyaku --> Kanzuki-Ryu Ko'ou Ken) (+): She can combo her LP version Guren Kens after the above bufferable moves. She can only connect with the palm strike finish and the hopkick though. And you have to be quick. Good news nonetheless. (+): Also, this is kinda surprising, but her Yashi Gaeshi's come out fast. Real fast. The animation is the same, but Karin will counter anytime after inputting the QCB +P/K motion. (+): Her counters is exactly like Geese from CvS2 (even Super Combos can be affected!). (+): Her FK Ressen Ha is now travels full screen making it much easier to punish projectiles. (+): Karin can combo her Custom finishing her Guren combo. Time the Last FK before the custom ends and land LP, standing LP Guren! (+): Karin doesn't have to work that hard to establish mid-range, and once she does, she dominates very well. I don't think she falls prey to projectile abuse (i.e. Hauzer). Just as in SFA3, Karin won't be jumping a whole lot either unless she's attempting a MK crossup. Her ground game is very strong. (?): Outside the Gurens, the Rasen Cho and Ressen Chu can be taken advantage because of their natural combo potential. Plus, they're kinda flashy. However, you're better off sticking to bufferable moves -> Guren Ken -> Guren Mujin Kyaku -> finisher. (?): Hmm....it seems Karin cannot combo Guren Kens during her Custom. She can only use the initial palmstrike. She can still do the finishers but you have to input the motions kinda slowly or she'll cancel into one of her normals. (-): In Guren Ken, the Rasen Cho and Ressen Chu are (and I hate to say it) worthless. No combo potential easily blocked/interrupted. The delay isn't really worth anything. (-): Karin's Mujin Kyaku doesn't have the "push" effect as it did in SFA3. This means it's not safe on block. You're gonna get hit. So no more blasting through any retalitation with her Kanzuki-Ryu Shinbi Kaibyaku. As a matter of fact, none of her finishers seem to be safe (not even her sweep). (-): Karin's Guren Ken's now have slight gap openings for blocking which is Bad news. So finish off with her Mujin Kyaku (can lead to Custom Combo) or Palm Strike. Timing is crucial though. (-): Unfortunately, the LK Mujin Kyaku is unsafe vs. all characters since there is no push like SFA3. Now, the LK Ressen Ha finisher is interesting. (-): Hmm....what else needs to be said of her Guren Kens? Well, if you use her strong or fierce Gurens outside of a combo and the opponent blocks the first palm (shame on you), you can be thrown or hit before the second palm comes out. Same as SFA3. (-) Arakuma Inashi is not that useful as it was in SFA3. Various Character Matchups: vs. Demitri (studied by Psychochronic): Demitri becomes guano in this match. This is like Jedah vs. Karin except Karin doesn't need to be worried about any of the Jedah tactics. Demitri doesn't have a stalled projectile, reliable air-to-ground chain-combos, constant mix-ups, distanceful unblockables and an air-dash. Karin can simply crouch under a Chaos Flare, air block a Chaos Flare, has excellent pokes and can Guren combo to dish out. Don't forget about the Custom Combos as they can serve damage! Karin's footsie game can easily avoid doing Dashing Demon Cradle, Midnight Pressure and Midnight Bliss. If the Batspin doesn't get countered and gets blocked instead, Demitri suffers a poke while in the air. With all that there, Karin wins hands down. vs. Guile (studied by Psychochronic): Another neutral sided match. Guile can do his standard Sonic Boom game for his defensive purposes. One thing to get his reaction off is Karin's Ressen Ha which can punish it very quickly. Basic rushdowns like Gurens can give Guile a hard time. Guile can build meter fast and when he misses his super, it's okay for him to gain it back; a random super wouldn't hurt. Karin's custom can bring the pain. I say, just activate at 50-60% and you'll be fine as it'll come back faster than later. Guile's keep- away and projectiles are his keys. Karin's Guren's, rushing normals and Customs are her keys. vs. Hauzer (studied by Jeron): One of Sanford Kelly's personal favorite counter matches. Hauzer completely limits Karin to nothing. B.FP beats her crouching FK clean. Crouching LP and or short stops her from doing anything when she gets in. Since her whole game is revolved on getting in at most points she is forced to jump in which case she gets Anti-Aired (Crouching MP one of the best anti-airs in the game) completely mounts her. All she has is custom against him and honestly thats all she has period thats WHY she's so good, but anyway thats when the mentality of the player comes in. In most Hauzer can just block the initial part of the custom then Ultimate Guard her, then shes back to square 1; No custom and no way in. Trying to build meter is useless since whiffed normals only give alpha 1% per whiff (MP, MK, FP, FK) and by that time Hauzer can just rush her down. vs. Hydron (studied by Psychochronic): Karin wins this one due to rushdown. Simple stuff like normals getting whiffed easy plus the speed of them effects Hydron and he must play defense on this or he'll lose. Karin can whiff out normals then easily tick- throw as usual. Her sweep is also fast and effective. Hydron can try to jump out of the corner but his agility is too slow. Tornado Mists and Tadpole Spawns also won't work because Karin can air-block. The only thing Hydron can stop with time is Ultimate Guard because it can easily wipe out Karin's Custom Combo wihch results her meter back to 0%. Karin's meter should only be used for Alpha Counters as it's more wiser. Karin wins and Hydron has no choice but to play defense. vs. Jedah (studied by Psychochronic): Can go either way and I say that is an undetermined outcome. Karin's normals are very effective and can stun Jedah down the greatest. Karin's low pokes, comboing Guren's than a normal for easy juggling which is great for a tick-throw and can dish out at most 20% (not including the throw). Jedah can just do his basic chain game going air-to-ground, throwing Dio-Cega's then getting ready for a mixup. It's his only way to make due because of Karin's top-tier pokes. Try to sneak in a ES Dio-Cega or Finale- Rosso when you have the chance. The minus side on Jedah is Karin's Custom due to DarkStalkers' defense. I remember seeing an old A-Cho match where a silver-of-life Karin does a 90% Custom Combo so beware Karin's comeback factor. In conclusion, Karin vs. Jedah = Very good outcome. With full meters, it's a very good guessing game and it can go anyway due to experience and one must outsmart the other. vs. M. Bison (studied by Psychochronic): Favors Karin due to footsies, moves and mobility. In this one, any of Karin's Yasha's can counteract Bison's normals specials and supers. Bison is not safe when Psycho Crusher is blocked because Karin can easily do a standing HK. For meter, it goes to Karin because using at 100% can be risky but it can do at least 40% damage when a custom at 50% is fully executed. Don't forget Karin's standard whiff-wfiff- throw game. Bison's only response is the air because of few of his moves. Bison's defense is a bit higher than Karin's, but offensive is probably equal. Karin favors in super meter, moves, mobility and normals. Favors Karin with a high margin. vs. Rose (studied by Psychochronic): Favors Karin but with Rose doing a some job to keep her away. I'm saying that is because Rose can use Soul Spark in far distance and if Karin attempts a jump, Rose can easily do Soul Throw as anti-air. Karin can use crouching HP as anti-air in case Rose tries to do a jump-in. Air game results in Karin due to her normals being beastly and come out faster than Rose. Rose's only answer for air is Soul Throw and Soul Spark. Ground game favors Karin due to the rushdown. Simple whiff normals then tick-throw for easy meter. Rose can respond by using P Alpha Counter to crouching MP linked to MK Soul Drill. Cusotm's favor Karin because of again...fast normals and that she has an overhead attack to affect Rose's crouch-game. Rose has okay customs and can use Soul Drill repeated after activate, but really not reliable and passable. Remember that there is no guard bar in this game and Rose has lack of speed and options. vs. Sakura (studied by Psychochronic): Karin wins this due to mobility, her Customs and the strength of her normals. Think of this as SFA3, except stricter consequences like meter reset and such. What Sakura can do is use standing HK for mid-range pokes and Flower Kick and Hadoken's for chip damage and to build meter. Karin can do her standard poke-whiff game to build meter and also to rushdown since they are bufferable as hell. Watch out of Karin's sweeps as they come out instantly and can do damage so try to keep Karin away as possible or on the air. Custom's favor Karin by a long shot and that's doesn't fit well. As Sakura, time the execution of her "Sho-Sho-Sho" Custom right and don't start by whiffing a lower normal then an standing HK after activation. I'm saying that is because Karin can activate her's while in this situtation and can dish out the beatings the next half-second after then Sakura obviously suffers (doesn't matter if Sakura activates at 100%). Even if Karin blocks and Sakura's custom is still going, Karin is building meter, ready to use an Alpha Counter for that situation. Sakura must play defensive and must strictly excute or she can't hold it. Karin can win, even without her meter, she can just use her basic normals. vs. Zangief (studied by Psychochronic): Neutral sided here similar to Jedah vs. Zangief. The standard whiff game for Karin is at a 50-50 here because of Zangief's range for Spinning Pile Driver which causes a threat. For Karin, rely on sweeps and jumping normals at a distanceful range. It'll become a big dice roll here when both have full meter. Both can do as much as 75%; depending of Karin's formation of the custom. Zangief favors due to power and grabs. Karin favors due to speed, agility and footsies. Both equal on meter and potential. Hard match right here. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 13) Ingrid: From a sweet appearance she calls out her mysterious "abilities" to make fun of her opponents. The purposes of her birth, fight and so on are wrapped in mystery. Beneficial Changes: Non-existant. Roll Wakeup Data: -Forward: 64 frames / 64 invincible -Backward: 59 frames / 59 invincible Roll Data: 36 frames / 30 invincible Dashing: -Forward: 23 frames -Backward: 27 frames Stun Points: 55 Victim: -Mummy: She turns into her baby form. -Vampire: She's looks like Athena from KOF2003 but she's wearing a hat. Known players to use Ingrid: -Ultrayox (France) Best Matchups: Guile, M. Bison Worst Matchups: Nobody... Special Moves: Sunshot: QCF+ P: Ingrid's projectile as it goes slowly and at an angle. This move is great to knock down an incoming opponent from the air and it gives full damage until the fireball vanishes. Also great to build meter while playing a defense style but not good to do an MP or HP version because it will not go over the opponent's head (majority of the roster). Sun Dive (only in air) QCB + K: Ingrid does a ballerina-like spinkick in the air landing very slowly. This move is okay to stall in the air to attack down to the opponent quicker. Sunupper: QCB + P Ingrid's countermove where she stands and holds a shield- like projectile. This move is passable for an anti-air and to ruin someone's jump-in and close range game. The bad thing is that it has slow recovery once the shield fades out so watch the timing. Sunlower: QCB + K: Same as Sunupper but a lowerish crouching version of the move. This is great to counterout an opponent crouch game such as low normals and sweeps. Even though Ingrid's ground style isn't used much oftenly, the same negative properties still apply just like Sunupper. Sunrize: QCF + K: An advancing and anti-air special. Ingrid does a forward hop-like spin then does a Sunarch. Very good for hop and advance game but using it can very risky and can be easily readable. Sunarch: F, D, DF + K: Ingrid's flipkick. A very good anti-air and great on wakeup. The LK version minimizes the height and the HK version leaves her wide open so watch out. Super Combos: Sunburst (1 meter): QCFx2 + P: Ingrid's best super and agreed by most others. This is where she blows a larger and slower-like Sunshot and it explodes on impact or after a short distance which is perfect for mid- screen or anti-air game. The fireball's movement is slow and the explosion impacts half the screen. A fast damaging super for 1 meter but it takes time to reach to the opponent. Also it's it's two hits by Parry or Ultimate Guard. Sunshine (2 meters): QCBx2 + K: Ingrid's only super that involves physicality and easy to combo into. Ingrid does a few Sundives across one after the other and ending with her f.MK. Good for doing up close and for some chip damage. Sundelta (3 meters): QCBx2 + P: Ingrid's super that must be done in the right time. Ingrid does a modified but extension of her Sunupper and when it connects, the opponents gets hit multiple times in the air. The LP version hits close, the MP version hits mid-screen and the HP version hits from far away. The risky part is that it costs Ingrid her entire meter which is the majority of it. The rewarding part is that it's great on turtle situation. Again for this super, the same negative properties as Sunupper. Pros and Cons: (+): Plays a combination of Cammy and Athena from CvS2. (+): Standing MK is a really solid poke. (+): Crouching HP tends to crouch under some fireballs (Ryu's for instance), so if you ever get into a "fireball fight" just do crouching FP or something. (+): Sunupper to Sunburst is great for defensive games. (+): Any fp of hers is fucking annoying (Which is great for rushers or turtlers)! (+): She has a slide move, df.MK. Great tool if you want to get in closer after throwing a firball. (+): Has the highest Roll Wakeup frames of 64 forward and 58 backward (also including invincibility). (+): Standing FK seems to be a retarded, FAST overhead. Might be 2-3 frames, who knows,but it's good to use once in a while while you're trapping. (?): She's the only person to roll. (-): Her damage is low, she doesn't have much in the way of combos unless she's point blank and her meter takes awhile to build. (-): She has lower life and the lowest stun (55). (-): She can really only throw LP and MP fireballs unless they're jumping backwards and her fireball is at a weird angle(which is a between degree of Gambit's Kinetic and Trick Cards from MvC2). Various Character Matchups: vs. Alex (studied by Psychochronic): Undetermined outcome on the match. Ingrid can simply play a distance game by FP's and Sunshots to keep away from Alex, Sunrize is maybe her only good anti-air but yet Alex can parry so it can be useful work wakeup games. Alex's sweep seems tobe the only good distanceful attack that's fast so keep that in mind in case Ingrid tries to start a fireball war. Both have nearly exact throw properties so that kinda matches out. Meter is a big factor to both sides; Ingrid's Sunburst can take out at max 17% and Alex's Hyper Bomb can take out as 55% which is some major damage. Ingrid may have the speed and projectile but Alex has the damage properties as his normals are good and especially Hyper Bomb and the fact he can parry, even going on the offensive. It can go any side but I say that the finalization of the outcome is undetermined. vs. Chun-Li (studied by Psychochronic): It can go both ways but Ingrid has the most chances of taking it. How so is because other than Chun-Li's parrying, Ingrid can Counter Roll. Chun-Li can throw Kikoken's and same with Ingrid with her Sunshots but it can also be a useful anti-air. Ingrid's LK Sunrize is great for wakeups and her throw damage is exceptional. Don't forget about FP's, abuse that if you can especially on air and crouching too plus it can give stun points! Chun-Li has got the speed and agility on this one so if Ingrid stalls on attack (most likely Sunshot), Chun-Li can dish it out. Don't forget about parrying also as that's another key in this match. Don't forget that Sunburst is a 2-hit parry so watch out! vs. Felicia (studied by Psychochronic): Felicia has to excel offense and defense or she's kitty litter to this annoying little girl. Sunburst takes off as much as 17% so be sure limit the dashing as chain-combos are the factor for Felicia. Things to watch out when fighting Ingrid are her FP's, Sunupper, Sunlower and a wakup Sunrize so nearly any of Felicia's attacks can come some sort of consequence. Another simple match for Ingrid. vs. Guy (studied by Psychochronic): Guy takes this one due to speed. Guy can invade the ground and hardly has to use air attacks for this one. Keep going closer to Ingrid using MP's like hell and sweep when she does throws a Sunshot, timing is near-precise and it gives Ingrid the pressure on the match. Combo into Hozanto for some chip damage and use Hayagake: Kage Sukui/Kubikari to take down her crouch game.Ingrid can take the air using Anti-Air Sunshots and abusive jumping FP's as Guy's Bushin Izuna Drop must be timed correctly or he suffers from that mistake. With that strategy and meter built, Guy can time his Super Combo or P Alpha Counter. Ingrid loses due to speed, mobility and the fact he can build meter very fast. vs. Hauzer (studied by Psychochronic): Hauzer wins due to power. Ingrid must excel oftenly or she'll lose. What she can do is throw Sunshots to keep Hauzer away and Sunrize on wakeup is passable. Hauzer can use crouching MP or Tempest Fall as anti- air. Deluge Assault and Deluge Crisis is good for some chip damage. Watch out of her FP's so don't forget to Ultimate Guard and Ultimate Counter really fast because of Ingrid's slow-time on her FP. Standing MK, B.MP and jumping FP are threats too because they can do damage and can stun Ingrid quick. Bottom line is Ingrid's low overall properties can fare enough going toe-to-toe with Hauzer. vs. M. Bison (studied by Psychochronic): A good footsie game but Ingrid takes this one. Ingrid can use Sunshots to take out Bison's mid and air game and also to keep him away in case of attacks like Knee Press for instance. Bison can use his nomrals as his are stronger than Ingrid's (except for FP!). Ingrid can use her slide to get closer and jumping FP which is a great crossup. Using Sunupper or Sunlower is good for defensive purposes but if not timed correctly, Bison takes the advantage of the open attack. Sunburst is pretty much the only good super to slowly chip out Bison. Bison can use short Knee Presses to keep his distance and watch out for supers because Ingrid can counter or use Sunupper and avoid them easily. One of Ingrid's best matches. vs. Sakura (studied by Psychochronic): Ingrid takes this one. She can use Sunshots as anti-airs but Sakura can air block them. Sakura can't air block a Sunburst thoughand that can give an advantage. Wakeup LK Sunrizes can do some damage and FP's can stun Sakura quick! The thing about Sakura losing here is lack of sub-system. With Ingrid being able to dash, Counter Attack and Roll, these properties can rush Sakura greatly (remember, this is not Sakura from CvS2 A-Groove!) and thus results in the loss. Simple crossups may do the trick against Ingrid which builds meter. Use the meter towards Super Combos as it can do about 20% but in Custom Combo, be careful because if Ingrid blocks, she options such as Counter Roll. With Ingrid being more versatile to a toned-down Sakura, it points out that Ingrid is favored. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 14) Urien: The chief of the secret organization controllers of the concealed society since the B.C. era, "Lord" Gill's younger brother. Worthy to reign on his own, bare fisted hatred inside. Beneficial Changes: -Face seems to be redrawn as he grins now. -Faster stance. -Doesn't have the win pose where he says "You Die!" when he slams his fist to the ground creating a pillar of fire around him then screams. Believe it or not, that pillar of fire is used in Kenji's Bakuryusho Mystic Break. -Doesn't have the win pose where he dashes to the opponent while on the ground and nearly slams his fist halfway to clench it.Urien just stands on the same spot while he does that pose and grins. -Doesn't have the time over action where he holds himself then bleeds. Quick Standing Invulnerability Data: 44 frames total; invincible for the first 33 frames Dashing: -Forward: 17 frames -Back: 21 frames Stun Points: 60 Victim: -Mummy: An Olmec Statue from Mexico. The Olmecs were the tribe in Mexico that preceded the Aztecs. -Vampire: Makoto from 3S dressed a lot like Urien. Known players to use Urien: -Daigo Umehara (Japan) -Kindebu (Japan) -Knit (Japan) -Psychochronic (Canada) -Ricky Ortiz (United States) -Tokido (Japan) Best Matchups: Anakaris, M. Bison Worst Matchups: Nobody... 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 gameplan. 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. The changes to this move is that it can't follow-up just like in 3S. In 3S, you hit an upward Metallic Sphere then do a Chariot Tackle for juggle and hits. This juggle can't be done here so be careful. Chariot Tackle: Charge B, F + P: 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 cross-ups in different ranges and is great to hitcrouchers. The EX version goes much faster as it rushes towards the opponent and does two hits and doesn't knockdown, which is similar to Gill's Moonsault Knee Drop in 3S. Dangerous Headbutt: Charge D, U + P: Urien leaps forward with a flying headubtt attack similar to Gill's Psycho Headbutt in 3S. This attack is very useful for wakeup, surprise and juggle attacks and can be passable 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 lock in a Super Art when needed. Super Arts: Tyrant Slaughter: QCF x2 + K: Urien's Super Art I in 3S. Urien does six Chariot Tackles one-by-one then finishes it off with a Lariat. A flexible rushing ground combo which can be juggled when timed right and has some sort of invulnerability on startup, making it great for a wakeup reversal. Temporal Thunder: QCFx2 + P: Urien's Super Art II in 3S and possibly the best Super Art here. Urien blasts a wide projectile as it does 5 hits and fades smaller the more farther it goes. A great anti-air as it has wide-range, has a great startup and is great for juggling. Great to do after a Chariot Tackle or Dangerous Headbutt (just four hits though). Aegis Reflector: QCBx2 + P (Press Px2 for upwards): Urien's Super Art III in 3S. Urien summons a big stationary projectile forward as it does six hits. Very good to shut down the opponents mobile options as it can also reflect regular and super projectiles coming toward it. Very good for cornering the opponent, ready to devastate a huge amount of damage if a combo should be locked in. Pros and Cons: (+): Faster than his 3S version. (+): Easy juggling. (+): Good ground game. (+): Great mobility. (+): Standing FP has solid range still and comes out fast. Overhead and UOH have good speed and range. (+): Temporal Thunder more useful here than in 3S. (+): Upward Metallic Spheres is great to kill floaters. (+): Tyrant Slaughter can juggle a bit when timed right. (+): Aegis Reflector pushes outward, so you can actually play his good ol' 50/50 mix-ups off of them. (+): A deadly Aegis combo has potential to stun. (+): You can also do insane dizzy damage if you can hit them from the aegis mix-ups with his chain (standing LP -> standing MP -> aegis hit) x6 -> crouching FP -> Chariot Tackle / whatever you'd like. I don't remember the exacts, but it's pretty hefty if done correctly. (+): His shoulder is more like the 2nd Impact version but it has it's uses especially with Super Cancels but if it's blocked your up for a meaty combo in retaliation for your slack timing. (+): Whenever you're staying back and throwing Metallic Spheres, kara-cancel crouching HP/MP/FK into them. This move is extremely easy to kara for some reason, and it adds a tiny bit of startup in exchange for a tiny bit of meter. (+): LP Dangerous Headbutt comes out FAST...speedy gonzalez style which means extremely fast recovery! (LP x2 -> Jab Dangerous Headbutt is fucking sweet for throw setups and close range attacks!) (+): All Super Arts have good startup. (+): Violent Knee Drop knocks down the opponent and leaves you standing steps right over the opponent. (+): Urien's Quick Stand is 44 frames and is invincible for the first 36 frames which is the highest compared to the others of the 3S cast. (?): Violence Knee Drop is somewhat fast as well and as mentioned knocks down but Urien kind of floats above them for a split second before landing (ugly) but as mentioned he's right on top of them. (?): Urien's EX Dangerous Headbutt seems like the hitbox stays out on start to end. He stays in the same animation and will hit on the way down. (?): EX Violence Knee Drop will not knock down the opponent. (?): For some reason, Temporal Thunder does 4 hits if done after a Dangerous Headbutt. Kinda weird. (?): Upwards Aegis Reflector is hardly useable. (-): Doesn't have his Aegis Reflector unblockables like in 3S. (-): Can't follow up a Chariot Tackle after a Metallic Sphere like in 3S. (-): Chariot Tackle is not safe once it's blocked. (-): His crouching FP cannot juggle up SFA characters from ground level. (-): His crouching FP is 2nd Impact as well but with crap range...too many times I get a wiffed second hit and no juggle. (...grrrr...) Various Character Matchups: vs. Anakaris (studied by Psychochronic): Anakaris takes it but Urien has chances. I'd say 55-45. This match is similar to Jedah vs. Urien except that pokes is more of a factor and Anakaris' projectiles don't stall. In this situation, Anakaris can use his standard keep- away Coffin Drop game easily converting to rushdown chains fast. Since Anak's chains are too fast (faster than Jedah's), the parrying is way more precise or Urien will be suffering for it. Urien's pokes do some good damage and a good wayto chase Anakaris is the air. I'm saying this because MP Metallic Spheres keep Anakaris from upwards and Urien's normals are faster to come out comparing to Anakaris' normals. Quick Standing is great to get up quickly and avoid follow-up attacks but don't do it too often, especially when cornered because a Hole of Hell can come by (which is anybody's weakness when stuck in the corner). Anakaris takes this due to keep-away game and chains but Urien has chances of stopping it. vs. Demitri (studied by DarksydePhil): At first sight, you might think that Urien would win this match, but what you have to realize is that Demitri never has to actually go offensive, he can go either way. The best way to win this is to stay away from Urien and just keep Metallic Spheres. Urien will eventually tire of blocking and parrying and be forced to come after you and this is where the advantage lies. Demitri's Demon Cradle beats anything Urien can use to jump in, including the Knee Drop; just be careful that Urien doesn't parry because it's only a one-hit Demon Cradle. Demitri's jumping FK actually trades with Urien's crouching HP the majority of the time and does more damage, so you should have no fear of juggles here. Urien's Metallic Sphere shooting upwards is useless since Demitri can air block, and can actually bait the anti-air Sphere and then do an ES Batspin for a big combo. Also remember that Demitri can dash through fireballs, so wait for a normal one and then do a Dashing ES Demon Cradle for big damage. Demitri can use his crouching hk for zoning on the ground, and also when Urien jumps in as an anti-air sweep. The bottom line here is, Urien really has very little to do besides attack and his attacks are not very effective at all against Demitri. Meanwhile, Demitri can run away all day, throw fireballs, try to bait attacks and then counter with ES Batspin, ES Dashing Demon Cradle and sweep through lots of Urien's attacks, or especially after a blocked Chariot Tackle. Bottom line is Demitri controls this match because he can keep Urien away and go whenever he wants.Urien has little he can do to Demitri since his fireballs are neutralized, his knee is easily blocked and his Chariot Tackle can be swept if blocked. vs. Guile (studied by DarksydePhil): Okay, you can argue all day that Guile is the damage leader here and he can just turtle and run away all day. But you'd be wrong. You forget that Urien can parry and can easily get out of whatever anti-air Guile throws at him. Urien can jump at Guile all day and if he tries a crouching FP or flash kick, Urien can easily parry and punish afterwards, because it's only one hit. Guile can sit back and throw sonic booms, but Urien can just parry them all day. Guile is majorly effective when he can chip with booms and get a lead, then turtle, but he can't turtle vs. a parry character effectively. What ends up happening is Guile has to go on the offensive, and this is where Urien takes advantage of the situation. Urien can anti-air fireball or use the Knee Drop to take Guile out of the sky, and unfortunately most of Guile's attacks are easily parried. Urien dominates this match because Guile can't play his best, which is a turtle strategy. Play this match a few times, learn the parry timing and you win for free. Bottom line is Urien beats Guile because Guile can't turtle vs. a parry character. His sonic boom, crouching HP and flash kick are all easily parryable, which allows Urien to punish him. Guile is forced to go on the offensive and Urien takes advantage of this. vs. Hauzer (studied by N-Ken): Unless someone can convince me Hauzer can actually stop Urien from getting full screen consistently, I'm convinced this match is ridiculously lopsided. MP Metallic Spheres beats everything Hauzer has, even if he ducks it he can't stand up til the sphere is completely off screen, otherwise he gets smacked in the head. Even if Hauzer can stop Urien from getting that far away, Urien can beat alot of his pokes even still. I'm quite possibly forgetting something that Hauzer has that might prove useful, but from what I've seen this match is ridiculous. vs. Jedah (studied by Psychochronic): My team of Jedah/Urien right here and the result conflicts as neutral as both can stand upon each other. Urien can keep Jedah out of the air using MP Metallic Spheres as Jedah's main game is dashing, air-dashing and floating. For Jedah, use the standard Dio-Cega rushdown game to go forward but in a slow manner, getting too close too fast has a plus and minus. The plus is that a chain-combo can be quickly executed then use Nero Fatica to move back quick and gain meter. The minus is that Urien's normals are punishing and should the Urien user lock a Chariot Tackle, it can be a sign to Super Cancel to Temporal Thunder which means nearly 28% off Jedah's vital. Poke-range is also neutral and quick too. Jedah has crouching LP/LK and standing/jumping MP while Urien has standing MK, standing FP and jumping FK. Parrying is also a factor but the timing must be crucial and imminent due to Jedah's range and recovery, especially if it's a normal such as MP's, FP's, crouching MK or jumping FK in specific so be careful. Jedah must excel and use Dio- Cega's (especially ES for chip damage) because Urien is more faster and his normals are raised a bit. Same with Urien as Jedah is much easier to work here than in Vampire Savior due to easy execution. My end say says it's 50-50. vs. M. Bison (studied by DarksydePhil): Urien's crouching short and medium kick beat ALL of Bison's pokes both range and priority-wise, including standing RH. Urien can win this fight extremely easily by just using basic zoning tactics, and jumping back a lot; Urien's jumping RH beats both the scissors and the psycho crusher. Urien is also very hard to cross up with Bison because he can either walk under Bison's jump, or do a crouching HP to either trade with or actually beat Bison's jumping medium kick, which will lead to a combo for big damage. When Bison does land a few hits, unfortunately he barely does any damage. Bison's only real chance here is to do a few zoned scissors/jab psycho crusher for a little bit of chip, but then he really can't do anything to follow it up because Urien can just do a crouching kick and beat anything Bison can throw out. Bison CAN actually beat Urien's jumping attacks with an anti-air crouching FP or standing MP, but the fact of the matter is that Urien doesn't exactly have to jump around much. Bison can try to do zoned RH sweep on reaction when he sees Urien go for a fireball, but this will result in a trade that Bison will come up the damage winner on. One advantage Bison has in this match is that 1. he can't get cornered because of his teleport and 2. he's not bothered by fireballs because of his Teleport. But if Urien throws a high fireball and you're in the air, chances are you're going to eat it. For air-to-air Bison can usually beat Urien, but remember that most Urien's aren't going to press anything but instead wait for you to attack and then parry. In fact, thats the real reason that Bison loses this match: most of his moves, especially psycho crusher, are only a few hits and very easy to parry. And if Urien parries, he's either going to get you up for a combo, or throw you for decent damage. One other advantage Bison has is his ability to block Urien's kneedrop and counter with a psycho crusher, but let's face it, Urien shouldn't be spamming kneedrops anyway. Instead, he should be spamming short and medium flavor shoulder tackles, which Bison really can't do jack about after blocking. vs. Rose (studied by DarksydePhil): Rose wins this match because, quite simply, she does a lot of damage. Her staple link of low MP->short soul drill can't be punished if blocked by Urien. Urien also can't parry Rose's anti-air soul throw, and if Urien tries to cross up, Rose's crouching HP is a pretty good move to use. Rose can use standing FK, which has huge range, to poke at Urien and beat the range of any of his crouching kicks. Rose can absorb or reflect Urien's fireballs, and can block the anti-air version. She can use any heavy attack to punish a blocked Kneedrop, and her MP->short soul drill combo to punish a blocked Chariot Tackle. Rose has a bit of a hard time crossing up Urien, I have no idea why, but I would guess because her jump arc is pretty far. If you try to cross him up, you'll usually end up getting a nice crouching HP to the face, or else jumping too far and passing over. If you do get the spacing correct, use crossup medium kick, then two crouching MPs comboed into MP soul drill. The bottom line is Rose controls this match due to her great anti-air options, the fact that she negates fireballs from the picture entirely, and the range/ priority of her standing FK. Urien really can't do anything besides try to bait random parries, and this isn't always the best strategy. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 15) Felicia: Place of Birth: United States Race: Catwoman Year of Birth: 1967 Height: 168 cm Weight: 58 kg (in cat form 4.1 kg) A girl of the Catwoman Race dreaming of musical stardom. Troubled with a childhood of misfortune, she comes upon bright fun battles. Beneficial Changes: -Doesn't have the intro where Felicia starts off as a kitten then gets evolved to her full Felicia form from a bolt of lightning. -Doesn't have the win pose where she wipes her head and a ball of yarn comes up as it opens up and another cat is dancing. -Doesn't have the win pose where she wipes her head and when she sees a mouse screaming, she fails to capture it with the mouse on her head. -Doesn't have the win pose where she wipes her head and when she sees a mouse screaming, she captures it. -Get's a new win pose as she yawns then simply takes a nap. Roll Wakeup Data (Forward and Backward, including invincibility): 63 frames Dashing: -Forward: 36 frames -Backward: 32 frames Stun Points: 55 Victim: -Mummy: A cat. -Vampire: A Showgirl, similar to Marilyn Monroe. Known players to use Felicia: -EBI (Japan) -Elvenshadow (United States) -Jeron Grayson (United States) -Kytos (France) -Teruchika (Japan) Best Matchups: Hauzer, Chun-Li Worst Matchups: Nearly anybody... Special Moves: Rolling Buckler: QCF + P then P rapidly:: A two motion move where Felicia rolls towards the opponent the gets ready to uppercut. This move is great to fastly go under projectiles and be used for surprise and close attacks. The ES version goes full-screen and it can still connect. Cat Spike: F, D, DF + P: Felicia throws a ball and swipes it out on the way to the opponent. A modified dashing attack if you wanna call it. A great way to punish projectiles, even from a far distance and serves in closer which is great for throw attempts. The ES version simply lets Felicia jump straight up and whip the ball straight to the opponent. Sand Splash: QCFx2 + K: Felicia does a crouching MK and at the end of her foot, shoots sand. Basically, an extended poke and is a good way to play a footsie game. Also a great as a defensive move as if it's timed perfectly, Felicia can crouch under certain projectiles while nailing this on the way. The ES version extend's slightly bit, but gives more hits. Delta Kick: B, D, DB + K: Felicia's Guard Crush and anti-air. Felicia simply jumps up as she does a straight kick then goes down forward fast with multiple kicks. Pretty similar to Urien's Violence Knee Drop as she can go over projectiles and close the distance to damage to the opponent. The ES version simply adds more kicks when Felicia goes down forward. Hellcat: HCB + K: A useful command throw as Felicia spins and scratches the opponent then does a simple throw. Very good for a tick- throw, is unblockable and is worth the time for the damage. The ES version does double the speed and double the damage so use it wisely. Kitty Charge: Dx2 + Kx3: I don't know the actual name of this move. Felicia simply charges her meter slowly just like S-Groove from CvS2. This is great to build meter last-minute to nail an ES/EX or to do far away on defensive situations. The thing about it is there is some slow on ending so be careful. EX Supers: Dancing Flash: HCB, F + Px2: An extended version of Felicia's ES Rolling Buckler. Felicia simply does a barrage of normals then finishes off with an uppercut. Basically the same advice relating to Rolling Buckler except it goes much faster so use with caution as it does meter. Please Help Me: HCB, F + Kx2: Also known the her "Cat Gang-Bang Super". An attack where Felicia yells out for a kitten jumps or runs across the screen. Once the little kitten connects, more kittens come in and start clawing, scratching and jumping on the opponent doing nearly 35 hits. The LK + MK version will send a kitten running on the ground. The MK + HK version will send a kitten from over Felicia. The LK + HK will send a kitten from above. Each different formation works in different situations so choose wisely. The good part is when it hits, Felicia comes invincible through the entire process, even during the taunt which is good in case you hit that after the opponent does a super projectile! The bad part is when it doesn't hit, Felicia has no recovery time and will remain taunting until the kitten is fully disappeared off the screen, so watch out or else you'll be suffering a lot of damage due to that action. Pros and Cons: (+): Can charge meter just like CvS2 S-Groove! (+): Good sweep. Ground slappy move seems to be guaranteed after on pretty much ever character, making it a 1500 dmg sweep (more if you want to use meter). (+): Low FP's and far MP's seem to be perfect anti-air's. Crouching FP for when they're above you and when they're at a distance. Standing FK also works when they're above you and also sets up a super deep dash attack. (+): Formidable speed. (+): Can attack during a dash . (+): Hellcat command grab is pretty useful. (+): Cat Spike gives the opportunity to hop over projectiles. (+): Dashing MP hits twice in the air, so it's good for long dashes where you don't back-cancel them. Great for good combo setups. (+): Please Help Me (Kitty Cat Gang-Bang super) seems to be a good anti-air from a distance. (+) The instant Please Help Me connects, Felicia will be invincible to all incoming attacks until the cat ordeal is finished. Regular specials and supers will not affect her in any way! (+): Has the highest Roll wakeup of 63 frames (also including invincibility)! (+): Can climb on walls by holding the direction of the wall. (+): Can land and sit on opponent's head. (+): Has 2 Follow-up attacks. The other one remains Felicia one the same spot as she claws the opponent but must be done close only. (?): Rolling Buckler and Dancing Flash goes under I believe all the fireballs in the game. Be careful with it, because it has to be timed so that you uppercut them or otherwise at the end, otherwise the lag near the end will land you in spanksville. (?): Doesn't have Kitty Helper as in Vampire Savior 2. (-): Low Vitality. (-): Lacks defense. (-): Can be easily defeated within a matter of attacks. (-): Has the lowest stun in the game as Ingrid (55). (-): Character not recommended for turtlers. (-): Sand Splash seems pretty useless, especially when standing FK reaches way farther. (-): Her forward dash can be made much faster by tapping back. It will also cross up standing opponents if you're close enough... which doesn't seem to be a good thing. (-): She doesn't have any jumping cross up attacks. (-): If her Please Help Me super gets blocked (even from a distance), you're automatically open for target and you're kitty litter. Various Character Matchups: vs. Guile (studied by Psychochronic): Favors Guile obviously. Somersault Kick is great anti- air and can take out at least 12%! The strength of his normals are big damage which results in Felicia's chances of even rushing as extremely low! Guile can switch his style, one point is defense and Sonic Booms and the other is jump-in and poke/combo. The most Felicia can do is chain and sweep which results into a follow-up attack. Guile wins due to power...'nuff said. vs. Hauzer (studied by Psychochronic): Favors Hauzer unless he screws up on this one. When Felicia is going to air chain-combo, Hauzer can Ultimate Guard that then P Ultimate Counter when Felicia hits the floor. Hauzer can also take the air using jumping FK's, Tempest Falls and crouching MP's. Speed plays a factor so watch out when Felicia dashes because it can be a sign of a chain-combo so use ground and crouching normals to keep her away. When you're swept, try to get out of the corner to put Felicia in some tight pressure. Even though Mystic Breaks aren't necessary for this match, use the gems to level up but just in case, use Deluge Assualt for some chip damage. vs. Ingrid (studied by Psychochronic): Felicia has to excel offense and defense or she's kitty litter to this annoying little girl. Sunburst takes off as much as 17% so be sure limit the dashing as chain-combos are the factor for Felicia. Things to watch out when fighting Ingrid are her FP's, Sunupper, Sunlower and a wakup Sunrize so nearly any of Felicia's attacks can come some sort of consequence. Another simple match for Ingrid. vs. Kenji (studied by Psychochronic): Favors Kenji unless he loses focus on this one. Both have great speed, agility and have theability to chain- combo. As Kenji, do whatever it takes to knockdown Felicia then Kagerou cancel like crazy to build meter fast. Try to keep her off the ground as her chains are faster than Kenji's. Felicia has the fast chains, the Guard Cancel and the pokes on the air which make her a somewhat threat in the match. Jumonji is great for chip damage and Bakuryusho does about 20% off Felicia's vital. Leveling up is important which also increases attack powerand heal a bit of life which are factors to how Kenji wins this match. Failure to level up gives opportunites for Felicia to snag this one. vs. Leo (studied by Psychochronic): Goes to Leo due to easy rushdown. Felicia has to play defense on this one because Leo can rule the air due to his long poke range.Felicia's only chance to strike is on the ground (Leo's pokes again) or when landing which is probably the best chance. The bad thing is that Leo can just Ultimate Guard the chain-combos and strike right after. Leo doesn't even need Mystic Breaks for this one, using the gems to level up is a bad sign also for Felicia. vs. M. Bison (studied by Psychochronic): The tables can turn at anytime in this rarity of a match. Bison has the top pokes and the agility. All he has do to is punch and kick until Felicia is stunned then pull out a meaty combo for some big damage. Bison doesn't even need meter for this match. Felicia on the other hand has the agility (not as great as Bison's), the poke range, ground speed and chain-combos. Her Delta Kick Guard Crush can be useful on after attacks like the Head Press, Devil Reverse and Psycho Crusher. Her crouching FP is a great anti-air in case Bison tries to do a jump-in and her speed on ground level is ready to do a chain-combo. Meter is important remember so after the sweep of the final hit of the chain, charge your meter; it can be good for a Dancing Flash when Bison lands or if you're in close, an ES Hellcat which is great for a tick-throw. Some would say Bison to win and others would say Felicia but my final decision is that these under-rated characters would battle to an undetermined outcome. vs. Rose (studied by Psychochronic): Rose takes this one due to power. Felicia can take this one as she can invade the ground more faster due to dashing. Rose's normals can easily stun Felicia and her crouching HP or Soul Throw is a great anti-air to keep the cat out. Felicia can chain-combo but there is a problem on this matchup. The problem is Rose's P Alpha Counter. She can simply input that command in the middle of Felicia's chain and then the tables can turn easily. After the counter is done, Rose can simply do crouching MP to Soul Drill for a good 9-12%. Rose doesn't even need Super Combos or Customs in that matter, a mixture of attacking and defending style of a Rose can just need her Alpha Counters to hold that. Bottom line is that Rose can take the match only if she utilizes her P Alpha Counter and her top-tier of normals. If not, a conciencious Felicia maybe able to take the cake. vs. Ryu (studied by Psychochronic): This match obviously points Ryu for the win. With Ryu being the best character on the SFII cast and Felicia being the worst on the DS cast (and probably overall!), this is obviously a bad match for Felicia. What Felicia can do is standing FK because of poke-range at least try to dash in for a chain-combo. She can do Rolling Buckler to get out of fireballs and Delta Kick and Please Help Me is an alright anti-air since Ryu can't air block. Ryu can just do his normals, basic Hadoken game and Shoryuken's can take out as much as 21%! Since Felicia is obviously too weak and and can get stunned pretty easily, this favors Ryu automatically. vs. Zangief (studied by Psychochronic): In specifics, this is the only DS character that can get owned by anybody. Favors Zangief obviously due to power. What Felicia can do is chain like hell no matter what. You're gonna have to excel in both because the odds of Felicia winning is as slim as string. Zangief has the usual Lariat game, special grabs up close and the normals. I'm not even gonna detail any further, all you can know is at least 3 Spinning Pile Drivers kills Felicia...'nuff said. One of Felicia's worst matches and Zangief's best matches. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 16) Leo: Place of Birth: Guridea Age: 35 years Height: 218 cm Weight: 125 kg Long since the antiquated times of the country's myth, Leo is Guridea's king. The case of his appearance and body being that of half beast, suspiciousness and dignity don't roll away. Beneficial Changes: Unknown. Roll Wakeup Data (Forward and Backward, including invincibility): 32 frames Dashing: -Forward: 22 frames -Back: 24 frames Stun Points: 65 Victim: -Mummy: A very cartoony lion with no mane and red boots. -Vampire (1): Female version of Leo. -Vampire (2): Little girl with a lion's mask, sword and shield. Reminds me of the little girl Ed's Halloween costume in the Anime Movie Cowboy Bebop: Knocking on Heaven's Door Known players to use Leo: -Izumi (Japan) -Jeron Grayson (United States) -Toki no Tobira (Japan) Best Matchups: Ryu, Guile, M. Bison, Zangief, Anakaris Worst Matches: Jedah P Ultimate Counter: Second Standing HP K Ultimate Counter: Second Crouching HK Special Moves: Chronos Rush: QCF + P then Px2: Leo charges forward a bit doing a shoulder blast that does 3 hits then does a vertical slash which is an over headattack. This move is actually 2 seperate attacks and motions as the incoming shoulder and then the slash to finish it off. Somewhat fair recovery on the move as it's great to setup another attack or move, most notably a Gaia Driver. Achilles Rush: QCF + P then Kx2: Same concept as the Chronos Rush except Leo thrusts his sword downward performing a lower poke. Very good to confuse your opponents defensive tactics. Mars Slash: F, D, DF + P: Another overhead attack that Leo posesses. Leo simply turns around for a bit as he quickly slays his sword down using an element differing on which button you press. The LP version surrounds lightning on the swrod and it can be comboed off a crouching HP. It also comes in more faster. The MP version suurrounds ice and it can only be blocked standing. It also comes in at a fair amount of speed. The HP version surrounds flames and it must only be blocked standing. This version takes the longest amount of speed. This move is probably good as a surprise or mid-range attack. Gaia Driver: 360 + P: Leo's version of Zangief's Spinning Pile Driver. Leo simply grabs the opponent as he spirals around in the air and to finish it off, thrusts his sword to the opponent when they hit the ground. The move is a fat command, comes out likeinstant and it has 75% grab range. Excellent for jump-ins and tick-throws so think about this move if you're limiting your offensive options. Mystic Breaks: Hercules Rush (Level 1): QCFx2 + P: Leo simply rushes to his opponent as when it hits (hit or blocked), he unleashes a series of normals going at a fast rate. Very good to chip damage, useable during Level 1 in case you wanna save your gems and can be cancelled from a combo but very bad because it's difficult to link due to Leo's poke-range. Gigas Driver (Level 2): 720 + P: Leo does three Gaia Drivers (one from each button) to deliver big damage. Basically the same properties on on Gaia Driver and it also has some invulnerability startup, making it great for tick-throws, jump-ins and wakeup reversals. Pros and Cons: (+): Best poke-range in the game. (+): Pretty much every sword move he has does double damage when at a decent range. (+): Hercules Rush great for chip damage. (+): Gaia Driver comes out fast! (+): Gigas Driver does good damage for a Level 2. (+): The second highest stun (65). (?): Chronos/Achilles Rushes great for corners and confusion (but can get really annoying and cheap!). (-): Making use of Ultimate Guard (important, but bad to have to rely on). Various Character Matchups: vs. Anakaris (studied by Jeron): Anakaris literally has no options against Leo. No air to air, no air game period. Jump down FK with Leo (one of the best jump-ins in the game beats all of Anak's anti-airs). Chronos/Achilles Rushes completely destroys Anakaris since he has no counter and has to guess the high, low, grab game conclusion from it. If he guesses right it really doesnt matter since the patter will repeat itself. Rush is in no way effective against Leo since tri- dives can be Ultimate guarded or if timed right Anti-Air. Leo outprioritizes Anakaris and that is why this match is bad. vs. Felicia (studied by Psychochronic): Goes to Leo due to easy rushdown. Felicia has to play defense on this one because Leo can rule the air due to his long poke range.Felicia's only chance to strike is on the ground (Leo's pokes again) or when landing which is probably the best chance. The bad thing is that Leo can just Ultimate Guard the chain-combos and strike right after. Leo doesn't even need Mystic Breaks for this one, using the gems to level up is a bad sign also for Felicia. vs. Guile (studied by Psychochronic): Leo has his bowl of super-charged Frosted Flakes as this is a tough match for Guile as Leo wins due to sub- systems and poke-range. Guile can do his Sonic Boom game all round and Leo can go forward with pokes in the air. Leo can also air- block so that's another disadvantage to Guile. Guile can do his pokes (MP, MK, FK) while going forward in attempts to hit Leo but Ultimate Guard is also a factor, even though it's questionable to do in this match. I'm saying that is because Guile builds meter fast and that's Leo defensive tactic in the situation. Mars Slashes are great to break Guile's crouch game and levelling up is important too as the Gigas Driver does good damage. In conclusion, Leo can evade and poke like hell as Guile is forced to go up close and due to that, Leo wins the match. vs. Guy (studied by Psychochronic): Favors Leo due to easy rushdown. This match is nearly similar to Leo vs. Felicia except Guy's defensive properties are a bit up, better agility and good time to make some meter but can't chain-combo but doesn't really matter. In this matchup, Guy can work on the grounddue to speed but Leo's pokes can take time down. Don't forget about Ultimate Guards too. Leo here can use Mystic Breaks especially Gigas Driver to punish out some damage so that's a positive there. No need to level up unless for desperation, Gaia Drivers are a key to win as Guy needs to be on distance to strike. vs. Hydron (studied by Psychochronic): Favors any side due to rushdown. Enough attempts of Tornado Mists as Leo can jump right over ready for a long poke ready to setup for a Chronos/Achilles Rush which gives Hydron no choice but to Ultimate Guard. Hydron can use Tadpole Spawn to keep Leo away which gives him no choice but to air-block in that scene. Hydron can poke like hell using crouching/standing LK's and standing MP's and can chip by going forward using the LK version of The Chiller's Attack. My conclusion is that levelling up is important and whomever nails their Mystic Break first (preferrably Level 2), gets the advantage of the match. Hydorn as Strangling Spark and Leo has Gigas Driver which both do great damage. vs. Jedah (studied by Psychochronic): Favors Jedah but Leo can stand. Yes, Leo has a great poke range but Jedah has too and that's his MP and it's ready for a chain-combo.This favors also by speed as Leo is too slow to handle the pressure and also his P Ultimate Counter as it's his only sort of counter. Jedah can start chaining low, mixing up then ending it with a Spreggio, do whatever it takes to knock him down, getting close may mean a hefty poke or probably a Gaia Driver. If one thing, Leo must poke like hell in the air and must play defensive, going on the offense can mean a risk so make sure you have meter and at least at Level 2 ready for a Gigas Driver or Hercules Rush for bits of chip damage. Leo can Ultimate Guards his chains but timing is extremely crucial as Jedah can easily do another chain-combo or simply execute a Prova-Dei-Cervo meaning Leo's chances are slim. vs. Zangief (studied by Psychochronic): In specifics, this is the only DS character that can get owned by anybody. Favors Zangief obviously due to power. What Felicia can do is chain like hell no matter what. You're gonna have to excel in both because the odds of Felicia winning is as slim as string. Zangief has the usual Lariat game, special grabs up close and the normals. I'm not even gonna detail any further, all you can know is at least 3 Spinning Pile Drivers kills Felicia...'nuff said. One of Felicia's worst matches and Zangief's best matches. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 17) Guy: Place of Birth: United States 3 Sizes: B108 W77 H82 Blood Type: O Special Skill: Miniature Tray Landscapes A modern-day ninja (Shinobi) who's the successor of what is named "Bushin Ryu Ninjitsu." With a colorful system of line attacks, the enemy is not even granted the coming skid. Beneficial Changes: -Face seems to be redrawn. -Doesn't have the intro where he does a jumping MK which knocks out trash cans on the way. Stun Points: 60 Victim: -Mummy: A wolf with a red handkerchief and Ibuki's shuriken in his mouth . -Vampire (1): Maki from Final Fight 2, her body and Guy's head. -Vampire (2): Borg 180 known as Shadow Girl from Capcom's Gamecube game called Gotcha Force. Known players to use Guy: -Justin Wong (United States) -Sanford Kelly (United States) -Shiina (Japan) -TigerLee (Canada) Best Matchups: Ryu, Urien Worst Matchups: Hauzer, Zangief P Alpha Counter: Crouching HP K Alpha Counter: Faster crouching MK Special Moves: Hozanto: QCB + P: Guy turns around for a bit as he thursts foward with a f.MP. Great for basic combos and the HP version can go under projectiles during the turn. Bushin Senpuu Kyaku: QCB + K: Also known as the "Hurricane Kick" seen back in Final Fight. Guy hops a bit forward andperforms a spinning kick. Good for juggles and anti-air. Bushin Flip: QCF + P: Guy flips towards his opponent in an arc formation. -Bushin Izuna Drop (close to opponent): P (after Bushin Flip): Guy grabs the opponent and slams them instantly to the ground. -Izuna No Hiji Drop (during Bushin Flip): P (after Bushin Flip): Guy does an elbow drop to the opponent. Hayagake: QCF + K: Guy runs towards the opponent. -Hayagake: Kyuteishi: LK then LK (during Hayagake): Guy cancels his running. Great for mobility and tick-pokes. -Hayagake: Kage Sukui: MK then MK (during Hayagake): Guy cancels his running and does a sliding kick attack to the opponent. This move can be comboed from different ranges and is great to rush under projectiles from far distances but very difficult to execute. -Hayagake: Kubikari: HK then HK (during Hayagake): Guy cancels his running and does a leaping overhead kick attack to the opponent. Great for close mixups and must only be blocked standing. Super Combos: Bushin Hasso Ken: QCFx2 + P: Guy does a series of normals in the air resulting in four hits. Great for an anti-air and can be juggled in various situations. Bushin Gorai Kyaku: QCFx2 + K: Guy dashes forward with a series of normals resulting in four hits. Great for juggling in specific situations. Pros and Cons: (+): Great agility, similar to Maki in CvS2. (+): Gains a new move after his df+FK. (+): Speaking of that punch super also juggles now. (+): Can now use the A-Ism and X-Ism Final Fight Chains interchangably. (+): Crouching FP no longer whiffs at point-blank. (+): He's the only one in the Alpha cast that effective with supers. Mainly because he has numerous setups to them. (+): Great pokes (MP, FP, MK). (+): Bushin flip is SFA3 version. so no comboing after it. Although it will grab you in the corner now which is nice. (+): Knee bash, to LK/MK hurricane kick/or either super, is much easier then in other games. (+): Faster runnning when doing Hayagake. (?): Doesn't have Bushin Musou Renge. Although it really doesn't matter because SFA characters can't do any 100% supers. (-): Some Custom Combos are hard to execute. (-): Custom Combos are not that reliable. You're better off doing supers. (-): Bushin Senpuu Kyaku no longer a good anti-air option; better for positioning. (-): Hozanto no longer has invincibility frames; simply goes through projectiles. (-): Bushin Gorai Kyaku has very limited uses. Various Character Matchups: vs. Anakaris (studied by Psychochronic): Guy gets rushed down for free right here. Anakaris has to balance out his stuff and excel oftenly to hold it, I'd say 70% offense and 30% defense if you ask me. Everything in this match for Anakaris relates to either a poke or a chain-combo and that's his objective here. Simple tri-jump then poke, poke, poke, sweep, follow- up. Guy pretty can't hold it here, his only source of meter use is either a super combo or any form of the Alpha counter depending on where Anakaris will strike first. Since Guy can't roll-wakeup and Ukemi is horrible in this situation, he can be cornered easily which gives Anakaris the chance to do the Hole of Hell. The simple Anakaris can take the match down. vs. Kenji (studied by Psychochronic): This speedy of a great match can go anyway 50-50. When up close, Guy can use his interchangeable X-Ism/A-Ism combos for rushing purposes as Kenji can use his chain- combos too. Guy pretty much rules on ground due to this and also Kenji's weak attack properties so levelling up is important. How Guy rules the ground is due to speed (yes) and he can rush down and sweep Kenji using Hayagake: Kage Sukui to go down through Kenji's shuriken. Don't forget to carefully time your Super or Custom as Kenji can Ultimate Guard but meter isn't necessary for this, perhaps a P/K Alpha Counter? It's up to you on that one. Guy also has the agility so just in case Kenji tries to pull off Jumonji, Guy can easily jump over it (Did you know that?) and attack from there. In Kenji's game, he can build meter fast using his Kagerou cancel and he desperately needs it. Guy always can come close for a combo so time correctly yours into MK to Bakuryusho for a good 25% or so then Kagerou cancel for more meter (follow up attack is a great alternative). Don't forget your teleports to play a little defense and his low jumping FK to annihilate the crouch game for a quick mixup knockdown. Bottom line is that it can go either way, this is a good and entertaining match to watch from both sides. vs. Ingrid (studied by Psychochronic): Guy takes this one due to speed. Guy can invade the ground and hardly has to use air attacks for this one. Keep going closer to Ingrid using MP's like hell and sweep when she does throws a Sunshot, timing is near-precise and it gives Ingrid the pressure on the match. Combo into Hozanto for some chip damage and use Hayagake: Kage Sukui/Kubikari to take down her crouch game.Ingrid can take the air using Anti-Air Sunshots and abusive jumping FP's as Guy's Bushin Izuna Drop must be timed correctly or he suffers from that mistake. With that strategy and meter built, Guy can time his Super Combo or P Alpha Counter. Ingrid loses due to speed, mobility and the fact he can build meter very fast. vs. Leo (studied by Psychochronic): Favors Leo due to easy rushdown. This match is nearly similar to Leo vs. Felicia except Guy's defensive properties are a bit up, better agility and good time to make some meter but can't chain-combo but doesn't really matter. In this matchup, Guy can work on the grounddue to speed but Leo's pokes can take time down. Don't forget about Ultimate Guards too. Leo here can use Mystic Breaks especially Gigas Driver to punish out some damage so that's a positive there. No need to level up unless for desperation, Gaia Drivers are a key to win as Guy needs to be on distance to strike. vs. Jedah (studied by Psychochronic): Favors any side but conditions apply to it. Guy runs the ground which makes Jedah get hassled a bit so use dashing slightly upward like mid-up screen to execute your chain. Limit your distances too because getting too high or close results in Guy using an effective anti-air blow which is crouching HP. Guy runs the ground due to speed like Hayagake attacks and his interchangeable X-Ism/A-Ism chains and too much blows results in Jedah getting stunned. Watch the Dio-Cega's because Guy can simply wall-jump ready to attack so it's recommended it can only be done in the corner or to Guy on his wakeup, which is also chain ready. For meters, Jedah's good use is ES Dio- Cega and Guy can chain to Bushin Hasso Ken or an Alpha Counter; preferrably the P version. Bottom line is that one can outrule the other due to their personal and characteristic properties. vs. Zangief (studied by Psychochronic): Another tough battle that can go any side but truly, Zangief takes this one. Guy has the speed and can go ground and combos to keep Zangief away. Combo into Hozanto for some chip damage and use Hayagake: Kage Sukui/Kubikari for pressuring his crouch game. Sweeps are also good too for distanceful purposes. Zangief has the anti-air and that's obviously the Lariat which is effective to build meter. Zangief also has the power as a Spinning Pile Driver can take as much as 27% so getting too close means danger here! Guy's (as well as any other SFA character's) defensive properties aren't good against Zangief due to powerful command grabs so that's why Zangief takes this one. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 18) Hydron (Nool): Race: Krakhen Self styled in the "Divine Ocean Beast," an ocean creature living in the North Sea river basin. Has no doubt that he can rule over the oceans in the world on his own. Carries an enormous trident as a weapon. Beneficial Changes: Unknown. Roll Wakeup Data (Forward and Backward, including invincibility): 40 frames Dashing: -Forward: 18 frames (allowed to pass through fallen or crouching opponents) -Back: 28 frames Stun Points: 60 Victim: -Mummy: A baby squid, just like the ones he fires at you when he performs his Tadpole Spawn. -Vampire: Female version of Hydron. Inspired by Ritsuko of the Anime Kujibiki Unbalance, this is what Ritsuko looks like when she wears her bathing suit Known players to use Hydron: -Chikyuu (Japan) -Umachou (Japan) Best Matchups: Zangief, Guile Worst Matchups: Jedah, Karin P Ultimate Counter: Standing HP K Ultimate Counter: Doesn't have one Special Moves: Tornado Mist: HCF + P: Also known as "Arctic Stream". Hydron throws a freezing tornado towards the opponent. Fair amount of startup and recovery time and is a big part of his range attacks. The Chiller's Attack: HCF + K: Hydron dashes forward in the air surrounded in flames ready to burn the opponent. Also similar to M. Bison's Psycho Crusher as the opponent gets hit, they are surrounded in purple flames. Very good for short-range and surprise attacks and the HK version goes nearly through the entire length of the screen which is great to avoid corners. The down-part is that it's similar to the Psycho Crusher, it will not pass by an opponent when it's blocked, which makes Hydron open in the air. Hydro Spin (also in air): F, D, DF + K: Hydron hops and spins up forward with Water aura surrounding him. This attack is safe on block whether if it hits early or late and can be cancelling in the ground or air after using LP/LK's. Excellent cross-up when timed right and great to nail sweepers as the attack can't be crouch blocked. Tadpole Spawn: HCB + P/K: A stationary, multiple and stalling projectile. The P versions allow the tadpole to stop immediately in mid-air as the K versions stay on the screen for a short amount of time. Hydron has the ability to spawn two tadpoles at a time which is great for keep-away games and forces the opponent to change their gameplan as they can get hit while jumping to hit and Hydron can simply attack during the spawn. Venom Funnel: Dx2 + P: Known to some as "Venom Spit". Hydron spits a purple mist in the air and it can be used as an anti-air when timed right. If the move hits early enough, Hydron can juggle and use a Mystic Break after but it depends how much risk the player wants to take as hardly anyone uses this move. Mystic Breaks: Lightning Mast (Level 1): QCFx2 + P: Hydron raises his trident up as lightning surrounds him. Similar to Geese's Raising Storm super from CvS2. This Mystic Break is useful as an anti-air, wakeup reversal or to generate chip damage.Also can juggle but can't extend juggle. Strangling Spark (Level 2): QCBx2 + K: Hydron does his FK and when it connects, it surges electric currents into the opponents. Very good as an anti-air if done early and also good to punish fast projectiles if done late but time it right. This Mystic Break does excellent damage it can do as much as 65%! One of the best supers in the game. Pros and Cons: (+): Good range. (+): Great agility. (+): For a heavy character, he can wall-jump. (+): Hydron's forward dash can pass through grounded and crouching opponents which is great for mixups. (+): Standing FP is really fast. Good whiff punisher and overall poke. (+): Crouching FP might be slow, but it has a lot of priority and gives a big chunk of frame advantage. You can link a lot of stuff after it...just do a standing FP or a standing LP xx tornado/dp+MP. (+): Fk is his farthest and most damaging poke by far. Also guarantees a pounce. (+): Ultimate Guard -> P Ultimate Counter is his standing FP... which means it's really good. Abuse that since it chip damages also. (+): More that one Tadpole Spawn can be at the screen at once. (+): Crouching kicks range as sweeps. (+): In the air, you can cancel your attack to Hydro Spin. (+): Lightning Mast is like Geese's Raising Storm, good for defensive and wakeup games. (+): Strangling Spark can take as much as 50%-70%. (+): He seems to be really meter-intensive... though he does build meter kinda fast spamming Tornado Mists and Tadpole Spawns. (?): Hydro Spin on the ground is similar to a 3S leap-attack which is it's only good use. (-): He needs meter to do any sort of threatening anti-air (Lightning Mast works perfect, level up -> throw for longterm benefits.... hmm, maybe level up -> crouching FP, standing FP?). (-): Unlike M. Bison's Psycho Crusher, The Chiller's Attack doesn't pass through an opponent when blocked. (-): Useless without Level and Meter. (-): Bad pokes. (-): He can still get hit during his sweeps. (-): "The Turtler's Choice". (-): Counter-Character Problems. (-): Can get easily rushed down. Various Character Matchups: vs. Anakaris (studied by Psychochronic): Anakaris wins this due to the rushdown it's just plain ridiculous. Anakaris can just do his standard tri-jump chains no matter what. It's even faster than Hydron can do an Ultimate Guard. If it does happen, Anakaris can simply just do Mummy Drop which beats any Red Earth's Ultimate Guard and defensive game. Hydron's keep-away attempts are the standard Tornado Mist/ Tadpole Spawn spams but it doesn't match to Anak's keep-away game. Anakaris can simply float, double- jump and spam in the air Coffin Drops and Royal Judgements which beats Hydron's like easy. Meter is important, so for Hydron, levelling up is highly recommended. For Anakaris, options are spreaded out so be creative. This match favors Anakaris due to the sub-systems and his chain-combos. vs. Guile (studied by Psychochronic): This can favor both sides but I'd go for Hydron on this one. All Hydron can do is play defense on this one as Tornado Mists and Tadpole Spawns can put Guile out. When far, Hydron can far-sweep as a projectile comes in so that limits Guile's options out.With Guile having no dash and no run, all he can do is jump in and attack close range as the classic Sonic Boom spam won't work on this one. Simple close attacks and throws can punish but watch out for Ultimate Guard and Ultimate Counter too. Don't forget Hydron levels up and also Strangling Spark is a great Anti-Air and can take out as much as 60% of Guile's bar which answers that Hydron is favored. vs. Hauzer (studied by Psychochronic): This one favors Hauzer due to attack priorities and attack range. The best Hydron can do is Tadpole Spawn, poke and sweepbut it's not enough due to his weak damage counts. Hauzer's jumping FP's, Deluge Assaults and Tempest Falls can get close to Hydron and also good for some close range hits as Hydron's close ranges are pathetic. Hydron has the agility and the keep-away game (sweeps) but has horrible anti-air (Lightning Mast is good). Meter on both sides can be used to Level up and Ultimate Guard can switch the odds so the match can be finished with or without Mystic Breaks. vs. Jedah (studied by Psychochronic): Hydron becomes snacktime in this match. Hydron is too slow to manage to keep up with Jedah's simple game. Dio-Cega's, air-dash to chain combo possibly a few ES moves can do the job. Hydron has to use Tadpole Spawn and The Chiller's Attack to attempt Jedah out of the air and Tornado Mist, but that move doesn't effect much since Jedah operates on air, not ground. Hydron has to level up and keep-away as much as possible due to easy rushdown or he's a dead squid. Another easy Jedah victory here. vs. Karin (studied by Psychochronic): Karin wins this one due to rushdown. Simple stuff like normals getting whiffed easy plus the speed of them effects Hydron and he must play defense on this or he'll lose. Karin can whiff out normals then easily tick- throw as usual. Her sweep is also fast and effective. Hydron can try to jump out of the corner but his agility is too slow. Tornado Mists and Tadpole Spawns also won't work because Karin can air-block. The only thing Hydron can stop with time is Ultimate Guard because it can easily wipe out Karin's Custom Combo wihch results her meter back to 0%. Karin's meter should only be used for Alpha Counters as it's more wiser. Karin wins and Hydron has no choice but to play defense. vs. Leo (studied by Psychochronic): Favors any side due to rushdown. Enough attempts of Tornado Mists as Leo can jump right over ready for a long poke ready to setup for a Chronos/Achilles Rush which gives Hydron no choice but to Ultimate Guard. Hydron can use Tadpole Spawn to keep Leo away which gives him no choice but to air-block in that scene. Hydron can poke like hell using crouching/standing LK's and standing MP's and can chip by going forward using the LK version of The Chiller's Attack. My conclusion is that levelling up is important and whomever nails their Mystic Break first (preferrably Level 2), gets the advantage of the match. Hydorn as Strangling Spark and Leo has Gigas Driver which both do great damage. vs. Sakura (studied by Psychochronic): Can favor any side. This match is nearly similar to Hauzer vs. Sakura. Hydron can do his Tornado Mist/Tadpole Spawn/ crouching K spam tactics as an attempt to keep Sakura away. Sakura can air-block the projectiles yet it'll also be hard to get closer to Hydron. The Chiller's Attack is a great attempt to come close but it leaves him open ready for Sakura to attack. Ultimate Guard is also a threat to Sakura's game (yet any SFA characters' game) so watch out the meter in the attempt of a custom. For Hydron, meter is important or he's useless; Levelling up is the factor because his pokes are weak. If you ask me, it's another 50-50 scenario here. vs. Zangief (studied by Psychochronic): I remember watching hella old A-Cho vids from 2004 when Jedah, Anakaris and Hydron were the commonly picked characters,so I'll lay it down here from watching that retro video. This one obviously favors Hydron no problem. All Hydron can do to keep Zangief away is throwing Tornado Mists, Tadpole Spawns and constant sweeps and pokes. All Zangief can do is Lariat or Spinning Fist to get closer but Hydron favors in agility too as Zangief is too slow for the battle. If you're up close, limit your pokes, Ultimate Guards and Chiller's Attacks because you'll indeed suffer damage (such as Spinning Pile Driver) if not timed correctly. Getting too close to Zangief is danger so remember to play rushing and turtling for this one. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 19) Hauzer: Race: Asdragon The Guridea region's legendary "Divine Dragon" in the flesh. An earth-shakingly large build and equally hot flame attack is certainly its best. Beneficial Changes: Unknown. Roll Wakeup Data (Forward and Backward, including invincibility): 28 frames Dashing: -Forward: 24 frames -Back: 27 frames Stun Points: 70 Victim: -Mummy: A slab of meat being cooked. This is a reference to Capcom's game Monster Hunter where cooking meat looks the same way. -Vampire: Hauzer's head on Sakura's body. This is an old sketch from Capcom's Design Team featured in the Japanese All About Warzard book. Known players to use Hauzer: -Arturo Sanchez (United States) -Sanford Kelly (United States) -Toki no Tobira (Japan) -Umachou (Japan) Best Matchups: Anakaris, Karin Worst Matchups: Jedah, Kenji P Ultimate Counter: Standing MP K Ultimate Counter: Doesn't have one Special Moves: Volcano Breath: QCF + P: Hauzer spits out a sphere of molten lava as it goes downward to the floor. Great for mid-screen attacks but has a big start of frame. Deluge Assault: QCF + K: Hauzer simply stampedes towards the opponent using his ram horns. Maybe good for some chip damage but the move is not safe on block making the chances of the move as reduceful. The good part is can be linked as you can use the move after an MP/HP Volcano Breath or it can be immedaitely linked to an MK Tempest Fall for good damage. Tempest Fall: Charge D, U + K: Hauzer leaps into the air with a flying horn attack. This move his his best anti-air and can be juggled into another Tempest Fall. Even when landing, Hauzer's feet can hit after the attack. Mystic Breaks: Deluge Crisis (Level 1): QCFx2 + K: An extended version of his Deluge Assualt. Very good recovery time on startup making it useful on wakeup and against jump-in attempts. Also great for chip damage if you're lower levelled and don't have time to use the gems. Gust Flame (Level 2): QCFx2 + P: Hauzer spews out a flame stream towrds the opponent. Basically, a full-screen projectile. The good part is that it's good to use as anti-air and when the opponent is dizzy. The bad part is that it doesn't vanish projectiles and Hauzer is not safe not block. Pros and Cons: (+): Gust Flame takes off majority of screen, similar to Iron Man's Proton Cannon in MvC2. (+): B.MP great for pokes (possibly a good Anti-Air?). (+): Tempest Fall is his best Anti-Air so far. Crouching MP is also good. (+): You can follow up Deluge Assualt with a Tempest Fall right after. (+): Hauzer's feet can hit after the Tempest Fall after he lands which can hit the opponent.. (+): The highest stun (70). (?): Deluge Crisis has good recovery time. But in that chain, Hauzer may get punished if the Mystic Break misses and the other character uses Quick Stand or Ukemi. (?): Toned down his damage and defensive properties from Red Earth because he was too powerful. (-): Has the lowest Roll Wakeup of 28 frames (Anakaris has 44, Jedah has 40, Felicia has 63, Leo has 32, Kenji has 46 and Hydron has 40). Same thing for Demitri too as he has 28 frames. (-): Gust Flame doesn't wipeout other projectiles quickly. (-): Volcano Breath doesn't create a pillar of flame as it did in Red Earth. (-): Can get rushed down easily, especially to fast characters so be sure to time your Ultimate Guard and Ultimate Counter well. (-): Too big of a target. (I mean...look at him!) Various Character Matchups: vs. Chun-Li (studied by Psychochronic): Favors Hazuer due to power. Chun-Li here has the agility in this match and most times would go for the Head Stomp spam crossup for an attempt of confusion. It's not even necessary to Ultimate Guard that, once the 4-6 steps of Chun-Li's part is finished, Chun-Li is clearly open in the air and Hauzer can attack whenever. Long-ranged normals and Deluge Assaults are good choices. Ultimate Guard is clearly useful when Chun-Li does Kikou-Shou or Hoyoku-Sen due to the fact that it takes a while for Chun-Li to build meter, you see it go down the drain once the timing is right! For Hauzer, levelling up is good. Use Deluge Crisis for chip damage and Gust Flame when Chun-Li is in the air; it's very hard to parry that Mystic Break. Hauzer clearly wins hands down unless he screws up, Chun-Li has some chance though. vs. Demitri (studied by Psychochronic/Saga_Journeyman): His Bat Spin can crossup. If you hit him, his fireballs disappear, so feel free to use jumping HP if he starts a fireball war. Don't get too close if he's down with lots of meter as he has grab supers that will catch you quickly. If he releases his Demon Billion, don't try to knock him out of it. Turn on Ultimate Guard and Ultimate Counter at the very end. His crouching HK can be blocked standing. vs. Felicia (studied by Psychochronic): Favors Hauzer unless he screws up on this one. When Felicia is going to air chain-combo, Hauzer can Ultimate Guard that then P Ultimate Counter when Felicia hits the floor. Hauzer can also take the air using jumping FK's, Tempest Falls and crouching MP's. Speed plays a factor so watch out when Felicia dashes because it can be a sign of a chain-combo so use ground and crouching normals to keep her away. When you're swept, try to get out of the corner to put Felicia in some tight pressure. Even though Mystic Breaks aren't necessary for this match, use the gems to level up but just in case, use Deluge Assualt for some chip damage. vs. Guile (studied by Psychochronic): Jurassic Park taking it to G.I. Joe in translation which means Hauzer wins this with Guile holding it down. Guile's simple Sonic Boom game then poke rushdown can pressure the dinosaur. Simple pokes can pressure Guile though; the range of his FP/FK's, Volcano Breath is an okay projectile and his pokes have the potential to stun quick. Meter here is a factor, once Guile does his super, Hauzer can clearly Ultimate Guard than P Ultimate Counter easily which is a bad sign for SFII vs. Red Earth here. Hauzer can level up and do crouching LK to Deluge Assault ending with a follow-up attack or use Gust Flame when Guile is in the air to wipe him out clean. Deluge Assualt is also good for chip damage but he is automatically open if blocked obviously. Favors Hazuer due to the Red Earth system, his pokes that have the potential to stun and levelling up but Guile can hold it down in this fight. vs. Hydron (studied by Psychochronic): This one favors Hauzer due to attack priorities and attack range. The best Hydron can do is Tadpole Spawn, poke and sweepbut it's not enough due to his weak damage counts. Hauzer's jumping FP's, Deluge Assaults and Tempest Falls can get close to Hydron and also good for some close range hits as Hydron's close ranges are pathetic. Hydron has the agility and the keep-away game (sweeps) but has horrible anti-air (Lightning Mast is good). Meter on both sides can be used to Level up and Ultimate Guard can switch the odds so the match can be finished with or without Mystic Breaks. vs. Ingrid (studied by Psychochronic): Hauzer wins due to power. Ingrid must excel oftenly or she'll lose. What she can do is throw Sunshots to keep Hauzer away and Sunrize on wakeup is passable. Hauzer can use crouching MP or Tempest Fall as anti- air. Deluge Assault and Deluge Crisis is good for some chip damage. Watch out of her FP's so don't forget to Ultimate Guard and Ultimate Counter really fast because of Ingrid's slow-time on her FP. Standing MK, B.MP and jumping FP are threats too because they can do damage and can stun Ingrid quick. Bottom line is Ingrid's low overall properties can fare enough going toe-to-toe with Hauzer. vs. Jedah (studied by Psychochronic): Favors Jedah by a long shot. All Jedah needs to do is throw Dio-Cega's and chain like hell. With Hauzer as a big target, Jedah can do as much as 6-8 hits in the air before before landing on the ground for more attacks. All Hauzer can do is time his Tempest Falls for anti-air's but he'd play much as a defensive situation in this match so Ultimate Guard, Ultimate Counters and various pokes can do but speed and agility is what kills him, so time it right. The conclusive point is that Jedah can just chain, mixup and throw Dio-Cega's to rush Hauzer down greatly, You don't even need EX supers for this match, use ES Dio-Cega's to dish out more damage. vs. Karin (studied by Jeron): One of Sanford Kelly's personal favorite counter matches. Hauzer completely limits Karin to nothing. B.FP beats her crouching FK clean. Crouching LP and or short stops her from doing anything when she gets in. Since her whole game is revolved on getting in at most points she is forced to jump in which case she gets Anti-Aired (Crouching MP one of the best anti-airs in the game) completely mounts her. All she has is custom against him and honestly thats all she has period thats WHY she's so good, but anyway thats when the mentality of the player comes in. In most Hauzer can just block the initial part of the custom then Ultimate Guard her, then shes back to square 1; No custom and no way in. Trying to build meter is useless since whiffed normals only give alpha 1% per whiff (MP, MK, FP, FK) and by that time Hauzer can just rush her down. vs. Ryu (studied by Psychochronic/Saga_Journeyman): Ryu's air version of the Tatsumaki Senpuu-Kyaku can't be air blocked, but you may be able to knock him out of it with a well timed jumping MP/HK or even an anti-air to which Tempest Fall lights up. You can't stuff Ryu's Hadokens as you would a DS character. Because of this, Ryu can create problems if you try to stay fullscreen. Do not Ultimate Counter a Shin-Shoryuken on reaction as more punches are coming; you will get hit. Hauzer should do much better if he can convince Ryu to play close. Stay within poke range and chip at him. Remember, Ryu can't air block, so Tempest Falls, Deluge Crisis' and Gust Flames are the keys to victory. vs. Sakura (studied by Psychochronic): Favors Hauzer easy. This match is similar to Hauzer vs. Karin except Sakura has less juggles, faster projectile and a running dragon punch. Literally in the same scenario, Ultimate Guard takes out everything which is a threat to Sakura. All she can do is her standard fireball game to build her meter but it's hardly effective because Hauzer can air-block. Hauzer's normals like MP, FP and FK can do damage due to Sakura's low defense and have the potential to stun. Deluge Assault can chip damage and meter is in the half-half situation. Levelling up is good but the other option like Mystic Breaks are also a thumbs up. Hauzer wins this because Sakura's game is toned down and her vital is low which is not good in this matchup. vs. Urien (studied by N-Ken): Unless someone can convince me Hauzer can actually stop Urien from getting full screen consistently, I'm convinced this match is ridiculously lopsided. MP Metallic Spheres beats everything Hauzer has, even if he ducks it he can't stand up til the sphere is completely off screen, otherwise he gets smacked in the head. Even if Hauzer can stop Urien from getting that far away, Urien can beat alot of his pokes even still. I'm quite possibly forgetting something that Hauzer has that might prove useful, but from what I've seen this match is ridiculous. vs. Zangief (studied by Psychochronic): I know what you're thinking...it's that you've imagined for the first time on how Zangief can do a Spinning Pile Driver on a big dinosaur! I'm laughing too...let's get to business. Zangief takes it and I say it goes 55-45. Use K Lariat's with Zangief for a quick damage, even if Hauzer is blocking. Hauzer can use crouching LK to hit it as crouching HK will result in Hauzer getting hit. Any Lariat is a good anti-air so time that right, even if Hauzer is above. Tempest Fall is Hauzer's good anti-air as Zangief may need to do a jumping FP/FK to get closer. Use jumping FK's to keep Zangief away and a couple Volcano Breaths too but Zangief can get closer using the Spinning Fist. To get also closer to use Hauzer, use some tick attacks and also Running Powerbomb to get in more damage. Levelling up is important remember, so use that tactic too, otherwise, use the Deluge Crisis Mystic Break as that's also a good anti-air but needs to be timed right, before Zangief lands on ground. Don't forget as Zangief, use the Stun Headbutt and most notably in situation, Aerial Russian Slam. Zangief takes this due to attack power, building meter fast and quick attacks. Hauzer is pretty much a big-ass punching bag but can keep away Zangief, even though Hauzer is too big for a target. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 20) Sakura: Place of Birth: Setagaya-ku 2 Choume, Tokyo 3 Sizes: B80 W60 H84 Blood Type: A Special Skill: English Conversation A flying-in high school girl who tries out as she watches the street fighter world. Aiming for the aspiring "that man," (Ryu of course) wielding an energetic fist. Beneficial Changes: -Doesn't have the intro where she runs from the opposite direction then stops. -She says "Hadoken" everytime she does that move. Stun Points: 60 Victim: -Mummy: A trophy she won in the Sakura Ganbaru! Manga. -Vampire: Older version of Sakura. This is taken from Masahiko Nakahira's Sakura Ganbaru! Manga. This is Sakura when she grows up to be a gym teacher in that Manga. The scene used for her transformation is where she is about to trade Hadoukens with Ryu. Known players to use Sakura: ? Best Matchups: M. Bison, Felicia Worst Matchups: Hauzer, Kenji, Jedah P Alpha Counter: LP Sakizakura Ken K Alpha Counter: Crouching HK Special Moves: Hadoken: QCF + P (Press P to increase size): Sakura's version of the famous projectile attack. It also goes back to its SFA3 part as you can press P twice to increase the size of the fireball but limits the range a lot. Great for a poke at any point of the screen. Sakizakura Ken: F, D, DF + P: Sakura simply runs while doing an uppercut at the same time. Great for offensive game as its good to end a combo but bad overall because she's slightly open if blocked. Shunpu Kyaku: QCB + K: Sakura does a spinning kick which is slightly off the ground a wee bit. This move goes back to its CvS2 counterpart where it adds an extra knockdown kick right when Sakura lands. Another move that is also not safe on block. Sakura Otoshi: F, D, DF + K: Sakura leaps into the air... -(then Px3): ...then does at max, three HP's in the air. -(then K immediately): ...then immediately drops and stops without any form of attack. Flower Kick (only in air): QCF + K: Tracing back to it's CvS2 roots, Sakura does a dashing kick with two feet in the air going straight to the opponent. Great for mixups and to build meter while playing on the defense but is hard to knock opponents down while they're on the air. Super Combos: Shinku Hadoken: QCFx2 + P: Sakura's super fireball which is great for anti-airs but has limited range. Midare Zakura: QCFx2 + K: Sakura does three consecutive Sakizakura Ken's. The best Super Combo alone and a great way to finish off a Custom Combo. Haru Ichiban: QCBx2 + K: Sakura spins around as she does four crouching HK's then finishes off with a standing HK. Great to use against opponents who'll stand block to it and has a bit of invulnerability on startup, which can punish an opponents ground attack since it happens to start and hit low. Pros and Cons: (+): Custom Combo dependant (You KNOW this is true for her to come back from a deficit...). (+): Still has crossup mindgames; B&B still there. (+): Builds meter relatively well. (+): Hadoken range like in SFA2. (+): Has large-charge fire Hadoken like in SFA3. (+): No Guard Break Custom Combo "Sho-Sho-Sho" BS! Chip does 15% damage at most. (+): Haru Ichiban good for crouch game and can do damage. (-): DEPENDANT ON METER! (-): Lost both range and priority... (-): The ability not to dash or run toned her speed game way down. (-): No RC'ing BS/footsie games... (no Roll Cancelling Hurricane Kicks...) (-): "Sho-Sho-Sho" is useless now! only does 40%+ depending on character unlike in CvS2 which can do 60%+. (-): "Sho-Sho-Sho" is much harder to execute (much easier in CvS2). (-): Without Rollcancel and her ability to chip down with her Customs, she is not as threatening as she was in CvS2. (-): Knockdown kick from CvS2 comes automatically after Hurricane Kick. Obviously means that it's not safe on block. Various Character Matchups: vs. Anakaris (studied by Psychochronic): Favors Anakaris due to viable options (especially chain- combos). What Anakaris can do to keep Sakura away is Royal Judgements and Coffin Drops because Sakura's normals can do some damage, especially to a DS character. Offensive options can be dashing FP and various chain- combos (especially if it's started after a triangle-jump!). When Sakura is cornered, try to execute more chains to build meter and use the Hole of Hell when necessary. Sakura can ground herself by Hadoken's but be sure to evade when needed because Anakaris has Mummy Drop and that does nearly twice as a Hadoken. Due to this, Sakura can't beat Anakaris due to rushdown, combos and evade-game. vs. Demitri (studied by Psychochronic): Another easy match for Demitri. Demitri automatically wins the fireball war and can get in closerin more than ways Sakura but she's the fast one to build meter. Moves such as Teleport Dash, Bat Spin and even a jumping normal to a chain are the keys as Sakura doesn't have a passable anti-air (crouching FP is good and useful) when Demitri comes from above. Demitri also takes the air due because he can shoot Chaos Flares which forces Sakura to stay on ground or air-block in that matter. Midnight Pressure as always is his best super and it's great to do it on situation such as if Bat Spin nails up close, it's a perfect time to hit it. Beware Sakura's meter though as her "Sho-Sho-Sho" Custom can take away as much as 60% (that's without the Super finish).Other than that, Demitri wins hands down and Sakura's chances of surviving is quite slim. vs. Hauzer (studied by Psychochronic): Favors Hauzer easy. This match is similar to Hauzer vs. Karin except Sakura has less juggles, faster projectile and a running dragon punch. Literally in the same scenario, Ultimate Guard takes out everything which is a threat to Sakura. All she can do is her standard fireball game to build her meter but it's hardly effective because Hauzer can air-block. Hauzer's normals like MP, FP and FK can do damage due to Sakura's low defense and have the potential to stun. Deluge Assault can chip damage and meter is in the half-half situation. Levelling up is good but the other option like Mystic Breaks are also a thumbs up. Hauzer wins this because Sakura's game is toned down and her vital is low which is not good in this matchup. vs. Hydron (studied by Psychochronic): Can favor any side. This match is nearly similar to Hauzer vs. Sakura. Hydron can do his Tornado Mist/Tadpole Spawn/ crouching K spam tactics as an attempt to keep Sakura away. Sakura can air-block the projectiles yet it'll also be hard to get closer to Hydron. The Chiller's Attack is a great attempt to come close but it leaves him open ready for Sakura to attack. Ultimate Guard is also a threat to Sakura's game (yet any SFA characters' game) so watch out the meter in the attempt of a custom. For Hydron, meter is important or he's useless; Levelling up is the factor because his pokes are weak. If you ask me, it's another 50-50 scenario here. vs. Ingrid (studied by Psychochronic): Ingrid takes this one. She can use Sunshots as anti-airs but Sakura can air block them. Sakura can't air block a Sunburst thoughand that can give an advantage. Wakeup LK Sunrizes can do some damage and FP's can stun Sakura quick! The thing about Sakura losing here is lack of sub-system. With Ingrid being able to dash, Counter Attack and Roll, these properties can rush Sakura greatly (remember, this is not Sakura from CvS2 A-Groove!) and thus results in the loss. Simple crossups may do the trick against Ingrid which builds meter. Use the meter towards Super Combos as it can do about 20% but in Custom Combo, be careful because if Ingrid blocks, she options such as Counter Roll. With Ingrid being more versatile to a toned-down Sakura, it points out that Ingrid is favored. vs. Jedah (studied by Psychochronic): Another win for Jedah and this is a lot worse than Jedah vs. Rose. This gives Sakura a really hard time as she takes long to build meter which is not worth for an Alpha Counter. She can't even get past the Dio-Cega's and not even Sakura's Hadoken's (not large-charge ones) can't even be offensive because if Jedah's air-dash times right over it, Sakura is gonna take in a hefty chain-combo and that's not good. Corner games is when Sakura's knocked down, she's dead due to chain-combos after repeated Dio-Cega's, Jedah doesn't even need meter in this match at all. Bottom line is that Sakura can't do anything here due to sub-systems as she nothing to bring out. Another easy Jedah victory right here vs. Karin (studied by Psychochronic): Karin wins this due to mobility, her Customs and the strength of her normals. Think of this as SFA3, except stricter consequences like meter reset and such. What Sakura can do is use standing HK for mid-range pokes and Flower Kick and Hadoken's for chip damage and to build meter. Karin can do her standard poke-whiff game to build meter and also to rushdown since they are bufferable as hell. Watch out of Karin's sweeps as they come out instantly and can do damage so try to keep Karin away as possible or on the air. Custom's favor Karin by a long shot and that's doesn't fit well. As Sakura, time the execution of her "Sho-Sho-Sho" Custom right and don't start by whiffing a lower normal then an standing HK after activation. I'm saying that is because Karin can activate her's while in this situtation and can dish out the beatings the next half-second after then Sakura obviously suffers (doesn't matter if Sakura activates at 100%). Even if Karin blocks and Sakura's custom is still going, Karin is building meter, ready to use an Alpha Counter for that situation. Sakura must play defensive and must strictly excute or she can't hold it. Karin can win, even without her meter, she can just use her basic normals. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 21) Chun-Li: Place of Birth: China Birthday: March 1, 1968 Height: 170 cm Weight: Secret Under ICPO's Special Investigations Division. At one time pursuing her father's circumstances, she alone challenges the drug rings. Those foot moves fluently win with immense crushing power. Beneficial Changes: -Slower stance. -Her win pose where she jumps and says "Ya Tai!" is a bit slower. -Her win pose where she does a fist stance, you'll see her eye blink another direction. Quick Standing Invulnerability Data: 42 frames total; invincible for the first 34 frames Dashing: -Forward: 17 frames -Back: 25 frames Stun Points: 60 Victim: -Mummy: Strange little robot. -Vampire 1: SFIII Chun-Li wearing her SFA3 V-Ism costume. -Vampire 2: Puzzle Fighter Chun-Li doing her win pose with her knee up. Known players to use Chun-Li: -Iyo (Japan) -Justin Wong (United States) -Kuzu Otoko (Japan) -Nao. (Japan) Best Matchups: M. Bison, Jedah Worst Matchups: Guile, Karin Special Moves: Kikouken: HCF + P: Her famous projectile seen in 3S but differed here. It's more slow and it has horrible recovery time meaning it lowers it's overall use. The buttons here differ on projectile speed (LP going slow, MP going medium and FP going fast) instead of range and fade-out just like in 3S. 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. Hyakuretsu Kyaku: Pressing K rapidly: Also known as her "Lightning Kick" ever since her WW days. It can do deals of damage on impact but it's very different to combo or land in majority situations. It's not as the same as it was in 3S. 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. A downpoint, it's not the same as it was in 3S as Chun-Li simply goes straight instead of going to an up-to-down motion. 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 whiffs to crouching characters as it's spins more faster on the same spot with the lower body target. 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 and it can be super-cancelled 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. Super Arts: Hoyoku-Sen: QCFx2 + P: Super Art II and is Chun-Li's best Super Art just like in 3S. Chun-Li simply does a faster version here as she 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. The down- part is about this Super Art is that it lacks 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. Kikou-Shou: QCFx2 + P: Introduced in SFA1 and is Chun's Super Art I in 3S, Chun-Li extends her palms out releasing a stalling sphereical projectile forwarding the opponent. Goes back to it's 3S roots by hitting at max 20 times as in CvS2, it does at max 8 hits. Chun-Li's best Super Art for chip damage and a reliable anti-air but does half the damage. Pros and Cons: (+): Crouching FK is good Anti-Air. (+): Crouching MP can go under certain attacks. (+): Standing FK has good range. (+): EX Kikoken; Do you know how slow that travels? Great setup... (+): She can now cancel Hyakuretsu Kyaku into Hoyoku-Sen, which is oh so nice (couldn't be done in 3S)! (+): Her best ground-combo must be her Hazan Shu cancelled into Hoyoku-Sen. (+): Kikou-Shou does like 7-8% chip damage and is pretty damn safe. (+): Spinning Bird Kick guarantees a pounce. (+): Fastest grab frames in the game. (+): Hazan Shu is safe on block. (+): Can wall jump just like in 3S. (?): Doesn't have Tensei-Ranka. (?): EX Hazan Shu will push back opponents slightly after they're hit, unlike 3S which just nails them to the floor on the exact same spot they stood. (-): Spinning Bird Kick is like it's CvS2 counterpart (just straight, not up-then-down like in 3S). (-): Lightning Kick is very difficult to combo or land in pretty much any situation. (-): Is great, but like the other 3S characters, she's meter- dependant. (-): A bit slower than her 3S counterpart. (-): Kikoken varies buttons now on speed, not range like in 3S. (-): FP's were much better in 3S. (-): It's impossible to combo into Kikoken (or possible, just not easy to do). (-): Hazan Shu doesn't have much range and it is slow as hell. Various Character Matchups: vs. Ingrid (studied by Psychochronic): It can go both ways but Ingrid has the most chances of taking it. How so is because other than Chun-Li's parrying, Ingrid can Counter Roll. Chun-Li can throw Kikoken's and same with Ingrid with her Sunshots but it can also be a useful anti-air. Ingrid's LK Sunrize is great for wakeups and her throw damage is exceptional. Don't forget about FP's, abuse that if you can especially on air and crouching too plus it can give stun points! Chun-Li has got the speed and agility on this one so if Ingrid stalls on attack (most likely Sunshot), Chun-Li can dish it out. Don't forget about parrying also as that's another key in this match. Don't forget that Sunburst is a 2-hit parry so watch out! vs. Hauzer (studied by Psychochronic): Favors Hazuer due to power. Chun-Li here has the agility in this match and most times would go for the Head Stomp spam crossup for an attempt of confusion. It's not even necessary to Ultimate Guard that, once the 4-6 steps of Chun-Li's part is finished, Chun-Li is clearly open in the air and Hauzer can attack whenever. Long-ranged normals and Deluge Assaults are good choices. Ultimate Guard is clearly useful when Chun-Li does Kikou-Shou or Hoyoku-Sen due to the fact that it takes a while for Chun-Li to build meter, you see it go down the drain once the timing is right! For Hauzer, levelling up is good. Use Deluge Crisis for chip damage and Gust Flame when Chun-Li is in the air; it's very hard to parry that Mystic Break. Hauzer clearly wins hands down unless he screws up, Chun-Li has some chance though. vs. Jedah (studied by Psychochronic): After watching videos specifically with this matchup and about an hour or two on training mode, for some odd reason, Chun-Li takes this! I'm surprised too on how one of the lowest characters in the game can stand up to the most godly character! I'm shocked as hell so I'll lay it out as Jedah can do his usual Dio-Cega to chain game but you already know Chun-Li can parry so as of that Jedah can MP to chain which can be risky because Chun-Li's normals (especially b.FP) can hit Jedah's extended bloody fingernails poke (MP) and still give full damage! Hoyoku- Sen setups can do as much as 35% due to Jedah's weak defense. Don't forget a few random dash throws as that is fast as hell. Chun-Li, also agile in this one can wreck Jedah's air-game. Don't forget the properties of her normals are good as hell and also have the potential to stun! In conclusion, Chun-Li stands up to Jedah due to excelled balance! vs. M. Bison (studied by Jeron): Favors Chun-Li fairly easy. Bison generally gets the shoto treatment from her, Fireball, whiff, whiff, if he jumps, crouching FK. Mix him up when he's on the ground. Repeat. Her Kikou-Shou chips like hell which is really good against not just Bison but everyone with the exception of Red Earth. Just block scissors (or parry if your reaction is good) and don't try to out prioritize him. Chun-Li also has one of the fastest grab frames in the game so random dash throws are good with her. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------- The Stone Cold Truth from Jeron: Capcom Fighting Evolution is all about blocking and being able to maintain. The only characters worth playing seriously are DarkStalkers, Red Earth and Karin since they own the majority of the roster as everyone else can't cope. Mid and Low Tier are only worth playing if your fighting mid-tier, then the games fun but outside of that its too frustrating to fight Red Earth, DarkStalkers and Karin with those characters. Random Notes from Jeron and Psychochronic: 1) Red Earth is BS. Level up is cheap, they can Ultimate Guard in between blocking and air block they do damage like any Street Fighter II character and they're mobile. 2) Jedah is godlike. He can own the entire roster for free. 3) DarkStalkers owns Street Fighter II, so does Red Earth. 4) Street Fighter II sucks in this game. They maybe over- powered but they have nothing going for them and they can't get in. Some of the worst matchups in the game (not including Zangief and Sakura). 5) Street Fighter III and Street Fighter Alpha are neutral. 6) Just like Jedah, Urien, Kenji, Anakaris and Karin have the most chances of owning the roster. 7) Felicia, Sakura and Alex are probably the worst characters in the game. Final Analysis from Psychochronic: (+): Although a pretty small roster (23 characters), this game shows variety. Only three Ryu clones at the most and they are Sakura, Demitri and Shin Akuma. Capcom finally makes a game with few shoto-clones and nobody likes it or wants Ken in it. (+): Meter for SFA characters (Modified A-Groove from CvS2) has improved with 50% activation, air-block and no rolling. (+): Capcom put characters from other games from the counterparts as cameo appearances in various stages and endings. (+): A great way to learn the Red Earth characters as that game has not been released in North America and Europe. (+): May have revived the status of the DarkStalkers franchise as the game is hardly played in North America and Europe. (+): XBOX Live support and it has the best netcode ever for a fighting game. The game hardly and rarely lags where others such as CvS2, AE, 3S, #R, DOAU, SVC and other fighters lag greatly and commonly. (+): The Training Zone has the best music yet. (+): Even though this game was a marketing failure, Capcom gave inspiration for SNK to create NGBC which did a good job. (+): Even though the game is hardly played, the game was played in three major tournaments (Texas Showdown 5, Super Battle Opera 3 and The 6th Canadian Fighting Game Championships) and you gotta give credit where credit is due as it made the wave to put more players known in the fighting game community. (?): They put in Hauzer and Hydron when they should've put in Tessa and Mai Ling. (-): The character roster is not big enough (23 characters is clearly not acceptable for a variety game with a 2-on-2 setting). They should added at least 2 or 3 more characters of each counterpart in the game. (-): They should've put a boss from each game to maintain variety. Pyron is a good example for DarkStalkers and Shin Akuma is a good example for SFII. 3 bosses remain and they should've put Gill for SFIII, Valdoll for Red Earth and possibly another nominee for SFA. (-): The Red Earth system is almost useless which is merely a shadow of what it was before, with Ultimate Guard having too many holes in its defense and the level up feature giving you nothing more than increased damage properties, able to heal vitality and about one/two extra supers. The level up maybe cheap, but still throws cons other than that. (-): The SFIII system doesn't build meter fast enough nor does it have enough stocks to make EX moves worthwhile. 1/3 of meter would've been acceptable of 1/2 of meter isn't in my book. (-): The SFA system, though greatly refined, is available only to characters with the most stagnant Custom Combos. (-): The tag system is just like from Rival Schools which is completely stupid and now obselete. The King of Fighters 3-on-3 and CvS2 Free Ratio systems are far more superior. Hell, even the NGBC tag system was better. (-): The game systems being restricted to characters from their original series only causes more limitations meaning less availabilty. Imagine Karin on a 3S system or Chun-Li on a Red Earth system, now that's variety. (-): They put Ingrid but not D.D. and Rook from the failed creation Capcom Fighting All-Stars. (-): The characters in the stages show little-to-no movement. (-): No gallery mode. There are no options on where to view character artwork or endings. (-): Even though it has great codings for XBOX Live, the game is nearly dead. About 20-30 people play a week? Mayben even less. (-): There are no unlockables in the game other than 2 stages, 2 characters and individual character music. That's fun... (-): I'll bet you the graphics were below Capcom's standards as the stages were a little bit too static and it lacked depth. This game was made in 2004 and this is it? (-): Capcom has pissed off consumers by hyping the game right but managed to deliver a failing product by using simple copy-paste methods and character tweaking just like Mugen. (-): Capcom has also pissed off consumers (XBOX version of the game) by stating they will have downloadable content such as new moves, new stages and new characters. With the game now out-of-production, the odds of this is extremely astronomical. They even said this would happen for 3S and AE (compilated in SFAC) for XBOX and it still never happened. 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 XBOX Live Gamertag: psychochronic Credits: Props to those who made this guide possible: Generalization: -Jeron Grayson: For helpling me with this guide, starting "The Breakdown" which inspires this document to the fighting game community for this game and also helping me of my gameplay when he came to Canada in July 2005. -Sano/Vasili10: Tranlsations of characters from Capcom Japan's official site and descriptions of each characters' information, Mummy and Vampire victim. -Cam347/FSGamer: For bumping and contributing the character threads on Shoryuken.com to help me focus on this guide more better and quicker. -Majestros: Frame Data! Characters (Pros/Cons and Matchups): -Alex: ? -Anakaris: KINGDOM, Randomcelestial -Chun-Li: Jeron, KINGDOM -Demitri: KINGDOM, Shine -Felicia: Buktooth -Guile: DarksydePhil -Guy: Dialupsucky, Skankin Garbage -Hauzer: Saga_Journeyman, N-Ken -Hydron: Buktooth -Ingrid: Ukyo Tachibana -Karin: RenoROB, Strangevision -Kenji: DarksydePhil, RenoROB -Leo: Jeron -M. Bison: Edma -Rose: RenoROB -Ryu: Nagata Lock II -Sakura: KINGDOM, RenoROB -Urien: DarksydePhil -Yun: ? -Zangief: Cam347, Edma, KINGDOM, Skankin Garbage ...and whomever else I missed that contributed individual points on certain characters of the General Strategy part of Shoryuken.com and Shoryuken.com in general for keeping the fighting game community active and alive. Copyright (c) Brett Navarro 2005-2006