STREET FIGHTER III: W IMPACT (DOUBLE IMPACT) FAQ v0.2 - New Generation + 2nd Impact: Giant Attack - for the Sega Dreamcast (import) Written by Chris MacDonald Unpublished work Copyright 2000-2001 Chris MacDonald This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is for private and personal use only--it cannot be reprinted in part or in whole, 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. This FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my express written permission. This FAQ was created and is owned by me, Chris MacDonald . It can be found exclusively at (www.GameFAQs.com). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. I expressly forbid the following publishers/publications from using this FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer), Future Publishing, Ltd. (publishers of PlayStation Power, Official UK PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games, and Prima Games. Remember, plagiarism is a crime and is punishable by law. The Street Fighter series is (c) Capcom Co., Ltd. ================= TABLE OF CONTENTS ================= 1. INTRODUCTION - Basic Controls - FAQ Notation - Basic Moveslist 2. CHARACTER MOVELISTS - Alex - Dudley - Elena - Gill - Gouki (Shin Gouki) - Hugo - Ibuki - Ken Masters - Necro - Oro - Ryu - Sean - Urien - Yang - Yun - Yun & Yang 3. SECRETS AND TRICKS - Play as Gouki - Play as Shin Gouki - Play as Gill - Fight Your Rival - Fight Gouki - Fight Shin Gouki - Extra Options - Bonus Game Difficulty Level Select - Arcade Mode Course Select - Secret Costume Color - Clear Pause Screen Trick - Beat Up Your Defeated Opponent - Sean's Controllable Basketball - Effie Losing Pose Trick - Gill Glitch - Training Mode Glitch 4. GAMEPLAY NOTES - Rules of the Game - Blocking and Parrying - Super Arts - EX Special Moves - Super Canceling - The Stun Gauge - Overheads and Leap Attacks - Throws, Holds, and Escapes - Personal Actions 5. MISCELLANEOUS - Defense Power Ratings - Special Intros - Translations 6. AUTHOR'S NOTE - Special Thanks - Revision History ======================================================================== 1. INTRODUCTION ======================================================================== Please keep in mind that this FAQ is for the Japanese version of Double (W) Impact. It's just a weird coincidence that this FAQ is coming out a few days after the US release (which I didn't even know about until it had happened). I wouldn't be surprised if the codes didn't work or other changes had been made. Nonetheless, this FAQ should still be usable enough for both that game, and the arcade versions of SF3: New Generation and SF3: 2nd Impact. ------------------------------------------------------------------------ BASIC CONTROLS ------------------------------------------------------------------------ This section outlines the basic controls for all characters: (controller directions and results) ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Back / Block Neutral Walk Forward / | \ db d df Crouch / Low Block Crouch Offensive Crouch Remember to reverse the commands if on the left side of the screen. (button layout and effect) LP MP HP Light Punch Medium Punch Hard Punch LK MK HK Light Kick Medium Kick Hard Kick On the Dreamcast controller, the left trigger is Hard Kick, and the right trigger is Hard Punch. ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ qcf / hcf - Input (d,df,f) or (b,db,d,df) on the controller. qcb / hcb - Input (d,db,b) or (f,df,d,db) on the controller. Rotate 360 / 720 - Rotate the controller in a full circle or two full circles. The shorthand method to do this is to input (f,df,d,db,b,ub,u) or the reverse. There is no shorthand method for a 720, though. Charge b,f / d,u - Hold in one direction for two seconds, then press in the second direction and press the button listed (P or K). MP~HK - MP, MK, HP, or HK can be used for this move. EX - The special move can be EX'ed. x#/# - Number of stocks you can hold for that Super Art in SF3: New Generation and SF3: 2nd Impact. I / II / III - Super Art I, II, or III. s.cancel - Super cancelable (aka, cancels into a Super Art) (move name) - If a name is in lowercase and in parentheses, then it means I don't know the official name. ? - Means I'm unsure if this really works, because I can't get it to work myself. Although this FAQ is for the Japanese DC version of W Impact, I'll be using the US terms ('blocking' instead of guarding, 'parrying' instead of 'blocking'). ------------------------------------------------------------------------ BASIC MOVESLIST ------------------------------------------------------------------------ Standing Block Hold b when attacked Crouching Block Hold db when attacked High Parry Tap f when attacked Low Parry Tap d when attacked Air Parry - Fall Backward Tap f when attacked in air Air Parry - Fall Forward Tap d when attacked in air Dash / Backstep Tap b,b / f,f High Jump Tap db,uf / d,u / df,ub Quick Standing When knocked down, tap d as you land Grap Defense When thrown, press b / f + MP~HK (air) Throws and Holds When close, press b / f + MP~HK Leap Attack Tap d,d + P / K Personal Action Press HP + HK 2nd Impact only: Leap Attack, Personal Action. - "Grap" is a combination of 'grab' and 'grapple'. It's not a spelling error ;) - In the arcade version of 2nd Impact, you could EX a Leap Attack by tapping d,d + PP or KK. You wouldn't glow, but you'd expend a bit of your Super Arts gauge. In the Dreamcast port of this game, this feature has been removed. Was it just a glitch in the first place? ======================================================================== 2. CHARACTER MOVELISTS ======================================================================== Characters are listed alphabetically. The silly-sounding titles that come after each person's name are from the instruction booklet (except for Gill's, which I got from www.dashtaisen.com) My Japanese translating skills are not too hot, either, so they probably sound goofier than they really are. Note that Gill, Gouki, and Shin Gouki are hidden characters that are not normally selectable (see Section 3 for details on how to play with them). Also, the 'Yun & Yang' entry applies soley to SF3: New Generation and not 2nd Impact: Giant Attack. Moves are listed in this order; throws, your leap attack, special moves, command attacks, then your Super Arts. For the target combo listings, you stay standing or crouching throughout the whole thing, unless it says otherwise. So for Alex's target combo, you'd do a crouching LK, then a crouching MK. For Elena, you'd do a jumping MP, then press HP while still in air. If you need to do something for the next attack, you'll be told to stand or crouch (for an example, see Dudley's 4th Target Combo). ------------------------------------------------------------------------ ALEX, Power Edge ------------------------------------------------------------------------ Body Slam When close, b / f + MP / HP Hand Stamp d,d + P / K EX Flash Chop qcf + P Power Bomb hcb + P when close EX Air Knee Smash f,d,df + K EX Air Stampede Charge d,u + K EX Slash Elbow Charge b,f + K Flying Cross Chop Jump u or uf, d + HP Chop f + MP Headbutt b + HP Sleeper Hold Headbutt a back-turned opponent Power Backdrop Power Bomb a back-turned opponent Backdrop Bomb Hyper Bomb a back-turned opponent I Hyper Bomb Rotate 360 + P x1/1 II Boomerang Raid qcf,qcf + P x2/2 III Stun Gun Headbutt qcf,qcf + P x1/1 2nd Impact only: Slash Elbow, Backdrop Bomb Target Combos: 1. crouching LK, MK - The Flash Chop can destroy normal projectiles. When you connect with this move, your opponent is spun around so that their back is left toward you. You can combo off of them at this point, but only the MP or HP Flash Chop give you enough time to do this. The EX Flash Chop will not turn someone around and instead knocks them away. - When your opponent has their back to you, attempting the Headbutt results in the Sleeper Hold. Likewise, the Power Bomb becomes the Power Backdrop, and the Hyper Bomb becomes the Backdrop Bomb. All of these attacks do more damage than their 'normal' counterparts. - The Power Bomb, Sleeper Hold, Power Backdrop, Backdrop Bomb, Hyper Bomb, and Stun Gun Headbutt are unblockable. - The EX Air Knee Smash can be blocked or parried. - The EX version of the Air Stampede homes in on an opponent. - Alex's Air Stampede and his standing HP must be blocked standing. - The Headbutt can be blocked. - Normally, doing the Boomerang Raid leaves Alex's opponent with their back turned towards him, so that he finishes with an unblockable Backdrop-like attack. If they are still facing forward when he grabs them (such as if they blocked or parried the previous hits, or if he did the move out of range so that only the grab hit), he finishes them with an unblockable Power Bomb (the button used changes the Power Bomb animation, but not the damage). - An opponent hit by the Stun Gun Headbutt ends up dizzy. The button used determines how far forward Alex jumps during this Super Art. ------------------------------------------------------------------------ DUDLEY, Boxing Gentleman ------------------------------------------------------------------------ Lever Crusher When close, b / f + MP Dynamite Throw When close, b / f + HP Jumping Elbow d,d + P / K EX Jet Upper f,d,df + P EX Machine Gun Blow hcf + P Ducking hcf + K Ducking Straight Press P during Ducking Ducking Upper Press K during Ducking EX Cross Counter hcb + P EX Thunderbolt qcb + K Slipping Jab f + LP (cancelable) Step Straight f + HP (super cancelable) Lever Blow f + MK (cancelable) Dart Shot f + HK I Rocket Upper qcf,qcf + P x2/2 II Rolling Thunder qcf,qcf + P, tap P rapidly x1/1 III Corkscrew Blow qcf,qcf + P x3/3 2nd Impact only: Thunderbolt Target Combos: 1. standing LP, MP, MK (s.cancel on MP or MK) 2. f+LP, MP (cancelable) 3. crouching LK, MP (super cancelable) 4. crouching LK, crouching or standing MK 5. standing MK, HK, HP 6. f+HK, MK (super cancelable) 7. standing MP, MK, HP 8. standing LK, MK, MP, HP (super cancelable on MP) 9. f+MK, MK, HP - You can juggle someone after an EX Machine Gun Blow. - When you use the Cross Counter, Dudley stands around idly for a moment (LP is the longest amount of time, HP is the shortest, strangely). If Dudley is hit, he counters with a rushing punch. The damage he does depends on the strength of his opponent's attack--countering an Light Punch does less damage than counter a Hard Kick. Dudley can counter most middle and high attacks (including jumping attacks), but can't stop low attacks. Finally, note that he still takes damage from his opponent's attack, which means it's possible to kill Dudley but still have him Cross Counter you. Unfortunately, his attack (even an EX version) will do no damage. ;( - Dudley's Thunderbolt and Dart Shot must be blocked standing. - The EX version of the Thunderbolt homes in on an opponent. - The button used for the Corkscrew Blow determines how far forward you move during this move. - Immediately after you input the command for the Rolling Thunder, you can press f + PPP to make Dudley dash forward, then dash again, before he starts punching. If your enemy isn't close by, holding f + PPP will make Dudley dash forward repeatedly until he's within range. - Dudley doesn't seem to have the Punch and Cross (hcb,f + P). Is it just a glitch move in the arcade version or something? ------------------------------------------------------------------------ ELENA, Warrior of the Earth ------------------------------------------------------------------------ Leg Lift Throw When close, b / f + MP / HP Knee Attack d,d + P / K EX Rhino Horn hcf + K EX Mallet Smash hcb + P EX Spin Scythe qcb + K (perform 2 times) EX Scratch Wheel f,d,df + K Handstand Kick f + MP Sliding df + HK I Spinning Beat qcf,qcf + K x2/3 II Brave Dance qcf,qcf + K x1/2 III Healing qcf,qcf + P, then PP to cancel x1/1 2nd Impact only: Spin Scythe Target Combos: 1. jumping LP, MK 2. jumping MP, HP - Elena's Mallet Smash and Handstand Kick must be blocked standing. - After the first two hits of the Spin Scythe, entering qcb + K again makes Elena finish the kick. In the EX version, she finishes the qcb + K version by knocking her opponent into the air, where they can be juggled. Alternately, you can enter qcb + K before that final kick to make her do a normal finisher. - When the Healing SA is used, Elena gains back a small amount of lost life. If she's hit during this move, then she gains back no more life and the move ends. You can end the move prematurely by pressing PP during the Healing animation, but this is not advised as Elena gets back the most life just as the move ends. ------------------------------------------------------------------------ GILL, Supreme Ruler of the Age of Gods ------------------------------------------------------------------------ Guilty Bomb When close, b / f + MP / HP Impact Claw When close, b / f + MK / HK Elbow d,d + P / K Pyro-kinesis qcf + P (on the left side) Cryo-kinesis qcf + P (on the right side) Cyber Lariat (Pyro Heat) f,d,df + P (on the left side) Cyber Lariat (Cryo Heat) f,d,df + P (on the right side) Moonsault Knee Drop hcb + K Psycho Headbutt qcb + P Palm Upper b + MP (this is cancelable) Step Kick f + MK I Meteor Strike qcf,qcf + P x1 II Meteor Strike qcf,qcf + P x1 III Meteor Strike qcf,qcf + P x1 any Ressurection Occurs when you lose a round x1 2nd Impact only: Step Kick, Meteor Strike Target Combos: 1. standing LP, MP 2. crouching LK, MK 3. standing LP, b+MP (won't combo, but b + MP is cancelable) - Gill does not have any EX-able or super cancelable moves. - The Cyber Lariat has two 'hit points'. If done from relatively close, Gill's opponent is knocked down. If done from further away, only the elemental part (fire or ice) hits, and won't knock an opponent to the floor. Against Alex, both hits can combo (see below). - Gill's Moonsault Knee Drop and standing HK must be blocked standing. - The Moonsault Knee Drop homes in on an opponent's location, no matter what button strength is used. - The Psycho Headbutt will miss most characters if they are crouching. It's best used as an anti-air attack. - Gill's Super Art is the same no matter which one you pick. - If Gill has one stock left when he is killed, he will come back to life using the Ressurection. For the rest of that round, he cannot earn more Super Art power, although he can earn SA power normally in all following rounds. Gill can be hit out of this move, preventing him from earning back all of his life, but he also automatically pushes people away who are close to him, so it can be difficult to land a hit. - Gill's Hard attacks and some of his special moves have the elemental effect of fire or ice. This changes depending on what side of the screen he's on. When he's on the left side (or first player side) of the screen, his attacks are like so: Standing HP / HK - Ice Jumping HP / HK - Fire Crouching HP - Fire Crouching HK - Ice qcf + P - Pyro-kinesis f,d,df + P - Cyber Lariat (Pyro Heat) When he's on the right side of the screen, all of this is reversed (so his crouching HP would be an ice attack, his qcf + P is the Cryokinesis, and his Cyber Lariat is the Cryo Heat type). - Gill's standing HK can hit twice against Hugo. Sometimes this works out in the open, but it works all the time in the corner of the screen (you must be in the corner with Hugo next to you). - Similarily, against Alex, Gill's Cyber Lariat can hit twice. This opens up some disgusting juggles (like Cyber Lariat, Psycho Headbutt x2, Pyro / Cryo-kinesis. Or you could do Cyber Lariat, Cyber Lariat!) - Even worse, Gill's crouching HP can juggle like mad. You can just do it repeatedly, or launch someone with it, then do it again and cancel the first hit into a Psycho Headbutt and go from there, or whatever. Obviously Capcom didn't bother to tone him down in the home version! ------------------------------------------------------------------------ GOUKI, Man with the Ultimate Fist (2nd Impact: Giant Attack only) ------------------------------------------------------------------------ (This is also a moveslist for Shin Gouki.) Seoi Nage When close, b / f + MP / HP Tomoe Nage When close, b / f + MK / HK Straight d,d + P / K Gou Hadou Ken qcf + P Zankuu Hadou Ken In air, qcf + P Shakunetsu Hadou Ken hcb + P Gou Shouryuu Ken f,d,df + P Tatsumaki Zankuu Kyaku qcb + K (air) Zenten hcf + K Ashura Senkuu f,d,df / b,d,db + PPP / KKK Tenma Kuujin Kyaku Jump uf, d + MK at apex of jump Zugai Hasatsu f + MP I Messatsu Gou Hadou qcf,qcf + P x2 I Tenma Gou Zankuu In air, qcf,qcf + P x2 II Messatsu Gou Shouryuu qcf,qcf + P x2 III Messatsu Gou Rasen qcf,qcf + K x2 III Messatsu Gou Senpuu In air, qcf,qcf + K x2 any Shun Goku Satsu LP,LP,f,LK,HP x(max stocks) Target Combos: 1. standing MP, HP - There are only a few differences between Gouki and Shin Gouki. Shin Gouki has no damage handicap (he takes normal damage), and he throws two fireballs during the Zankuu Hadou Ken. His Shun Goku Satsu also comes out faster. Shin Gouki also has a different stage music than normal Gouki. - Gouki and Shin Gouki do not have any EX-able moves. - You can roll thorugh somebody using the Zenten. - The weird thing about the Ashura Senkuu is that if your opponent does a Super Art while teleporting, Gouki immediately stops moving and simply stands where he was when the SA began. This means that you can hit Gouki with Super Arts, and you don't have to worry about him teleporting out of the way! - Gouki's Zugai Hasatsu and Tenma Kuujin Kyaku must be blocked standing. - If you pick Super Art I, you can use both the Messatsu Gou Hadou on the ground, and the Tenma Gou Zankuu in the air. If you pick Super Art III, you get the Messatsu Gou Rasen on the ground, and the Messatsu Gou Senpuu in the air. - No matter what Super Art you pick, as long as you have 2 stocks in reserve, you can use the Shun Goku Satsu. ------------------------------------------------------------------------ HUGO, Great Iron-Blooded Giant (2nd Impact: Giant Attack only) ------------------------------------------------------------------------ Neck Hanging Three When close, b / f + MP Body Slam When close, b / f + HP Knee Attack d,d + P / K EX Giant Palm Bomber qcb + P EX Monster Lariat qcf + K Ultra Throw hcb + K when close Moonsault Press Rotate 360 + P when close Shootdown Backbreaker f,d,df + K Body Press In air, d + HP Drop Kick b / f + HK Elbow When close, press HP while standing I Gigas Breaker Rotate 720 + P when close x1 II Megaton Press qcf,qcf + K x2 III Hammer Mountain qcf,qcf + P, hold P to delay x2 Target Combos: None. Link Combos: 1. standing or crouching LP, LP, LP - An opponent hit by the Giant Palm Bomber is stunned and can be hit by another attack before they recover. The EX Giant Palm Bomber knocks an opponent into the air. Both versions can destroy normal projectiles, too. - Any character can crouch under the Monster Lariat. - The Moonsault Press, Ultra Throw, Shootdown Backbreaker, Gigas Breaker, and Megaton Press are all unblockable. - The Ultra Throw makes Hugo grab his opponent and throw them against the far wall. Afterwards, they rebound off the wall and are left open to attack. The button used determines how far they rebound after hitting the wall (LK is not far at all, while HK makes them fall closer to you). - The Hammer Mountain can be delayed, but if you delay it for too long, the SA ends without Hugo attacking. The delay is useful if you want to get closer before beginning the combo part of this move. Since he uses his standing close HP for the third hit of the Hammer Mountain, that hit must be blocked standing. - The Shootdown Backbreaker and Megaton Press only hit airborne foes. They will also connect after an EX Giant Palm Bomber or the Ultra Throw. The Megaton Press, in particular, has a very good range (it depends on the button used, HK is furthest), can can grab people who are just off the ground (say, Sean doing a Tornado). - Hugo's standing MK, HK, and his standing close HP must be blocked standing. - You can follow Hugo's Neck Hanging Three and Shootdown Backbreaker with an attack when your opponent's in the corner of the screen, but I've never got much better than a standing jab to hit. ------------------------------------------------------------------------ IBUKI, High-School Senior Ninja ------------------------------------------------------------------------ Yamitsudzura When close, b / f + MP / HP Tobizaru In air, any dir. but d + MP / HP (close) Souken d,d + P / K EX Kunai In air, qcf + P (hold f during EX ver.) EX Kubi Ori qcf + K EX Kazekiri f,d,df + K EX Hien b,d,db + K Raida hcb + P when close EX Tsumuji qcb + K, then same K or d + same K Rasen Chuu Press HP when standing from afar Oiura Ken Press HP during Rasen Chuu You Men b + MP (super cancelable on 2nd hit) Koube Kudaki f + MK Bonshou Geri f + HK I Kasumi Suzaku In air, qcf,qcf + P, tap P rapidly x2/3 II Yoroi Dooshi qcf,qcf + P x1/1 III Hashin Shou qcf,qcf + P x2/2 2nd Impact only: You Men (it was her close standing MP in New Generation) Target Combos: 1. jumping HP, f+MK 2. jump diagonally LP, f+HP 3. jump diagonally LK, f+MK 4. standing close HP, crouching HK, standing HK 5. (standing LP), standing far MP, f+LK 6. b+MK, f+MK (won't combo) 7. (standing LK), MK, HK 8. close standing LP, MP, crouching HK, standing HK 9. close standing LP, MP (1 hit), HP (cancelable) 10. b+MP, crouching HK, standing HK 11. b+MP (1 hit), HP (cancelable) 12. crouching MP, HP 13. crouching LK, MP, HP - The button used for the Kunai determines it's angle. The Kunai knives can be destroyed by normal punches and kicks, but you need to have good timing. Even the EX Kunai can be destroyed, but this isn't too useful unless your attack can take out both knives, since otherwise, you'll still get hit. You can hold forward during the EX Kunai to make them fly further. - The Kubi Ori and Raida are blockable. The Kubi Ori's real command is "qcf + K", despite what the instruction manual says. - You can supercancel the Kazekiri into the Kasumi Suzaku. - During the EX Kazekiri, you recover at the height of your jump, so you can make an attack while falling or even do a Kunai toss. but not with a normal Kazekiri. - The EX version of the Hien homes in on an opponent. You can follow any version of the Hien with a Kunai, or the Kasumi Suzaku. - Ibuki's Hien and Koube Kudaki must be blocked standing. - During the Tsumuji, you can press the same Kick button you used for a third hit, or down + the same Kick button for a sweep attack (so if you used qcb + LK, you'd press LK or d + LK after the second spinning kick). The EX version is different--simply holding down makes Ibuki do to the sweep attacks, and you can switch between up and down for both high and low attacks. - You can use the Oiura Ken even if your far standing HP hits, is blocked or is parried, but not if it misses. You can cancel this move into a Super Art. - When you do the Yoroi Dooshi from up close, it becomes a Raida-like attack that does much higher damage than if you do it from afar. If your opponent is blocking, if they parry the first hit, or if you're further away from your opponent, you get another version in which Ibuki fires a large globe of orange energy from her hand. - The button used for the Hashin Shou determines how far forward Ibuki slides when doing the first elbow strike. At the end of this move, your opponent is launched into the air, allowing you to attack them before they land. - You can cancel Ibuki's crouching HP, far standing HK or close standing HK (on either hit) with a high jump. Since this attack launches an opponent, it means you can follow with an air combo. - Unlike other characters, Ibuki's dash can be used to leap through a character and end up behind them. Technically her backstep can, too, although I don't see how you could arrange a backdash through your opponent ;) ------------------------------------------------------------------------ KEN MASTERS, Rising Dragon of Flames ------------------------------------------------------------------------ Seoi Nage When close, b / f + MP / HP Hiza Geri When close, b / f + MK Tomoe Nage When close, b / f + HK Straight d,d + P / K EX Hadou Ken qcf + P EX Shouryuu Ken f,d,df + P EX Tatsumaki Senpuu Kyaku qcb + K EX Kuuchuu Tatsumaki Senpuu Kyaku In air, qcb + K Inazuma Kakato Wari f + MK / hold MK during standing MK I Shouryuu Reppa qcf,qcf + P x1/2 II Shinryuu Ken qcf,qcf + K, tap K rapidly x2/1 III Shippuujinrai Kyaku qcf,qcf + K x2/3 2nd Impact only: Kuuchuu Tatsumaki Senpuu Kyaku Target Combos: 1. close standing MP, HP (cancelable) - Ken's Inazuma Kakato Wari must be blocked standing. - If blocked, Ken stops the Shippuujinrai Kyaku halfway through. ------------------------------------------------------------------------ NECRO, Bio-Cyber ------------------------------------------------------------------------ Shoulder Attack When close, b / f + MP / HP Frankensteiner When close, b / f + MK / HK Finger Attack d,d + P / K EX Flying Viper qcb + P EX Rising Cobra qcb + K Denji Blast f,d,df + P, tap P rapidly EX Tornado Hook hcf + P Snake Fang hcf + K German Suplex Snake Fang a back-turned opponent Drill Kick In air, d + K Elbow b + LP / MP (cancelable) Knee Dagger b + LK (cancelable) Knee Attack b + MK (cancelable) Knee Missile b + HK Necro Upper db + HP Elbow Cannon d / df + HP I Chou Denji Storm qcf,qcf + P, tap P rapidly x2/1 II Slam Dance qcf,qcf + P x1/1 III Electric Snake qcf,qcf + P x2/2 2nd Impact only: LK Drill Kick, Knee Dagger Target Combos: 1. standing LK, MP (his only target combo in New Generation) 2. standing b+LK, MP (cancelable) - Necro's Flying Viper and Rising Cobra must be blocked standing. - An opponent hit by the the HP Tornado Hook is left with his back turned towards Necro, allowing you to get in an extra hit or use the German Suplex. - The Snake Fang and Electric Snake must be blocked low. - The Slam Dance is unblockable. - In SF3: New Generation, Necro only has MK and HK Drill Kicks, and they both fly at the same angle. - Necro can shorten the length of his limbs by pressing back, then hitting LP, MP, or any Kick button. In SF3: New Generation, he can only use LP, MP, MK, or HK. ------------------------------------------------------------------------ ORO, Mysterious Old Man with the Secret of Immortality ------------------------------------------------------------------------ Kubi-jime Kataguruma When close, b / f + MP / HP Tomoe Nage When close, b / f + MK / HK Kuuchuu Jigoku Guruma In air, any dir. but d + HP when close Tobi Hiza d,d + P / K EX Nichirin Shou Charge b,f + P EX Oni Yanma Charge d,u + P Niou Riki hcb + P EX Jinchuu Watari qcf + K EX Hitobashira Nobori In air, qcf + K, tap K rapidly I Kishin Riki qcf,qcf + P, then P to grab x1/1 I Kishin K. Jigoku Guruma qcf,qcf + P, grab out of air x1/1 II Yagyou Dama qcf,qcf + P / PP (see notes) x3/3 III Tengu Ishi qcf,qcf + P x1/1 Target Combos: None. - In New Generation, Oro cannot use the Nichirin Shou while a Yagyou Dama ball is on-screen, or while the Kishin Riki is active. This does not apply to 2nd Impact, though. - The button used for the Nichirin Shou determines the direction in which Oro's projectile is thrown. LP is straight forward, MP is at a diagonal angle, and HP is at a 45 degree angle. During the EX version of this move, the projectile homes in on your opponent somewhat, and Oro will direct his arm according to where your opponent is (ground or air), when you fire. - The Niou Riki is blockable. - The EX version of the ground Jinchuu Watari homes in on an opponent. - The Jinchuu Watari only hits a set number of times when done on the ground. The air version, called Hitobashira Nobori, can hit multiple times if you tap K. In New Generation, you can't tap K for more hits, though. - Oro's Jinchuu Watari, Hitobashira Nobori, and standing HP must be blocked standing. - During the Kishin Riki, Oro glows. Pressing any Punch button makes him attempt a grab, as does attempting the Kubi-jime Kataguruma, or Kuuchuu Jigoku Guruma. Attempting the Niou Riki still results in the Kishin Riki if it hits. Unfortunately, while you can still do combos like close standing MK into Niou Riki, it won't combo, preventing you from comboing into the Kishin Riki. Anyhow, upon grabbing an opponent, he slams them around (if it was a ground grab), or performs the Kishin Kuuchuu Jigoku Guruma (Terrible God's Mid-Air Hell Wheel), if he grabbed them in mid-air. Note that the grab attempt is unblockable. - The button used for the Yagyou Dama affects it's trajectory (LP is fairly straight, HP makes it bob up and down). Using PP (any two Punch buttons) makes it arc up very quickly, then fall down. This gives it a very short horizontal range, but a very tall vertical range. Note that you have to use PPP in New Generation, though. You can have three Yagyou Dama balls on screen at the same time. - During the Tengu Ishi, items float around Oro's head, and whenever he attacks, they ram into his opponent for additional hits. They will not hit extra times during a Nichirin Shou or Niou Riki, though. The items can also offer a limited defense against attack, as they will absorb blows. For example, they could stop an incoming jump kick, or if someone had thrown a fireball at you, you could press LP to make the items fly forward and negate the fireball. Not all attacks can be stopped by the items, though. - You can cancel Oro's standing MP with a high jump on either hit. Since this attack launches an opponent, it means you can follow with an air combo. ------------------------------------------------------------------------ RYU, Superior One Who Seeks the Way ------------------------------------------------------------------------ Seoi Nage When close, b / f + MP / HP Tomoe Nage When close, b / f + MK / HK Straight d,d + P / K EX Hadou Ken qcf + P EX Shouryuu Ken f,d,df + P EX Tatsumaki Senpuu Kyaku qcb + K EX Kuuchuu Tatsumaki Senpuu Kyaku In air, qcb + K EX Joudan Sokutou Geri hcf + K Sakotsu Wari f + MP I Shinkuu Hadou Ken qcf,qcf + P x1/2 II Shin Shouryuu Ken qcf,qcf + P x1/1 III Denjin Hadou Ken qcf,qcf + P, hold P to charge x1/2 2nd Impact only: Kuuchuu Tatsumaki Senpuu Kyaku Target Combos: 1. far standing HP, HK - An opponent hit by the EX Joudan Sokutou Geri is knocked off the wall behind them and into the air, where they can be juggled. - Ryu's Sakotsu Wari must be blocked standing. - The Shin Shouryuu Ken hits more times against an opponent who is in the air, but for less overall damage. You can juggle someone who is falling down after getting hit by the ground version. - The Denjin Hadou Ken is unblockable, but can still be parried. If you hold down the button used, Ryu will charge it up through four levels, flashing each time he reaches another level. The more levels you have, the faster the fireball goes, and the more damage and stun damage it inflicts. At level 3, it will stun most anyone but Hugo, and at level 4 (if you charge it all the way), it will stun any character with an empty stun gauge. Ryu still charges a bit even during the throwing animation, so for example, you could charge up almost to Level 3, release the button, but still reach the next level while Ryu begins to toss the fireball. - You can make the Denjin Hadou Ken charge faster by wiggling the joystick rapidly while holding down the Punch button used. ------------------------------------------------------------------------ SEAN, Hot Storm Kid ------------------------------------------------------------------------ Seoi Throw When close, b / f + MP / HP Tomoe Throw When close, b / f + MK / HK Straight d,d + P / K EX Sean Tackle hcf + P (hold P to tackle) EX Dragon Smash f,d,df + P EX Tornado qcb + K EX Ryuubi Kyaku qcf + K Zenten qcb + P Sean Pachiki f + HP I Hadou Burst qcf,qcf + P x3/3 II Shouryuu Cannon qcf,qcf + P, tap P rapidly x3/2 III Hyper Tornado qcf,qcf + P x2/2 2nd Impact only: Sean Pachiki Target Combos: 1. close standing MP, HK 2. close standing HP, f+HP (doesn't combo) 3. close standing MP, HP (SF3: New Generation only) - The Sean Tackle can be blocked or parried. - Sean's Ryuubi Kyaku and Sean Pachiki must be blocked standing. - The Ryuubi Kyaku must be blocked standing. - The EX version of the Ryuubi Kyaku homes in on an opponent. - You can roll thorugh somebody using the Zenten. ------------------------------------------------------------------------ URIEN, Treacherous Disciple (2nd Impact: Giant Attack only) ------------------------------------------------------------------------ Spartan Bomb When close, b / f + MP / HP Destroy Claw When close, b / f + MK / HK Elbow d,d + P / K EX Metallic Sphere qcf + P EX Chariot Tackle Charge b,f + K EX Violence Knee Drop Charge d,u + K EX Dangerous Headbutt Charge d,u + P Maul Punch f + MP Step Kick f + MK I Tyrant Punish qcf,qcf + P x2 II Jupiter Thunder qcf,qcf + P x2 III Aegis Reflector qcf,qcf + P / PP x2 Target Combos: 1. standing LP, MP (cancelable) - Urien's Violence Knee Drop and standing HK must be blocked standing. - The EX version of the Violence Knee Drop homes in on an opponent. - The Jupiter Thunder shrinks as it travels. This means it hits less times and does less damage from further away than from up close. - The button used for the Aegis Reflector determines it's location. After arriving at it's location, the reflector solidifies, then begins drifting towards Urien's opponent. The PP version throws a reflector diagonally up into the air, where it stays in place. While one can hit a reflector with attacks (which are considered to be blocked), actually touching a reflector with too much of one's body results in damage. - As previously stated, the reflectors do hit for damage (up to six hits before they break apart). You can also block or parry a reflector. A weird property of the reflector is that it's "one way"--you can pass through the back of a reflector but not the front. For example, if Urien throws a Reflector behind you, he could push you into it and you would be knocked through it while taking hits. But if he throws a reflector in front of you, you won't be able to walk through it. - This means you can use the back of a reflector for juggles. As an example, let's say Urien is next to Ibuki and does an LP Reflector. Ibuki is pushed through it for three hits. Now Urien can jump over Ibuki, and walk forward or attack, pushing her back into the Aegis Reflector. Instead of her getting knocked through it again, she is pinned between it and Urien for several hits. You can even bounce a person off of a reflector if you hit them in air, or set them up to bounce between two or more reflectors! - Another (much more obvious feature) is that the reflector can reflect certain projectiles and absorb others. Some projectiles (mostly Super Arts) are not only reflected, but they lose a hit. For example, Gouki's HP Shakunetsu Hadou Ken hits three times, but after being reflected, it will only hit twice. Here's how each projectile is affected by the Aegis Reflector: Denjin Hadou Ken Absorbed if uncharged or at Level 1. Any higher and it goes through the reflector but loses a hit. Once it reaches Level 3, even multiple reflectors can't totally absorb it. Gou Hadou Ken Reflected. Hadou Burst Reflected. Hadou Ken Reflected. EX Hadou Ken Reflected. Jupiter Thunder Reflected, but won't lose a hit. Kunai / EX Kunai Absorbed. Kasumi Suzaku Absorbed, but quickly breaks reflector. Messatsu Gou Hadou Reflected, but loses a hit. Metallic Sphere Reflected. EX Metallic Sphere Absorbed. If it destroys the reflector, one sphere is reflected straight back. Meteor Strike Absorbed, but quickly breaks reflector. Nichrin Shou Reflected. EX Nichrin Shou Abosorbed. If it destroys the reflector, it loses a hit. Personal Action Both Dudley and Sean's are absorbed. Pyro- / Cryo-kinesis Absorbed, but will break the reflector. Shakunetsu Hadou Ken LP is absorbed, the others reflect but lose a hit. Shinkuu Hadou Ken Reflected, but loses a hit. Tengu Ishi Blocked--does lots of damage to reflector. Tenma Gou Zankuu Reflected, but loses a hit. Yagyou Dama Reflected (or deflected, depding), but loses a hit. Yoroi Dooshi Absorbed, but will break the reflector. Zankuu Hadou Ken Reflected downwards. Shin Gouki's version may be absorbed if the two fireballs hit each other. Once a projectile has been reflected, it can hit you, obviously. You can't reflect something twice (for example, using an LP Reflector to turn aside a Yagyou Dama ball, then throwing an MP or HP Reflector to try and knock it back towards you). Speaking of Oro, he can throw an LP or EX Nichrin Shou through the reflector (it won't hit his arm, and since his hand is beyond the reflector, the projectile isn't deflected). The MP and HP versions (as well as the EX version, if Oro's opponent is in the air and he aims upwards) hit the edge of the Reflector and bounce away, or are absorbed in the EX version's case). - Finally, each reflector has a 'life span' of a limited duration. This lifespan is further reduced by the following: * Using the reflector to block attacks. * Using the reflector to parry attacks. * Using the reflector to absorb projectiles. * Using the reflector to reflect projectiles. * Using the reflector to damage someone (6 hits and it's gone) * Using the reflector to juggle someone (6 hits and it's gone) It's possible to weaken a reflector enough that a projectile will break it and go through instead of being absorbed. Projectiles that are reflected will always be reflected back even if the Aegis Reflector breaks upon touch. In either case, they still lose a hit (although any projectile can always hit at least once). ------------------------------------------------------------------------ YANG, Blue Dragon of the Gale (2nd Impact: Giant Attack only) ------------------------------------------------------------------------ Monkey Flip When close, b / f + MP / HP Hiza Geri When close, b / f + MK / HK Toukuu Koushu d,d + P / K EX Tourou Zan qcf + P (perform 3 times) EX Senkyuutai qcf + K Byakko Soushouda qcb + P (qcb + PP to fake) Zenpou Tenshin hcb + K when close Raigeki Shuu Jump u or uf, then df + K Senpuu Kyaku f + MK Koushu When close, f + HP I Raishin Mahha Ken qcf,qcf + P x2 II Tenshin Senkyuutai qcf,qcf + K x2 III Sei'ei Enbu qcf,qcf + P x1 Target Combos: 1. standing MP, HP, b+HP (super cancelable) 2. standing LK, MK, HK 3. crouching LK, MK, HK (HK doesn't combo) 4. jump diagonally MK, MK Raigeki Shuu Link Combos: 1. crouching HP, Raishin Mahha Ken 2. standing or crouching LP, crouching MP (cancelable) 3. close standing MP, far MP (cancelable) 4. crouching MP, MP (cancelable) - During the EX Tourou Zan, you can perform it five times instead of the normal three. - The Byakko Soushouda can destroy normal projectiles. - Unlike Yun, Yang will roll forward a short distance before finishing the Senkyuutai. The button used determines how far forward he rolls. - The Zenpou Tenshin is an unblockable throw that switches places with Yang and his opponent. Since Yang recovers first, you can combo off of this move. - Yang's Raigeki Shuu and Senpuu Kyaku must be blocked standing. - The button used for the Raigeki Shuu determines the angle at which Yang descends. This attack can be comboed into a ground combo. - During the Sei'ei Enbu, any attack that Yang makes has it's hit count multiplied by three (so a 2-hit move would hit six times). You cannot use the fake Byakko Soushouda (qcb + PP) during this move. - You can cancel Yang's standing MK with a high jump (but not if it's done in his standing LK,MK,HK Target Combo). Since this attack launches an opponent, it means you can follow with an air combo. - You can delay the final hit (b+HP) of Yang's MP,HP,b+HP Target Combo. ------------------------------------------------------------------------ YUN, White Dragon of the Winds and Clouds (2nd Impact: G. Attack only) ------------------------------------------------------------------------ Monkey Flip When close, b / f + MP / HP Hiza Geri When close, b / f + MK / HK Gekihou Sui d,d + P / K EX Zesshou Hohou qcf + P EX Senkyuutai qcf + K Kobokushi qcb + P (qcb + PP to fake) Zenpou Tenshin hcb + K when close EX Tetsuzan Kou f,d,df + P Raigeki Shuu Jump u or uf, then df + K Senpuu Kyaku f + MK Koushu When close, f + HP I Youhou qcf,qcf + P x1 II Sourai Rengeki qcf,qcf + P x3 III Gen'ei Jin qcf,qcf + P x1 Target Combos: 1. jumping LP, jumping f+HP 2. crouching MP, crouching HP 3. crouching HK, standing HK 4. standing MP, HP, b+HP (super cancelable) 5. close standing LP, close LK, far MP (cancelable) Link Combos: 1. crouching HP, Youhou or Sourai Rengeki 2. standing LP, MP, HP, Sourai Rengeki 3. standing or crouching LP, crouching MP (cancelable) 4. close standing MP, far MP (cancelable) 5. crouching MP, MP (cancelable) - Unlike Yang, Yun does not roll forward during the Senkyuutai and instead leaps straight up. You can follow the MK or HK version with an attack if you're fast enough. - You can follow the MP or HP Tetsuzan Kou with an attack, like the Zesshou Hohou. - The Kobokushi can destroy normal projectiles. - The Zenpou Tenshin is an unblockable throw that switches places with Yun and his opponent. Since Yun recovers first, you can combo off of this move. - Yun's Raigeki Shuu and Senpuu Kyaku must be blocked standing. - The button used for the Raigeki Shuu determines the angle at which
   Yun descends.  This attack can be comboed into a ground combo.
 - You can hit someone while they're falling after the Youhou.  A
   Zesshou Hohou will work nicely ;)
 - During the Gen'ei Jin, Yun can combo together his normal moves (sort
   of like chain combos), and can juggle his opponent with any of his
   moves as well (for example, you could juggle your opponent across the
   screen with multiple Zesshou Hohous).  In addition, all of his normal
   attacks and special moves come out faster.  The Gen'ei Jin also
   affects him in different ways:

     *  His Zesshou Hohou, MK / HK Senkyuutai, and Tetsuzan Kou
        all hit multiple times.
     *  His Zesshou Hohou won't knock people down.
     *  His Senkyuutai knocks people further away.
     *  His Kobokushi won't knock an opponent as far away as usual.
     *  In addition, you can't use the fake (PP) Kobokushi.
     *  Any strength Tetsuzan Kou knocks someone into the air.
     *  He can't do Target Combos #1 or #4.
     *  He can't use normal throws (he can still do the Zenpou Tenshin).
    
 - You can cancel Yun's standing MK with a high jump.  Since this
   attack launches an opponent, it means you can follow with an air
   combo.
 - Yun can use his Personal Action (press and hold HP + HK) to beat any
   version of the bonus game, even Level 5.  Technically you're not
   winning if you're not parrying all the balls, but destroying them
   still gives you points, and destroying all of them gets you a Perfect
   bonus.
 - You can delay the final hit (b+HP) of Yun's MP,HP,b+HP Target Combo.
 - Here's a neat trick shown to me by Clarence: against the CPU, you
   can do the Zesshou Hohou, and if your opponent blocks, throw them
   with his Hiza Geri.  You can keep doing this until your opponent
   is dead.  Sure it's lame, but if you want to see Yun's ending or
   just feel like getting the world's highest score, give it a shot.
   This works fairly well in the arcades, but the AI in the Dreamcast
   version of 2nd Impact has an easier time stopping you.


 ------------------------------------------------------------------------
 YUN & YANG                                    (SF3: New Generation only)
 ------------------------------------------------------------------------

     Monkey Flip                When close, b / f + MP / HP
     Hiza Geri                  When close, b / f + MK / HK

     Zesshou Hohou              qcf + P
     Senkyuutai                 qcf + K
     Kobokushi                  qcb + P  (qcb + PP to fake)
     Zenpou Tenshin             hcb + K when close
     Raigeki Shuu               Jump u or uf, then df + K
     Senpuu Kyaku               f + MK
     Koushu                     When close, f + HP

 I   Tenshin Senkyuutai         qcf,qcf + K   x2
 II  Sourai Rengeki             qcf,qcf + P   x3
 III Gen'ei Jin                 qcf,qcf + P   x1

 Target Combos:
  1.  close standing LP, MP, far standing HP
  2.  standing LP,LK                          (cancelable)
  3.  standing MP, HP, b+HP                   (super cancelable)

 Link Combos:
  1.  crouching HP, Sourai Rengeki
  2.  standing or crouching LP, crouching MP   (cancelable)
  3.  close standing MP, far MP                (cancelable)
  4.  standing LP, MP, HP, Sourai Rengeki
  5.  standing LP, MP, HP, Tenshin Senkyuutai

 - When playing SF3: New Generation, you can select Yun by highlighting
   him and pressing a Punch button, or you can play with Yang by
   highlighting Yun and pressing any Kick button.  Even though they look
   different, they both have the same set of moves.
 - You will roll forward a short distance before finishing the
   Senkyuutai.  The button used determines how far forward you rolls.
 - The Kobokushi can destroy normal projectiles.
 - The Zenpou Tenshin is an unblockable throw that switches places with
   Yun and his opponent.  Since you recover first, you can combo off
   of this move.
 - The Raigeki Shuu and Senpuu Kyaku must be blocked standing.
 - The button used for the Raigeki Shuu determines the angle at which
   you descends.  This attack can be comboed into a ground combo.
 - During the Gen'ei Jin, you can combo together your normal moves (sort
   of like chain combos), and can juggle your opponent with any move as
   well (for example, you could juggle your opponent across the screen
   with multiple Zesshou Hohous).  In addition, all your normal attacks
   and special moves come out faster.  The Gen'ei Jin also affects you
   in different ways:

     *  Your Zesshou Hohou, Senkyuutai, and Kobokushi all hit multiple
        times.
     *  The Zesshou Hohou won't knock people down.
     *  The Senkyuutai knocks people further away.
     *  The Kobokushi won't knock an opponent as far away as usual.
     *  In addition, you can't use the fake (PP) Kobokushi.
     *  You can't do Target Combo #4.
     *  You can't use normal throws, but can still do the Zenpou
        Tenshin.

 - You can cancel your standing MK with a high jump.  Since this
   attack launches an opponent, it means you can follow with an air
   combo.
 - As an alternative to your MP,HP,b+HP combo, you can always do a
   LP linked into MP,HP.  The HP isn't cancelable, but you recover
   and do a Sourai Rengeki or Tenshin Senkyuutai (with either Yun or
   Yang) before your opponent recovers, and the whole thing will combo.


 ========================================================================
 3.  SECRETS AND TRICKS
 ========================================================================
      
 ------------------------------------------------------------------------
 PLAY AS GOUKI                            (2nd Impact: Giant Attack only)
 ------------------------------------------------------------------------

 Dreamcast Version:  Move to Sean and press Up to reveal Gouki.

 Arcade Version:  You'll have to enable a code in order to reveal Gouki.
 The code is performed like this:

                *  Highlight Ryu, tap d,d,u
                *  Highlight Ken, tap u,u,d
                *  Highlight Ryu, press up
                *  Highlight Ken, press down
                *  Highlight Sean, tap d,d,u,d,u,u,u

 The final upward tap will show Gouki's portrait.  You have to enter the
 code every time you want to use him.  There is another code you can
 enter to permanently make Gouki playable, but you have to be able to go
 into the Test Menu, which means opening up the machine. Assuming you're
 able to do this, here's how the code goes:

     *  Go into the Test Menu on the first player side.
     *  Highlight "Timer", then press the Start button three times.
     *  Highlight "Event", then press Medium Kick twice.
     *  Highlight "Screen Mode", then press Hard Kick three times.
     *  Highlight "Bonus Game", then press Light Kick once.
     *  Highlight "Attack Power" (Kougeki Riki) and press LK four times.

 Upon doing the last step, you should hear Gouki's signature grunt.
 He'll now be selectable without codes, and the code remains inputted
 even if you turn the machine off.


 ------------------------------------------------------------------------
 PLAY AS SHIN GOUKI                       (2nd Impact: Giant Attack only)
 ------------------------------------------------------------------------

 After you've beaten Shin Gouki in Arcade Mode (see below), you can
 select him by highlighting Gouki, holding Start, and pressing any
 button.


 ------------------------------------------------------------------------
 PLAY AS GILL                             (New Generation and 2nd Impact)
 ------------------------------------------------------------------------

 Simply beat the game once.  For New Generation, highlight Sean and press
 up.  For 2nd Impact, highlight Sean, press up to reveal Gouki, then
 press up again to reveal Gill.
      

 ------------------------------------------------------------------------
 FIGHT YOUR RIVAL                         (2nd Impact: Giant Attack only)
 ------------------------------------------------------------------------

 Each character has their own boss that they fight after beating all
 other CPU opponents.  They also have special rivals that they can fight,
 providing you follow these guidelines--don't use any continues, and
 get the following number of Super Art finishes:

        1 round per battle              Get 3 Super Art Finishes
        3 rounds per battle             Get 5 Super Art Finishes
        5 rounds per battle             Get 7 Super Art Finishes
        7 rounds per battle             Get 9 Super Art Finishes

 Note that Cheap Finishes (killing someone by block damage) do not count.
 If you're playing as Yun or Yang and have the Gen'ei Jin or Sei'ei Enbu
 as your selected Super Art, simply kill your opponent while the SA is
 active...it will count as a Super Art finish.  If you're using Elena
 and have selected Healing as your Super Art, you have to use it that
 many times (so you would have to do it once in a match five times if you
 have your battles set to three rounds).  Even if you have full life and
 use Healing, it will still count.

 Anyway, if you've done everything correctly, your rival shows up on the
 fourth, fifth, or sixth match (depending on when you meet all of your
 requirements).  The rivals are:

       PLAYER          RIVAL     |      PLAYER          RIVAL
       --------------------------X----------------------------
       Alex            Ken       |      Ken             Dudley
       Dudley          Hugo      |      Necro           Ibuki
       Elena           Ryu       |      Oro             Necro
       Gill            Alex      |      Ryu             Sean
       Gouki           Sean      |      Sean            Yang
       Shin Gouki      Sean      |      Urien           Alex
       Hugo            Yun       |      Yang            Oro
       Ibuki           Elena     |      Yun             Urien

 If you lose to your rival and continue, you cannot fight them again.


 ------------------------------------------------------------------------
 FIGHT GOUKI                              (2nd Impact: Giant Attack only)
 ------------------------------------------------------------------------

 To fight Gouki instead of your normal last boss, you must not lose any
 rounds or continue.  You also have to get a certain number of Perfect
 wins depending on how many rounds there are per battle:

        1 round per battle              Get 1 Perfect
        3 rounds per battle             Get 2 Perfects
        5 rounds per battle             Get 3 Perfects
        7 rounds per battle             Get 4 Perfects

 If you're playing as Yun or Yang and have the Gen'ei Jin or Sei'ei Enbu
 as your selected Super Art, simply kill your opponent while the SA is
 active...it will count as a Super Art finish.  If you're using Elena
 and have selected Healing as your Super Art, you have to use it that
 many times (so you would have to do it once in a match two times if you
 have your battles set to three rounds).  Even if you have full life and
 use Healing, it will still count.

 Anyway, if you did all of this correctly, Gouki will Shun Goku Satsu
 your opponent, and then you'll get to fight him.  The ending changes
 if you beat him, too.  If you lose to Gouki and continue, you can
 still fight him, but if you switch to another character, then switch
 back, you'll simply end up fighting your way back to your normal boss
 and cannot re-fight Gouki.


 ------------------------------------------------------------------------
 FIGHT SHIN GOUKI                         (2nd Impact: Giant Attack only)
 ------------------------------------------------------------------------

 To fight Shin Gouki, you have to do the following:

  - Don't lose any rounds.
  - Don't use any continues.
  - You can't get any more than three wins via block damage.  Any more
    than that and you can't fight Shin Gouki.
  - Get a certain number of Perfect wins (depending on how many rounds
    there are per battle):

        1 round per battle              Get 2 Perfects
        3 rounds per battle             Get 3 Perfects
        5 rounds per battle             Get 4 Perfects
        7 rounds per battle             Get 5 Perfects
                       
 If you did it correctly, Gouki will Shun Goku Satsu your opponent, and
 then you'll get to fight him.  While fighting him, you must do the
 following:

  - When fighting Gouki, don't get any Judgment or Time Out wins.
  - When fighting Gouki, get one Super Art finish or Perfect Super Art
    finish on any round.

 Note that you do not have to get the SA or Perfect SA finish on the last
 round; you can do that on the first round, then beat him on the last
 round with a normal attack and he will still revive as Shin Gouki.  The
 weird thing is that all background animation will stop while fighting
 him (this threw me for a loop when I met him on Necro's stage).

 If you lose a round while fighting Gouki, or if you lose all rounds and
 have to use a continue, you will be unable to fight Shin Gouki (but if
 you lose and continue, you can still fight Gouki).  Finally, if you lose
 to Shin Gouki, you can continue and fight him again.  What's more, no
 matter who you choose, they will fight Shin Gouki (usually when you
 continue with someone else, you're set further back and have more
 opponents to defeat before reaching your boss).  In any case, beating
 Shin Gouki awards you with an alternate ending (and makes him playable,
 see above).
                                                                                  
 If you're playing as Yun or Yang and have the Gen'ei Jin or Sei'ei Enbu
 as your selected Super Art, simply kill your opponent while the SA is
 active...it will count as a Super Art finish.  If you're using Elena
 and have selected Healing as your Super Art, you have to use it that
 many times (so you would have to do it once in a match thrice if you
 have your battles set to three rounds).  Even if you have full life and
 use the Healing, it will still count.  The same applies to making Shin
 Gouki appear--use Healing once during a round, then kill Gouki, and
 that will count as your Super Art Finish.  Once you've won the match,
 he'll revive as Shin Gouki.
                           

 ------------------------------------------------------------------------
 EXTRA OPTIONS                            (New Generation and 2nd Impact)
 ------------------------------------------------------------------------

 To do this, you need to use the default controller (with the L and R
 triggers).  Using another pad (I have the ASCII Fighting Type Pad) won't
 work.  In any case, highlight 'OPTION' and hold down the L and R
 triggers.  While still holding them down, press Start.  You should now
 be in the options menu.  Keeping L and R held, highlight each option and
 input the following codes:

        On "Game Option",    press Left, Left, X,X, Right, Right
        On "Button Config.", press Left, Left, Y,Y, Right, Right
        On "Screen Adjust",  press Left, Left, X,Y, Right, Right
        On "Sound",          press Left, Left, Y,X, Right, Right

 You won't hear any sound indicating that you've input the codes
 correctly, and you have to do them at a relatively fast pace or the
 code won't work.  If you did it right, though, then after inputting
 the last code, a new option called "Extra Options" will appear.  Note
 that doing this code in 2nd Impact won't enable it in New Generation;
 you have to input the code in each game in order for it to be usable
 in both games.

 The new options include:

 1P S.A. GAUGE   = How many levels of SA power you can hold.  If you set
                   it to INFINITY, you use your default levels but your
                   SA gauge refills every time it is depleted.
 2P S.A. GAUGE   = Same as the 1P SA Gauge option.

 The S.A. GAUGE option, since it gives you infinite power, also lets you
 do stuff like have tons of Yagyou Dama balls or Aegis Reflectors on
 screen at the same time.

 DYNAMIC MODE    = This is usually ON; it makes the screen center on you
                   when you perform a Super Art, and for some SAs, cause
                   the screen to zoom in (like during Elena's Healing).
                   With this option turned off, the screen won't focus
                   on the character doing the SA, nor will it zoom in.
 STUN GAUGE      = NO RECOVER makes the stun gauge stay at it's current
                   level.  Usually it's always emptying steadily.
 GUARD           = NO GUARD means neither character can block attacks.
                   GUARD=BLOCKING means that when you attempt to block
                   an attack, you parry it instead.  The CPU can do this
                   too, though, and it's annoying as hell.
 GAUGE DISP.     = Both of these make the life and SA gauges disappear
                   when turned OFF.
 1 BUTTON S.A.   = With this on, if you have enough power to do a Super
                   Art, pressing any button will do it.  For example,
                   if your SA is Brave Dance and you press Kick, Elena
                   does the Brave Dance.

 When you use the 1 BUTTON S.A. option for Urien, and have picked the
 Aegis Reflector, then pressing PP makes him do the upwards Reflector.
 Similarily with Oro's Yagyou Dama, pressing PP (or PPP if you're
 playing New Generation) makes him do the high-arc Yagyou Dama.  When
 this option is used for Gouki, pressing HP with 2 levels results in
 the Shun Goku Satsu.  Other buttons (or pressing HP with less power)
 results in his other SA.

 Options only found in 2nd Impact include:

 EX SPECIAL MOVE = With this put to FREE, it doesn't cost any SA power
                   to do an EX'ed move.
                     

 ------------------------------------------------------------------------
 BONUS GAME DIFFICULTY LEVEL SELECT       (2nd Impact: Giant Attack only)
 ------------------------------------------------------------------------

 In Arcade Mode, after beating every three opponents, you get to play a
 bonus game.  To pick the difficulty of the bonus game, input the
 following command when the 'Let's Blocking' message appears on-screen:

 For Level 1     Hold LK        For Level 4     Hold KKK
 For Level 2     Hold MK        For Level 5     Hold d + LP + MK + HP
 For Level 3     Hold HK

 Normally, the difficulty is determined by how well you play (it gets
 harder the better you are against the CPU).


 ------------------------------------------------------------------------
 ARCADE MODE COURSE SELECT                (2nd Impact: Giant Attack only)
 ------------------------------------------------------------------------

 In Arcade Mode, the opponents that you fight are chosen at random.
 However, you can also fight a specific lineup of opponents (called
 'courses'), by selecting your Super Arts in the following way:

     For Course 1       Highlight the SA you want, press f + P
     For Course 2       Highlight the SA you want, press f + K
     For Course 3       Highlight the SA you want, press b + P
     For Course 4       Highlight the SA you want, press b + K

 Each character has their own four courses with their own lineup of
 opponents.  It may not seem like it, but this really works.  This trick
 also has an additional effect on Hugo as it determines who his last
 boss will be, and how his ending comes out:

           Course 1                Last boss is Necro
           Course 2                Last boss is Ryu
           Course 3                Last boss is Elena
           Course 4                Last boss is Gill

 It's still possible to fight Gouki and Shin Gouki, no matter what course
 you choose.  The neat thing with Hugo is that if you lose, continue, and
 play as another character, then lose and pick Hugo again, you can do
 this trick to change your boss again.  So if you had originally say,
 highlighted 'Hammer Mountain' and hit b + K, your boss would have been
 Gill.  If you continue at any point during the game (even when fighting
 Gill!), picked someone else, lost, then picked Hugo again, you could
 highlight the SA of your choice and press, say, f + P.  You would then
 get to fight Necro as your boss (when you reached him).

 Who Hugo beats also affects his ending, as he teams up with that
 character for his tag team partner.  Here are the 'titles' for the
 characters who can fight with, and their team name:

 "In the blue corner, Great Giant of the Century Hugo and..."

   "...Super Electromagnetic Arian (Necro) in 'The Thunderbolt'!"
   "...Wandering Karate Man Ryu in 'Soul Brothers'!"
   "...Great Nature Warrior Elena in 'Beauty & Beast'!"
   "...Emperor of Destruction and Revival Gill in 'Ragnarok Winners'!"

 As for your opponents, they can be one of these two:

  "In the red corner, Zalzof & Colt in 'The Machineguns'!"
  "In the red corner, B. Widow & Haggar in 'Slam Stars'!"

 Hugo says something different to his partner in each ending, but my
 conversational Japanese is crappy so I'm not even going to bother ;)
 As for Necro's real name, I have heard it is "Illia", but it reads
 "eria-n" (Arian?) in Hugo's ending, so I dunno.


 ------------------------------------------------------------------------
 SECRET COSTUME COLOR                     (2nd Impact: Giant Attack only)
 ------------------------------------------------------------------------

 Each character has six different colors, depending on the button you use
 to select them.  They also have a seventh, hidden color that you can get
 by selecting them with LK + HP.

 Both Shin Gouki and Gill have only two costume colors.  For some strange
 reason, Gill has a hidden color (it's black-and-cream, looks pretty
 wicked), but Shin Gouki does not.


 ------------------------------------------------------------------------
 CLEAR PAUSE SCREEN TRICK                 (New Generation and 2nd Impact)
 ------------------------------------------------------------------------

 In any mode but Training, pause the game, then press X+Y, and the menu
 will vanish and the screen will brighten.  All you can do now is press
 Start to return to the game, though.


 ------------------------------------------------------------------------
 BEAT UP YOUR DEFEATED OPPONENT           (New Generation and 2nd Impact)
 ------------------------------------------------------------------------

 You can hit an opponent after you've delivered the knockout blow.  If
 you killed them with a LP or LK, they'll be stunned and you can attack
 them again.  With any other attack, they get knocked away (but it's
 still possible to juggle them around).


 ------------------------------------------------------------------------
 SEAN'S CONTROLLABLE BASKETBALL           (2nd Impact: Giant Attack only)
 ------------------------------------------------------------------------

 If you are playing with Sean and get his intro pose where he throws a
 basketball, you can direct it using the joystick.  You can even hit
 your opponent's head to make them dizzy, but this has no actual effect
 on the game once it starts.


 ------------------------------------------------------------------------
 EFFIE LOSING POSE TRICK                  (New Generation and 2nd Impact)
 ------------------------------------------------------------------------

 Normally when you beat Necro on the last round, Effie runs up and falls
 down next to him.  However, if you kill Necro with an attack that
 doesn't knock him down (LP or LK, or say, Alex's Headbutt or Stun Gun
 Headbutt), Effie will run up and sit down next to Necro instead.


 ------------------------------------------------------------------------
 GILL GLITCH                              (2nd Impact: Giant Attack only)
 ------------------------------------------------------------------------

 There is a glitch involving Gill; when he's falling, the computer
 considers him to be 'standing up' at one point in his fall.  This means
 you can attack him and he will suddenly be standing up and taking the
 hit, as if you were doing a ground combo instead of juggling him.  Some
 characters can really abuse this (Hugo can Ultra Throw Gill into a
 wall, and while he's falling, catch him with another Ultra Throw over
 and over).

 I don't see why this glitch wouldn't be available in SF3: New
 Generation, but I was never able to get it to work with any character
 (Hugo's the only character who I was able to test this with).


 ------------------------------------------------------------------------
 TRAINING MODE GLITCH                     (New Generation and 2nd Impact)
 ------------------------------------------------------------------------

 You may notice in Training Mode that your dummy opponent will 'flinch',
 move around, or even attack you depending on what you're doing.


 ========================================================================
 4.  GAMEPLAY NOTES
 ========================================================================

 ------------------------------------------------------------------------
 RULES OF THE GAME
 ------------------------------------------------------------------------

 The game is consist of battles, which are broken into three round
 matches (by default).  The first person to win two rounds wins.  To
 'win' a round, you must empty your opponent's Life Gauge--this can be
 done by attacking them.

 It's possible to have a double K.O. (both characters kill each other at
 the same time), in which case both players are awarded a win, and
 whoever has more wins is the winner.  If they both have the same number
 of previous wins, another round is held.

 Another factor is the game timer, which is set to 99 (66 seconds), by
 default.  Once it reaches 00, whoever has more life is the winner.  If
 both characters have the same amount of life, then 'Judgment' occurs.
 This is where the CPU determines which player should be the winner via
 three random judges (Hoimei and Pat are pictured in the instruction
 booklet, along with Necro's friend, Effie).  Even if you have both
 players sit there until time runs out, the CPU will still randomly pick
 a winner ;)

 There are various ways to kill your opponent, and these are noted by
 win signs:

  V for "Victory"
   - You killed your opponent with anything other than a Super Art.

  S for "Super Art"
   - You killed your opponent with any Super Art.

  C for "Cheap (or Chip) Damage"
   - You killed your opponent via block damage.

  D for "Draw Game"
   - Both players killed each other at the same time; both of them get
     a victory for this match and whoever has more wins advances;
     otherwise another round is held.

  J for "Judgment"
   - This means you won via Judgment (both players had the same amount of
     life when time was over, and the judges picked you as the winner).

  P for "Perfect"
   - This means you had full life (a green life gauge) when the round
     ended.  No matter how you finish the match, if you get a perfect
     win, you always get a "P".


 ------------------------------------------------------------------------
 BLOCKING AND PARRYING
 ------------------------------------------------------------------------

 (Please remember that I'm using the US notation--'parrying' is when you
 tap f or d to stop an attack, and 'blocking' is when you hold down or
 down-back to block an attack.)

 Blocking occurs when you hold back to block high attacks, or down to
 block low attacks.  You take no damage when you block, although
 blocking special moves or Super Arts results in a minor amount of
 damage per hit, even though you're in a defensive posture.  Some
 attacks cannot be blocked; others can only be parried.  Unlike some
 other SF games, you cannot block while in mid-air.

 Parrying is the major new feature in the SF3 series.  It works a lot
 like a block; you simply tap forward or down when you are attacked,
 and if your timing is right, your character flashes blue and takes no
 damage from the attack.  Like blocking, certain attacks have to be
 parried standing (the forward parry), or crouching (the down parry).
 Parrying can also be done in air, although the direction used doesn't
 matter in regards to the incoming attack; it simply determines if you
 will fall backward after the parry (if you parried by tapping forward),
 or if you will fall forward after the parry (if you parried by tapping
 down).

 The big difference between parrying and blocking is that you have to
 parry at the moment an attack would hit you; you can't hold forward
 and wait for the attack to get close to you, as with blocking.  On
 the other hand, right after a parry is done, there is a brief window
 of time in which you can move around, attack, block, or parry again
 (you'll need to parry multiple times against multi-hit moves).
 

 ------------------------------------------------------------------------
 SUPER ARTS
 ------------------------------------------------------------------------

 Super Arts are a lot like the Super Combos found in other SF games;
 they generally do more damage than any other attack, have better
 invulnerability, and they can only be used with a full SA gauge (each
 full gauge is called a 'stock').  The difference is that each Super Art
 takes a varying amount of time to build up, and has a different number
 of stocks.  For example, Sean's Hadou Burst is a Super Art with a very
 short gauge.  So he can build up power to use a Hadou Burst rather
 quickly.  What's more, he can build up enough power to fire three Hadou
 Bursts.  On the other hand, Hugo's Gigas Breaker has a very long gauge
 that takes a while to build up.  What's more, he can only hold enough
 power to do one Gigas Breaker.

 In general, the more damaging / powerful / effective a move is, the
 longer a gauge it has, and the less stocks you can hold.  Conversely,
 this also means that you have less energy to use for Super Arts, as
 compared to the characters who can hold more stocks (in the previous
 example, even though Hugo's Gigas Breaker gauge is pretty big and means
 that he has a lot of SA power to use, Sean's three Hadou Burst gauges
 hold more SA power overall and enable him to use more EXs than Hugo).

 Another advantage of having more stocks is that you can always keep
 building up power.  Once Yun's short, single-stock Sei'ei Enbu gauge
 is filled, he can't earn any more SA power until he uses the Super Art,
 and this puts him at a disadvantage to, say, a Yun player using the
 Sourai Rengeki, since even after Yun has enough power for a Sourai
 Rengeki, he can continue to earn power (since he can hold three stocks
 total).

 Note that Super Art gauge power is carried over from round to round
 (this includes stocks), but not battle to battle.  The exception is if
 you have turned on the SA Select in Versus Mode--this feature lets you
 have a different Super Art for each round, but the drawback is that you
 start off each new round with a totally empty SA gauge, even if you
 picked the same SA for the next round.


 ------------------------------------------------------------------------
 EX SPECIAL MOVES
 ------------------------------------------------------------------------

 This concept is a spin off of the ES-special moves from the Vampire
 Hunter series.  The idea is basically this; that every character has
 certain moves that, when performed with two buttons, hit more times and
 do more damage.  For example, Yun's Zesshou Hohou is done with qcf + P.
 Since the Zesshou Hohou is EX'able, if you perform it with qcf + PP,
 the move will go further, hit twice and do more damage than normal.
 You can always tell when you're EX'ing a move because your character
 will flash yellow.

 The drawback with EX moves is that they cost Super Art power to use.
 The amount is the same for any EX'able move, but the overall cost
 changes depending on what Super Art you're using, since the SA gauges
 vary in length and stock size.  This not only forces you to choose
 between conserving your SA power for Super Arts or EX moves, but it
 also means they you may wish to choose an SA with more stocks or a
 longer gauge so that you have more EX moves to use.

 What I've done below is roughly determine how many EX move uses you get
 out of each characters' Super Arts.  Yes, I know there are little dots
 on the SA gauge I could use to be more approximate, but I don't want
 to ruin my eyesight by squinting at them for an hour ;)  Anyway, the
 list is below:

 [ ALEX ]  ---------------------------  [ DUDLEY ]  --------------------

 Hyper Bomb             3.3 uses        Rocket Upper            5.2 uses
 Boomerang Raid         3.3 uses        Rolling Thunder         3.2 uses
 Stun Gun Headbutt      2.0 uses        Corkscrew Blow          6.9 uses
                                                       
 [ ELENA ]  --------------------------  [ HUGO ]  ----------------------

 Spinning Beat          5.4 uses        Gigas Breaker           3.3 uses
 Brave Dance            5.2 uses        Megaton Press           5.5 uses
 Healing                2.8 uses        Hammer Mountain         4.4 uses
                                                       
 [ IBUKI ]  --------------------------  [ KEN MASTERS ]  ---------------

 Kasumi Suzaku          5.8 uses        Shouryuu Reppa          5.7 uses
 Yoroi Dooshi           2.9 uses        Shinryuu Ken            3.6 uses
 Hashin Shou            4.0 uses        Shippuujinrai Kyaku     6.0 uses
                                                       
 [ NECRO ]  --------------------------  [ ORO ]  -----------------------

 Chou Denji Storm       2.3 uses        Kishin Riki             2.5 uses
 Electric Snake         3.3 uses        Yagyou Dama             6.6 uses
 Slam Dance             2.7 uses        Tengu Ishi              2.6 uses
                                                                
 [ RYU ]  ----------------------------  [ SEAN ]  ----------------------

 Shinkuu Hadou Ken      5.2 uses        Hadou Burst             5.4 uses
 Shin Shouryuu Ken      3.0 uses        Shouryuu Cannon         4.4 uses
 Denjin Hadou Ken       4.1 uses        Hyper Tornado           5.6 uses


 [ URIEN ]  --------------------------  [ YANG ]  ----------------------

 Tyrant Punish          5.3 uses        Raishin Mahha Ken       6.0 uses
 Aegis Reflector        4.0 uses        Tenshin Senkyuutai      5.3 uses
 Jupiter Thunder        4.4 uses        Sei'ei Enbu             2.6 uses
                                                       
 [ YUN ]  --------------------------------------------------------------

 Youhou                 2.8 uses
 Sourai Rengeki         6.5 uses
 Gen'ei Jin             1.8 uses

 Gill and Gouki are not included since they have no EX-able moves.


 ------------------------------------------------------------------------
 SUPER CANCELING
 ------------------------------------------------------------------------

 Super canceling is the ability to cancel special moves into Super Arts.
 You can even cancel an EX special move into a Super Art, if you have
 enough power to do so.  Like normal canceling, this simply means that
 the animation of that special move is canceled by the animation of the
 Super Art.  Unfortunately, like normal canceling, this also reduces
 the damage of the canceled move.  For example, Hugo's Megaton Press
 does far less damage after being supercanceled out of an EX Giant Palm
 Bomber.  Stick it in a combo (say, in the corner, Ultra Throw, Giant
 Palm Bomber, EX Giant Palm Bomber, supercancel into Megaton Press), and
 the damage of the Megaton Press ends up being next-to-nothing.

 Note that some moves, and EX versions of some moves, cannot super
 cancel.  Also, some moves (even command attacks) are _only_ super
 cancelable.
            

 ------------------------------------------------------------------------
 THE STUN GAUGE
 ------------------------------------------------------------------------

 The Stun Gauge is located beneath either character's lifebar.  What it
 does is tell you how close you are to getting dizzied.  Every time you
 are hit by an attack, in addition to doing damage, it also does 'stun
 damage'--in other words, it fills up the stun gauge a little bit.  Note
 that this has nothing to do with actual life-decreasing damage that you
 take from getting hit by attacks.  Anyway, some characters' attacks do
 particularly large amounts of stun damage; take Sean's Tornado and most
 all of Gill's attacks, for example.

 Once the Stun Gauge maxes out, it reads 'STUN', and your character
 becomes dizzied.  You can recover from a dizzy faster by shaking the
 controller and mashing on the buttons, but until you do recover, you're
 left defenseless an immobile, giving your opponent a free chance to
 attack you.  What's more, any attacks done prior to the dizzy are
 considered to be 'comboed' along with any attacks done to a dizzied
 opponent, so if your jumping HP, standing HP combo dizzied someone,
 hitting them with a crouching HP into a Hadou Ken wouuld count as a
 4-hit combo instead of two 2-hit combos.

 In your defense, though, any stun damage you take immediately begins to
 decrease, so in time you can empty out your Stun Gauge again.  And if
 you are dizzied, the Stun Gauge resets once you recover.

 Another interesting thing about the Stun Gauge is that, like the Super
 Arts Gauge, it varies in size depending on the character.  Hugo's Stun
 Gauge is much larger than most characters because he's so tough.  Gouki
 has a pretty small stun gauge, on the other hand.


 ------------------------------------------------------------------------
 OVERHEADS AND LEAP ATTACKS
 ------------------------------------------------------------------------

 An overhead is an attack which must be blocked standing, even if it
 looks like you could block low.  Sometimes it seems obvious--most aerial
 attacks have to be blocked standing.  Others, like Alex's standing HP
 or Ibuki's Koube Kudaki, will hit you if you crouch block.  The tricky
 thing about overheads is that you can mix up low attacks (say, most
 crouching kicks), with overheads to try and make your opponent use the
 wrong type of block and end up getting hit.  All overhead attacks are
 listed in the character movelist section as attacks that must be
 blocked standing.

 Leap Attacks are a sort of 'universal overhead', since every character
 can do them by pressing down twice and any Punch or Kick button.  Your
 character will then leap just off the ground and do an attack that must
 be blocked standing.  Leap Attacks can also be used to go over low moves
 like crouching kicks.  In the arcade version of 2nd Impact, you could EX
 a Leap Attack, but this is not possible in the Dreamcast version.


 ------------------------------------------------------------------------
 THROWS, HOLDS, AND ESCAPES
 ------------------------------------------------------------------------

 Every character can throw someone by getting close and pressing back or
 forward + MP or HP...some characters can also throw with MK or HK.  Oro
 and Ibuki both have air throws which can only be used when both players
 are airborne and close by--at that point, press in any direction but
 down + MP / HP  (just HP for Oro).

 The nice thing about throws and holds is that they are unblockable.
 However, they are escapable, using the 'Grap Defense' system.  What
 you do is press back or forward + MP, MK, HP, or HK just as you are
 thrown.  If you did it correctly it will look as if you 'parried' the
 throw and you will hop back a bit.  I have managed to Grap Defense
 out of Oro's Kuuchuu Jigoku Guruma (his mid-air throw), but haven't
 been able to do it against Ibuki's Tobizaru (her mid-air throw).  I'm
 sure it's possible, but if someone can confirm it for me, that'd be
 great.

 A weird feature of all holds is that you can wiggle the controller
 during the hold to make it animate faster.  The characters who can do
 this include:

  - Alex's Sleeper Hold             - Dudley's MP hold
  - Hugo's MK hold                  - Ken's MK hold
  - Oro's MP / HP hold              - Yang's MK / HK hold
  - Yun's MK / HK hold

 Gill and Urien's MK / HK holds work differently; you tap the P buttons
 rapidly to speed up the animation.  Again, this doesn't affect damage,
 stun damage, or anything like that.  It just makes it go faster; which
 also makes it harder for your opponent to break out of the hold.  Note
 that  Alex's Sleeper Hold is not escapable as it is a special move and
 not a normal hold.


 ------------------------------------------------------------------------
 PERSONAL ACTIONS
 ------------------------------------------------------------------------

 Personal Actions are performed by pressing HP + HK.  When you do a
 Personal Action, you gain a small amount of SA power.  Some Personal
 Actions can hit for minor damage (and a small SA power increase), as
 well, and in such cases can be comboed into (try Ibuki's close HP--
 cancel the first hit into her Personal Action and it will combo).
 However, Personal Actions are there for more than just taunting; they
 also offer a variety of benefits:

 ALEX    His attack power increases.  If you hold down HP+HK, it will
         begin to increase even more at a steady rate, but after a
         certain point you cannot earn any more attack power.

 DUDLEY  His attack power increases for all of his moves except throws.
         His Personal Action can hit, but if you attempt it immediately
         after throwing a rose, Dudley merely holds one up.  In this
         case, he still gets his attack power increase, but he gets no
         SA gauge bonus for doing his Personal Action.

 ELENA   All of her attacks do more stun damage.  You can taunt more
         than once to increase the amount of stun damage you do (after
         four taunts, you won't earn any more damage).  Elena's Personal
         Action is both a low attack (when she sweeps her leg out), and
         it can hit somebody in the air when she lifts herself up.

 GILL    His attack power increases.

 GOUKI   His attack power increases for all of his moves except throws.
 / SHIN  Additionally, all of his attacks (even throws) do more stun
 GOUKI   damage.  Note that the Shun Goku Satsu will not do more damage
         even if you do Gouki's Personal Action.

 HUGO    His attack power increases for all of his moves except throws
         (this includes all special move and Super Art throws).  If you
         hold down HP+HK, he does an alternate taunt that also increases
         throw damage.  Furthermore, each time you do either taunt, he
         gets a defense bonus (less damage from attacks).  After taunting
         four times, you won't get any more defense power bonuses.

 IBUKI   Her attack power increases.  Her Personal Action can hit
         somebody, and in fact she won't get an attack power increase
         unless her Personal Action hits!

 KEN     His attack power increases for all of his moves except throws.
         His Personal Action can hit twice.

 NECRO   His attack power increases for all of his moves except throws
         (this includes his Snake Fang, German Suplex, and Slam Dance).
         His Personal Action can hit multiple times, and you can hold
         down HP+HK to make him keep flailing his tongue at you.

 ORO     His stun gauge will lower a bit.  If you hold HP+HK, he will
         continue to sleep and lose even more stun gauge power.

 RYU     The rate at which his stun gauge empties will increase a bit.
         You can taunt up to three times to increase the rate at which
         his stun power goes down, but after that point, additional
         taunting won't do anything.

 SEAN    All of his attacks do more stun damage.  You can taunt more
         than once to increase the amount of stun damage you do (after
         three taunts, you won't earn any more damage).  His Personal
         Action can hit somebody (you can even use it to start combos),
         but if you try to throw another basketball after the first one
         was thrown, Sean will jump up and panic when no basketball
         comes down ;)

 URIEN   His attack power increases for all of his moves except throws.
         His Personal Action can hit once.  Interestingly enough, if
         it hits, he doesn't get he attack power bonus!

 YANG    His attack power increases for all of his moves except throws.
         His Personal Action can once.

 YUN     His attack power increases for special moves only.  If you hold
         down HP+HK, he not only continues to spin his hat around, but he
         gets a damage increase for all attacks (including throws).  His
         PA can hit multiple times.

 When you perform a Personal Action, you keep attack and stun damage
 bonuses until you make an attack that hits or is blocked (it's okay if
 it misses).  For Hugo's defense bonus and Ryu's stun gauge recovery
 bonus, you keep them for the rest of the round!  As a final note,
 attack and stun damage bonuses seem to be proportionate to the attack
 itself.  If you get an attack bonus and do a jab, it won't be that much
 better than it normally would.  A hard punch or Super Art will do
 considerably more damage, though.


 ========================================================================
 5.  MISCELLANEOUS
 ========================================================================

 ------------------------------------------------------------------------
 DEFENSE POWER RATINGS
 ------------------------------------------------------------------------

 Not all characters take the same amount of damage; the list below
 ranks characters in order from least damage taken to most damage taken
 per hit:

 Least Damage:    Hugo (even moreso with his defense up taunt)!
 Less Damage:     Alex (just a point or two above average, sadly)
 Average Damage:  Dudley, Gill, Gouki, Ken, Necro, Ryu, Sean, Shin Gouki
 High Damage:     Ibuki, Yang, Yun
 Higher Damage:   Elena, Oro
 Highest Damage:  Gouki  


 ------------------------------------------------------------------------
 SPECIAL INTROS
 ------------------------------------------------------------------------

 Only a few characters have special introductions; Yun vs. Yun (they both
 clasp hands and bow to each other), Elena vs. Elena (they touch hands
 and flip away to the opposite sides of the screen), and Ibuki vs. Ibuki
 (one of the Ibukis is shown sparring with the help of another ninja
 woman).  Yun vs. Yang will have the two brothers backflip in from the
 opposite sides of the screen.

 In SF3: New Generation, Ibuki's intro doesn't exist, and since you can't
 do Yang or Yun vs. themselves, you get an intro when you do a Yang vs.
 Yun battle, which changes slightly depending on whether you're in their
 stage or not.

 Of course there are other intros, like Yun coming in on his skateboard
 in his stage and Oro appearing in a sleeping bag at the start of the
 battle in his stage, but those are all stage-specific.


 ------------------------------------------------------------------------
 TRANSLATIONS
 ------------------------------------------------------------------------

 All translations were done by me and so may not be correct.  However,
 accuracy has always been strived for ;)

 INSTRUCTION MANUAL TERMS

 Blocking                       (called 'parrying' in the US)
 Guard                          (called 'blocking' in the US)
 Grap Defense                   Grab / Grapple Defense
 Kizetsu                        Fainted  (aka 'dizzied')
 Hissatsu Waza                  Certain Death Techniques
 Tsuujou Waza                   Normal Technqiues
 Nage Waza                      Throwing Techniques

 GOUKI  (SHIN GOUKI)

 Seoi Nage                      Over-the-Shoulder Throw
 Tomoe Nage                     Overhead Judo Throw
 Gou Hadou Ken                  Great Surge Fist
 Zankuu Hadou Ken               Sky-Slashing Surge Fist
 Shakunetsu Hadou Ken           Scorching Heat Surge Fist
 Gou Shouryuu Ken               Great Rising Dragon Fist
 Tatsumaki Zankuu Kyaku         Sky Slashing Tornado Kick
 Zenten                         Forward Roll
 Ashura Senkuu                  (demonic warrior) Air Flash
 Tenma Kuujin Kyaku             Demonic Air Blade Kick
 Zugai Hasatsu                  Skull Destroyer
 Messatsu Gou Hadou             Great Surge Deadly Attack
 Tenma Gou Zankuu               Great Demonic Sky Slasher
 Messatsu Gou Shouryuu          Great Rising Dragon Deadly Attack
 Messatsu Gou Rasen             Great Spiralling Deadly Attack
 Messatsu Gou Senpuu            Great Whirlwind Deadly Attack
 Shun Goku Satsu                Imprisoning Death Flash
 Kongou Kokuretsu Zan           Continent-Destroying Vajra Slash

 - There are two spellings of 'shakunetsu'; one (also 'sekinetsu')
   means "red hot", while the other 'shakunetsu' means "scorching
   heat".
 - I included info on the Kongou Kokuretsu Zan simply because Gouki
   does it in his ending; you can't actually use it unless you're
   playing SF3: Third Strike.  Anyway, A 'vajra' is a small weapon
   with points on either end and a handle in the middle.  It has to do
   with Buddhism as well as Hinduism (the vajra is the weapon of
   Indra, god of destruction).  It can also mean 'thunderbolt', which
   makes sense if you consider Gouki's ending.  The real name of this
   move is actually "Ougi 'Kongou Kokuretsu Zan'", where "ougi" means a
   secret or something that is concealed.  According to Clarence, it
   can also mean a technique passed down from teacher to student.

 IBUKI

 Yamitsudzura                   Dark Arrowroot
 Tobizaru                       Leaping Monkey
 Souken                         Spear Fist
 Kunai                          (a type of weapon)
 Kubi Ori                       Neck Breaker
 Kazekiri                       Cutting Wind
 Hien                           Flying (Swallow)
 Raida                          Lightning Strike
 Tsumuji                        Whirlwind
 Rasen Chuu                     Spiral Elbow
 Oiura Ken                      Reverse Pursuit Fist
 You Men                        Frying Surface
 Koube Kudaki                   Head Smasher
 Bonshou Geri                   Temple Bell Kick
 Kasumi Suzaku                  Crimson Phoenix Mist
 Yoroi Dooshi                   Armor Piercer
 Hashin Shou                    Heartbreaker Thrust
     
 KEN MASTERS

 Seoi Nage                      Over-the-Shoulder Throw
 Hiza Geri                      Knee Kick
 Tomoe Nage                     Overhead Judo Throw
 Hadou Ken                      Surge Fist
 Shouryuu Ken                   Rising Dragon Fist
 Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
 Inazuma Kakato Wari            Lightning Flash Splitting Heel
 Shouryuu Reppa                 Rising Dragon Renderer
 Shinryuu Ken                   Divine Dragon Fist
 Shippuujinrai Kyaku            'Swift as Lightning' Kick

 NECRO

 Denji Blast                    Electromagnetic Blast
 Chou Denji Storm               Super Electromagnetic Storm

 ORO
                      
 Kubi-jime Kataguruma           Neck-Wringing Piggyback Ride
 Tomoe Nage                     Overhead Judo Throw
 Kuuchuu Jigoku Guruma          Mid-Air Hell Wheel
 Tobi Hiza                      Leaping Knee
 Nichirin Shou                  Sun Palm
 Oni Yanma                      Demon Fly
 Niou Riki                      Herculean Strength
                                (lit. 'Strength of the Niou')
 Jinchuu Watari                 Sacrifical Human Crossing
 Hitobashira Nobori             Sacrifical Human Climbing
 Kishin Riki                    Terrible God's Strength
 Kishin Kuuchuu Jigoku Guruma   Terrible God's Mid-Air Hell Wheel
 Yagyou Dama                    Souls Travelling by Night
 Tengu Ishi                     (type of demon) Stone

 - 'Yanma' can also mean 'to lament'.  Since it's spelled in kana,
   I don't know which interpretation is correct.
 - The 'Niou' are the two guardian Deva Kings of Buddhism.  You may
   have seen them before as two terrible-faced statues, usually on
   either side of a door or an entrance to a building.  
 - 'Jinchuu' and 'Hitobashira' are different spellings of the same
   kanji that have the same meaning.  In fact, 'Jinchuu Nobori' may
   be the official name of this move, I have no idea myself.

 RYU

 Seoi Nage                      Over-the-Shoulder Throw
 Tomoe Nage                     Overhead Judo Throw
 Hadou Ken                      Surge Fist
 Shouryuu Ken                   Rising Dragon Fist
 Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
 Joudan Sokutou Geri            Upward Sword Leg Kick
 Sakotsu Wari                   Collarbone Splitter
 Shinkuu Hadou Ken              Vacuum Surge Fist
 Shin Shouryuu Ken              True Rising Dragon Fist
 Denjin Hadou Ken               Electric Blade Surge Fist

 SEAN

 Seoi Throw                     Over-the-Shoulder Throw
 Tomoe Throw                    Overhead Judo Throw
 Ryuubi Kyaku                   Dragon's Tail Kick
 Sean Pachiki                   Sean Headbutt
 Hadou Burst                    Surge Burst
 Shouryuu Cannon                Rising Dragon Cannon
  
 YANG

 Hiza Geri                      Knee Kick
 Toukuu Koushu                  Mid-Air Bent Hand Imitation
 Tourou Zan                     Mantis-style Slash
 Senkyuutai                     Arcing Thigh Drill
 Byakko Soushouda               White Tiger Paired Palm Strike
 Zenpou Tenshin                 Roll Body Forward (over opponent)
 Raigeki Shuu                   Lightning Attack Kick
 Senpuu Kyaku                   Whirlwind Kick
 Koushu                         Bent Hand
 Raishin Mahha Ken              Quaking Thunder Demonic Break Fist
 Tenshin Senkyuutai             Rolling Arced Thigh Drill
 Sei'ei Enbu                    Phantom Point Waltz

 - The 'tourou' in Tourou Zan refers to 'tourou ken', or mantis-style
   martial arts.  Eiji Kisaragi from AoF2 uses this fighting style
   for some of his moves.
  
 YUN

 Hiza Geri                      Knee Kick
 Gekihou Sui                    Demolishing Attack Strike
 Zesshou Hohou                  Technique to Move without Stepping
 Senkyuutai                     Arcing Thigh Drill
 Kobokushi                      Tiger Strike
 Zenpou Tenshin                 Roll Body Forward (over opponent)
 Tetsuzan Kou                   Iron Mountain Lean
 Raigeki Shuu                   Lightning Attack Kick
 Senpuu Kyaku                   Whirlwind Kick
 Koushu                         Bent Hand
 Youhou                         Frying Roast
 Sourai Rengeki                 Rapid Thunder Spear Attack
 Gen'ei Jin                     Phantom Formation

 - The translation of 'Zesshou Hohou' refers to how Yun moves forward
   by leaping instead of walking.


 ========================================================================
 6.  AUTHOR'S NOTE
 ========================================================================

 If you have any comments, complaints, or questions not answered in this
 FAQ, feel free to mail me at .  If you have seen this
 FAQ reprinted in any publication or plagiarized anywhere online (or
 being sold, for that matter), please drop me a line, as this sort of
 thing has happened before.


 ------------------------------------------------------------------------
 SPECIAL THANKS
 ------------------------------------------------------------------------

 This FAQ would not have been possible without help from the following
 people:

 Chris of Dash Taisen                               
  - Once again I relied on a plethora of move name information taken from
    Dash Taisen's SF3: New Generation section.  This site is a must for
    anyone looking for information you wouldn't find elsewhere--he even
    has information (and pictures!) of Ibuki's test-version Super Art
    from the arcade version of SF3: New Generation.

 FuruP                           
  - I found the code to permanently enable Gouki in the arcades at this
    site.

 Dosetsu (Huy Pham)                               (dosetsu@neo-tokyo.org)
  - I got the trick to use Yun's Personal Action to beat the bonus game
    from his Third Strike Yun FAQ, available at (www.gamefaqs.com).

 yru02135                          
  - A number of move names were taken from his 2nd Impact and 3rd Strike
    sections, as well as tips like how to do Dudley's dashing Rolling
    Thunder, Necro's German Suplex, etc.  I also got some Target Combos
    from his page as well.  Although it's in Japanese, it's got really
    in-depth information on both of these games, so check it out if
    you're interested.
     
 Elusive
  - I took some Target Combos, some of Gill's movenames, and some tricks,
    as well as other misc. information, from his superior arcade SF3: 2nd
    Impact FAQ.  You can find it at: (www.gamefaqs.com).

 Suimaa                            
  - The names for characters' normal throws and Leap Attacks were taken
    from his Street Fighter III: 3rd Strike section (which is alarmingly
    detailed)!

 Jeffrey's J <-> E Dictionary    
  - As usual, I had to rely on this excellent online dictionary to help
    out with translating some of the Japanese terms into English.

 Double Reverse (Ura no Ura)                    
  - Some Personal Action information was taken from the SF3: 3rd Strike
    section at this cool page.

 Capcom of Japan                                       
                                                  
  - Most all of the secrets and tricks in this FAQ came from their W
    Impact page, as did most of the move and command attack names.  The
    code to enable Gouki in the arcades was taken form their SF3:2i
    section.  All of the Personal Action info. and the code to enable
    Gouki in the arcades came from FAX no. 62, found in the 'Back Number'
    section of their FAX page at the Japanese site.  The trick to fight
    one's rivals and Shin Gouki came from FAX no. 63.

 Thanks also goes to all of my SF3: Third Strike FAQ contributors, since
 I used some information from there as well.


 ------------------------------------------------------------------------
 REVISION HISTORY
 ------------------------------------------------------------------------

 Version 0.2  (July 3, 2000)
  - A correction for Ibuki and an addition for Oro were added, as well
    as some other corrections throughout.

 Version 0.1  (June 25, 2000)
  - The first release.  Most of the info. in here comes from playing lots
    of 2nd Impact; more information pertaining to SF3: New Generation may
    be added to the FAQ depending on whether I have any free time or not.

 That's all!

 ------------------------------------------------------------------------
 "To save me from the wasted, save me from myself, yeah yeah / I lie just
  to be real / and I'd die just to feel / why do the same old things keep
  on happening / because beyond my hopes, there are no feelings."
                  - 'Tales of a Scorched Earth', by the Smashing Pumpkins
 ------------------------------------------------------------------------
 
 Unpublished work Copyright 2000-2001 Chris MacDonald