=== === === === === = = = = = === == = = = = = = = = === = === === === Combo Guide by ICEOUT MKT Version: 1.52 - 10.07.97 1.52: Just one thing - A Dudley corner juggle that uses not one but two juggle moves. the other one only worked on a stunned opponent... 1.50: Total revamp from 1.29. Added LINKS and STUN JUGGLES sections. Cleaned up look of Combo section and removed some of the more repetitive combos and fixed some typos. It's all more readable now. What's New: * New link for Ken! * Oro TenguStone chain combo! * Touch of death combos I've seen. * Rumored 100% combos for Alex, Ryu, and Ken. 1. Introduction Welcome to my Combo FAQ for "III". This is the result of months of rigid testing and experimentation. The ones featured are the various combos I discovered on my own and a few from the a.g.sf2 grapevine. I have played SF since 1992 when CE came out. NEWS about next SF games for '98: SF3:2nd Impact and Street Fighter Alpha 3 are the should appear in arcades in 1998. *** 2. SF III engine explained LEGEND for reading this guide: Button layout - Jab Strong Fierce = P Short Forwrd Rndhse = K UB U UF B * F - lever directions DB D DF Standard motion abbreviations: QCF=D-DF-F QCB=D-DB-B HCF=B-DB-D-DF-F HCB=F-DF-D-DB-B DP =F-D-DF CB =hold B 1 second CD =hold D 1 second SA =D-DF-F-D-DF-F universal Super Art motion 360=F-DF-D-DB-B-UB-U-UF or B-DB-D-DF-F-UF-U-UB KO =win the round ST =semi-throw > =two-in-one here -=COMBO COUNTER=- After 2 or more unblockable hits, the combo counter displays this: XX HIT COMBO* - XX=number of unblockable hits XXX00 PTS - point bonus *If any part of the combo used a super art, "XX HIT SUPER ART" will appear. An extra bonus is added if you KO with a Super Art and get a sunburst effect: Any hit before final: 20000 If the last hit KO's: 35000 -=SPECIAL KO COMBOS=- If you KO them with a Jab or Short, they reel back and fall on their knees and you can still hit them with another ground attack and it does count as a combo. To do special moves after a KO, you must two-in-one or Super Cancel them off the KO hit. (this has to knock them out) Ryu: (Hadoken)>Shinkuu-Hadoken(4 hits) Ken: (jump Strong out of air in corner) - jump Strong Sean: (Strong in corner) - Rndhse Alex: (StunGun Headbutt) - D+Short - D+Short (Jump Fierce in Corner) - Strong - Forwrd Ibuki: (Jump Short out of air) - jump Short :) (Close Fierce both hits)>Raida Oro: (Close Strong) - any jump attack (Yagyou Dama) - any jump attack (Short in corner, with TenguStone) - Short - Short Necro: (Tornado Hook in corner) - Fierce Dudley: (jump Strong) - jump up Strong - Strong -=SUPER ART SELECT=- "Select your Super Art.." You must choose which one to focus your energy on during the fight. Tap D/U to flip through them. -Some super arts are multi-hit attacks, others give you extra abilities for a time. -Some build up quickly, others slowly. -Some can be stored 2 or 3 times until "MAX" energy is attained(oh, he had another one???) -Some are weak and others are VERY powerful. TROUBLESHOOTING: If you have trouble doing the SA motion consistently, you may be going HCF-HCF instead of a clean consistent QCF-QCF+x motion. -=HIGH/LONG JUMP=- Tap D-U for double height jump Tap DB-UF for double length jump Tap DF-UB for backjump -=SEMI-THROW=- These can be blocked and have a miss animation, and can be used as a combo finishers. Marked ST in moves reference. -=PARRYING=- This will erase a hit instead of take block damage. Tap F to parry high - D to parry low Tap F or D during jump to air parry Multi-hit attacks and Super Arts require repeated parries. Throws, whether semi,regular, or unblockable cannot be parried. -=DASHING=- F-F to dash forward B-B to dash away Elena's dash is a handflip, Ibuki's is a teleport, and Yun/Yang's is a flip. -=TWO-IN-ONE COMBOS=- A basic move cancelled into a special for a combo. Ryu's D+Forwrd into Hadoken - D+Forwrd-DF-F+P Only certain buttons and specials flow together, try to find them. -=SUPER ART CANCEL=- A brand new feature is the ability to two-in- one into a super art during a special- as long as you don't leave the ground(the exception is Ibuki's Kasumi-Suzaki which is air-only) An example of Ryu's super cancels: Hadoken>Super Art = D-DF-F+P-D-DF-F+P Shoryuken>Super Art = F-D-DF+P-F-D-DF-F+P Because it is off the ground, the Hurricane Kick cannot super cancel. Damage scaling reduces a super-cancelled Super Art by 50%. It is also possible to super cancel off any basic attack, and juggle them as they fall away. (see Ryu/Ken juggles ;>) -=JUGGLING=- It is now possible to add hits particularly if they get knocked high into the air before they land. After a Shinryuken, Ryu can hit them with a Fierce Hadoken before they land. HIT-AWAY JUGGLING: Short chain combos and some special moves juggle if your opponent was low to the ground yet not on it. Dudley's chain-hits and Machine-Gun Blow do this well. -=STUN JUGGLES=- A stunned opponent can be re-juggled for more hits than usual(no landing animation, hehe...) Even more, when they do land, they're still dizzy! -=OVERHEAD LEAP ATTACK=- All characters can do an short hopping overhead attack which is basically a jump attack with a very shallow jump. Since it is treated as a jump-in, it can be comboed off of. D-D+Punch for most fighters. D-D+Kick also for Necro. D-D+Kick is a second leap attack for Oro(knee). -=CHAIN HIT COMBOS & HOW TO MASTER THEM=- Chain hits are 2 or more ground-based hand-to- hand attacks that flow together so that the next hit in the chain can hit before they recover from the first. In effect, it combos like a two-in-one would, with the next move "interrupting" the previous. Important to know: Chain hits will not work unless the first hit connects when you are very close to them. If this hits, IMMEDIATELY follow up with the second hit in the chain and so on - do these very fast or they won't come out in time and/or you'll get pushed away. WRONG WAY: Wait for the move to finish and then the next attack. RIGHT WAY: Hit close and clean with first move and follow immediately with next button upon contact. -=LINKS=- Like chains but requires proper timing and can be done out of chain-hit range and don't have to use close move animations. -=STUN BAR=- A very old feature with a new twist. When you take a hit, your stun bar goes up. If it fills, the word "STUN" appears and you will be dizzied for about 3 seconds. Hits on a stunned opponent add on to the combo counter. If you stun with a 3-hit combo that stuns and then quickly do a 5-hit super, it is considered an 8-hit combo. In 2-player matches, wailing on the punches or kicks can shorten the dizzy time to around 2 seconds, unless it is Alex Stungun Headbutt. If the computer stuns you, you'll probably get hit again. Alex, Dudley, and Oro have longer bars and are harder to STUN. The stun bar recovers when you don't get hit. -=THROWS/HOLDS=- Do these when close. THROW/HOLD CHART: B or F+[Strong-Fierce-Forwrd-Rndhse] ------------------------------------ Ryu THROW THROW THROW THROW Ken THROW THROW HOLD THROW Sean THROW THROW THROW THROW Dudley HOLD THROW Alex THROW THROW Ibuki THROW THROW Elena THROW THROW Necro THROW THROW THROW THROW Oro HOLD HOLD THROW THROW Yun/YangTHROW THROW HOLD HOLD By rapidly tapping at least two punches or kicks, holds can be sped up for a maximum of 6 hits. This now counts as a combo and can add hits after a dizzy! In and only in 2-player games, it's possible to escape out of a hold* in 2 or 3 hits by tapping 2 punches/kicks. The computer will never soften holds nor can you break out of its' holds. *Not possible if it was added on to a stun combo. *** 3. Moves Reference and Combos -=UNIVERSAL COMMANDS=- Parry: Tap D or F Dash: F-F Back Dash: B-B Super Jump: D-U Long Jump: DB-UF Backjump: DF-UB Roll Out: Tap D(when knocked down) Hop Punch/Kick: D-D+P(and K for some characters) -=RYU=- Hadoken: QCF+P Shoryuken: DP+P Hurricane: QCB+K Joudan Sokotou Geri: HCF+K(new move) Rush Punches :F+Strong Double jumping elbow: B/F+Strong during jump SHINKUU-HADOKEN: SA+P(5 hit - 40+% in combos) SHIN-SHORYUKEN : SA+P(3 hit - 50%) DENJIN-HADOKEN : SA+hold P(1-4 hits) CHAIN HIT: 2: [Fierce - Rndhse] LINK HIT: 2: [D+Short - D+Short] JUMP-INS: 3: [Jump Fierce - Jab > Shoryuken] 3: [Jump Rndhse - D+Forwrd > Hurricane] 4: [Jump F+Strong - D+Strong > Hadoken] SUPER ART: 6: [Jump Fierce - D+Fierce > Hadoken > ShinShoryuken] 6: [Jump F+Strong > ShinShoryuken - ..Fierce Hadoken] 7: [D+fierce > Hadoken > ShinkuuHadoken] a.g.sf2 touch o' death: 9: [Jump Fierce - D+Fierce > ShinShoryuken - DB-UF+Strong - dash - Fierce Shoryuken] ANTI-AIR JUGGLE: 3: [D+Fierce out of air > ShinkuuHadoken] 100% COMBO?: (from Mike Zaimont's glitch FAQ) [Hurricane out of air in corner - Short > Hurricane repeat Short > Hurricane] (never tried it) His strong points are his 2-in-ones to super art cancels. And these can end the round VERY quickly. Keep in mind that his Denjin-Hadoken, while cool looking, is his weakest and leaves him open while charging it. DENJIN STRATEGY: The longer you hold it, the more powerful it becomes once you release it. WHat it does is quickly fill up their stun bar. While it is unblockable, it can still be parried. If their stun bar was already high, one or two hits can stun them. Otherwise, you'll need three or four. This gives them a chance to jumpkick you and avoid it. You won't get more than 2 hits if they're hit while jumping. -=KEN=- Hadoken : QCF+P Shoryuken: DP+P Hurricane: QCB+K Chop Kick: F+Forwrd Snap Kick: hold Forwrd SHORYU-REPPA : SA+P(11 hit - 35%) SHIN-SHORYUKEN : SA+K(tap K)(13-15 hit - 40%) SHIPPU-JENRAI-KYAKU: SA+K(tap K)(13 hit - 25%) CHAIN HIT: 2: [Strong - Fierce] LINK HIT: 2: [Jab - Short] 2: [Strong - Short] *NEW* 2: [D+Short - D+Short] GROUND: 6: [D+Forwrd > Rndhse Hurricane] JUMP-IN: 3: [Jump Forwrd - Strong - Short] 5: [Jump Fierce - D+Fierce > Fierce Shoryuken] 8: [Jump Fierce - Strong - Fierce > Rndhse Hurricane] SUPER ART: 15: [Jump Fierce - D+Fierce > Fierce Shoryuken > ShoryuReppa] 16: [D+Forwrd(deep) > ShinShoryuken] AIR JUGGLE: 4: [D+Fierce out of air > ShoryuReppa] 15: [Rndhse out of air on way down > ShinShoryuken] 100% COMBO?: (from GPOW) [Jab Shoryuken out of air - repeat] Ken's combos are much like Ryu's except the specials and supers are more hits, While Ryu's style is cool and controlled, Ken's is more flashy and arrogant. -=SEAN=- Sean Tackle: QCF+hold P(let go to cancel)(ST) Dragon Smash: DP+P Roll: QCB+P Tornado Kick: QCB+K Ryubi-Kyaku: QCF+K HADO-BURST : SA+P(1 hit) SHORYU-CANNON: SA+P(tap P)(13 hit) HYPER-TORNADO: SA+K(12 hit) An auto-combo that uses all of his moves, must be blocked low. CHAIN HIT: 2: [Strong - Fierce] GROUND: 3: [D+Fierce > Dragon Smash] JUMP-IN: 6: [Jump Rndhse - close Rndhse > Rndhse Tornado Kick] SUPER ART: 2: [D+Fierce > HadoBurst] 3: [Jump Rndhse - close Rndhse > HadoBurst] AIR JUGGLE: 2: [D+Fierce out of air > HadoBurst] 2: [Jump Rndhse out of air on way down > HadoBurst] 2: [Jab out of air > HadoBurst] (Umm.. you get the picture.) While his moves are damaging, Sean dosen't seem to have quite as many combos as others... The HadoBurst is the only projectile he has but it is versatile and stores up very quickly. He looks like a Ryu/Ken, but dosen't play like them. Not even close! -=DUDLEY=- Jet Uppercut: DP+P Machinegun Blow: HCF+P Crosscounter: HCB+P Punch&Counter: HCB-F+P Fake Rush: HCF+K Ducking Straight: P during rush Ducking Uppercut: K during rush Big Elbow: Rndhse when touching in air Fast Jab: F+Jab Step Straight: F+Fierce Lever Blow: F+Forwrd Chopping Punch: F+Rndhse ROCKET UPPERCUT: SA+P(11 hit) ROLLING THUNDER: SA+P(tap P)(8 hit) CORKSCREW SMASH: SA+P(1-5 hit) Hits 5 times at point-blank range, but fewer from a distance. CHAIN HIT: 2: [D+Short - Forwrd] 3: [F+Jab - F+Jab - Strong] 3: [D+Jab - D+Jab] (close one hits twice) 4: [Forwrd - Rndhse - Fierce(2 hits close)] 5: [Short - Forwrd - Strong - Fierce(2 hits close)] LINK HIT: 4: [(Jab or F+Jab) 4 times] JUMP-IN: 3: [Jump Fierce - Forwrd > Strong Jet Upper] 4-5: [Jump Forwrd - Forwrd - Rndhse - Fierce] SUPER ART: 7: [Jump Fierce - D+Strong > Corkscrew Smash] 8: [D+Jab(2 hit) - D+Jab > Corkscrew Smash] JUGGLE: 2: [D+Rndhse - F+Fierce] 2: [D+Rndhse > Corkscrew Smash(do it fast!)] EXPERT JUGGLE: (way in corner) 12: [D+Rndhse - D+Fierce > Rocket Uppercut] *NEW* The Rocket super catches them for 10 more hits! Keep them up there! 100% COMBO: (from Lion's Dudley FAQ) [Forwrd - Rndhse chain - repeat against another Dudley] DUDLEY'S NOT FOR SCRUBS OR SISSIES... Because of his style, Dudley has best combo potential of anyone in the game, period. The corkscrews not only store quickly, they combo well too. If you get them in the corner, go for the juggle combo! -=ALEX=- Flash chop: QCF+P Power Bomb: HCB+P(unblockable) Flying Cross-chop: D+Fierce during jump Headbutt: B+Fierce(ST) Shoulder Slam: D+Fierce Hand chop: F+Strong Knee Strike: DP+K Stomp: CD-U+K (done after Strong or Fierce Flash Chop): Sleeper Hold: B+Fierce(tap P) Backbreaker: HCB+P HYPER BOMB : 360+P(3 hit- 55%!!) BOOMERANG RAID : SA+P(5 hit) STUNGUN HEADBUTT: SA+P(4 hit+dizzy) GROUND: 2: [Strong Flash Chop - Backbreaker] JUMP-IN: 3: [Jump deep Fierce - D+Fierce] ;j SUPER ART: (sicko damage! 45% at least) 5: [StunGun - Fierce PowerBomb] 6: [StunGun - Fierce Flash Chop - Backbreaker] 13: [StunGun - Fierce Flash Chop - B+Fierce(tap P)] (Sleeper adds up to 8 hits) 100% COMBO?: (from a.g.sf2) [Strong Flash Chop - repeat against Elena] ALEX THE UN-STUNNABLE? Big combos aren't his priority, with his grappling and multipart techniques. It also takes longer to stun him(he can eat a fully charged Denjin-Hadoken and still NOT be stunned!) -=IBUKI=- Kunai: QCF+P during jump Raida: HCB+P(ST) Hien: DP+K Tsumuji: QCB+K extra kick: K during Tsumuji sweep finisher: D+K during Tsumuji Kubiori: HCF+K Kezekiri: B-D-DB+K Elbow: F+Strong Oiura Ken: Fierce-Fierce Atama Kudaki: F+Forwrd Short Jumpkick: F+Rndhse Cake Wheel: F+P when meeting in air Teleport: B-B KASUMI-SUZAKI: SA+P during jump(17 hit - 20%) HASHIN-SHO : SA+P(6 hit) YOROI-DOUSHI : SA+P(13 hit) If done at point-blank range, one very damaging Raida occurs(45%). CHAIN HIT: 2: [Short - Short] 2: [Short - Forwrd] 2: [D+Rndhse - Rndhse] 3: [Fierce - D+Rndhse] 4: [Jab - Strong - D+Rndhse] LINK HIT: 3: [D+Short - D+Short - D+Short] JUMP IN: ?: [Jump forward - Jab Kunai at apex of jump - Jab - ?] (very hard, still working on this.) 3: [Jump Fierce - Fierce(1st hit) > Raida] 4: [Jump Forwrd - 3 D+Shorts] 6: [Jump Fierce - Short > Hien] SUPER ART: 8: [Hashin-Sho - late Hien] 15: [Jump Fierce - Fierce(1st hit) > YoroiDoushi](POWER!) JUGGLE: 3: [Close Rndhse - jump up Rndhse] 100% COMBO: (from Rekka6073's Ibuki FAQ) [Hashin Sho or D+Rndhse - Rndhse chain in corner, then tap F then neutral to get another Close Rndhse launcher - repeat this] Ibuki relies heavily on her combos for success. The Kasumi-Suzaki super art is horrible, even if it does hit up to 17 times. She can chain 3 ducking short kicks when very close, use this as a pressure tactic or after a blocked move. To answer Shawn P McIsaac's question from his IBUKI FAQ , yes THREE are possible. The "Cake Wheel" is what I call that air throw thingy she does instead of punching them out of the air. Happens with Strong/Fierce and probably Jab as well. -=ELENA=- Scratch Wheel: DP+K Mallet Smash: HCB+P Rhino Horn: QCF+K Handstand Kick: F+Strong Slide: DF+Rndhse Rainbow Kick: ??? seen Comp. do it SPINNING BEAT: SA+K(6 hit - ??%) BRAVE DANCE : SA+K(10 hit - 35%) HEALING : SA+P(gain 25%) She will quickly regain some of her lost energy. It's hard to hit her because she stoops down. AIR CHAIN COMBO: 2?: [during jump Jab - Forwrd] (never connected with it) LINK HIT: Forget it. JUMP IN: 2: [Jump Strong - D+Rndhse] 5: [Jump Rndhse(2 hits) > Rndhse Scratch Wheel] 8: [Fierce Mallet Smash > Spinning Beat] 13: [Jump Rndhse > Scratch Wheel > Brave Dance] There is only one way to play Elena, and that is aggressively. The Mallet Smash catches turtles(must be blocked high), and you can combo off this. Her Spinning Beat and Brave Dance supers are very damaging if not blocked. She has the potential to be the Shoto-scrubs' nightmare! -=NECRO=- Electromagnetic Blast: DP+P(tap P) extra hits: Tap Jab+Strong+Fierce Tornado Hook: QCF+P Fang Viper: QCB+P Snake Fang: QCF+K(ST) Rising Cobra: QCB+K Spear Kick: D+Forwrd/Rndhse during jump Uppercut: DB+Fierce MAGNETIC STORM: SA+P(tap P)(10-12 hit also sucks in) SLAM DANCE : SA+P(3 hit throw - 40%) ELECTRIC SNAKE: SA+P(3 hit - 25%) A good unblockable move with decent range. CHAIN HIT: 2: [Short - Strong] JUMP-IN: His moves are too sluggish for a jump-in. Hook Combos: Most of his good combos begin with a Strong or Fierce Tornado Hook. 4: [Fierce Hook - Short Snake Fang] 5: [Fierce Hook - Jab Hook] 5: [Fierce Hook - Short - Strong](watch your timing!) SUPER ART: 6: [Fierce Hook - Slam Dance/Electric Snake] 13: [Fierce Hook - Magnetic Storm] JUGGLE: 2: [Uppercut - Fierce] 2: [(back to corner) Rndhse Snake Fang - Electric Blast] (neat throw combo!) 3: [D+Fierce(fist sweep) > Magnetic Storm] The uppercut(DB+Fierce) is risky because of its poor priority - it will get hit by most jumpkicks. The Tornado Hook has a bit of start-up time, but starts his bigger combos... -=ORO=- Nichirinsho: CB-F+P Oniyama: CD-U+P Niouriki: HCB+P(ST) Jinchu Nobori: QCF+K during jump extra stomps: tap K during J.Nobori Jinchu Watari: QCF+K Air Tackle: F+Fierce when meeting in air Drill Punch: ??? seen the comp. do it! KISHIN-RIKI: SA+P any P close = Shadow Niouriki(9 hit) any P when both in air = Shadow Tackle(4 hit) YAGYOU-DAMA: SA+P(4 hit) TENGU-STONE: SA+P Objects surround him and most hand-to-hand attacks multi-hit and stun longer. For example his Fierce hits 5 times. CHAIN HIT: 5: [(with TenguStone power) Short - Forwrd] *NEW* This will animate like a chain but NOT combo without the TS. LINK HIT: 5: [(with TenguStone power) - D+Strong - D+Strong] JUMP-IN/JUGGLE: 3: [Strong > Fierce Nichirinsho] 4-6: [Jump Fierce - Strong - Fierce] SUPER ART: 5-8: [Yagyou Dama - follow in - jump Fierce - Strong] 6: [TenguStone - jump Forwrd - Short - Forwrd] STUN JUGGLE: 13: [Jump Fierce - Strong(must stun) - Fierce - jump up Fierce - F+Strong(strangle grab) - tap buttons] 100 COMBO!: a.g.sf2 Again, the TenguStone [TenguStone power - Strong - jump Fierce - repeat jump Fierce until TS runs out.] Oro has the distinction of having the biggest combos that DON'T use specials. Add to this the T-Stone for even better combos, including a infinite corner combo above. Yagyou-Dama can be used in bigger combos, but juggling with it can be hard at times... -=YUN/YANG=- *Yang is chosen with any kick but plays the same. ZeshoHohou: QCF+P Kobo Hushi: QCB+P Fake Kobo : QCB+Jab+Strong+Fierce Senkyu-Tai: QCF+K Zenpou Tenshin: QCB+K Senpuu Kyaku: F+Forwrd Raigeki Shu: DF+K during jump Triple Air Hit: Jab-Short during jump Back Flip: B-B SOURAI-RAIGEKI : SA+P(8 hit - 35%) TENSHIN-SENKYUTAI: SA+K(7 hit - 35%) GENEI-JIN : SA+P For about 10 seconds you have more speed and shadow trails. The Senkyu-Tai and Zesho-Hohou hit 3 times as they usually would and can set up juggles! CHAIN HIT: 2: [D+Jab - D+Strong] 3: [Jab - Strong - Fierce] 3: [during jump Jab - Short] LINK HIT: 2: [D+Jab - D+Jab] 2: [Jab - D+Jab] 2: [Jab - Short] 2: [D+Forwrd - Strong] 3: [Jab - Jab - Jab] GROUND: 2: [D+Strong > Zesho] JUMP IN: 3: [Jump Rndhse - Strong - Fierce] 4: [RaigekiShu - Jab - Jab - Strong] AIR JUGGLE: 2: [Forwrd out of air - Rndhse] 3: [Jump Rndhse - Forwrd - Fierce Zesho] 3: [Rndhse SenkyuTai - Strong] SUPER ART: 9-15: [Genei Jin - Rndhse SenkyuTai - up to 3 Fierce ZeshoHohou juggles] a.g.sf2 touch o' death: 11: [Jab - Strong - Fierce > KoboHushi - Tenshin SenkyuTai] While their other two Super Arts do a lot of damage, the Genei-Jin can set up some fun juggling combos with less damage. If you don't hit them another Genei-Jin dosen't take long to charge. Their D+Rndhse is a quick leg sweep with no push out - use this if you're behind or the computer starts going apefuzz. When doing Genei-Jin, do it with Jab in case a Zesho comes out instead. The Triple Air Hit is an XSF style air combo ending in a brutal heel kick. -=GILL=- The final boss, Gill, is not yet playable but should be when the code is released or when an upgrade chip or the home versions come out. Here is what I've observed: Watch for these moves: Element Blast Element Blast(upward) Freeze Kick Double Knee Dive Clothesline Head Crush(repeat juggles) Air Throw Pile Driver(ST?) Ice Launcher 2: [Overhead Leap Attack - D+Jab] 2: [Ice Launcher - Head Crush] 2: [Head Crush - Head Crush] RESURRECTION: automatic when KO'ed. *** 4. Conclusion / Credits This is the end of my combo guide, but there should be better combos out there. See what you can find! Champions in Glen Burnie, MD - has the newest selection of games - the only good arcade around my way... a.g.sf2 posters and SF3 FAQ writers Mike Zaimont: Glitch FAQ Rekka 6073: Ibuki combos Ultima and RobertsMac - combos Find the latest version of this guide at: http://pages.prodigy.com/ycjy54c/sf3_ice.txt STREET FIGHTER III , characters and concepts (c) 1997 CAPCOM === = = === === == == = = = = = = = = = - --- -- -- - - - - = = = = = = = = = = = = === === = = ==