Street Fighter 3: 2nd Impact Giant Attack Combo FAQ Written by Matt Hall Version 1.0 February 2nd, 1998 NOTE: All information presented in this FAQ is copyright 1998 Matt Hall. You may use the information provided in this FAQ in any non-profit publication 'FOR FREE!', but please give credit where credit is due, or else I'll start bitching at you. Capcom, Street Fighter 3: 2nd Impact Giant Attack, all characters and other related things are copyrights of their respective trademarks. REVISION HISTORY 1.0 - First official release. This lacks organization of all the sections and a Table of Contents, I'll do that later. 0.00000001 - Unfinished "preview" version, containing only combos for Alex and Sean. INTRODUCTION From the title of this FAQ, you can probably guess what it is. Yup, this is a guide to the many, many combos that can be found in Street Fighter 3: Second Impact Giant Attack. No long, detailed movelists, no pages and pages of character bios and endings, just combos and how to do them. Ever since I stopped mashing and started improving my skill back in the SF2 World Warrior days, I've always been fascinated by combos. Finding them, performing them... combos have always been an important part of SF. They allow a player to quickly take off a lot of damage in one series of moves. Some combos you can do in your sleep, others take insane timing to pull off. Hopefully this FAQ will enlighten you and show you combos you have never seen nor thought of. Just remember... being able to perform combos is one thing. Pulling them off in the heat of battle against an equally-skilled (or greater) player is another thing entirely. COMBO ENGINE Street Fighter 3 Second Impact's combo system is almost exactly like its predecessor, and has many similiarities to other Capcom fighters. One technique that I pray everyone who reads this FAQ knows about, is interrupting, also known as buffering, cancelling, two-in-one, etc. The basis behind interrupting is that you interrupt a regular move's recovering frames of animation into a special move, which is the main basis behind combos. For example, take Ryu's Crouching Fierce. If you hit someone with it, then do the motion for the Fireball after the move has recovered, your opponent will be able to block. However, if you do the motion right as the Crouching Fierce hits the opponent, you will completely cut out the recovering frames of animation and perform the fireball, thus making the combo possible. This can not be done for every normal move, only select regular moves can be interrupted, and some of the multi-hitting ones must be interrupted on the first hit. I have included each character's interruptable moves just to help you out. It's important to note that for some characters only the close versions of certain standing attacks can be interrupted, the far versions can not. Some characters don't even have close versions, meaning their moves can be interrupted no matter how far away you are. The next is super-cancelling. It is similar to regular interrupting as described above. In super-cancelling you interrupt a special move into a Super Art. Often this makes comboing a Super Art much easier to do, but it has a drawback - super-cancelling will always cause a Super to do less than if you interrupted it regularly. Let's go back to that hated Shotokan, Ryu again. When you do the QCF+P motion for the fireball, do another QCF+P motion afterwards and you will get a Shinkuu Hadoken, Shin-Shoryuken, or Denjin Hadoken. Unfortunately, making the motion easier like this makes it scrubbier and easy for any button-masher to "combo" a Super. Also note that not all special moves can be super-cancelled. For instance, Alex's Jab Flash Chop can not be super-cancelled, but the Strong and Fierce versions can be. The next combo feature is juggling. Juggling involves hitting the opponent before they hit the ground. Juggling is often done off of a character's "launcher" attack (Ibuki's close Standing Roundhouse, Dudley's Crouching Roundhouse, Yun/Yang Standing Forward, etc.). You're somewhat limited in the situations in which you can juggle, but I think just about every character now can juggle in some way or another. Usually the best things to juggle with are powerful normal moves, or special moves. Of course, Super Arts can be used to juggle too, but very few of them will actually connect for all the hits. Let's go back to Ryu once more, for a combo that involves what we just learned in the last three sections. Jump-in attack, Crouching Fierce, Fierce Fireball, Shin-Shoryuken, juggle with Roundhouse Hurricane Kick. If you played SF3, you probably remember some infinite juggles (Ibuki, Oro). Well, juggling seems pretty toned down in 2I, and I've noticed that the juggling seems to be limited to six hits if you're juggling with normals and specials. Like Dudley's strange juggle combo... knock someone out of the air with the LAST hit of the Jab Machine Gun Blow. Repeat 5 times. On the 6th hit, the combo counter comes up immediately, letting you know that there is no more juggling allowed. This also happens with Urine and his EX Headbutt juggles. (infinite, my ass...) The only way to juggle after the sixth hit it seems is to interrupt/super-cancel into a Super Art. Next, we have chain combos. Almost every character in the game has at least one now. Chain combos are sort of like interrupting, except that you are cancelling a normal move with ANOTHER pre-set normal move. An example would be Dudley's Standing Short, Standing Forward, Standing Strong, Standing Fierce chain. Four normals move done in a row. Some chains have interruptable attacks, such as Yang's Crouching Short, Crouching Forward chain. You can cancel into a special or Super on either attack. There's also air chains, getting in two hits in a single jump. Air chains can be effective when meeting an opponent in the air (you can get both hits), or surprising your opponent with a second attack if they parry the first as you jump in. Note that most air chains involve holding Towards on the joystick for the second hit. And then, there are links. Links are sometimes confused with chains. A link is doing a move AFTER the animation of a move finishes, instead of interrupting it. An example of a normal move link is doing two Crouching Strongs in a row with Yun. It is not a chain, you simply do another Crouching Strong after the first one has ended. Most of the links in this FAQ, however, involve a normal move into a Super Art. One of the best examples of this is Sean's close Standing Roundhouse. It recovers fairly quickly after hitting, and you have plenty of time to do the Super Art right as the animation is finishing. If you're looking to combo a Super, you're probably better off doing a link instead of interrupting a move unless you KNOW it's going to connect. With a link you often have plenty of time to figure out whether they blocked the attack or not and whether or not you should be doing the Super Art motion. Finally, I suppose I should mention crossups. Crossups are a great way to start combos through a jump-in. A crossup is when your attacks actually "hits behind your opponent's head" so to speak and they have to block the opposite way. That is, if they were standing on the left when the crossup was started, they must hold to the right to block the crossup and any other attack that comes their way. Crossups are harder to knock out of the air with a DP or similar move, so if you have a character that can do crossups, be sure to go for them! Ok, here are some final miscellaneous things about the SF3 2I combo engine. Keep these in mind when you're creating or looking for combos. -Each successive hit in a combo will always do less damage than it usually would had it been the previous attack. Uh... confused by that weird sentence? :) For an example, look at Sean's Jumping Roundhouse, Crouching Forward, EX Tornado Kick into Hyper-Tornado link. The Hyper-Tornado will be doing a HELL of a lot less damage than it would do by itself. So why bother doing a Super if it's not going to do that much damage? Well, sometimes every little bit counts... and besides, don't you care about style? :) -Doing a chain or a Super-cancel (or even worse, both) greatly reduce the damage of the Super Art (or so I hear, I don't detect too much of a difference). Regardless, if all you care about is damage, go for comboing Supers by interrupting normal moves only, or of course links. Takes more skill this way, but shouldn't there be a fair risk/reward ratio? -Always keep in mind the six-hit juggle rule (I seem to be the only one who's found this) when doing crazy combos with characters like Urine. The only exception to this rule is super-cancelling that sixth and final hit. But by that time the Super ain't going to be doing squat for damage :) TERMINOLOGY -Buttons- P = Punch K = Kick Jab = Weak Punch (1). Short = Weak Kick (4). Strong = Medium Punch (2). Forward = Medium Kick (5). Fierce = Hard Punch (3). Roundhouse = Hard Kick (6). EX = Enhanced version of the special move (push 2 buttons) -Directions- F = Toward UF = Up-Toward QCF = D, DF, F DP = F, D, DF B = Back UB = Up-Back QCB = D, DB, B RDP = B, D, DB D = Down DF = Down-Toward HCF = B, DB, D, DF, F U = Up DB = Back HCB = F, DF, D, DB, B Charge = Hold the joystick in the specified direction for 2 seconds -Combo Modifications- ! = Corner only. (1), (2), etc. = If a number precedes a combo, it means that that combo is explained a little better in the "Notes" section after the list of combos. Since starting a combo often involves a jumping attack, and sometimes different attacks are better situated for different occasions, I've decided to just include which jumping attacks are the best to start combos. Any combo marked by "Jump-in" means you're best off using one of the aforementioned best jumping attacks. Of course, there are some combos where you will need to use a specific jumping attack to start it. Also note that in not every circumstance do I use the exact special move names. Rather, I preferred to use ones that people would be more familiar with... if you tell someone to do Yun's Tetsuzankou, they'll probably just give you a weird look, and then look at the moves list to figure out what you're talking about. Tell them to do Yun's Bodycheck though, and they'll know what move that is. -=Akuma=- Best Jumping Attacks: D+Forward, nuff said Interruptable Attacks: Close/Far Standing and Crouching Jab Close/Far Standing and Crouching Short Close Standing and Crouching Strong Close Standing and Crouching Forward Close Standing and Crouching Fierce Chains: Standing Strong, Standing Fierce Combos: I thought Akuma had more combos than this... (1) Jump-in, Crouching Forward, Fireball (QCF+P), Messatsu GouHadou - 9 Hits Jump-in, Crouching Forward, Fireball, Messatsu GouShoryu - ? Hits Jump-in, Crouching Forward, Fireball, Messatsu GouRasen - ? Hits Jump-in, Crouching Forward, Dragon Punch (DP+P), Messatsu GouHadou- 9 Hits Jump-in, Crouching Forward, Dragon Punch, Messatsu GouRasen - ? Hits Jump-in, Crouching Forward, Roundhouse Hurricane Kick - ? Hits (2) Jump-in, Crouching Forward, Short Hurricane Kick, Jab Dragon Punch, Messatsu GouRasen - ? Hits Jump-in, Crouching Forward, Short Hurricane Kick, Fierce Dragon Punch - 7 Hits (3) Jump-in, Standing Fierce, Messatsu GouHadou - 8 Hits (4)! Air Fireball (hits opponent in the air), Jumping Roundhouse - 2 Hits Air Fireball (hits opponent in the air), Messatsu GouRasen - ? Hits Notes: 1. You may substitute a Standing or Crouching Fierce for the Crouching Forward in any of Akuma's listed combos. 2. A popular combo, you juggle after the Short HK with a Jab DP and then super-cancel it into Messatsu GouRasen. 3. The Messatsu GouHadou is linked off the Standing Fierce. 4. Juggling can be done when the air fireball hits someone in the air... of course, it works best in the corner. -=Alex=- Best Jumping Attacks: Strong, Fierce, Roundhouse Interruptable Attacks: Close Standing Jab Close/Far Standing Short Close/Far Standing Strong Close Standing Forward Chains: Crouching Short, Crouching Forward Combos: This section of the FAQ seems the most elaborate... probably because Alex is my main character :) (1) Jump-in, Standing Strong/Forward, Jab Flash Chop (QCF+P) - 3 Hits (2) Jump-in, Standing Strong/Forward, Jab Flash Chop, Boomerang Raid - 8 Hits Jump-in, Standing Strong/Forward, EX Flash Chop - 4 Hits (3) Jump-in, Standing Strong/Forward, EX Flash Chop, Boomerang Raid - 8 Hits Jump-in, Standing Strong/Forward, EX Elbow Smash (charge B, F+K) - 4 (4) Jump-in, Standing Strong/Forward, EX Elbow Smash, Boomerang Raid - 9 Hits (5) Jump-in, Standing Strong/Forward, EX Knee Strike (DP+K) - 3 Hits Jump-in, Standing Strong/Forward, Boomerang Raid - 7 Hits Strong/Fierce Flash Chop, Fierce Back Drop (HCB+P) - 2 Hits Strong/Fierce Flash Chop, Chokehold (B+Fierce) - ? Hits Jumping Fierce, Strong Flash Chop, Fierce Back Drop - 3 Hits Jumping Fierce, Strong Flash Chop, Chokehold - ? Hits Fierce Flash Chop, Standing Forward, Jab Flash Chop - 3 Hits Stun Gun Headbutt, Fierce Flash Chop, Stun Gun Headbutt, Strong/Fierce Flash Chop, Hyper Bomb - 4 Hits Fierce Flash Chop, Standing Forward, Jab Flash Chop, Boomerang Raid - 8 Hits Fierce Flash Chop, Standing Forward, EX Flash Chop, Boomerang Raid - 8 Hits Fierce Flash Chop, Standing Forward, EX Knee Strike - 3 Hits (6) Fierce Flash Chop, Chokehold, Boomerang Raid - ? Hits (7) Jumping Fierce, Headbutt (B+Fierce) - 2 Hits (8) Jumping Fierce, Standing Fierce, Boomerang Raid - 3 Hits (9) Universal Overhead, Boomerang Raid - 6 Hits (10) Crouching Fierce (trades hits), Roundhouse Knee Strike - 2 Hits Elbow Smash, Boomerang Raid - 6 Hits ! Elbow Smash (hits opponent in the air), Jumping Fierce ! Elbow Smash (hits opponent in the air), Roundhouse Knee Strike Notes: 1. In practically all instances, you're best off doing Standing Forward. Why? Because most characters can duck under the Standing Strong. 2. To do the Boomerang Raid, you do it AFTER the Jab Flash Chop... that is, you don't super cancel it, you actually end up linking it afterwards. Takes some practice to get the timing down. 3. The Boomerang Raid is super-cancelled off the first hit. 4. The Boomerang Raid is super-cancelled off the SECOND hit. 5. That's right, the EX Knee Strike can be comboed off of the ground! Cool huh? The only drawback is that if the opponent was ducking when the combo was started, the Knee Strike will whiff. Ugh... 6. IMMEDIATELY when Alex releases the opponent from the Chokehold, you have to do the Boomerang Raid. Somewhat unconfirmed, I saw it on the SF3 Gamest Tape but have never done it myself... 7. This does more than 50% dizzy on most characters. 8. Totally worthless, but thought I'd list it anyway. The Boomerang Raid is linked after the Standing Fierce overhead, but the funny thing is that only one hit connects, the rest is blockable. Told you it was worthless. 9. The Universal Overhead must hit as "late" as possible. The same thing usually applies to almost all of the other Universal Overhead combos. 10. When the enemy jumps in, and their attack trades hits with Alex's Crouching Fierce, snatch them out of the air with the Knee Strike. -=Dudley=- Best Jumping Attacks: Forward, Fierce, Roundhouse Interruptable Attacks: Standing Jab and Crouching Jab Standing Short and Crouching Short Standing Strong and Crouching Strong Standing Forward Standing Fierce (into supers only) Standing Roundhouse Chains: Standing Jab, Standing Strong, Standing Forward Standing Forward, Standing Roundhouse, Standing Fierce Standing Short, Standing Forward, Standing Strong, Standing Fierce Crouching Short, Standing Forward Crouching Short, Crouching Strong, Crouching Fierce F+Forward, Standing Forward, Standing Fierce F+Roundhouse, Standing Forward Combos: You might notice that most of these combos use Rolling Thunder... that's because that's the Super I'm always using for him. Although not as versatile as Corkscrew Blow, you can tack on a Rolling Thunder for full damage after almost anything. Jump-in, Standing/Crouching Strong, Jab Machine Gun Blow (HCF+P) - 5 Hits Jump-in, Standing Roundhouse, Strong Machine Gun Blow - 6 Hits Jump-in, Standing Roundhouse, Fierce Corkscrew Blow - 7 Hits (1) Jump-in, Standing Roundhouse, Rolling Thunder - 10 Hits (2) Jump-in, Standing Roundhouse, Strong Machine Gun Blow, Rolling Thunder - 14 Hits (3) Jump-in, Standing Roundhouse, Fierce Jet Uppercut (DP+P), Rocket Uppercut - ? Hits Jump-in, Standing Roundhouse, Fierce Jet Uppercut, Fierce Corkscrew Blow - 9 Hits (4) Jump-in, Standing Roundhouse, EX Machine Gun Blow, Forward Ducking Upper, Rocket Uppercut - ? Hits (5) Jump-in, Standing Forward, Standing Roundhouse, Rocket Uppercut - ? Hits Jump-in, Standing Forward, Standing Roundhouse, Rolling Thunder - 11 Hits Jump-in, Standing Forward, Standing Roundhouse, Fierce Corkscrew Blow - 8 Hits (6) Jump-in, Standing Short, Standing Forward, Standing Strong, Standing Fierce, Rolling Thunder - 13 Hits Jump-in, Crouching Short, Crouching Strong, Crouching Fierce, Rolling Thunder - 12 Hits (7) Jump-in, Standing/Crouching Fierce, Rolling Thunder - 10 Hits F+Roundhouse, Standing Forward, Rolling Thunder - 10 Hits Crouching Roundhouse, Jumping Fierce (8) Crouching Roundhouse, Forward Ducking Upper, Rocket Uppercut - ? Hits (9) Jab Machine Gun Blow (final hit knocks opponent out of air), Jab MGB, Jab MGB, Jab MGB, Jab MGB, Jab MGB - 6 Hits Universal Overhead, Corkscrew Blow - 6 Hits Universal Overhead, Rolling Thunder Notes: 1. You can interrupt the Standing Roundhouse, or you can link it. 2. After the final hit of the Machine Gun Blow, link the Rolling Thunder. 3. Fierce Jet Uppercut can be interrupted on either hit. 4. EX Machine Gun Blow starts juggling, but you won't be able to do too much damage in the juggle because of damage scaling. 5. Link the Super after the chain. 6. Link the Super after the freakin chain. 7. Take a guess... 8. Dudley's Juggle-mania combos have been toned down big time from SF3. This is about the most he can get. Luckily, he no longer needs to be in the corner to do them. 9. This strange combo is still in there. If you predict a jump ahead of time and do the Jab MGB and only the final hit connects, you may notice that it "launches" the opponent up. So just do another one to juggle, but timing is crucial. Since the six-hit juggle rule is in effect, you might want to finish it with a Ducking Upper or Rocket Uppercut instead. -=Elena=- Best Jumping Attacks: Forward, Fierce Interruptable Attacks: Standing and Crouching Jab Standing and Crouching Short Standing (1st hit) and Crouching Strong Chains: Jumping Jab, F+Forward Combos: Elena has a few more combos now, but still not too much. The Mallet Smash can be used to start combos if your opponent is asleep. Jump-in, Standing Short, Roundhouse Scratch Wheel (DP+K) - 5 Hits Jump-in, Standing Short, EX Scratch Wheel - 6 Hits (1) Jump-in, Standing Short, Forward Scratch Wheel, Spinning Beat - 10 Hits Jump-in, Crouching Strong, Spinning Beat - 9 Hits Jump-in, Crouching Strong, Brave Dance - ? Hits (2) Jump-in, Crouching Strong, EX Spin Scythe (QCB+K), Jumping Roundhouse - 8 Hits (3) Jump-in, Crouching Strong, EX Spin Scythe, Forward Scratch Wheel, Spinning Beat - 12 Hits Jump-in, Crouching Strong, EX Rhino Horn (HCF+K) - 5 Hits Universal Overhead, Spinning Beat - 8 Hits Universal Overhead, Brave Dance - ? Hits Notes: 1. Scratch Wheel is interrupted on the first hit. 2. EX Spin Scythe allows juggling. Whee. 3. It's possible to get two Spinning Beats in one juggle, but I don't know the specifics of how to do it, only did it once... -=Hugo=- Best Jumping Attacks: Forward, Roundhouse Interruptable Attacks: Standing and Crouching Jab Standing and Crouching Short Chains: Yeah, right Combos: You didn't really think Hugo would be much of a combo-crazy guy, did you? (1) Jump-in, Crouching Jab x4 or 5, Hammer Frenzy - 10/11 Hits (2) Air Toss (HCB+K), Roundhouse Backbreaker Grab (DP+K) - 2 Hits Air Toss, Roundhouse Clothesline (QCF+K) - 2 Hits (3)! Air Toss, Strong Shock Wave (QCB+P), Strong Shock Wave, Strong Shock Wave, etc. - ? Hits Air Toss, Megaton Press - 2 Hits (4) Jab Shock Wave, Standing Forward - 3 Hits Strong/Fierce Shock Wave, Standing Fierce - 2 Hits Strong/Fierce Shock Wave, Crouching Jab, Hammer Frenzy - 7 Hits (5)! Strong Throw, Crouching Strong - ? Hits (6)! Strong Throw, Crouching Jab, Hammer Frenzy - ? Hits Notes: 1. Such a ridiculous-looking combo. But it's really good and gives you more than enough time to do the super. 2. The Air Toss, despite having less range than a REGULAR throw, sets you up to juggle with whatever. 3. An infinite combo! Only works in the corner. Just keep repeating the QCB+Strong until they're dizzied. Once they're dizzied, the Shock Wave won't hit... if you want an extra hit, go with Standing Strong or Forward. Then finish them off however you want. 4. The Shock Wave recovers extraordinarily quickly, letting you combo after it. 5. It's possible to juggle an extra hit or two after his Strong choke throw in the corner. In this case, a Crouching Strong. 6. You can get three hits of Hammer Frenzy to juggle after the Crouching Jab. Yippee. Please let me know if you can find any other cool juggles off that throw. -=Ibuki=- Best Jumping Attacks: Forward, air chains Interruptable Attacks: Close/Far Standing and Crouching Jab Close Standing and Crouching Short Crouching Strong, B+Strong Close Standing Forward Close Standing Fierce (1st hit) (Standing Roundhouse is cancellable with a super jump) Chain Combos: Close Standing Short, Standing Forward (interruptable) Close Standing Short, Standing Forward, Standing Roundhouse Close Standing Jab, Standing Strong, Crouching Roundhouse, Standing Rndhse Close Standing Jab, Standing Strong, Standing Fierce (interruptable) Close Standing Fierce, Crouching Roundhouse, Standing Roundhouse Far Standing Fierce, Standing Fierce (interruptable) Crouching Short, Crouching Strong (interruptable) Crouching Short, Crouching Strong, Crouching Fierce Standing Strong, F+Short Forward, F+Forward (does not actually combo) Jumping Jab, Jumping F+Fierce Jumping Fierce, Jumping F+Forward Jumping Short, Jumping F+Forward (I've probably missed some Ibuki chains... anyone want to add?) Combos: Ibuki's definitely still a combo-crazy character, the only problem is that I don't play her much so I don't know most of her combos. More submissions here are needed. Her best jump-in is by far her Jumping Forward, it must be the best crossup in the game. Add one hit to each of these combos if you jump in with an air chain. Jump-in, Standing Short, Standing Forward, Semi-Throw (HCB+P) - 4 Hits (1) Jump-in, Standing Short, Standing Forward, Spin Kicks (QCB+K), K - 5 Hits Jump-in, Standing Short, Standing Forward, EX Spin Kicks - 6 Hits (2) Jump-in, Standing Short, Standing Forward, Hien (DP+K) - ? Hits Jump-in, Standing Short, Standing Forward, Short Neck Breaker (HCF+K) - 4 Hits (3) Jump-in, Standing Short, Standing Forward, Hashin-Sho, Standing Roundhouse, Hien - 12 Hits Jump-in, Standing Short, Standing Forward, Yoroi-Doushi - 4 Hits (4) Jump-in, Standing Jab, Standing Strong, Standing Fierce, Semi-Throw - 5 Hits Jump-in, Standing Jab, Standing Strong, Standing Fierce, [EX] Spin Kicks - 6-7 Hits Jump-in, Standing Jab, Standing Strong, Standing Fierce, Hien - ? Hits Jump-in, Standing Jab, Standing Strong, Standing Fierce, EX/Short Neck Breaker - 5-7 Hits Jump-in, Standing Jab, Standing Strong, Standing Fierce, Hashin-Sho, Standing Roundhouse, Hien - 12 Hits Jump-in, Standing Jab, Standing Strong, Standing Fierce, Yoroi-Doushi - 5 Hits (5) Jump-in, Crouching Jab, Crouching Strong, Spin Kicks, Hashin-Sho, - ? Hits Jump-in, Crouching Jab, Crouching Strong, Spin Kicks, Yoroi-Doushi - 6 Hits (6) Far Standing Fierce, Standing Fierce, Hashin-Sho, - ? Hits Headstomp (RDP+K), Dagger (QCF+P), Kasumi-Suzaku - ? Hits F+Forward, Hashin-Sho, - ? Hits Universal Overhead, Hashin-Sho, (7) Jump-in, Standing Short, Standing Forward, Taunt (Fierce+Roundhouse) - 4 Hits Jump-in, Standing Jab, Standing Strong, Standing Fierce, Taunt - 5 Hits Far Standing Fierce, Standing Fierce, Taunt - 3 Hits Notes: 1. You must tap the Kick button to get a 3rd Spin Kick. 2. If you use the EX Hien in a combo, then it's possible to do an attack on the way down to followup, although I can't always get it to work nor can I get anything to combo afterward... 3. This is just an example juggle of what to do after the Hashin-Sho. I need more juggles. 4. The Standing Fierce whiffs against ducking opponents... except for Hugo. 5. Spin Kicks can be cancelled on the 2nd hit. 6. Weird chain... hit Fierce again after the first hit connects, then do the Super. 7. These last three combos are taunt combos :) The taunt only does a pixel of damage, so it's just something to do to show your opponent that you REALLY could have kicked their ass, but decided to rub it in their face instead. Just be sure to win :) -=Ken=- Best Jumping Attacks: Forward, Fierce, Roundhouse Interruptable Attacks: Close/Far Standing and Crouching Jab Close/Far Standing and Crouching Short Close Standing and Crouching Strong Crouching Forward Close Standing and Crouching Fierce Chains: Close Standing Strong, Standing Fierce (interruptable) Combos: Losing stun damage on his HK was a blow against Ken, but he still has plenty of combos, especially with EX's. (1) Jump-in, Crouching Forward, Fireball, Shoryureppa - ? Hits Jump-in, Crouching Forward, Fireball, Shinryuken - ? Hits Jump-in, Crouching Forward, Fireball, Shippu-Jinrai-Kyaku - ? Hits Jump-in, Crouching Forward, Roundhouse Hurricane Kick - 7 Hits (2) Jump-in, Crouching Forward, EX Hurricane Kick, Shoryureppa - ? Hits Jump-in, Crouching Forward, EX Hurricane Kick, Shippu-Jinrai-Kyaku - ? Hits Crossup Forward, Standing Fierce, Fierce Dragon Punch - 5 Hits (3) Crossup Forward, Standing/Crouching Fierce, Fierce Dragon Punch, Shoryureppa - ? Hits Crossup Forward, Standing/Crouching Fierce, Fierce Dragon Punch, Shippu-Jinrai-Kyaku - ? Hits Crossup Forward, Standing/Crouching Fierce, Jab Dragon Punch, Shinryuken - ? Hits (4) Jump-in, Standing Fierce, Shoryureppa - ? Hits Jump-in, Standing Fierce, Shippu-Jinrai-Kyaku (5) Jump-in, Standing/Crouching Fierce, Shinryuken - ? Hits (6)! Early Jab Dragon Punch, Jab Dragon Punch, Shinryuken - ? Hits (7) Jumping EX Hurricane Kick, Jab Dragon Punch - ? Hits Notes: 1. As with Akuma, feel free to replace the Crouching Forward with a Fierce. Take out the fireball and you'll do more damage overall. 2. There's a very brief window in which you can link a Super after an EX Hurricane Kick. 3. Fierce Dragon Punch is super-cancelled on the first hit. 4. You can either interrupt or link the Standing Fierce. 5. You can't link this attack, it must be interrupted. 6. When the enemy jumps near the corner, do a Jab DP as soon as possible, you may have enough time to do another one before they hit the ground. Cancel into a Shinryuken if you have it. 7. Similar to the last combo, you must knock the opponent out of the air with a mid-air EX HK. It then becomes possible to juggle once you hit the ground. -=Necro=- Best Jumping Attacks: Strong Interruptable Attacks: Close/Far Standing and Crouching Jab, B+Jab Close/Far Standing and Crouching Short, B+Short Close/Far Standing Strong, B+Strong B+Forward Chains: Standing Short, Standing Strong (interuptable) B+Short, Standing Strong (interruptable) Combos: Because of Necro's floaty jumps, jumping attacks are not the best way to start combos. Do them from the ground instead. I'm not much of a Necro player so I could use more combos for him too. Standing Short, Standing Strong, Snake Fang (HCF+K) - 3 Hits Standing Short, Standing Strong, Jab Tornado Hook (HCF+P), Magnetic Storm - ? Hits Standing Short, Standing Strong, Strong Tornado Hook, Electric Snake - 7 Hits (1) Fierce Tornado Hook, Slam Dance - 6 Hits Fierce Tornado Hook, Snake Fang - 4 Hits (2) Fierce Tornado Hook, Fierce Electric Blaster (DP+P), Magnetic Storm - ? Hits Fierce Tornado Hook, Jab Electric Blaster, Electric Snake - 7 Hits db+Fierce, B+Roundhouse - 2 Hits (3) db+Fierce, Standing Strong, Magnetic Storm - ? Hits (4)! Strong Throw, Magnetic Storm - ? Hits Notes: 1. Fierce Tornado Hook turns your opponent around, allowing Slam Dance to combo. 2. Fierce Electric Blaster knocks down. The Jab one does not. 3. Standing Strong MUST be interrupted in the juggle. 4. Damaging corner combo off a regular throw. You can also do Standing Strong into Magnetic Storm, but timing is harder. -=Oro=- Best Jumping Attacks: Forward, Roundhouse Interruptable Attacks: Close Standing (and far?) and Crouching Jab Close Standing and Crouching Short Close Standing and Crouching Strong Close Standing and Crouching Forward Crouching Fierce (into supers only) Combos: With all the changes in the juggle system, I'm not even sure what kind of Yagyou-Dama combos can be done anymore, and I've never really tried to find out since Oro just ain't that much fun anymore (nor strong). Some feedback from the few, the proud, the Oro users would be appreciated. (1) Jump-in, Standing Forward, Semi-Throw (qcb+P) - 5 Hits (2) Crouching Forward, Semi-Throw (qcb+P) - 4 Hits Jump-in, Standing Strong, Jumping Fierce - 5 Hits Jump-in, Standing Strong, Fierce Uppercut (charge D, U+P) - 4 Hits Jump-in, Standing Strong, Kishin-Riki - ? Hits Jump-in, Standing Strong, Yagyou-Dama, ? - Hits Jump-in, Crouching Short, Fierce Uppercut - 4 Hits Jump-in, Crouching Short, EX Uppercut - 6 Hits Notes: 1. Semi-Throw has barely any range anymore, so be as close as possible to the opponent. 2. I've seen it combo off Crouching Forward, but it's rare. My guess is that you have to do a meaty Crouching Forward to get it to work. Why did they make this so hard for Oro to do now? With the reduced damage of the Semi-Throw it's not that fearsome... -=Ryu=- Best Jumping Attacks: Forward, Fierce, Roundhouse Interruptable Attacks: Close/Far Standing and Crouching Jab Close/Far Standing and Crouching Short Close Standing and Crouching Strong Close Standing and Crouching Forward Close Standing and Crouching Fierce Chain Combos: Far Standing Fierce, Standing Roundhouse Combos: Whee. The only new thing he's got is EX Lunge Kick juggles, which are kinda cool. (1) Jump-in, Crouching Forward, Fireball, Shinkuu Hadoken - 9 Hits (2) Jump-in, Crouching Forward, Fireball, Shin-Shoryuken, Fierce Fireball - 8 Hits Jump-in, Crouching Forward, Fireball, Shin-Shoryuken, Roundhouse Hurricane Kick - 8 Hits Jump-in, Crouching Forward, Fireball, Shin-Shoryuken, Roundhouse Lunge Kick (hcf+K) - 8 Hits (3) Jump-in, Crouching Forward, Fireball, Shin-Shoryuken, Dash Towards, Dragon Punch - 8 Hits Jump-in, Crouching Forward, Short Lunge Kick - 3 Hits Jump-in, Crouching Forward, Hurricane Kick - 3 Hits Jump-in, Crouching Forward, EX Hurricane Kick - ? Hits Jump-in, Standing/Crouching Fierce, Shinkuu-Hadoken - 7 Hits (4) Jump-in, Standing/Crouching Fierce, Shin-Shoryuken, Fierce Fireball/ Roundhouse HK/Roundhouse Lunge Kick/dash-in DP - 8 Hits (5) Jump-in, Standing/Crouching Fierce, EX Lunge Kick, Dragon Punch - 4 Hits Jump-in, Standing/Crouching Fierce, EX Lunge Kick, Hurricane Kick - 4 Hits Jump-in, Standing/Crouching Fierce, EX Lunge Kick, Shinkuu-Hadoken - 8 Hits (6) Crossup Forward, Standing Fierce, Dragon Punch, Shinkuu-Hadoken - 8 Hits Crossup Forward, Standing Fierce, Dragon Punch, Shin-Shoryuken, Fierce Fireball/Roundhouse HK/Roundhouse Lunge Kick/dash-in DP - 8 Hits Notes: 1. As with the other Shotos, feel free to substitute Crouching Forward for either of the Fierces, and omit the fireball for a harder-to-do combo that does more damage. 2. Shin-Shoryuken can be followed up with a juggle move. Duh. 3. You have to dash immediately after Shin-Shoryuken ends so you're in close enough to land the DP. 4. When it comes to damage, it's hard to beat this combo. 5. To do the EX Lunge Kick juggles, don't do them in the corner. Or else their body will go right through you and you'll miss. 6. As said before, the DP isn't necessary. -=Sean=- Best Jumping Attacks: Forward, Fierce, Roundhouse Interruptable Attacks: Close/Far Standing & Crouching Jab Close/Far Standing & Crouching Short Close Standing & Crouching Strong Crouching Forward Close/Far Standing & Crouching Fierce Close Standing Roundhouse Chains: Close Standing Strong, Standing Roundhouse Standing Fierce, F+Fierce (does not actually combo) Combos: Use his taunt (the basketball) as a lead-in to combos whenever possible. You'd be surprised how good that move is for a taunt. Jump-in, Crouching Forward, Roundhouse Tornado Kick - 6 Hits (1) Jump-in, Crouching Forward, Roundhouse Tornado Kick, Hado-Burst - 7 Hits Jump-in, Crouching Forward, Roundhouse Tornado Kick, Hyper-Tornado - 18 Hits (2) Jump-in, Crouching Forward, EX Tornado Kick, Hado-Burst - 7 Hits Jump-in, Crouching Forward, EX Tornado Kick, Shoryu-Cannon - ? Hits Jump-in, Crouching Forward, EX Tornado Kick, Hyper-Tornado - 18 Hits Jump-in, Standing Roundhouse, Roundhouse Tornado Kick (QCB+K) - 6 Hits (3) Jump-in, Standing Roundhouse, Hado-Burst - 3 Hits Jump-in, Standing Roundhouse, Shoryu-Cannon - ? Hits Jump-in, Standing Roundhouse, Hyper-Tornado - 14 Hits (4) Jump-in, Standing Strong, Standing Roundhouse, Hado-Burst - 4 Hits Jump-in, Standing Strong, Standing Roundhouse, Hyper-Tornado - 15 Hits Crossup Forward, Standing Strong, Fierce Dragon Smash (DP+P) - 4 Hits (5) Crossup Forward, Standing Strong, Fierce Dragon Smash, Hado Burst - 4 Hits Crossup Forward, Standing Strong, Fierce Dragon Smash, Shoryu Cannon - ? Hits (6) Buttcheck (QCF+K), Hado-Burst - 2 Hits Buttcheck, Hyper-Tornado - 13 Hits Notes: 1. A Super Art can be linked after Sean lands from the Tornado Kick, but timing is critical. 2. The same goes for his EX Tornado Kick, but timing is MUCH easier. 3. To do this combo you can either interrupt the Standing Roundhouse, or wait til the animation finishes and then link the Super. You can also do this with Standing or Crouching Fierce too. 4. Again, link a Super after the chain. 5. Dragon Smash is interrupted on the first hit. 6. Guess what?!? That's right, you link the super after the Buttcheck. -=Urien=- Best Jumping Attacks: Fierce, Roundhouse Interruptable Attacks: Standing and Crouching Jab Standing and Crouching Short Standing Strong Crouching Fierce (1st hit) Chains: Standing Jab, Standing Strong Combos: Most of his combos are based around Aegis Reflector and juggles. Experiment with doing Aegis Reflectors behind your opponent and then trying to combo and knock them into the Reflector for more hits. IMO the Reflector is his best Super because of all the crazy things you can do with it, but this is supposed to be a Combo FAQ so I'll shut up... (1) Jump-in, Standing Jab, Standing Strong, Short Tackle (charge B, F+K), Tyrant Slaughter - 9 Hits Jump-in, Standing Jab, Standing Strong, Short Tackle, Temporal Thunder - 9 Hits (2)! Jump-in, Standing Jab, Standing Strong, Short Tackle, Jab Aegis Reflector, Jump-in, Standing Jab, Standing Strong, Short Tackle, Jab Aegis Reflector, Jump-in, Crouching Fierce, Strong Headbutt (Charge D, U+P) - 24 hits ! Jump-in, Standing Jab, Standing Strong, Short Tackle, Jab Aegis Reflector, Crouching Short, Jump-in, Standing Jab, Standing Strong, Short Tackle, Jab Aegis Reflector, Crouching Short, Jump-in, Crouching Fierce, Roundhouse Tackle - 26 hits (3) Jump-in, Standing Jab, Standing Strong, Short Tackle, Strong Aegis Reflector, Crouching Forward - 7 Hits (4) Jump-in, Standing Jab, Standing Strong, EX Tackle, Tyrant Slaughter - 10 Hits Jump-in, Crouching Short, Jab Headbutt - 3 Hits Jump-in, Crouching Fierce, Jab/Strong Headbutt - 4 Hits (5) Jump-in, Crouching Fierce, EX Headbutt, Crouching Fierce, EX Headbutt - 8 Hits Jump-in, Crouching Fierce, EX Headbutt, Crouching Fierce, Standing Fierce - 7 Hits Jump-in, Crouching Fierce, EX Headbutt, Crouching Fierce, Fireball (QCF+P), Temporal Thunder - 12 Hits Jump-in, Crouching Fierce, EX Headbutt, Crouching Fierce, Roundhouse Tackle, Temporal Thunder - 12 Hits ! Jump-in, Standing Jab, Standing Strong, Short Tackle, Jab Aegis Reflector, Jump-in, Crouching Fierce, EX Headbutt, Crouching Fierce, Roundhouse Tackle, Standing Fierce - 18 Hits (6) EX Tackle, Crouching Short, EX Tackle, Crouching Short, etc. - ? Hits Notes: 1. The Jab, Strong chains whiffs if the first hit nailed a croucher. Ugh... 2. Urine's crazy combo o' doom! Well, not really. Despite looking pretty good, it does little damage. Fun and flashy. It might sound hard, but it's not... just get up to the first Reflector, when you see it connecting just jump in again and do the same combo over again. After that, finish it off with a Crouching Fierce into a juggle. If you want, you can also omit the second Reflector and the instead go into Urine's Juggle-mania combos. An example is given later. 3. This combo isn't much, but I thought it was kinda interesting since you interrupt the stun from the Tackle by doing a Super Art, which gives you enough time to actually link a Crouching Forward and knock them into the Reflector behind them. 4. Since EX Tackle isn't super-cancellable, link the Super after the second hit. 5. Juggle-mania with that Crouching Fierce and EX Headbutt! Just remember the "six-hit juggle rule". When you do the second Crouching Fierce, try to hit with the 2nd hit only of it so you can do a final juggle move. 6. This is a semi-infinite combo I stumbled upon a couple days ago. Despite what you might think, IT IS VERY VERY HARD. Linking the Crouching Short after an EX Tackle is very difficult, but I've seen it register on the combo counter a half-dozen times so I know I'm not hallucinating. If you had perfect timing, you'd be able to keep the combo going until you run out of Super meter (since it requires EX moves). And if you can keep it going forever, then you might want to consider using Tyrant Slaughter since you can store the most Super with it (i.e. the most EX's) -=Yang=- Best Jumping Attacks, Fierce, Forward-DF+Forward air chain, Dive Kick Interruptable Attacks: Standing & Crouching Jab Standing & Crouching Short Close Standing & Crouching Strong Crouching Forward Close Standing Fierce (1st hit) (Standing Forward can be cancelled with a super jump) Chains: Standing Strong, Standing Fierce, B+Fierce (super-cancellable) Standing Short, Standing Forward, Standing Roundhouse Crouching Short, Crouching Forard (interruptable) Jumping Forward, Jumping df+Forward Combos: Add one hit to each combo if you start a jumping combo with the Forward- df+Forward air chain. Also, it's possible to start combos with his HCB+K grab too. Most of the combos here will work when done after the HCB+K grab, just omit the jump-in. Also note that any combo not involving a Super Art means that you can probably "spice it up" by performing the Seiei-Enbu, and then doing the combo for more hits than usual. Wheeee. (1) Jump-in, Standing Strong, Standing Fierce, B+Fierce - 4 Hits Jump-in, Standing Strong, Standing Fierce, B+Fierce, Tenshin-Senkyutai - 10 Hits Jump-in, Standing Short, Standing Forward, Standing Roundhouse - 4 Hits Jump-in, Standing Strong, "Rekka Ken" (QCF+P) x3 - 5 Hits Jump-in, Crouching Short, Crouching Forward, Rekka Ken x3 - 6 Hits Jump-in, Crouching Short, Crouching Forward, Tenshin-Senkyutai - 9 Hits Jump-in, Crouching Short, Crouching Forward, Raishin-Mahhaken - 11 Hits (2) Jump-in, Crouching Short, Crouching Forward, EX Senkyutai, Crouching Strong - 7 Hits Jump-in, Crouching Short, Crouching Forward, EX Senkyutai, Tenshin-Senkyutai - 12 Hits (3) Standing Forward, Forward Senkyutai, Crouching Strong - 4 Hits (4) Standing Forward, Forward Senkyutai, Tenshin-Senkyutai - 9 Hits Notes: 1. ROBOT COMBO! 2. You can juggle off of Forward and EX Senkyutai's. (and the Roundhouse one too I think) 3. Use this when someone jumps at you. 4. Ditto. -=Yun=- Best Jumping Attacks: Forward, Fierce, Jab-Fierce air chain, Dive Kick Interruptable Attacks: Standing & Crouching Jab Standing & Crouching Short Close Standing & Crouching Strong Crouching Forward Close Standing Fierce (1st hit) (Standing Forward can be cancelled with a super jump) Chains: Standing Strong, Standing Fierce, B+Fierce (super-cancellable) Standing Jab, Standing Short, Standing Strong (interruptable) Crouching Roundhouse, Standing Roundhouse Jumping Jab, Jumping F+Fierce Combos: Add one hit to each combo if you start a jumping combo with the Jab-Fierce air chain. Also, it's possible to start combos with his HCB+K grab too. Most of the combos here will work when done after the HCB+K grab, just omit the jump-in. Overall, I'd say that Yun is more of a combo-oriented character than Yang is, and more fun to play too... (but still hellishly powerful) (1) Jump-in, Standing Strong, Standing Fierce, B+Fierce - 4 Hits (2) Jump-in, Standing Strong, Standing Fierce, Sourai-Rengeki - 9 Hits (3)! Jump-in, Standing Strong, Standing Fierce, B+Fierce, Genei-Jin, Jab Hop Punch, Jab Hop Punch, Jab Hop Punch, Jab Hop Punch, Jab Hop Punch, Standing Forward, Fierce Hop Punch - 21 Hits (4) Jump-in, Standing Strong, Standing Fierce, B+Fierce, You-Hou, Jab Bodycheck (DP+P) - 8 Hits (5)! Jump-in, Standing Strong, Standing Fierce, B+Fierce, You-Hou, Jab Bodycheck, Fierce Hop Punch (QCF+P) - 9 Hits (6) Jump-in, Standing Jab, Standing Short, Standing Strong, Jab Hop Punch - 5 Hits Jump-in, Standing Jab, Standing Short, Standing Strong, Forward Senkyutai - 6 Hits (7)! Jump-in, Standing Jab, Standing Short, Standing Strong, Forward Senkyutai, You-Hou, Jab Bodycheck, Fierce Hop Punch - 11 Hits Jump-in, Standing Jab, Standing Short, Standing Strong, Jab Bodycheck, You-Hou, Jab Bodycheck - 9 Hits Jump-in, Standing Jab, Standing Short, Standing Strong, Jab Bodycheck, Sourai-Rengeki - 11 Hits ! Jump-in, Standing Jab, Standing Short, Standing Strong, EX Bodycheck, Fierce Hop Punch - 7 Hits Jump-in, Crouching Forward, Jab Hop Punch - 3 Hits Jump-in, Crouching Forward, EX Bodycheck - 4 Hits Jump-in, Crouching Forward, You-Hou, Jab Bodycheck - 6 Hits Jump-in, Crouching Forward, Sourai-Rengeki - 8 Hits (8) Standing Forward, Fierce Hop Punch (9) Standing Forward, Jab Bodycheck, You-Hou, Jab Bodycheck Standing Forward, Jab Bodycheck, Genei-Jin, Jab Hop Punch x5, Standing Forward, Fierce Hop Punch - 19 Hits Notes: 1. ROBOT COMBO! (had to say it again.) 2. Yun can still link a super by doing it immediately after the Strong- Fierce instead of finishing with the B+Fierce patticake. This is how you get full hits from the Sourai-Rengeki. (but who uses that super anyway?) 3. Genei-Jin has been toned down big time from the original SF3. If anyone finds a really cool juggle better than this one let me know. 4. Robot Combo into You-Hou is way better than into Tenshin Senkyutai. Finally Yun has something over Yang... as for juggling after the You-Hou, it works best if you're in the corner. Otherwise, you usually have to just stick with getting a Jab Bodycheck. 5. When in the corner, it's usually best to juggle with a Fierce Hop Punch after the Jab Bodycheck. You can also try a Senkyutai, or even another Jab Bodycheck. 6. In the Jab-Short-Strong, you can do several jabs in a row depending on how close you are and how big your opponent is. You can get at least two Standing Jabs on everyone. Three on bigger characters. Possible to get four on Hugo if you don't do a jump-in. 7. You-Hou can be juggled after the Forward Senkyutai, but timing is really strict. Who's going to use this anyway when it's easier to do off the Bodycheck? 8. This is used when someone jumps at you. 9. For the You-Hou to connect, wait a little while before doing the Jab Bodycheck. The lower they are to the ground when it connects the better your chances of getting all three hits of the You-Hou (otherwise you only get one and no juggle followup) ACKNOWLEDGMENTS Well, hope you enjoyed this FAQ... there are still plenty of combos to find, so if you have some that aren't in here, by all means send them in! E-mail: lordbbh@aol.com You can always get the latest version of this FAQ off of ftp://users.aol.com/kensou/2icombo.txt (or www.gamefaqs.com) This FAQ couldn't have been complete without the help of the following... Capcom, for making a great game... it's no ST, but it's fun anyway. Elusive for his 2I FAQ... I snagged a few combos from there Onaje Everett and Team Red Herring for actually giving me feedback on the early version of this FAQ... All the scrubs at Einstein's and Le Fun in Austin for being the unwilling victims of a lot of combos :) Happy comboing! ***SPECIAL BONUS FUN SECTION!!!*** "Trash Talking with Urine" Urien is quite possibly the stupidest name Capcom has ever come up with. So why not capitalize on it? It's fun making dumb jokes about Urien, so if you actually play him, why not interject some silly trash-talking into the mix for some laughs from your friends :) And for even more fun, always pick Urien's Forward color... it looks like... well, you know. E-mail if you have any more. "Care for a sample of my Urien?" "Wait til you taste the power of my Urien!" "Dude, my Urien was all over you in that fight" "Once my Urien gets flowing, you can't stop it!" "I'll bet you've never seen Urien look as good as that!"