Street Fighter EX 3
Area In-Depth Character FAQ - Version 1.0
August 20, 2001
By NekkiBasara - Eugene Huang
chockydonutman@hotmail.com


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Thanks for understanding.




i. FOREWORD
==================================

Ah, Area.  Who knows what goes on in her ditzy and scatter-brained head?
Yet, despite her obvious character flaws (which there are several), she
is still quite a formidable fighter if you make the best of tapping into
her dangerous arsenal.  Below is a compilation of the many tactics that I
have adapted into my arsenal over the many months that I've spent playing
some of the very best that my local competition has to offer.




CONTENTS
==================================

I.    OVERALL CHARACTER ANALYSIS
II.   BASIC MOVELIST
III.  IN-DEPTH TECHNIQUE ANALYSIS
IV.   SPECIFIC OPPONENT ANALYSIS
V.    FINAL WORDS
VI.   SHOUT OUTS AND SPECIAL THANKS




I. OVERALL CHARACTER ANALYSIS
==================================

Area is a consummate poker, specializing mostly in tick damage and pressure
techniques.  If you play as an eternally vigilant Area, then you will assuredly
have the upper hand, since you only need to sit back and wait until your
opponent makes a fatal mistake.  And believe me, Area can force A LOT of
mistakes.

Area's disadvantage comes from a limited number of particularly useful special
moves, and the debilitation of owning only two Supers (as useful as they are). 
In addition, many of her move animations are particularly slow, meaning that
only her Humming Rush is her only special technique that has combo potential. 
And lastly, Area has one of the most useless Meteor Combos in the game - the
usage of which causes her to lose her greatest asset.  Of course, more of this
will be discussed in much more detail later.




II. BASIC MOVELIST
==================================

A. LEGEND
---------

D, U, B, F = Down, Up, Back, Forward
LP, LK = Light Punch, Light Kick
MP, MK = Medium Punch, Medium Kick
HP, HK = Hard Punch, Hard Kick
QCF = Quarter Circle Forward (D, D/F, F)
QCB = Quarter Circle Back (D, D/B, B)
HCF = Half Circle Forward (B, D/B, D, D/F, F)
HCB = Half Circle Back (F, D/F, D, D/B, B)
DP = Dragon Punch Motion (F, D, D/F)
BDP = Backwards Dragon Punch Motion (B, D, D/B)
PPP = LP+MP+HP
KKK = LK+MK+HK
* = Undocumented Techniques


B. THROWS
---------

Transmission                 LP+LK
(Bye-bye!!!)

OCR                          B+LP+LK
(Gomen ne!)

Alternative Catch            HCB+K

Alternative Catch Part 2     (after Alternative Catch) F+K or B+K
(determines the direction of the kick)


C. SURPRISE BLOW
----------------

Hard Crash                   MP+MK


D. ALTERNATE MOVES
------------------

Job Step                     F+MK

Pull Down Leg                F+HK
(overhead)

Head Crush                   (mid-air) D+HP

Shift Club Straight          F+HP

Shift Stamp Punch            D/F+MP

Shift Club Upper             D/F+HP


E. SPECIAL MOVES
----------------

Emulator                     BDP+P
(will also absorb all standard projectiles)

After a projectile is successfully absorbed:

     Reverse Gear                 QCB+P
     (shoots emulated projectiles back at opponents)

Humming Rush                 QCF+P
(three varying strengths)

After Humming Rush:

     Cancer Shell            PPP
     (must be executed at the last hit of the Humming Rush)

Jackson Kick                 QCF+K

After Jackson Kick:

     Pop-up Knee                  F+LK
     (juggles)

     Partition Break              F+MK

     Pull Down Heel               F+HK
     (overhead)

Upload                       (mid-air) PPP
(holding the button keeps the arm afloat)

Download                     D+PPP
(arm will continue forward until button is released)

Taunt 1* (Cancer Crash)      LP, LP, F, LK, HP

Taunt 2* (Ho-Hum...)         LP, LP, F, LK, HK


F. MOMENTARY COMBOS
-------------------

Humming Rush                 P (after special)

Alternative Kick             K (after special)


G. SUPER COMBOS
---------------

Great Cancer                 QCFx2+P
(holding the button increases the strength of the attack)

Five Star Raid               QCFx2+K


H. METEOR COMBOS
----------------

Final Cancer                 QCBx2+PPP




III. IN-DEPTH TECHNIQUE ANALYSIS
==================================

A. TECHNIQUE USAGE
------------------

ALTERNATIVE CATCH (HCB+K, F+K_B+K):

There are two options with this technique.  The first is to perform a normal
Alternative Catch (without the F+K_B+K) in order to set up a Humming Rush
combo.  However, you need to have ultimately refined timing in order to insure
that your combo follows the alternative catch.

The second option is to use it in conjunction with the Download.  To do this,
you must first plant the Download so that it moves slowly past the opponent. 
If your opponent is standing, then immediately do an Alternative Catch,
followed by B+K right before letting go of PPP.  If done correctly, you should
be able to catapult your opponent directly into the path of the sparking arm.

Unfortunately, a crouching opponent makes this move completely useless, meaning
that this technique definitely has its limitations.  The core problem is trying
to get your opponent to stand up, which is a HUGE task, considering that most
Street Fighter players instinctively block low.  At first, try to establish an
initial mix-up game by throwing out Downloads followed by an overhead like the
Pull Down Leg (F+HK).  Doing this will cause your opponent to instinctively
block high after each Download.  Once your opponent gets into habit of blocking
high, throw out an Alternative Catch every once in a while in certain key
situations.

Ultimately, this move should really be forfeited in serious match play, and
should only be used in friendly situations.


ALTERNATE MOVES:

Generally, Area has a fairly large arsenal of alternate moves (moves that are
extensions of normal attacks).  Generally, most of them are good for poking or
for closing ground on your opponent.  The drawback is that they're more
difficult to combo in with Special Moves, but they're still useful in match
play regardless of their limitations.

The Pull Down Leg is a nifty addition (since ALL overheads are useful), but
it's a little slow in comparison to some other overheads.  If you want to play
mind games, though, your best bet is to use the Jackson Kick mix-ups (more on
this later).

Use the Head Crush (D+HP) to occasionally mix-up and confuse jump-in combos. 
So instead of leading with a normal HP or MK, start off with a Head Crush to
throw off your opponent's rhythm.

And lastly, all of Area's "Shift" moves, (F+HP, D/F+MP, D/F+HP) can be used to
cover ground between you and your opponent, since Area scoots forward just a
bit during the attack.  In addition, they're great techniques to poke with,
since they leave you with a considerably decent frame advantage.  In addition,
the Shift Club Upper is decent anti-air, although there are better techniques
for this at Area's disposal (more on this later).


EMULATOR (BDP+P) AND REVERSE GEAR (QCB+P):

The Emulator is a great technique that has a lot of uses, and does a fair
amount of damage.  In addition, if it is blocked, it can leave you in a fair
distance away from immediate retaliation.

The first obvious usage for this technique is the absorption of projectiles. 
All standard projectile attacks (Hadoukens, Yoga Fires, Sonic Booms, etc...)
can be sucked up through Area's incredibly versatile arm and thrown back at
your opponent at any time.  (This differs slightly from the Emulator technique
in SF EX 2+, where projectiles would automatically rebound off her arm.) 
Unfortunately, the animation for Reverse Gear is rather slow, meaning that it's
impossible to find any combo potential for this particular technique.

The second usage is as a simple counter technique.  Unlike other characters
with standard counters (like V. Rosso and Hokuto), Area is not debilitated at
all by the Emulator since she can stop any and all attacks, including standard
one-hit projectiles and most supers (beware of the low sweep, though).  You can
feel free to throw out an Emulator just as long as you know that your opponent
is going to be aggressive.

The third usage is standard anti-air.  If your opponent is pressuring you with
constant deep jump-in combos, throw out an Emulator - once your opponent makes
contact with Area's arm, he/she will get forced back, allowing you to
retaliate.  It is completely possible that one single Emulator can turn the
tide of the battle since it can be the key that allows you to be the aggressor.
 Unfortunately, there is one drawback to this technique, and that is (once
again) the slow move animation.  Only throw out an Emulator during your
opponent's pressure tactics if you have complete confidence in the speed with
which you execute the technique.  If not, then you may have to eat a huge combo
from your opponent.

The fourth and final usage is to confuse your opponent after a deep jump-in. 
Execute the Emulator by buffering the BDP motion immediately before landing
from deep jump-in without an attack (much like the way you would set up a 360
or 720 degree throw).  If you've jumped in deep enough, Area's arm should make
contact with your opponent, garnering your opponent a bit of frame disadvantage
and a brief moment of confusion.  Even if it does not connect, your opponent
may instinctively retaliate, giving you an automatic counter attack without
lifting another finger.


HUMMING RUSH (QCF+P) AND CANCER SHELL (PPP):

This technique is, by far, the undisputed core of Area's offense.  First of
all, it is the only move in Area's arsenal that acts as an unbreakable link
between her normal attacks and Super Combos. (Her other staple move, the
Jackson Kick, is far too slow to be linked to normal attacks.)  Secondly, its
multi-hit nature gives you a brief second to confirm your offensive plan, and
the duration of the attack also gives you many chances to cancel the move into
a Super Combo.  And thirdly, the poking and pressure created from this move
makes her a rival of the undisputed kings of tick damage, Garuda and
Shadowgeist.

First of all, it is important to recognize and differentiate the three
different strengths of the Humming Rush:

QCF+LP - A relatively quick attack with only two hits that make it difficult to
time the Cancer Shell at the end.  It does the least damage out of all three
variations, but it has the distinction of having the most frame advantage. 
It's very hard for your opponent to retaliate an LP Humming Rush, making it
safe for you to throw it out on a whim.  Unfortunately, it's equally as tough
for you to combo a super at the end of one as well.

QCF+MP - IMO, the best of the three.  It does more damage than the LP, but less
damage than the HP.  The attack has two parts to it: the dash-in and the
"Jackhammer."  The dash-in allows you to close in on your opponent, giving you
the proper range for a follow-through, and the "Jackhammer" gives you ample
time to execute the follow-through.  Almost all of my main Humming Rush combos
are done from the QCF+MP.

QCF+HP - This is basically an upgrade of the "Jackhammer" portion of the MP
Humming Rush.  IMO, this is the worst variation of the three due to the lack of
forward pressure it creates.  It does the most damage, but the fact that Area
remains completely stationary throughout the move animation makes it a risky
maneuver to throw out.  If Area whiffs this move, expect a huge amount of
payback.

Secondly, it is very important that each Area player learns the "Cancer Shell"
technique.

Much like the EWGF in Tekken, the Cancer Shell is a technique that has been
undocumented by most of the "official" American Street Fighter EX 2 and 3
movelists (including the game itself!).  While it may be a widely known
technique in Japan, nobody that I knew of here in America had ever heard of
this added-on maneuver.  I myself had stumbled upon the technique by accident
while toying with Area, and only until recently did I see that it was
documented in Kao Megura's Street Fighter EX 2 Plus FAQ.  (Most of his FAQS are
general compendiums of fighting game knowledge and should be researched before
attempting to "master any game").  Due to its limited notoriety, I will now use
this space to further illustrate both the basic execution of the Cancer Shell
as well as some of its finer points.

The Cancer Shell must be inputted at the last hit of the Humming Rush attack,
no matter what strength it is.  What it does is it creates a momentary spark
that adds a little bit of damage to a standard Humming Rush combo.  Keep in
mind that supers that are cancelled after an unblocked Cancer Shell WILL NOT
CONNECT, but will instead pass harmlessly through your sparking opponent.

The most important aspect of this move, however, is that if it is blocked, it
adds a little bit of ground between Area and her opponent to prevent any
immediate retaliation.  Without the added spark, Area players had to waste a
bar of energy for a Five Star Raid in order to space themselves from their
opponents and regain frame advantage.  Now, with the Cancer Shell, that waste
is no longer necessary.

Keep in mind, it is still possible to be countered even after a successful
Cancer Shell attack.  This usually happens if you time the Cancer Shell too
early, or if your opponent exhibits critically precise timing.  If either is
the case, there is a definite way around that.  Immediately after finishing a
blocked Humming Rush -> Cancer Shell, buffer the QCFx2 for a quick Great Cancer
- that way, if your opponent tries to counter your attack with a crouching kick
or a super combo, he/she will have to eat the damage of YOUR super combo
instead.

The usage of the Cancer Shell gives Area such a much more complete offensive
game.  Using these techniques will cause your opponent to constantly guess your
next move - if they try to retaliate too quickly, they will potentially get hit
by a damaging super combo.  If they choose not retaliate, then Area's endless
poking game is allowed to continue with yet another Humming Rush -> Cancer
Shell.  The only drawback to this endless cycle is the rapid depletion of your
super energy.  Super energy is VERY important for Area, so conserve it the best
you can, using it only if damage is GUARANTEED.


JACKSON KICK (QCF+K):

The Jackson Kick is rather limited in usage due to the fact that its slow
nature prevents it from being easily connected with normal punches and kicks. 
So, chances are that if you throw out a Jackson Kick, it will most likely be
blocked.  This limits your options, but there are still two reasons for using
the Jackson Kick, and they are: Overhead Mix-ups and Momentary Combos.

Before we examine that, let's take a look at the three follow-ups to the
Jackson Kick:

POP-UP KNEE (F+LK) -

Just about the only advantage that the Pop-up Knee creates is the added juggle
bonus.  Since the EX series never had a pronounced Juggle system (for which I
am eternally grateful), high-damaging follow-up juggles to the Pop-up Knee are
rather difficult to perform.  Keep in mind that this technique also has the
shortest range out of the three, so be careful when using it.

PARTITION BREAK (F+MK) -

This attack has improved speed, range, and damage over the Pop-up Knee, but it
doesn't possess the ability to juggle.  Use its speed to your advantage during
the Overhead Mix-ups, which will be discussed later.

PULL DOWN HEEL (F+HK) -

This is an overhead attack very similar to the normal Pull Down Leg technique,
except that it has the added bonus of possessing super combo potential. 
Performing a Jackson Kick -> Pull Down Heel gives you ample time to buffer the
QCFx2 necessary to complete a Great Cancer or Five Star Raid.

This is my own personal belief: never execute the Pull Down Heel without at
least one bar of super energy in your tank.  Your opponent will only fall for
the Pull Down Heel so many times before he/she starts to block high prior to
the attack.  If you fail to capitalize on that sort of missed opportunity, then
it only lessens the chances of you being successful with it the next time.
