  s t r e e t  f i g h t e r  e x  t w o  p l u s 
|                             v e r s i o n  0.0                             |
  t h e  c o m b o  f a q 

 Copyright 2K "The KiD"

 The following FAQ you are looking         The most updated issue of the FAQ
 through was made by me, "The KiD"         will be given to www.gamefaqs.com
       <Oodzume@hotmail.com>          D    primarily. Unless denoted, if any
 Made for the use of only personal    I    other location has it, then nine-
 and/or private purposes. Whenever    S    times-outta-ten it was ripped out
 reproduced, electronically is the    C    from there. If placed on a freely
 way it must be done. However, the    L    assessable webpage/site, this FAQ
 correctness and accuracy of any &    A    may be altered to fit any certain
 all material listed with this FAQ    I    guidelines, but this disclaimer &
 isn't 100% guaranteed. Any errors    M    copyright info must remain in its
 or omissions that inflict damages    E    original form and state. Capsice?
 or problems towards anything will    R    If by now you have a problem with
 NOT be the author's fault. That's         any preceding info, then maybe it
 how affairs work here. Comprende?         would be best to try another FAQ.

   For no reason should this FAQ be used for profitable and/or promotional
   purposes (i.e- published in guides, magazines, hint books, etc). That's
   final.. Along with that note, nor is this document to be given out as a
   sort of gift with purchases. It's not my forte to write all this to get
   others rich. Any who have enough interest in this FAQ and wish to place
   it on their site, send a letter about your webpage (do include the URL)
   and I'll get back to you ASAP. In any other case, the answer's no. N-O.
   Just don't even bother to ask or waste the time writing. All copyrights
   and trademarks are acknowledged that aren't specifically printed within
   this FAQ. Please give credit where it's due.. or I'll find you. Period.
     Plagiarism sucks. "The KiD" has written, so it shall be spoken.  =)

 The Street Fighter EX series is copyright 1999-2000 Arika., Ltd.
 The Capcom characters are copyright 1999-2000 Capcom Co., Ltd.

 This FAQ is available at the following places:
----------------------------------------- Street Fighter EX 2 Plus Combo FAQ -
GameFAQs                                                      www.gamefaqs.com

  A note to other sites: DO NOT rip off this document from GameFAQs.com and
  just place it on your webpage. It becomes an annoyance to find my work at
  other locations I KNOW I didn't send it to. With that stated, I take this
  moment to bitch at "Just the FAQs" <faqs.simplenet.com> that have "stole"
  my 'Sokkou Seitokai' and 'Bulleta' FAQs in the past. If you're that eager
  to have this FAQ as an addition to your site, it's not that hard to write
  a letter and just ask me for it. If you can't do that, make your own FAQ.

                  ..Alright, I'm done ranting and raving. Have a nice day. ^_^

[ Table of Contents ]

 1 : Introduction
 2 : Button & Controller Configuration
 3 : Combo Listing Notation
 4 : How To Read The Combos
 5 : Character Combos

- Area          - Bison / Vega  - Blanka        - Chun-Li       - Cracker Jack
- Darun Mister  - Dhalsim       - Doctrine Dark - Garuda        - Guile
- Hayate        - Hokuto        - Kairi         - Ken Masters   - Nanase
- Pullum Purna  - Ryu           - Sagat         - Shadow Geist  - Sharon
- Skullomania   - Vega / Balrog - Volcano Rosso - Zangief

 6 : Revision History
 7 : Special Thanks
 8 : Final Note

[ Part 1 ][ Introduction ]

 ..the combo FAQ.
 Personally, I live for the insane and flashy combos. Thus, this is why I put
 alot of effort into making FAQs for them. I think people loves these things.
 First they read up on a combo printed and go out and try it at their own
 arcade. Or use FAQs like these to share their "God" combos with the rest of
 the world. In any case, welcome to the "message board" for EX2 combos.

                      Share the wealth. Destroy the competition. Losing sucks.

 This FAQ is written with the assumption that you know the basis of terms and
 gameplay for "Street Fighter EX 2 Plus". If not, then I advise to look to any
 of the full game FAQs written and posted at <www.gamefaqs.com> or other game
 related sites first before going through this one. There will only be limited
 info concerning button notation and gaming notes listed.

 Keep in mind that this FAQ is made for EX2 -Plus-. Info will differ in many
 cases to the normal EX2 (the one excluding Area, Darun Mister, Pullum, Sagat,
 Volcano Rosso, and Vega/Bison) concerning combos and damage levels. One such
 difference is this Zangief combo:  j.HP \/ c.MK XX LP Glowing Fist SC Super
 Stomping. Zangief's Glowing Fist attack his been removed from EX2 Plus, so
 that combo is void. Other changes are those combos that use character's the
 Meteor Combo supers (i.e- Ryu's Shin Shou Ryuu Ken). In the original EX2,
 only a few people have them.

 Each combo was performed on Ryu unless otherwise stated. So any damage shown
 is neutral/average range.

[ Part 2 ][ Button & Controller Configuration ]

   ub    u    uf       Jump Up-Back       Jump Up       Jump Up-Forward
     \   |   /
  b --   N   -- f      Move Back/Block    Neutral       Move Forward/Advance
     /   |   \
   db    d    df       Block Low/Crouch   Crouch        Offensive Crouch

        Reverse left and right if on right side of screen or Player 2.


   L2              R2                      n/a          Hard Kick (HK)


   L1              R1                      n/a          Hard Punch (HP)

        Triangle                                Medium Punch (MP)

 Square          Circle              Light Punch (LP)        Medium Kick (MK)

           X                                     Light Kick (LK)

      Button notation can be changed at the Button Config option screen.

[ Part 3 ][ Combo Listing Notation ]

>     indicates the following attack will chain from the previous attack

XX    indicates 2-in-1s

/\    indicates that you jump after the previous move or command

\/    indicates that you land to the ground after the previous move or command

,     indicates that no special combo method is needed between the two moves

( )   indicates a move that can be added into the combo, but not necessary
      normally used when a certain move may alter the combo

| |   indicated the number of hits a move must hit before moving on

+     stands for "and"

_     stands for "or"

*     stands for new or updated combos/information since the last FAQ revision

s.    stands for STANDING            c.    stands for CROUCHING
j.    stands for JUMPING             bj.   stands for BACK JUMPING
SC    stands for SUPER CANCEL

EXCEL ( )   stands for an Excel combo. the moves listed within the parenthesis
            are all down while the EXCEL is still active

[ Part 4 ][ How To Read The Combos ]

 Combo are listed in descending order by the amount of damage it does. So the
 strongest combos are at top and go down to the weaker ones. There are a set
 of numbers on the righthand side following each combo:

    ---- The number of the combo.
   /
 |05| j.HK \/ s.MK XX MP Humming Rush |4 hit| SC Great Cancer     | 11 | 081 |
                                                                    /     |
          The first number is the number of hits the combo  -------      |
          does in full. In this case, it will do 11 hits                  |
          once it's done.                                                 |
                                                                         /
          The second number is the amount of damage. Out of ------------
          a set energy level of 200 points, 81 points (that
          is about 41%) will be inflicted. All damage count
          is based on characters that take average damage.
          On a character like Zangief, the combo will do
          less damage.


 Specific moves are used within lots of the combos. Using the example above,
 it states that after the s.MK, cancel into an MP Humming Rush. The "MP" there
 means to use that strength button when executing the move. Thus, qcf + MP (or
 "Strong"). The use of a certain button for a move can deal with things such
 as move principles and/or damage. Since Area behaves differently with each
 version of the Humming Rush, the MP version gives the best overall results;
 thus it being the one used. There are time where it doesn't matter what
 strength button you use. For Ryu's combo: c.MK XX Hadou Ken, if you performed
 the Hadou Ken with LP (Jab) or HP (Fierce), the combo would still do the same
 amount of damage. So it's just a matter of what button is easier for you.

 There is normally a bunch of notes at the end of the combo section. Before a
 note is the number pertaining to whatever combo(s) it's for. They are there
 for combos that have either complex maneuvers, timing, or a certain aspect
 that needs to be noted due to possible confusion.


 Final point to add. I appreciate anyone submitting combos and info. But if
 you're going to send in something, help me a little and follow these steps:

   1) Check if the combo is listed.
      If it is, don't send it. If it's the same combo, just with one extra hit
      or a substitution of a hit (i.e- replacing j.HP with a j.HK), don't send
      it in. I don't want to receive the same combos over and over. Can't
      credit one combo to eight diferent people.
   2) Make sure the combo WORKS!
      Meaning, the moves heve to connect one after the other in a manner where
      the opponent CANNOT black in the middle. If the combo doesn't work, why
      bother wasting yours and my time sending it in? For example, unless it's
      during EXCEL, Ryu's c.HK will not combo after a c.LP. You will never be
      able to combo in Balrog/Vega's Rolling Izuna Drop. Make sure each hit
      better link from the last or the combo won't go in.
   3) Include any information about the combo that is necessary.
      Believe it or not, there are combos that work on Shadow Geist that won't
      on Area. And if a combo works only on one character, I don't want to
      practice it on someone it's not going to work on. Because if you don't
      say so, I'm going to assume it was done on Ryu for a default.
   4) Please give the number of hits and amount of damage the combo does. That
      way I know if I'M doing the combo you're giving to me correctly.

   Those are the guidelines to submitting things. This list may change and
   alter with future updates. I may sound like an ass with all there details,
   but look at the FAQ. It's full of combos I have spent hours on to make sure
   they work right. All the notes and specifics.. So, if you do this, it'll be
   doing me a huge favor. That is all.


[ Part 5 ][ Character Combos ]

| Area |

 |01| j.HK \/ s.HK XX Final Cancer                                | 30 | 107 |
------------------------------------------------------------------------------
 |02| j.HK \/ s.HP XX Great Cancer |4 hit| SC Five Star Rush |4   | 13 | 107 |
      hit| SC Great Cancer
------------------------------------------------------------------------------
 |03| j.HK \/ s.MP XX MP Humming Punch |4 hit| SC Great Cancer |4 | 17 | 104 |
      hit| SC Five Star Raid |4 hit| SC Great Cancer
------------------------------------------------------------------------------
 |04| Jackson Kick (Pop-Up Knee), (walk forward) F + MK XX Five   | 10 | 084 |
      Star Raid |4 hit| SC Great Cancer
------------------------------------------------------------------------------
 |05| j.HK \/ s.MK XX MP Humming Rush |4 hit| SC Great Cancer     | 11 | 081 |
------------------------------------------------------------------------------
 |06| Jackson Kick (Pop-Up Knee), Final Cancer                    | 27 | 077 |
------------------------------------------------------------------------------
 |07| Great Cancer |4 hit| SC Five Star Raid |4 hit| SC Great     | 11 | 077 |
      Cancer
------------------------------------------------------------------------------
 |08| Download, Jackson Kick (Pop-Up Knee)(Download hits), Five   | 13 | 075 |
      Star Raid |4 hit| SC Great Cancer
------------------------------------------------------------------------------
 |09| j.D + HP \/ c.MK XX HP Humming Rush |5 hit| SC Great Cancer | 12 | 074 |
------------------------------------------------------------------------------
 |10| Jackson Kick (Pop-Up Knee), (walk forward) c.MK XX Great    | 08 | 066 |
      Cancer
------------------------------------------------------------------------------
 |11| Download, Jackson Kick (Pop-Up Knee)(Download hits) /\ j.HK | 07 | 056 |
------------------------------------------------------------------------------
 |12| Download, Alternative Catch (back kick)                     | 05 | 047 |
------------------------------------------------------------------------------
 |13| j.HK \/ s.HK                                                | 02 | 045 |
------------------------------------------------------------------------------
 |14| Download /\ j.HK                                            | 05 | 043 |
------------------------------------------------------------------------------
 |15| c.MK XX MP Humming Rush                                     | 06 | 041 |
------------------------------------------------------------------------------
 |16| Jackson Kick (Pop-Up Knee), s.HK                            | 03 | 040 |
------------------------------------------------------------------------------
 |17| Upload /\ j.HK                                              | 04 | 039 |
------------------------------------------------------------------------------
 |18| Jackson Kick (Pop-Up Knee) XX LP Humming Rush               | 04 | 029 |
------------------------------------------------------------------------------

  - <Combo 04,06,08,10,11,16,18> The Pop-Up Knee is an add-on attack Area does
    after the Jackson Kick connects. Perform the qcf + P, then press forward +
    LK for the Pop-Up Knee.
  - <Combo 04> Sometimes an aerial hit from Fire Star Raid will whiff.
  - <Combo 08,11> Have the Download move forward as you perform the Jackson
    Kick. Make it "sprout" as the opponent is at the peak of the launch from
    the Pop-Up Knee.
  - <Combo 08> Area will catch her arm when it's time to do the mid-air Great
    Cancer.
  - <Combo 09> The fifth hit of the Humming Rush knocks the opponent into the
    air, thus the Great Cancer juggles. You can just super cancel into the
    Great Cancer as the previous hits of the Humming Rush are hitting.
  - <Combo 10> The c.MK will catch the opponent before they hit the ground to
    make a small juggle, enough to combo into the Great Cancer.
  - <Combo 12> Plant the Download in front of the opponent. Hold forward when
    doing the Alternative Catch so Area does the back kick to knock the
    opponent into the Download as it's sparking.
  - <Combo 15> Tap all three punches after the last hit of the Humming Rush
    for Area to do a final spark hit.


| Bison / Vega |

 |01| j.HK \/ c.MP > c.MP > c.MK XX Knee Press Nightmare |4 hit|  | 19 | 120 |
      SC Psycho Cannon
------------------------------------------------------------------------------
 |02| j.HP \/ s.HP XX Psycho Break Smasher                        | 12 | 117 |
------------------------------------------------------------------------------
 |03| j.HK \/ s.HK XX Knee Press Nightmare                        | 10 | 098 |
------------------------------------------------------------------------------
 |04| j.HP \/ c.MP > c.MK XX Psycho Cannon                        | 08 | 083 |
------------------------------------------------------------------------------
 |05| j.HP \/ s.HP XX Psycho Cannon                               | 07 | 083 |
------------------------------------------------------------------------------
 |06| j.HP \/ c.MP > c.HP XX Psycho Crusher                       | 04 | 074 |
------------------------------------------------------------------------------
 |07| j.HP \/ c.MP > c.MK XX Psycho Crusher                       | 04 | 068 |
------------------------------------------------------------------------------
 |08| j.HK \/ c.MP > c.MK XX Double Knee Press                    | 05 | 061 |
------------------------------------------------------------------------------
 |09| j.HK \/ s.HK                                                | 02 | 042 |
------------------------------------------------------------------------------
 |09| Kick Throw, c.HK                                            | 02 | 032 |
------------------------------------------------------------------------------

  - <Combo 01> Depending on the character and position, you can charge the
    Psycho Cannon by holding the Punch button before it is released. But
    that's left up to your own judgement. If at the "corner" of a stage,
    that's the best place to attempt it.


| Blanka |

 |01| j.HK \/ c.MK XX Rolling Attack SC Beast Hurricane |5 hit|   | 20 | 120 |
      SC Ground Shave Rolling |5 hit| SC Beast Hurricane
------------------------------------------------------------------------------
 |02| j.HK \/ c.MK XX Super Electricity                           | 27 | 102 |
------------------------------------------------------------------------------
 |03| Jungle Beat |5 hit| SC Beast Hurricane |8 hit| SC Ground    | 19 | 096 |
      Shave Rolling
------------------------------------------------------------------------------
 |04| On jumping opponent. Guard Break /\ j.HP \/ /\ j.HP XX Beast| 11 | 093 |
      Hurricane
------------------------------------------------------------------------------
 |05| Jungle Beat |5 hit| XX Beast Hurricane                      | 14 | 085 |
------------------------------------------------------------------------------
 |06| On jumping opponent. Vertical Rolling Attack XX Beast       | 09 | 073 |
      Hurricane
------------------------------------------------------------------------------
 |07| j.HK \/ c.LK > c.LK > c.LK XX HP Rolling Attack SC Beast    | 11 | 070 |
      Hurricane
------------------------------------------------------------------------------
 |08| c.HP XX Ground Shave Rolling                                | 07 | 066 |
------------------------------------------------------------------------------
 |09| Rolling Attack SC Beast Hurricane                           | 07 | 063 |
------------------------------------------------------------------------------
 |10| j.HK \/ s.HK                                                | 02 | 042 |
------------------------------------------------------------------------------

  - <Combo 02> Similar to Storm's Lightning Storm, Blanka's Super Electricity
    can hit a different number of times depending on the opponent and how fast
    the super was cancelled into. The listed hits and damage are the highest I
    could get it.
  - <Combo 03,05> The Jungle Beat's hits are the punches Blanka does to the
    opponent after he flips them into the air. Not the ground bites. So after
    five of those air hits, then cancel into the Beast Hurricane.
  - <Combo 03> The camera angle will most likely be on a slant for this combo.
  - <Combo 04> The Guard Break will make the opponent rise a bit, then fall.
    Jump with them and perform the j.HP when close to landing. Then jump as
    soon as Blanka lands and do the j.HP XX Beast Hurricane.
  - <Combo 06> Hit the opponent with the Vertical Rolling Attack on their
    descent. If done on the ascension, the Beast Hurricane will usually whiff.


| Chun-Li |

 |01| Hi En Shuu_j.HP \/ s.HP XX Sen Retsu Kyaku |11 hit| SC Ha   | 31 | 156 |
      Zan Ten Shou Kyaku \/ s.LP > s.HK XX Ha Zan Ten Shou Kyaku
      \/ s.LP /\ You Sou Kyaku (x3)
------------------------------------------------------------------------------
 |02| Hi En Shuu_j.HP \/ s.HP XX Ha Zan Ten Shou Kyaku \/ s.LP >  | 28 | 149 |
      s.HK XX Ha Zan Ten Shou Kyaku \/ s.LP > s.HK XX Ha Zan Ten
      Shou Kyaku \/ s.LP /\ You Sou Kyaku (x3)
------------------------------------------------------------------------------
 |03| Hi En Shuu_j.HP \/ s.HP XX Sen Retsu Kyaku |10 hit| SC Kikou| 27 | 147 |
      Shou |5 hit| SC Ha Zan Ten Shou Kyaku \/ s.LP /\ You Sou
      Kyaku (x3)
------------------------------------------------------------------------------
 |04| Hi En Shuu_j.HP \/ s.HP XX Sen Retsu Kyaku |11 hit| SC Ha   | 24 | 124 |
      Zan Ten Shou Kyaku \/ Kikou Shou
------------------------------------------------------------------------------
 |05| Gomen ne! XX Sen Retsu Kyaku |11 hit| XX Ha Zan Ten Shou    | 22 | 097 |
      Kyaku \/ s.LP /\ You Sou Kyaku (x3)
------------------------------------------------------------------------------
 |06| Hi En Shuu_j.HP \/ s.HP XX Kikou Shou Goku                  | 10 | 096 |
------------------------------------------------------------------------------
 |07| Hi En Shuu_j.HP \/ s.HP XX Ha Zan Ten Shou Kyaku \/ s.LP /\ | 12 | 095 |
      You Sou Kyaku (x3)
------------------------------------------------------------------------------
 |08| Sen Retsu Kyaku |10 hit| SC Kikou Shou |5 hit| SC Ha Zan Ten| 21 | 092 |
      Shou Kyaku
------------------------------------------------------------------------------
 |09| Hi En Shuu_j.HP \/ c.MK XX HK Hyaku Retsu Kyaku |3 hit| SC  | 16 | 089 |
      Sen Retsu Kyaku
------------------------------------------------------------------------------
 |10| HK Spinning Bird Kick SC Ha Zan Ten Shou Kyaku \/ c.MP XX   | 27 | 088 |
      Ha Zan Ten Shou Kyaku \/ Sen Retsu Kyaku
------------------------------------------------------------------------------
 |11| HK Spinning Bird Kick SC Kikou Shou |5 hit| SC Ha Zan Ten   | 21 | 083 |
      Shou Kyaku \/ s.LP /\ You Sou Kyaku (x3)
------------------------------------------------------------------------------
 |12| HK Spinning Bird Kick, s.HK XX Ha Zan Ten Shou Kyaku \/     | 17 | 077 |
      s.LP /\ You Sou Kyaku (x3)
------------------------------------------------------------------------------
 |13| On jumping opponent. Guard Break /\ You Sou Kyaku (x3)      | 04 | 060 |
------------------------------------------------------------------------------
 |14| Stand close. EXCEL(c.MP > s.HP > s.HK XX HK Hyaku Retsu     | 17 | 055 |
      Kyaku)
------------------------------------------------------------------------------
 |15| HK Spinning Bird Kick /\ You Sou Kyaku (x3)                 | 09 | 051 |
------------------------------------------------------------------------------
 |16| Hi En Shuu_j.HK \/ s.HK                                     | 02 | 041 |
------------------------------------------------------------------------------

  - <Combo 01,02,03,04,06,07,09,16> Combos can either start with a Hi En Shuu
    or a j.HP / j.HK, respectively. The minor difference is that the Hi En
    Shuu does one extra point of damage.
  - <Combo 01,02,03,05,07,11,12,13,15> Press D + MK as you jump after the s.LP
    juggle. After each You Sou Kyaku kick, press the motion again to combo in
    the next. Although easier, each combo can be ended after the s.LP with a
    j.HK. But of course, the three You Sou Kyaku do more damage.
  - <Combo 10> The Sen Retsu Kyaku will catch the opponent as they are falling
    and knock them into the "Lightning Leg" ender at the end.


| Cracker Jack |

 |01| j.HP \/ c.MP > c.MK XX Dash Straight SC Crazy Jack |4 hit|  | 14 | 136 |
      SC Grand Slam Crasher |3 hit| SC Homerun Hero, c.HP XX Dash
      Upper
------------------------------------------------------------------------------
 |02| j.HP \/ c.MP > c.MK XX Dash Straight SC Crazy Jack |4 hit|  | 13 | 129 |
      SC Grand Slam Crasher |3 hit| SC Homerun Hero, LK Soccer
      Ball Kick
------------------------------------------------------------------------------
 |03| j.HK \/ c.MP > c.MK XX Dash Upper SC Homerun Hero, s.HP XX  | 10 | 124 |
      Homerun Hero, s.HP XX Homerun Hero, LK Soccer Ball Kick
------------------------------------------------------------------------------
 |04| j.HP \/ c.MP > c.MK XX Dash Straight SC Homerun Hero, s.MK  | 09 | 119 |
      XX Dash Straight SC Homerun Hero, LK Soccer Ball Kick
------------------------------------------------------------------------------
 |05| j.HP \/ c.MP > c.MK XX Dash Straight SC Homerun Hero, s.MK  | 09 | 114 |
      XX Final Punch (Level 1) SC Homerun Hero, LK Soccer Ball
      Kick
------------------------------------------------------------------------------
 |06| j.HP \/ c.MP > c.MK XX Dash Straight SC Homerun Hero, c.MP  | 09 | 113 |
      > c.HP XX Homerun Hero, LK Soccer Ball Kick
------------------------------------------------------------------------------
 |07| j.HP \/ c.MP > c.MK XX Dash Upper SC Homerun Hero /\ j.HP \/| 09 | 113 |
      c.HP XX Homerun Hero, LK Soccer Ball Kick
------------------------------------------------------------------------------
 |08| j.HP \/ s.HP XX Homerun Hero, Grand Slam Crasher |3 hit| SC | 08 | 106 |
      Homerun Hero, LK Soccer Ball Kick
------------------------------------------------------------------------------
 |09| j.HK \/ s.HP XX Homerun King                                | 03 | 105 |
------------------------------------------------------------------------------
 |10| j.HP \/ c.MP > c.MK XX Dash Straight SC Homerun Hero, c.HP  | 07 | 102 |
      XX Dash Upper
------------------------------------------------------------------------------
 |11| j.HP \/ c.MP > c.MK XX Dash Straight SC Homerun Hero, LK    | 06 | 091 |
      Soccer Ball Kick
------------------------------------------------------------------------------
 |12| Stand close. EXCEL(c.LK > c.MK > c.HP > s.MK > s.MP > s.HP  | 12 | 071 |
      s.HK > s.LP > s.MK > s.HK > s.MK) XX Dash Straight
------------------------------------------------------------------------------
 |13| Stand close. EXCEL(F + MP XX Batting Hero XX Soccer Ball    | 05 | 047 |
      Kick XX Dash Straight XX Dash Upper)
------------------------------------------------------------------------------
 |14| j.HK \/ s.HK                                                | 02 | 043 |
------------------------------------------------------------------------------

  - <Combo 02,03,04,05,06,07,08,11> Essentially, each combo can be ended with
    the Batting Hero to send the opponent sailing further across the screen.
    The downside is that it does about 4 points less damage.
  - <Combo 05> Cracker Jack's Final Punch is a move like Balrog (US). The
    longer you hold the punch button down, the higher the count of the punch.
    In the combo, the level of the punch is given after the "Final Punch". For
    example, if it says (Level 1), make sure Jack says "One!" when he does the
    punch.
  - <Combo 06> The c.MP will catch the opponent before they hit the ground.
    Adding on the c.HP will enable the juggle and allow the next Homerun Hero
    to catch.
  - <Combo 07> After the Homerun Hero, jump up immediately and hit them with
    the j.HP when they are close to landing. It will pop them up enough to
    give Jack enough time to land juggle with a c.HP.
  - <Combo 08> Wait a moment for the opponent to fall from the first Homerun
    Hero before doing the Grand Slam Crasher.
  - <Combo 09> The Homerun King won't give you the animation of the opponent
    flying into space to bounce off the planet.


| Darun Mister |

 |01| j.HP \/ s.MP XX HP Lariat |2 hit| SC Power Indra Bridge,    | 08 | 124 |
      s.HP XX Power Indra Bridge /\ Kuuchuu Ganjis DDT
------------------------------------------------------------------------------
 |02| j.HP \/ c.MP XX HP Lariat |2 hit| SC Power Indra Bridge,    | 08 | 116 |
      Power Indra Bridge, Power Indra Bridge /\ Kuuchuu Ganjis DDT
------------------------------------------------------------------------------
 |03| j.HP \/ c.MP XX HP Lariat |2 hit| SC Power Indra Bridge /\  | 06 | 099 |
      Kuuchuu Ganjis DDT
------------------------------------------------------------------------------
 |04| j.HP \/ c.MP > c.MP XX HP Lariat |2 hit| SC Power Indra     | 08 | 097 |
      Bridge /\ j.HP \/ /\ j.HK
------------------------------------------------------------------------------
 |05| j.HP \/ s.HP XX Power Indra Bridge, Darun Catch             | 04 | 087 |
------------------------------------------------------------------------------
 |06| j.HK \/ c.MP XX HP Lariat                                   | 04 | 055 |
------------------------------------------------------------------------------
 |07| On jumping opponent. Guard Break /\ Kuuchuu Ganjis DDT      | 02 | 052 |
------------------------------------------------------------------------------
 |08| Power Indra Bridge, Darun Catch                             | 02 | 045 |
------------------------------------------------------------------------------
 |09| j.HK \/ s.HK                                                | 02 | 044 |
------------------------------------------------------------------------------

  - <Combo 02> Wait until the opponent fall back into reach before performing
    the next Power Indra Bridge to juggle.
  - <Combo 04> After the Power Indra Bridge, jump up as the opponent is
    starting to fall. Hit them with the j.HP when they are close to landing.
    It will pop them up enough to give Darun enough time to land and re-jump
    to juggle with a j.HK.


| Dhalsim |

 |01| Drill Kick \/ c.MK (short) XX HP Yoga Fire SC Yoga Legend   | 23 | 109 |
      |9 hit| SC Yoga Drill Kick \/ s.HP
------------------------------------------------------------------------------
 |02| On jumping opponent. Yoga Blast, c.MK (sliding) XX Yoga     | 22 | 106 |
      Legend |9 hit| SC Yoga Drill Kick \/ s.HP
------------------------------------------------------------------------------
 |03| MK Drill Kick \/ c.MK XX Yoga Fire XX Yoga Inferno          | 29 | 102 |
------------------------------------------------------------------------------
 |04| Stand close. HK Yoga Blast SC Yoga Legend |9 hit| SC Yoga   | 21 | 101 |
      Drill Kick \/ s.HP
------------------------------------------------------------------------------
 |05| LP Yoga Fire XX Yoga Inferno                                | 27 | 086 |
------------------------------------------------------------------------------
 |06| Yoga Catch (Yoga Contact), c.MK (sliding) XX Yoga Legend |9 | 22 | 085 |
      hit| SC Yoga Drill Kick \/ s.HP
------------------------------------------------------------------------------
 |07| Stand close. MK Yoga Blast, s.HP (short) |2 hit| XX Yoga    | 12 | 082 |
      Legend (SC Yoga Drill Kick \/ s.HP)
------------------------------------------------------------------------------
 |08| j.HP XX Yoga Drill Kick |? hit| \/ Yoga Legend (SC Yoga     | 20 | 079 |
      Drill Kick \/ s.HP)
------------------------------------------------------------------------------
 |09| Yoga Flame SC Yoga Legend (SC Yoga Drill Kick \/ s.HP)      | 10 | 079 |
------------------------------------------------------------------------------
 |10| Drill Kick \/ c.MK (sliding) XX Yoga Legend (SC Yoga Drill  | 11 | 072 |
      Kick \/ s.HP)
------------------------------------------------------------------------------
 |11| j.HP XX Yoga Drill Kick \/ s.HP                             | 12 | 054 |
------------------------------------------------------------------------------
 |12| j.MK XX Yoga Drill Kick                                     | 11 | 041 |
------------------------------------------------------------------------------
 |13| Jab Yoga Fire, s.HP                                         | 02 | 035 |
------------------------------------------------------------------------------
 |14| c.MK (short) XX HP Yoga Fire                                | 02 | 029 |
------------------------------------------------------------------------------

  - <Combo 01,04,06> Arc the Yoga Drill Kick so that Dhalsim flies horizontal
    while juggling to score the full ten hits before landing from it. That
    enables the s.HP to be easier to connect with.
  - <Combo 03> The c.MK can be either Dhalsim's sliding kick or his short one.
  - <Combo 06> Hold the Kick button after the Yoga Catch grabs to be pulled
    over to the opponent. the c.MK (sliding) will trip the opponent up.
  - <Combo 07,08,09,10> Although the hit count and damage is not included in
    the stats, each combo can essentially be ended with the Yoga Drill Kick \/
    s.HP after the 9th hit of the Yoga Legend.
  - <Combo 08> The "?" hit count of the Yoga Drill Kick is there because it
    varies upon location and character. It's best to have it fly down in a
    diagonal and not curve because the curving may push the opponent too far.
    Thus, the Yoga Legend will not be able to connect upon Dhalsim landing.


| Doctrine Dark |

 |01| j.HK \/ s.HP XX DEATH Trap                                  | 03 | 110 |
------------------------------------------------------------------------------
 |02| j.HK \/ c.MK XX DARK Wire SC DEATH Trump |4 hit| SC EX-     | 16 | 102 |
      prominence SC DEATH Trump
------------------------------------------------------------------------------
 |03| j.HK \/ c.MK XX DARK Wire SC DARK Shackle |5 hit| SC DEATH  | 16 | 092 |
      Trump |4 hit| SC EX-Prominence
------------------------------------------------------------------------------
 |04| j.HK \/ s.HK XX DARK Shackle |5 hit| XX DEATH Trump         | 12 | 090 |
------------------------------------------------------------------------------
 |05| j.HK \/ c.MK XX DARK Wire (DARK Hold) /\ bj.HK \/ s.HK XX   | 10 | 088 |
      DEATH Trump
------------------------------------------------------------------------------
 |06| Stand close. EXCEL(c.MK > s.MP > s.MK > s.HP > s.HK > c.HP  | 14 | 084 |
      XX EX-plosive XX DARK Wire)(DARK Hold) /\ bj.HK \/ s.HK XX
      DEATH Trump
------------------------------------------------------------------------------
 |07| j.HK \/ c.MK XX DARK Wire (DARK Hold), s.HK XX DEATH Trump  | 08 | 074 |
------------------------------------------------------------------------------
 |08| On jumping opponent. HP KILL Wire /\ j.HK \/ s.HK XX DEATH  | 07 | 071 |
      Trump
------------------------------------------------------------------------------
 |09| On jumping opponent. Drop HK EX-plosive. MP KILL Wire (EX-  | 07 | 066 |
      plosive hits) XX DEATH Trump
------------------------------------------------------------------------------
 |10| j.HP \/ c.MK XX DARK Wire (DARK Spark), s.HK                | 05 | 059 |
------------------------------------------------------------------------------
 |11| j.HK \/ s.HK                                                | 02 | 040 |
------------------------------------------------------------------------------

  - <Combo 05,06,07,10> The DARK Hold and DARK Spark are add-on attacks D.Dark
    does after the DARK Wire connects. In the combo, if it says (DARK Hold),
    perform the qcf + P, then press back + punch to pull the opponent towards
    D.Dark. For the (DARK Spark), just wait after the DARK Wire connects and a
    spark will travel down the wire.
  - <Combo 05,06> Once you pull the opponent towards you with the DARK Hold,
    jump backwards and hit HK on D.Dark's descent. The kick will knock the
    staggering opponent into the air and have the s.HK chain.
  - <Combo 08> The KILL Wire will make the opponent rise a bit, then fall.
    Jump with them and perform the j.HK when close to landing. Thus you can
    get the HK XX DEATH Trump to juggle.
  - <Combo 09> The HK EX-plosive is dropped so once you snag the opponent out
    the air with the KILL Wire, it will cause them to fall on the EX-plosive.
    Then the DEATH Trump will juggle the opponent.


| Garuda |

 |01| j.HK \/ s.HP XX Kyoujin Senshuu |5 hit| SC Kyoujin Senshuu  | 35 | 128 |
      (upwards) |8 hit| SC Kyoujin Senshuu (diagonal)
------------------------------------------------------------------------------
 |02| j.HK \/ c.MP > c.MK XX HP Shuu Ga |8 hit| SC Ki En Shou |7  | 23 | 097 |
      hit| SC Ki En Bu
------------------------------------------------------------------------------
 |03| 1/4 distance away. Sou Kon Dan |11 hit| SC Ki En Shou |5    | 23 | 073 |
      hit| SC Ki En Bu
------------------------------------------------------------------------------
 |04| j.HP \/ c.MK XX HP Shuu Ga |8 hit| SC Ki En Shou            | 16 | 068 |
------------------------------------------------------------------------------
 |05| j.HP \/ s.MP XX Fierce Kizan |8 hit| SC Ki En Bu            | 17 | 082 |
------------------------------------------------------------------------------
 |06| 1/2 distance away. Sou Kon Dan, HK Gouga                    | 17 | 047 |
------------------------------------------------------------------------------
 |07| j.HK \/ F + HK                                              | 04 | 044 |
------------------------------------------------------------------------------
 |08| j.HK \/ s.HK                                                | 02 | 042 |
------------------------------------------------------------------------------
 |09| s.HK > c.MK XX HP Shuu Ga                                   | 05 | 040 |
------------------------------------------------------------------------------

  - <Combo 01> Garuda's Kyoujin Senshuu has three seperate parts that you have
    to command (they're the same moves that Hayate has for his normal supers).
    First part is the set of ground slashes (qcb,qcb + KKK); the second being
    an upwards spinning slash (qcf,qcf + K); the last being a diagonal spiral
    slash (qcb,qcb + P).
  - <Combo 02,03> The Ki En Shou hits the opponent in different ways. It's
    best to SC from that into the Ki En Bu when Garuda and the opponent are at
    the same height or the opponent is slightly lower.
  - <Combo 03,06> During the Sou Kon Dan, hold the kick button to have it do
    more hits and damage.


| Guile |

 |01| j.HP \/ c.MP > c.LK XX Sonic Boom SC Opening Gambit |6 hit| | 15 | 112 |
      SC Double Flash Kick
------------------------------------------------------------------------------
 |02| j.HK \/ s.MP XX Sonic Boom SC Sonic Boom Typhoon            | 13 | 103 |
------------------------------------------------------------------------------
 |03| j.HK \/ s.MP XX Sonic Boom SC Opening Gambit                | 10 | 102 |
------------------------------------------------------------------------------
 |04| j.HK \/ c.MP XX Flash Kick SC Double Flash Kick             | 08 | 090 |
------------------------------------------------------------------------------
 |05| j.HP \/ c.MP > c.LK XX Flash Kick SC Double Flash Kick      | 09 | 088 |
------------------------------------------------------------------------------
 |06| j.HP \/ c.MP XX Sonic Boom SC Double Flash Kick             | 07 | 077 |
------------------------------------------------------------------------------
 |07| j.HP \/ c.MP XX Flash Kick                                  | 03 | 059 |
------------------------------------------------------------------------------
 |08| j.HK \/ F + HK                                              | 02 | 041 |
------------------------------------------------------------------------------
 |09| On jumping opponent. Sonic Boom /\ j.HK                     | 02 | 037 |
------------------------------------------------------------------------------

  - <Combo 09> The Sonic Boom will hit the opponent and pop them into the air
    to have Guile get in a juggle.


| Hayate |

 |01| j.HK \/ c.MP > c.MK XX Kamai Tachi SC Resshin Kamai Tachi   | 23 | 132 |
      |4 hit| SC Rai Zan Shou |8 hit| SC Tsumuji Kagerou Kyoku
------------------------------------------------------------------------------
 |02| j.HK \/ c.MK XX HK Oboro Zuki |3 hit| SC Resshin Kamai Tachi| 26 | 126 |
      |4 hit| SC Rai Zan Shou |11 hit| SC Tsumuji Kagerou Kyoku
------------------------------------------------------------------------------
 |03| Stand close. EXCEL(c.LP > c.HP > c.LP > c.MP > s.HP > s.HK  | 19 | 120 |
      > s.MK XX MP Kamai Tachi XX MK Oboro Zuki |2 hit|) SC Rai
      Zan Shou |12 hit| SC Tsumuji Kagerou Kyoku
------------------------------------------------------------------------------
 |04| j.HK \/ c.MK XX HK Oboro Zuki |3 hit| SC Rai Zan Shou       | 16 | 093 |
------------------------------------------------------------------------------
 |05| j.HP \/ s.MK XX Hisen Zan SC Tsumuji Kagerou Kyoku          | 10 | 090 |
------------------------------------------------------------------------------
 |06| j.HK \/ EXCEL(s.LP > s.LK > s.MP > s.MK > s.HK > F + HP XX  | 16 | 089 |
      Kamai Tachi XX Hisen Zan) SC Tsumuji Kagerou Kyoku
------------------------------------------------------------------------------
 |07| On jumping opponent. Guard Break /\ j.HK \/ /\ j.HP XX      | 10 | 088 |
      Tsumuji Kagerou Kyoku
------------------------------------------------------------------------------
 |08| Shiraha Tenjin SC Ran Zan Shou                              | 13 | 078 |
------------------------------------------------------------------------------
 |09| j.HK \/ s.HP > c.MK XX LP Kamai Tachi                       | 04 | 067 |
------------------------------------------------------------------------------
 |10| j.HK \/ c.MK XX HK Oboro Zuki (add f+K)                     | 06 | 060 |
------------------------------------------------------------------------------
 |11| j.HK \/ s.HK                                                | 02 | 043 |
------------------------------------------------------------------------------

  - <Combo 01,02,03,04,08> Rotate the pad and press the buttons rapidly for
    the Rai Zan Shou to hit more.
  - <Combo 02,03,04,10> The Oboro Zuki has an ender to it. In the combo, if it
    says (add f+K), perform the qcf + K, then press forward + kick for the
    outward slash. If there is no 'add' motion there, just do the advancing
    slide.
  - <Combo 07> The Guard Break will make the opponent rise a bit, then fall.
    Jump with them and perform the j.HK when close to landing. Then jump as
    soon as Hayate lands and do the j.HP XX Tsumuji Kagerou Kyoku.
  - <Combo 08> The Shiraha Tenjin does not have to counter an attack for the
    combo to work.


| Hokuto |

 |01| j.HK \/ s.HP XX Kyaku Hougi |4 hit| SC Kiren Eki |5 hit| XX | 15 | 120 |
      Renshou Geki /\ j.HK \/ s.HK
------------------------------------------------------------------------------
 |02| j.HP \/ c.MP XX LP Chuugeki Hou SC Kyaku Hougi |5 hit| SC   | 17 | 108 |
      Renshou Geki XX LP Chuugeki Hou (Shougeki Ha) SC Kiren Eki
------------------------------------------------------------------------------
 |03| j.HK \/ s.HP XX Shira Sega Tana                             | 03 | 108 |
------------------------------------------------------------------------------
 |04| j.HP \/ c.MP XX LP Chuugeki Hou SC Kyaku Hougi |5 hit| SC   | 17 | 107 |
      Reshou Geki SC Kiren Eki
------------------------------------------------------------------------------
 |05| j.HK \/ c.MP XX LP Chuugeki Hou (Shougeki Ha) XX Renshou    | 14 | 104 |
      Geki /\ j.HK \/ Renshou Geki /\ j.HK \/ Renshou Geki /\ j.HK
      \/ s.HK
------------------------------------------------------------------------------
 |06| Guard Break SC Ren Bu                                       | 08 | 086 |
------------------------------------------------------------------------------
 |07| j.HK \/ c.MP XX LP Chuugeki Hou (Shougeki Ha) XX Renshou    | 08 | 082 |
      Geki /\ j.HK \/ s.HK
------------------------------------------------------------------------------
 |08| Kyaku Hougi |5 hit| SC Renshou Geki SC Kiren Eki            | 14 | 077 |
------------------------------------------------------------------------------
 |09| Shin Kuu Geki SC Kiren Eki                                  | 10 | 069 |
------------------------------------------------------------------------------
 |10| Stand close. EXCEL(c.MP > c.MK > s.HP > s.HK > s.HP XX LK   | 08 | 054 |
      Shin Kyaku Geki XX LP Chuugeki Hou XX LP Shin Kuu Geki)
------------------------------------------------------------------------------
 |11| On jumping opponent. Guard Break XX Kiren Eki               | 08 | 052 |
------------------------------------------------------------------------------
 |12| Renshou Geki /\ j.HK \/ s.LP /\ j.HK                        | 05 | 049 |
------------------------------------------------------------------------------
 |13| j.HK \/ s.HP                                                | 02 | 043 |
------------------------------------------------------------------------------
 |14| Renshou Geki /\ j.HK                                        | 03 | 034 |
------------------------------------------------------------------------------

  - <Combo 02,04,05,07> The Shougeki Ha is an add-on attack Hokuto does after
    the Chuugeki Hou connects. Perform the qcf + P, then press forward + punch
    for the double palm shove. If there is no other command there, just do the
    one advancing elbow.
  - <Combo 01,05,07> After the Renshou Geki, jump upwards and perform the j.HK
    when the opponent is close to landing. Then land and do the s.HK to
    juggle.
  - <Combo 02> After the Renshou Geki, immediately do the Chuugeki Hou
    (Shougeki Ha) part in succession. The advancing elbow will not hit. It's
    only use is to move forward quickly so the Shougeki Ha part will juggle
    the falling opponent. Once it hits, Super Cancel into the Kiren Eki. Hold
    the punch button to charge it a little while. The blast of the Kiren Eki's
    startup will hit the opponent once or twice and pop them forward. When
    that happens, release the Kiren Eki to fly over and juggle for the
    remainder of hits.
  - <Combo 04> Super Cancel into the Kiren Eki as soon as the second hit of
    the Renshou Geki connects. Hold punch to charge the blast and release it
    when they are descending.
  - <Combo 05> After a Renshou Geki, do the j.HK when they are close to
    landing. Then land and immediately cancel into another Renshou Geki to pop
    the opponent back upwards.
  - <Combo 09> Hold punch when you cancel into the Kiren Eki. It will juggle
    the opponent after the Shin Kuu Geki and hit three times, then bounce them
    over to the side. Release the Kiren Eki to fly over and finish the juggle.
  - <Combo 12> Again, after the Renshou Geki, hit the j.HK when they are about
    to land. Hit LP for a juggle then immediately jump again and hit HK on
    Hokuto's ascension.


| Kairi |

 |01| j.HP \/ c.MK XX Mouryou Kasen (MK,HK) XX D + MK \/ c.MK XX  | 40 | 150 |
      HP Shinki Hatsu Dou SC Shouki Hatsu Dou
------------------------------------------------------------------------------
 |02| j.HP \/ c.MP > c.MK XX MP Shinki Hatsu Dou SC Shouki Hatsu  | 36 | 131 |
      Dou
------------------------------------------------------------------------------
 |03| j.HP \/ s.MP XX HP Maryuu Rekkou SC Sairou Kyoushu |5 hit|  | 20 | 126 |
      SC Shinki Hatsu Dou Kai |5 hit| SC Garyuu Messhuu
------------------------------------------------------------------------------
 |04| j.HK \/ s.HP XX Shouki Hatsu Dou                            | 35 | 111 |
------------------------------------------------------------------------------
 |05| j.HK \/ F + MK XX Shinki Hatsu Dou Kai |5 hit| XX Garyuu    | 14 | 107 |
      Messhuu
------------------------------------------------------------------------------
 |06| j.HP \/ c.MK XX Mouryou Kasen (MK,HK) XX D + MK \/ F + MK   | 11 | 096 |
      XX Shinki Hatsu Dou Kai
------------------------------------------------------------------------------
 |07| j.HK \/ c.MP > c.MK XX Sairou Kyoushu |6 hit| XX Shinki     | 14 | 095 |
      Hatsu Dou Kai
------------------------------------------------------------------------------
 |08| j.HP \/ c.MK XX MP Shinki Hatsu Dou SC Sairou Kyoushu       | 10 | 094 |
------------------------------------------------------------------------------
 |09| j.HP \/ /\ j.HP XX Garyuu Messhuu                           | 09 | 091 |
------------------------------------------------------------------------------
 |10| Sairou Kyoushu |6 hit| Shinki Hatsu Dou Kai |5 hit| XX      | 18 | 087 |
      Garyuu Messhuu
------------------------------------------------------------------------------
 |11| j.HP \/ /\ j.HP XX Shinki Hatsu Dou Kai                     | 07 | 077 |
------------------------------------------------------------------------------
 |12| j.HP \/ c.HP XX HP Shinki Hatsu Dou                         | 03 | 063 |
------------------------------------------------------------------------------
 |13| F + MK XX Shinki Hatsu Dou Kai                              | 06 | 050 |
------------------------------------------------------------------------------
 |14| j.HK \/ s.HK                                                | 02 | 045 |
------------------------------------------------------------------------------

  - <Combo 01,06> You can use a different kick button for each revolution of
    the Mouryou Kasen. In a combo, after the Mouryou Rekkou, there's a listing
    of buttons within the parenthesis. That's the button you are to use for
    that spin. For example, if it says "Mouryou Kasen (MK,HK)", use qcf + MK
    for the first spin, then press back + HK for the next hit.
  - <Combo 03> One of the Sairou Kyoushu hit may not connect. The combo says
    fives hits are to be done. Sometimes six will.
  - <Combo 09,11> Perform the HP XX Super as Kairi is ascending for it to link
    off the previous j.HP.


| Ken Masters |

 |01| j.HK \/ c.MK XX HK Tatsumaki Senpuu Kyaku SC Kuzu Ryuu Reppa| 38 | 132 |
------------------------------------------------------------------------------
 |02| j.HP XX Kuuchuu Tatsumaki Senpuu Kyaku |1 hit| \/ EXCEL(s.MP| 24 | 130 |
      > s.MK > c.HP > c.MP > c.MK > s.HP > s.HK XX Hadou Ken XX
      HK Tatsumaki Senpuu Kyaku) SC Shin Ryuu Ken
------------------------------------------------------------------------------
 |03| j.HP \/ c.MP > c.MK XX Hadou Ken XX Shou Ryuu Reppa |3 hit| | 22 | 128 |
      XX Shippuu Jinrai Kyaku (cancel), MP Shou Ryuu Ken SC Shin
      Ryuu Ken
------------------------------------------------------------------------------
 |04| j.HK \/ c.MK XX Hadou Ken SC Kuzu Ryuu Reppa                | 36 | 125 |
------------------------------------------------------------------------------
 |05| j.HK \/ c.MP > c.MK XX Hadou Ken XX Shou Ryuu Reppa |4 hit| | 21 | 124 |
      SC Shippuu Jinrai Kyaku (cancel), c.MK XX Shin Ryuu Ken
------------------------------------------------------------------------------
 |06| j.HK \/ c.MP > c.MK XX Hadou Ken SC Shou Ryuu Reppa |4 hit| | 19 | 123 |
      SC Shippuu Jinrai Kyaku (cancel), s.MK XX Shippuu Jinrai
      Kyaku
------------------------------------------------------------------------------
 |07| j.HK \/ c.MP > c.MK XX Hadou Ken XX Shou Ryuu Reppa |3 hit| | 20 | 122 |
      SC Shin Ryuu Ken
------------------------------------------------------------------------------
 |08| j.HP XX Kuuchuu Tatsumaki Senpuu Kyaku |1 hit| \/ c.HP XX   | 24 | 121 |
      HK Tatsumaki Senpuu Kyaku |4 hit| SC Shippuu Jinrai Kyaku
      (cancel), MP Shou Ryuu Ken SC Shin Ryuu Ken
------------------------------------------------------------------------------
 |09| j.HP \/ c.MP > c.MK XX Hadou Ken SC Shippuu Jinrai Kyaku    | 22 | 110 |
      (cancel), Shou Ryuu Reppa |2 hit| SC Shin Ryuu Ken
------------------------------------------------------------------------------
 |10| j.HK \/ c.MK XX HK Tatsumaki Senpuu Kyaku SC Shippuu Jinrai | 23 | 109 |
      Kyaku (cancel), Shou Ryuu Reppa |2 hit| SC Shin Ryuu Ken
------------------------------------------------------------------------------
 |11| j.HK \/ c.MK XX HK Tatsumaki Senpuu Kyaku SC Shin Ryuu Ken  | 19 | 108 |
------------------------------------------------------------------------------
 |12| j.HP \/ c.HP XX Hadou Ken SC Shou Ryuu Reppa                | 08 | 096 |
------------------------------------------------------------------------------
 |13| j.HP \/ c.MK XX HK Tatsumaki Senpuu Kyaku XX Shippuu Jinrai | 15 | 091 |
      Kyaku (cancel), c.MP /\ j.HP XX Tatsumaki Senpuu Kyaku
------------------------------------------------------------------------------
 |14| j.HP \/ c.MP > c.MK XX Hadou Ken SC Shippuu Jinrai Kyaku    | 13 | 091 |
------------------------------------------------------------------------------
 |15| On jumping opponent. Guard Break, Guard Break SC Shin Ryuu  | 14 | 084 |
      Ken
------------------------------------------------------------------------------
 |16| s.HK XX Shippuu Jinrai Kyaku                                | 10 | 071 |
------------------------------------------------------------------------------
 |17| Kuuchuu Tatsumaki Senpuu Kyaku |1 hit| \/ c.LK > c.LK XX    | 12 | 050 |
      Shippuu Jinrai Kyaku
------------------------------------------------------------------------------
 |18| j.HK \/ s.HK                                                | 02 | 043 |
------------------------------------------------------------------------------

  - <Combo 01,02,03,04,05,07,08,09,10,11,15> Rotate the pad and press the
    buttons rapidly for the Kuzu Ryuu Reppa / Shin Ryuu Ken to hit more,
    respectively.
  - <Combo 03,05,06,08,09,10,13> The "(cancel)" after the Shippuu Jinrai Kyaku
    means that while Ken is attack, motion qcb + K and he will stop the attack
    after the kick launcher.
  - <Combo 03,08> Wait until the opponent falls low to the ground before
    hitting them with the Shou Ryuu Ken so you can cancel into the Shin Ryuu
    Reppa to get more hits.
  - <Combo 05,06> The Shippuu Jinrai Kyaku will juggle the opponent after the
    fourth hit of the Shou Ryuu Reppa. Then you can catch the opponent from
    the launcher with the s.MK / c.MK hit, respectively.
  - <Combo 13> the c.MP will catch the opponent before they hit the ground. As
    soon as it hits, jump and perform the j.HP XX Tatsumaki Senpuu Kyaku.
  - <Combo 15> The first Guard Break will make the opponent rise a bit, then
    fall. The second will cause them to fall quickly, so you have to super
    cancel into the Shin Ryuu Ken immediately.


| Nanase |

 |01| j.HK \/ s.MK XX LP San Ren Kon (add f+MP & u+MP) SC Yayoi   | 26 | 129 |
      To Kon Gi |5 hit| SC Izayoi Rekkon |11 hit| SC Kuuchuu Yayoi
      Tou Kon Gi
------------------------------------------------------------------------------
 |02| j.HK \/ s.MK XX LP San Ren Kon (add f+HP) SC Machiyoi       | 06 | 110 |
      Tenkyuu Geki
------------------------------------------------------------------------------
 |03| F + MP > s.MK XX MP San Ren Kon SC Izayoi Rekkon |11 hit|   | 19 | 100 |
      SC Kuuchuu Yayoi Tou Kon Gi
------------------------------------------------------------------------------
 |04| j.HK \/ s.MK XX LP San Ren Kon (add f+LP & f+HP) SC Izayoi  | 16 | 095 |
      Kon
------------------------------------------------------------------------------
 |05| Set staff 1/2 distance behind opponent with Ariake. j.HK \/ | 11 | 093 |
      s.MK XX LP San Ren Kon (add f+MP) SX Izayoi Rekkon |2 hit|
      XX Ariake
------------------------------------------------------------------------------
 |06| Stand close. EXCEL(s.LP > s.HP > s.MP > s.MK > s.HK > s.MK  | 26 | 090 |
      XX LP San Ren Kon XX LP Ten Shou Kon XX LP San Ren Kon (add
      f+LP) SC Izayoi Rekkon |11 hit| SC Kuuchuu Yayoi Tou Kon Gi
------------------------------------------------------------------------------
 |07| Ryuusui, s.MK XX MP San Ren Kon SC Yayoi Tou Kon Gi |5 hit| | 24 | 090 |
      SC Izayoi Rekkon |11 hit| SC Kuuchuu Yayoi Tou Kon Gi
------------------------------------------------------------------------------
 |08| Ryuusui, s.MK XX MP San Ren Kon SC Izayoi Rekkon SC Kuuchuu | 19 | 079 |
      Yayoi Tou Kon Gi
------------------------------------------------------------------------------
 |09| F + MP > s.MK XX MP San Ren Kon SC Yayoi Tou Kon Gi         | 08 | 075 |
------------------------------------------------------------------------------
 |10| Gekkyou Botan (input P), Izayoi Rekkon |11 hit| SC Kuuchuu  | 17 | 068 |
      Yayoi Tou Kon Gi
------------------------------------------------------------------------------
 |11| j.HK \/ s.MK XX LP San Ren Kon (add f+LP & f+MP)            | 05 | 065 |
------------------------------------------------------------------------------
 |12| j.HK \/ s.MK XX LP San Ren Kon (add f+MP & u+MP)            | 05 | 072 |
------------------------------------------------------------------------------
 |13| Ryuusui, s.MK XX MP San Ren Kon SC Yayoi Tou Kon Gi         | 08 | 054 |
------------------------------------------------------------------------------
 |14| j.HK \/ s.HK                                                | 02 | 042 |
------------------------------------------------------------------------------
 |15| On jumping opponent. Ten Shou Kon, HP San Ren Kon           | 02 | 037 |
------------------------------------------------------------------------------

  - <Combo 01,02,03,04,05,06,07,08,09,11,12,13,15> The San Ren Kon has a set
    of add-ons attacks. In the combo, if it says (add f+MP), perform the qcf +
    P, then press forward + medium punch for the second staff thrust. For (add
    f+MP & u+MP), add the up + medium punch after the second staff thrust for
    an upwards "Ten Shou Kon" attack. If there is no 'add' motion there, just
    do the one staff thrust.
  - <Combo 01> Don't immediately Super Cancel into the Izayoi Rekkon or
    there's a chance for it to miss. Wait until about the third hit of the
    Yayoi Tou Kon Gi to ensure the Izayoi Rekkon to hit.
  - <Combo 02> Input the command for the Machiyoi Tenkyuu Geki as the second
    hit of the San Ren Kon is striking.
  - <Combo 05> This combo was one of the missions in Expert Mode, so it's
    usefulness in actual combat is beyond me. When close to the opponent, jump
    up and perform the Kuuchuu Yayoi Tou Kon Gi. You will hear the staff
    spinning during its travel. After the eighth rotation "swoosh" is heard,
    press all three Kick buttons to have it fall to the ground. That's the
    Ariake. It won't stay on the ground for a very long time. Perform the
    combo as normal and when you get to the Izayoi Rekkon, after the second
    ground hit, the opponent should be over the staff on the ground. Input qcb
    + punch and Nanase will stop her attack and call the staff on the ground
    back to her hand to combo the opponent.
  - <Combo 10> The (input P) after the Gekkyou Botan means that once an attack
    is countered, start pressing the punch button to have Nanase knock the
    opponent upwards. Perform the Izayoi Rekkon when they are close to hitting
    the ground.
  - <Combo 15> The Ten Shou Kon will knock the opponent out the air and cause
    them to fall back. Perform the HP San Ren Kon to catch them before they
    hit the ground to get a juggle.


| Pullum Purna |

 |01| j.HK \/ /\ j.LK XX MK Kuuchuu Drill Purrus \/ c.MK XX MK    | 07 | 131 |
      Ten'el Kick |2 hit| \/ SC Gradus Par
------------------------------------------------------------------------------
 |02| j.HP \/ s.HP XX Gradus Par                                  | 03 | 112 |
------------------------------------------------------------------------------
 |03| j.HK \/ s.HP XX Res Arcana |6 hit| SC Kind Wind             | 13 | 104 |
------------------------------------------------------------------------------
 |04| j.HK \/ c.MP > c.MK XX MK Ten'el Kick |2 hit| \/ SC Praec   | 15 | 097 |
      Larum |6 hit| XX Kind Wind
------------------------------------------------------------------------------
 |05| j.HK \/ /\ j.LK XX MK Kuuchuu Drill Purrus \/ c.MK XX MK    | 16 | 095 |
      Ten'el Kick |2 hit| XX Praec Larum |5 hit| Kind Wind
------------------------------------------------------------------------------
 |06| Drill Purrus XX Gradus Par                                  | 02 | 091 |
------------------------------------------------------------------------------
 |07| Res Arcana |4 hit| SC Praec Larum |5 hit| Kind Wind         | 14 | 077 |
------------------------------------------------------------------------------
 |08| j.HK \/ c.MP > c.MK XX HK Ten'el Kick |3 hit| SC Kind Wind  | 11 | 073 |
------------------------------------------------------------------------------
 |09| j.HK \/ s.MK XX HK Purim Kick |1 hit| XX Kind Wind          | 08 | 066 |
------------------------------------------------------------------------------
 |10| On jumping opponent. Guard Break /\ j.HK \/ s.MK XX HK Purim| 04 | 059 |
      Kick
------------------------------------------------------------------------------
 |11| j.HP \/ s.MP XX HK Purim Kick                               | 04 | 058 |
------------------------------------------------------------------------------
 |12| On jumping opponent. Guard Break /\ Dance Wind              | 02 | 052 |
------------------------------------------------------------------------------
 |13| j.HK \/ s.HK                                                | 02 | 042 |
------------------------------------------------------------------------------
 |14| j.HP XX Femina Wind /\ j.HP                                 | 02 | 038 |
------------------------------------------------------------------------------
 |15| j.HK \/ /\ j.LK XX MK Kuuchuu Drill Purrus                  | 03 | 036 |
------------------------------------------------------------------------------

  - <Combo 01,05,15> Perform the LK XX Drill Purrus as Pullum is ascending for
    it to link off the previous j.HK.
  - <Combo 03> Cancel into the Kind Wind immediately after the sixth hit of
    the Res Arcana is scored. If you wait until the opponent gets high into
    the air before cancelling, the Kind Wind will not connect.
  - <Combo 10> The Guard Break will make the opponent rise a bit, then fall.
    Jump with them and perform the j.HK when close to landing. Thus you can
    get the MK > Purim Kick to juggle.
  - <Combo 14> The first j.HP should hit deep on the opponent, as if striking
    the torso. So when the Femina Wind is used, Pullum will be at head range
    so the other j.HP will connect.


| Ryu |

 |01| j.HK \/ c.MK XX HK Tatsumaki Senpuu Kyaku (x3) \/ Shin Shou | 08 | 139 |
      Ryuu Ken
------------------------------------------------------------------------------
 |02| j.HP \/ c.MK XX Hadou Ken SC Shin Shou Ryuu Ken             | 06 | 135 |
------------------------------------------------------------------------------
 |03| j.HP \/ c.MP > c.MK XX HK Tatsumaki Senpuu Kyaku (x4) SC    | 27 | 124 |
      Kuuchuu Shinkuu Tatsumaki Senpuu Kyaku \/ SC Shinkuu Hadou
      Ken SC Shinkuu Tatsumaki Senpuu Kyaku
------------------------------------------------------------------------------
 |04| j.HK \/ c.MP > c.MK XX HK Tatsumaki Senpuu Kyaku (x3) \/ SC | 19 | 114 |
      Shinkuu Hadou Ken SC Shinkuu Tatsumaki Senpuu Kyaku
------------------------------------------------------------------------------
 |05| j.HK \/ c.MP > c.MK XX Hadou Ken SC Shinkuu Hadou Ken SC    | 17 | 113 |
      Shinkuu Tatsumaki Senpuu Kyaku
------------------------------------------------------------------------------
 |06| j.HP XX Kuuchuu Shinkuu Tatsumaki Senpuu Kyaku \/ SC Shinkuu| 22 | 096 |
      Hadou Ken SC Shinkuu Tatsumaki Senpuu Kyaku
------------------------------------------------------------------------------
 |07| j.HK \/ c.MP > c.MK XX Shakunetsu Hadou Ken |2 hit| SC      | 13 | 090 |
      Shinkuu Tatsumaki Senpuu Kyaku
------------------------------------------------------------------------------
 |08| j.HP \/ c.MP > c.MK XX Hadou Ken SC Shinkuu Hadou Ken       | 09 | 087 |
------------------------------------------------------------------------------
 |09| j.HP \/ c.HP XX Hadou Ken SC Shinkuu Hadou Ken              | 08 | 085 |
------------------------------------------------------------------------------
 |10| F + HP |2 hit| > c.MK XX Hadou Ken SC Shinkuu Hadou Ken     | 09 | 079 |
------------------------------------------------------------------------------
 |11| j.HP \/ c.MK XX Hadou Ken SC Shinkuu Hadou Ken              | 08 | 079 |
------------------------------------------------------------------------------
 |12| HP Shou Ryuu Ken SC Kuuchuu Shinkuu Tatsumaki Senpuu Kyaku  | 09 | 065 |
------------------------------------------------------------------------------
 |13| j.HK \/ s.MP XX HK Tatsumaki Senpuu Kyaku (x4)              | 06 | 062 |
------------------------------------------------------------------------------
 |14| On jumping opponent. Guard Break /\ j.HK \/ s.LP XX HP Shou | 04 | 051 |
      Ryuu Ken
------------------------------------------------------------------------------
 |15| j.HK \/ s.LK XX HP Shou Ryuu Ken                            | 03 | 051 |
------------------------------------------------------------------------------
 |16| j.HK \/ s.MP XX Hadou Ken                                   | 03 | 051 |
------------------------------------------------------------------------------
 |17| j.HK \/ s.HK                                                | 02 | 042 |
------------------------------------------------------------------------------

  - <Combo 01,02> The Shin Shou Ryuu Ken has to be cancelled into immediately
    for it to score a clean hit and do the most damage.
  - <Combo 03,05> When you cancel into the Shinkuu Tatsumaki Senpuu Kyaku in
    the air, it will cause the opponent to be taken to the opposite side they
    were on to the begin with by the time Ryu lands. So, if the opponent was
    on the right side on the screen when you began the combo, do the Shinkuu
    Hadou Ken as if they were on the left side when you come to it.
  - <Combo 04> The opponent might be a little far by the time you super cancel
    into the Shinkuu Tatsumaki Senpuu Kyaku.
  - <Combo 14> The Guard Break will make the opponent rise a bit, then fall.
    Jump with them and perform the j.HK when close to landing. Thus you can
    get the LP XX Shou Ryuu Ken to juggle.


| Sagat |

 |01| j.HK \/ s.HK XX Tiger Storm                                 | 31 | 134 |
------------------------------------------------------------------------------
 |02| j.HK \/ c.MP > c.MK XX HK Ground Tiger Shot SC Tiger Raid   | 17 | 118 |
      |3 hit| SC Tiger Cyclone
------------------------------------------------------------------------------
 |03| j.HK \/ s.MK XX Tiger Shot XX Tiger Cyclone                 | 13 | 101 |
------------------------------------------------------------------------------
 |04| j.HK \/ c.MP > c.MK XX HK Ground Tiger Shot SC Ground Tiger | 05 | 081 |
      Cannon
------------------------------------------------------------------------------
 |05| j.HK \/ c.HP XX Tiger Raid                                  | 09 | 080 |
------------------------------------------------------------------------------
 |06| j.HK \/ s.MK XX HP Tiger Blow |1 hit| XX Tiger Cannon       | 04 | 073 |
------------------------------------------------------------------------------
 |07| j.HK \/ s.MK XX HP Tiger Blow                               | 09 | 068 |
------------------------------------------------------------------------------
 |08| j.HK \/ s.MK XX HK Tiger Crush                              | 04 | 060 |
------------------------------------------------------------------------------
 |09| Tiger Shot XX Tiger Cannon                                  | 02 | 045 |
------------------------------------------------------------------------------
 |11| j.HK \/ s.HK                                                | 03 | 043 |
------------------------------------------------------------------------------

  - <Combo 01> You must trigger the three targets during the Tiger Storm for
    the combo to get the full damage total.


| Shadow Geist |

 |01| j.HP \/ s.MP XX HP Death Crasher |4 hit| SC Super Death     | 08 | 113 |
      Energy
------------------------------------------------------------------------------
 |02| j.HK \/ c.MK XX LP Death Break SC Death Energy SC Super     | 07 | 091 |
      Death Crasher
------------------------------------------------------------------------------
 |03| j.HP \/ c.MP > c.MK XX HP Death Crasher |4 hit| SC Death    | 17 | 090 |
      Government /\ j.HK XX Death Flash
------------------------------------------------------------------------------
 |04| Death Press \/ c.MP XX HP Death Crasher |4 hit| SC Super    | 11 | 084 |
      Death Crasher
------------------------------------------------------------------------------
 |05| j.HP \/ /\ j.HP XX MK Death Sword Kick \/ SC Death Energy   | 04 | 084 |
------------------------------------------------------------------------------
 |06| j.HP XX MK Death Sword Kick \/ Death Government XX Death    | 11 | 074 |
      Energy
------------------------------------------------------------------------------
 |07| Death Press \/ Super Death Crasher                          | 06 | 069 |
------------------------------------------------------------------------------
 |08| j.HK XX Death Flash SC Kuuchuu Super Death Crasher          | 06 | 067 |
------------------------------------------------------------------------------
 |09| j.HK \/ c.MP > c.MK XX HP Death Crasher                     | 08 | 066 |
------------------------------------------------------------------------------
 |10| Stand close. EXCEL(c.LK > c.HP > s.HK > s.HP > s.HK > c.MP  | 16 | 063 |
      > c.MK XX HP Death Crasher XX LK Death Break) XX HP Death
      Crasher
------------------------------------------------------------------------------
 |11| Full screen away. Death Government, HK Death Press \/ Death | 10 | 049 |
      Energy
------------------------------------------------------------------------------
 |12| Death Break XX Death Energy                                 | 02 | 049 |
------------------------------------------------------------------------------
 |13| j.HK \/ s.HK                                                | 02 | 043 |
------------------------------------------------------------------------------
 |14| Death Government /\ EXCEL(Death Flash, Death Flash, Death   | 11 | 037 |
      Flash)
------------------------------------------------------------------------------
 |15| c.MK XX HP Death Crasher                                    | 06 | 037 |
------------------------------------------------------------------------------

  - <Combo 02> Cancel into the Super Death Crasher as soon as the Death Energy
    hits. Shadow Geist will fly over and juggle the opponent as they are
    falling.
  - <Combo 03> Wait until the last hit of the Death Government pops the
    opponent into the air, then do the j.HK XX Death Flash ender.
  - <Combo 05> Press HP as Shadow Geist is ascending for it to link off the
    previous j.HP.


| Sharon |

 |01| Activate Load. j.HK \/ s.HP > c.MK XX Gale Hammer Punch SC  | 10 | 160 |
      Hell Fire SC Shuttle Combination
------------------------------------------------------------------------------
 |02| j.HK \/ s.HP > c.MK XX MP Gale Hammer Punch (add f+P) SC    | 14 | 138 |
      Sharon Special |4 hit| XX Shuttle Combination
------------------------------------------------------------------------------
 |03| j.HP \/ s.HP > c.MK XX MP Gale Hammer Punch (add f+P) SC    | 11 | 123 |
      Shuttle Combination
------------------------------------------------------------------------------
 |04| Activate Load. j.HK \/ c.MK XX MP Gale Hammer Punch (add    | 06 | 113 |
      f+P) SC Shuttle Combination |1 hit| XX Hell Fire
------------------------------------------------------------------------------
 |05| j.HK \/ s.HK XX Assault Rifle                               | 03 | 113 |
------------------------------------------------------------------------------
 |06| Activate Load. j.HK \/ c.MK XX MP Gale Hammer Punch SC Hell | 04 | 105 |
      Fire
------------------------------------------------------------------------------
 |07| Stand close. EXCEL(s.LK > c.MK > s.HK > s.HP > s.HK > s.HP  | 19 | 099 |
      > s.HK > s.HP > s.HK > s.HP) > c.MK XX MP Gale Hammer Punch
      (add f+P) SC Shuttle Combination
------------------------------------------------------------------------------
 |08| j.HK \/ c.MK XX MP Gale Hammer Punch (add f+P) SC Shuttle   | 10 | 097 |
      Combination
------------------------------------------------------------------------------
 |09| j.HK \/ c.MP > c.LK XX Shuttle Combination                  | 09 | 090 |
------------------------------------------------------------------------------
 |10| j.HK \/ c.MP XX MP Gale Hammer Punch (add f+P) SC Sharon    | 08 | 084 |
      Special (cancel), s.LP > s.LP /\ j.HP
------------------------------------------------------------------------------
 |11| Stand close. EXCEL(Crimson Terror, s.LP > s.HK > s.HP) >    | 12 | 082 |
      c.MK XX MP Gale Hammer Punch (add f+P) SC Sharon Special
------------------------------------------------------------------------------
 |12| Activate Load. Bermuda Symphony, LK Half-Moon Kick XX Sharon| 04 | 082 |
      Special (cancel) XX Hell Fire
------------------------------------------------------------------------------
 |13| Crimson Terror, c.MK XX MP Gale Hammer Punch (add f+P) SC   | 09 | 078 |
      Shuttle Combination
------------------------------------------------------------------------------
 |14| Stand close. EXCEL(s.HP > s.HK > s.HP > s.HK > s.HP > s.HK  | 14 | 075 |
      > s.HP > s.HK) XX Shuttle Combination
------------------------------------------------------------------------------
 |15| Bermuda Symphony, Assault Rifle                             | 02 | 075 |
------------------------------------------------------------------------------
 |16| Stand close. EXCEL(s.HP XX LK Half-Moon Kick XX LP Gale     | 13 | 072 |
      Hammer Punch (x5)) SC Shuttle Combination
------------------------------------------------------------------------------
 |17| Bermuda Symphony, LK Half-Moon Kick XX Sharon Special       | 07 | 064 |
------------------------------------------------------------------------------
 |18| Stand close. EXCEL(s.LK > c.MK > c.MP XX MP Gale Hammer     | 05 | 053 |
      Punch XX Bermuda Symphony
------------------------------------------------------------------------------
 |19| j.HK \/ s.HK                                                | 03 | 043 |
------------------------------------------------------------------------------

  - <Combo 01,02,03,04,06,07,08,10,11,13,18> The Gale Hammer Punch has a set
    of enders. In the combo, if it says (add f+P), perform the qcf + P, then
    press forward + punch for the second spinning backfist. If there is no
    'add' motion there, just do the one spinning backfist.
  - <Combo 01> The combo's easier to perform without the Gale Hammer Punch,
    but it does add on an extra 10 points of damage. A hit or two may miss
    from the Shuttle Combination.
  - <Combo 04> To be flashy, you can activate the Load after the launcher from
    the Shuttle Combination hits (thus it being "Shuttle Combination |1 hit|
    SC Load SC Hell Fire"). The downside is that is does about 6 points less
    damage than the shown combo.
    Notice also that the Hell Fire is not Super Cancelled into immediately
    after the Shuttle Combination hit. Do it once the opponent falls down into
    range of the shot.
  - <Combo 13> The Crimson Terror in the combo will actually decrease the
    damage count than if you did the combo without it.
  - <Combo 17> Cancel into the Sharon Special immediately to juggle the
    opponent before they hit the ground. Sometimes a kick during the Sharon
    Special may whiff.


| Skullomania |

 |01| j.HP \/ c.MP > c.MK XX Super Skullo Slider |7 hit| SC Super | 15 | 108 |
      Skullo Crasher
------------------------------------------------------------------------------
 |02| j.HP \/ c.HP XX Skullo Crasher SC Kuuchuu Super Skullo      | 08 | 090 |
      Crasher
------------------------------------------------------------------------------
 |03| j.HK \/ s.MP XX HP Skullo Head SC Kuuchuu Super Skullo      | 08 | 089 |
      Crasher
------------------------------------------------------------------------------
 |04| Guard Break SC Shin Skullo Dream                            | 08 | 086 |
------------------------------------------------------------------------------
 |05| Skullo Energy SC Super Skullo Crasher |2 hit| \/ Skullo     | 04 | 079 |
      Energy
------------------------------------------------------------------------------
 |06| j.HK \/ s.MP XX LP Skullo Head (Skullo Dive)                | 04 | 068 |
------------------------------------------------------------------------------
 |07| j.HP \/ c.MP > c.MK XX Skullo Slider                        | 04 | 065 |
------------------------------------------------------------------------------
 |08| HP Skullo Head SC Skullo Energy                             | 02 | 058 |
------------------------------------------------------------------------------
 |09| j.HK \/ s.HK                                                | 02 | 043 |
------------------------------------------------------------------------------

  - <Combo 03> Don't immediately combo into the Super Skullo Crasher. Wait
    until Skullo is about halfway up from his ascension from the Skullo Head.
    He and the opponent should be at the same height. Then do the Super Skullo
    Crasher to have the full move combo rather than it just juggling the
    opponent.
  - <Combo 05> Once the first Skullo Energy hits, wait a half-second before
    you Super Cancel into the Super Skullo Crasher. Skullo will fly over and
    pop the opponent up a little before landing, enabling the second Skullo
    Energy to connect.
  - <Combo 06> Once the Skullo Head hits, press down + punch to do the Skullo
    Dive.
  - <Combo 08> You have to Super Cancel extremely fast into the Skullo Head
    before Skullomania leaves the ground.


| Vega / Balrog |

 |01| j.HP \/ c.MK > c.MP XX Ground Claw Roll |11 hit| SC Scarlet | 17 | 122 |
      Terror /\ Whirlwind Suplex
------------------------------------------------------------------------------
 |02| Ground Claw Roll |13 hit| SC Scarlet Terror /\ Whirlwind    | 15 | 093 |
      Suplex
------------------------------------------------------------------------------
 |03| j.HK \/ s.HK XX Scarlet Terror /\ Whirlwind Suplex          | 05 | 087 |
------------------------------------------------------------------------------
 |04| c.LP XX HP Claw Roll |6 hit| SC Ground Claw Roll            | 20 | 069 |
------------------------------------------------------------------------------
 |05| On jumping opponent. Guard Break, Scarlet Terror /\         | 04 | 067 |
      Whirlwind Suplex
------------------------------------------------------------------------------
 |06| j.HK \/ s.HK                                                | 02 | 040 |
------------------------------------------------------------------------------
 |07| Scarlet Terror, Attaching Claw                              | 03 | 026 |
------------------------------------------------------------------------------

  - <Combo 04> It seems you cannot interrupt the Claw Roll to Super Cancel
    into the Ground Claw Roll. So you have to wait until the last hit connects
    and then perform the super.
  - <Combo 05> Wait until the opponent is close to hitting the ground after
    the Guard Break before doing the Scarlet Terror so both hits connect.


| Volcano Rosso |

 |01| Stand close. HP Vulcan, s.HP XX Accelerando |12 hit| SC     | 35 | 137 |
      Ponte Dei Sospiri |3 hit| SC Accelerando
------------------------------------------------------------------------------
 |02| j.HP \/ c.MP > c.MK XX Vesuvio SC Accelerando |12 hit| SC   | 23 | 133 |
      Ponte Dei Sospiri
------------------------------------------------------------------------------
 |03| Stand close. HP Vulcan XX Accelerando |12 hit| SC Ponte Dei | 25 | 104 |
      Sospiri
------------------------------------------------------------------------------
 |04| j.HP \/ s.MP XX HP Vesuvio SC Ponte Dei Sospiri             | 10 | 092 |
------------------------------------------------------------------------------
 |05| Guard Break, HP Vulcan, c.MP > c.MK XX HP Vesuvio (add f+P) | 17 | 091 |
      SC Torre Pendente
------------------------------------------------------------------------------
 |06| Stand close. HP Vulcan, s.HP, c.MK XX HP Vesuvio (add f+P)  | 16 | 085 |
      SC Torre Pendente
------------------------------------------------------------------------------
 |07| Accelerando |12 hit| SC Ponte Dei Sospiri |3 hit| SC Torre  | 21 | 084 |
      Pendente
------------------------------------------------------------------------------
 |08| j.HK \/ s.MP XX HP Vesuvio (add f+P) SC Torre Pendente      | 10 | 081 |
------------------------------------------------------------------------------
 |09| Etna XX Accelerando                                         | 14 | 076 |
------------------------------------------------------------------------------
 |10| 1/2 distance away. HP Vulcan /\ j.HP \/ c.MP XX HP Vesuvio  | 10 | 069 |
      (add f+P & f+K)
------------------------------------------------------------------------------
 |11| j.HK \/ c.MP > c.MK XX HP Vesuvio (add f+P & f+K)           | 06 | 069 |
------------------------------------------------------------------------------
 |12| Stand close. HP Vulcan, s.HK XX Torre Pendente              | 13 | 065 |
------------------------------------------------------------------------------
 |13| j.HK \/ s.MP XX HP Vesuvio (add f+P & f+K)                  | 05 | 063 |
------------------------------------------------------------------------------
 |14| MP Ganassa (counter) XX Torre Pendente                      | 08 | 055 |
------------------------------------------------------------------------------
 |15| j.HK \/ s.HK                                                | 02 | 043 |
------------------------------------------------------------------------------

  - <Combo 05,06,07,10,12> The Vesuvio has a set of enders. In the combo, if
    it says (add f+P), perform the qcf + P, then press forward + punch for the
    elbow extension. For (add f+P & f+K), add the forward + kick after the
    elbow for an upwards flying kick.
  - <Combo 05> The s.HP is done as the Vulcan is still hitting. You'll be able
    to chain in the c.MK when the Vulcan's over.
  - <Combo 14> The Ganassa has to counter a standing attack.


| Zangief |

 |01| j.D + HP \/ c.MP > c.MK XX Super Stomping (cancel), s.MK XX | 14 | 105 |
      Super Stomping
------------------------------------------------------------------------------
 |02| j.HP \/ c.MP > c.MK XX Super Stomping                       | 09 | 083 |
------------------------------------------------------------------------------
 |03| j.HK \/ s.MK XX Super Stomping                              | 08 | 078 |
------------------------------------------------------------------------------
 |04| On jumping opponent. Guard Break, Aerial Russian Slam       | 02 | 069 |
------------------------------------------------------------------------------
 |05| Bear Hug, s.MK XX Double Lariat                             | 03 | 060 |
------------------------------------------------------------------------------
 |06| j.HK \/ c.MK XX Double Lariat                               | 03 | 054 |
------------------------------------------------------------------------------
 |07| Bear Hug, s.HP                                              | 02 | 045 |
------------------------------------------------------------------------------
 |08| j.HK \/ s.HK                                                | 02 | 044 |
------------------------------------------------------------------------------

  - <Combo 01> The combo might be easier down the line if you cross up the
    opponent with the D + HP (Flying Body Attack). It could make the s.MK
    after the first Super Stomping easier to connect with.

[ Part 6 ][ Revision History ]

 - Version 0.0  <2000.10.02>
   I threw this FAQ together while I was making the combo FAQ for "Marvel vs.
   Capcom 2," so if you compare the two, you'll see the similar styles of them
   each. Anyway, I'm pleased with the way this is set up, so it's probably
   going to stay this way. Quite of bit of combos are here for everyone. More
   are coming as I play it more. Especially EXCEL combos.

[ Part 7 ][ Special Thanks ]

  Arika                             < www.arika.co.jp >
    - The EX series is great! The mayhem to Super Cancel is what glued me to
      the series. And now with EX3, more insanity is on the way! =D But you
      didn't bring back Allen Snider! Why? WHY?!

  Capcom                            < www.capcom.com >< www.capcom.co.jp >
    - The gods of fighting games. As always, much props to all staff!

  Gamest                            < www.gamest.com >
    - I've been reading their magazine and mooks for years. Was disappointed
      that they went out of business.. =/ Thanks to their mook, I was able to
      list most of the combos that were displayed in it. Hope they can come
      back one day.

[ Part 8 ][ Final Note ]
  Oss'!
  The second combo FAQ out the way. With SFEX2 somewhat new, perhaps this will
  still be as of some use to people. If not, then hell, it's not the last time
  I've done something like this all in vain. Look for a combo video on the
  game eventually. Until then, you can read the mayhem that will be inside it.
  This is "The KiD", signing out.

  Like what you see? Have anything you want to add for all to see? Feel free
  to send in your combos. Of course you'll get credit for anything posted in
  the FAQ as well as the bragging rights of getting in a combo before anyone
  else. You know the drill. You know the e-mail address. So I'll just leave.
                                           ..By the way, thanks for reading!

  Sayounara, adios, ciao, xie xie, au revoir, and all that other stuff.   =P
  - "The KiD" <Oodzume@hotmail.com>
   _________________________________________________________________________
  | "It's times like these that make me wanna go straight."                 |
  |                       -- Kojirou / Musashi "Pocket Monsters" (PoKeMoN)  |
   
 (c) Deal With It Productions 2K 
