STREET FIGHTER III THIRD STRIKE: SYSTEM DIRECTION FAQ v0.3
for the Sega Dreamcast  (import)
Written by Chris MacDonald  <kmegura@yahoo.com>

 Unpublished work Copyright 1999-2000 Chris MacDonald

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 The latest version of this FAQ can be found at:
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 GameFAQs                          www.gamefaqs.com


 This FAQ is just a section from my 3rd Strike FAQ (soon to be available
 at both <http://i.am/kao> and GameFAQs) which I have cut out and made
 into a separate file.  Enjoy!


 =================
 TABLE OF CONTENTS
 =================

 1.  SYSTEM DIRECTION MENU
      - Basic Instructions
      - System Direction Pages
      - Page Explanations
 2.  MISCELLANEOUS
      - The Hidden Pages, Gill, and Extra Options
      - Translations
 3.  AUTHOR'S NOTE
      - Special Thanks
      - Revision History
      - In Closing


 ========================================================================
 1.  SYSTEM DIRECTION MENU
 ========================================================================

 "System Direction" is an interesting feature that lets you change the
 basics of how the game plays.  For example, you could disable high
 jumps, or make EX moves cost nothing to use, or even change the Leap
 Attack command back to d,d + P / K instead of MP + MK.  This section
 explains each option in the menus.  In order to aid those who can't read
 Japanese, I've included Japanese text in this section, so you can simply
 compare it to the text on-screen and figure out which option is which.
 Note that the text is EUC encoded, and you will need a Japanese word
 processor to read it (or a web browser that can display Japanese).  The
 only good free word processor I know of is NJSTAR, created by Hongbo Ni
 and available at <http://www.njstar.com>.


 ------------------------------------------------------------------------
 BASIC INSTRUCTIONS
 ------------------------------------------------------------------------

 Once you go into the System Direction menu, you'll be confronted with
 several options:

 SYSTEM         - NORMAL uses the game's default rules of play, while
                  ORIGINAL uses any changes you've made in the System
                  Direction menu.  So without this option set to
                  ORIGINAL, no changes you make will affect the game!

 DIRECTION      - This takes you to the System Direction pages, explained
                  below.

 SAVE           - System Direction data is saved separately from the
                  standard save file.  If you create a particular setup
                  that you want to keep, don't forget to save!

 LOAD           - You can use this to load up any previous System
                  Direction data files that you've already saved.


 ------------------------------------------------------------------------
 SYSTEM DIRECTION PAGES
 ------------------------------------------------------------------------
 
 Here's where you can start altering how the game works.  Press up or
 down to highlight an option, then press left or right to change it.
 White indicates the default settings, red indicates any changed
 settings.  Unfortunately, there is no 'master reset' option, so you'll
 have to put the options back to normal yourself if you didn't like a
 change that you made.  You can go to the next page by going down to the
 black bar at the bottom of the screen, then pressing left or right plus
 a button, or else tap left or right twice.

 The pages are as follows.  Note that the option titles are there to help
 you understand what the option does, and aren't verbatim translations of
 the Japanese text (that's all found in the Translations section, below).
 Some of the stuff that I couldn't translate, I was able to figure out by
 fooling around, but some of the options have me stumped, frankly.
 Anyway, here goes:

 [ PAGE 1 ]  ------------------------------------------------------------

 Ground Parrying                       [ Ͼ֥å ]
 Anti-Air Parrying                     [ ж֥å ]
 Mid-Air Parrying                      [ ֥å ]
 Time to Input a Parry                 [ ֥å󥰼դ ]
 Guard Parrying                        [ ɥ֥å ]
 Time to Input a Guard Parry           [ ɥ֥å󥰼դ ]

 [ PAGE 2 ]  ------------------------------------------------------------

 Blocking                              [  ]
 Active Blocking                       [  ]
 Distance at which Blocking Occurs     [ ̵Υ ]
 Block Damage                          [ ä᡼ ]

 [ PAGE 3 ]  ------------------------------------------------------------

 Forward Dash                          [ å ]
 Backward Dash                         [ å ]
 Jump                                  [  ]
 High Jump                             [ ϥ ]
 Quick Standing                        [ åǥ ]
 
 [ PAGE 4 ]  ------------------------------------------------------------

 Basic Throws and Holds                [ ꤲ ]
 Grap Defense                          [ åץǥե ]
 Restricted Grap Defense               [ åץǥե󥹤 ]

 [ PAGE 5 ]  ------------------------------------------------------------

 Leap Attacks                          [ ꡼ץå ]
 Leap Attack Command Change            [ ꡼ץåΥޥ ]
 Personal Actions                      [ ѡʥ륢 ]
 Personal Actions after a KO           [ ˣϸѡʥ륢 ]

 [ PAGE 6 ]  ------------------------------------------------------------

 Super Arts                            [ ѡ ]
 Special Moves                         [ ɬ ]
 EX Special Moves                      [ ţɬ ]
 EX Special Move Gauge Consumption     [ ţɬΥ ]

 [ PAGE 7 ]  ------------------------------------------------------------

 Target Combos                         [ åȥ ]
 Normal Move Cancels                   [ 󥻥ɬ ]
 Supercancels                          [ ӣ󥻥 ]
 High Jump Cancels                     [ 󥻥ϥ ]
 Method of High Jump Canceling Used    [ ϥץ󥻥λ ]

 [ PAGE 8 ]  ------------------------------------------------------------

 Mid-Air Blocking                      [ 楬 ]
 Jump after a Knockdown (?)            [ ᤭Ӹ奸׾֤ ]
 All Attacks Cause Block Damage        [ ٤Ƥε˾ä᡼ ]
 Start off with a full SA Gauge        [ ӣͣإ ]
 SA Gauges reset after each round      [ ӣ饦ɥꥻå ]

 [ PAGE 9 ]  ------------------------------------------------------------

 Ground Chain Combos                   [ Ͼ󥳥 ]
 Mid-Air Chain Combos                  [ 󥳥 ]
 Cancel out of any Normal Attack       [ ̾ﵻ󥻥ǽ ]
 Supercancel into Specials or SAs      [ ɬɬorӣ ]

 [ PAGE 10 ]  -----------------------------------------------------------

 Use All Super Arts                    [ ѡĻѲǽ ]
 Cancel Super Arts into Super Arts     [ ӣ󥻥ӣ ]
 Mid-Air Chain Combo Restrictions      [ 楳 ]

 Pages 8 through 10 are not normally accessible.  See Section 2 for
 details on how to enable them.


 ------------------------------------------------------------------------
 PAGE EXPLANATIONS
 ------------------------------------------------------------------------

 For those desiring a more in-depth explanation, here you go.  I can't
 figure out some of these options, so I've typed the Japanese text in;
 maybe someone out there could translate it for me? :)

 [ PAGE 1 ]  ------------------------------------------------------------

 GROUND PARRYING                       [ Ͼ֥å ]
  - With this turned off, players cannot use any kind of ground parry
    (standing or crouching parries).

 ANTI-AIR PARRYING                     [ ж֥å ]
  - You can't parry an incoming mid-air attack from the ground.

 MID-AIR PARRYING                      [ ֥å ]
  - With this turned off, players cannot use the mid-air parry (against
    ground or air attacks, so this effectively turns off Anti-Air
    Parrying as well).

 TIME TO INPUT A PARRY                 [ ֥å󥰼դ ]
  - This determines how long you have to enter a parry.  S is the
    shortest amount of time, L is the longest (so one star makes it
    difficult to parry after blocking an attack).  Honestly, though, I
    can't tell the difference.  The literal translation is 'parrying
    recival time', if that means anything to anybody.

 GUARD PARRYING                        [ ɥ֥å ]
  - With this turned off, players cannot use the standing or crouching
    guard parry while blocking an attack.

 TIME TO INPUT A GUARD PARRY           [ ɥ֥å󥰼դ ]
  - This determines how long you have to enter a parry after blocking an
    attack.  S is the shortest amount of time, L is the longest (so one
    star makes it difficult to parry after blocking an attack).
    Honestly, though, I can't tell the difference.  The literal 
    translation is 'guard parrying recival time', if that means anything
    to anybody.


 [ PAGE 2 ]  ------------------------------------------------------------

 BLOCKING                                              [  ]
  - With this turned off, players cannot use the standing or crouching
    block.
 
 ACTIVE BLOCKING                                       [  ]
  - This affects how you block attacks.  With it turned off, you can
    block a multi-hit attack, and remain blocking even if you let go of
    the controller.  With it turned on, you stop blocking shortly after 
    letting go of the controller, so if you want to block all the hits of
    an attack, you have to keep holding back or down-back.

 DISTANCE AT WHICH BLOCKING OCCURS                     [ ̵Υ ]
  - This affects how close your opponent has to be to you in order for
    you to go into your blocking animation.  S means you won't block
    unless the attack actually hits you; L means you'll block their
    attack even if their throwing jabs from the other end of the screen.

 BLOCK DAMAGE                                          [ ä᡼ ]
  - With this turned off, players take no damage from blocking special
    moves or Super Arts.


 [ PAGE 3 ]  ------------------------------------------------------------

 FORWARD DASH                                  [ å ]
  - With this turned off, players cannot tap f,f to dash forward.

 BACKWARD DASH                                 [ å ]
  - With this turned off, players cannot tap b,b to backstep.

 JUMP                                          [  ]
  - With this turned off, players cannot jump.

 HIGH JUMP                                     [ ϥ ]
  - With this turned off, players cannot high jump.

 QUICK STANDING                                [ åǥ ]
  - With this turned off, players cannot use d to get up after being
    knocked to the floor.


 [ PAGE 4 ]  ------------------------------------------------------------

 BASIC THROWS AND HOLDS                    [ ꤲ ]
  - With this turned off, players cannot use any kind of LP + LK throw
    or hold.

 GRAP DEFENSE                              [ åץǥե ]
  - With this turned off, players cannot use the Grap Defense to get
    out of throws or holds.

 RESTRICTED GRAP DEFENSE                   [ åץǥե󥹤 ]
  - I couldn't figure this one out...it's something about pressing and
    holding any upwards or downwards direction for a Quick Standing (?)
    The original text reads as follows:

             [ ܥ󤬾ޤϲǤ˲Ƥ
               åǥե󥹤Ǥʤʤޤ ]


 [ PAGE 5 ]  ------------------------------------------------------------

 LEAP ATTACKS                              [ ꡼ץå ]
  - With this turned off, players cannot use Leap Attacks.

 LEAP ATTACK COMMAND CHANGE                [ ꡼ץåΥޥ ]
  - This option changes the command used for Leap Attacks.  On '3rd',
    the command is MP + MK.  On '2nd', the command is d,d + P / K.
    Note that you cannot EX your Leap Attacks using the 2nd-style
    command (although you could in the arcade version of 2nd Impact).

 PERSONAL ACTIONS                          [ ѡʥ륢 ]
  - With this turned off, players cannot use Personal Actions.  This
    will also affect the option below (so if this is off, you can't
    use Personal Actions after a KO, too).

 PERSONAL ACTIONS AFTER A KO               [ ˣϸѡʥ륢 ]
  - With this turned off, trying to do a Personal Action after the KO
    sign has already appeared isn't possible.  For example, normally
    Twelve could do his invisibility PA in the few moments he has left
    after having just killed Ryu (before he does his win pose).  But
    with this option on, pressing HP + HK would have no effect.


 [ PAGE 6 ]  ------------------------------------------------------------

 SUPER ARTS                                  [ ѡ ]
  - With this turned off, players cannot select or use Super Arts.

 SPECIAL MOVES                               [ ɬ ]
  - With this turned off, players cannot use Special Moves.

 EX SPECIAL MOVES                            [ ţɬ ]
  - With this turned off, players cannot EX their special moves.

 EX SPECIAL MOVE GAUGE CONSUMPTION           [ ţɬΥ ]
  - This determines how much SA gauge power is used up when you perform
    an EX special move.  S is the smallest amount (EX moves are free),
    while L is the largest amount used (EX moves cost a whole level, just
    like Super Arts).


 [ PAGE 7 ]  ------------------------------------------------------------

 TARGET COMBOS                           [ åȥ ]
  - With this turned off, players cannot use their Target Combos.
 
 NORMAL MOVE CANCELS                     [ 󥻥ɬ ]
  - With this turned off, you can't cancel the following attacks into
    special moves or Super Arts:

     > Cancelable punches and kicks, such as Oro's crouching MP into
       Oni Yanma or Yagyou Dama.
     > Cancelable command attacks, such as Chun-Li's Hakkei into Kikou
       Ken or Houyoku Sen.
     > Supercancelable command attacks, such as Dudley's Step Straight
       into Rolling Thunder.
     > Cancelable Target Combos, such as Ibuki's close standing
       LP, MP (1 hit), HP into Tsumuji or Yoroi Dooshi.

 SUPERCANCELS                            [ ӣ󥻥 ]
  - With this turned off, you can't supercancel the following moves into
    Super Arts:

     > Special moves, such as Ryu's Hadou Ken into Shinkuu Hadou Ken.
     > Supercancelable Target combos, such as Yun's MP, HP, b + HP into
       the Youhou.

 HIGH JUMP CANCELS                       [ 󥻥ϥ ]
  - With this turned off, you can't cancel certain normal attacks with
    high jumps.  For example, Oro can cancel his close standing MP with
    a high jump, but with this option turrned off, he'd be unable to.

 METHOD OF HIGH JUMP CANCELING USED      [ ϥץ󥻥λ ]
  - I can't tell what this is for--it says something like, "You can use
    the 2nd Impact style of high jump canceling," which would appear
    to be the ability to cancel special moves with a high jump.  That
    being said, I couldn't get anything like that to work (it didn't
    affect Chun-Li's Houyoku Sen, either), so I'm stumped.  The original
    text reads as follows:

             [ ϥץ󥻥򥹥Ȣף
               ɬؤ⥭󥻥ġפѹǤޤ ]


 [ PAGE 8 ]  ------------------------------------------------------------

 MID-AIR BLOCKING                            [ 楬 ]
  - With this turned on, you can block attacks while jumping.  The only 
    catch is that you have to hold back in order to block--hold up-back
    or down-back and you'll still get hit.  Not only can you block in
    mid-air, but you can also Guard Parry multi-hit attacks in mid-air,
    too (I could only get the "tap f" version of the Guard Parry to
    work and not the "tap d" version, though).

 JUMP AFTER A KNOCKDOWN (?)                  [ ᤭Ӹ奸׾֤ ]
  - I can't get this to work, nor can I figure out the translation.  It's
    something about jumping the moment you hit the ground, and it tells
    you that you can attack while doing this, too.  The original text
    goes like this:

             [ ᤭Ӥ줫ϤޤǤδ֡׻
               Ʊ֤ˤʤޤʹʤɤǽˡ ]

  
 ALL ATTACKS CAUSE BLOCK DAMAGE              [ ٤Ƥε˾ä᡼ ]
  - With this turned on, all of your attacks do block damage (normal
    punches and kicks, command attacks, etc.)  Personal Actions that can
    hit will do block damage, but some won't (like Ibuki's).

 START OFF WITH A FULL SA GAUGE              [ ӣͣإ ]
  - With this turned on, you start with a maxed out Super Arts gauge at
    the beginning of each round (this overrides the option below).

 SA GAUGES RESET AFTER EACH ROUND            [ ӣ饦ɥꥻå ]
  - With this turned on, your SA gauges at the start of each round, so if
    you had 1.5 levels when you won (or lost) the round, you'd start the
    next round with nothing.


 [ PAGE 9 ]  ------------------------------------------------------------

 GROUND CHAIN COMBOS                         [ Ͼ󥳥 ]
  - With this turned on, you can do chain combos while standing or
    crouching.  The pattern is like the six-hit series from the VS games;
    you can go from the same strength Punch to the same strength Kick,
    and can go from any strength P / K into a stronger one.  That means
    you could (theoretically, not in actuality), do the following combo:

                      LP -> LK -> MP -> MK -> HP -> HK

    Turning this on will prevent you from doing some of your Target
    Combos, though (for example, I couldn't do Yun's MP,HP,b+HP combo).


 MID-AIR CHAIN COMBOS                        [ 󥳥 ]
  - This lets you do chain combos in air.  Presumably it works like the
    above option, but I could never get more than two hits myself, and
    was unable to do the same strength Punch to Kick (like MP -> MK);
    I could only go from a weaker attack to a stronger one.  Turning
    this on will prevent you from using some of the Target Combos
    though (like Chun-Li's diagonally jumping HP,HP).

 CANCEL OUT OF ANY NORMAL ATTACK             [ ̾ﵻ󥻥ǽ ]
  - With this turned on, any normal attack or command attack can be
    canceled into a special move or super art.  For example, you could
    do Ryu's standing HP into a Hadou Ken or Denjin Hadou Ken, even
    though that normally isn't possible.  There's a notice regarding this
    option that I can't figure out (at all!), so here's the text in full:

             [ ٤Ƥ̾ﵻ󥻥ǽˤʤޤ
               աǤʤޤ]


 SUPERCANCEL INTO SPECIALS OR SAs            [ ɬɬorӣ ]
  - This lets you cancel special moves into different special moves
    (for example, Twelve's N.D.L into an A.X.E. or EX A.X.E.)  You can
    also cancel any special move into any Super Art (like Gouki's Gou
    Shouryuu Ken into the Tenma Gou Zankuu).


 [ PAGE 10 ]  -----------------------------------------------------------

 USE ALL SUPER ARTS                          [ ѡĻѲǽ ]
  - Turn this on and you can use any of your Super Arts, instead of just
    one of them.  There is a drawback, though--everyone gets the same
    uniform Super Arts Gauge, only capable of holding two stocks.  For
    'timer' SAs, you'll still have power in reserve once the Super Art
    ends (if you had more than one level beforehand), but MAX level SAs
    cost the whole deal, so instead of only needing to fill up one level
    for Oro's Tengu Midare Ishi, you now need two levels.  Also, because
    your Super Arts, some characters have altered Super Art commands:
    see below for details.

 CANCEL SUPER ARTS INTO SUPER ARTS           [ ӣ󥻥ӣ ]
  - With this turned on, you can supercancel from one Super Art into
    another, _different_ Super Art.  For example, you could do the
    Tyrant Punish into the Jupiter Thunder.  What this means, though,
    is that if you don't turn on 'Use All Super Arts', this option
    is useless.
 
 MID-AIR CHAIN COMBO RESTRICTIONS            [ 楳 ]
  - I can't figure this out; it's something about the changing the
    amount of time you have to do mid-air chain combos.  One thing I
    was able to figure out is that it affects juggles, since with it
    turned all the way up, I was able to juggle someone with Gill's
    Psycho Headbutt indefinitely.  Turn it down a bit and you can't
    do that many juggles--put it to one star and you can only get in
    one to two hits before the juggle ends.  Anyway, the original
    text is as follows:

             [ 楳ܤǤ֤Ĺ
               ¤Ƥͤꤷޤ ]



 [ NOTES ON USING ALL SUPER ARTS ]  -------------------------------------

 As I said above, when you turn on this option, the commands for your
 Super Arts change.  Here are the following SAs with new commands.  If
 an SA isn't listed, that means you perform it the same way you would
 had you selected it by itself.

   Alex         Stun Gun Headbutt               qcb,qcb + P
   Chun-Li      Tensei Ranka                    qcb,qcb + K
   Dudley       Rolling Uppercut                qcf,qcf + K
                Corkscrew Blow                  qcb,qcb + P
   Elena        Brave Dance                     qcb,qcb + K
   Gill         (no changes)                    (see below)
   Gouki        Messatsu Gou Shouryuu Ken       qcf,qcf + K
                Messatsu Gou Rasen              qcb,qcb + K
                Messatsu Gou Senpuu             In air, qcb,qcb + K
   Hugo         (no changes)                    (see below)
   Ibuki        Yami Shigure                    qcf,qcf + K
   Ken          Shippuujinrai Kyaku             qcb,qcb + K
   Makoto       Tanden Renki: Seme no Kata      qcb,qcb + P
   Necro        Electric Snake                  qcf,qcf + K
                Slam Dance                      qcb,qcb + P
   Oro          Kishin Riki                     qcb,qcb + P
                Tengu Ishi                      qcf,qcf + K
                Kishin Tsui                     qcb,qcb + PP  (max level)
                Tengu Midare Ishi               qcf,qcf + KK  (max level)
   Q            Super Art II                    qcb,qcb + P
                Super Art III                   qcf,qcf + K
   Remy         Shoushin no Nocturne            qcb,qcb + K
   Ryu          Shin Shouryuu Ken               qcf,qcf + K
                Denjin Hadou Ken                qcf,qcf + P
   Twelve       X.C.O.P.Y.                      qcb,qcb + P
   Urien        Tyrant Punish                   qcf,qcf + K
                Aegis Reflector                 qcb,qcb + P
   Yang         Sei'ei Enbu                     qcb,qcb + P
   Yun          Gen'ei Jin                      qcb,qcb + P

 The two characters who are unaffected by this are Hugo (all of his 
 Super Arts use differnet commands), and Gill (he can already use all
 of his Super Arts).  Not only is this option useless for Gill players,
 but it actually makes Gill harder to use because all of his Super Arts
 (Meteor Strike, Seraphic Wing, and Ressurection), require max levels to
 use--in other words, two levels instead of just one.
 

 ========================================================================
 2.  MISCELLANEOUS
 ========================================================================

 ------------------------------------------------------------------------
 THE HIDDEN PAGES, GILL, AND EXTRA OPTIONS
 ------------------------------------------------------------------------

 The way I was able to unlock Page 8 was to beat the game on maximum
 difficulty (Level 8).  I used a bunch of continues and still got the
 page unlocked.  I had beaten the game previously at Level 8, but I
 had turned the System Direction to ORIGINAL (I was cheating, aheheh),
 and nothing was unlocked.  So I think you have to play with System
 Direction set to NORMAL, or else beating the game doesn't count.

 The method Jimmy Lee told me will unlock all the pages (8 through 10).
 Simply beat the game once with every character--it doesn't matter what
 difficulty you're playing on, or how many times you continue.  As you
 beat the game with more characters, the pages are unlocked.  I would
 assume you have to leave the game on NORMAL, but I haven't tested it,
 so I can't say.

 Technically this has little to do with the System Direction FAQ, but
 once you beat the game with all the characters, Gill is usable (he's
 between Yang and Yun).  Once you beat the game with Gill, an 'Extra
 Options' submenu appears if you go into the Options menu, and it's
 got pages of goodies to mess around with (I will get around to
 explaining these, since they have Japnese descriptions, in a future
 update).

 By the way, one of the options in Extra Options lets you change how
 many stocks you can hold.  Changing this will make Gill's Super Arts
 unusable--I'm not sure why, though.  Probably has something to do
 with his Super Arts costing all of his stocks to use, normally.


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

 These were all done by me and so there may be some mistakes.  However,
 accuracy was strived for ;)

 Chijou Blocking                Ground Blocking
 Taikuu Blocking                Anti-Air Blocking
 Kuuchuu Blocking               Mid-Air Blocking
 Blocking Uketsuke Jikan        Blocking Receival Time
 Guard Blocking Uketsuke Jikan  Guard Blocking Receival Time
 Kyousei Guard                  Enforced Block
 Guard Shikibetsu Kyori         Guard Distance Indentification
 Keri Damage                    Erased Damage
 Zenpou Dash                    Forward Dash
 Kouhou Dash                    Backward Dash
 Nage                           Throw
 Grap Defense no Seigen         Restricted Grapple Defense
 Leap Attack no Command         Leap Attack's Command
 KO nochi Personal Action       Personal Action after a KO
 Hissatsu Waza                  Certain Death Techniques
 'EX Hissatsu Waza no Gauge     'Level of Gauge Consumption for EX
  Shouhi-ryou'                   Certain Death Techniques'
 Cancel Hissatsu Waza           Certain Death Techniques Cancel
 High Jump Cancel no Shiyou     Method of High Jump Cancel
 Kuuchuu Guard                  Mid-Air Guard
 Fukitobi go Jump Joutai e      Able to Jump after being Blown Over (?)
 Subete no Waza ni Keri Damage  All Techniques cause Erased Damage
 Chijou Chain Combo             Ground Chain Combo
 Kuuchuu Chain Combo            Mid-Air Chain Combo
 'Subete Tsuujou Waza ga        All General Techniques are Cancelable
  Cancel Kanou'
 'Hissatsu Waza -> Hissatsu     Certain Death Techniques -> Certain
  Waza or SA'                   Death Techinques or Super Arts
 'Subete Super Arts shiyou      All Super Arts are usable
  kanou'
 Kuuchuu Combo Seigen Atari     Mid-Air Combo Restriction Level


 ========================================================================
 3.  AUTHOR'S NOTE
 ========================================================================

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

 This FAQ could not have been written without help from the following
 people:

 Jimmy Y. Lee
  - For telling me a ton of stuff; the other method for getting page 8,
    how to get pages 9 and 10, as well as how to get Gill and the Extra
    Options.  Thanks man!

 Jonathan Winkler
  - I found out about the unlockable 8th page from a post he made to
    alt.games.sf2.


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

 VERSION 0.3  (July 5, 2000)
  - Added in the rest of the pages and how to unlock them.

 VERSION 0.2  (July 3, 2000)
  - Added information on the eight page, fixed the encoding (hopefully).
  
 VERSION 0.1  (July 3, 2000)
  - The first release, some stuff not figured out yet / untranslated.

  
 ------------------------------------------------------------------------
 IN CLOSING 
 ------------------------------------------------------------------------

 Remember that none of your System Direction changes will work unless
 you've set the mode to 'Original'.  Also, the changes you make effect
 all modes of play (except for replays).  If you want to have an easy
 time beating the computer, turn off all the jumping, blocking, and
 parrying commands, and just fireball or sweep your opponent to death ;)

 Have a question not answered in this FAQ or my Third Strike general FAQ?
 Comments or complaints?  Want to send me money?  Then feel free to drop
 me a line at <kmegura@yahoo.com>.  If you've seen this FAQ reprinted in
 any magazine or put up with the credits removed on any site, please let
 me know so I can take appropriate action against these creeps.

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 "I can't go on, digging roses from your grave / to linger on / beyond
  the beyond / where the willows weep / and the whirlpools sleep / you'll
  find me / and the night mare rides on / and the night mare rides on /
  with a december black psalm / and the night mare rides on...."
                     - 'Behold! The Night Mare', by the Smashing Pumpkins
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 Unpublished work Copyright 2000 Chris MacDonald
