Saturday, November 18, 2017

Street Fighter Zero 2 (Saturn)

Images borrowed from archive.org


(Left page)

Greetings

For this occasion of purchasing the Sega Saturn software [Street Fighter Zero 2], we give you our sincere appreciation. Before playing the game, please carefully read this instruction and handling manual for the game's correct operation, keeping it handy. Furthermore, please carefully care for this  manual.

(Right page)

Fists dwell in the rhythm of the fight.
The uncontrollable fighting spirits.
These are the limits of power, the limits of life...in this moment, fight with all you've got!

Contents

How to control --- 2
Viewing the game screen --- 4
Rules of the game --- 5
Explanation of the game modes --- 6
Proceeding through the game --- 6
Options --- 12
Backup --- 13
Super Combo Level Gauge --- 14
Original Combo System --- 15
Special controls --- 16
Character introduction --- 19


How to control

(Left Page)

Directional Button

(How to operate, for when the player is facing right.)

Up - Jump
Up, Right - Diagonal Forward Jump
Right - Advance
Right, Down - Crouch
Down - Crouch
Left, Down - Crouch + Low level guard
Left - Retreat - Upper level guard
Up, Left - Diagonal Rear Jump
Up - Jump

* Selecting each mode
The D-pad is used to select modes while on the title screen and to change settings while in the option screen.

* Player Selection
Used to select a character in the player character selection screen.

* Player Movement
During game play, used to move the player character from left and right, jump, crouch and guard.

* Command skill
By combining the directional button and regular button inputs, you can unleash various special moves.

* Other controls *
A Button...Decides a selection.
B Button...Cancels a selection.
C Button...Decides a selection.
Start Button...Starts a game from the title screen.

(Right page)

L Button - Simultaneously presses the 3 punch buttons
R Button - Simultaneously presses the 3 kick buttons
L + R Button - Taunt

Punch Button
X Button - Weak Punch
Y Button - Medium Punch
Z Button - Fierce Punch

Kick Button
A Button - Weak Kick
B Button - Medium Kick
C Button - Fierce Kick

Start Button
* Switches the pause (temporary stop to game) on and off.
* When made from a controller not currently in use, issues a mid-match challenge for the other player.

* These are the initial button layout settings for during gameplay. On the option screen's KEYCONFIG, you're able to change the controls (refer to page 12).
* While the game is paused, pressing any of the A, B or C buttons will open up an option screen.
* This game can simultaneously be played with up to two people. To play with two players, please purchase an (additional) control pad, sold separately.

(Left page)

Viewing the Game Screen

1. Score: Current points.
2. Stamina Gauge: Decreases as you receieve attacks. If it depletes, you'll lose to a knockout.
3. Time Counter: If it reaches 00, the fight's outcome will be carried over to a decision.
4. Character In Use: The name and face of the character currently being used.
5. Super Combo Level Gauge: Refer to page 14.
6. Auto Mark: This is displayed if you're using auto-mode.
7. Win Mark: If you win a round, the details of how the match was won is displayed here.
8. Bonus Messege: A notice with the name and points for each bonus awarded.
9. Win Streak: Matches continuously won in versus mode.

(Right page)
Rules of the game

Match configuration
1 round is set within a time limit of 99 seconds. A match is made up of 3 rounds. Whomever takes 2 rounds is declared the winner of the match.

Conditions for victory
Receiving damage when attacked, try to get your opponent's stamina down to 0 to win by knockout.  If the time runs out, whomever has the most remaining stamina is judged the winner.

Tie (Draw Game)
If both players strike each other down simultaneously (WKO), or their remaining stamina is the same when time runs out (Draw game), a 4th, 'final round' will be added. To win this final round, an absolute winner shall be declared. For example, if a draw game occurs once again, it will result in a game over.

Win Mark
For each round won, a win mark will be displayed under the stamina meter. There are several types of marks, which correspond to how the match was decided.
(Left) Super Combo (Level 3)
(Right) Normal KO

* There are several other types of win marks besides these.

Explanation of the Game Modes

(Left page) 

If you press the start button at the title screen, the game mode selection menu will be displayed. Using the directional buttons, please select the mode you wish to play, then please use the start button to decide.

Arcade Mode (1 player & 2-player versus interruption mode)

Using a single character, this is a tournament progression mode. If you defeat the 8 opponents, you'll clear the game. If you're defeated during play, you can continue as many times as you'd like. If you select the shortcut mode in the option screen, a simplified player select screen will allow for a smoother moving game to be enjoyed (Refer to page 12).

(Right page)

Versus Mode (Player 1 vs Player 2 specialized mode)

Player 1 and player 2 select various characters, challenging each other for victory in versus battle. Players make (character and option) selections for each battle. Player 1 and player 2 can also use the same character.

*If two controller pads are not connected, the characters can not be selected.

Survival Mode (1 Player exclusive mode)
Using a single character, challenge yourself attempting to defeat 18 opponents before your stamina meter runs out.

*Rules of this mode*
1. Each fight is decided in one round.
2. The super combo gauge level continues to the next round.
3. If your stamina meter runs out, it's game over.
4. You can not continue. Furthermore, another player can not interrupt to challenge you.
5. You can not use automatic mode.

(Left page)

Training Mode (1 Player exclusive mode)

In this mode, the player can train with a stationary opponent of their choice. This is the best place to train with your original combos (Refer to page 15) and research the game.

* Features of this mode *
- Usually, the training character is not guarding. After the first hit connects, they go into an automatic guard. The purpose is to make it easy to understand how combos can be interrupted. After a period of time of your training partner not receiving hits, they will once again return to their no guard condition.
- From the beginning, your super combo gauge will be in a charged state. If you deplete the gauge with super combos and original combos, it will be restored after a set amount of time.
- You can not use automatic mode.

At the beginning, please select the character you wish to use as well as who will serve as the training partner. Before training, the main menu will open up.

(Right page)

Main Menu
Normal Mode - There is no time limit and the training partner's stamina does not decrease. Replays are not available.

Recording Mode - The usual time limits apply, plus the training partner's stamina decreases upon receiving attacks. With the training partner able to be KO'd and the time over condition, the match will be completed after a limited amount of action . Replay mode is available.

Replay - Replay the fighting from recording mode.

Character Change - Change the playable character as well as the training partner.

Action - You can select the training partner to utilize and follow from one of the three actions below.
Stand: Regular standing state.
Crouch: Crouching state.
Jump: Repeating vertical jump state.

Speed - Changes the game's 3 levels of speed.

Gauge: Changes the quantity to charged within the super combo gauge's 3 levels.

[Pause] (Pressing the start button while in training will open this window.)
Continue: Eliminates the pause and restarts your training.
Menu: Interrupts training and returns to the main menu.

Proceeding through the game

(Left page)

Upon deciding on the game mode, you'll continue towards selecting the player's character. After selecting the character with the directional button, please press one of the confirmation buttons to decide. The character's color will change according to the button used.

Continuing on, choose the game's speed and then manual or automatic mode.

Speed
In response to your choice, the game's speed will change.

(Right page)

Manual/Auto
According to your choice, the character's controls as well as abilities will change.

Manual - The player performs all the usual controls.
* Manual Controls 
* Player performs guards

Auto
*Auto Guard
If you're not in the middle of performing an attack, the character will automatically guard against the opponent's attacks. There is no limit to how often auto guard will occur.

*Simple Command (This is only available if auto mode is chosen)
By pressing two designated attack buttons simultaneously, you can perform a super combo without inputting the (actual) command. The button and super combo combinations are explained in the following text.

* For Super Combos going from A to C, please refer to the character introductions that start on page 19. If a character has no C button combo, pressing C will cause the B combo to be performed.

Super Combo A: Weak Punch + Weak Kick
Super Combo B: Medium Punch + Medium Kick
Super Combo C Fierce Punch + Fierce Kick

* During auto mode, guarding against normal attacks will still result in a set amount of damage being incurred. (Chip damage)

* When in automatic mode, only level 1 super combos can be used.
* All super combos become air-blockable while Simple Command is on.

(Left Page)

Options

From the mode selection menu, select [Option] to access the various settings in which you can enjoy the game. Please use up and down on the directional button to choose the desired item to change, then use left and right to switch the settings.

Option Mode
[Difficulty] You can set the arcade mode difficulty from levels 1 to 8.
[Time limit] You can change the time limit within a round.
[Rounds] You can change the standard amount of rounds within a match.
[Damage] You can control the proportion of attack damage from level 1 to 4.
[Turbo] Adjust the game speed for when speed select [Turbo] is chosen.
[Player] Switches between a player using a control pad or the computer.
[Shortcut] Switches whether or not short cut mode (reduces loading time) is in use.
[Screen] Switching between two types of screen widths, [Saturn] or [Arcade]. When

[Arcade] mode is used, the entire image is not displayed on the television.

Sound
[Sound] Switches the television's sound output between stereo and monaural. Please use

a television that's able to support this choice.
[BGM Test] You can listen to the background music used in the game.

[Key config]
Change the controller's attack button distribution during battle.

* Outside of the mode selection menu, you can also call up the option screen.
* [Short cut] is only effective in arcade mode, [Player] is only effective in versus mode.

(Right page)

Back Up

If [BACKUP] is selected from the mode menu, you can preserve and load individual data.
[Save Data] Records the arcade mode's high score ranking and more to the back up RAM.
[Load Data] Loads ranking data, etc that's been preserved into the back up RAM.
For this game, 8 open spots are required to preserve ranking data, etc.

(Left page)

Super Combo Level Gauge

As your special and regular attacks are performed, your super combo level gauge increases. Once a specified amount of the gauge is charged, where it increases by a level, your character is able to perform a super combo, zero counter or original combo.

Super Combo
Each character has a super combo ranging from level 1 to 3. If you let out the super combo at a high level, its power will be greater. Simultaneously press the (below) buttons to decide the level number. Each level number depletes the equivalent stock from your gauge.

Level 1: 1 button
Level 2: 2 buttons
Level 3: 3 buttons.

*Please refer to the character introductions starting from page 19.

(Right page)

Original Combo System

By using the super combo level gauge, original combos can be performed.

Once you've stored 1 level or greater on the super combo level gauge, pressing PPK or KKP at the same time will make "Gauge Time" appear on the super combo gauge.

Until your "Gauge Time" is over, please input whichever button and directional input you'd like. You're creating an original combo of your own!

Original Combo Tips
1. Even if you knock your enemy away, you can still get in more hits in the air!
2. More damage is received from specials than normal moves!
3. When inputting charged specials, for the most part, a charge time is NOT required!
4. Even while a character is in a damaged state, they can still be grabbed with a special throw!

* Super combos can not be entered into original combos.

Special Controls

(Left page)

Down Evasion
Left, Down + P
(Weak, Medium or Fierce Punch changes your rise location.)

If you're downed after being on the receiving end of a Shoryuken, leg sweep, or other such attack, by entering the command shown above, your character will perform a forward roll before going into their recovery posture. Additionally, a weak punch will make you rise in that spot, medium punch will perform a small forward roll, and fierce punch will perform a big roll into a standing position.

Guard * Air Guard
While facing the enemy's attack, if you haven't performed an attack yourself, entering back on the d-pad will guard against your opponent's attack, allowing you to avoid damage. Your character is able to guard in this fashion in the air as well.

(Right page)

Zero Counter 

Back, Down + P or K
Having guarded against the enemy's attack, if you instantly input the above command, the character will quickly go from guarding to unleashing a counter attack. To use the Zero Counter, one level of the super combo gauge is required. Also, every character has both a punch type and kick type zero counter at their disposal. Use them properly depending on the situation!

Safe Fall
The instant you've taken a throw from your opponent, time a throw attack of your own, as if you were performing a counter throw, to take a safe fall. This will let you reduce the damage incurred.

(Left page)

Throws, Grab Throws
Having approached the opponent while holding the directional button, if you also press any of the fierce attack buttons, you can hurl them. Depending on the character you're using, sometimes they'll grab an opponent and deal out damage with consecutive hits (Grab throws) using just a normal move.

Taunt
Press the L and R buttons simultaneously to perform a taunt. By doing this, your opponent will see that they're no big deal to you!

Recovery * Grab Escape
As you continue to receive damage from an opponent, your character will feel faint. To recover from being temporarily stunned, you'll want to mash all the directional and attack buttons to hasten your recovery. Also, if you've been struck by the opponent's grab throw, doing this same movement will accelerate your escape.

(Right page)

Character introduction

(From Top Left)
Special Move
Special Skill
Super Combo
Surefire Strategy

(From Top Right)
Character Name
Character
Number of buttons to press, from 1 to 3. With manual controls, the (super combo) level will change depending on the number pressed. (Refer to page 14)

*All the commands assume you're facing right. When you're facing left, please the reverse the left/right directions of the commands you'd like to use.
P...Displays the Punch Button
K...Displays the Kick Button
Directional Movement...Displays movement input command for the direction button
Charge...Upon entering the specified direction, you'll need to leave the button pressed for a small amount of time before entering the next direction.
* Super Combos respond to the A ~ C buttons during auto mode (Refer to Page 11.)

(Left page)

Sakura

One day, having saw "that person," she heads to town in pursuit. This high school girl with burning eyes has the streets fighters enchanted.

Special Moves:
Hadouken (Wave Movement Fist) - Down, Forward + Punch
Shououken (Blooming Sakura First) - Forward, Down, Forward + Punch
Shunpuukyaku (Spring Wind Kick) - Down, Back + Kick

Super Combos:
Shinkuu Hadouken (Vacuum Wave Movement Fist) Down, Forward, Down Forward + Punch X1~3

Midare Zakura (Cherry Blossom of Disorder) Down, Forward, Down, Forward + Kick X1~3

Haru Ichiban (The First of Spring)
Down, Back, Down, Back + Kick X1~3


Sure Fire Strategy
Her 'Shououken' is a very useful anti-air special, as it's multi-hit movement. Be proactive in using it, as it's attack power is high. Also, mashing the buttons when performing the Hadouken will increase the size of the fireball, also increasing it's strength!

(Right page)

Ryu

"What is true strength?" This challenger contends with an eternal theme.

Special Moves
Hadouken (Wave Movement Fist) - Down, Forward + Punch

Shouryuuken (Rising Dragon Fist) Forward, Down, Forward + Punch

Tatsumakisenpyuukyaku (Tornado Whirlwind Leg) Down, Back + Kick

Special Skill
Wave Fist Posture Down, Right + press L+R Simultaneously

Super Combo
Shinkuu Hadouken (Vacuum Wave Movement Fist) Down, Forward, Down Forward + Punch X1~3

Shinkuu Tatsumakisenpyuukyaku (Vacuum Tornado Whirlwind Leg) Down, Back, Down, Back + Kick X1~3

Sure Fire Strategy
Take control of the fight by restraining and putting your opponent on the defensive with the Hadouken. If they try to jump in on you, counter attack with a Shouryuuken! After being knocked down, if you get back up where you were attacked, counter with a Shouryuuken just as you're rising!

Rolento

"Soldiers, we must begin to build our own nation!" With a firm conviction, the explosives-loaded Commando pushes forward.

Special Moves:
Patriotic Circle - Down, Forward + Punch

Stinger - Forward, Down, Forward + Kick + Kick

Mekong Delta Attack - Simultaneously press all three punches, then press punch when touching the ground.

Mekong Delta Air Raid - Down, Back + Punch + Punch

Mekong Delta Escape
Down, Back + Kick (+ Punch or Kick)

Sure Fire Strategy
Together with your fierce punch which offers a long reach, use the Mekong Delta Attack and other tricky moves to perturb your opponent with! Connect three consecutive hits with the Patriotic Circle and your opponent will receive big damage!

(Right Page)

Special Technique:

High Jump - Down, Up

Trick Landing - At the moment of landing on the ground from a jump, press all three kick buttons simultaneously.

Super Combos:

A - Take No Prisoner - Down, Forward, Down, Forward + Kick X1~3

B - Mine Sweeper - Down, Back, Down, Back + Punch X1~3

Zero 2 Extra Information Vol.1

Win pose select function

When the KO mark pops up showing your character has won, in the time before they pose, press and hold a punch or kick button. The various buttons correspond to different poses.
* For characters whose win poses do not correspond with every punch and kick button, the remaining buttons will activate the weak punch pose.

(Left Page)

Gen

What does one see on the brink of life and death...
The flames of both cruelty and composure seep from the 'evil eye' of this assassin...

Special Moves

(Press all buttons simultaneously to switch fighting style)

Assassination Fist: Mourning Style - Simultaneously press P+P+P

Assassination Fist: Memorial Style - Simultaneously press K+K+K

(Mourning Style)

Hundred Chain Hook: Rapidly press Punch
Reverse Rapid: Forward, Down, Forward + Kick

(Memorial Style)

Penetrating Snake: (Charge) Back, Forward + Punch
Roaming Fang: (Charge) Down, Up + Kick

Sure Fire Strategy:
Timing is an important point in switching between the two Mourning and Memorial Styles. If your timing is good with the Mourning Style, your normal attacks can get consecutive hits. Memorial Style has a high attack power, with many tricky mid-level (standing) skills.


(Right page)

Super Combo

(Assassination Fist: Mourning Style)

A
Shadow of Misery: Down, Forward, Down, Forward + Punch X 1~3

B
Death Point Curse: Down, Back, Down, Back + Punch X 1~3

(Assassination Fist: Memorial Style)

A
Snake Bite Opening: Down, Forward, Down, Forward + Kick X 1~3

B:
Crazed Fang: (In the air) Down, Back, Down, Back + Kick X 1~3

Zero 2 Extra Information Vol. 2

Changing Chun-Li's outfit?!
The rumored costume change command.

*How to select

1. Set your cursor on Chun-Li.
2. Without moving the cursor, hold the start button for greater than 3 seconds.
3. Leaving the start buttons pressed, select Chun-Li...

You can then use Chun-Li...wearing her Street Fighter II costume!

* For Chun Li's Kikouken (Qiqoun Fist), be aware that you'll now have to charge Back, then press forward + Punch!
(Left page)

Dhalsim

Composed and entrusting himself to fate, the yoga master fights for his people suffering in sickness.

Special Moves
Yoga Fire: Down, Forward + Punch
Yoga Flame: Forward, Down, Back + Punch
Yoga Blast: Forward, Down, Back + Kick
Yoga Teleport: Forward, Down, Forward + Simultaneously press 3 punches
Back, Down, Back + Simultaneously press 3 kicks

Special Skill
Yoga Shock: Back + (Continuously press) Weak Punch

Super Combo:
A - Yoga Inferno: Down, Forward, Down, Forward + Punch X 1~3
B - Yoga  Strike: Down, forward, Down, Half Forward + Kick X 1~3

Sure Fire Strategy
Keeping your directional button in neutrel while doing regular attacks will make them reach a long distance, while holding the directional button back will keep them at a close distance! If you're performing a rush: While jumping, press down + Kick to do a drill kick.

(Right page)

Zangief

Against his earth splitting muscles of steel, his enemies are nothing! With a destructive power making mountains and rivers tremble, he is Russia's Red Cyclone.

Special Moves
Double Lariat: Simultaneously press all three punches (kicks)

Screw Piledriver: 360 + Punch

Flying Power Bomb: 360 + Kick

Atomic Suplex:  360 + Kick (At close range)

Banishing Flat: Forward, Down, Forward + Punch

Super Combo
Final Atomic Buster: 360, 360 + Punch X 1~3

Aeriel Russian Slam: Down, Forward, Down, Half Forward + Kick X 1~3

Sure Fire Strategy:
In a diagonal jump, press down + punch to perform a body press and descend towards the opponent. From there, consider throwing the opponent in a screw piledriver. Even if you're a bit separated, this throw move will suck them in!

(Left Page)

Chun-Li

She's on the search for her missing father! The young female detective is closing in on a mysterious organization...

Special Moves

One Hundred Tearing Legs: Repeatedly press Kick

Rising Heaven Leg: Charge Down, Up + Kick

Rotating Circle Kick: Forward, Down, Back + Kick

Kikouken (Qiqong Fist): Back, Down, Forward, + Punch

Super Combo

A
One Thousand Tearing Legs: Charge Back, Forward, Back, Forward + Kick X 1~3

B
The Rising Leg Which Rules Mountains and Heavens: Charge Down+Back, Down+Forward, Down+ Back, Right Jump + Kick X 1~3

C
Kikoushou (Qiqong Palm): Down, Forward, Down, Forward + Punch 1~3

Surefire Strategy
All of Chun-Li's basic attacks appear quickly, many of them having a long reach. After restraining the opponent with a crouching medium kick, make them tense up at the end of a Kikouken. Also, by inviting them to go on the offensive during your crouching guard, you can then hit them with an attack such as the Rotating Circle Kick! Go after your opponent with your quick and nimble attacks!

(Right Page)

Ken

His rivals are a step behind besting him! A hot blooded fighter with an excited fighting spirit!

Special Moves

Hadouken (Wave Movement Fist) - Down, Forward + Punch

Shouryuuken (Rising Dragon Fist) Forward, Down, Forward + Punch

Tatsumakisenpyuukyaku (Tornado Whirlwind Leg) Down, Back + Kick

Special Skill

Forward Fall - Down, Forward + Simultaneously Press Left and Right

Forward Roll - Down, Back + Punch

Super Combo

A

Shouryuu Reppa (Rising Dragon of Tearing Destruction) - Down, Forward, Down, Forward + Punch 1~3

B
Shin Ryuu Ken (Down, Forward, Down, Forward + Kick X 1~3 (+ Mash the kick button)

Sure Fire Strategy
If your opponent is in the guarding crouch stance, press back + medium kick to destroy their defense! Doing the Forward Roll from the opponent's front to their back, then launching an attack is also effective. Once you see an opening in the opponent, that's when you suddenly hit them with a consecutive hit attack!

(Left Page)

Birdie

"I'll go easy on you little pests!"
- The heinous bouncer without a conscience.

Special Moves

Bull Head - Charge Back, Forward + Punch

Bull Horn - Using Punch or Kick, press two or more and release.

Bandit Chain - 360 + Kick

Murderer Chain - 360 + Punch

Super Combo

The Birdie - Charge Back, Forward, Back, Forward + Punch

Bull Revenger - Down, Forward, Down, Forward + Punch X 1~3 or Kick X 1~3

Sure Fire Strategy

After using the [Bull Head] and [Bull Horn] as a rush attack trick, if there's an opening, go for a throw with the [Murderer Chain] or [Bandit Chain]! It would be good to try your [Bull Revenger] at the same time a move such as the Hadouken is being performed!

(Right page)

Adon

"I AM the spirit of Muai Thai!"
Betraying his teacher, the wild Jaguar is now out to strike him down.

Special Moves

Rising Jaguar - Forward, Down, Forward + Kick

Jaguar Tooth - Forward, Down, Back + Kick

Jaguar Kick - Down, Forward + Kick

Super Combo

A
Jaguar Revolver - Down, Forward, Down, Forward + Kick X1~3

B
Jaguar Varied Assault - Down, Forward, Down, Forward + Punch X1~3 *Level 3 only: (Repeatedly hit punch or kick)

Sure Fire Strategy
The center or your offense revolves around your [Jaguar Kick] and long reach normal moves. The [Jaguar Kick] is especially adept at going over hadoukens and similar movements to connect with a hit. Using his anti-air skills [Rising Jaguar] and Diagonal Downwards + Medium Kick [Jutting Kick] are also OK!

(Left Page)

Sodom

"This is TRUE Japanism!" The Kabuki tasked with reviving Mad Gear.

Special Moves

Jigoku Scrape (Hell Scrape) - Down, Forward + Punch

Butsumetsu Buster (Death of Buddha/Horrible Day Buster) - 360 + Punch

Shiraha Catch (Naked Sword Catch) - Forward, Down, Forward + Kick

Daikyou Burning (Atrocious Burning) - 360 + Kick


Super Combo

A
Meido No Miyage (Souveneir of Hades) - Down, Forward, Down, Forward + Punch X 1~3

B
Tenchuu Satsu (Deadly Punishment from Heaven) - 360, 360 + Punch X1~3

Sure Fire Strategy
If you spot the enemy's opening while in close proximity, the Jigoku Scrape and other moves can be used to escape Hadoukens and other projectiles. Using the Down, Fierce Kick sliding attack can land a hit while closing in on the opponent. From there, plan on using the Butsumetsu Buster!

(Right Page)

Guy

"I will further heighten my grasp of Bujitsu!"
The Bushin Faction's successor of the orthodox arts.

Special Moves

Bushin Izuna Otoshi (Falling Bushin Fox Spirit) - Down, Forward + Punch + Punch (In close proximity)

Bushin Whirlwind Kick - Down, Back + Kick

Swift Kickoff - Down, Forward + Kick + Kick

Mountain Crushing Constellation - Down, Back + Punch

Super Combo

A
Bushin Strong Thunder Kick - Down, Forward, Down, Forward + Kick X1~3

B
Bushin Sword Fist - Down, Forward, Down, Forward + Punch 1~3

Sure Fire Strategy
The technique of the [Swift Kickoff] changes according to the button pressed at the beginning. Using the Medium Kick will trigger the [Shadow Salvation] which your opponent cannot guard against while standing. The Fierce Kick will activate the throat slash, effective against an opponent in a crouched guard. Gain leverage by attacking with your nimble movements!

(Left Page)

Nash

"I'll bring an end to those operating under a false justice!" This "cool soldier" single handidly challenges a great evil...

Special Moves

Sonic Boom - (Charge) Back, Forward + Punch

Somersault Shell - (Charge) Down, Up + Kick


Super Combos

A
Sonic Break - (Charge) Back, Forward, Back, Forward + Punch X1~3 (+ repeatedly hti the buttons)

B
Cross Fire Blitz - (Charge) Back, Forward, Back, Forward + Kick X1~3

C
Somersault Justice - (charge) Back+Down, Right+Forward, Back+Down, Up+Right + Kick X1~3

Sure Fire Strategy
Charging from a firmly settled guard position, you can perform timely counterattacks against the enemy's advances. Use the [Somersault Shell] as an anti-air and the [Sonic Boom] to fend off attacks (on the ground). Part of Charlie's appeal is the reach of his leg sweep.

(Right Page)

Rose

"My mission is to seal off the power of darkness!" A master of the mysterious "Soul Power"...

Special Moves

Soul Reflect - Down, Back + Punch

Soul Spark - Back, Down, Forward + Punch

Soul Throw - Forward, Down, forward + Punch

Soul Spiral - Down, Forward + Kick

Super Combo

A
Aura Soul Spark - Down, Back, Down, Back + Punch X1~3

B
Aura Soul Throw - Down, Forward, Down, Forward + Punch X1~3

C
Soul Illusion - Down, Forward, Down, Forward + Kick X1~3

Sure Fire Strategy
Use the [Soul Spiral], which is high in attack power and registers multiple hits. Press Down,Forward + Medium Kick to do Rose's [Sliding] maneuver, effective at instantly getting close to the opponent. However, be careful that you're ready and able to guard from both sides (if you slide under an opponent in the air).

(Left Page)

Sagat

"I'll get back the title that was taken from me!" The Emperor Of Anger, The Ferocious One Eyed Tiger!

Special Moves
Tiger Shot - Down, Forward + Punch

Ground Tiger Shot - Down, Forward + Kick

Tiger Crush - Forward, Down, Forward + Kick

Tiger Blow - Down, Down, Forward + Punch

Super Combo

A
Tiger Canon - Down, Forward, Down, Forward + Punch X1~3

B
Tiger Genocide - Down, Forward, Down, Forward + Kick X1~3

C
Tiger Raid - Down, Back, Down, Back + Kick X1~3

Sure Fire Strategy
Continuously throwing out the [Tiger Shot] isn't the only one way to win. If the opponent tries to jump in, intercept with a standing fierce kick or the [Tiger Blow]. Constrain the opponent with standing weak and medium kicks and use your other skills to take the initiative during battle!

(Right Page)

Vega

He aspires to wrap the world under his control! A demon who controls the power of evil, "Psycho Power!"

Special Moves

Psycho Shot - Charge Back, Forward + Punch

Double Knee Press - Charge Back, Forward + Kick

Head Press - Charge Back, Up + Kick

Somersault Skull Diver - Press Punch after a Head Press OR Charge Down, Up + Punch + Punch

Vega Warp - Forward, Down, Forward + Simultaneously Press 3 Punches or Back, Down, Back + Simultaneously Press 3 Kicks

Super Combo

A
Psycho Crusher - Hold Back, Forward, Back, Forward + Punch X1~3

B
Knee Press Nightmare - Hold Back, Forward, Back, Forward + Kick X1~3

Sure Fire Strategy
Your actions upon hitting the opponent with a [Head Press] is the key to victory. Disturb your opponent by having him question if the [Somersault Skull Diver] will be coming. If you're your gauge is charged, once your opponent slips up, go all in with a Super Combo!


(Translation note: Tenma/Mara is a reference to Buddhism that's difficult to directly translate into the move names. Please visit the Wikipedia entry for clarification: https://en.wikipedia.org/wiki/Mara_(demon))

(Left Page)

Gouki

"Where can I find someone of a worthy challenge...!" A lone man who walks the road of carnage...

Special Moves

Gouhadouken (Gou(ki) Wave Fist) - Down, Forward + Punch

Goushouryuuken (Gou(ki) Rising Dragon Fist) - Forward, Down, Forward + Punch

Tatsumakizankuukyaku (Tornado Air Slicing Leg) - Down, Back + Kick

Hyakki Shuu (Hundred Demon Attack) - Down, Forward, Up + Punch (+ Press a button again while anywhere in midair)

Zankuuhadouken (Air Slicing Wave Fist) - (While midair) Down, Forward + Punch

Shakunetsu Hadouken (Red Hot Wavefist) - Forward, Down, Back + Punch

Ashura Senkuu (Asura Air Flash) - Forward, Down, Forward + All 3 punches simultaneously or Back, Down, Back + All 3 kicks simultaneously

Sure Fire Strategy
When you're near your opponent, you can throw them with the [Hundred Demon Attack] by pressing either Punch or Kick. This move is rich with chain combo variations. After hitting the move, jump in with a flying kick or throw a [Air Slicing Wave Fist]. If you can get that first hit in, go for the chain combo!

(Right Page)

Special Technique

Backwards Roll - Down, Back + Punch

Super Combo

A
Messatsu Gou Dadou (Wave of 'Gou' Obliteration) - Forward, Down, Back, Forward, Down, Back + Punch X1~3

B
Messatsu Gou Shouryuu (Rising Dragon of 'Gou' Obliteration) - Down, Forward, Down, Forward + Punch X1~3

C
Tenma (Mara) Gou Zankuu (Tenma (Mara) 'Gou' Air Slice) - Down, Forward, Down, Forward + Punch X1~3

Shungokusatsu (Instant Hell Kill) - Weak Punch, Weak Punch, Forward, Weak Kick, Strong Punch

*Level 3 only. Can not be performed in auto mode.

(Left Page)

Dan

"I'll put a beating to father's rival!" A self-taught fighter, gambles his life for revenge.

Special Moves

Kadouken (The Way of My Fist) - Down, Forward + Punch

Kouryuuken (Dazzling Dragon Fist) - Forward, Down, Forward + Punch

Dankuukyaku (Air Cutting Leg) - Down, Back + Kick

Special Abilities

Zentenchouhatsu (Backwards Somersault Taunt) - Down, Forward + Simultaneously Press L + R

Koutenchouhatsu (Forwards Somersault Taunt - Down, Back + Simultaneously Press L + R)

Super Combo

Shinkuugadouken (The Way of My Fist, Which Shakes The Air) - Down, Forward, Down, Forward + X1~3 Punch

Kouryuu Rekka (Raging Fire Dazzling Dragon) - Down, Forward, Down, Forward + X1~3 Kick

Hisshouburaiken (Certain Victory, No Help Needed Fist) - Down, Back, Down Back + Kick X1~3

Chouhatsu Densetsu (Legendary Taunt) - Down, Forward, Down, Forward + Simultaneously Press L + R)
* Level 1 Only

Sure Fire Strategy
While he's said to be the weakest of the characters, the [Dankuukyaku], [Shinkuukadouken] and others possess some quite strong power. If you fight and properly utilize all these skills, just what could from forth...

Could the purpose of Dan's taunts be to pull people in to his own pace!?


No comments:

Post a Comment