Date started: 99.5.12
Last revised: 00.2.18
III. My Best Characters
Here is an analysis of the characters that I can use the best.
For each character, I describe my main strategy with him or her, the character’s
special moves and supers, combos, chip damage ability, and best partners.
Here is the outline of the characters I can use the best:
1. Ryu
2. Captain America
3. Akuma
4. Chun-li
5. Dan
6. Sakura
1) Ryu
“To live is to fight, to fight is to live.”
MSF Ryu is my favorite character to use from all of the Street Fighter series. I just love doing the Shinkuu Hadouken air combo - I never get tired of doing it J His launcher gives him excellent air defense, his dash is the fastest in the game, and his Shinkuu Hadoken is the most versatile super in the game. His Hadoken is nice for putting offensive pressure on the opponent and can also be used to get turtlers to move. I guess the only problem is that Ryu’s combos require crucial timing and skill to pull off - there are times I can’t do the combos when I have the opportunity. But when I do have his combos going, he is definitely my best character. Ryu is one of the best characters in this game without being cheap.
My main strategy:
Ryu is a very versatile character – he can be used either offensively or defensively. My main strategy with Ryu is to go on the offensive with his dash and aim for super combos. If the opponent is the offensive type, then I just wait for them to normal jump at me so I can launch them into a Shinkuu Hadoken air combo. If the opponent is the turtling type, I either dash to go for combos or make them jump in at me by throwing two Hadokens on the screen. I do this by first doing a backward jump and throwing Hadoken before Ryu touches the ground, and then throwing another Hadoken once I’m on the ground. However, this shouldn’t be done against characters that have long range supers that negate the Hadoken, like Shinkuu Hadoken, Messatsu Gou-hadou, and Weapon X.
Special moves:
Hop kick: F + MK
The move that I like to do with Ryu that no one else uses is the hop kick. I like to use it to mix people up when they dash at me (like Jimmy J) or when the opponent is just sitting there too far away to attack but not far away enough to dash at.
Sakotsu Wari: F + MP
I mainly like to do the Sakotsu Wari after a sweep. Another time I use it is when someone is just turtling by sitting there. After I nail them with this, I go for a low attack to hopefully confuse their block direction. Another time I like to use the Sakotsu Wari is after an air combo finished with a spinkick. Because most people usually block low, they get hit by this. I confuse them by changing my tactics – sometimes I do the Sakotsu Wari, other times I do combo #6.
Tatsumaki Senpuukyaku: QCB + K
I mainly use this to finish off an air combo when I don’t have a super bar. Another time I use the Spinkick is when I accidentally throw a normal jump fireball and am vulnerable coming down. This has saved me because some people try to attack me cuz they know I’m vulnerable, but the Spinkick nails them before they can hit me. As far as I know, I’m the only one that does this. I got it from this one guy that kept nailing me with Akuma’s Divekick after a normal jump fireball, but I guess no one else has caught on.
Universal moves:
Dash:
Ryu has the fastest dash in the game and it covers a good distance. His dash is so fast I have hit Cyclops out of Mega Optic blast and Ryu out of his Shinkuu Hadouken and comboed them both with an Shinkuu Hadoken air combo. This is my main combo starter with Ryu.
Launcher: C. Fierce
In my opinion, this is the best launcher in the game. It will beat almost all jump-in attacks or at least tie. Watch out for Spidey’s J. Roundhouse, though. Also, make sure that the opponent is directly above you or you may get hit. Use this launcher to set up the Shinkuu Hadoken air combo. Along with being excellent air defense, Ryu’s launcher links nicely in dash-in combos.
Assist: Hadoken
Counter switch: Hadoken
Ideal for switching after a fireball attack. Surprisingly, this seems to hit characters when they do a jump-in attack. However, this doesn’t hit all the time against characters that are doing double hits before landing.
Supers:
Of all of Ryu’s supers, I use the Shinkuu Hadoken the most.
Shinkuu Hadoken:
The Shinkuu Hadoken is one of the best supers in the game because it is a long range super, can link off many moves, and does good damage. This super does the most damage when it is in put into a ground combo. It does the least amount of damage in a diagonal super jump air combo. Other than in combos, this super can be used to nail people in their fireball animation or are vulnerable from a far distance.
Shinkuu Tatsumaki Senpuukyaku:
I usually use this super when my opponent is coming down from a vulnerable move. However, I mostly use this super to do block damage – even if all the hits are blocked, it does an insane 10% block damage. My favorite opportunity to use this is when one of the opponent’s partners has just died and the other partner is coming onto the screen. Furthermore, if you’re near the corner and they try to push block it, they will most likely fail and get hit. The key is to be at least in the middle of the screen or as close as possible to the wall from where the opponent comes onto the screen. Otherwise, they will not get sucked in to the super or can push block it easily.
Shin Shouryuken:
I use this super the least of Ryu’s three supers. I only use it when I want to finish off an opponent or am just messing around doing it off of a launch.
Double Super: Shinkuu Hadoken
This will support any character excellently. The nice thing is
that when Ken or Akuma is teamed up with Ryu, they will also do a Shinkuu
Hadoken instead of the Shouryu Reppa.
My Favorite combos:
1. D. C. LK, C. HP /\ SJ. LP, SJ. LK, SJ. MP, SJ. MK à Tatsumaki
Senpuukyaku
I usually do this combo when I don’t have a super bar. It usually
does hit 6 hits and can sometimes get 8 hits in the corner.
2. D. C. LK, C. HP /\ SJ. LP, (SJ. LK, SJ. MK) à Shinkuu Hadoken
This combo does about 20% damage. Try to skip the SJ. MP cuz
that the opponent can block if the second hit gets in.
3. C. HP /\ SJ. LP, (SJ. LK, SJ. MK) à Shinkuu Hadoken
The Shinkuu Hadoken does much more damage off a straight up super jump
than a diagonal one. This does about 30% damage.
4. D. C. LK, C. HK à Shinkuu Hadoken
Should only be used if you know your opponent doesn’t or can’t roll.
5. D. S. LP, S. HP à Shinkuu Hadoken
I like to do this when the opponent has just switched in. This
is Ryu’s most powerful Shinkuu Hadoken combo, inflicting about 35 – 40%
damage.
When your opponent blocks combos 1, 3, and 4, throw a weak fireball for offensive pressure. Sometimes the opponent gets hit by the fireball cuz they try to move after the combo ;)
6. D. C. LK, C. HK à Sakotsu Wari
I use this combo when I missed entering the command for Shinkuu Hadoken
or
I don’t have a power bar.
7. D. C. LK, C. MK à HP Hadoken
I use this combo occasionally when I don’t have a power bar or have
the opponent in the corner. Only the HP Hadoken will hit because
it is the fastest. However, the HP Hadoken will not hit if the other
hits weren’t deep enough.
Best partner:
Pretty much anyone will work well with Ryu. However, just in case your opponent starts to catch on to your Shotokan fighting style, it is best to pick someone who has a different playing style than Ryu. My personal favorite is Cap.
Comeback and chip damage:
Ryu is one of the best comeback characters because there are many ways he can combo his super. He is also good to use for chip damage, with the main sources being his Hadokens and Shinkuu Tatsumaki Senpuukyaku. One of the times I like to use the spinkick super is when one of the opponent’s partners has just died. What I do is dash close to the wall and pull off the super as the partner comes on the screen. Even if it is all blocked, it does a good 1 bar of chip damage. Another time I like to use it is when an opponent is jumping at me. Ideally, it is best to pull off this super when Ryu is in the corner so it cannot be push blocked. I try to avoid using it when the opponent is on the ground cuz it can be pushed immediately.
Weaknesses:
I guess the one problem about Ryu is that his normal moves aren’t that great (except for his launcher, of course). They have short range and don’t do that much damage. It is really hard to do a lot of damage with Ryu without pulling off super combos.
Nemesis:
Watch out for Cyclops – his damn flash kick in the air and S.
Roundhouse can beat out almost every normal move in the game. The
key is to dash at him and combo him to death with the Shinkuu Hadoken.
Shuma is even worse than Cyclops – I can’t jump at him because of his
C. Roundhouse and I can’t dash at him because of his Mystic Eye.
Grrr! So cheap! So what I do against Shuma is to throw a lot
of fireballs on the ground. When Shuma tries to jump over them I
just launch him.
Against Spidey, keep in mind that his J. Roundhouse will either beat
the launcher or it will be a double hit. Even walking under his normal
jump is a risk because his Roundhouse can cross you up.
Against Omega Red, you just need to change your tactics if you’re the
dashing type. Don’t dash at him because he will either hit you with
his J. Fierce or grab you with his coil. Jump, jump, and jump at
him! Just stay on him and combo him to death. Don’t let him
keep you at a distance cuz Ryu will have a hard time retaliating against
that.
Against fireballers, do the Shinkuu Hadoken. I anticipate when
my opponent throws a projectile and when he or she does, I enter the super
command immediately. Otherwise, the super comes out too slow and
the opponent can block or Ryu gets hit by the projectile. I have
observed that the Shinkuu Hadoken works best against Ryu, Ken, Akuma, Chun,
and Dhalism. The Shinkuu Hadoken can also catch Shuma in his projectile
stun, but you have to do it really fast.
Against super jumpers, I like to super jump at them and do the zig
zag. I don’t end it with a Spinkick because if I miss I’m going to
be vulnerable until I come down.
Versus Ryu:
An important rule for fighting against any experienced Shotokaner is to avoid jumping at them unless you have a high priority attack. Other than his launcher, you should watch out for Ryu’s super fast dash. Ryu probably has the fastest dash in the game and can hit you out of supers if you’re not careful. Also, be ready to roll under sweeps or you will get Shinkuued. Finally, although Ryu has one of the biggest fireballs in the game, he can’t play keepaway very well because his fireballs only go horizontally. If you can stay off the ground and keep hitting Ryu with high priority attacks, he shouldn’t be a problem.
2) Captain America
Along with being my second best character, Cap is my most consistent character. I don’t have slumps with Cap because his combos are very easy to pull off. Also, his combos do a lot of damage because of his shield, which has excellent range. He is also a good change up from a close range partner cuz I usually use Cap to fight at mid-range with jump-in attacks. Cap is my revenge against the Fatal Claw combo people. I hate that combo – getting that off a couple times will kill anyone. Even the experts like Jimmy can’t do that damn combo against me cuz I can keep them away with the shield.
My main strategy:
My main strategy with Cap is to do most of my damage with combos involving the shield. The typical tactic I use with Cap is double jumping in the air and smacking dashers with the shield. If I’m on the ground and I think there won’t be enough time to jump away from a dash, I like to hit the C. Jab a couple times for keep away because it comes out very fast. If the opponent gets too close, I pull off a ground combo. I don’t go for air combos because Cap’s launchers are very difficult to connect with unless you are really close. Against super jumpers, I super jump at them with a simple LP, MP, HP combo. I don’t like to do the zigzag because I want to make sure that the Fierce will get in. I save Cap’s supers for punishing mistakes.
Special Moves:
Shield Slash: QCF + P
Unlike most people, I do not throw the shield after every combo.
The only combo I use the Shield Slash with is combo #4. I have found
that people tend to jump over the shield after blocked combos and I end
up having to play catch. Another reason I usually don’t throw the
shield in combos is because my combos #2 and #3 do more damage than any
ground combo ending with the Shield Slash.
The only other time I use the Shield Slash is against turtlers on the
other side of the screen. I have discovered that throwing a J. LP
Shield Slash does a good job getting them to move. Just make sure
that you throw the shield while you are coming down from your normal jump
so the opponent can’t duck the shield. If they duck it, you’ll have
to play fetch. Even if the shield doesn’t reach the opponent, it
will bounce straight back to you.
Universal Moves:
Dash:
Cap’s dash sucks cuz it’s slow and he doesn’t have any attacks that work well with it. The distance it covers is a little farther than Shadow’s, but that isn’t saying much. Don’t rely on Cap’s dash when going for combos; your main combo starter should be the J. Fierce.
Launcher: S. Strong, C. Fierce
The S. Strong is a decent launcher against people who jump in. Just remember to do it early. The C. Fierce has terrible recovery and range; I only use it when an opponent is right next to me and is vulnerable. Neither of his launchers link well in combos so I usually just go for ground combos.
Assist: Charging Stars
The nice thing about this assist is that it neutralizes all projectiles except Cyclops’ Optic Blast (Grrr!). However, he is left vulnerable after doing the move so you have to follow it up or Cap will get abused, as I have seen happen to my Cap.
Counter switch: HP Stars and Stripes
This works nice against opponents that are jumping in, but terribly for fireballs – he’s just asking to get nailed. Don’t use this counter switch if the opponent is not attacking you directly cuz it is a waste of a super bar. If I need to switch Cap out, I usually prefer linking the double super or doing a sweep à switch.
Supers:
The super I use the most is Final Justice, although I can only use it when the opponent has made a mistake. Otherwise, I really don’t use his supers that often.
Final Justice:
This is Cap’s most damaging super and the one I use the most. It does a good 33% damage. Although it doesn’t link off of any of Cap’s moves, it is excellent for punishing mistakes.
Hyper Charging Stars:
Like Final Justice, this super does not link off of any of Cap’s moves. However, it has really bad delay and does less damage. I usually only use this super when I want to chip at an opponent. However, Cap can be hit by certain characters after the super has been blocked, so this super should be used carefully.
Hyper Stars and Stripes: F, D, DF + 2P
This super can be linked off any normal move. It does about the same damage as Hyper Charging Stars. If you can do the dragon punch motion on command, then you should go for this super often. This super also does a good 5% block damage.
Double Super: Hyper Stars and Stripes or Hyper Charging Stars
When Cap starts the double super, he does Hyper Stars and Stripes;
when he is switched out he does Hyper Charging Stars. His double
super is fairly easy to combo when Cap starts it, but it must be used cautiously
because it does leave him vulnerable afterwards if blocked. When
I need to switch out, I usually do it when the opponent does a normal jump
at me. Sometimes Cap goes past them and my partner hits them from
behind, hee hee!
The Hyper Charging Stars part of the double super is a safe switch
depending on who your opponent is. When blocked, I’ve observed that
Cap and Wolvie can hit him, while the Shotokaners cannot.
My Favorite combos:
1. J. HP \/ S. HP
Not only is this combo easy to connect because of the shield, it does
a good 10% damage.
2. C. LP, C. MP, S. HP
I use this combo when a character is really close to me and it is not
a good idea to jump. Even if they block, it pushes the opponent far
enough away that I can jump and swing my shield.
3. C. LK, C. MK, S. HP
I use this combo when combo #2 won’t reach. The only problem
is that the kicks come out kind of slow and have bad recovery, so don’t
do it unless it will reach the opponent.
4. (at normal jumping opponent) (J. LP, J. MP,) J. HP à LP Shield
Slash
If this combo does not hit and you don’t throw the LP Shield Slash,
Cap can get abused cuz he is vulnerable coming down. Most of the
time, the LP Shield Slash will fly straight at the opponent and bounce
back to you immediately. If it does not hit the opponent, the shield
will hit the ground and bounce back to you immediately. The likelihood
that you have go fetch the shield is very low.
Comeback ability:
Cap is not the best comeback character. Since Cap’s main offense is his shield, as long as the opponent blocks it he or she has nothing to fear. He can punish mistakes but unless you can link the Hyper Stars and Stripes you won’t be able to do huge damage instantly.
Chip damage:
Cap doesn’t have many options for chip damage. Try to minimize using the Shield Slash for block damage. The damage isn’t worth the risk of losing the shield if it completely misses. Cap’s Hyper Charging Stars does about 3% block damage but he can be hit afterwards by certain characters. The problem is that it has a bad startup time, making it easy for opponents to avoid it. I’ve found that the best way to make your opponent block this super is when he or she does a normal jump at me. The timing is critical though; I’ve charged past them sometimes. Hyper Stars and Stripes does about 5% block damage but leaves Cap wide open afterwards. Use it to kill off an opponent with a couple pixels of life left.
Best partners: Ryu/Chun, Akuma
Ryu’s Hadoken assist gives Cap a decent projectile that puts offensive pressure on the opponent. Akuma’s spinkick assist sets up Final Justice.
Nemesis:
One character that you have to be careful with is Cyclops – his
air flash kick comes out faster than Cap’s shield. One way to deal
with Cyclops is when he does a normal jump at you, meet him in the air
with my combo #4. I use this combo against one of the best Cyclops
players at my arcade.
Another character that may cause problems for Cap is Cap! Don’t
swing the shield unless you are above him. Also make sure to block
when you don’t think you can swing your shield before your opponent can.
Against Dhalism, always throw the LP Shield Slash after a J. Fierce
jump-in instead of going for combo #1. If the S. Fierce doesn’t reach
Dhalism, he can hit you everytime.
And of course, watch out for Wolvie and Spidey. The key is to
keep them at midrange. If they get too close to you, just do combos
#2 or #3. Even if they block it, they will get pushed back far enough
so you can jump and swing your shield. Don’t try meeting them in
the air when they normal jump cuz Cap is kinda slow.
Versus Cap:
Your main concern about Cap is that damn shield. Try to avoid getting hit by it because as Charles Wahington put it, it “inhales life.” Be careful when you dash at him cuz good Cap players are waiting for this so they can smack you with the shield. Go for jump-ins often because Cap doesn’t haven’t the fastest or best air defense. Super jump attacks can also make Cap’s shield a less of a threat. Make sure you don’t do stupid mistakes like switching in front of him or missing a dragon punch type move cuz he can punish you harshly. Since he can’t do much block damage and his supers are difficult to link, as long as you can avoid the shield you don’t have to worry about dying from one or two combos like Wolverine can do to you.
3) Akuma
“Do something. Do anything. It won’t work.” (X-men VS Street Fighter)
I like Akuma because he is a mix between Ryu and Ken. You can play keep away with the air fireballs, go on the offensive with the Messatsu Gou-Shouryu combo, or hit your opponent from far away with the Messatsu Gou-Hadou. He doesn’t do as much damage as Ryu or Ken, but the variety of moves allow Akuma to deal with any character effectively. Another reason why I like Akuma is his Dive Kick – it has extremely high priority and is difficult to counter. Also, I love pulling off Akuma’s Shun Goku Satsu!
My main strategy:
My main strategy with Akuma is switching off between keepaway and offense. I usually start off by playing keep away with his air fireballs and dive kick, then go on the offensive by dashing in occasionally for some combos. If I have a free super bar to spare, I like to use Tenma Gou Zankuu to chip at the opponent. One problem is that his most linkable super, the Messatsu Gou Shouryu, only does fifteen percent damage.
Special moves:
Divekick: QCF + K
I usually only use the SK dive kick in case I miss. I use the HK dive kick the most when the opponent is in the corner. The best time to use this move is when your opponent is at a 45 dgrees angle from you. Otherwise, you will just land right behind or in front of them asking for a counter attack. The other time I use this move is to nail an opponent that is right under me after a normal jump fireball. When the opponent is not under me, I use the spin kick to cancel out a normal jump fireball. However, avoid using this move against Spidey! Even if he blocks it, he can sweep Akuma faster than he can recover!
Universal moves:
Dash:
A pretty good dash. Although it’s not as fast as Ryu’s dash, it covers a little more range. Excellent way to start combos.
Launcher: C. Fierce
Same as Ryu.
Assist: HK Spinkick
Akuma’s assist is the best in the game. Once this assist
hits your opponent, he or she gets stuck there for a couple of hits, opening
up a lot of opportunities for more damage. My personal favorites
are Final Justice, Shinkuu Hadoken, and Kikosho. It’s cool to have
your opponent just watch in shock while their helpless character just gets
destroyed. I can say this because I know what this feels like from
“Marvel vs Capcom.”
I also like to use this assist to kill off an opponent with a
couple pixels of life. I just wait for them to jump at me and then
I do the assist.
Counter switch: LP Shouryuken
Excellent against opponents who are jumping in. It also works decently against a fireball attack, although there is a chance he can be nailed while coming down.
Supers:
Messatsu Gou-Shouryu: QCF + 2P
This is the super I try to aim for the most because it is the easiest super to link with in the game. Just make sure that the opponent is firmly on the ground. It is also invincible when it comes out and will beat any move done next to him. However, this is a weak super – it only does 15% damage. Also, the heavy characters (Hulk, Blackheart, and Shuma) fall faster than Akuma after the last hit and can nail Akuma while he is coming down. This super does a good 5% block damage, so it is useful for finishing off opponents with a couple pixels of life.
Messatsu Gou-Hadou: QCB + 2P
This super is exactly the same as Shinkuu Hadoken except that it can only be done on the ground, cannot OTG, and does not do as much damage. I only use this super to nail someone when they throw a projectile or I want to nail a vulnerable opponent from far away.
Tenma Gou-Zankuu: (in the air) QCF + 2P
I usually use this super for block damage. It does about
3-5% block damage. A problem with this super is that it is very easy
to avoid or leaves Akuma vulnerable to some of supers if pulled off out
of nowhere. To make sure the opponent can’t get away, I just do what
Cyber Akuma does – pull the super off during a normal jump when your opponent
is almost underneath you at a 45 degrees angle. That way there will
be no time for your opponent to jump or super jump away, and dashing or
moving forward is risky because he probably won’t be able to avoid it in
time. I usually try to aim for a little higher than the opponent’s
head when he is standing. Because Akuma falls slowly during the super,
the slight compensation should be enough to prevent your opponent from
getting directly underneath you.
This is also a good super to pull off when your opponent is in a vulnerable
stun while you are in the air. I’ve gotten people when they
were shooting a Hadoken or Shinkuu Hadoken on the ground.
This super does link in an air combo off the SJ. Strong or SJ. Forward,
but misses a lot against the smaller characters. I only try this
against Hulk and Blackheart.
Shun Goku Satsu: LP, LP, à, LK, HP
Without a doubt, this is one of my most favorite supers to pull off.
I just think it’s really cool to see Akuma glide toward the opponent and
then beat the crap out of them in the darkness! Because this is a
grabbing super, sitting there and blocking will not save you, as Migs put
it! This super is really hard to connect with tho cuz it has poor
range and moves very slowly. It also takes 3 super bars to pull off.
But all of this just makes it more rewarding for me when I get it to connect.
If this super connects, it does a good 40% damage! Yeah! Also,
the red bar is reduced to 20% above the Shun Goku Satsu damage. I
guess it was kind of nice to be able to use this super with one super bar
in XSF, but the damage was the same as his other supers. The damage
for the MSF Shun Goku Satsu can definitely turn the tide of a game!
One thing to note is that an uppercut, a throw, or a switch can hit Akuma
out of the Shun Goku Satsu even at close range. Other than that,
Akuma will grab them faster than any other move can come out. I am
proud to say that I can nail my opponent with my Shun Goku Satsu combos
well over half of the time. Yeah!
The best strategy for using this super is to nail an opponent when
they prevent you from linking the Messatsu Gou-Shouryu by constantly blocking
your attacks. Another thing to watch for is how much life the opponent
has – if they have over 40% life, then it will definitely be worth it.
However, by the time you have 3 super bars the opponent may be close to
dead. In that case, this super should be used to finish off a opponent
that keeps blocking your attacks and has 20% life or more. If they
have less life than that, it would be better to just do 3 Tenma Gou Zankuu
in a row. However, if you are like me and do this super just to see
it connect, then do it whenever you have the chance. Just remember
that Akuma can’t grab anyone who is standing in the corner.
One thing that helps me to pull this super off easier is by making
sure I hit the two jabs completely.
Double Super: Messatsu Gou-Hadou
The good thing about this double super is that if Akuma is the one switching in, he will come on the screen late behind the partner. So if your opponent managed to get behind your first partner, Akuma will prevent them from doing anything.
My Favorite combos:
1. D. C. Short, C. Fierce /\ SJ. Jab, SJ. Short, SJ. Strong, SJ. Forward,
HK Gou Tatsumaki Senpuukyaku
This is the first air combo I ever learned. I use this combo
when I don’t have a super bar.
2. C. Fierce /\ Air combo
3. D. C. Short, C.Forward à Messatsu Gou-Shouryu
The basic super combo. When the C. Forward is blocked, throw
a LP Hadoken for block damage and offensive pressure.
4. (against heavy characters) D. C. Short, C. Fierce /\ SJ. Jab, SJ. Short, SJ. Strong, SJ. Forward, Tenma Gou-Zankuu
I only try this combo against the heavier characters (Hulk, Blackheart, and Shuma) mainly because the Messatsu Gou-shouryu leaves Akuma too vulnerable afterwards after it hits. This combo doesn’t work as well against smaller characters cuz he can miss or get only 7 to 10 hits before knocking them to the ground.
Shun Goku Satsu combos:
1. (blocked) D. S. Short, LK Gou Tatsumaki Senpuukyaku, Shun Goku Satsu
This is the main Shun Goku Satsu combo I try for. Once I see the
opponent blocking the Spinkick, I start entering the command for the Shun
Goku Satsu. The opponent has to be completely on the ground or they
will get pushed back too far away. I only use the LK Spinkick because
I seem to enter the command too early for the other versions. The
LK version also gives the opponent the least amount of time to get prepared
for the Shun Goku Satsu. I use the S. Short instead of the C. Short
cuz it reduces the chance that the opponent will get hit. I prefer
this combo over my other Shun Goku Satsu combos cuz the Shun Goku Satsu
is easier to time when the opponent is standing. When I see Akuma’s
Spinkick get push blocked or is not making contact with the opponent, I
stop entering the command.
Do not use this combo against Wolvie, Spidey, Sakura, and Shuma cuz
they can duck the spinkick.
2. D. S. Short, LK Gou Tatsumaki Senpuukyaku, Shun Goku Satsu
This combo is the same as combo #1 except that the Spinkick has connected.
When this happens, I wait until the spinkick has stopped hitting the opponent
before entering the command. This gives the opponent less time to
avoid or counter the Shun Goku Satsu. This may be just me, but the
opponent seems to get up faster after getting hit by the Spinkick than
after getting hit by a sweep.
3. D. C. Short, C. Roundhouse à Assist, Shun Goku Satsu
This is the Shun Goku Satsu combo I use against Spidey, Wolvie, Sakura, and Shuma. I have found that the assist pose provides the perfect timing for the Shun Goku Satsu to grab the opponent just as they are getting up. The assist also keeps the opponent from jumping away or attacking Akuma too easily. Here is what I think about how each character’s assist:
Cap’s Charging Stars:
This seems to work alright as long as Cap doesn’t nail the opponent.
When that happens, they get knocked away, making it impossible for the
Shun Goku Satsu to connect.
Against rolls, Cap continues to hit the opponent but for some
reason the Shun Goku Satsu doesn’t connect! This would be a guaranteed
combo if the super did connect, but I guess you can’t throw while an opponent
is blocking. Grrrr!
Ryu’s Hadoken:
This works alright. Against rolls, the Shun Goku Satsu should be able to connect cuz the Hadoken is not multi-hitting.
Chun’s Kikoken:
This is actually better than Ryu’s Hadoken Assist cuz Chun takes
a little bit longer to throw out her fireball. This increases the
likelihood that the opponent will have to block the Kikoken while Akuma
glides toward him or her.
This assist works nicely against rollers cuz it keeps the opponent
stuck longer.
Wolverine’s Berserker Barrage:
This assist seems to work alright – Wolverine has never knocked the opponent away everytime I tried it. Against rollers, this assist may have the same problem as Cap’s Charging Stars Assist – I don’t think Akuma can grab the opponent while they are blocking.
Blackheart’s Thunder:
I haven’t tried this cuz I don’t use Blackheart, but I think this assist should work cuz it multi-hits on the ground. This may have the “no throw during blocking” effect though.
Ken’s Shouryuken, Cyclops’ Jean Splice:
I don’t think these can make the opponent block. Against rollers, I’m not really sure.
Dan’s Gadouken:
Because of the bad range, I don’t think this can force the opponent to block.
Shuma’s Mystic Ball, Omega Red’s Whip, Spidey’s Web Swing, Hulk’s Gamma Charge:
I think these work, although Shuma’s assist might be gone before
the opponent gets up cuz it is so fast.
Should work decently against rollers. Shuma should be able
to trap the opponent.
Bison’s Fireball, Shadow’s Sonic Boom:
I think these will force the opponent to block everytime cuz they come out slow or travel slow.
Dhalism’s Yoga Fire:
I don’t know about the speed of this assist.
Zangief’s Spinning Lariat:
This might be really good the opponent may block low to avoid
Zangief. This will keep the opponent from jumping away. However,
I’m sure he can be swept.
This assist should be really good against rollers cuz if the
opponent blocks low, they will duck Zangief completely and the “no throw
during blocking” should not be in effect.
Sakura’s Shunpuukyaku:
If Sakura comes out slowly enough, then this will prevent the
opponent from jumping up. But of course, Akuma can be swept so I
think Zangief’s is better.
Against rolls, this is terrrible! The opponent will not
even be trapped by the assist. Because of this fault, Sakura’s assist
is the worst to use with a Shun Goku Satsu combo.
Comeback ability:
Akuma is a decent comeback character. If you can’t link his supers, then he has the option of doing a ton of block damage.
Chip damage:
Akuma has a good arsenal of chip damage attacks. Although this is kind of cheap, Akuma can do a good amount of block damage by throwing whole bunch of super jump fireballs and trap an opponent on the ground. The dive kick also does good block damage cuz it multi-hits. The Spinkick is okay but it can be push blocked or you can be thrown after it is blocked. Other than that, the supers that are the best to use for block damage are Tenma Gou-Zankuu and Messatsu Gou-Shouryu.
Nemesis:
As far as I know, Akuma doesn’t really have a hard time against anyone. The fact that he can play either keep away or go on the offensive makes him a versatile character against anyone.
Versus Akuma:
Try to stay on Akuma and don’t let him super jump away.
Avoid being on the other side of the screen when Akuma super jumps in the
air. Good Akuma players will trap you with air fireballs or do the
Dive Kick to chip at you. When Akuma does super jump away, try to
get directly underneath Akuma by dashing cuz he can’t do anything to you
there and you can possibly hit him if he misses completely with a Dive
Kick. The key to beating Akuma is to go on the offensive and don’t
let him get away from you.
4) Chun-li
“I’m not just cute. I’m a serious fighter!”
I really like Chun-li because she can be used offensively or defensively. Her J. HK and triple jumps are very good keepaway against people who dash in a lot, especially against Wolverine, Spidey, and the Shotokaners.
I started using Chun because I liked her in SF Turbo. However, in the VS series she is completely different; the SF Turbo strategy doesn’t work at all in the VS series. However, since I liked her I spent $5 on XSF to get down her air combos. I was also proud to be the first Chun-li user at my arcade. Chun was the first character I mastered who has a standing launcher. I like her excellent walking speed, defensive launcher, and the number of moves she has at her disposal to put pressure on the opponent. Another reason why I use Chun is for her air combos – I think it looks nice to finish an air combo with the Hundred Kicks. The best thing I like about Chun is that she can be used offensively or as keepaway.
My main strategy:
.
My main strategy with Chun is to jump around with the triple jumps
to gain perfect positioning to attack the opponent. A perfectly positioned
J. HK will even beat out the Shotokaners’ C. HP. I usually double
or triple jump before attacking the opponent. I like
to use the J.HK like Cap’s J. HP. If it connects, I try to link the
Senretsu Kyaku. When I’m on the ground, I poke the opponent with
a C. MK followed up by an occasional flipkick splits. If they jump
at me, I walk under them and launch them into an air combo. For people
who super jump, I just super jump at them and knock them away with the
SJ. Roundhouse. As a change up, I like to do an occasional dash-in
combo with the Senretsu.
Special moves:
Kikoken: HCF + P
I don’t use this move because it’s hard to do and she doesn’t really need it.
Hyakuretsu Kyaku: Tap K
I usually only do this move in an air combo and air engagement.
Tenshoukyaku: DP + K
I avoid using this move because it has very bad recovery. It does OTG though.
Senenshuu: HCB + K
I usually use the MK version the most cuz the HK version will flip over the opponent if they’re too close. The HK version works nicely when the opponent is in the corner cuz it is the fastest version, but I mess up sometimes and just do a S. Roundhouse, which leaves Chun vulnerable. I think the LK version is too slow so I don’t use it at all.
Air dash: à à, or 3P
I use this to get behind an opponent or to get close to them. I don’t like to use this offensively because she can’t block while dashing in the air.
Universal moves:
Dash:
Chun has one of the better dashes in the game. Speed-wise, Chun’s dash isn’t as fast as Ryu’s but faster than Akuma’s - I have hit Omega Red and Cyclops out of their supers. Her dash goes a farther distance than Ryu’s. This should be Chun’s main Senretsu Kyaku combo beginner.
Launcher: S. Roundhouse
Excellent air defense, even though it’s not as good as the Shotokaners’ launcher. The best way to use this launcher is to walk under a normal jump jump-in and launch your opponent from behind. The only problem is that this launcher doesn’t combo well because of its poor range.
Assist: Kikoken
Same as Ryu’s Hadoken assist.
Counter switch: Kikoken
Same as Ryu’s Hadoken counter switch.
Supers:
Kikosho: QCF + 2P
I like to use this super to nail people who are falling down from vulnerable move. It doesn’t do that much damage though – maybe like 15%. It connects after a sweep.
Senretsu Kyaku: QCF + 2K
This is the super I use the most. It is the easiest to link and execute.
Tenshoukyaku: DP + 2K
This super does the most damage but is difficult to execute because of the dragon punch command. I only use this when I can nail an opponent in the air or just want to show off.
Double Super: Kikosho
I don’t like trying to link this Double Super because Chun’s roundhouse is difficult to cancel if it’s blocked. However, it is a safe way to switch out as long as your partner has a long range super. If not, prepare to get destroyed after it’s blocked.
My Favorite combos:
1. D. C. Short, C. Roundhouse à Hyakuretsu Kyaku
This can be rolled, but most people don’t roll and it looks cool when
the combo hits.
2. S. Roundhouse /\ SJ. Jab, SJ. Short, SJ. Strong, Hyakuretsu Kyaku
(tap SJ. Forward)
This is the combo I try to execute the most with Chun. Make sure
to hit all the buttons before pounding the SJ. Forward so you can from
8 to 10 hits and even 13 in the corner.
3. J. Roundhouse \/ C. Short, C. Fierce à Senretsu Kyaku
The J. Roundhouse is the best choice for a jump-in becuz the J. Fierce
has to be pushed early or it won’t come out. The J. Roundhouse is
also a double hit which occasionally nails opponents that forget to block
high (even a Chun-li user like me has forgotten once or twice). During
the Senretsu Kyaku, slide your palm over the buttons for more hits.
Even sliding your hand slowly over the buttons gives about seven more hits.
4. D. S. Short, S. Fierce à Senretsu Kyaku
I use this combo when the opponent’s partner has just switched
in.
Weaknesses:
Although Chun is a good character, she is a little difficult to learn
and use. One thing I don’t like about her is that her launcher is
difficult to combo, which makes it difficult for Chun to go for air combos.
I usually end up relying on her supers for most of the damage. Another
thing I don’t like is that because her Kikoken is difficult to enter compared
to the typical QCF + P, I can’t use it like Ryu’s Hadoken for offensive
pressure after blocked combos.
The thing I don’t like about Chun is that she does not have a good
jump-in. The Fierce and the Roundhouse have to be pushed early or
it won’t come out, which has screwed up some opportunities for me to link
the super. However, despite these drawbacks, she is a fun character
to use.
Comeback ability:
Like Akuma, Chun is a decent comeback character because of her Senretsu Kyaku. Although it only combos off a Fierce attack, it does a good 25% damage if it connects. Her triple jumps also allow her to stay close to her opponent and avoid the enemies attacks.
Chip damage:
For block damage, Chun has the Hundred Kicks, Kikosho, and Senretsu Kyaku. I would advise using the hundred kicks only in the air because of its delay time. The Kikosho is best used when an opponent is jumping at you. That way they can’t push it and take a good 6% block damage. This also works nicely when the opponent’s partner has just died. The Senretsu Kyaku is kind of risky because of the delay afterward, but the nice thing is that it can reach an opponent from far away.
Versus Chun:
Try to avoid doing a normal jump-in against good Chun players cuz they will just walk right under you and launch you from behind. It is so quick it is very difficult to block in time. On the ground, watch out for Chun’s C. Forward cuz it comes out very fast and has good reach.
5) Dan
“Hah, you’re weak! Just like me!”
I use Dan for pure fun J I like it when people say, “You’re going to use Dan?” and then I kick their ass ;) It is pretty humiliating to be beat by the worst character in the game, especially when I do it with Dan alone. I am proud to say that I can also beat Cyber Akuma with Dan alone. Yeeah! A lot of people are good with combo or super combo characters (Spidey and Wolvie), but to be good with a sucky character requires skill. Also, I like being the one of the few people who are good enough to be able to use Dan at my arcade ;)
My main strategy:
Since Dan has a lot of problems, you have to very careful when using him. You have to stay on the opponent or you won’t be able to do any damage. Since his dash sucks, I usually do a normal jump or super jump at the opponent. I also use the Dankuukyaku when I can. Another thing about Dan is that since it is very difficult to do a lot of damage at once with him, you will have to out-maneuver your opponent most of the game in order to do a lot of damage with Dan. A weird thing is that I can use him better than Cyclops and prefer him over Zangief, Shuma, Bison, and Dhalism. This makes me wonder if Dan is the worst character, or just looks weak.
Special Moves:
Premium Sign: QCF + K
Don’t use this! This move leaves Dan more open than the taunt!
Universal Moves:
Dash:
Dan slowly rolls forward a pathetic distance. It’s faster than walking, but is not very good for setting up combos. I only use it to get close to an opponent if they’re on the other side of the screen.
Launcher: C. Fierce
This has very good priority like the other Shotokaners’ launchers. However, unlike the other Shotokaner launcher, Dan’s launcher hits the opponent up diagonally up instead of straight. Also, a launch à switch does not work with Dan. His launcher doesn’t knock the opponent high enough.
Assist: Gadouken
Forget about using this assist. It goes nowhere.
Counter switch: HK Dankuukyaku
Works nicely against jump-ins and ground attacks within a good range (about Dhalism’s Yoga flame range).
Supers:
Shinkuu Gadoken: QCF + 2P
One of the most powerful supers in game, Shinkuu Gadoken does about 40% damage. The only problem is getting it to connect. It can link off any of Dan’s normal moves, but you have to be close or the super will get blocked. The range and speed is pathetic too – it will nail an opponent that just switched only if Dan is right next to them.
Hisshou Buraiken: QCB + 2K
This super is best to use when your opponent is vulnerable and is close to you. I use it the most when an opponent is coming down from a dragon punch move. The nice thing about this super is that it sucks the opponent in. This super does about 25% damage. Go for the OTG when your opponent lands in the corner.
Kouryu Rekka: QCF + 2K
I haven’t found a good way to use this super, so I don’t try for it. Besides, if I mess up I end doing the premium sign, which is just asking your opponent to nail Dan.
Chouhatsu Densetsu (QCF, QCF + Start):
Dan begins the super with a crouching taunt pose then does a forward roll taunt, rolls again and pulls his autograph out of his gi. He then signs it at shows it to the opponent, then does an air taunt during a normal jump toward the opponent. It lasts about ten seconds. I like to do this super after I win a round. I think it’s neat how the computer says “Chouhatsu Densetsu!” I can do it pretty consistently now J
Double Super: Shinkuu Gadouken
The double super is best if Dan starts it. Otherwise, unless Chun starts your double super, Dan’s super will simply not hit.
My Favorite combos:
1. S. Forward (1 or 2 hits) à MK or HK Dankuukyaku, etc.
The Dankuukyaku only gets in on big characters, but it is excellent
for trapping someone in the corner infinitely unless they push block, counter
switch, do low shorts, or a high priority move (*Dragon punch) before the
S. Forward can reach them. I usually press forward while I do the
S. Forward cuz sometimes I do the Punch and Throw and can launch them afterward
if they don’t block. If I think my opponent will do low shorts, then
I usually just do combo #2.
2. C. Short à MK Dankuukyaku
I do this combo when the opponent is too far away for the S.
Forward to hit them. I use the C. Short because it is faster and
has the same reach as C. Forward. When I’m not in the corner, I do
the MK Dankuukyaku because I can get abused after I land past the small
characters (Wolverine, Spidey, Sakura).
2. J. Roundhouse à MK or HK Dankuukyaku
The J. Roundhouse must hit deep for the Dankuukyaku to connect.
As far as I know, this is the only way to get the Dankuukyaku to connect
in a combo on small characters.
3. J. Roundhouse \/ C. Short à Shinkuu Gadouken
I always try for this combo when I jump in. The key for connecting with this combo is to watch how close Dan is to the opponent during the jump-in. It is easiest to connect against big characters and when the opponent is in the corner. I use the C. Short because even when I don’t think I’m close enough, it still keeps them close enough for the Shinkuu Gadoken to hit most of the time.
4. C. Fierce /\ SJ. Jab, SJ. Short, SJ. Strong, SJ. Forward, MP Throw, Hisshou Buraiken, C. Short, HK Dankuukyaku
I got the air combo from the Silver Sage, while I got doing the Hisshou
Buraiken while the opponent is still bouncing from the air throw from Migs.
Doing the OTG with C. Short is Kao Megura’s and this other guy’s FAQ, while
I figured out the Dankuukyaku by myself. I’ve found that everytime
you launch the opponent it is best to go for this combo cause a lot of
the time the throw will bounce the opponent into the corner. Even
if the opponent doesn’t land in the corner, Dan’s throw does a lot of damage
and gets the opponent closer to the corner. I usually then do the
HK Dankuukyaku afterwards.
One thing I have noticed about Dan’s air combos is that you have to
hit the buttons slowly.
5. C. Fierce /\ SJ. Jab, SJ. Short, SJ. Strong, SJ. Forward, MP Throw,
C. Fierce /\ Air combo, S. Forward, HK Dankuukyaku, etc.
This should be done when you don’t have a super bar.
Best partners:
Because it is very difficult to do a lot of damage with Dan instantly, it is best to pick a partner that can link supers easily or have very damaging attacks. Good choices would be Ryu, Akuma, Chun, and Wolverine.
Comeback ability:
Dan is a poor comeback character – it is very difficult to get his supers to connect because their range suck. Dan’s super combo with Shinkuu Gadoken is one of the most difficult combos to connect with. Normal move-wise, Dan’s Dankuukyaku does a lot of damage but is not easy to connect with. If Dan is your only character left in a desperate fight, you’re pretty much finished.
Block damage:
Like Ryu’s Spinkick super, Dan can use the Shinkuu Gadoken for
good block damage (5%) after one of the opponent’s partners has just died.
You have to be past the middle of the screen so the opponent lands on it.
That way, they cannot push block it because they are still in the air.
And of course, the Dankuukyaku should be used whenever possible to chip
at annoying turtling opponents.
6) Sakura
“I’d never date someone as weak as you!”
I agree with Charles Washington that Sakura is the “queen of scream” and is fun to watch. The poses she does and the things she says are either cute or funny. However, I think she one of the most difficult characters to win with in this game. Her launcher, dash, and combo potential are among the worst in the game. However, despite these flaws, I have figured out a way to use her effectively and am proud to say that I have beat several people with her alone J
My main strategy:
My main strategy with Sakura is mostly defensive. I usually don’t expect to pull off a lot of super combos with Sakura cuz they are very difficult to connect with. My main offensive weapons with Sakura are my ground Shoouken combo, air combo, and launch à Shinkuu Hadoken combo. I pull the latter two off by launching the opponent when they normal jump at me. When the opponent is far away, I try to get them to move with the air HP Hadoken.
Special Moves:
Shoouken: QCF + P
I like to use this move in a ground combo or to punish mistakes that are little too far away for a launch or Haru Ichiban. This move works really good against Blackheart’s ground special moves. It does about one bar of life.
Hadoken: QCB + P
This move is an excellent air defense against people who do a
normal jump at her. I use the LP Hadoken because it comes out and
recovers the quickest. I really like this move cuz it is easier and
safer to do than an uppercut. I do the HP version when the opponent
is super jumping on the opposite side of the screen.
Sakura’s HP Hadoken in the air is nice cuz it goes diagonally
down to the end of the screen. However, after a normal jump Hadoken
she cannot cancel into another move like the other Shotokaners can.
Shunpuukyaku: QCB + K
I’m still experimenting with the usefulness of this move. The HP version seems to work effectively when knocking someone out of a vulnerable pose in the air, like Ryu’s Shinkuu Hadoken.
Universal Moves:
Dash:
Sakura slowly runs toward the opponent and stops herself by raising her hands up. This is one of the worst dashes in the game.
Launcher: C. HP
A crappy launcher for a Shotokaner. It has bad recovery time and is difficult to link with, like Cap’s C. HP. However, it does do an okay job as air defense and sets up her most damaging combos. It combos with a D. C. LK sometimes.
Assist: HK Shunpuukyaku
I haven’t figured out an effective way to use this assist.
Counter Switch: HP Shoouken
This move looks effective, but it doesn’t seem to connect well against characters that are jumping in. The priority of this move should be a little higher in my opinion.
Supers:
Shinkuu Hadoken: QCB + 2P
The main way I like to use this super is after connecting with Sakura’s launcher. It does about as much damage as Chun’s Kikosho. This super is also good for doing block damage when one of the opponent’s characters has died. I also use this super to finish off characters that normal jump at me.
Midare Zakura: QCF + 2P
This is the main super I use to punish careless switch-ins. However, the opponent must be no farther than a half screen away from Sakura or the super will not reach in time.
Haru Ichiban: QCB + 2K
I like to use this super to punish mistakes like missed or blocked dragon punch moves.
Double Super: Shinkuu Hadoken
A good way to switch, but not for connecting with. Unless
your character has a super that will trap the opponent, the Shinkuu Hadoken
won’t get all the hits in. It does prevent people from jumping over
and hitting you from behind, though. This double super is best used
when the opponent has normal jumped at you. Even if they push block,
they’ll still be stuck in the air and won’t be able to counterattack easily.
My Favorite Combos:
1. J. MK \/ C. LK, S. HK à An Assist that is a projectile or
is far reaching
The J. Forward and J. Roundhouse have good priority.
2. S. LK, S. HP à HP Shoouken
As far as I know, this is the only way to combo the Shoouken on the
ground.
3. C. HP /\ SJ. LP, SJ. LK, SJ. MP, SJ. MK, MP Shoouken
I’ve been able to do up to 11 hits with this combo. Looks pretty
cool. The HP Shoouken doesn’t work cuz of the start up time.
4. C. HP, Shinkuu Hadoken
For some reason, the Shinkuu Hadoken doesn’t connect all the time.
Also, this combo does not work when the opponent flies up against the corner.
Best partner: Ryu, Chun, Shadow, Dhalism, Shuma, Omega Red, Bison, Akuma
The best partner for Sakura is someone who has a projectile assist. The main reason is so I can use the combo below.
D. S. WK, S. HP à Ryu’s Hadoken assist
I really like canceling out Sakura’s blocked S. HP with Ryu’s Hadoken assist. Not only does this put offensive pressure on the opponent, it cancels her vulnerability stun. The Shoouken combo is Sakura’s main offense, so it is crucial that she be able to execute it effectively. Everytime I use Sakura, I always try to pick someone who has a projectile assist.
Another thing I like about having a projectile assist is when the opponent is turtling on the other side of the screen, I can use the assist and then go on the offensive. This can also set them up for my launcher combos cuz they may start jumping at me to avoid being chipped by the projectile assist.
I really like to use Akuma’s assist with Sakura when an opponent
normal jumps at me. If Akuma hits, Sakura can connect with the HP
Shoouken most of the time. Midare Zakura connects only if the opponent
is hella close.
Date started: 99.8.25
Last Revised: 99.8.25
Norimaro
A special character that can only be played at the arcades in Japan or on Playstation or Sega Saturn. I think he is some kind of stand-up comedian in Japan. Although he makes a lot of goofy poses, Norimaro is a decent player to play. His fireball attack gives him an okay projectile, and his Magical Treasure Super gives him an okay long-range chipping super. I think he should be used when you feel like fooling around.
Special Moves:
Projectile:
Norimaro pulls out a random object from his bag, like a ruler or doll,
and pitches it horizontally across the screen.
This projectile isn’t the best so should be used more to taunt the
opponent into charging you when he or she is far away, like on the other
side of the screen. It takes a while for Norimaro to dig into his
bag and throw his object, and once thrown it can be dodged. It doesn’t
travel super slow like Charlie’s Sonic Boom nor does it go super fast like
Gambit’s Kinetic Card, so it should be used sparingly.
Rolling Arms: QCF + K
Norimaro rushes forward while wildly swinging his arms, similarly
to Sakura’s move in Pocket Fighter. This move leaves Norimaro vulnerable
afterward.
This move does good chipping damage, but since he is vulnerable
afterwards it’s not a good idea to use it for that purpose. I would
only use this move when you know it is going to hit.
Knee Uppercut: DP + Kick
Norimaro does a jumping knee attack at a 45 degree angle. This move is very similar to Adon’s knee attack.
Quadrupal jump:
Yup, Norimaro can do up to four jumps in the air if you push WK, MP, & HK when you select him at the character select screen.
Launcher: Standing HK
Norimaro slips and does an imitation of Charlie’s Flash Kick which
doesn’t leave the ground. If blocked, Norimaro slips on a banana
peel and falls on the ground, leaving him vulnerable for a split second.
I don’t like this launcher simply because of the fact that if
it is blocked, Norimaro is vulnerable. It doesn’t have that much
range either. I have tried canceling the delay of a blocked launcher
with the Variable Assist, but I’m not sure if it actually cancelled because
I’ve only tried Norimaro against the computer. If Norimaro is still
vulnerable, a human player should be able to destroy him.
Supers:
Super Magical Treasure: QCF + 2 Punches
Norimaro digs into his bag and throws out a lot of random objects.
Can only be used on the ground.
I like this super because it is a long-range chipper. However,
it takes a while for Norimaro to dig into his bag, so during that time
the opponent could super jump into the air and completely avoid the super.
Super Dash: QCF + 2 Kicks
Super Knee Uppercut: DP + 2 Punches
Ending
Basically, Norimaro takes over the world after defeating Apocalypse. Here are the lines from an arcade machine in Japan. Please note that I am reciting this from memory so it may not be completely accurate:
“Norimaro wa Apocalypse o taoshita ato, choushi ni notte sekai o seifuku shita. Sono nochi, Norimaro wa kyoukasho de gakusei-tachi o kurushimeta to iwareteru.”
IV. My Okay Characters
I can use these characters decently, but they are not my best.
1. Shadow
2. Ken
3. Dark Sakura
4. Wolverine
5. (Armored) Spiderman
6. Omega Red
7. Hulk
1) Shadow
Assist: LP Sonic boom
Counter switch: MK Somersault Kick
Double super: Shadow Justice
Capcom really weakened Charlie from XSF. He can no longer
combo his supers as easily as in XSF because they all have a start up delay
now – he does some stupid blink. The supers can’t even connect in
time when a character switches in! The only choices are to dash in
and do an air combo or link the Shadow Justice after any HP or HK.
The damage is pathetic tho. Charlie can no longer follow his LP Sonic
Boom anymore because it travels too fast now (Alpha 3 speed). The
delay on Charlie’s flash kick was also increased. I admit that Shadow
was a little too powerful in X-men vs Street Fighter, but Capcom weakened
him way too much.
Shadow is a decent partner. The Sonic boom assist can be
followed from behind, while the counter switch is very nice and not too
vulnerable after a fireball. The double super is kind of dependent
on the partner, but overall Shadow is not a bad partner.
2) Ken
Assist: HP Shouryuken
Counter switch: HP Shouryuken
Double super: Shouryu Reppa
I really liked Ken in XSF, but in MSF he got the shit end of the deal
from Capcom. First of all, Ken’s Hadokens no longer go across the
screen – they dissipate halfway. What the hell, is he trying to be
like Dan or something! Because of this, Ken can no longer play keepaway
cuz his Hadokens will simply not reach the opponent. And what is
up with Ken’s spinkick! That thing just leaves him so vulnerable,
it is pretty much useless! And to top it off, the damage that Shouryu
Reppa does is pathetic now! Grrr! I don’t see why Capcom had
to weaken him so much. I guess the one good thing they did give Ken
was Shippu Jinrai Kyaku because the opponent can be OTGed. But if
the opponent isn’t in the corner, there’s really no point in using it.
Because of the faults Ken has now, I hardly ever use him in MSF now.
The best way to use Ken’s Shouryuken assist is when an opponent is
jumping at you. Otherwise, it won’t even touch your opponent.
Ken’s counter switch is pretty much the same as Cap’s, which is enough
said. The double super is best when Ken starts it and connects with
it. Don’t do a double super with Ken just to switch out unless you
have Ryu or Omega Red (his coils should push the opponent far away enough).
3) Dark Sakura
Assist: HK Shunpuukyaku
Counter switch: HP Shoouken
Double super: Shinkuu Hadoken
Dark Sakura is kinda like Akuma – she can do Ashuma warp, throw
fireballs diagonally down, do Shun Goku Satsu, and even dash like Akuma.
Unlike normal Sakura, Dark Sakura’s fireballs go forward and her Shinkuu
Hadoken is a beam like Ryu’s. Although Dark Sakura’s Shinkuu Hadoken
does pathetic damage, it can combo off any attack and OTG too.
As a partner, she is pretty much the same as normal Sakura.
4) Wolverine
Assist: MP Berserker Barrage
Counter switch: MP Berserker Barrage
Double super: Berserker Barrage X
Unlike everyone else, when I use Wolverine I don’t just aim for
the Fatal Claw combo or do the speed up to do insane damage. I usually
aim for an air combo or try to link Berserker Barrage X after a C. HP.
I like his super jump and good reach. Wolverine has the best super
jump in the game; he can move everywhere in the air and can position himself
exactly where you want him to go. His reach is very good for a small
character – he can beat out all of the Shotokaners.
Wolverine’s assist and counter switch are average, while the
double super is terrible unless Wolverine starts it or Chun-li starts it
because her Kikosho will keep the opponent where they are.
5) (Armored) Spiderman
I used to use Spiderman in “Marvel vs Capcom” and actually got my all-time best 21 wins with him and Gambit. However, I don’t use him anymore because all you can do with him is just the same old combo all day or do a sweep à Crawler Assault or Double Super, which can be rolled. I’ve also noticed he’s not as good in MSF as he is in “Marvel vs Capcom” - his launcher combo is more difficult to do, for example.
6) Omega Red
I can kind of use Omega Red, but if I get rushed by the opponent, I’m in trouble.
Versus Omega Red:
Try to stay off the ground or he will either grab you with his coils or get you with that nasty life draining air combo.
7) Hulk
I began using him because I kept messing up trying to get Dark Sakura.
However, I don’t use him anymore because his moves have bad recovery and
he has a hard time getting close to the opponent.
The best partner for Hulk is someone who has an assist projectile.
That way Hulk can cancel out of a S. HP or C. HP.