Zero 3 Combo Page
PurpGuy Have you ever seen the Bradygames Street Fighter Alpha 3 guide? That book is completely worthless. I did not glean one single piece of information from it. Oh wait, maybe I did. Did you know that Sakura is "Capcom's teen scream?" I sure didn't. When you see 'xx% Damage' it means that I haven't checked it yet. I'd do it today but I don't have the time. Mebbe after work tomorrow.

Button Configuration:

JP SP FP

SK FK RK

Zero/Alpha 3 Combos:

PurpGuy Ok! As promised, here is my new Zero/Alpha 3 Guy Combos list! (Z-Ism & X-Ism specific). These are all combos that I have personally tried and successfully performed on various versions of Zero/Alpha 3. No World Tour Ism Pluses were used. Note that NONE of the combos I'll list here can be escaped from in the Sega Saturn version; for all other versions, some exceptions do apply whenever the Gale Kick or Turn Punch are concerned. The Final Fight chain and Level 3 Kick Super, however, are universally unescapeable.

Known Issues:

Arcade: Both the Forward Gale Kick and the Jab Turn Punch can be flipped out of, but only if the opponent tries to flip forwards or backwards. Neutral flipping does not work. As such, any combos that launch the opponent into the air with either of these moves can be escaped from in the Arcade.

Sega Saturn: If you have the original Sega Saturn version of SFZ3, then your opponents cannot flip after a Jab Turn Punch or a Forward Gale Kick. But if you have the version that was released a year later, those moves are flippable. I guess that makes it more consistant with the other incarnations of the game, but it still sucks.

Sony Playstation: No known issues yet. I'll rent it sometime and find out.

Sega Dreamcast: Many of these combos do not work. Either the hits after the launcher will not connect (standing Strong after a launcher seems to be impossible after one of them), or the opponent can flip out of them. Notoriously the most gimped and buggy version of the game, as the conversion was not done by Capcom themselves. I'll have specific details later.

Corner Gorai Sempuu Kyaku:
X-Ism N/A
Z-Ism xx% Damage
V-Ism N/A

Hit Level Super Combo

Jump-in RK/Cross-up FK or Elbow Drop, SK, JP, SP, Lv.3 Kick Super (into corner), SP, FP, RK Gale Kick.


Yeah, a few notes & variations. If every possible hit connects, you'll land a whopping 17 hits, NONE of which are escapeable! Depending on how fast you do the Kick Super, the first hit of the Super may or may not connect, but the next hit comes out so fast that it won't matter.The other hit that may miss is the first hit of the Gale Kick. Depending on your timing of the SP after the Super, if you do the SP immediately afterwards you'll get 3 hits from the Gale Kick. If you hit SP a split second later, putting your opponent closer to the ground, you'll get 4 on the Gale Kick juggle. This is the largest INESCAPEABLE combo that Z-Ism Guy can perform without the aid of World Tour Ism Pluses. Most of the following combos are variations of this one. We'll work our way down from here.


Corner Gorai Gokusa Ken:
X-Ism N/A
Z-Ism xx% Damage
V-Ism N/A
Hit Level Super Combo

Jump-in RK/Cross-up FK or Elbow Drop, SK, JP, SP, Lv.3 Kick Super (into corner), JP, SP, FP, RK.


Same as the previous combo, but substitute the Final Fight Chain for the SP, FP, Gale Kick. Er... Check out the screenshots. The SP and FP don't look like they actually connect with Ryu, do they? Somehow, they do. Anyway, you should notice that most of the combos coming up will follow a pattern. Each subsequent combo will have a slight variation, making it a little bit smaller and a little bit easier, until we get down to a few basic combos that you should know.


Alternate Gorai Sempuu Kyaku:
X-Ism N/A
Z-Ism 78% Damage
V-Ism N/A
Hit Level Super Combo

Jump-in RK/Cross-up FK or Elbow Drop, SP, FP, Lv.3 Kick Super (into corner), SP, FP, RK Gale Kick.


Again, same as above, but instead of landing into a SK, JP, SP chain, do a SP, FP chain instead. This is a little more reliable as it will still connect on a crouching opponent, which the above SK, JP, SP version will not do because the JP will go over their heads and end the combo. Otherwise, the rest of the combo works the same as above.


Alternate Gorai Gokusa Ken:
X-Ism N/A
Z-Ism xx% Damage
V-Ism N/A
Hit Level Super Combo

Jump-in RK/Cross-up FK or Elbow Drop, SP, FP, Lv.3 Kick Super (into corner), JP, SP, FP, RK.


Once again, do the Final Fight Chain at the end of the combo. I really don't have a whole lot more to say about this combo right now. These are all starting to look the same. O_o


Alternate Finish:
X-Ism N/A
Z-Ism 70% Damage
V-Ism N/A
Hit Level Super Combo

Jump-in RK/Cross-up FK or Elbow Drop, SK, JP, SP, (Or SP, FP), Lv.3 Kick Super (into corner), SP, FP, RK Dashing Crescent Kick or Lightning Elbow Drop.


Right, sometimes the Dashing Crescent will wiff and it's not as cool looking or damaging, but I thought I'd include it anyway just to let you know it's possible. You can also get the Lightning Elbow Drop at the end as well. In some versions of the game, you can even finish up with a Lightning Power Bomb!


PurpGuy All of the above versions of this combo will work even if you jumped in from the corner, meaning that they will travel the ENTIRE width of the screen into the OPPOSITE corner! The only time this WON'T happen is if you're in the corner and you do the Lv.3 Kick Super without a jump-in to chain combo first, like if you get knocked down into the corner and you get up into your Super. In this case, you can still land a hit or two as your opponent flys away, but there's not really a whole lot you can do. Here are your options:

JP
SP
Low SP
Low FP
JP, SP, or low SP into FK Dashing Slide (Not very reliable but it CAN connect!)
JP, SP, or low SP into RK Dashing Crescent (Will absolutely NEVER connect but it looks sooo cool!!)
PurpGuy Er... Ok, there's one other instance this might happen. If your opponent is a few steps away from their corner and you cross them up, putting you in the corner at the start of your combo. In this case, I recommend saving your Super Meter and doing the 7-Hit Final Punch Dial-a-Combo instead, as described below.

I kinda wish that EVERY version of the Kick Super would knock your opponent high enough into the air to juggle, so Guy could get some Double Super Combos, but Capcom seems to think those just aren't cool anymore. They castrated Charlie/Nash's Lv.1 Crossfire Blitz as well, now only his Lv.3 allows for a follow-up juggle combo. Oh, well. But yes, there IS still use for his Punch Super too! This involves the use of his Final Fight Chain Combo, as you'll see below:


Corner Gokusa FP Hassou Ken:
X-Ism N/A
Z-Ism (See Data)
V-Ism N/A
Hit Super Combo Finish

Jump-in RK/Cross-up Elbow Drop, SK, JP, SP, FP, RK (into corner), JP, SP, FP, Any Lv. Punch Super.


Ok, normally the FP of the Final Fight Chain Combo is not cancellable, but if you hit FP and then start the motion for the Punch Super and then hit RK and then finish the motion for the Punch Super and hit a punch button BEFORE the RK comes out, you can actually cancel the RK into the Punch Super before the RK connects, kind of like Ryu/Ken's low FP can cancel into a fireball before the low FP comes out. I call this the Final Fight Chain FP Super Cancel, and I never use it. Next! ^_^


Corner Gokusa Hassou Ken:
X-Ism N/A
Z-Ism (See Data)
V-Ism N/A
Hit Super Combo Finish

Jump-in RK/Cross-up Elbow Drop, SK, JP, SP, FP, RK (into corner), SP, FP, Any Lv. Punch Super.


Ok, if you can do the SP, FP into Lv.3 Kick Super as above, this one shouldn't be too hard. It's the same buttons and the same motion only you activate your Super with a Punch button instead of a Kick button. Any level Super will work. Beat them with this combo and you'll be rewarded with a spiffy green background.


PurpGuy Trivia but it seems as if Capcom 'evened out' the damage of Guy's two main Supers; A Lv.1 Punch Super does about the same damage as a Lv.1 Kick Super, same as for Lv.2 & 3.

Mid-Screen Gokusa Hassou Ken:
X-Ism N/A
Z-Ism (See Data)
V-Ism N/A
Hit Level Super Combo Finish

Jump-in RK/Cross-up FK or Elbow Drop, SK, JP, SP, FP, RK, Lv.2 or 3 Punch Super.


Since you don't knock them into the corner, skip the SP, FP chain and go right into the Punch Super. I can now confirm that a Lv.2 will work as well as Lv.3, but Lv.1 most likely is not possible.


Corner Gokusa Sempuu Kyaku:
X-Ism 71% Damage
Z-Ism 66% Damage
V-Ism 55% Damage
Hit Combo

Jump-in RK/Cross-up Elbow Drop, SK, JP, SP, FP, RK (into corner), SP, FP, RK Gale Kick (Or Dashing Crescent or Lightning Elbow Drop).


Similar to the first combo at the top of the page, but instead of cancelling the SP into a Lv.3 Kick Super, just finish the Final Fight Chain Combo instead. After the last kick, proceed as usual with the rest of the combo.


PurpGuy Notice a trend yet? The Final Fight Chain behaves exactly like a Lv.3 Kick Super! Think of it as the Kick Super's little brother. The reason all these combos work, and are inescapable is this: When doing a Kick Super or Final Fight Chain, the last kick of each knocks your opponent into the air, then they hit the ground and roll away. Now because they have to roll away as a result of your kick, they CAN NOT FLIP. Any other character, (Such as Charlie/Nash and his Lv.3 Crossfire Blitz), when knocking an opponent into the air like this, has to be careful of the opponent flipping, but Guy is the ONLY exception to this rule! (Ryu's Hurricane Kick Super causes his opponent to roll as well, but he can no longer juggle afterwards like in SFZ/A 1 & 2). Still don't know when an opponent can and can not flip? They can flip any time you return to what Street Fighter champion James Chen calls your 'Neutral State'. This is when your character can be walking, crouching, even (and especially) just plain standing around doing absolutely nothing. After you do your Kick Super, for example, Guy returns to his 'Neutral State', and THEN he goes into his SP, FP, RK Gale Kick juggle. But since Guy's opponent has to roll, they can't flip. Otherwise they would have been able to. Anyway, back to the combo. Um... I think that's it. Do this one when you don't have Lv.3 charged back up yet. (Heh heh) ^_^

Final Fight Double-Chain:
X-Ism 77% Damage
Z-Ism 69% Damage
V-Ism 59% Damage
Hit Combo

Jump-in RK/Cross-up Elbow Drop, SK, JP, SP, FP, RK (into corner), JP, SP, FP, RK.


Now here's an interesting combo. Knock them into the corner with the Final Fight Chain Combo, and then juggle them with... another Final Fight Chain Combo. You gotta time the first hit of the second Chain Combo VERY late so that your SP won't pass under them, same as the above Chain Combo juggles. Well, actually, it DOES pass under them, but you gotta time it late enough that it still 'hits'. =P


Sempuu Gokusa FP Hassou Ken:
X-Ism N/A
Z-Ism (See Data)
V-Ism N/A
Hit Super Combo Finish

Jump-in RK, SK, low SK, FK Gale Kick (into corner), JP, SP, FP, Any Lv. Punch Super.


Watch that Final Fight Chain FP Super Cancel timing. This combo only works in the corner. Otherwise, the Gale Kick knocks them too far away to do anything.


PurpGuy Ok! NOW we're getting to the tricky stuff! (As in 'trick' people, heh heh) ^_^ Somehow, your opponents can flip after a SK Gale Kick, but NOT after a FK Gale Kick! Try it in Training Mode, if you like. I think that the reason for this is that after your opponent reaches a certain point in their knockdown animation, if they haven't flipped by then, they CAN'T flip and they land on their heads on the ground. Well, after a FK Gale Kick, Guy lands RIGHT AFTER they reach that point, heh. This opens up some posibilities for other characters as well. Experiment, see what moves can/can not be flipped after, and whether or not they leave you with enough time to juggle. Also noteworthy is that EVERY hit leading up to the juggle combo will connect on a crouching opponent, making this set of Gale Kick combos the ideal combo setups on 'Corner Scrubs' ^_^

Sempuu Gokusa Hassou Ken:
X-Ism N/A
Z-Ism (See Data)
V-Ism N/A
Hit Super Combo Finish

Jump-in RK, SK, low SK, FK Gale Kick (into corner), SP, FP, Any Lv. Punch Super.


This is the recommended version of this combo. At Lv.3, it's also an example of the last hit only doing 1 point of damage.


Double Gale Cyclone:
X-Ism 55% Damage
Z-Ism 53% Damage
V-Ism 44% Damage
Hit Combo

Jump-in RK, SK, low SK, FK Gale Kick (into corner), SP, FP, RK Gale Kick.


This is a good combo for the corner, when you want to save your Super Meter for Lv.3. ^_^


Cyclone Chain Combo:
X-Ism 61% Damage
Z-Ism 53% Damage
V-Ism 45% Damage
Hit Combo

Jump-in RK, SK, low SK, FK Gale Kick (into corner), JP, SP, FP, RK.


Another good non-Super corner combo, this one does even more damage in X-Ism than the Double Gale version. Z-Ism and V-Ism are about the same damage as the Double Gale.


Final Punch Dial-a-Combo:
X-Ism 65% Damage
Z-Ism 55% Damage
V-Ism 47% Damage
Hit Combo

Jump-in RK/Cross-up FK or Elbow Drop, SK, JP, SP, FP, RK, FP (far).


This simple chain combo does ridiculous damage! Mortal Kombat scrubs, rejoice! This is YOUR combo! =P


PurpGuy The only thing I don't like about the Final Fight Chain is that your opponent HAS to be standing for it to connect. Unless they're a big character like Zangief or Sodom, if they're crouching, you'll miss. In this case, SP, FP would be better. If you don't have a super charged then just cancel that into a JP Turn Punch. Also, notice that the Jump-in RK (Different than the Jump-straight-up RK) causes your opponent to bend forward. If you jump-in with RK and land with a standing JP, your JP will likewise wiff here as well. So if you think you're too far away to land into the whole chain combo starting with SK, then use FK as your jump-in. If you jump in and land with SK but notice that your opponent is crouching, just chain into a low SK and cancel into a FK Gale Kick, which will all hit crouching opponents.

Basic Gale Kick Combo:
X-Ism xx% Damage
Z-Ism xx% Damage
V-Ism xx% Damage
Hit Combo

Jump-in RK/Cross-up FK or Elbow Drop, SK, low SK, FK Gale Kick.


Basic combo. Will hit crouching opponents. Good for beginners, or if you start the SK version of the Final Fight Chain and notice that your opponent is crouching. Also good to get the hang of anyway because it sets up MASSIVE juggle combos in the corner!


Basic Turn Punch Combo:
X-Ism 40% Damage
Z-Ism 35% Damage
V-Ism 29% Damage
Hit Combo

Jump-in RK/Cross-up FK or Elbow Drop, SP, FP, JP Turn Punch.


Basic combo. Will hit crouching opponents. Good for beginners. If you've got m4d sk1llz you can juggle after this in the corner! Simply follow up as if the Turn Punch was a Forward Gale Kick, Final Fight Chain, or Level 3 Kick Super.


PurpGuy Well, that's really about it. Those are pretty much Guy's best RELIABLE Z-Ism combos. Anything else that anyone tries to hand you is garbage and can be flipped out of about a zillion times. Some people and some combo movies show X-Ism Guy doing the JP, SP, FP, down+RK Shoulder Throw combo into juggles but guess what? Your opponent CAN and WILL flip as soon as they're in the air, making these combos worthless! After the JP, SP, FP, down+RK Throw combo, you're better off switching to ground-to-air defense, something Guy is not very good at, so you'd best just forget all about it. Another thing they try to tell you is to put the Lightning Power Bomb in juggle combos, but two things: 1) Unless you use it IN PLACE OF the Gale Kick or Dashing Crescent in the above combos, your opponent will flip and hit you out of it, and 2) While the Lightning Elbow Drop will connect in all versions, the Lightning Power Bomb will only work in certain versions of Zero/Alpha 3. In the Dreamcast version, for example, it works. But in the Saturn version, however, it does not. You will get the Elbow Drop every time. I haven't tried it in the Arcade or Playstation versions.

Yet another bogus strat they show you is to start your jump-in combos with the jump-straight-up RK. While this could be useful if you make your opponent dizzy, to dash over to them real quick and do it, otherwise you should never try to start a combo with this kick. If you do start with it though, it will add 1 more hit to any of the above combos.

Another thing is that it seems Capcom decided not to include Link Combos anymore, whether it's because of the inclusion of 'Zero Combo' Ism Plus in the home versions or because they simply got lazy or because they figured Link Combos are too difficult for today's generation of predominantly pampered gamers or even some combination of two or more of the above scenarios, with one being the reason and/or excuse for another or whatever, good luck finding two basic attacks that link into each other with ANY character; I promise you that you won't. As a result, Guy's low JP will no longer link into a standing SP, making his Zero/Alpha 2 6-Hit Turn Punch Link Combo (Jump-in/Cross-up, low JP, low JP, SP, FP, Turn Punch) impossible in Zero/Alpha 3. This is a shame because I really like that combo. Oh well.


PurpGuy If you're wondering how I figured out the damage percentages, it's really simple. First, get a calculator. Now open up Training Mode and pick your character. Turn 'Attack Data' on and do your combo. There are roughly 150 points to a full lifebar, although this varies slightly according to character. I think Capcom did this as part of their 'Damage Scaling' feature, where big combos are not as powerful as they would be if all the hits connected individually of each other, making the game a little more fair to those players who are not as good at doing combos. How it works is that each subsequent hit of your combo does a smaller amount of damage than it would by itself. Ultimately, with some really long combos, the last few hits would do 1 point of damage apiece. This is even less than 1%. Anyway, now take your calculator and divide your damage score by 1.5 and the result is your damage percentage, which can be rounded up or down to the nearest whole number for your convenience.

In the mood for a good laugh? Take Guy through World Tour mode and give him 'Damage Plus'. Wanna get really obscene? Put his Power Balance all the way up too. Wanna get downright CHEAP?! Give 'im 'Gauge Plus' as well, although with the above two adjustments, I do question the need for this.

Anyway, if you have any combo questions that I haven't covered here, chances are they're bogus combos, but if you want the simple facts without all the hype, send me an email and I'll be happy to answer any questions you might have. Fingah! Gozinyuu...

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