Street Fighter Zero 3

Street Fighter Zero 3

13.10.2013 09:27:07
~B

STREET FIGHTER ZERO 3 (PSX)
Z-ISM COMBO GIUDE V1.0
gdawson@angelfire.com

*WARNING* This isn't for a beginner street fighter. If you can't even
do a super combo reliably, this isn't going to be much use to you.


Please distribute this file freely, as long as it's not cut up or changed
or ripped off.
=============================================================================
TABLE OF CONTENTS
=============================================================================
1.Introdution
2.FAQ Abbreviations
3.Combos
-Ryu
-E.Honda
-Blanka
-Chun Li
-Zangief
-Dhalsim
-Ken
-Akuma
-Nash
-Cammy
-M.Bison (Balrog US)
-Balrog (Vega US)
-Sagat
-Vega (M.Bison US)
-Adon
-Gen
-Birdie
-Cody
-Guy
-Rolento
-Sodom
-Rose
-Sakura
-Karin
-Dan
-R.Mika
-Juli
-Juni
-Evil Ryu
-Fei Long
-Dee Jay
-T.Hawk
-Guile
4.Tips
5.End
-Author's note
-credits

=============================================================================
1.INTRODUCTION
=============================================================================

Ok, I'll be blunt.. What's one of the best things about Street Fighter?
The big fat combos! Nothing beats the look on the other guy's face after
you've just cleared his life bar with a 20+ hit combo. That's why I wrote
this guide. Hopefully, after reading this guide, you might have noticed
that I'm missing a few. If know any, please email me so I can add them in
and you'll get full credit. I'm sure that there's more than a few training
mode junkies like myself out there with some crazy combos that I haven't
disovered yet. Again, please send them in.

=============================================================================
2.FAQ ABREVIATIONS
=============================================================================

The combos will be listed like this:

(corner - standing) j.roundhouse \/ d.jab -> d.jab -> s.short X flash kick
(5 hit)

If this looks familiar, it's because it's the style usually used to describe
combos in the VS. games. I have decided to use this style because I find it
easy to read, and to type out.

jab = weak punch
strong = medium punch
fierce = hard punch
short = weak kick
forward = medium kick (NOT a direction, I always say "towards" instead)
roundhouse = hard kick
j. = the following attack is done while jumping
s. = the following attack is done standing
d. = the following attack is done while ducking
(******) = indicates where the combo must done and what position your
opponent has to be in
\/ = you land from a jump
/\ = you've jumped
-> = next attack
X = cancel into special attack
XX = cancel into super combo
(???) = I haven't tested yet, or I can't do it
(breakfall) = opponent has air recovered

Combos without the (******) at the beginning can be done anywhere, anytime.
I might also write a note under a specific combo if it is hard or has some
special quirk to it. Also note that most start out with a jumping attack,
and it will usually be roundhouse or fierce. This is just to get the most
damage possible and can usually be changed to any other jumping attack. I
will also include what I call "breakfall combos", "unflipped combos", and
"training combos". The first two are combos that can only be done if your
opponent air recovers (breakfalls), or doesn't air recover at all. "Training
combos" are just combos that can only be done it training mode with a
refilling super meter.

=============================================================================
3.COMBOS
=============================================================================

The combos listed for each character are powerfull and/or need a bit of skill
to do. I expect that you already know how to do a d.forward into fireball
(duh) and basic stuff like that. Also, each and every combo is done on Ken.
I think that's fitting because he's average size, and odds are that you take
on more shoto's than anything else. If there happens to be one that isn't
done on Ken however, I will mention it underneath the combo.


===
Ryu
===
Good ol' Ryu..

1. j.roundhouse \/ d.forward XX super fireball lvl.3
Duh...

2. (corner) jab dragon punch -> jab dragon punch
Yes, this works. You have to time the 2nd DP _perfectly_ or it won't
hit.

3. (corner) j.roundhouse \/ d.fierce XX super fireball lvl.3 -> d.strong X
hurricane kick
Juggle with the ducking strong after the fireball.

4. (corner standing) j.roundhouse \/ d.fierce XX super hurricane kick lvl.3

5. (corner) j.roundhouse \/ d.forward XX super fireball lvl.2 -> d.strong XX
super fireball lvl.1
This is just to show off a bit.

Breakfall Combos
----------------

1. (corner) j.roundhouse \/ jab dragon punch -> jab dragon punch ->
(breakfall) s.fierce X super fireall lvl3
Sometimes your opponent can air recover after the 2nd DP (don't ask).

2. (corner) j.roundhouse \/ d.fierce XX super fireball lvl.3 -> d.strong X
fireball -> (breakfall) d.fierce X dragon punch

3. (corner) j.roundhouse \/ d.forward XX super fireball lvl.3 -> d.fierce X
jab dragon punch -> (breakfall) s.fierce X jab dragon punch
This one's a little more stylish than the previous combo. If you have
trouble connecting with the d.fierce, try a d.short instead of d.forward.

4. (in air) dragon punch -> (breakfall) super fireball lvl.3
A good way to piss off your opponent.

Unflipped Combos
----------------

1. (close to corner) j.roundhouse \/ d.strong X hurricane kick -> d.strong X
hurricane kick
This dizzies a lot. You can do a super fireball instead of the 2nd HK.

Training Combos
---------------
1. (corner) j.roundhouse \/ d.forward XX super fireball lvl.2 -> d.fierce XX
super dragon punch lvl.3

2. (corner) j.roundhouse \/ d.fierce XX super fireball lvl.3 -> d.fierce XX
super fireball lvl.2 -> (breakfall) s.fierce XX super fireball lvl.3
This one's HARD! You have to cancel the first d.fierce as soon as
possible.


=======
E.Honda
=======
I like playing Honda, but he's no combo machine.

1. j.roundhouse \/ d.short X sumo torpedo

2. (close to corner) j.roundhouse \/ d.short XX super torpedo lvl.3 ->
sumo torpedo
You have to be close enough after the super so that you hit with the
standing part of the torpedo.

3. (Close to corner) rising splash (1 hit) -> super headbutt lvl.3
You have to hit on the way down with the his ass, or else they can flip
out of the combo.

4. cross-up forward \/ s.short -> super grab
Not a true combo, but it looks pretty nice.

Breakfall Combos
----------------

1. (close to corner) j.roundhouse \/ d.short XX super torpedo lvl.3 ->
jab hundred hand slap -> (breakfall) s.fierce
This looks cool.. your opponent keeps bouncing off Honda's hands.

2. Kick throw -> (breakfall) super torpedo lvl.3 -> jab hundred hand slap ->
(breakfall) s.fierce (???)
Variation on the one above. You'd have to time the super so it hits them
after they air recover.

Unflipped Combos
----------------

1. (close to corner) Kick throw -> s.roundhouse -> super torpedo lvl.3 ->
jab hundred hand slap
It's difficult it is to connect with the s.roundhouse. Kick throw into
super works well too.

Training Combos
---------------

1. (corner) j.roundhouse \/ d.short XX super torpedo lvl.3 -> jab hundred
hand slap -> (breakfall) any super.
You could leave out the hundred hand slap and just go for another super
right away.


======
Blanka
======
This guy is one of my favs. but he's not a big combo character.

1. j.fierce \/ headbutt (1 hit) X rolling ball

2. j.fierce \/ s.strong X verticial ball
Try this on big characters only.

3. (corner) d.forward XX super rolling ball lvl.3 -> headbutt X vertical ball
This however, is a pretty sweet combo. You can do a standing strong
instead of the headbutt to make it easier. The trick to doing this combo
is to be REALLY close, and to stall the ball so that you roll underneath
your opponent and sorta hit them in the back. That way, you don't bounce
back and can chain into the vertical ball.

4. (close) X number of melons -> d.fierce
Try to connect with the d.fierce and melons at the same time. This can
take off a LOAD of life. Just 3 melons and a d.firece will take off
nearly half of their life.

Breakfall Combos
----------------

1. electricity -> (breakfall) strong rolling ball (misses) -> electricty (???)
This should work, but I haven't tried it yet. You could possibly even
keep on repeating the strong ball roll into electricity until your
opponent stops breakfalling.

Unflipped Combos
----------------

again, anyone?

Training Combos
---------------

1. All I got is for you is to keep doing his tropical hazard super lvl.3 over
and over until you luck out and manage to land a load of melons in front
of your opponent (more than 4). Then, make use of the little bug or
whatever, and hit them with your d.fierce while also hitting your opponent
with your d.fierce and see if you can clear their life bar.


=======
Chun Li
=======
HMmm.. Nobody uses Chun around here, her combo's seem pretty good though.

1. (close to corner) j.roundhouse \/ s.jab -> s.jab -> s.short XX super
lightning kick lvl.1 -> s.fierce X lift leg
This is a good combo for damage, and style. The only problem is that
sometimes the super won't connect right.

2. (corner) j.roundhouse \/ s.fierce XX super lightning kick lvl.1 ->
s.fierce XX super lift kick lvl.2
The hard part is getting the standing fierce. In the tips section below,
I tell an easy way to do the doulble flash kick motions, and how to cancel
normal moves into them.

3. (corner) kikosho lvl.1 -> short lightning kick
If you wanna play with your opponent. You can do the ol' s.fierce into
lift kick (or super) instead of the lightning kick for some damage.

Breakfall Combos
----------------

1. (close to corner) j.roundhouse \/ s.fierce XX super lightning kick lvl.2
-> (breakfall) super lift kick lvl.1

Unflipped Combos
----------------

1. (close to corner) j.roundhouse \/ d.short XX super lift kick lvl.1 ->
super lift kick lvl.1 -> s.fierce XX super lift kick lvl.1
Ok, this one's pretty hard. You have to start it outside of the corner
but be close enough so you can hit with the second super.

Training Combos
---------------

Just do any of the combos above exept always use lvl.3.


=======
Zangief
=======
Another one of my favs! He's got crappy combos though.

1. j.fierce \/ defensive d.forward X glowing hand

2. s.jab X clothesline

Breakfall Combos
----------------

1. kick throw (or df+pp throw) -> super air grab lvl.3
this works even if they don't breakfall, but the prolem is that I don't
think it will work if they do a neutral breakfall. Otherwise it should
always work. You just have to be damn quick about it.

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


=======
Dhalsim
=======
Ok, PLEASE help me out here.. I don't know jack when it comes to Dhalsim.

1. fireball -> s.fierce
wow..

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

???????????????

Training Combos
---------------

???????????????


===
Ken
===
With the ability to do 2 dragon punches in a row, Ken has some stylish
combos.

1. j.roundhouse \/ d.fierce XX shoryureppa lvl.3
Basic, but big damage.

2. j.roundhouse \/ s.strong X jab dragon punch -> super hurricane kick lvl.3
you won't get all the hits with the super, but looks cool if you kill
your opponent with it.

3. (corner) j.roundhouse \/ d.jab -> d.jab -> s.short XX shoryureppa lvl.3
stylish, as well as damaging.

4. (corner) j.roundhouse \/ s.fierce X jab dragon punch -> s.jab X fierce
dragon punch
VERY sweet looking combo. Too bad it's nearly impossile. Leave out the
s.jab to make it much easier.

5. (corner) j.roundhouse \/ s.fierce X jab dragon punch -> d.jab XX
shoryureppa lvl.3
Another insanely hard combo. If you have trouble connecting with the
first dragon punch, you're probably hitting too deep (yes, there is such a
thing). Try using s.strong instead of s.fierce. The damage on this combo
sucks... But if you did this to me during a match, I'd let you win. :)
You can however, do a shinryuken lvl.3 instead for more damage.


6. (corner) kick throw -> dragon punch
You could probably do more than a dragon punch, but I haven't really
tested it out.

Breakfall Combos
----------------

1. (in air) shinryuken lvl.1 -> (breakfall) shinryuken lvl.1 -> (breakfall)
shinryuken lvl.1
It's pretty hard to connect with all three supers, but it's damn
humiliating if you can. You can replace the last two supers with
one lvl.2 shinryuken.

2. (corner) j.roundhouse \/ s.fierce X jab dragon punch -> jab dragon punch
-> (breakfall) shinryuken lvl.3 (???)
In theory this should work.. I haven't tested it out though.

Unflipped Combos
----------------

Any shinryuken combo into dragon punch

Training Combos
---------------

1. Shinryuken lvl.3 -> repeat...
whaddya know! An infinite combo in Zero 3. The combo counter only goes
as far as 99.


=====
Akuma
=====
With his hurricane kick, and his super fireball, you can do some crazy stuff.

1. j.roundhouse \/ d.fierce XX super dragon punch lvl.3
Easy, and has big damage.

2. j.roundhouse \/ d.fierce XX super fireball lvl.3
Big damage, but a lot harder than the previous combo.

3. (corner) j.roundhouse \/ d.jab -> d.jab -> s.short X short hurricane kick
-> s.fierce X jab dragon punch
For some reason, your opponent can't flip out after the hurricane kick
sometimes. So this combo works about 75/25.

4. (corner) j.roundhouse \/ d.fierce XX super fierball lvl.3 -> dragon punch
This one's pretty hard. You can try using a d.forward instead of a
d.fierce to make the chances of the dragon punch connecting better.

5. (corner) j.roundhouse \/ d.jab -> d.jab -> s.short XX super fireball lvl.3
-> hurricane kick
VERY hard combo.. If only the motion for the super fireball was easier.

6. (corner) ball roll attack (end with punch) -> d.fierce XX super dragon
punches lvl.3
You have to hit deep with the rolling attack.

Breakfall Combos
----------------

Do combo #3 up above, and if they flip out after the dragon punch, take a
step back and do a lvl.3 super dragon punch.

Unflipped Combos
----------------

1. Hurricane -> repeat...
If they don't flip out by the time you reach the other side of the screen,
your opponent is an idiot. :)

2. jumping short hurricane kick \/ fly-up short hurricane kick \/ fly-towards
short hurricane kick \/ repeat from the fly-up short hurricane kick..
This looks cool, and is pretty hard to do. See the tips section about
the "fly-up" stuff.. You can also start this with any ground hurricane
kick instead of the jumping short one.

Training Combos
---------------

1. (corner) j.roundhouse \/ d.fierce XX super fireball lvl.3 -> d.strong XX
super fireball lvl.2


====
Nash
====
Damn the PSX controller.. :) I find charge combos VERY difficult.

1. j.fierce \/ s.fierce X flash kick
I'd advise you to only use this against the big guys.

2. (corner) j.fierce \/ s.fierce X jab sonic boom -> s.fierce
Aaah.. this brings back memories.

3. (corner) j.roundhouse \/ d.jab -> d.jab -> s.short XX super flash kick
lvl.3
You can replace the s.short for a d.short to make it easier.

4. (corner) j.roundhouse \/ d.short XX crossfire blitz lvl.3 -> d.strong ->
flash kick
You have to time the d.strong juuust right.

5. (corner) j.roundhouse \/ d.short XX sonic blades lvl.2 -> s.fierce X
jab sonic boom -> s.fierce
A spiced up version of combo #2.

6. (corner) j.roundhouse \/ d.jab -> d.short XX sonic blades lvl.2 ->
super flash kick lvl.1
This combo is pretty easy. I think you can put a d.short in before the
super flash kick, but i don't think it always connects.

7. (corner) jab sonic boom /\ j.forward -> d.short XX sonic blades lvl.2 ->
super flash kick lvl.1
This combo looks good and is not that hard. You have to throw the boom
from far away, and then follow it in.

Breakfall Combos
----------------

1. (close to corner - in air) kick air throw \/ (breakfall) super flash kick
lvl.3 (???)
I haven't tested it, but I'm pretty sure this works.

Unflipped Combos
----------------

1. (in air) kick air throw \/ flash kick (???)

2. (close to corner - in air) kick air throw \/ s.fierce X flash kick (???)
I think this might work, but I haven't checked.

Training Combos
---------------

Another infinite.. Just do any combo with lvl.2 sonic blades, and keep
repeating it.


=====
Cammy
=====
I haven't been able to figure out much with her..

1. j.roundhouse \/ s.fierce XX super cannon drill lvl.3
Nice damage, not very practical. The s.fierce will miss sometimes, so
use a d.strong instead.

2. (corner) spinning knuckle -> s.fierce XX super rising drill lvl.3

3. (corner) short cannon drill -> s.fierce XX super rising drill lvl.3
You have to hit with just the tip of the cannon drill.

4. d.strong -> s.jab XX super cannon drill lvl.3
Pretty hard. It's all in the timing.

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


===================
M.Bison (Balrog US)
===================
Another damn charge character..

1. j.fierce \/ d.fierce XX super turn punch lvl.3
Ouch.. This one looks like it hurts. You have to charge the instant you
jump.

2. (corner) j.fierce \/ d.fierce XX super dashing punches lvl.3 -> s.jab ->
dashing uppercut
Timing is the key.

3. (corner) j.fierce \/ d.jab -> d.short XX super dashing punches lvl.2 ->
s.short XX super dashing punches lvl.1
Looks nice, but it's too bad that the final hit of the lvl.1 dashing
punches doesn't connect.

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


================
Balrog (Vega US)
================
Another one of my fav. characters.

1. j.roundhouse \/ d.forward XX super flipkicks lvl.3
you have to charge the instant you jump.

2. (close to corner) j.roundhouse \/ d.forward X fierce rolling claw ->
d.strong
The hardest part is the d.strong.

3. super wall leap lvl.3 (not the grab) -> d.strong
Not that great but a combo nonetheless.

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


=====
Sagat
=====
Sagat's cool, but he's too damn big! I can't count the matches I've lost
with him just because of his size.

1. j.roundhouse \/ s.fierce XX tiger genocide lvl.3
Big damage, yada yada..

2. (corner) j.roundhouse \/ s.fierce X short tiger knee -> tiger uppercut
I got this to work ONCE.

Breakfall Combos
----------------

1. (corner) j.roundhouse \/ s.fierce X tiger uppercut -> (breakfall) tiger
genocide lvl. 3

2. (corner) j.roundhouse \/ s.fierce XX tiger genocide lvl. 3 -> (breakfall)
s.fierce X tiger uppercut

Unflipped Combos
----------------

The breakfall combos above without the breakfalls. (yes, lame I know)

Training Combos
---------------

1. (corner) j.roundhouse \/ s.fierce XX tiger genocide lvl. 3 -> (breakfall)
s.fierce XX tiger genocide lvl.3


=================
Vega (M.Bison US)
=================
Ugh.. NOBODY uses this guy.

1. j.roundhouse \/ s.roundhouse XX psycho crusher lvl.3
If your doing this against a cornered opponent, I recommend you use the
lvl.3 super scissor kick instead of the psycho crusher because sometimes
you won't get all the hits.

2. (corner) jab psycho shot /\ j.roundhouse -> d.strong XX super scissor
kick lvl.3
Do the psycho shot from far away and follow it in.

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


====
Adon
====
He seems to be better in Zero 3, but I still don't use him.

1. j.roundhouse \/ s.jab -> s.short XX super elbow charge lvl.3

Breakfall Combos
----------------

1. (close to corner) j.roundhouse \/ s.short X jaguar knee -> (breakfall)
super jaguar kicks lvl.3

Unflipped Combos
----------------

1. (corner) j.roundhouse \/ s.jab -> s.short XX super elbow charge lvl.3
(jam on punch) -> s.jab X jaguar knee

Training Combos
---------------

1. (close to corner) j.roundhouse \/ s.jab -> s.short XX super elbow charge
lvl.3 -> (breakfall) super jaguar kicks lvl.3 -> (breakfall) super jaguar
kicks lvl.3
Distance from the corner and timing is crucial. Oh yeah, you have to jam
on punch during the elbow super.


===
Gen
===
Now HERE'S a combo machine.. but I can't use him very well. :)

1. [punch style] j.roundhouse \/ d.short -> d.strong -> d.forward XX zan'ei
super lvl.3 -> s.strong X gekirou

2. [punch style] j.roundhouse \/ d.short -> d.strong -> d.forward XX zan'ei
super lvl.2 -> jakouha super lvl.1

3. [punch style] punch throw -> zan'ei super lvl.3 -> [kick style] d.strong X
fierce rolling attack

Breakfall Combos
----------------

1. [kick style] (corner) j.roundhouse x2 \/ d.short -> (breakfall)
s.roundhouse -> jakouha super lvl.3
You could leave out the s.roundhouse for safety.

Unflipped Combos
----------------

1. [kick style] (corner) j.roundhouse x2 \/ d.short /\ j.roundhouse x2 \/
jakouha super lvl.3

2. [kick style] (close to corner) j.roundhouse x2 \/ d.short /\ j.roundhouse
x2 \/ [punch style] s.fierce X roundhouse gekirou (not all hits) ->
jakouha super lvl.3

Training Combos
---------------

What? Another infinite? oh yeah.. just do the zan'ei super lvl.3 over and
over. You have to time is so it doesn't juggle them. Just try it and you'll
see what I mean.


======
Birdie
======
The english ryu-killer is the same as ever.

1. j.roundhouse \/ d.fierce (2 hits) XX super dashing headbutts
lvl.3 [d.fierce (1 hit) X jab dashing headbutt]
Ok, lemme explain this.. In training mode, (I don't know if it happens in
other parts of the game) the lvl.3 super dashing headbutts doesn't work
sometimes. I don't mean that it doesn't connect, but the move is actually
broken. It goes up to the part where he headbutts the opponent to knock
them dizzy, but it doesn't work! So the move stops right there. The cool
part is that you recover fast enough to chain more hits! (hence the
d.fierce into jab headbutt part).

Breakfall Combos
----------------

1. punch throw -> (breakfall) super dashing headbutts lvl.3
This is hard. You have to connect with all 3 headbutts to dizzy.

2. punch throw -> (breakfall) super dashing headbutts lvl.1 -> (breakfall)
super dashing headbutts lvl.1
The first super is easy to connect with if you time it right. The second
on the other hand, is nearly impossible because your opponent rarely ever
gets the chance to make a 2nd air recovery. Why lvl.1? Because it
juggles a LOAD better than the lvl.2.

Unflipped Combos
----------------

1. punch throw -> d.fierce (2 hits) XX super dashing headbutts lvl.3
This is a bit hard in that you have to time everything just right. You can
do the lvl.1 instead for safety.

Training Combos
---------------

1. j.roundhouse \/ d.fierce (2 hits) XX super dashing headbutts lvl3 ->
repeat from d.fierce until the super knocks them dizzy, or you just
dizzy them from all the hits. In which case, repeat from j.roundhouse.
I've been able to do this more than 8 times without the super working
correctly.


====
Cody
====
Guy's Final Fight pal is now in Zero 3. And I think he kicks ass.

1. (corner) jab stone throw -> short ruffian kick
Distance is crucial.

2. crack kick -> final destruction lvl.3 -> d.strong X roundhouse ruffian
kick
This is just to show off as the super only hits once.

3. (corner - crouching) j.roundhouse \/ d.fierce X fierce criminal upper ->
d.strong XX super ruffian kicks lvl.2
Your opponent HAS to be crouching for this to work, if not, they can flip
out.

4. (corner) j.roundhouse \/ d.fierce XX super ruffian kicks lvl.1 -> d.strong
XX super ruffian kicks lvl.2

Breakfall Combos
----------------

1. (corner) j.roundhouse \/ d.fierce XX super ruffian kicks lvl.1 -> d.strong
XX super ruffian kicks lvl.1 -> (breakfall) s.fierce XX super ruffian
kicks lvl.1
This is humilliating.. :) They flip out only to eat a 3rd, and final
super.

Unflipped Combos
----------------

1. (corner) jab stone throw -> final destruction lvl.3 -> d.strong X
roundhouse ruffian kick
You could always do a lvl.2 final destruction and replace the ruffian
kick with a lvl.1 super ruffian kicks.

2. (close to corner) j.roundhouse \/ d.fierce XX super ruffian kicks lvl.3 ->
s.fierce X fierce criminal upper -> s.fierce X roundhouse ruffian kick
Your opponent can't be too close or too far away from the corner or it
won't work.

Training Combos
---------------

1. (close to corner) j.roundhouse \/ d.fierce XX super ruffian kicks lvl.3 ->
s.fierce XX super ruffian kicks lvl.1 -> d.strong XX super ruffian kicks
lvl.2 (???)
A variation of the combo above, but I haven't tested it yet.


===
Guy
===
This guy, er- fellah, is the combo king. He's at least on par with Gen.

1. j.roundhouse \/ s.jab -> s.jab -> s.strong -> s.fierce -> s.roundhouse ->
super rising punches lvl.3
Yep, this combo works anywhere on the screen. It doesn't work
unfourtunately, if they're crouching. :(

2. (corner) j.roundhouse \/ s.jab -> s.jab -> s.jab -> s.strong -> s.fierece
-> s.roundhouse -> s.jab -> s.strong -> s.fiere -> s.roundhouse
If you can get the timing down, this is the easiest 60% combo in the game.

3. (corner) j.roundhouse \/ s.jab -> s.jab -> s.jab -> s.strong -> s.fierece
-> s.roundhouse -> s.strong -> s.fierce X buushin leap and grab
Easy and damaging.. you could do any other special (even the super rising
punches lvl.3) instead of the buushin leap, but I don't think it would
take off as much, and the super doesn't take off much more either.

3. (corner) j.roundhouse \/ s.strong -> s.fierce XX kick super lvl.3 ->
s.strong -> s.fierce X buushing leap and grab.
As usual, you can replace the buushin leap with a different special, or
even with Guy's 4 hit chain (jab -> roundhouse) if you omit the second
2 hit chain (strong -> fierce).

4. (corner) j.roundhouse \/ s.strong -> s.fierce X short hurricane kick ->
s.jab -> s.strong XX super rising punches lvl.3
I put this in here because it's one of the few combos where Guy can
continue the combo after his hurricane kick. The hard part is the s.jab.

5. (close to opposite corner) j.sraight up roundhouse (2 hit) \/ s.strong ->
s.fierce XX kick super lvl.3 -> s.jab -> s.strong X roundhouse hurricane
kick -> air throw
The positioning for this is crazy.. you have to be about 3 - 4 character
widths away from the corner with your back to it and your opponent right
next to you. You also have to walk forward a bit after the super.

5. (close to opposite corner) j.sraight up roundhouse (2 hit) \/ s.strong ->
s.fierce XX kick super lvl.3 -> s.jab -> s.strong -> s.fierce ->
s.roundhouse -> s.strong -> s.fierce X buushin leap and grab
Yeah.. good luck getting this during a match. I find it easier than the
one above though.

6. (corner in air) punch air throw \/ any juggle combo..
You can do his 2 hit chain (s.strong -> s.fierce) into special attack or
his 4 hit chain (s.jab -> s.roundhouse)

Breakfall Combos
----------------

1. (corner) j.roundhouse \/ s.strong -> s.fierce X short hurricane kick ->
s.jab -> s.strong X roundhouse hurricane kick -> (breakfall) s.strong ->
s.fierce XX super rising punches lvl.3
As usual, you can leave out the last s.strong -> s.fierce for safety.

Unflipped Combos
----------------

????????????????

Training Combos
---------------

1. (corner) j.roundhouse \/ s.strong -> s.fierce XX kick super lvl.3 ->
s.strong -> s.fierce X super rising punches lvl.3

2. (close to opposite corner) j.sraight up roundhouse (2 hit) \/ s.strong ->
s.fierce XX kick super lvl.3 -> s.jab -> s.strong -> s.fierce ->
s.roundhouse -> s.strong -> s.fierce X super rising punches lvl.3


=======
Rolento
=======
I like using him, but he's seriously lacking in the combo dept.

1. j.roundhouse \/ s.fierce X patriot cirle x3

2. (close) knife super lvl.3 -> s.fierce X patriot cirle lvl.3

3. take no prisoners super lvl.3 -> d.fierce
You could try doing some patriot circles instead of the d.fierce, but I
can't get them all to connect and it doesn't take off as much life.

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

1. (close) knife super lvl.3 -> grenade super lvl.1


=====
Sodom
=====
Nuthin' to say.. I don't use him.

1. j.roundhouse \/ d.fierce XX jitte strike super lvl.3

2. s.fierce -> jitte strike super lvl.3
This is NOT a two-in-one, but more like a chain.

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


====
Rose
====
Her soul grab super kicks ass now.. I know from seeing the cpu use it to
whip my ass all the time.

1. j.roundhouse \/ d.fierce XX super soul grab lvl.3
HUGE damage.

2. (corner) j.roundhouse \/ d.forward X fierce soul reflect -> d.strong XX
super soul grab lvl.3
If you wanna get fancy..

3. (close to corner) j.roundhouse \/ d.forward XX soul illusion super lvl.1
-> super soul reflect lvl.2 -> s.roundhouse
This is pretty hard, and the hardest part is the s.roundhouse. They have
to be in the corner, and you have to do it the instant you recover from
the lvl2. soul reflect super.

Breakfall Combos
----------------

1. (corner) j.roundhouse \/ d.forward X fierce soul reflect -> d.strong X
fierce soul reflect -> (breakfall) d.fierce XX super soul grab lvl.3
You have to be quick with the 2nd soul reflect, and you can omit the
d.fierce for safety if you want.

Unflipped Combos
----------------

????????????????

Training Combos
---------------

1. (close to corner) j.roundhouse \/ d.forward XX soul illusion super lvl.1
-> super soul reflect lvl.2 -> super soul grab lvl.3


======
Sakura
======
I'm not a big Sakura fan either, and I guess it shows.

1. j.roundhouse \/ d.jab -> d.jab -> s.short X fierce dragon punch
An easy 10 hit. You could also do the super dragon punches for big
damage, but it's not as easy.

1. j.roundhouse \/ d.fierce XX super dragon punches lvl.3

2. (corner) j.roundhouse \/ d.fierce X forward hurricane kick -> s.short XX
super dragon punches lvl.3
You have to be very precise with the s.short. You can do normal dragon
punch instead of a super one if you want.

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


=====
Karin
=====
She seems good, but I can't get used to her..

1. (close to corner) j.roundhouse \/ d.fierce X wrekka ken x2 end with kick
-> super rising punches lvl.3
They can flip out, but they still get hit.

2. j.roundhouse \/ d.fierce X wrekka ken x2 into dashing elbow x2
This just looks cool.

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


===
Dan
===
The MAN! Everyody loves Dan..

1. j.roundhouse \/ d.fierce XX super dragon punches lvl.3
Big damage.

2. (corner) j.roundhouse \/ d.forward XX super fireball lvl.3 -> d.strong X
forward flying kicks
You use the forward flying kicks because the roundhouse version will only
hit twice anyways.

3. (corner) fly-towards forward flying kicks \/ d.fierce XX super dragon
punches lvl.3
The hardest part is the fly-towards flying kicks.

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

1. (corner) j.roundhouse \/ d.fierce XX final desperation super lvl.3 ->
s.strong X dragon punch
You can't hit too deep with the j.roundhouse, and you have to cancel the
d.fierce as soon as possible.

Training Combos
---------------

1. (corner) j.roundhouse \/ d.fierce XX final desperation super lvl.3 ->
s.strong XX super dragon punches lvl.3


======
R.Mika
======
Uugh.. Does anyone know how to use her??

1. cross-up splash \/ s.strong XX super bum blast attack lvl.3
She does say "bum blast" right?? :)

2. (corner) punch bum blast -> d.light X kick bum blast
You have to hit with the first bum blast right before you land.

3. Dageki super lvl.1 (knock them down with strong or jab) -> airplane spin
(hold direction and jam on kick) -> s.strong XX super bum blast lvl.2
Timing is crucial.

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


====
Juli
====
She's just Cammy minus a few moves, and 1 extra. bah..

1. flying kick -> super cannon drill lvl.3
You have to hit with the flying kick right before she lands. The super
only hits once (Boo!) but it looks cool if you can kill with it.

2. (corner) flying kick -> s.fierce XX super rising drill lvl.3
Do the flying kick from far away so you hit with it right before she
lands.

3. j.roundhouse \/ s.fierce XX super cannon drill lvl.3

4. (corner) spinning knuckle -> s.fierce XX super rising drill lvl.3

5. d.strong -> s.jab XX super cannon drill lvl.3

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


====
Juni
====
My personal fav.. the fact she has a SPD move makes it even better.

1. j.roundhouse \/ s.fierce XX super cannon drill lvl.3
If you can do this combo with Cammy or Juli, you're pretty decent. If
you can do it with Juni however, your pretty damn good. :)

2. j.roundhouse \/ s.fierce XX super psycho crusher lvl.3
Easier than the one above.

3. short cannon drill -> s.fierce X cannon spike
I've been trying to do the super psycho crusher after the s.fierce
instead, but I can't get it to work.

4. d.strong -> s.jab XX super cannon dril lvl.3
Good luck! It's a hard chain into super flash kick motion.. If you can
do this reliably, you're daaaamn good.


Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


========
Evil Ryu
========
It's Ryu with a 2 new supers.. He can pretty well do all the combos that
normal Ryu can, plus a bit more.

1. j.roundhouse \/ d.fierce XX super dragon punches lvl.3
Bet ya could't see that one comin'...

2. (corner) j.roundhouse \/ d.short X jab dragon punch -> d.jab XX super
dragon punches lvl.3
Unlike Ken, Evil Ryu's super dragon punches juggle beautifully.

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


========
Fei Long
========
Who -doesn't- like Fei Long??? Always remember that his s.fierce won't hit
crouchers, so use a d.strong instead.

1. (corner) j.roundhouse \/ s.fierce XX super wrekka kes lvl.3 -> d.jab X
roundhouse dragon kick
The d.jab part is the hardest.

2. s.forward -> d.strong XX firefist super lvl.3
if you're lucky, you'll get the good version of the super cobmo.

3. (corner) punch throw -> d.jab XX super dragon kick lvl.3

Breakfall Combos
----------------

1. (corner) j.roundhouse \/ s.fierce XX super dragon kick lvl.3 ->
(breakfall) s.fierce X dragon kick

Unflipped Combos
----------------

1. j.roundhouse -> s.fierce XX super dragon kick lvl.3 -> wrekka ken x3
the second wrekka ken won't hit, but the third one will if you do it fast
enough

2. (corner) j.roundhouse \/ s.fierce XX super dragon kick lvl.3 ->
s.fierce X dragon kick

Training Combos
---------------

1. (corner) j.roundhouse \/ s.fierce XX super dragon kick lvl.3 -> s.fierce
XX super dragon kick lvl.3

2. (corner) j.roundhouse \/ s.fierce XX super wrekka kens lvl.3 -> d.jab XX
super dragon kick lvl.3


=======
Dee Jay
=======
1 of the top 3 combo characters (the others being Gen and Guy).

1. (corner) jab air slasher /\ j.roundhouse \/ s.strong XX super double
dread kicks lvl.3 -> s.strong X roundhouse double dread kick
You can leave out the air slasher and I think it still does about the
same damage.

2. (corner) j.roundhouse \/ d.jab X jab air slasher -> d.jab -> d.short X
fierce air slasher -> d.roundhouse
A sweet looking combo that trips your opponent.

3. (corner) j.roundhouse \/ s.strong XX super double dread kicks lvl.2 ->
s.strong XX super machine gun punch lvl.1
I think this is his most damaging double-super combo.

4. (corner) j.roundhouse \/ d.jab X jab air slasher -> d.jab -> d.short XX
super double dread kicks lvl.3 -> s.strong X roundhouse double dread kick
A stronger variation of combo #2

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

1. (corner) jab air slasher -> j.roundhouse \/ s.strong XX super double
dread kicks lvl.3 -> s.strong XX super machine gun punch lvl.3


======
T.Hawk
======
Don't expect to find any great combo's here..

1. cross-up splash \/ d.short X fierce rising hawk

2. (corner) j.roundhouse \/ d.short X fierce rising hawk

Breakfall Combos
----------------

????????????????

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


=====
Guile
=====
Guile's finally back.. too bad he's not as good. :(

1. j.fierce \/ s.fierce X flash kick
Try this on the big guys

2. (corner) j.roundhouse \/ d.jab X jab sonic boom -> d.jab -> d.short XX
super sonic hurricane lvl.3
This one's pretty hard. Try using the flash kick super instead if the
sonic hurricane one is too hard.

3. (corner) jab sonic boom /\ j.roundhouse \/ s.fierce X fierce sonic boom
-> spinning backhand (towards and fierce)
This is cool.. I think you can leave out the first sonic boom, but you
have to do a jab sonic boom after the s.fierce

4. j.roundhouse \/ s.fierce XX super flash kick lvl.3
haha.. good luck. 90% of the time I'll bet you'll throw sonic booms when
you land.

Breakfall Combos
----------------

1. (in air) kick air throw \/ (breakfall) super flash kick lvl. (???)
I haven't tested it out yet.

Unflipped Combos
----------------

????????????????

Training Combos
---------------

???????????????


=============================================================================
4. TIPS
=============================================================================

This is the section where I try to give you advice on how to do some of the
harder combos..

- ALWAYS charge down-back the instant you jump. Espeially with M.Bison,
Balrog, and Vega because they have such low/quick jumps and/or long charge
times. I mean the *INSTANT* you jump, before you leave the ground even.

- For some of the trickier combos that require precise timing, try playing
on Normal speed. It may seem slow as heck, but it makes it a lot easier,
especially charge combos.

- Always remember about the button-release action. If you hold down a
button, perform a motion, then release the button as you finish the
motion, it will come out as if you had pressed the button at the end.
I hope that doesn't sound too confusing, but anyway, the button-release
thing is the reason for many failed combos. Let's take Dee Jay's
j.roundhouse /\ s.strong XX super double dread kicks lvl.3 -> s.strong X
double dread kick combo as an example. After both s.strongs in the combo,
you might find yourself throwing his air slasher projectile, instead of
the dread kicks. This is because as after you press strong, then move the
pad to towards to complete the motion for the dread kicks, you release
strong and a button release counts as a button press. Voila, out comes
his air slasher projectile. A way around this is to NOT release the
strong punch button. Press strong, HOLD it, complete the motion for the
dread kicks, press roundhouse, release strong. It sounds hard, and may
be a strain on the fingers (depending on your config), but it's easy once
you get used to it. You can do this with anyone, not just Dee Jay.

- Speaking of configs, the default one is HORRIBLE!!! How can anyone use
it? I recommend you change it to your own, and pick out whatever's
comfortable. I also recommend that your friends get used to it too! It's
a pain in the ass having to change configs every time you pass the
controller. Here's the config I use..
Sqaure = strong punch
Triangle = forward kick
R1 = short kick
X = fierce punch
O = roundhouse kick
R2 = 3 kicks
L1 = jab punch
L2 = 3 punches
I'm not saying you HAVE to use it or anything, but I find it very
comfortable. Also remember that if you have to hold a button down to
prevent the button release thing, and the roundhouse or fierce buttons
are too out of the way for a lvl.3, you can press the 3 punches or 3 kicks
buttons and it counts as a lvl.3 button press.

- Many people bitch and complain about the super flash kick motion, and have
great difficulty with it. Yet I find it easier than a super fireball!
Here are some ways you can do it..

charge down-back, move to down-towards, then to down-back again, then
to up-towards and press the button. This is the way Capcom tells you to
do it, but it hardly ever works. You usually end up just jumping, or
even throwing out a standing attack. I don't recommend you that you do
it this way.

If your a Zangief player, and/or can do the spinning pile driver motion,
try this: charge down-back, then do a spinning piledriver motion starting
at towards. This almost always works, that is, if you can do the
spinning piledriver. :)

The way I always do it is like this: charge down-back, then move to
towards and roll your thumb from towards to down-towards, to down, to
down-back, to back, to up-back and press the button. Basically, if you're
facing right, charge down-back, then roll your thumb clockwise starting
at towards and ending at up-back. Once you get used to it, it's EASY.
Doing it this way also makes it easier to do the coveted standing attack
into super flash kick combos. Just press the attack you want to cancel
into the super at the towards, or back parts of the motion, then complete
the motion and press the button. Always remember though that with Chun
Li, Nash, and Guile you have to do it at the back part of the motion if
you want to cancel a standing punch into super flash kick. If you do
it at the towards part, you'll most likely get a fireball or sonic boom.

- Here's something that doesn't really help with combos that much (except
maybe with Dan), but I'll put it here because most people don't know
about it. Any special move that can done in the air can instantly be done
when you jump. Let's take Akuma for example.. He can do his hurricane
kick in the air. So when you perform the motion for it on the ground, you
can go one extra step (any up direction) and THEN press kick. If you do
it right, you will instantly fly up with the hurricane as you jump. I
call these moves "fly-away" attacks. If you did the hurricane motion,
then went to up-back and pressed kick, you do a "fly-away" hurricane that
sends you back the whole screen! If you press up at the end, it would be
a "fly-up" hurricane, and if towards, "fly-towards". This technique used
to be REALLY good in the old days (SSF2) when it was unblockable. :)
Alas, Capcom has fixed that, but it still helps sometimes (escapes, etc..)

- Always rememer that you can't hit too deep. Yes, I know that this goes
against everything I've learned as a street fighter, but Capcom must have
changed it somehow in Zero 3. This is especially true in corner combos.
If you hit really deep, you're pushed out for some reason.. (??) But if
you hit -just- deep enough so that the next hit will combo, you'll be
right next to your opponent. I don't understand it, but that's what it
looks like to me.

- Last but not least, practice. Sounds lame, but it works.


=============================================================================
5.END
=============================================================================

Author's Note
-------------
This brings the end of my SFZ3 combo FAQ. If you liked it, please feel free
to email me. If you hated it, please feel free to email me. If you found
any mistakes, yada yada.. email me. But most importantly, If you found any
big fat combos that I don't know about, email me and I'll give you credit.

Before I get loads of email, I wanna answer a few questions you might be
asking yourself..

Why only super combo combos??
I tried to only include big damage, and/or stylish combos. This is because
I don't want to type out every little combo as it would take forever.
Just imagine Ryu.. d.short X fireball. d.short -> d.short X fireball.
d.jab X fireball. d.jab -> d.jab X fireball. You get the picture..
I'm considering putting some of them in though, if there is enough demand
for it. It would also make some characters (Sodom, Sagat, etc..) not seem
so crappy and actually have a few combos for them.

What's with the "breakfall" and "unflipped" combos?
I put these in because I think they're a big part of the game. If someone
air recovers, they still can't block ground attacks and supers so it's
sorta still continuing the combo. You can even take off more life this way.
Just think of it as 2 combos in 1. They're not -true- combos in that your
opponent can recover, but they can't block it either so it is a combo.
You get it? Aw whatever.. just do some of them on your friends and you'll
like 'em. :) And the "unflipped" combos are exactly what it says. You use
them on stupid people who don't know how or when to flip out. :)

So what do I send in?
Anything at all actually.. Everyody likes feedback whenever they write
something. If you found any mistakes, or something wrong with some of my
combos (they don't work on certain characters or in certain situations etc.)
please email me. If you've found a way to add more hits in any of my combos
(on different characters, etc.) please email me. If you've found pretty
much ANYTHING at all that isn't in here, please email me. You can email
me at gdawson@angelfire.com

Credits
-------
my SF pals - (John, Glenn, Jason, Ed, Sean, & Brian).
my mod-chip - I wouldn't have SFZ3 without it.
Fighter's Net - for the cool combo mpgs
Kao Magura - It wouldn't be a fighting FAQ without his name in it somewhere.
my SF pal Brain - for his 5-foot high TV to play on.. :)
and Me - for spending all the time figuring out all this stuff.

Greg Dawson
gdawson@angelfire.com
---------------------

 
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