Zangief Character Guide Street Fighter EX (Arcade) version 1.2 By John Culbert (tigeraid@geocities.com) VERSION UPDATES: ---------------- -add 1 con to list -got rid of Double German Suplex (he doesn't have it in SFEX, but I coulda sworn I saw him do it once...) -changed J.Fierce (it IS his old "airplane punch"!) -added stuff about Turbo Clothesline INTRODUCTION: ------------- For once our arcade actually got a game fairly early!! This should help me get a fairly good head start on doing some strategy and such for EX. Street Fighter EX IMO could be thought of a LOT like SSF2T. There are NO chain combos (Except of course things like C.Short -> C.Short with Ken/Ryu), NO ACs (YES!!!! YES, YES, YES!!!), and also thankfully, no CCs. Yes, Street Fighter EX is, for the most part, a collection of all the things we classic SF players like--it has no CCs, ACs, or chain combos, but retains good ol' Super Combos (wouldn't be a fighting game without them these days), tech hits (I'd prefer if these weren't there, personally!), and a rigid combo system. And of course, probably the biggest thing about SFEX is the fact that it is the FIRST Street Fighter game that is polygon-based and 3-D! In my opinion, it's kinda nice, and doesn't detract from the gameplay that much (some of the basic movements like jumping are a little different and require some getting used to, however). ATTENTION: ---------- In case you're wondering, I MAY make an update to my BIG Zangief FAQ (for all SF games up to SFA2; see my homepage or gamefaqs.com) with this included--however, I'm putting this alone for now, because I'd feel obligated to include X-Men Vs. SF Zangief as well, and I don't have the time right now. So, this FAQ is separate for now, but I may add it to the Big Zangief Guide eventually. WHO'S ZANGIEF? -------------- You'd better know who Zangief is! He's the greatest Wrestler in Russia, and although I know his story for every other game he's been in, I will not speculate about his role in SFEX, since I don't know the story for the whole game! 'Gief wears red wrestling shorts with gold trim, and red boots. He's VERY large, with scars all over his body (presumably from wrestling bears) and a short, thick mohawk and beard. NOTE: In the "A word about..." section, I use examples in my explanations involving OTHER fighters. I prefer to leave Z for the actual FAQ. guide, and I find examples with other fighters are easier to use. Therefore, I recommend you find a general SFEX FAQ, like Darklancer's, if you don't know what moves I'm talking about. COMPARISON: ----------- A new section that I thought I'd include for Zangief, this compares the pros and cons for Zangief between SFA2 and SFEX. Pros: ----- 1. better range on SPD/FAB (YEEEEESSSS!!!! Just like old times; ticks work!) 2. better damage with Throws (YAY!! The SPD does its old damage!) :) 3. better S.Jab 4. effective Cossack Kick SC 5. MUCH better regular Throws! 6. Higher-priority FAB :) 7. better S.Roundhouse Cons: ----- 1. lost kick-ass C.Strong (air counter) 2. lost Rising Throw SC (not too big a deal, but it was fun to use) 3. less range on regular attacks (eg. J.Roundhouse, C.Roundhouse) 4. lost Banishing Punch (no big deal, but I used it for FBs and ticks) 5. Clotheslines easier to avoid :( 6. lost kick-ass D/F+Roundhouse :( 7. Running Bear Grab no longer grabs almost immediately. ########################################################################### ******* LEGEND: BUTTONS ******* .-------------Jab D-PAD | .-----------Strong | | .---------Fierce U/B U U/F | | | \|/ | | | B--o--F | | | /|\ O O O D/B D D/F O O O | | | | | | | | | | | ----------Roundhouse | ------------Forward -------------Short QCT= Quarter Circle Toward (roll the joystick from D to F) QCB= Quarter Circle Back (roll the joystick from D to B) HCT= Half Circle Toward (roll the joystick from B to D to F) HCB= Half Circle Back (roll the joystick from F to D to B) + = enter commands simultainiously N = Neutral (return D-Pad to center) J. = Jumping S. = Standing C. = Crouching XX = indicates buffering Some Short Forms Used in This FAQ: ---------------------------------- SF2= Street Fighter II: the World Warrior (may also refer to it as Classic) SF2CE= Street Fighter II: Champion Edition (may just be CE) SF2T= Street Fighter II Turbo: Hyper Fighting SSF2= Super Street Fighter II: the New Challengers SSF2T= Super Street Fighter II Turbo (may refer to it as Super Turbo) SFA= Street Fighter Alpha: Warrior's Dreams SFA2= Street Fighter Alpha II DP= Dragon Punch- can be referring to Ryu's, Ken's, Akuma's Special move, or to the similiar joystick/D-Pad motion (F, D, D/F) HK= Hurricane Kick- can be referring to Ryu's, Ken's or Akuma's Special Move, or to the similiar motion (QCB+any kick) FB= Fireball- can be referring to Special Move possessed by many characters, or to the similiar motion (QCT+any punch) SC= Super Combo CC= Custom Combo- pertaining to Custom Combos from SFA2 FK= Flash Kick- Guile's (and Charlie's) move, or similiar motion (charge D, U+any kick) SB= Sonic Boom- Guile's (and Charlie's) move, or similiar motion (charge B, F+any punch) YF= Yoga Flame- pertaining to Dhalsim's OLD Special Move or similiar motion (HCT+any punch) SBK= Spinning Bird Kick- pertaining to Chun Li's pattened move TBK= Thousand Burst Kick- Chun Li's Super Combo SPD= Spinning Pileriver- Zangief's pattened move, or similiar motion (roll 360 degrees) FAB= Final Atomic Buster- Zangief's pattened SC, or similiar motion (roll 720 degrees) A WORD ABOUT... *************** THROWS AND GRABS: A Throw or Grab (including SPD or other Special Move Throw) must be done right up close, and is unblockable; it can only be avoided (some exceptions, like Zangief's Running Bear Grab, and Cracker Jack's Lazy Buffalo do exist). ---------------------------------------------------------------------------- TECH HITS: To perform a tech hit, hold B or F and hit Strong or Fierce (or Forward or Roundhouse if your fighter has a Throw with those buttons) just as the opponent grabs you; basically, you perform a Throw at the same time the enemy tries to Throw you. YOU CANNOT TECH HIT SPECIAL MOVE THROWS (eg. Zangief's SPD) ----------------------------------------------------------------------------- BLOCKING: To block an oncoming attack, hold in the opposite direction. To block a low attack (i.e. the enemy hits low, like a sweep), hold D/B to crouch and block. There is NO Air Blocking SFEX! ----------------------------------------------------------------------------- GUARD BREAKING: --------------- The only truely new (non-combo) feature of SFEX is the Guard Break; taking up one level of the Super Meter, a Guard Break will break through an enemy's block, and stagger them for QUITE a long time, allowing you to set up some devastating combos. To perform a Guard Break, press Fierce+Roundhouse, or Jab+Short, or Strong+Forward. ----------------------------------------------------------------------------- TICKS: A tick is an attack that, if you connect with it, you can go into a combo or some other follow-up of your choice, and if blocked, you will recover in time to throw another attack before your opponent can; note that they also recover from their blocking frames at relatively the same time, so they will also be able to block the follow-up. But, since Throws are unblockable, you can nail them with a Throw! SEE TACTICS FOR MORE INFO, AS TICKS ARE _CRUCIAL_ TO 'GIEF! ----------------------------------------------------------------------------- SUPER METER: Underneath your Health meter is a meter which will fill up when you perform Special Moves or when you hit the enemy. Once filled to one level, it will flash and you can now perform one SC (or one Guard Break). It can also continue to be filled to a max of 3 levels. ----------------------------------------------------------------------------- SUPER COMBOS (SFA2 and SSF2T): Your fighter has the ability to perform a powerful multi-hit attack known as a Super Combo (SC). You will know a character has executed a Super Combo because the screen will grow dark for a moment as they gather "chi" (spirit). ALL ANIMATION except for the gathering of the character's energy will stop, so your opponent cannot move. If you finish your opponent with an SC, the screen will flash brightly, and for some ODD reason in SFEX, a METEOR will fly through the screen! ----------------------------------------------------------------------------- COMBOS: A combo is a series of attacks that, once the first hit connects, are totally unblockable until the opponent is knocked down or the attacker is pushed too far away to continue. In SFEX, the combo system has been ALMOST returned to the original system in SSF2T. Combos in SFEX generally follow the pattern of Jump-in -> Standing or Crouching Attack buffered into Special Move. You can also start simply from a Standing or Crouching Attack and buffer into a Special Move (see "buffering" below), and in some cases, more than one Standing or Crouching attack can be used (eg. two C.Jabs). ONLY CERTAIN REGULAR ATTACKS ARE BUFFERABLE! So what's different about SFEX's combo system? Well, first off, there is a juggle system now, moreso than ever; for example, one time I was using Guile, and I hit a jumping opponent (Ken) with my Jab SB. I then jumped and actually hit him with a J.Fierce before he landed, for a 2-hit combo! Still, the only big difference is that you can now buffer a SPECIAL MOVE into a SUPER COMBO, and a Super Combo into a Super Combo! There are no longer different SCs depending on the Super Meter level (with the exception of Zangief's FAB, and Akuma's Raging Demon) but this is remedied by the fact that you can string together up 3 SCs to make, in essence, a L3 Super Combo anyways. And hey, all you whiners who complain about no more huge multi-hit combos, take this example combo for Chun Li! J.Roundhouse XX Roundhouse TBK XX Kikosho This is an excellent example of how easy it is to pull of a HUGE multi-hit combo, if you have the timing down pat. For this reason, it is a VERY good idea to cancel Special Moves into Super Combos for MASSIVE combo damage. RESTRICTIONS: Their are TWO restrictions to the Super Combo buffering: 1. If the SC is ground-based, your character's feet MUST be on the ground when you perform the buffered SC. The best example is with Ken; a powerful combo for him is a Fierce DP buffered into a Shoryureppa--but wait, doesn't the DP cause Ken to rise into the air? This problem is solved if you perform the Fierce DP. This is because the first 2 hits of the _Fierce_ Dragon Punch leave Ken grounded, then he takes off for the the 3rd (now non-flaming) hit. The buffered SC WILL work IF you buffer it in before the 3rd hit of Ken's SC. So this means that, for example, you cannot perform a Flash Kick with Guile, then quickly cancel it with a Double Flash Kick SC, because Guile will be off the ground with the first FK! BTW, this restriction does of course not apply to air SCs; for example, the CPU Ryu did this HORRIBLY powerful combo to me: J.Roundhouse, C.Forward XX Roundhouse HK XX SUPER HK Ryu cancelled the 2nd hit of his regular HK into the mid-air Vacuum Hurricane and juggle me repeatedly in mid-air! This combo HURT. I would assume that he could do the same thing with his DP, perhaps cancelling the DP near the peak of its ascent! 2. You CANNOT BUFFER AN SC INTO ANOTHER OF THE SAME SC. The big mistake that lancer pointed out to me is that you cannot buffer two of the same SCs. For example, you cannot buffer C.Jack's Crazy Buffalo into ANOTHER Crazy Buffalo. (Thanks, lancer.) ----------------------------------------------------------------------------- BUFFERING: This is a technique used in 90% of all fighting games out today. To buffer means to do the motions of one move while the animations of another move are still being performed. Here's an example for Guile: -C.Strong XX Roundhouse FK a) hold D and hit Strong, then U+Roundhouse In order to perform this as a true combo, you must "cancel" the Strong with the FK, in other words, the Flash Kick must come out before the animations of the Strong are finished (before he draws the punch back after it connects). If you are too late the Kick will be blockable and won't count as part of the combo. Eg. 2- (same button buffering) -C.Strong buffered into Strong Sonic Boom There are two ways to perform this combo: a) begin holding D/B, then hit Strong, then F+Strong b) hold D/B, then press and HOLD Strong, then F and release Strong Some may find the second easier, but I actually use both. Again, the idea is to make the Sonic Boom come out before the punch is finished. The second way is easy simply because there are less things to do, and may keep some big combos a little more simplistic. Remember of course that you can now buffer Special Moves into SCs and SCs into other SCs; the same idea applies, i.e. perform the motion before the first move's animations are complete. ############################################################################# ZANGIEF'S MOVES: ---------------- -Spinning Clothesline: all three punches -Turbo Clothesline: all three kicks -Spinning Piledriver: roll 360+Punch (close) -Running Bear Grab: roll 360+Kick -Body Splash: D+Fierce in mid-air -Knee Drop: D+Short in mid-air -Iron Claw: F or B+Strong or Fierce (close) -Suplex: F or B+Forward or Roundhouse (close) -Back Breaker: F+Roundhouse (close behind) -Guard Break; Dynamite Headbutt: Jab+Short or Strong+Forward or Fierce+Roundhouse -Super Combo 1; Final Atomic Buster: roll 720+Punch (or 3 Punches at L3) -Super Combo 2; Cossack Kick: QCT, QCT+any kick (QCB+K to cancel) REGULAR MOVES ANALYSIS: ----------------------- Jab: S.Jab is an improved version of his overhead chop, which still makes a good TIMED air counter, but is also a GREAT way to stuff crouching attacks. The C.Jab is a basic low Jab, good in combos. Strong: S.Strong is a fairly fast roundhouse punch, which is a great up close move. C.Strong is your basic crouching punch, no big deal. Fierce: S.Fierce is a big straight punch, doing good damage but also quite slow. That coupled with the fact that it has less range than his old S.Fierce makes it dangerous to use. The C.Fierce is just a crouching version of it, with the same basic properties. J.Fierce (and boy was I wrong about this) is his good ol' "airplane punch"; it has GREAT priority in the air, and also has the most range of his jump-ins. Unless you're sure you're close enough, use this whenever jumping. Short: S.Short is still that great shin kick, which is his best up close tick, and it also stuffs a LOT of regular moves. C.Short is just a fast crouching kick, a good all-around attack for ticks. Forward: S.Forward is still the awesome side kick, his best ground attack; use it to peck away at the opponent from mid-range, and it will also stuff most low attacks. C.Forward is basically the same C.Forward, except of course it has decreased range; good up close for combos. Roundhouse: S.Roundhouse is changed to a basic high kick--it can be ducked and hits only once (his old S.Roundhouse hit twice), but it is a MUCH better air counter, and it has better range. Still, it is slow in recovery, so be careful with it. The C.Roundhouse is the same basic sweep, but with slightly less range; he also has lost his awesome D/F+Roundhouse from SFA2, so this hurts his long range game also. The J.Roundhouse is still your best jump-in, although it to has lost the range it had. Be careful jumping in from a distance... ############################################################################ MOVES ANALYSIS: --------------- -Spinning Clothesline- Description: Zangief spins around with his arms extended. Note: as before, you can hold F or B to move forward or away during the move. It can of course be ducked, and it is easier to do this in SFEX. It has only two primary uses; first, as an air counter to DEEP jumping opponents (if they're too high they can hit your head). Secondly, to pass through FBs as usual. However, only do this if you're far enough away to avoid a follow-up, especially a Super Combo--or, make sure you're close enough to actually hit the opponent with it as you pass through their projectile. -Turbo Clothesline- Description: same as above, but faster. Same uses as the regular Clothesline, except this is less risky. I recommend using it more often. NOTE: it has less priority over air attacks... -Spinning Piledriver- Description: Zangief grabs the enemy, flies spinning into the air, and slams them on their head. WEEEEEE!! This move ROCKS in SFEX! Not only is there BEAUTIFUL 3D animation, but it has been restored to its old self; it has a great range, making ticks quite effective, and also does around 30% damage! Another plus is that he no longer has a missed grab animation (meaning, he will not grab at the air if he misses), so it is much easier to use up close. Probably THE main goal in your fight is to nail the enemy with this, and it's almost as good an equalizer as the FAB. Just remember, you MUST master the 360 motion, or else you'll bring out a punch, which could be bad for you... -Running Bear Grab- Description: with a growl, Zangief runs shoulder-first at the opponent; if he connects, he grabs them around the waist and suplexes them. Does a little more damage than his Forward/Roundhouse Throw with the same throw animations. This is a decent tool to get close to the opponent for some damage from a distance. The big problem is that Zangief no longer grabs from anywhere in the dash; meaning if you're a step away from the enemy, Z still takes time to duck down before grabbing the enemy (unlike SFA2); which means, it no longer works with ticks. A good fake-out is to tick them with the S.Forward then go into this. Note though that because of the slow start, this is dangerous; the start-up is still quite slow, and the enemy can knock you out of the run quite easily, so use caution. -Body Splash- Description: Zangief jumps down at the opponent with his arms spread, hitting with his whole body. Zangief's best jump-in attack, it has lost most of its air-to-air priority, but still leaves you right up close for a Throw or combo, so it is also great for ticks. -Knee Drop- Description: Gief drops both knees on the opponent. Can no longer be done with D+Forward... This is BAR-NONE THE BEST TICK IN Z'S ARSENAL! Use it OFTEN even when you're not sure it'll connect, 'cause your recovery isn't bad either. Also good priority over ground attacks... -Iron Claw- Description: Zangief grabs the opponent by their head, holds them down, snaps their neck (or possibly crushes their face), then brutally shoves them to the ground behind him. His new Throw is one of the best reasons to play Zangief; it is weak, but the sheer brutality of the move is enough to make your opponent cringe! :) Remember, his best ticks are his S.Short and C.Jab. A good move to use when the enemy makes a dumb mistake! :) -Suplex- Description: Zangief grabs the enemy around the waist and hoists them overhead, slamming their head into the ground. A little more damage than the Iron Claw, but less visually pleasing. ;) However, the big thing to note about this Throw is that it leaves the enemy RIGHT at your feat, fodder for a meaty attack (anticipate reversals!) -Back Breaker- Description: ala Jeffry McWild, Zangief hoists the enemy up and drops their back across his knee. Although it doesn't do the devastating damage of Jeffry's :(, Z's Back Breaker is still the only "Back Throw" in the game (confirm? Perhaps Darun has one?) and you should go for it when the enemy has their back turned, usually after a cross-up. Doesn't happen often, but what the hell, it's damage. -Guard Break; Dynamite Headbutt- Description: Zangief lunges forward with his head out. Since Zangief's most powerful attacks are unblockable (Throws, duh), this is not such an amazing move for him. However, its advantage is that it has SLIGHTLY more range than his Throws, so if you catch the enemy blocking and you think it'll connect, go for it, then follow up with the most powerful Throw available! -Super Combo 1; Final Atomic Buster- Description: Zangief grabs the enemy around the waist and suplexes them, then hoists them up and slams their back into his knee, and then finishes off with a final extra-high Spinning Piledriver. GREAT damage at L1, and UNBELIEVABLE damage at L3! It has much better range and will even grab the enemy out of most regular attacks up close, so master the 720 motion, and tick a LOT! -Super Combo 2; Cossack Kick- Description: Zangief performs a succession of hopping stomps, then a side kick and finishes by booting the enemy across the screen. Half-decent damage and is a real hoot to watch, it has two main uses; first, to take out low attacks--so far NO low attack will beat this out as far as I know, so master your timing and reflexes for it. Secondly, it can be cancelled before the last kicks with QCB+kick, which makes a DEADLY tick; the enemy won't know what hit 'em!!!!!! Note that if the full SC is blocked, the recovery is fairly slow, so cancel it FREQUENTLY. SEE TACTICS FOR MORE INFO. ############################################################################ TACTICS: ******** Your main goal with 'Gief is to land the SPD or FAB. You're best to play a defensive game, hitting the enemy out of the air with the S.Roundhouse and Clotheslines, or blocking their jumping attack and Throwing them. Only use the Running Bear Grab if the enemy leaves an opening, or you're sure they will not hit you; in any case, try to use the Short Running Bear Grab, which has the fastest recovery and start-up speed (it is however, short-ranged-- about 3-4 steps). If the enemy is persistantly defensive, especially with projectiles, edge your way closer with Spinning Clotheslines and jumping, and when you get up close, stress the ticks; do NOT just try to go right for the SPD, because you'll be hit during the motions (unless the enemy's slow, of course). Your best tick is the S.Short, as well as the C.Jab or C.Short if you feel like it. Remember to buffer the SPD into these ticks to maximize their performance. When you have a level charged, use the Cossack Kicks! If the enemy blocks, cancel it and attempt a SPD, or an even easier FAB. If it hits, let it run its course OR if you have 2 levels, cancel it and IMMEDIATELY buffer the FAB (see combos). Note that you should not try the tick with the SPINNING PILEDRIVER _if_ the opponent is pushed a short distance and/or has good reflexes (the FAB still works, though); only cancel and go for the tick IF you're right up against the opponent as you kick them; either way if they block, you should cancel it, but if they're pushed back slightly, just try for a C.Forward, or something. ############################################################################ COMBOS: ******* Zangief isn't really a combo-dependant character, but he makes up for it with ticks. Any combo with *tick* at the beginning denotes that it is a tick. NOTE: when buffering the two SCs the easiest way I see is too perform the Cossack Kicks, cancel them, and AS he is drawing back his foot, buffer the FAB. This is the only way it has really worked for me. 1. J.Roundhouse, C.Roundhouse Comments: basic, easy 2 hit, decent damage. 2. Body Splash, C.Forward XX Spinning Clothesline Comments: Z's classic combo still works wonders and does decent damage. 3. *tick* Body Splash, C.Jab XX Fierce SPD Comments: great damage, include the C.Jab in the motions for the SPD to properly buffer it. 3 hits. 4. J.Roundhouse, C.Jab, C.Jab XX Cossack Kicks Comments: nice and easy SC combo. 5. *tick* J.Fierce, S.Short XX FAB Comments: great damage, also works well as a tick. 6. *tick* Fierce Body Splash, C.Short XX Cossack Kicks XX QCB+Kick XX FAB Comments: the ultimate combo AND the ultimate tick if you can get the timing down (see above). NOTE: you can also cancel the Cossack Kicks and then SPD as well. WHEN BUFFERING THE FAB, include the motions for the SC cancel in the 720--i.e. do the QCB+K and continue with the last 2 and 3/4 circles... ############################################################################ Vs. Strategies: --------------- Vs. Ryu: Because of your decreased range on jumping moves, this battle is a little bit more difficult. However, stay defensive UNLESS he throws a Fireball, in which case go through it with a Clothesline or jump it if timed well. Once close, be very careful not to fall into the FB/DP trap, and wait for him to make a mistake (eg. missed DP, HK). Watch for the buffered Super HK in the air or out of a DP or HK! Vs. Ken: Will DP more often, but will also use FBs a lot on 'Gief. use the same basic strategy as Ryu, but watch for the Roll (if you time it well, SPD him as he rises from it; otherwise, use the C.Roundouse). Do NOT attempt to hit him with a meaty SPD or Cossack Kick SC as he rises, 'cause he will reverse it with one of his SCs! Vs. Chun Li: She can hop over your low attacks with her new Swallow Kick, so don't throw them out liberally. If you block her SBK, wait 'till it's done then walk up and Throw, or a simple S.Fierce will do; I personally recommend blocking her SBK as opposed to ducking it, simply because 'Gief has no upward-directed attacks to hit her out of it! When she has a level charged, don't throw regular attacks out of the blue, because she can take them out with the TBK. Vs. Pullum Purna: A great fight, actually; me and my friend went quite a few rounds with these two characters, so it's a challenge for sure. Her greatest strength is her Drill, which if blocked will bounce her away--unfortunately, you have no attacks that will reach her for sure as she recovers. You can edge forward with a Spinning Clothesline, but I'm not sure this works consistantly. Other than that, you can follow her as she bounces by jumping forward, but again she should recover in time to block your jumping attack (tick!). Don't jump too often unless she leaves an opening, because she has a mega-damage Flip Kick. She can also take out your low attacks with that overhead Flip Kick, but thankfully, you can hit her if you block this, and you can usually hit her out of it with your J.Roundhouse. If she does her airborne Drill and you block it, she lands right in front of you--SPD!!!! (or FAB). Basically, stay defensive and wait for her mistakes... Vs. Guile: Nothing much against him; just remember to only jump his SB if you're SURE your jumping attack will connect, otherwise you just fell into one of his traps. Guile is frequently defensive, so tick a lot, and Clothesline the SBs. Vs. Skullomania: If you block his SkulloCrasher, jump in for a counter; you can also take it out with a Clothesline IF it comes in fairly low. If he comes in from the ground, counter his SkulloSlide with a Body Splash, or just block and Throw. Again, play on his mistakes... Vs. Hokuto: If you manage to block any of her dashing moves (especially that Dashing Elbow/Body Blow), counter with the SPD QUICKLY. Her S.Roundhouse takes out your jumping moves, so stay on the ground and defensive. Once she has a level charged she has a high-priority Super FB available, which will also take you out of the air... I may do a FAQ on Hokuto in the future... Vs. D.Dark: VERY hard fight. He will lay Explosives at every opportunity; this not only prevents you from walking in on him, but they will also counter jump-ins. Even if you hit him with your jump-in, you'll still land on the explosion and he'll combo you. A good reason to stay defensive; Clothesline through all of his Snap Wires and try to build your SC meter up. When he gets in close, use the Cossack Kicks to take priority over him, or to tick. Vs. C.Jack: Remember, any blocked dashing move=SPD! You must however be VERY fast, because the recovery on his Dashing Straight and especially Upper is good enough that he could Throw you first! Note however that the only REALLY easy to counter dashing moves are the Dashing Upper and his Crazy Buffalo; the Turn Punch, Dashing Straight and other Special Moves can be countered with the SPD when blocked IF you walk forward a step or two (or, just counter with a C.Forward XX Clothesline). Don't jump when he can anticipate it 'cause he has deadly air counters. Vs. Allen: Jump or Clothesline through his FBs, but watch for his Justice Fist. If you block this move, you have an ETERNITY to counter however you wish, so take the opportunity. Also watch for his Hop Kick, which can take out low attacks, and the Triple Break SC, which can also take out most attacks up close AND set you up for a big juggle. QUESTION: can the Clothesline take out the Justice Fist? NOTE: remember that I have a FAQ out on Allen, wherever you got this one... Vs. Blair: Just have fast reflexes! If you block her Shoot Kicks, counter FAST with the SPD. Watch your high attacks, or she'll take them out with the Sliding Arrow (SPD if you block this too, or Running Bear Grab as she's recovering). Her Mirage Arrow SC also takes out low attacks, so watch for this up close. NOTE: I also have a FAQ for Blair... Vs. Darun: Just as powerful as 'Gief, though not as cool. ;) He'll be ticking a lot like you, and if you block his Lariat, counter with the SPD FAST. Also don't throw out slow-recovering attacks from mid-range, or he'll hop over to you with the Ganges DDT... Vs. Kairi: Play him basically like Ryu, except watch for his high-priority rising SC, and the Air FB! NOTE: along with Hokuto, I MAY do a FAQ for this guy (I like his SCs and Throws!) ############################################################################# WHAT'S MISSING? *************** -Info on SFEX story pertaining to Zangief -More combos -more info on ticks -More Vs. Strategies ############################################################################# CREDITS: -------- Thanks to ARIKA for a great game, and thanks AGAIN to Lancer for the info he provided me. Also a big thanks to Happy Man Arcade for finally getting a game in fairly early! Finally a big thanks to Jason Jamieson (cka@efni.com), Jarvis, that dude with the pink hat, that guy who gave me a few good fights with Blair Dame (especially him!) and all the other guys at Happy Man for playing me. :) This and other FAQs can be accessed at my homepage: http://www.geocities.com/SiliconValley/Heights/1910 You can also e-mail me at: tigeraid@geocities.com "I said it before and I'll say it again--democracy simply doesn't work!" -Kent Brockman, the Simpsons