Street Fighter 3 - Ryu/Ken/Akuma FAQ, For Sega Dreamcast FAQ by Jimbo [jimbo@ola.com.au] This is an in-depth look at the two original street fighters in Street Fighter 3. This Ryu/Ken FAQ has all their moves, supers, and some combos for everyone. Contents I. Introduction - Intro to SF3 - Version History II. Controls - Dreamcast Controls - Arcade Controls III. Characters - Ryu – The Lone Fighter - Ken – The Flaming Dragon - Akuma – The Murderous Demon IV. Thankyou's V. Legal Stuff ======================================================================= I. Introduction INTRO TO STREET FIGHTER 3 ========================= Street Fighter 3 has been in the arcades for a couple of years now but hasn't been able to make the jump home because of the lack of power in the current consoles. Now that the DC is out Capcom brought out this little number which has Street Fighter 3 and Second Impact. Third Strike is due out on the Dreamcast too by the end of the year! This isn't actually the 3rd Street Fighter out as almost anyone can tell you it's more of less the 30th or so. This of course means that this is the most refined Street Fighter out. It's take everything good from the Alpha series the original series and even a bit of the Vs. series to make the best fighter ever. Well before I babble on anymore I'm gonna get on with the guide for my Favorite Characters who are Ryu, Ken, and Akuma. VERSION HISTORY =============== Last UPDATED [4/22/00] Version 1.1 [4/22/00] This is the final version of the FAQ. It's done so enjoy the first FAQ for SF3: W Impact even though it isn't much and not very well done. Sorry I'm busy doing a site with the webmaster NomEr-On. The DREAMFOURM is coming soon. 'www.dreamfourm.com' Version 1.0 [3/13/00] This is the first version of this FAQ and I'll be sure to do a couple more before it's fully finished. I've done most but I still have to do Akuma's whole section and Ken's combos. I'll probably do Ken's combos tomorrow and Akuma's stuff the day after. ======================================================================= II. Controls DREAMCAST CONTROLS ================== Here are the controls for the Sega Dreamcast. Directional Pad – Moves your character A Button – Light Kick B Button – Medium Kick R Button – High Kick X Button – Light Punch Y Button – Medium Punch L Button – Hard Punch Start Button – This pauses the game or move's forward through options ARCADE CONTROLS =============== These are the controls for the Arcade version of Street Fighter 3. Here is the layout of the machine. __ | | <-- Joystick |__| _ _ _ || |_||_||_| <--- LP – MP - HP || _ _ _ |_||_||_| <--- LK – MK - HK Joystick – Moves you're character LP Button – Light Punch MP Button – Medium Punch HP Button – Hard Punch LK Button – Light Kick MK Button – Medium Kick HK Button – Hard Kick ======================================================================= III. Characters RYU – THE LONE FIGHTER ====================== Ryu is back and in great shape too! He's been training for a long time getting ready to fight for the glory and fighting for the fight once again. Here is his story for the 'next generation' of the fighters! "With his lifelong rival now happily married (Ken has become even less readily available since the arrival of his son), Ryu has become even more desperate in his quest for a strong fighter. Likely the star of the game again, this ageless fighter is expected to have some powerful punches and kicks at his disposal. Ryu's style is solid and intense, unlike his friend and rival Ken's style, which is flashy. How will his tried and tested techniques fare against the new opponents?" Everyone knows that Ryu and Ken Masters have been rivals forever, even since the original Street Fighter game. Even with this they are still friends and have trained with each other and by the same master as they grew up. Stage: Snow Covered - Tokyo Zoo, Japan Costume: White Gi, Red Gloves & Headband, and Black Belt Supers: I. Shinkuu Hadoken II. Shin Shoryuken III. Denjin Hadoken Special Moves::] Hadouken - Fireball] Down –to- Forward, Punch The fireball or commonly known as an Hadouken, which (if I'm no mistaken) is the Japanese word Fireball? Anyway everyone should already known that the fireball come from Ryu's hands and take only half a second to come out. It travels along the screen in a blue flame color. The fireball is small and is the second most powerful one in the game, Akuma's being the strongest. This move is best used for when you're at a distance to your opponent or he might block and counter you. If he's to far he may block or might be smart and jump over it. Shoryuken - Dragon Punch] Forward, Down –to- Forward, Punch This is another well-known Street Fighter move and has and will be probably forever. Anyway it's a basic flying uppercut. Ryu will just jump in an almost vertical jump with his right arm outstretched in an uppercut stance. This is a good move to do as long as you know they aren't blocking or won't be blocking. It's easiest to do it when they have just jumped and are still next to you. This will hit them but wont have as much power. The other way is to do a quick floater by pressing, Down +plus+ Fierce Punch. This will knock them up in the air, and leave an open spot for a dragon punch. If you do it right after, in an almost continuous motion you should get a two-hit combo. Tatsumaki-Senpuukyaku - Hurricane Kick] Down –to- Back, Kick Here's another famous move with a more in-famous name. Of course most people know it's the hurricane kick but who actually can spell and pronounce the Japanese name!? Anyway this s a quick move in which Ryu does a spinning kick in the air. He jumps upwards and then mid jump starts spinning while moving across the screen. This is another hugely gravity-defying move but it's cool nonetheless. It's a basic move that's easy to pull off. Use it when your opponent is in the corner or when you need to push him away and hurt him at the same time. Joudansokutou Geri – Snap Kick] Down –to- Forward, Kick This is a quick kick or "snap" kick, as it's title says. Ryu takes a leap forward with a quick 1-hit kick. This move is quick but not very powerful. You're better off just sticking with the Hurricane [Tatsumaki-Senpuukyaku] Kick, which is a better move with damage and it's harder to block and counter. This is a good move however for when playing against turteler because is will hit them out of it. Also it's a good counter for when you block a super art. Sakotsu Wari - Overhead Punch?] Forward +plus+ Strong Punch This is just Ryu's overhead punch, except is does a two hit as he steps forward and takes a stab downwards at you opponents head. It will hit someone who's holding a low block but not a normal/high block. Also you can use this move to a cheese although I don't recommend it because it is a crappy way to win. To do the cheese just do the Wari, then do a sweep kick and back to the Wari again and again. This works most of the time except they might counter you with there own overhand. Ex Specials::] Ex Hadouken – Ex Fireball] Down –to- Forward, 2 Punches Ex Shoryuken – Ex Dragon Punch] Forward, Down –to- Forward, 2 Punches Ex Tatsumaki-Senpuukyaku – Ex Hurricane Kick] Down –to- Back, 2 Kicks Ex Joudansokutou Geri – Ex Snap Kick] Down –to- Forward, 2 Kicks Super Arts::] Shinkuu Hadouken] Down –to- Forward, Down –to- Forward, Punch - Maximum, Level 2 super bar -/- 5 Hits This is Ryu's main super art, as it has been for a long time. Anyway Ryu will do a big charge up and then blow out a big fireball. This fireball will do a bunch of hit's if it makes full contact. This fireball doesn't go to far and it's the same size as the normal fireball. Anyway this move is great super if you know that you can pull it off and hit your opponent head on, if not you might want to think twice because the clipping isn't that good. For a final thought the recovery time is pretty good so don't worry too much. Shin Shoryuken] Forward, Down –to- Forward, Down –to- Forward, Punch - Maximum, Level 1 super bar -/- 4-6 [close-far] Hits This is the super art for the normal Shoryuken. This is a more powerful one, which is done three times getting higher and more powerful on each jump. It starts of exactly the same as a normal Shoryuken but he will do three in a row. This is a very powerful more if you can hit your opponent with it. If you can use it better than the Shinkuu Hadouken then use this move it's better and more powerful. If not don't because it has bad clipping and it's recovery time isn't very good either. Denjin Hadouken] Down –to- Forward, Down –to- Forward, Punch - Maximum, Level 2 super bar -/- 4 Hits This is an electric fireball, which Ryu does. It is only a stunner move and it's best for someone who is just sitting there blocking trying to fill up his/her gauge. This move is the same except the longer you hold the punch the faster and more powerful the stun will be. Use this move to set up a quick combo, which you can do some major damage on. Don't try using this super within a combo because it won't work very well. This is of course because it only does one unblockable hit that stuns the opponent. Combos::] Combo 1 – 4 Hit] Jump-In Fierce Punch, Standing Medium Punch, Standing Fierce Punch, Standing Roundhouse Kick Combo 2 – 4-6 Hit] Jump-In Medium Punch, crouching Forward Kick, Roundhouse Kick Tatsumaki-Senpuukyaku Combo 3 – 3 Hits] Jump in Fierce Punch, Standing Fierce Punch, Fierce Punch Hadouken Combo 4 – 4-8 Hits] Jump-In Fierce Punch, standing Fierce Punch, Fierce Punch Hadouken, super cancel into an Shinkuu Hadouken Combo 5 – 5-10 Hits] Jump-In Fierce Punch, standing Fierce Punch, Fierce Punch Shoryuken, super cancel into a Shin Shoryuken, dash in, Fierce Punch Shoryuken. Combo 6 – 6-10 Hits] Jump in Fierce Punch, standing Forward Kick, EX Joudansokutou Geri, Hadouken, super cancel into an Shinkuu Hadouken. Combo 7 – 5-8 Hits] Jump in Fierce Punch, standing Fierce Punch, Fierce Punch Shoryuken, super cancel into a Shin Shoryuken, dash in (F, F), Fierce Punch Shoryuken. Combo 8 – ? Hits] Jump in Fierce Punch, Shoryuken, immediately super cancel into a Denjin Hadouken, release as opponent gets up, if opponent is stunned, jump in Fierce Punch, standing Fierce Punch, EX Tatsumaki- Senpuukyaku Combo 9 – 4-7 Hits] Jump in Roundhouse Kick, standing Forward Kick, super cancel into a Shin Shoryuken, jumping Roundhouse Kick. Combo 10 – 4 Hits] Jump in Fierce Punch, standing Fierce Punch, Fierce Punch Shoryuken KEN – THE FLAMING DRAGON ======================== Ken is back again just like Ryu, of course he hasn't been in all Street Fighters now, with Marvel Vs. Capcom. Anyway he's back and is the same as he's always been with a powerful Dragon Punch and a weaker Hadouken. Well here is his story... "Having studied under the same master, Ken and Ryu respectively hail each other as lifelong rivals. Known to have less finesse, but greater power than his friend, the blond maned fighter is back in his customary red garb. Ken now lives on the California coast with his wife and three-year old son, Mel. Although domestic commitments keep him busy, he has been given permission by his wife to take part in any fighting tournament with Ryu. Ken's style is seemingly reckless but never to be underestimated." As I said with Ryu him and Ken have been rivals forever but Ryu's been better. Anyway Ken is back for the first time since he got married and had his child. This has stopped him for fighting until now because Ryu is in it. Stage: San Francisco Bay – Boat Harbor, United States of America Costume: Red Gi, Brown Gloves, and Black Belt Supers: I. Shoryu Reppa II. Shinryuken III. Shipuu Jinrai Kyaku Special Moves::] Hadouken – Fireball] Down –to- Forward, Punch This is the same fireball as Ryu's although this isn't Ken's main move as it is with Ryu's. The fireball that is Ken's happens to be the weakest in the game and in most other Street Fighters. This move isn't very good for Ken against other Gi wearing fireball fighters like Sean Ryu, and Akuma. If you get into a fire ball war with any of them jump it and use the Hurricane kick to push them back and do them some good damage. Shoryuken – Dragon Punch] Forward, Down –to- Forward, Punch This is Ken's main move, which is a good and bad thing in people's minds. His Dragon Punch is a fire one, which does major damage compared to Ryu and even Akuma! Anyway the Jab version of the Shoryuken is usually better to hit at your enemies with. This is because the Jab one only does one wick short hit. The Fierce version does three hits but you have to hit with the first one and if you don't you opponent has the chance to pull off some good damage when you return to recover. Tatsumaki-Senpuukyaku – Hurricane Kick] Down –to- Back, Kick This is Ken's version of the Hurricane Kick, which is almost exactly the same as Ryu's version. I'm pretty sure they do the same damage but I'm not positive? Anyway this move is gravity defying as usual and he moves along the screen doing good damage every hit it makes. Ken has an upper hand because he is able to do his Kick when he's in the air. This isn't that good but it can be if you know you'll get the hit in. Otherwise they'll probably block it or just parry and counter with a much better hit. Ex Specials::] Ex Hadouken – Ex Fireball] Down –to- Forward, 2 Punches Ex Shoryuken – Ex Dragon Punch] Forward, Down –to- Forward, 2 Punches Ex Tatsumaki-Senpuukyaku – Ex Hurricane Kick] Down –to- Back, 2 Kicks Super Arts::] Shoryu Reppa] Down –to- Forward, Down –to- Forward, Punch - Maximum, Level 1 super bar -/- 11 Hits The Shoryu Reppa is a very fast Supper Art, which happens to be one of the fastest in the game. This of course doesn't mean that it isn't as good. No this move is very good. It allows you to go through fireballs and it's quick to get to your opponent. This move is good for doing to your opponents, but only when you can make it. This is mainly because it has a bad recovery time so you better watch out if you think your going to miss it. Also if you need to do some damage quickly just to kill them it doesn't have that good clipping damage. If you need a quick hit do a sweep or a jump in then start the Shoryu Reppa. Shinryuken] Forward, Down –to- Forward, Down –to- Forward, Punch - Maximum, Level 1 super bar -/- 15 Hits The Shinryuken is a cool looking Super Art that can do some HUGE damage when done right. To do it right you just have to get them to jump into you and then pull it before the hit you. If you do this Ken will rise into the while spinning with fire. It's very cool to look at as well as do damage. This move although does have it's faults because if you miss your still going straight into the air and your opponent has a great start to do some damage. This and the recovery time isn't that good so watch out on your way down. To get a good hit just use Shipuu Jinrai Kyaku] Down –to- Forward, Down –to- Forward, Kick rapidly - Maximum, Level 2 super bar -/- 13 Hits This Super Art is also very quick to pull onto your opponent. Not only this but it can also go through fireballs on it's way to your opponent. If you get a full hit you'll do some good damage with a lot of hits, but it's not quite as good as Ken's other Super Arts. To get a good hit in with it, like his other supers, use it after a quick sweep or as a counter. This also has the fault of Ken's other supers, which is it's recovery time. This one isn't as bad as his others, but it still is bad. Anyway all you have to do is make sure you know what you're doing when you do the move. Combos::] Combo 1 – 4 Hit] Jump-in Fierce Punch, crouching Medium Kick, (cancel) Fierce Punch Hadouken Combo 2 – 3-5 Hit] Jump-in Fierce Punch, Crouching Medium Kick, (cancel) Roundhouse Kick Hurricane Kick Combo 3 – 3-5 Hit] Jump-in Fierce Punch, Medium Punch, Fierce Punch, (cancel) Roundhouse Kick Hurricane Kick Combo 4 – 2-4 Hit] Jump-in D,DB,B+2xKicks, [juggle] Dragon Punch Combo 5 – 3 Hit] Crouching Light Kick, Crouching Light Kick, (cancel) Dragon Punch Combo 6 – 3-5 Hit] Jump-in Fierce Punch, Crouching Medium Kick, (cancel) Hadouken Combo 7 – 3 Hit] Crouching Jab Punch, Crouching Medium Kick, (cancel) Hadouken AKUMA – THE MURDEROUS DEMON =========================== Akuma is back again being the third and last fighter to return from the old Street Fighters. All of his moves have stayed intact and he's almost exactly the same as he was in Alpha 3. He is still strong and this is a bit unfair against other fighters. Now though he's a secret character so you'll have to earn him to get him. "Shun Goku Satsu.... Shun Goku Satsu!! Akuma learned this from his master Goutetsu. He was told this movepowerful it could kill the person who uses it. Goutetsu's ancestors feared it was too powerful so they sealed the move, never to be seen again. But Akuma believed his ancestors were fools so he released the move. In his opinion a true warrior will do everything he can to win the fight. "It is cowardly to avoid a technique because you fear it. A life of fear is not much of a life." Akuma is confident he can perform the move without dying. It is his dream to be stronger than anyone else. Akuma chooses his own master, Goutetsu to test this move on. During there fight, Akuma sees the chance. He feels like all the cells in his body will explode. After a second, he watches his dead master's body spray blood. Akuma's evil fate was set. It is his destiny and there is no turning back." Akuma is a very, very evil fighter and therefore is Ryu and Ken's mortal enemy. They always fight it out and Ryu was once taken over by Akuma and used for evil. This is when Evil Ryu came about although he's still in some fighters it doesn't have any real relevance anymore. Stage: San Mountain Fuji - Japan Costume: Black Gi, Brown Gloves, and Brown Belt Supers: I. Messatsu Gou Hadou II. Messatsu Gou Shoryu III. Messatsu Gou Rasen IV. Tenma Gou Zankuu V. Shun Goku Satsu Special Moves::] Gou Hadouken – Fireball] Down –to- Forward, Punch Yet again Akuma has the fireball exactly the same as Ryu and Ken's. The difference here is that Akuma's fireball is purple and it is the strongest out of the three overall. Kuchu Gou Hadouken – Air Fireball] [In Air] Down –to- Forward, Punch Akuma is the only fighter who can do the downward air fireball. It has the same power/speed as the normal fireball. The only difference here is that it's in the air and it harder to block. Gou Shoryuken] Forward, Down –to- Forward, Punch Again this is the same dragon punch as Ken. He has a fire dragon ball and it does about the same damage as Ken's. It is also slow like the rest and has the same animation. Tatsumakisenpuukyaku - Hurricane Kick] Down –to- Back, Kick This time his hurricane is a little different and is much more powerful that Ryu and Ken's. This time he does a three-hit hurricane kick. If the first spin hit's you, you still get hit by the following before being knocked down. Kuchu Tatsumakisenpuukyaku – Air Hurricane Kick] Down –to- Back, Kick This is just an air version of the normal hurricane kick. When you do this in the air you don't do it straight but you move downwards in a slow motion as you do the spins. This isn't as maneuverable of a move as the normal one though. Tenma Kujinkyaku] [Air] Down+Medium Kick This is a very useful move in Akuma's set. It's a kick in which you move down in one kick motion. It does 3 hit's and it's powerful enough to do some good damage. It's a good move to catch your opponent off guard with because it's quick and comes from the air. Tomoe Nage] Forward+Medium Kick This is the same snap kick that Ryu does. As I said before it's not very powerful or useful. It is quite quick but that's about all it has going for it. Ex Specials::] * Akuma has no Ex moves that he can perform * Super Arts::] Messatsu Gou Hadou] Down –to- Forward, Down –to- Forward, Punch - Maximum, Level 1 super bar -/- 11 Hits This is the Super fireball that can also be done by Ryu. Akuma has a purple fire instead of blue and it does about the same damage. Akuma does take longer to start his fireball. It's the same speed once it's started and it does about the same amount of hits as Ryu's. You should use the move the same way as Ryu's. If you don't think that you are going to hit your opponent don't even try. If you think you'll hit them then do it. If not you will probably get hit because you can't move for close to 5 seconds once you start the move. As long as you hit your opponent, blocked or not, you should have enough time to recover. Messatsu Gou Shoryu] Down –to- Forward, Down –to- Forward, Punch - Maximum, Level 1 super bar -/- Hits This is the super dragon punch and it is the same the one Ken performs. This is basically a chain of three Dragon Punches with more power done consecutively. It has a quick enough start and it does good damage if all hits are connected, although not as much as Ryu's straight dragon punch super. When you use this move make sure you hit with the first hit or else you could be in trouble and even if you do connect later you will get small damage done. It is best to start this move by canceling another move like a Fierce Punch or a Hurricane Kick, which is the best way in my opinion. Messatsu Gou Rasen] Down –to- Forward, Down –to- Forward, Kick - Maximum, Level 1 super bar -/- Hits Tenma Gou Zankuu] Down –to- Forward, Down –to- Forward, Punch - Maximum, Level 1 super bar -/- Hits This is the air version of the super fireball [Messatsu Gou Hadou] and it isn't the same type of move. When your in the air and you start the move Akuma starts the normal air fireball animation but then goes crazy shooting over 20 fireballs in a spot of under 5 seconds! Its fast and the fireballs go in all different directions meaning it has a broad range of attack. When you do this move you wont hit with every fireball so don't try. Once it's off and you hit with one of them you should get the rest in his direction until the moves over. Try and do it so that you know you'll get it if you don't though you wont have to worry because it's hard to completely evade and start a new move before your back and ready. Shun Goku Satsu] Light Punch, Light Punch, Forward+Medium Punch - Minimum, Level 3 super bar -/- 16 Hits This is the most powerful move that Akuma can do. It is also probably the most powerful movie in game! You can do it whenever you want no matter what Super you choose but it does take a FULL THREE super bars to do. It is a slow starting move but once you grab you're opponent they are screwed! The move is where Akuma does a teleport movement and then grabs your opponent and basically puts the smackdown on them. It goes black and you only see some flashes of light. Then the screen will fade back with Akuma's back in your view and the sign on his back glowing. The best strategy for this move I've found I to do a trip move with down and fierce and then start the move immediately. If you do it right you should grab your opponent right as they stand up before your move finishes and then causes huge damage! Combos::] Combo 1 – 3 Hit] Crouching Jab Punch, Crouching Light Kick, (cancel) Hadouken Combo 2 – 3 Hit] Crouching Light Kick, Crouching Light Kick, (cancel) Hadouken Combo 3 – 3 Hit] Jump-in Fierce Punch, Crouching Medium Kick, (cancel) Hadouken Combo 4 – 3-5 Hit] Jump-in Fierce Punch, Crouching Medium Kick, (cancel) Fierce Punch Hadouken Combo 5 – 3-4 Hit] Jump-in Fierce Punch, Crouching Medium Kick, (cancel) Roundhouse Kick Hurricane Kick Combo 6 – 4-6 Hit] Jump-in Fierce Punch, Fierce Punch, (cancel) Light Kick Hurricane Kick, Fierce Punch Hadouken Combo 7 – 4-6 Hit] Jump-in Medium Kick, Crouching Fierce Punch, (cancel) Light Kick Hurricane Kick, (juggle) Fierce Punch Dragon Punch Combo 8 – 3 Hit] Jump-in Roundhouse Kick, Crouching Medium Kick, (cancel) Hadouken Combo 9 – 3-5 Hit] Jump-in Roundhouse Kick, Crouching Medium Kick, (cancel) Roundhouse Kick Hurricane Kick ======================================================================= IV. Thankyou's Thanks to anyone who's helped me with this guide. Capcom –capcom.jp.co-] For making this game so everyone could enjoy it. Sega –sega.jp.co-] For getting Capcom on your team and making the DC. Also thanks to all the people who let me whoop them in the making of this FAQ. ======================================================================= V. Legal Stuff This FAQ is for gamefaqs.com only and cannot be copied without my permission. E-mail me for permission at jimbo@ola.com.au.