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YBH Strat Section

a guest Feb 11th, 2018 640 Never
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  1. RYU
  2. 1. OPENING MOVES
  3.  i. strong red hadouken
  4.  ii. wait for opponent to act
  5.  iii. cr.roundhouse
  6.  iv. f+fierce to strong or fierce throw
  7.  
  8. 2. BUILDING SUPER METER
  9.  i. jab shoryuken
  10.  ii. air hurricane kick
  11.  iii. short hurricane kick
  12.  
  13. 3. STRINGS
  14.  i. hadouken > hadouken
  15.  ii. cr.roundhouse > hadouken
  16.  iii. cr.forward (don't cancel) > super fireball
  17.  iv. crossup j.roundhouse ---->  strong or fierce throw
  18.               |`-->  cr.forward > red hadouken
  19.               |`-->  cr.strong ---->  strong or fierce throw
  20.               |         `-->  cr.forward > hadouken
  21.               |`-->  cr.short x 1~3 ---->  strong or fierce throw
  22.               |              `-->  cr.roundhouse > hadouken
  23.                `-->  f+strong ---->  cr.roundhouse
  24.                        `-->  cr.forward > red hadouken
  25.  v. f+fierce ----->  strong or fierce throw
  26.           `--->  super
  27.  
  28. 4. COMBOS
  29.  i. j.fierce > close st.fierce > fierce red hadouken
  30.  ii. j.roundhouse > cr.strong > fierce shoryuken
  31.  
  32. 5. HANDLING PROJECTILES
  33.  i. jab or fierce hadouken
  34.  ii. neutral jump
  35.  iii. block
  36.  iv. jab shoryuken
  37.  v. hurricane kick (for sonic booms, yoga fires, and ground tiger shots only)
  38.  
  39. 6. REVERSALS
  40.  i. jab shoryuken
  41.  ii. super
  42.  iii. short hurricane kick
  43.  
  44. 7. ANTI-AIR
  45.  i. jab or fierce shoryuken
  46.  ii. cr.roundhouse
  47.  iii. j.strong
  48.  iv. neutral j.roundhouse
  49.  v. far st.strong/fierce
  50.  vi. cr.strong
  51.  
  52. 8. CROSSUPS
  53.  i. j.roundhouse
  54.  ii. roundhouse air hurricane kick
  55.  
  56.  
  57. KEN
  58. 1. OPENING MOVES
  59.  i. fierce hadouken
  60.  ii. jump towards
  61.  iii. wait for opponent to act
  62.  iv. walk up ---->  cr.roundhouse > jab hadouken
  63.           `-->  forward throw or jab shoryuken
  64.  
  65.  vs. ryu, ken, chun-li, and deejay:
  66.  ` j.fierce ---->  roundhouse air hurricane kick > cr.roundhouse
  67.              `-->  jab shoryuken
  68.  
  69.  vs. dhalsim:
  70.  ` j.fierce > close st.strong > qcf+kick (hold kick)
  71.  
  72.  vs. honda (if he does a hundred hand slap)
  73.  ` crossup forward > cr.strong > fierce shoryuken
  74.  
  75.  vs. boxer (if he does a turn punch)
  76.  ` j.fierce > air hurricane kick > cr.roundhouse > qcf+kick
  77.  
  78. 2. BUILDING SUPER METER
  79.  i. jab shoryuken
  80.  ii. air hurricane kick
  81.  
  82. 3. STRINGS
  83.  i. hadouken ---->  walk up cr.roundhouse > hadouken
  84.          |`-->  forward throw
  85.           `-->  walk up jab shoryuken
  86.  ii. crossup forward > cr.short x 1~3 ---->  cr.roundhouse > hadouken
  87.                       |`-->  forward throw
  88.                        `-->  jab shoryuken
  89.  iii. meaty cr.forward > cr.roundhouse > jab or fierce hadouken
  90.  
  91. 4. COMBOS
  92.  i. j.roundhouse > close st.fierce > jab shoryuken
  93.  
  94. 5. HANDLING PROJECTILES
  95.  i. jab or fierce hadouken
  96.  ii. neutral jump
  97.  iii. block
  98.  iv. jab shoryuken
  99.  v. hurricane kick (for sonic booms, yoga fires, and ground tiger shots only)
  100.  
  101. 6. REVERSALS
  102.  i. jab shoryuken
  103.  
  104. 7. ANTI-AIRS
  105.  i. jab shoryuken
  106.  ii. fierce shoryuken
  107.  iii. cr.roundhouse
  108.  iv. j.roundhouse
  109.  v. close st.fierce
  110.  vi. cr.fierce
  111.  vii. far st.strong or far st.fierce
  112.  viii. cr.strong
  113.  
  114. 8. CROSSUPS
  115.  i. j.forward
  116.  ii. roundhouse air hurricane kick
  117.  
  118.  
  119. E.HONDA
  120. 1. OPENING MOVES
  121.  ii. b/f+roundhouse
  122.  iii. walk up ----> cr.jab
  123.           |`--> cr.strong
  124.            `--> cr.forward
  125.  iv. jump towards
  126.  v. forward or roundhouse sumo smash
  127.  
  128. 2. BUILDING SUPER METER
  129.  i. builds fast enough through regular fighting
  130.  
  131. 3. STRINGS
  132.  i. strong or fierce hundred hand slap ----> strong or fierce hundred hand slap
  133.                     `--> oicho throw
  134.  iii. cr.jab or far st.jab ----> hundred hand slap
  135.                `--> fierce or roundhouse throw
  136.  iv. cr.jab or cr.short > oicho throw
  137.  v. j.d+forward or d+roundhouse ----> oicho throw
  138.                  `--> cr.forward ----> strong or fierce hundred hand slap
  139.                          |`--> headbutt
  140.                           `--> sumo smash
  141.  vi. fierce throw ----> crossup j.roundhouse > close st.strong > st.roundhouse
  142.            `--> crossup j.d+forward ----> cr.jab or cr.short ----> fierce or roundhouse throw
  143.                         |                 `--> oicho throw
  144.                         |`--> fierce or roundhouse throw
  145.                          `--> oicho throw
  146.  vii. roundhouse throw ----> walk up ----> cr.roundhouse
  147.                |          `--> cr.jab or cr.short ----> hundred hand slap
  148.                |                      |`--> fierce or roundhouse throw
  149.                |                       `--> oicho throw
  150.                |`--> j.short ----> st.jab or cr.jab > hundred hand slap
  151.                |              `--> cr.short ----> fierce or roundhouse throw
  152.                |                 `--> oicho throw
  153.                 `--> fierce hundred hand slap ----> hundred hand slap
  154.                               |`--> fierce or roundhouse throw
  155.                                `--> oicho throw
  156.  viii. oicho throw ----> sumo smash
  157.            |`--> strong or fierce hundred hand slap
  158.             `--> oicho throw
  159.  
  160. 4. COMBOS
  161.  i. j.fierce > close st.jab > hundred hand slap
  162.  ii. j.fierce > cr.short > fierce headbutt
  163.  iii. crossup roundhouse or crossup d+forward > close st.jab > cr.short > strong or fierce hundred hand slap
  164.  
  165. 5. HANDLING PROJECTILES
  166.  i. neutral jump
  167.  ii. block
  168.  iii. sumo smash
  169.  
  170. 6. REVERSALS
  171.  i. headbutt
  172.  ii. sumo smash
  173.  iii. oicho throw
  174.  iv. super
  175.  
  176. 7. ANTI-AIRS
  177.  i. close st.fierce
  178.  ii. far st.jab
  179.  iii. cr.jab
  180.  iv. far st.strong
  181.  v. far st.forward
  182.  vi. b/f+roundhouse
  183.  vii. jab hundred hand slap
  184.  
  185. 8. CROSSUPS
  186.  i. j.d+forward
  187.  ii. j.roundhouse
  188.  
  189.  
  190. CHUN-LI
  191. 1. OPENING MOVES
  192.  i. walk up cr.forward
  193.  ii. walk up lightning legs
  194.  iii. far st.fierce
  195.  iv. fierce kikouken
  196.  v. jump back
  197.  
  198. 2. BUILDING SUPER METER
  199.  i. kikouken
  200.  ii. back jump > air spinning bird kick
  201.  iii. lightning legs
  202.  
  203. 3. STRINGS
  204.  i. cr.forward ----> cr.forward
  205.            |`--> far st.short > forward lightning legs
  206.             `--> forward lightning legs
  207.  ii. far st.strong ----> far st.strong
  208.            |`--> throw
  209.             `--> wait for opponent to act
  210.  iii. jab kikouken > cr.forward ----> forward lightning legs
  211.                  `--> throw
  212.  iv. cr.short or crossup forward ----> throw
  213.                  |`--> lightning legs
  214.                   `--> cr.roundhouse
  215.  
  216. 4. COMBOS
  217.  i. j.roundhouse > close st.strong > cr.roundhouse
  218.  ii. crossup j.forward > cr.short > roundhouse upkicks
  219.  iii. j.roundhouse > close st.fierce > fierce kikouken
  220.  iv. j.roundhouse > close st.forward > forward lightning legs
  221.  v. j.roundhouse > cr.forward > far st.fierce
  222.  
  223. 5. HANDLING PROJECTILES
  224.  i. kikouken
  225.  ii. neutral jump
  226.  iii. block
  227.  iv. df+roundhouse
  228.  v. short spinning bird kick
  229.  
  230. 6. REVERSALS
  231.  i. roundhouse upkicks
  232.  ii. spinning bird kick
  233.  iii. super
  234.  
  235. 7. ANTI-AIRS
  236.  i. short upkicks
  237.  ii. close st.forward
  238.  iii. far st.forward
  239.  iv. neutral j.fierce
  240.  v. neutral j.roundhouse
  241.  vi. far st.jab
  242.  vi. far st.fierce
  243.  viii. cr.roundhouse
  244.  
  245. 8. CROSSUPS
  246.  i. j.forward
  247.  
  248.  
  249. BLANKA
  250. 1. OPENING MOVES
  251.  i. jump towards
  252.  ii. df+fierce
  253.  iii. far st.short
  254.  iv. wait for opponent to act
  255.  
  256. 2. BUILDING SUPER METER
  257.  i. back hop
  258.  
  259. 3. STRINGS
  260.  i. (crossup) j.short ----> close st.strong --(hit)-->
  261.             |           |
  262.             |       (blocked)
  263.             |           |`--> fierce throw
  264.             |           |`--> cr.short > fierce throw
  265.             |           |`--> cr.roundhouse
  266.             |            `--> forward hop ----> fierce throw
  267.             |                      `--> close st.strong ----> strong electricity
  268.             |                                   |`--> close st.f/b+strong
  269.             |                               |`--> crossup j.short
  270.             |                                `--> forward hop
  271.              `--> crossup j.short
  272.  ii. jab or strong straight ball ----> close st.strong > close st.b/f+strong
  273.                  |`--> cr.forward > cr.forward > fierce straight ball
  274.                  |`--> crossup j.short
  275.                  |`--> fierce throw
  276.                   `--> wait for opponent to act
  277.  
  278. 4. COMBOS
  279.  i. j.roundhouse > cr.forward > fierce straight ball
  280.  ii. j.roundhouse > close st.strong > cr.forward
  281.  iii. crossup j.short > close st.strong > close st.b/f+strong
  282.  
  283. 5. HANDLING PROJECTILES
  284.  i. block
  285.  ii. neutral jump
  286.  
  287. 6. REVERSALS
  288.  i. straight ball
  289.  ii. up ball
  290.  
  291. 7. ANTI-AIRS
  292.  i. up ball
  293.  ii. neutral j.fierce
  294.  iii. df+fierce
  295.  iv. far st.strong
  296.  v. st.roundhouse
  297.  
  298. 8. CROSSUPS
  299.  i. j.short
  300.  ii. j.fierce
  301.  
  302.  
  303. ZANGIEF
  304. 1. OPENING MOVES
  305.  i. walk up
  306.  
  307. 2. BUILDING SUPER METER
  308.  i. quick double lariat (3K)
  309.  
  310. 3. STRINGS
  311.  i. far st.jab --\
  312.     far st.short -\
  313.     far st.strong ----> cr.roundhouse
  314.            `--> jump towards
  315.  ii. far st.short ----> spinning pile driver
  316.           |`--> cr.roundhouse
  317.           |`--> walk up strong throw
  318.           |`--> j.short > super
  319.            `--> wait for opponent to act
  320.  iii. far st.short > far st.short ----> spinning pile driver
  321.                    `--> cr.roundhouse
  322.  iv. cr.jab ----> cr.jab ----> cr.jab x 1~2 ----> spinning pile driver
  323.         |        |           `--> cr.roundhouse
  324.         |        |`--> spinning pile driver
  325.         |         `--> strong throw
  326.         |`--> super
  327.          `--> strong throw
  328.  v. cr.forward ----> spinning pile driver
  329.         `--> cr.jab > spinning pile driver
  330.  vi. far st.jab > spinning pile driver
  331.  
  332. 4. COMBOS
  333.  i. j.fierce or roundhouse > st.strong > cr.roundhouse
  334.  ii. crossup j.d+fierce > st.strong > far st.short > cr.roundhouse
  335.  iii. crossup j.d+fierce > cr.forward > quick double lariat (3K)
  336.  
  337. 5. HANDLING PROJECTILES
  338.  i. double lariat (3P)
  339.  ii. quick double lariat (3K)
  340.  iii. banishing fist
  341.  iv. block
  342.  
  343. 6. REVERSALS
  344.  i. spinning pile driver
  345.  ii. double lariat (3P)
  346.  iii. quick double lariat (3K)
  347.  
  348. 7. ANTI-AIRS
  349.  i. double lariat (3P)
  350.  ii. close st.jab
  351.  iii. far st.roundhouse
  352.  iv. cr.roundhouse
  353.  v. neutral j.d+fierce
  354.  vi. cr.punch
  355.  
  356. 8. CROSSUPS
  357.  i. j.d+fierce
  358.  
  359.  
  360. GUILE
  361. 1. OPENING MOVES
  362.  i. sonic boom
  363.  ii. f+forward
  364.  iii. cr.forward
  365.  iv. neutral jump
  366.  v. wait for opponent to act
  367.  
  368. 2. BUILDING SUPER METER
  369.  i. sonic boom
  370.  
  371. 3. STRINGS
  372.  i. blocked sonic boom ----> cr.jab ----> cr.forward > sonic boom
  373.                |         `--> wait for opponent to act
  374.                 `--> b or f+short ----> cr.jab > jab sonic boom > cr.forward > sonic boom
  375.                        `--> jab sonic boom
  376.  ii. f+forward > f+forward
  377.  iii. crossup short ----> cr.short 1~2 ---hit---> flash kick
  378.             |           `-block-> fierce throw
  379.             |           `-block-> (standing short) > sonic boom
  380.              `--> fierce throw
  381.  
  382. 4. COMBOS
  383.  i. j.roundhouse > cr.strong > flash kick
  384.  ii. j.roundhouse > close st.fierce > fierce sonic boom > f+fierce
  385.  
  386. 5. HANDLING PROJECTILES
  387.  i. sonic boom
  388.  ii. neutral jump
  389.  iii. jump back
  390.  iv. block
  391.  
  392. 6. REVERSALS
  393.  i. flash kick
  394.  ii. super
  395.  
  396. 7. ANTI-AIRS
  397.  i. flash kick
  398.  ii. cr.fierce
  399.  iii. far st.strong
  400.  iv. close st.forward
  401.  v. neutral j.forward
  402.  vi. j.roundhouse
  403.  vii. j.fierce
  404.  viii. cr.forward
  405.  ix. cr.roundhouse
  406.  x. far st.fierce
  407.  xi. f+fierce
  408.  
  409. 8. CROSSUPS
  410.  i. j.short
  411.  
  412.  
  413. DHALSIM
  414. 1. OPENING MOVES
  415.  i. wait for opponent to act
  416.  
  417. 2. BUILDING SUPER METER
  418.  i. short yoga blast
  419.  
  420. 3. STRINGS
  421.  i. cr.strong > st.fierce
  422.  ii. j.d+forward > db+forward > roundhouse drill > strong throw
  423.  iii. db+forward ----> db+forward
  424.           `--> strong throw
  425.  iv. blocked yoga flame ----> db+forward
  426.             |`--> strong throw
  427.              `--> fierce yoga fire
  428.  
  429. 4. COMBOS
  430.  i. super
  431.  
  432. 5. HANDLING PROJECTILES
  433.  i. slide
  434.  ii. cr.punch
  435.  iii. drill
  436.  iv. yoga fire
  437.  v. yoga flame
  438.  vi. block
  439.  vii. neutral jump
  440.  
  441. 6. REVERSALS
  442.  i. nothing (reversal teleport is glitched, you can control where it goes)
  443.  
  444. 7. ANTI-AIRS
  445.  i. slide
  446.  ii. cr.punch
  447.  iii. st.kick
  448.  iv. b+kick
  449.  v. towards or vertical j.fierce
  450.  vi. short yoga blast
  451.  vii. st.fierce
  452.  viii. b+jab
  453.  ix. b+strong
  454.  x. db+roundhouse
  455.  xi. db+jab
  456.  
  457. 8. BEST CROSS UP
  458.  i. forward or roundhouse drill
  459.  
  460.  
  461. T.HAWK
  462. 1. OPENING MOVES
  463.  i. walk up far st.strong
  464.  ii. far st.roundhouse
  465.  iii. wait for opponent to act
  466.  iv. neutral or forward jump to condor dive
  467.  v. rapid fire cr.jab
  468.  vi. walk up mexican typhoon
  469.  vii. walk up tomahawk buster
  470.  
  471. 2. BUILDING SUPER METER
  472.  i. just leave it up to regular fighting
  473.  
  474. 3. STRINGS
  475.  i. jump in ----> roundhouse throw
  476.          `--> mexican typhoon
  477.  ii. (roundhouse throw) ----> j.jab ----> cr.jab x 1~2 > roundhouse throw or mexican typhoon
  478.             |       |`--> roundhouse throw
  479.             |        `--> mexican typhoon
  480.             |`--> crossup forward ----> cr.jab x 1~2 ----> st.jab > tomahawk buster
  481.             |             |          |`--> roundhouse throw
  482.             |             |           `--> mexican typhoon
  483.             |             |`--> roundhouse throw
  484.             |              `--> mexican typhoon
  485.             |`--> crossup d+fierce ----> cr.jab x 1~2 ----> st.jab > tomahawk buster or walk up mexican typhoon
  486.             |              |          |`--> roundhouse throw
  487.             |              |           `--> mexican typhoon
  488.             |              |`--> roundhouse throw
  489.             |           `--> mexican typhoon
  490.             |`--> cr.jab x 1~2 ----> roundhouse throw
  491.             |           `--> mexican typhoon
  492.              `--> walk up tomahawk buster
  493.  
  494. 4. COMBOS
  495.  i. j.fierce > close st.forward > jab tomahawk buster
  496.  ii. crossup forward > close st.forward > fierce tomahawk buster
  497.  
  498. 5. HANDLING PROJECTILES
  499.  i. neutral j.jab
  500.  ii. forward j.jab or fierce
  501.  iii. condor dive
  502.  
  503. 6. REVERSALS
  504.  i. jab tomahawk buster
  505.  ii. mexican typhoon
  506.  iii. super
  507.  
  508. 7. ANTI-AIRS
  509.  i. jab tomahawk buster
  510.  ii. close st.strong
  511.  iii. cr.fierce
  512.  
  513. 8. CROSSUPS
  514.  i. j.forward
  515.  ii. j.d+fierce
  516.  
  517.  
  518. CAMMY
  519. 1. OPENING MOVES
  520.  i. wait for opponent to act
  521.  ii. walk up cr.forward
  522.  iii. walk up roundhouse cannon spike
  523.  iv. walk up far st.strong
  524.  v. neutral j.short
  525.  vi. fierce hooligan roll
  526.  vii. cannon arrow
  527.  
  528. 2. BUILDING SUPER METER
  529.  i. just leave it up to regular fighting
  530.  
  531. 3. STRINGS
  532.  i. cr.forward ----> cr.forward
  533.            |`--> (no cancel) fierce hooligan roll
  534.            |`--> (no cancel) short cannon arrow > walk up ----> throw
  535.            |                               `--> roundhouse cannon spike
  536.             `--> walk up ----> throw
  537.                           `--> roundhouse cannon spike
  538.  ii. crossup short > close st.jab x 1~2 --(hit)--> cr.jab > roundhouse cannon spike
  539.                         |
  540.                     (blocked)
  541.                     |`--> throw
  542.                     |`--> roundhouse cannon spike
  543.                      `--> fierce hooligan roll
  544.  
  545. 4. COMBOS
  546.  i. j.fierce > st.fierce > roundhouse cannon arrow
  547.  
  548. 5. HANDLING PROJECTILES
  549.  i. neutral jump
  550.  ii. block
  551.  iii. fierce hooligan roll
  552.  iv. jump towards
  553.  
  554. 6. REVERSALS
  555.  i. cannon spike
  556.  ii. super
  557.  
  558. 7. ANTI-AIRS
  559.  i. cannon spike
  560.  ii. close st.strong
  561.  iii. cr.fierce
  562.  
  563. 8. CROSSUPS
  564.  i. j.short
  565.  
  566.  
  567. FEI LONG
  568. 1. OPENING MOVES
  569.  i. cr.strong
  570.  ii. cr.fierce
  571.  iii. far st.fierce
  572.  iv. back jump
  573.  v. forward jump
  574.  
  575. 2. BUILDING SUPER METER
  576.  i. rekka ken
  577.  ii. short shien kyaku
  578.  
  579. 3. STRINGS
  580.  i. rekka ken x 1~2 ----> rekka ken
  581.             |`--> throw
  582.             |`--> short shien kyaku
  583.             |`--> cr.roundhouse
  584.              `--> b/f+forward ----> throw
  585.                        `--> short shien kyaku
  586.  ii.
  587.  iii. close st.fierce > roundhouse rekku kyaku > close st.fierce > roundhouse rekku kyaku
  588.  iv. close st.strong ----> roundhouse rekku kyaku
  589.               `--> cr.roundhouse
  590.  
  591. 4. COMBOS
  592.  i. j.roundhouse > close st.fierce > fierce rekka ken x 3
  593.  ii. close st.strong > close st.fierce > fierce rekka ken x 3
  594.  
  595. 5. HANDLING PROJECTILES
  596.  i. neutral jump
  597.  ii. block
  598.  iii. short or roundhouse rekku kyaku
  599.  iv. forward jump
  600.  v. short shien kyaku
  601.  
  602. 6. REVERSALS
  603.  i. short shien kyaku
  604.  ii. short rekku kyaku
  605.  iii. roundhouse rekku kyaku
  606.  iv. super
  607.  
  608. 7. ANTI-AIRS
  609.  i. short shien kyaku
  610.  ii. close st.fierce
  611.  iii. cr.fierce
  612.  iv. j.strong
  613.  v. far st.roundhouse
  614.  
  615. 8. CROSSUPS
  616.  i. j.forward
  617.  
  618.  
  619. DEEJAY
  620. 1. OPENING MOVES
  621.  i. fierce air slasher
  622.  ii. wait for opponent to act
  623.  iii. cr.roundhouse
  624.  
  625. 2. BUILDING SUPER METER
  626.  i. builds fast enough through regular fighting
  627.  
  628. 3. STRINGS
  629.  i. crossup forward ----> cr.jab ----> (cr.short) > (hit confirm) machine gun upper
  630.             |        |`--> strong throw
  631.              `--> strong throw
  632.  ii. j.jab ----> cr.short > (hit confirm) machine gun upper
  633.         `--> strong throw
  634.  iii. jab air slasher ----> strong throw
  635.               |`--> cr.forward > cr.roundhouse > air slasher
  636.                `--> st.short ----> strong throw
  637.                      |`--> cr.forward > cr.roundhouse ----> cr.roundhouse
  638.                      |                     `--> air slasher
  639.                       `--> cr.roundhouse ----> cr.roundhouse
  640.                               `--> air slasher
  641.  iv. crossup forward ----> cr.short ----> cr.short x 1~2 > far st.short > fierce air slasher
  642.              |           `--> st.short ----> close st.strong ----> roundhouse double rolling sobat
  643.              |                 |              `--> air slasher
  644.              |                 |`--> strong throw
  645.              |                  `--> cr.forward
  646.               `--> strong throw
  647.  
  648. 4. COMBOS
  649.  i. crossup forward > cr.fierce > machine gun upper
  650.  ii. j.roundhouse > st.strong > double rolling sobat
  651.  
  652. 5. HANDLING PROJECTILES
  653.  i. air slasher
  654.  ii. neutral jump
  655.  iii. block
  656.  iv. cr.roundhouse > roundhouse upkicks
  657.  
  658. 6. REVERSALS
  659.  i. roundhouse upkicks
  660.  ii. machine gun upper
  661.  iii. short double rolling sobat
  662.  iv. super
  663.  
  664. 7. ANTI-AIRS
  665.  i. upkicks
  666.  ii. close st.strong
  667.  iii. far st.fierce
  668.  iv. cr.forward
  669.  v. cr.roundhouse
  670.  vi. cr.fierce
  671.  
  672. 8. CROSSUPS
  673.  i. j.forward
  674.  ii. j.roundhouse
  675.  
  676.  
  677. BOXER
  678. 1. OPENING MOVES
  679.  i. jab ground dash straight
  680.  ii. short ground dash upper > throw or strong buffalo headbutt
  681.  iii. far st.fierce
  682.  iv. wait for opponent to act
  683.  
  684. 2. BUILDING SUPER METER
  685.  i. various rush punches
  686.  
  687. 3. STRINGS
  688.  i. short dash upper ----> throw
  689.               `--> strong buffalo headbutt
  690.  ii. turn punch > turn punch (use all six buttons)
  691.  iii. (j.jab) > cr.jab x 2 > cr.strong > short ground dash upper > throw or strong buffalo headbutt
  692.  iv. (j.jab) ----> cr.jab > turn punch
  693.           `--> cr.jab ----> cr.strong > jab ground dash straight
  694.                `--> short ground dash upper ----> throw
  695.                                  `--> strong buffalo headbutt
  696.  v. blocked cr.forward ----> cr.strong ----> jab ground dash straight
  697.                |        `--> throw
  698.                |`--> cr. roundhouse
  699.             `--> throw
  700.  
  701. 4. COMBOS
  702.  i. j.fierce or roundhouse > cr.strong > short ground dash upper
  703.  ii. cr.forward > cr.strong > jab ground dash straight
  704.  
  705. 5. HANDLING PROJECTILES
  706.  i. jab or fierce buffalo headbutt
  707.  ii. neutral jump
  708.  iii. block
  709.  
  710. 6. REVERSALS
  711.  i. buffalo headbutt
  712.  ii. super
  713.  
  714. 7. ANTI-AIRS
  715.  i. jab or strong buffalo headbutt
  716.  ii. short ground dash upper
  717.  iii. cr.fierce
  718.  iv. far st.strong
  719.  v. far st.jab
  720.  vi. super (with kick)
  721.  
  722. 8. CROSSUPS
  723.  i. j.fierce
  724.  
  725.  
  726. CLAW
  727. 1. OPENING MOVES
  728.  i. far st.forward
  729.  ii. cr.roundhouse
  730.  iii. wall dive
  731.  
  732. 2. BUILDING SUPER METER
  733.  i. short back slash (3K backflip)
  734.  
  735. 3. STRINGS
  736.  i. cr.roundhouse > cr.strong
  737.  ii. st.forward > walk up st.forward or throw
  738.  iii. cr.jab > far st.fierce
  739.  iv. cr.strong > jab rolling crystal flash
  740.  v. far st.short > walk up far st.short or throw
  741.  vi. wall dive > izuna drop
  742.  
  743. 4. COMBOS
  744.  i. j.fierce > cr.forward > cr.strong
  745.  ii. cr.forward > cr.forward > cr.strong
  746.  iii. neutral j.fierce > st.fierce > cr.strong
  747.  
  748. 5. HANDLING PROJECTILES
  749.  i. neutral jump
  750.  ii. block
  751.  iii. jump towards
  752.  iv. wall dive (not safe against ken or deejay)
  753.  
  754. 6. REVERSALS
  755.  i. short or roundhouse flip kick
  756.  ii. short back slash (3K backflip)
  757.  
  758. 7. ANTI-AIRS
  759.  i. roundhouse flip kick
  760.  ii. st.jab
  761.  iii. far st.roundhouse
  762.  iv. neutral j.fierce
  763.  v. cr.fierce
  764.  
  765. 8. CROSSUPS
  766.  i. wall dive
  767.  
  768.  
  769. SAGAT
  770. 1. OPENING MOVES
  771.  i. short low tiger shot
  772.  ii. far st.strong or fierce
  773.  iii. neutral j.roundhouse
  774.  
  775. 2. BUILDING SUPER METER
  776.  i. just leave it up to regular fighting
  777.  
  778. 3. STRINGS
  779.  i. blocked short low tiger shot > roundhouse low tiger shot
  780.  
  781. 4. COMBOS
  782.  i. j.roundhouse > close st.strong > strong tiger uppercut
  783.  
  784. 5. HANDLING PROJECTILES
  785.  i. jab tiger shot
  786.  ii. neutral jump
  787.  iii. block
  788.  iv. jump towards
  789.  
  790. 6. REVERSALS
  791.  i. jab tiger uppercut
  792.  ii. tiger knee (vs. crossups, to run away)
  793.  
  794. 7. ANTI-AIRS
  795.  i. fierce tiger uppercut
  796.  ii. far st.fierce
  797.  iii. cr.roundhouse
  798.  iv. far st.roundhouse
  799.  
  800. 8. CROSSUPS
  801.  i. j.forward
  802.  
  803.  
  804. DICTATOR
  805. 1. OPENING MOVES
  806.  i. wait for opponent to act
  807.  ii. st.roundhouse
  808.  iii. forward scissor kick
  809.  iv. throw
  810.  v. back jump
  811.  
  812. 2. BUILDING SUPER METER
  813.  i. devil reverse
  814.  
  815. 3. STRINGS
  816.  i. st.forward or st.roundhouse > st.forward or st.roundhouse
  817.  ii. st.short x 1~4 ----> st.roundhouse
  818.             |`--> cr.forward
  819.             |`--> neutral j.roundhouse
  820.             |`--> j.forward (on the way up)
  821.              `--> throw
  822.  iii. roundhouse scissor kick ----> far st.short
  823.                   |`--> st.forward
  824.                   |`--> throw
  825.                    `--> wait for opponent to act
  826.  iv.      jab psycho crusher ----> short or forward scissor kick
  827.      slide kick (as it ends) |`--> st.forward or roundhouse
  828.                  |`--> wait for opponent to act
  829.                  |`--> throw
  830.                  |`--> backwards j.strong
  831.                  |`--> towards j.roundhouse
  832.                   `--> super
  833.  v. crossup forward or roundhouse ----> close st.short x 2 > cr.forward > fierce psycho crusher
  834.                   |`--> j.forward
  835.                   |`--> throw
  836.                    `--> cr.forward ----> head stomp
  837.                            |`--> close st.short ----> short scissor kick
  838.                            |            |`--> throw
  839.                            |             `--> wait for opponent to act
  840.                             `--> cr.forward ----> short or forward scissor kick
  841.                                      `--> jab psycho crusher ----> cr.forward > roundhouse scissor kick
  842.                                                  |`--> short scissor kick
  843.                                                   `--> throw
  844.  
  845. 4. COMBOS
  846.  i. j.roundhouse > close st.short > cr.forward > roundhouse scissor kick
  847.  ii. j.roundhouse > cr.forward > fierce psycho crusher
  848.  iii. close st.short x 2 > st.roundhouse
  849.  
  850. 5. HANDLING PROJECTILES
  851.  i. neutral jump
  852.  ii. head stomp
  853.  iii. devil reverse
  854.  iv. block
  855.  v. jump towards
  856.  
  857. 6. REVERSALS
  858.  i. scissor kick (if their timing is off)
  859.  ii. super
  860.  
  861. 7. ANTI-AIRS
  862.  i. j.strong
  863.  ii. neutral j.roundhouse
  864.  iii. cr.forward
  865.  
  866. 8. CROSSUPS
  867.  i. j.forward
  868.  ii. j.roundhouse
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