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S CAPCOM U.S.A. 2000 ALL RIGHTS RESERVED. CAPCOM and the G 
of CAPCOM CO.. LTD. STREET FIGHTER is a registered trademark of 
EX3 and CAPCOM EDGE are trademarks of CAPCOM CO.. LTD. ALL RIGHTS 
Licensed for play on the PlayStation 2 computet ' 
only. PlayStation and the 'PS" Family logo are re 
The ratings icon is a trademark of the Interactive Digit 

the U.S.A. THIS SOFTWARE IE- 

DESIGNATION. U:S. A 




















































































































































































WARNING: READ BEFORE USING YOUR PLAYSTATION®2 COMPUTER ENTERTAINMENT SYSTEM. 

A very small percentage of individuals may experience epileptic seizures when exposed to certain light 
patterns or flashing lights. Exposure to certain patterns or backgrounds on a television screen or while 
playing video games, including games played on the PlayStation 2 console, may induce an epileptic 
seizure in these individuals. Certain conditions may induce previously undetected epileptic symptoms 
even in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family, has 
an epileptic condition, consult your physician prior to playing. If you experience any of the following 
symptoms while playing a video game - dizziness, altered vision, eye or muscle twitches, loss of aware¬ 
ness, disorientation, any involuntary movement, or convulsions - IMMEDIATELY discontinue use and 
consult your physician before resuming play. 

WARNING TO OWNERS OF PROJECTION TELEVISIONS: 

Do not connect your PlayStation 2 console to a projection TV without first consulting the user manual for 
your projection TV, unless it is of the LCD type. Otherwise, it may permanently damage your TV screen. 

USE OF UNAUTHORIZED PRODUCT: 

The use of software or peripherals not authorized by Sony Computer Entertainment America may dam¬ 
age your console and/or invalidate your warranty. Only official or licensed peripherals should be used in 
the controller ports or memory card slots. 

HANDLING YOUR PLAYSTATION 2 FORMAT DISC: 

• This compact disc is intended for use only with PlayStation 2 consoles with the NTSC U/C designation. 

• Do not bend it, crush it or submerge it in liquids. 

• Do not leave it in direct sunlight or near a radiator or other source of heat. 

• Be sure to take an occasional rest break during extended play. 

• Keep this compact disc clean. Always hold the disc by the edges and keep it in its protective case when 

not in use. Clean the disc with a lint-free, soft, dry cloth, wiping in straight lines from center to outer 

edge. Never use solvents or abrasive cleaners. 



CREDITS \ 

Manual Design: Hanshaw Ink & Image; Marketing: Todd\ 

Thorson, Sean Mylett, Robert Johnson; Creative Services:\ 
Jennifer Deauville and Marion Clifford; Package Design: Michix^ 
Morita and Jamie Gibson; Translation: Masayuki Fukumoto; PR. \ 
Melinda Mongelluzzo. Matt Atwood and Carrie Megenity; Special thanks' 
to: Tom Shiraiwa, Bill Gardner, Robert Lindsey and Customer Service. 

90-DAY LIMITED WARRANTY 

CAPCOM ENTERTAINMENT, INC. (“CAPCOM”) warrants to the original 
consumer that this PlayStation® CD-ROM (“CD-ROM”) from CAPCOM 
shall be free from defects in material and workmanship for a period of 
90 days from date of purchase. If a defect covered by this warranty 
occurs during this 90-day warranty period, CAPCOM will replace the 
CD-ROM free of charge. 

To receive this warranty service: 

1. Notify the CAPCOM Consumer Service Department of the problem 
requiring warranty service by calling (408) 774-0400. Our 
Consumer Service Department is in operation from 8:30 a.m. to 
5:00 p.m. Pacific Time, Monday through Friday. 

2. If the CAPCOM service technician is unable to solve the problem by 
phone, he/she will instruct you to return the entire CD-ROM to 
CAPCOM freight prepaid at your own risk of damage or delivery. We 
recommend sending your CD-ROM certified mail. Please include 
your sales slip or similar proof-of-purchase within the 90-day 
warranty period to: 

CAPCOM 

Consumer Service Department 
475 Oakmead Parkway 
Sunnyvale, CA 94086 

This warranty shall not apply if the CD-ROM has been damaged by 
negligence, accident, unreasonable use, modification, tampering or by 
other causes unrelated to the defective materials or workmanship. 

REPAIRS AFTER EXPIRATION OF WARRANTY 

If the CD-ROM develops a problem after the 90-day warranty period, 
you may contact the CAPCOM Consumer Service Department at the 
phone number noted previously. If the CAPCOM service technician is 
unable to solve the problem by phone, he/she may instruct you to 
return the defective CD-ROM to CAPCOM freight prepaid at your own 
risk of damage or delivery, enclosing a check or money for $20.00 
(U.S. funds only) payable to CAPCOM. We recommend sending your 
CD-ROM certified mail. CAPCOM will replace the CD-ROM, subject to 
the conditions above. If replacement CD-ROMs are not available, the 
defective product will be returned to you and the $20.00 payment 
refunded. 


STREET FIGHTER EX3 

20 


STREET FIGHTER EX3 


WARRANTY LIMITATIONS \ 

ANY APPLICABLE IMPLIED WAR- x 
RANTIES, INCLUDING WARRANTIES 0f\ 

MERCHANTABILITY AND FITNESS FOR A\ 

PARTICULAR PURPOSE, ARE HEREBY LIMITED % 

TO NINETY (90) DAYS FROM THE DATE OF PUR-\ 

CHASE AND ARE SUBJECT TO THE CONDITIONS SET\ 

FORTH HEREIN. IN NO EVENT SHALL CAPCOM BE' 

LIABLE FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES x 
RESULTING FROM THE BREACH OF ANY EXPRESS 0R\ 
IMPLIED WARRANTIES. \ 

The provisions of this warranty are valid in the United States and \ 
Canada only. Some states and provinces do not allow limitations on 
how long an implied warranty lasts or exclusions of consequential or 
incidental damages, so the above limitations and exclusions may not 
apply to you. This warranty gives you specific legal rights, and you 
may have other rights, which vary, from state to state or province to 
province. 

ESRB RATING 

This product has been rated by the Entertainment Software Rating 
board. For information about the ESRB rating, or to comment about 
the appropriateness of the rating, please contact the ESRB at 1-800- 
771-3772. 





STREET FIGHTEREX3 








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© CAPCOM CO., LTD. 2000. © CAPCOM U.S.A., INC. 2000 ALL 
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registered trademarks of CAPCOM CO.. LTD. CAPCOM EDGE is a 
trademark of CAPCOM CO.. LTD. 


www.capcom.com 



CONTENTS 


A Special Message from CAPCOM ENTERTAINMENT 

Thank you for selecting STREET FIGHTER EX3 for your 
PlayStation®2 computer entertainment system. We 
at CAPCOM ENTERTAINMENT are proud to bring you 
this new addition to your video game library. 

CAPCOM ENTERTAINMENT, INC. 

475 Oakmead Parkway, Sunnyvale, CA 94086 
© CAPCOM CO., LT0. 2000 ALL RIGHTS RESERVED. 

© CAPCOM U.S.A., INC. 2000 ALL RIGHTS RESERVED. 

CAPCOM, the CAPCOM LOGO and STREET FIGHTER are 
registered trademarks of CAPCOM CO., LTD. STREET FIGHTER 
EX3 and CAPCOM EDGE are trademarks of CAPCOM CO., LTD. 
The ratings icon is a registered trademark of the Interactive 
Digital Software Association. 


CAPCOM EDGE HINT LINE 

Hints are available: 

(1-900-976-3343) 

$.99 per minute for 24-hr. pre-recorded information. 
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From Canada: 1-900-677-2272 ($1.35 per minute). 

Must be 18 years or older, or have parental permission. 
Game Counselors available Monday - Friday 8:30 a.m. - 
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produced by CAPCOM ENTERTAINMENT, INC. only. No 
hints will be given on our Consumer Service line. You 
must have a touch-tone phone to use this service. 

CAPCOM ON-LINE 

Visit our website to see all the great new CAPCOM 
products or to check out featured games on-line! 

You can also e-mail us at megamail@capcom.com 
for technical help or to find out what's new at CAPCOM! 


Setting lip .2 

DUALSHOCK™2 Analog Controller .3 

Game Controls .4 

Game Rules .5 

Game Screen .6 

Starting a Game .8 

Moves .9 

Game Modes .13 

Original Mode .13 

Arena Mode .13 

Character Edit Mode.16 

Training Mode .18 

Option Mode .19 

Street Fighters .21 

Ryu .22 

Ken .23 

Chun-Li .24 

Guile .25 

Dhalsim .26 

Blanka .27 

Zangief .28 

Vega .29 

Sakura .30 

Hokuto .31 

Skullomania .32 

Doctrine Dark.33 

lack .34 

Sharon .35 

Nanase .36 

Capcom Edge .40 



































SETTING UP 



Set up your PlayStation®2 computer entertainment system according to the instructions 
in the Instruction Manual. Make sure the MAIN POWER switch (located on the back 
of the console) is turned on. 

Press the RESET button. When the power indicator lights up, press the open button 
and the disc tray will open. Place the STREET FIGHTER® EX3 disc on the disc tray 
with the label side facing up. Press the open button again and the disc tray will close. 

Attach game controllers and other peripherals, as appropriate. Follow on-screen 
instructions and refer to this manual for information on using the software. 


2 


39 












DUALSHOCK 2 ANALOG CONTROLLER 



directional - 
buttons 


A button 
O button 
X button 
□ button 


R2 button 
R1 button 


left analog stick 
(L3 button when pushed down) 

SELECT button - 

ANALOG mode switch- 

START button- 


right analog stick- 

(R3 button when pushed down) 


This game supports the DUALSHOCK™2 analog controller, the DUALSHOCK™ 
analog controller and the standard controller. For one player, the controller should 
be connected to Controller Port 1. For two players, the controllers should be connected 
to Controller Ports 1 and 2. For 3 or 4 players, a Multitap (for PlayStation®2; sold 
separately) is required. 


DUALSHOCIC'2 ANALOG CONTROLLER 

Use the Analog Mode Switch to switch between Analog (LED red) and Digital (LED dim) 
Modes. The left analog stick and right analog stick are not used in this game. 

STANDARD CONTROLLER 

All button functions on the standard digital controller are the same 
as for the analog controller. 



VIBRATION FUNCTION 

When VIBRATION in Option Mode is set to ON, the controller will vibrate in response 
to player movement. The controller will vibrate in both Digital and Analog Modes. 

The vibration function is not available on the standard controller._ 


38 


3 










GAME CONTROLS 


These are the default button assignments. To change them, use the Key Config option 
in Option Mode (see page 19). The left analog stick and right analog stick are not used 
in this game. 

L2 Button R2 Button 




Heavy Kick (HK) 


LI Button 


Triple Punch (PPP) 



R1 Button 

• Heavy Punch (HP) 


i—A - Confirm selection 
- Medium Punch (MP) 


• - Confirm selection 
Medium Kick (MK) 


\— ■ - Confirm selection 
Light Punch (LP) 


*— X - Cancel selection 
- Light Kick (LK) 


START Button 

• Start game / Skip demo 

• Pause/Unpause 


Directional Buttons 

• Highlight selections on 
screens and menus 

• During play, move your character*: 

4 s Vertical jump 
~ Diagonal forward jump 

Move forward 
Crouch 
Crouch 

Crouching block 
Move backward / standing block 
Diagonal backward jump 

h When your character is facing right. If your character 
is facing left, reverse the left/right controls. 


7 \ 

* 

£ 

<r 

K 


SOFT RESET DURING GAMEPLAY 

Press START to display the Pause menu, select RESET, and select YES to exit to the Game 
Mode Select screen. Then press SELECT and START simultaneously to exit back 
to the Title screen. 



3 








4^4 + P then + P 

■*4^ + P 

+ K then K 
<-4^ + P then P 


sp^4-^<- + P (also usable in air) 
+ P 


■» + LP LP ■> LK HP 


SyzsZsil Mvn 

Sanrenkon 
Tenshokon 
Kasumi Oroshi 
Gekkyoubotan 

Sajpcs? <SmJ£fr 
Yayoi Toukongi 
Izayoi Rekkon 

Machiyoi Tenkyugeki 



WINNING 

The first team to drain the vitality of all characters on the opposing team wins the round. 
When the Tag Gauge (see page 11) is full, you can change your characters. The red part 
of the Vitality Gauge of the waiting character recovers gradually. (Rules may differ 
depending on the match specifications.) 

TIME LIMIT 

Each round has a time limit. If the time limit is up and both teams still have vitality left, 
the team with more vitality wins. You can turn the time limit ON/OFF in Option Mode. 
See page 19. 


DRAW GAME 

A draw game occurs when both fighters lose all vitality at the same time (a double K.O.) 
or when both fighters have the same amount of vitality left when time is up. A draw 
game is won by decision. 


36 


5 







Hits 



Half Moon Kick 
Prisoner Scissors 
Gale Hammer Punch 
Bermuda Symphony 

S&jpaP <&«&&» 
Shuttle Combination 
Load 
Hell Fire 
Sharon Special 

Ms&w <£«&&» 

Assault Rifle 


W4r + K 

4/ + K (after Half Moon Kick) 

+ P then -> + P 

"HAI + K 

+ p 

+ P 

4^-H^4 + P (after Load) 

+ K (^1£<- + K to cancel) 

4^"^4^"^ + ppp 


6 


35 













Batting Hero 
lack Hammer 

Saipsi? (Sm&» 
Homerun Hero 
Crazy Jack 
Raging Buffalo 
Grand Slam Smasher 




Homerun King 


+ P 

4- (charge) + P 

4r (charge) + K 

+ K 


+ kkk 


(charge) -> + P 
(charge) -^ + K 

^<- + P 

PPP or KKK (chargable) 

+ P 

360° motion + P (near opponent) 


Dash Straight 
Dash Uppercut 
Faint Dash 
Final Punch 


FIGHTER'S NAME 
VITALITY GAUGE 



Identifies the character. 

The fighter's remaining vitality. When the gauge runs out, 
the character is K.O'd. 

The color bar in the Super Combo Gauge builds up 
as the fighter attacks or blocks. When full, the fighter can use 
Special Attacks. You can increase the Super Combo Gauge 
Level up to Level 3 in order to perform various attacks 
such as Super Combo and Meteor Combo (see page 10). 

The red part of the waiting character's Vitality Gauge 
gradually recovers. The Super Combo Gauge increases 
along with the fighting character's Super Combo Gauge. 

Match time countdown. 


TAG GAUGE 
SCORE/WINS 

HITS 

BONUS MESSAGE 


SCORE 


7 


Used to change characters. See page 11. 

Your character's current score. In 2 Player games, shows 
your character's wins. 

Shows how many of your character's hits connected during 
your latest attack. 

When a bonus message appears, your Super Combo gauge 
will increase. For example, "F(irst) ATTACK" is displayed for 
the first attack that connects in the round; "TECH HIT" is 
displayed when a fighter performs a throw escape. 

A fighter's current score. 


SUPER COMBO GAUGE 


WAITING CHARACTER 

TIMER 









9QP 




STARTING A GAME 



8 


33 












Skullo Head 
Skullo Crusher 
Skullo Slider 
Skullo Tocachev 

Super Skullo Crusher 
Super Skullo Slider 
Neo Skullo Dream 
Skullo Energy 
Skullo Ball 

Mcs&w 
Super Skullo Energy 


■Ha + P then P 

4-^4 + P 

+ K 


4,bl-H/ii-> + P (also usable in air) 
+ K 

LP LP4LKHP 

W+W*- + K 

+ P 


4/1 £*-W<r + KKK 

32 



MOVES 


BASIC MOVES 

* Punch and Kick moves have three strength levels: Light, Medium and Heavy. Light 
attacks are quick and allow you to work into the next move immediately. Heavy attacks 
deliver maximum damage but slow the fighter down. Medium attacks are midway 
between Light and Heavy. 

SPECIAL MOVES 

Perform Special Moves by inputting a combo command (a Directional button move + 
attack button). Special Moves reduce the opponent's vitality somewhat even if they are 
blocked. See pages 22-36 for each character's special moves. 

ADVANCED MOVES 

In the moves below, the Directional button presses refer to fighters facing right. Reverse 
the left/right presses for fighters facing left. 

Block or \L (for characters facing right) 

You can use both standing and crouching blocks. 

Throw or ^ + LP + LK (press simultaneously near opponent) 

Throws are effective against an opponent who's always blocking 
because throws cannot be blocked. Some characters can also throw 
with MK or HK. 

Throw Escape ^ or <- + LP + LK (press simultaneously) 

To escape from a throw move, perform your own Throw 
the moment the opponent tries to throw you. If you succeed, 
the message "TECH HIT" will appear and your Super Combo 
Gauge will increase. 


Hard Attack MP + MK (press simultaneously) 

If you hit an opponent with this attack while the opponent is 
doing lower block, the opponent's block will be broken. 


9 







SUPER COMBO GAUGE 

The color bar in the Super Combo Gauge 
builds up as you attack. The gauge level 
can increase up to level 3. When you have 
a certain amount charged in the gauge, you 
can perform various attacks such as Super 
Combo and Meteor Combo. 

SUPER COMBO 

More powerful than Special Moves, Super 
Combos inflict great damage. They require 
Level 1 in the Super Combo Gauge. Like 
Special Moves, Super Combos reduce the 
opponents vitality somewhat even if they 
are blocked. 




METEOR COMBO 

The most powerful move, requiring Level 3 
in the Super Combo Gauge. 



Chugekihou 

Gokyakukou 

Shinkugeki 

Shinkyakugeki 

Kireneki 

Kyakuhogi 

Kakusei 

Shirase Katana 


+ P (then ^ + P) 

44K + P 

P or <- + P after Chugekihou 
K or ^ + K after Chugekihou 


^^^4" + P 

spl+ K 

+ K 


+ KKK 


10 


31 










Mem 

Hadoken 

Shouoken 

Shunpukyaku 

My-i? <&«&&» 
Shinku Hadoken 
Midare Zakura 
Ham Ichiban 
Shungokusatsu 


+ P 
+ K 

'^VLIr'W'lr + K 

LP LP -» LK HP 


+ P 

*4*1+ P 

+ K 


Nekketsu Hadoken 4^*4^* + PPP 


30 



TAG GAUGE 

You use the Tag Gauge to change characters. By combining the Tag Gauge with the Super 
Combo Gauge, you can perform powerful combination attacks. The Tag Gauge will drain 
once it is used, but it will gradually recover. When the Tag Gauge is full, "STAND BY" is 
displayed next to it. 

Character Change HP + HK (press simultaneously) 

Change characters using the Tag Gauge. 

Critical Parade + HP + HK (press simultaneously) 

This attack requires a Tag Gauge and Level 2 Super Combo Gauge 
for both characters. During this attack, you can use unlimited 
Super Combos. For your partner characters actions, you can 
choose from MANUAL, SEMI AUTO, and MANUAL2P (see page 14). 

METEOR TAG COMBO 

This attack can be performed only with certain combinations of characters. 

It requires a Tag Gauge and Level 3 Super Combo Gauge. 


\\ 









MOMENTARY COMBO 

Perform an additional attack by pressing a Punch or Kick button the moment 
a Special Move hits an opponent. 

EMOTIONAL FLOW 

When one of your characters is K.O.'d in a tag match, the remaining character takes over 
the Super Combo Gauge of the K.O'd character. Now the remaining fighter becomes 
able to attain up to Level 6 Super Combo Gauge. 

CANCEL 

After you perform a Basic Move, input a Special Move immediately. Practice this 
technique in Training Mode until you get used to the timing. 

SUPER CANCEL 

After you perform a Special Move or Super Combo, input another Super Combo 
immediately. You can link multiple Super Combos with this technique. 


12 




Rolling Crystal Flash 
Flying Barcelona Attack 
Izuna Drop 
Sky High Claw 

Grand Crystal Flash 
Sky High Illusion 
Scarlet Terror 

Rolling Izuna Drop 


(charge) ■> + P 
4^ (charge) 4 s + K then P 
4^ (charge) + K then 4* + P (near opponent) 

4/ (charge) 4 s + P 

(charge) + P 

1 1 (charge) + P 

(charge) + K 

I 1 (charge) + K then ^ + P (near opponent) 


29 









$j y&s&nt M<m 

Double Lariat 
Quick Double Lariat 
Screw Pile Driver 
Atomic Suplex 
Russian Suplex 
Bear Hug 

Final Atomic Buster 
Super Stomping 
Aerial Russian Slam 

Cosmic Final Atomic Buster 


PPP 

KKK 

360° Motion + P (near opponent) 

360° Motion + K (near opponent) 

360° Motion + K (far from opponent) 

P (during Russian Suplex) 

360° Motion x 2 + P (near opponent) 

+ K (^1^4" + K to cancel) 
+ K 


360° Motion x 2 + PPP (near opponent) 

28 


GAME MODES 




Next Battle 


ORIGINAL MODE 

The objective of this mode is 
to defeat the final boss, Bison. 

You can make different characters mk 
your partner by defeating them. 

To play, choose ORIGINAL MODE 
from the Game Mode Select screen, 
choose your character, and then choose 
a difficulty level. Finally, choose the team 
you will fight. 



UK 






ARENA MODE 

Play with or against partners and/or 
the computer. Complete missions to win 
medals and work toward a hidden bonus. 
First, select a match style: 

TAG BATTLE Change fighters by 

using the Tag Gauge. 

DRAMATIC BATTLE Control two fighters 
at the same time 



Battle Mode Select 


lag Battle 


Dramatic Battle 
' leant Battle 
Multi HtyMode 

" 'I '*1 n'll I 


against one opponent, or play one fighter 
against three opponents. 


TEAM BATTLE Play evenly matched teams in unmatched combinations. 

Choose your partners in their fighting order before the match. 


MULTI PLAY MODE Two to four players with Multitap (for PlayStation®2) can join in 
this mode in a variety of team combinations. For details on 
connecting a Multitap (for PlayStation®2), see page 15. 


13 














H 


After selecting a match style in Arcade Mode, 
select your player setup. The options change 
depending on the match style and number 
of players participating. 

Next, choose your player and then choose 
your partner. Set handicaps for your player 
and partner by reducing or adding to 
the number of marks to make each player 
weaker or stronger. Go on to select 
an opponent and set his/her handicap. 
Finally, choose a difficulty level. 



During the match, the Partner Select screen appears before each stage. Select 
your partner(s). Then select a control type for your partner character 
with the Directional button 

MANUAL Control everything yourself. 

SEMI AUTO Your partner character is automatically controlled 
during Dramatic Battle and Critical Parade. 

MANUAL2P Control your partner character with the 2P controller. (If the game is 
started with the 2P controller, this becomes MANUAL1P.) 

Medallion System 

If you complete a mission displayed in the Partner Select screen, you get a medal. 
Collect the medals to receive a secret surprise. (Check how many medals you have 
in the MEDAL GALLERY in Option Mode. See page 20.) 


14 




Electric Thunder 
Rolling Attack 
Vertical Rolling 
Back Step Rolling 
Aerial Rolling 

Grand Shave Rolling 
Beast Hurricane 
jungle Beat 

Super Electric Thunder 


P (press rapidly) 

4 - (charge) -> + P 
s|/ (charge) + K 
4 " (charge) ■> + K (P to cancel) 
+ P (in air) 


4 - (charge) -> 4 "-> + P 
s|^+ P (in air) 
4 - (charge) 44 ”> + K 


+ kkk 












Yoga Fire 
Yoga Flame 
Yoga Blast 
Yoga Catch 
Yoga Fake 

Yoga Drill Kick 
Yoga Legend 

Yoga Inferno 


+ K (in air) 

+ k 


+ PPF 


^4 + P 

+ P 

s^l+ K 

+ KKK (hold) 


26 



Arena Mode Pause Menu 
When you pause the game in Arena Mode, 
two additional options are available: 

COMMAND LIST Review commands 

for performing moves 
(see page 9). Note 
that the command list 
is not available 
in Tag Battle. 





COMMASl) LIST 


CHARACTER CHASOE 

KEY COSEIG . 

RESET 





r»tM ST Mil T" HIT- 

_ * _:_:_ 


CHARACTER Change your player 

CHANGE and/or partner in mid-match. 


Connecting a Multitap (for PlayStation®2) 

When you play with more than two 
controllers, make sure to insert a Multitap 
(for PlayStation®2) into Controller Port 1 
and insert all (up to four) controllers 
into the Multitap (for PlayStation®2). When 
you use a Memory Card (for PlayStation®2) 
with a Multitap (for PlayStation®2), make sure 
to insert the Memory Card (for PlayStation®2) 
into Memory Card Slot A on the Multitap (for PlayStation®2). 



15 








CHARACTER EDIT MODE 

Edit the new character Ace into your own 
customized character. (When you select Ace 
on the Character Select screen, you can 
choose him as the LEFT SIDE or RIGHT 
SIDE fighter.) 


Character Edit Mode Flow 

TRIAL Save EXP (experience) points here. Use your EXP to learn moves 

(see below). 



PURCHASE 

EDIT 

TEST 

SAVE 


Purchase moves. 

Set the moves on your character. 

Check out the moves. 

Save your character to use in Original Mode and Arena Mode. 


Trial 

Complete the missions from several categories to get EXP points. Each category has 
different types of missions and difficulty levels. 



Sonic Boom 4r (charge) + P 

Somersault Kick ^ (charge) 4 s + K 




Opening Gambit (charge) + P 

Double Somersault Kick \L (charge) + K 


Purchase (§<$$&&& 

Learn moves with the EXP you have earned. Each move has its own rank. » S on j c g oom Typhoon (charge) + KKK 


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Sj postal 


Hyakuretsu Kyaku 

K (press rapidly) 

Kikoken 

4- (charge) + P 

Hienshu 

4^<- + K 

Spinning Bird Kick 


Gomen ne 

LP LP LK HP 


Senretsukyaku 

+ K 

Kikosho 

+ P 

Hazan Tenshokyaku 

+ K 


Kikosho Goku 

+ PPP 




Edit 

Set moves for your character here 
in order to use them in matches. 

To set a move, select it from the 
window on the right side and press 
the • button, then move it to the 
window on the left side and press 
the • button again. Ace can be 
equipped with a total of three 
Special Moves, two Super Combos 
and a Meteor Combo. When moves 
use the same command (such as 
Super Hadoken and Kikosho), 
you can only equip one of them 
at a time. 


Test 

This is a training mode for your edit 
character. Check the moves your 
character has equipped. 


Save 

Save your edit character using the MEMORY CARD (PS2)/ENTRY option 
in Option Mode. Once a character is saved, you can use that fighter 
$ in Original Mode and Arena Mode. 


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17 






TRAINING MODE 

Practice your Special Moves 
and Super Combos. 


Training Option 

During training, press START to open a menu with the following options: 
DATA CLEAR Reset damage and other data to zero. 

CHARACTER CHANGE Return to the Player Select screen where you can 
choose different fighters. 


ENEMY ACTION 
GUARD 
DATA DISPLAY 
SUPER COMBO GAUGE 
SUPER CANCEL LIMIT 
OTEDAMA 
KEY CONFIG 
RESET 


Set your sparring partners action. 

Set your sparring partner's block type. 

Turn the damage data display ON/OFF. 

Adjust the Super Combo Gauge charges. 

When OFF, you can Super Cancel the same Super Combo. 
When ON, you can juggle your sparring partner. 

Change button assignments and turn vibration ON/OFF. 
Return all options to their default settings. 




Hadoken 

Shoryuken 

Tatsumaki Senpukyaku 

Shoryu Reppa 
Shinryuken 
Shippu Jinraikyaku 

Kuzuryu Reppa 



4^"^ + P 

+ P 

+ K (also usable in air) 

4^"^4^ + P 
4^-H^i + k 

+ K + K to cancel) 


4/1 i<rW<r + KKK 


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23 








V ■rY'J X T I 

+ p 

+ K then + K 


OtldKltilCliU IldUUIN.CH 

Shoryuken 

Tatsumaki Senpukyaku 

S&fcjpcSiP 'QrX'J/Z 
Shinku Hadoken 
Shinku Tatsumaki Senpukyaku 

Shin-Shoryuken 


+ P 

+ K (also usable in air) 


+ KKK 


OPTION MODE 

Adjust game settings. Select a main option 
and press the ■, A, or • button to go 
to a submenu. Your Option settings are 
preserved when you save game data. 


OPTION MODE 


game brnus 
—$tbfffiDfjpnas 

* ,w r s 2 
JJAJAMSLi 


Bxk to tb# WOE SLELI *rr»ri. 

press x amw jd exit. 


Game Oi>tions 
DIFFICULTY 

DAMAGE 
TIME COUNT 
KEY CONFIG 
COCKPIT 
SCREEN ADJUST 
DEFAULT 


Choose a NORMAL or HARD difficulty level. 

Adjust the damage level of attacks. 

Turn the time limit ON/OFF. 

Change button assignments and turn vibration ON/OFF. 
Turn on/off Vitality Gauge display, etc. 

Adjust screen settings. 

Reset all Game options to default status. 

Return to the Option Menu. 


f Sound Opiion 
SOUND MODE 

BGM VOLUME 

r 

SE VOLUME 
BGM TEST 
DEFAULT 


Choose STEREO or MONAURAL. 

Adjust the background music volume. 
Adjust the sound effects volume. 

Sample background music. 

Reset all Sound options to default status. 
Return to the Option Menu. 


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Memory Card (for PlayStation®2) 

DATA SAVE Save your play data to a Memory Card (for PlayStation®2). 

DATA LOAD Load data previously saved on a Memory Card (for PlayStation®2). 

AUTO SAVE Toggle the Auto Save function ON/OFF. When ON, your data is 

automatically saved when you end each game mode. 

ENTRY Save your edit character data to a Memory Card 

(for PlayStation®2). You can only save two edit characters 
on one Memory Card (for PlayStation®2). To save your data, 
an optional Memory Card (for PlayStation®2) is required. 

Make sure to insert a Memory Card (for PlayStation®2) 
into Memory Card Slot 1. This game requires 16KB free space 
on a Memory Card (for PlayStation®2) to save data. 

EXIT Return to the Option Menu. 


Data Base 

MEDAL GALLERY Review how many medals you have acquired by completing 
missions (see page 14). 

SCORE RANKING Check out Original Mode score rankings. 

EXIT Return to the Option Menu. 

REGISTER ONLINE AT WWW.CAPCOM.COM 


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STREET FIGHTERS 


This section shows the Special Moves, Super Combos and Meteor Combos 
for the 15 fighters available at the beginning of the game. The Directional button 
moves shown are for characters facing right. Reverse the left/right moves 
when characters are facing left. In this section, P = Punch and K = Kick. 


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