Super Combo Damage Guide Street Fighter Alpha 3 (PSX) Copyright 1999 ozzy151629 Version 1.6 ozzy151629@aol.com Copyright Info -------------- Under no conditions is this FAQ to be used for profit in any way. It may not be reproduced in any way, which includes, but not limited to, publication in a magazine or web site. It may not be sold in any way. If you want to distribute it, you must ask me (I'll probably say no) and it is not to be altered and/or sold. The only place this file should be in is www.gamefaqs.com. This FAQ is protected by International Copyright Law. Any and all violators will be prosecuted to the fullest extent of the law. ----------------- Table of Contents ----------------- 1. Intro a. What's this FAQ for? b. Controls c. Notes d. Version history e. Special thanks 2. Characters A. Adon B. Akuma C. Balrog D. Birdie E. Blanka F. Cammy G. Charlie H. Chun-Li I. Cody J. Dan K. Dee Jay L. Dhaslim M. E. Honda N. Evil Ryu O. Fei Long P. Gen Q. Guile R. Guy S. Juli T. Juni U. Karin V. Ken W. M. Bison X. R. Mika Y. Rolento Z. Rose a. Ryu b. Sagat c. Sakura d. Shin Bison e. Sodom f. T. Hawk g. Vega h. Zangief 3. !!!WANTED!!! ------------ Introduction ------------ What's this FAQ for? I made this FAQ because people are confused about the power of certain SC, or Super Combos. For example, people have said that Akuma's Shungokusatsu is weak for a level 3 SC, but when tested for damage in Training mode, it is one of the most powerful SC in the game! Confusion abounds, and I'm here to clear it up. The Controls If you don't know, here are abbreviations of movements/buttons in this game that I will be using. LK-------------------Light Kick MK-------------------Medium Kick HK-------------------Hard Kick LP-------------------Light Punch MP-------------------Medium Punch HP-------------------Hard Punch 2qcf-----------------2 quarter circle forward (or 90 degree movement forward if it helps) motions 2qcb-----------------2 quarter circle backward motions 2hcf-----------------2 half circle forward (or 180) motion 2hcb-----------------2 half circle backward motion 720------------------2 360 degree motions d--------------------Down u--------------------Up f--------------------Forward b--------------------Backward db-------------------Down Backward df-------------------Down Forward ub-------------------Up backward uf-------------------Up forward #--------------------charge (1.5 seconds) k--------------------kick p--------------------punch 3p-------------------Press all three punch buttons at the same time 3k-------------------Press all three kick buttons at the same time Notes Be sure to read these before e-mailing me. It will probably answer your question. 1. I performed all SC on Ken in Training Mode, since I can press start to instantly go into battle. Before e-mailing me, test the move on A-ism Ken and make sure you are on A-ism. 2. Some characters, such as Juli, take more damage, while characters like Zangeif take less damage. Experiment. 3. For moves like Ken's Shinryuken that offer more damage if you tap buttons, I used my fingers, not a turbo controller. If you got a higher damage rating WITHOUT a turbo controller, I will probably add it. 4. Each SC is set up like this: Name----how to perform the move Damage Number of Hits Brief Description 5. Here is the universal set up for all characters I used: A-ism, Normal Mode, vs. Ken, Normal speed. Note that one of Dhaslim's SC require that you are on X-ism and is the only exception. 6. ALL SC are the level 3 version. 7. Might add ASCII art later, if I can make a good one. If you want to donate one, be my guest. E-mail me at ozzy151629@aol.com with any questions, ASCII donations/tips, and information in the !!!WANTED!!! section. 8. For a more detailed descriptions of the SC animations, see individual character files. 9. I won't do Shin Akuma, since his SC do the same amount of damage. I also won't do Juli and Juni's Psycho Rolling and Death Cross Dancing SC because since you must have both of them in your team, you cannot perform these two SC in practice, and therefore, cannot be measured. Trust me, they are pathetic and are not worth the effort to perform them. I also will not do the Heki Hari Tsuki SC for Vega, since you must be on his stage, and you can't do it in practice, and you cannot test to see the exact damage it does. 10. All names are literal. Even though the Shungokusatsu is Japanese, I'm not going to translate. They keep their Japanese names even though this is for the North American release. 11. To get more hits out of Cammy/Juli's Reverse Shaft Breaker, pause after the initial hit, and then tap kick, left, and right like mad to get 22 hits! Thanks to Anonymous for the tip. 12. This note is thanks to Donnie Wells. If you put the turbo speed down in the options, it's possible to get many hits out of moves that you tap the buttons to get more hits. Thanks again to Donnie Wells. 13. This is another note from Donnie Wells: "I almost made some discoveries. For instance, you can juggle with several Shinryukens in a row in Training mode. I got 6 in a row for 145 damage and 42 hits. In a real game you can juggle between several level 1 Shinryukens or you can use a GameShark and have infinite SC power if you want to cheat." 14. Yet another note from the ever helpful Donnie Wells: "Also, some characters (like Ken) take the same amount of damage from supers no matter what ism they have. For instance, A-ism Ken did 68 damage to another Ken in all isms using Shoryureppa. However, X-ism Ken did 77 to Ken in all isms. But Zangief in the different isms would take 1-5 points less damage in each ism. Other characters (Juni for example)took the same damage as Ken from the SC but more damage from normal attacks." 15. Another note from Donnie Wells: "For all moves that can get more hits by tapping buttons, you need to shake the joystick or D-pad back and fourth rapidly to get more hits. With a turbo controller I could get 11 hits from a Shinryuken but doing it manually and while tapping the D-pad I could get up to 17. It's best to occelate between left and right and hit all the buttons at the same time you hit a direction to optimize damage." 16. Here's the deal with Shin Akuma. Even though all his moves do the same damage, they have better recovery time. His Shungokusatsu is twice as fast, and travels across the entire screen. His Zankuu Hadoken now shoots twice, but the super version of this does not. He is also somewhat faster. Takes more hits to dizzy, and once dizzy he recovers almost instantly. 17. This note is courtesy of Donnie Wells (look for his Rival School FAQ, coming soon!). ALL SC cannot be air blocked, not just Shin Bison's Psycho Drive Crusher SC. 18. This note also courtesy of Donnie Wells. Even though R. Mika's Heavenly Dynamite dizzies, it will still completly hit World Tour charaters with Resist Dizzines and Shin Akuma. 19. Noticed a bug that happens if you have the "Infinite SC Meter" Gameshark code on. If you select Vega, and then you do his Scarlet Mirage SC, if you stand still and press kick, he will automatically perform the special! Tried this with other characters, put it doesn't seem to work. Version History 1.6---12/15/99--VERY minor update in the sense of adding things, but an important one. I accidently left the "s" out of GameFAQs URL, which leads to a dirty site. Thanks for alerting that to me, Dallas. Anyways, I probably won't update anymore, 'cause everything that needed to be said has been. Thans for all the feedback and submissions, everyone! I'm working on some other things, so look forward to me being a little more active. 1.5---8/30/99---Fixed note 18. That was a mistake on my part. Thanks to KiD TaNtRuM for other ways to do the Beach Special. I will list other ways to do the Beach Special soon. 1.4---8/27/99---Added more notes, 2 thanks to Donnie Wells. Added more damage for the "tap buttons for more hits and damage moves", except for R. Mika's Heavenly Dynamite. Added more to Shin Bison's Psycho Drive Crusher SC's description. 1.3---8/26/99---Big update. Added dscriptions to the 720 moves and the stats/description to R. Mika's Beach Special thanks to Donnie Wells. More Notes. Added the damage Rose can do with a level 3 Soul Illusion + another level 3 SC of her's. Since I added that, and for thourghness, I added Shin Bison's moves. 1.2---8/24/99---Kudos to Jesús Cabezas for the stats for the 720 moves! Added those. Also thanks to Donnie Wells for alerting me that it IS possible to get 21 hit Shinryukens and other "tap the buttons for more hits and damage" moves. Will be testing these soon. 1.1---8/23/99---Added new note, polished look a little, and added new damage + hits for Cammy/Juli's Reverse Shaft Breaker thanks to Anonymous. Changed a few things. 1.0---8/17/99---Just started. Missing a lot of things, will hopefully fix that soon. Special Thanks Dallas----For alerting me to my URL mistake. I can't believe I overlooked that :P... Thanks! :) KiD TaNtRuM----for giving me other ways to do the Beach Special for R. Mika. Jesús Cabezas----for getting the stats for the 720 moves. He was a huge help! Donnie Wells----for giving me info on how to get a lot of hits for Shinryken type moves. Also for giving me the descrptions of the 720 moves, and a whole mess of info on SC (see Notes for the complete list of info on SC he sent), and sent the stats/descriptions for R. Mika's Beach Special. Whew! Man this guy is a great help. Anonymous----for telling me the trick to get a lot of hits for Cammy/Juli's Reverse Shaft Breaker. CjayC----for having such a great site to post game files like this. Capcom----for not only making the guide, but also for providing the real names for the moves. (No more 'fireballs' and 'dragon punches'. Hurrah!) And without further ado… on with the show! ---------- Characters ---------- Adon ---- The master of fireball of evasion, but lacks real practical use. Jaguar Revolver----2qcf, k 67 6-hit Be sure to start this a few steps back, other wise you will pass right over him/her. Is a super version of the Jaguar Kick. Can dodge any projectile at it's start! Jaguar Varied Assault----2qcf, p 48 6-hit 5 punches followed by a rising knee. Jaguar Assassin----finish above combo by tapping k 69 8-hit Turns the rising knee into a 3-hit Rising Jaguar. Jaguar Thousand----finish Varied Assault by tapping p 52 13-hit Instead of doing a rising knee, he does a Hundred Hand Slap type move. Akuma ----- The Demonic Akuma still has the same SC, but the Shungokusatsu has been toned down, making him less cheap. Still is an over powered character, though. Shungokusatsu----LP, LP, f, LK, HP (Level 3 ONLY) 70 15-hit Screen turns white and you see hit flashes while Akuma pummels his opponent. Messatsu Gou Hadou----2hcb, p 62 8-hit Super version of the Hadoken Messatsu Gou Shoryuu----2qcf, p 69 8-hit Super version of the Shoryuken. Tenma Gou Zankuu----2qcf, p (in air) 62 8-hit Air version of the Messatsu Gou Hadou. Balrog ------ The boxer is back, and as predictable as ever. Crazy Buffalo----#b, f, b, f, p, p or k. 60 5-hit Super version of the Turn Punch, but not chargeable. Gigaton Blow----#b, f, b, f, k 68 9-hit A 9-hit Turn Punch that sends your opponent doing somersaults in the air. Birdie ------ Worse than R. Mika? You bet! Can you say "cheap turtler"? Thought so ;) The Birdie----#b, f, b, f, p 64 5-hit 3 Bull Horns, the 3rd dizzies, taunt, Bull Head, Bull Horn. Note that Shin Akuma and World Tour opponents with Resist Dizziness equipped can block or counter the last 2 hits. Bull Revenger----2qcf, p or k 64 4-hit 2 Bandit Chains, 2-hit Murder Chain. He leaps forwards and grabs the enemy. K goes full screen, while p goes half distance. Blanka ------ The most useless charge character is back with better moves. Tropical Hazard----#db, df, db, uf, k 55 5-hit Jumps, dives, and drills into opponent. Automatically homes into an opponent, and also leaves a watermelon on screen, which causes 1 point of damage. Tap kick to stay in the air longer, which drops more fruit. I haven't found a good use for this yet, though. Ground Shave Rolling----#b, f, b, f, p 59 5-hit Super version of the Rolling Attack. If you hold punch once you start the SC, the first part of the attack last longer. While this doesn't combo with the second part of the attack, and doesn't add any damage, it's great for foes that are jumping in. They'll get hit, then release punch for the second part of the attack. Cammy ----- The only one of the Cammy/Juli/Juni team that can use the Killerbee Assault. Reverse Shaft Breaker----2qcb, k, tap k for more hits and damage. 58 22-hit Jumps straight up while spinning. Killerbee Assault----#db, df, db, uf, k (Level 3 ONLY) 60 5-hit Jumps, dives down while spinning, and dives again for a throw. Spin Drive Smasher----2qcf, k 58 9-hit Super Spiral Arrow + Super Cannon Spike Charlie ------- The Guile rip-off actually exceeds him in this game! Sonic Break----#b, f, b, f, p tap p for more Sonic Booms. 54 4-hit A punch followed by up to 3 Sonic Booms. Somersault Justice----#db, df, db, uf, k 68 10-hit Super version of the Somersault Shell. Crossfire Blitz----#b, f, b, f, k 53 6-hit 5 knee/kicks followed by a crouching HP Chun-Li ------- Kikoshou and Hazan Tenshokyaku are good air counters. Seretsukyaku----#b, f, b, f, k 55 7-hit Kicks followed by Hyakuretsu-kyaku Hazan Tenshokyaku----#db, df, db, uf, k 68 9-hit Super version of the Tenshokyaku Kikoshou----2qcf, p 55 10-hit A force ball that sends a small wave of energy in front of it. Cody ---- Cody surprisingly keeps the same "feel" as he did in Final Fight. Dead End Irony----2qcf, k 55 7-hit A series of kicks that knocks the enemy into the air. Final Destruction----2qcf, p 72 18-hit A whole mess of jabs, followed by an uppercut. Dan --- The grand master of taunting and inventor of the Saikou-Ryuu is back to infuriate opponents into insanity. Shinku Gadoken----2qcf, p 45 5-hit Super version of the Gadoken. Koryu Rekka----2qcf, k 65 6-hit Super version of the Koryuken. Hissho Buraiken----2qcb, k 64 11-hit A bunch of kicks/punches, finishes with a Koryuken. Dee Jay ------- The kick boxing Jamaican actually has some decent SC. Sobat Carnival----#b, f, b, f, k 65 6-hit Super version of the Double Rolling Sobat Sunrise Theme----#db, df, db, uf, k 53 9-hit Rising Kicks Climax Beat----#db, df, db, uf, p 69 13-hit Super version of the Machine Gun Upper. Dhaslim ------- Stretcho is back with various fire related SC. Yoga Tempest----2hcf, p (Cannot use in A-ism) 59 5-hit Super version of the Yoga Fire Yoga Stream----2qcb, p 59 5-hit A low hitting stream of fire Yoga Inferno----2qcf, p 62 13-hit Constant waves of fire that will destroy all projectiles and hit most incoming attacks. Little range. Will destroy super projectiles and keep going! Yoga Strike----2qcf, k 71 2-hit Anti-air move that grabs the opponent and slams him/her against the ground twice. E. Honda -------- The sumo has powerful, yet hard to hit with specials. Oni Musou-----#b, f, b, f, p 59 10-hit Super version of the Sumo Headbutt, followed by Hyakuretsu Harite. Fuji Drop----#b, f, b, f, k 70 6-hit Hits up, slams down. Orochi Crush----720, p (Level 3 ONLY) 68 damage 3-hits Double slam, sits on opponent. Evil Ryu -------- All of his SC do the same damage as Ryu's and Akuma's, with the exception of the Shungokusatsu. He lost his Metsu Shoryuken, and is replaced with Akuma's Messatsu Gou Shoryu. Shungokusatsu----LP, LP, f, LK, HP (Level 3 ONLY) 63 12-hit See Akuma's description. A watered down of Akuma's Shungokusatsu. Fei Long -------- The movie star looking for his big break has mediocre SC, except for the Ryu Shin Yassai, which is practically impossible to use in battle. Ryuu Yassai----2qcb, p 50 3-hit 2 punches, followed by a thrust kick Shien Renkyaku----2qcb, k (tap k for more hits and damage) 67 12-hit Super version of the Sheinkyaku Rekka Shinken----2qcf, p 61 5-hit Super version of the Rekkaken Ryu Shin Yassai----use Ryuu Yassai as far away as possible 73 8-hit Super version of the Ryuu Yassai. Gen --- Gen has the most offbeat SC in the game. So style Shitenshu----2qcb, p 16 7-hit Super version of the Hyakurenko, but with a twist. After he uses it, a 10-second countdown number appears above the opponent's head. With each second, he/she loses more health (each second = a medium punch) until it hits zero. The victim is thrown backward and dizzied. Shin Akuma and World Tour characters with Resist dizziness will recover quickly, or not dizzied at all. Zanei----2qcf, p 55 6-hit Dashes forward, goes through the adversary, and the victim is hit by 6 invisible hits. Low hitting. Ki style Koga----2qcb, k (in air) 35 2-hit 3 easily blocked diving kicks. Each kick = 35 damage, but the kicks don't combo, and, as I've said earlier, is easily blocked. Jakoha----2qcf, k 60 3-hit Anti-air move that grabs, slams, and stomps on the opponent. Guile ----- Less SC than Charlie and less damaging. Sonic Hurricane----#b, f, b, f, p 56 4-hit Wave of energy. Somersault Strike----#db, df, db, uf, k 66 10-hit See Charlie's description. Guy --- The Final Fight character remains all his moves from SFA2. Bushin Hassoken----2qcf, p 49 6-hit Series of punches that knock him/her into the air. Bushin Goraikyaku----2qcf, k 51 7-hit Punches/kicks, followed by a lunging kick. Bushin Musourenka----2hcb, p 57 10-hit White screen with a black silhouette of Guy beating the opponent. Juli ---- A complete rip-off of Cammy, except replaces her Spiral Arrow with the Sniping Arrow. Her SC do the exact same damage and hits, look the same, and has the same motion, she doesn't have the Killerbee Assault. Juni ---- While she does have the Spin Drive Smasher which looks the same, does the same amount of damage, and her Spin Drive Smasher is now done by pressing #db, df, db, uf, k, she does have original moves and is not a complete rip-off of Cammy. Psycho Streak----#b, f, b, f, p 45 5-hit Summons M. Bison, who then does a REALLY watered down version of his Psycho Crusher SC. Karin ----- For such an unique character, she has pretty straightforward SC. Shinipi Kaibyaku----2qcf, k 53 9-hit Super version of the Ressenha, but only hits people in the air. Kouoken----2qcf, p 61 7-hit Super version of the Gurenken, but without the options. Ken --- Has completely different SC than Ryu, and his regular moves look different and do different damage. Shippu Jinraikyaku----2qcb, k (Level 3 ONLY) 58 10-hit Punches/kicks, rising Tatsumaki Senpuu-Kyaku. Shinryuken----2qcf, k (Tap buttons for more hits and damage) 59 17-hit A corkscrew Shoryuken. Shoryu Reppa 68 7-hit Super version of the Shoryuken. M. Bison -------- Still seeking World Domination, he returns with very powerful SC. Psycho Crusher SC----#b, f, b, f, p 70 6-hit Super version of the Psycho Crusher Knee Press Nightmare----#b, f, b, f, k 69 8-hit Super version of the Double Knee Press, followed by a sweep. R. Mika ------- One of those damn 320/720 characters. Her Beach Special almost never hits. Rainbow Hip Rush----2qcf, p 58 10-hit She slams her butt into the opponent. Beach Special----2qcf, k 57 (hit HP while running toward your opponent then hit nothing when jumping onto the turnbuckle or hit P again for the most damage) 2-hit Clothesline, body press from the turnbuckle. Beach Special Version 2 Thanks to KiD TaNtRuM for this alternate way to do the Beach Special: "press any punch button while she's running toward her opponent. she'll knock her opponent down with either a drop kick or a low kick, depending on which button you press, and then a wrestling ring will appear and she'll jump onto the ring and do a flying elbow." Beach Special Version 3 Thanks to KiD TaNtRuM for another version of the Beach Special: "move you can do is run towards the opponent, flip over them and either do a german suplex or a bulldog depending on which punch button you use next to the opponent. and that's about it" Heavenly Dynamite----720, p (Swirl pad and tap buttons for more damage) 60 damage 12-hits Headbutts, opponent dizzy, Daydream Headlock suplex off turnbuckle. Rolento ------- He brings his Minesweeper from Final Fight, and he has good defensive SC. Steel Rain----2qcf, k 37 7-hit Rolento throws knives into the air, and it rains down on the opponent. Good for herding the enemy into a corner. Easily works into a combo. Minesweeper----2qcb, p 56 4-hit Rolls backwards while throwing grenades. Great for jumping-in foes. Take No Prisoners----2qcf, p 60 1-hit Sends a tripwire across the screen, which then puts the adversary on a hook, and then Rolento hangs him/her. Low hitting. Rose ---- With the exception of Soul Illusion, her SC can be used defensively very well. Her Soul Illusion + another SC only does good damage when the other SC is a level 3 SC, which is impossible without a Gameshark. Soul Illusion----2qcf, k None None Creates 2 duplicates that mimic her attacks. Think of it as a Custom Combo that uses your SC levels and each clone hits the victim. Aura Soul Spark----2qcb, p 55 4-hit At level 3, it starts with a super version of the Soul Reflect, which can reflect SC fireballs, which then gets added to hers, which creates HUGE damage. Super version of the Soul Spark. Aura Soul Throw----2qcf, p 67 3-hit Super version of the Soul Throw. Level 3 Soul Illusion + level 3 Aura Soul Spark 55 6-hit See Aura Soul Spark's description. Level 3 Soul Illusion + level 3 Aura Soul Throw 74 9-hit Only possible in Training or with a Gameshark. See descrption for Aura Soul Throw. Ryu --- The original Street Fighter (along with Ken) has mediocre SC. Evil Ryu has more SC (which are better than his current ones) but doesn't have the Metsu Shoryuken. Metsu Shoryuken----2qcf, p (Level 3 ONLY) 23 3-hit Lunging elbow, followed by a 2-hit Shoryuken. Note that the farther away you are when this connects, the more damage it does, until it becomes the… Shin Shoryuken----Finish the Metsu Shoryuken as far away as possible 59 4-hit Tacks on another hit to the Metsu Shoryuken, does a lot more damage. Shinku Hadoken----2qcf, p 55 5-hit Super version of the Hadoken. Shinku Tatsumaki Senpukyaku----2qcb, k 62 13-hit Revolving super version of the Senpuu Kyaku. Sagat ----- Still seeking revenge for what Ryu did to his chest, the master of projectiles returns with great offensive SC. Tiger Cannon----2qcf, p 48 6-hit Super version of the high Tiger Shot. Tiger Raid----2qcb, k 66 7-hit A series of punches/kicks. Tiger Genocide----2qcf, k 69 14-hit Super version of the Tiger Blow. Sakura ------ The only Shotoken with unique versions of the fireball/hurricane kick/dragon punch staple. Shinku Hadoken----2qcf, p 45 5-hit Super version of the Hadoken. Haru Ichiban----2qcb, k 55 7-hit 6 low hitting revolving kicks followed by a standing HK. Midare Zakura----2qcf, k 61 7-hit Super version of the Shouoken. Shin Bison ---------- A suped up version of M. Bison, thanks to his Psycho Drive. Only selectable with a Gameshark. Knee Press Nightmare does the same damage and hits, and looks the same. Psycho Drive Crusher SC----#b, f, b, f, p 92 9-hit Super version of the Psycho Crusher SC. If opponents are attacking in any way beside teleportation or an invincible move, you will get hit. The only way to avoid taking the huge damage beside teleporting or using an invincible move (i.e. Vega's 3p or 3k move) is to block. It will take a huge chunk of Guard Meter away, and if you get guard crushed during the move, you will get hit by the remaining hits. Has the highest priority. Hits everywhere on the screen. Sodom ----- Yet another one of those stupid 360/720 characters. Meido no Miyage----2qcf, p 58 7-hit Super Jigoku Scrape, followed by a jumping HP. Tenchusatsu----720, p 71 damage 2-hits Double slam, short Carpet Bomb. T. Hawk ------- See Sodom's description. Canyon Splitter----2qcf, p 32 6-hit Tomahawk Buster, followed by a Condor Spike. So weak, it should've been a Special Technique. Raging Typhoon----720, p 66 damage 3-hits Triple Storm Hammer slam. Vega ---- Has more SC than anyhone else if you're on his stage, but the only one with real practical use is the Scarlet Mirage. Rolling Barcelona Attack----#db, df, db, uf, k then p 46 3-hit Super version of the Flying Barcelona Attack. Rolling Izuna Drop----#db, df, db, uf, k then p when close. 60 4-hit Super version of the Izuna Drop Scarlet Mirage----#b, f, b, f, k 68 9-hit Super version of the Scarlet Terror. Red Impact----#b, f, b, f, p (With claws and at Level 3 ONLY) 53 2-hit Stabs with claw, throws opponent in the air, victim falls on the claws. Zangief ------- Even though he's a 360/720 character, his other SC does great damage (unlike T. Hawk). Aerial Russian Slam----2qcf, k 60 1-hit Will only grab someone right above Zangief, this anti-air move grabs the adversary and does a pile driver on him/her. Final Atomic Buster----720, p 69 damage 4-hits Double Suplex, double Screw Piledriver. -------------------- !!!WANTED!!! Section -------------------- I need the following things: Any corrections in spelling, damage, etc. ASCII art. Remember to read the notes section before sending any corrections. Any and all corrections/submissions are greatly appreciated. You will get credit in my FAQ for any accurate submissions. Send your questions/submissions/corrections to my e-mail address: ozzy151629@aol.com. Thank you. -------- End file --------