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The criminal organization Shadaloo is quietly expanding its global influence. Led by the ruthless M. Bison, Shadaloo funds its operations through arms dealing, political manipulation, and secret experiments involving a sinister energy known as Psycho Power. As the group’s reach spreads, fighters from around the world are drawn into conflict for reasons that are personal, political, or purely martial. Dan’s father, Go Hibiki, was a martial artist who challenged Sagat years before the events of the Zero series. Sagat defeated him decisively, so badly that Go later died from his injuries. Dan dedicates his life to avenging his father, but instead of mastering a disciplined style like Ryu or Ken, he creates Saikyo-ryu, an overconfident, self-invented martial art that’s flashy but fundamentally weak. Zero reworks the Super Combo mechanics first seen in Super Street Fighter II Turbo by introducing a three-tier Super Combo gauge. As in Super Turbo, the meter builds when players land normal and special attacks. Once the gauge reaches at least Level 1, a Super Combo becomes available. The strength of the Super Combo depends on how many punch or kick buttons of the same type are pressed simultaneously, with higher levels consuming more of the gauge. The game also debuts the Zero Counter, a defensive counterattack that can be executed after blocking and costs one level of meter. After selecting a fighter, players choose between two gameplay modes: Normal and Auto. Normal offers full manual control. Auto, by contrast, provides limited automatic guarding when the character is not attacking. It also simplifies Super Combos, allowing one to be triggered instantly by pressing a punch and kick of matching strength together. The tradeoff is that Auto mode caps the Super Combo gauge at Level 1, preventing access to stronger versions. Several new universal mechanics expand the system’s depth. Air Blocking allows characters to defend against attacks while airborne. Chain Combos (known as Zero Combos) let players cancel one normal move into another of equal or higher strength, enabling rapid, flowing attack strings. Players can also recover quickly after being thrown and perform a ground roll after being knocked down, adding mobility and defensive options. Facebook: / insertcoinarcadeofficial Email: insertcoinarcade@outlook.it