XMvsSF 3v3 + DHC v1.1.1 - CONTROLS (2 players)
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TEAMS
  P1 plays the left team, P2 the right team. Each team has three
  characters; one fights (the point), two wait (reserves).

BUTTONS                 RetroPad (Xbox pad)     Keyboard (P1, RetroArch default)
  LP  Weak Punch        Y  (X)                  A
  MP  Medium Punch      X  (Y)                  S
  HP  Strong Punch      L  (LB)                 Q
  LK  Weak Kick         B  (A)                  Z
  MK  Medium Kick       A  (B)                  X
  HK  Strong Kick       R  (RB)                 W
  Start / Coin          Start / Select          Enter / Right Shift

CHARACTER SELECT
  Pick three characters. Confirm each pick with one of nine inputs, a
  button or a punch-and-kick pair; the input chooses the colour. Hold
  Start with it for colours 10 to 18:
                   alone   with Start
     LP              1        10
     LK              2        13
     MP              3        11
     HP              4        12
     MK              5        14
     HK              6        15
     LP + LK         7        16
     MP + MK         8        17
     HP + HK         9        18
  A pair is a punch and its kick. They can land up to 4 frames apart, so a
  single button confirms 4 frames after you press it. Start counts if you
  hold it with the press or at any time in those 4 frames. Two buttons that
  are not a pair confirm nothing - release and press again.
  Chun-Li: Start keeps its original job (her other outfit), so she has
  colours 1 to 9 in each outfit.
  If the other team already has the same character in that colour, the next
  free colour is used.

RESERVES
  Reserve A and reserve B are your other two characters in the order you
  picked them. A defeated reserve keeps its place; a request for it is
  refused, so use the other pair for the living reserve.
     On point          MP+MK (reserve A)    MP+HK (reserve B)
     1st pick          2nd pick             3rd pick
     2nd pick          1st pick             3rd pick
     3rd pick          1st pick             2nd pick
  Release MP, MK and HK before the next tag request.

TAGS (on the ground, when you are free to move)
  MP + MK        bring in reserve A
  MP + HK        bring in reserve B
  HP + HK        the original tag button: bring in the next living character
                 in pick order - first pick to second, second to third, third
                 back to first (a defeated character is skipped)
  Pressing MP+MK+HK together does nothing; release all three first.

TEAM MOVES (unchanged from the original game)
  QCF + HP + HK          Variable Combination (team Hyper, 2 levels); your
                         partner is your first living reserve. This is the
                         original two-character team Hyper; for all three
                         characters, use a DHC chain (below).
  While blocking:        Variable Counter
  back, down-back, down + HP + HK

DELAYED HYPER COMBO (DHC)
  During your Hyper Combo, enter the INCOMING character's Hyper motion and
  finish it with MP+MK (reserve A) or MP+HK (reserve B). The incoming
  character performs their Hyper and stays in. Each Hyper costs its normal
  meter; each character can join a chain once, so a full chain is three
  Hypers: yours, a DHC to one reserve, then a DHC to the last character.
  Motions (relative to the way you face):
     QCF  down, down-forward, forward        QCB  down, down-back, back
     DP   forward, down, down-forward        RDP  back, down, down-back
     HCB  forward, down-forward, down, down-back, back
  Wolverine QCF, DP * Cyclops QCF, QCB * Storm QCF, QCB * Rogue QCF *
  Gambit QCF * Sabretooth QCF, DP, HCB * Juggernaut QCF * Magneto QCF, QCB *
  Ryu QCF, QCB * Ken QCF, QCB * Chun-Li QCF, QCB, DP * Dhalsim QCF, QCB *
  Zangief QCF (ends the chain) * M. Bison QCF, QCB *
  Akuma QCB, DP (ends the chain), RDP * Charlie QCF, QCB, DP * Cammy QCF, QCB
  (Akuma's air Hyper and Rogue's absorbed Hyper cannot be DHC targets.)

SNAPBACK (one level)
  QCF + MP + MK   snap the opponent's reserve A in
  QCF + MP + HK   snap the opponent's reserve B in
  Works from neutral or cancelled from a ground normal that hit or was
  blocked. On a clean hit the opponent's point is forced out and the chosen
  reserve comes in; a hit that finishes the point is an ordinary KO. Blocked
  or missed, the level is still spent. Against a team's last character it
  is a plain strike.

WIDE ARENA
  Use the WIDE launcher for a 512x224 (16:9) arena with more of each stage.
