---------------------------------------------------------------------------
CAPCOM FIGHTING JAM
Move List
Version 1.11 (10 February 2011)
(c) 2011
---------------------------------------------------------------------------

This FAQ is for personal use only. In must not be reprinted, sold or in any
way redistributed without my explicit written consent. You may not
incorporate any part of this document into your own publications without
my prior written consent.

The only websites allowed to use this document as a resource are;

www.gamefaqs.com
www.neoseeker.com
www.1up.com
www.giantbomb.com

WARNING. This document contains spoilers for this game which are unmarked.

FAQ (c) 2011

All properties are (c) Capcom



========
CONTENTS
========

1.  INTRODUCTION
       - Revision History
       - Introduction
       - Notation

2.  GAME SYSTEMS
       - Street Fighter II
       - Street Fighter III
       - Street Fighter Zero (Street Fighter Alpha)
       - Vampire (Darkstalkers)
       - WarZard (Red Earth)

3.  CHARACTERS
       STREET FIGHTER II
        - Ryu
        - Guile
        - Zangief
        - Vega (M.Bison)
       STREET FIGHTER III
        - Alex
        - Chun-Li
        - Yun
        - Urien
       STREET FIGHTER ZERO
        - Guy
        - Karin
        - Sakura
        - Rose
       VAMPIRE
        - Felicia
        - Demitri
        - Jedah
        - Anakaris
       WARZARD
        - Nool (Hydron)
        - Hauzer
        - Mukuro (Kenji)
        - Leo

4.  BOSS CHARACTERS
       - Ingrid
       - Pyron
       - Shin Gouki (Shin Akuma)

5.  SECRETS
       - Fight Ingrid
       - Unlock Pyron
       - Fight & Unlock Shin Gouki
       - Classic Character Themes

6.  MISC.
       - Credits
       - Contact



===========================================================================
1.  INTRODUCTION
===========================================================================

---------------------------------------------------------------------------
REVISION HISTORY
---------------------------------------------------------------------------
--1.11-- (10 February 2011)
- Listed www.giantbomb.com as allowed to host this FAQ.
- Removed 'Coming Soon' section (this is never going to be updated :) ).

--1.10-- (21 March 2006)
- Listed www.neoseeker.com and www.1up.com as allowed to host this FAQ.
- Corrected various typographical errors.
- Updated history on Demitri's Demon Billion.
- Corrected Felicia's notes.
- Correctly named Nools Venom Funnel (previously Syphon Jet).
- Added Ingrid's Sunbeam move.

--1.03-- (15 August 2005)
- Changed infomation about the Shakunetsu Hadouken and the Banishing Flat.
- Added juggle property changes for SFIII characters.

--1.02-- (15 April 2005)
- Changed notation for SFIII EX moves. Previously they were referred to as
 'ES' in this FAQ, in line with Vampire notation. This has been corrected.
- Added some notes on Urien.
- Added a move and made a change to Nool's section.

--1.01-- (15 March 2005)
- Listed authorised websites.
- Corrected a number of typos etc.
- Added notes and usage info.
- Corrected Ingrid and Shin Gouki methods.

--1.00-- (15 February 2005)
- First Version.


---------------------------------------------------------------------------
INTRODUCTION
---------------------------------------------------------------------------

Capcom Fighting Jam (CFJ) is largely considered as a disappointment by fans
and has been called everything from a cheap rehash to nothing that
could not have been done using MUGEN.

However, I think it is a fair game. Graphics and lack of extras on the
home ports aside, CFJ is a solid and well balanced 2d fighter. It still has
tiers, and obviously some factions are stronger than others, but I like to
think it is still more balanced than CvS2, perhaps because of its smaller
roster.

CFJ hasn't recieved a lot of coverage, and so I thought it would be a good
choice for my first FAQ. Right now it's just a straight movelist; I might
add more in the future, such as notes on moves, and basic moves as well.

All names used in this FAQ refer to the original Japanese names for games
and fighters. That is why 'Darkstalkers' is called 'Vampire,' 'M.Bison' is
called 'Vega,' etc. Also all move names are official in some sense; none
have been made up by me. The only exception is the unlisted Syphon Jet,
which was named by Muscle Buster.


---------------------------------------------------------------------------
NOTATION
---------------------------------------------------------------------------

U - Up
D - Down
F - Forward
B - Back

QCF - Quarter Circle Forward - D, DF, F
QCB - Quarter Circle Backward - D, DB, B
HCF - Half Circle Forward - B, DB, D, DF, F
HCB - Half Circle Backward - F, DF, D, DB, B
FDP - Forward Dragon Punch - F, D, DF
RDP - Reverse Dragon Punch - B, D, DB
360 - 360 degree motion (One rotation)
720 - 720 degree motion (Two rotations)

P - Any Punch
K - Any Kick
PP / KK - Any two punches or kicks
PPP / KKK - All three punches or kicks

LP - Light Punch (Jab)
MP - Medium Punch (Strong)
HP - Heavy Punch (Fierce)
LK - Light Kick (Short)
MK - Medium Kick (Forward)
HK - Heavy Kick (Roundhouse)

Ch. - Charge Direction (Eg Ch.B = Hold Back for 2 seconds)
(air) - Can be performed in the air
[AIR] - Must be performed in the air
(E-) - Can be made EX- or ES-ed (Street Fighter III and Vampire only)
(GC) - Guard Crush (Vampire only)
(S.) - Super Level (Eg S.2 = Consumes two super stocks)
(Lv.) - Experience Level (Eg Lv.2 = Must be level 2 to perform) (WarZard only)



===========================================================================
2.  GAME SYSTEMS
===========================================================================

---------------------------------------------------------------------------
STREET FIGHTER II
---------------------------------------------------------------------------

--CHARACTERS--
Ryu
Guile
Zangief
Vega (M.Bison)

--MOVES--
Super Type - Super Combos


USAGE
- Street Fighter II characters are simple, powerful fighters. They are
 generally higher tier fighters.
- Since Street Fighter II characters fill an entire super gauge quickly
 it might be a good idea to team them with a WarZard character who can
 then reach Level 3 immediately in the second round.
- Can charge only one super stock.

NOTES
- None of the Street Fighter II characters, with the exception of Guile
 have movesets that accurately represent their abilities in the orignal
 Street Fighter II: The World Warrior title.


---------------------------------------------------------------------------
STREET FIGHTER III
---------------------------------------------------------------------------

--CHARACTERS--
Alex
Chun-Li
Yun
Urien

--MOVES--
Super Type - Super Arts
Dash                            Press F, F / B, B
Parrying                        Press F before enemy attack hits
EX Moves                        Press PP / KK for special moves
High Jumps                      Press D, then U
Jumping Attacks                 Press MP + MK


USAGE
- Street Fighter III characters are well balanced, versatile due to their
 ability to EX their normal moves.
- Parrying gives SFIII characters an advantage over all others. Also, the
 fact that their moves cannot be parried by others allows them to use
 strategies that were not practical in the SFIII series.
- Can charge upto 2 super stocks.

NOTES
- All Street Fighter III characters' animations have had their frame rates
 reduced from those in the original title.
- Some Super Art motions have been changed from those in the original title
 due to clashes. In the original title only one Super Art could be chosen,
 and often motions for these arts would coincide and conflict with each
 other.
- Super Cancels cannot be done in CFJ. This makes juggles, especially for
 Urien, extremely difficult to execute.

---------------------------------------------------------------------------
STREET FIGHTER ZERO (ALPHA)
---------------------------------------------------------------------------

--CHARACTERS--
Guy
Karin
Sakura
Rose

--MOVES--
Super Type - Super Combos
Air Block                       Press B in the air
Custom Combos                   Press MP + MK


USAGE
- Street Fighter Zero is one of the weaker factions. However the ability
 to air block and use Custom Combos makes up for this.
- Can charge one guage, which equates to two separate supers.

NOTES
- The Custom Combo gauge used by Street Fighter Zero characters originated
 in SFZ2. SFZ used a 3-level Super Guage similar to Ingrid's.

---------------------------------------------------------------------------
VAMPIRE (DARKSTALKERS)
---------------------------------------------------------------------------

--CHARACTERS--
Felicia
Demitri
Jedah
Anakaris

--MOVES--
Super Type - EX Moves
Air Block                       Press B in the air
Vampire Dash                    Press F, F / B, B
ES Moves                        Press PP / KK for special moves
Pursuit Attacks                 Press U + P / K when enemy is down
Chain Combos                    Combo attacks in order of strength


USAGE
- Vampire characters, with the exception of Felicia, form the top tier of
 CFJ characters.
- Pursuit attacks can be ES'ed.
- Chain combos link the moves of any character in this order; LP LK MP MK
 HP HK.
- Can charge upto three super stocks.

NOTES
- All Vampire characters are missing their Dark Force moves from Vampire
 Saviour.


---------------------------------------------------------------------------
WARZARD (RED EARTH)
---------------------------------------------------------------------------

--CHARACTERS--
Nool (Hydron)
Hauzer
Mukuro (Kenji)
Leo

--MOVES--
Super Type - Mystic Break
Air Block                       Press B in the air
Dash                            Press F, F / B, B
High Jumps                      Press D, then U
Pursuit Attacks                 Press U + P / K when enemy is down
Level Up                        Press MP + MK
Ultimate Guard                  Press HP + HK
Ultimate Counters               Press B, DB, D + P / K


USAGE
- WarZard characters gain attack and defense statistics when they Level Up
 but this consumes one super stock.
- Since Street Fighter II characters fill an entire super gauge quickly
 it might be a good idea to team them with a WarZard character who can
 then reach Level 3 immediately in the second round.
- It is advisable that Nool and Hauzer players should spend super stocks
 to Level Up, as the stat boost is more valuable that any of their Mystic
 Breaks.
- Ultimate Counters must be performed during a successful Ultimate Guard.

NOTES
- Nool and Hauzer were both boss characters and unplayable in their
 original title. Their abilities have been limited to make them balanced
 amongst the rest of the CFJ cast.


===========================================================================
3.  CHARACTERS
===========================================================================

---------------------------------------------------------------------------
RYU   [Street Fighter II]
---------------------------------------------------------------------------

--SPECIALS--
Hadouken                        QCF + P
Shakunetsu Hadouken             HCF + P
Shoryuken                       FDP + P
Tatsumakisenpuu Kyaku (air)     QCB + K

--SUPER COMBOS--
Shinkuu Hadouken                QCF, QCF + P
Shin Shoryuken                  QCF, D, DF + K

NOTES
- Is missing his Shinkuu Tatsumakisenpuu Kyaku Super Combo.
- F + MK is a standard standing kick.
- Uses Shakunetsu Hadouken, which was only introduced in Super Street
 Fighter II.


---------------------------------------------------------------------------
GUILE   [Street Fighter II]
---------------------------------------------------------------------------

--SPECIALS--
Sonic Boom                      Ch.B, F + P
Somersault Kick                 Ch.D, U + K

--SUPER COMBOS--
Total Wipe Out                  Ch.B, F, B, F + K
Somersault Strike               Ch.DB, DF, B, UF + K

NOTES
- Is missing his Sonic Hurricane Super Combo.


---------------------------------------------------------------------------
ZANGIEF   [Street Fighter II]
---------------------------------------------------------------------------

--SPECIALS--
Screw Buster                    360 + P
Atomic Suplex                   360 + K
Banishing Flat                  FDP + P
Double Lariat                   PPP
Spinning Lariat                 KKK

--SUPER COMBOS--
Final Atomic Buster             720 + P
Arial Russian Slam              QCF, D, DF + K

NOTES
- Uses his Zero 2 sprite, but with the face redrawn.
- Uses Banishing flat, which was only introduced in Super Street Fighter II
 .


---------------------------------------------------------------------------
VEGA (M.BISON)   [Street Fighter II]
---------------------------------------------------------------------------

--SPECIALS--
Psycho Crusher                  Ch.B, F + P
Double Knee Press               Ch.B, F + K
Devil Reverse                   Ch.D, U + P
Head Press                      Ch.D, U + K, then P
Psycho Banish                   FDP + P
Vega Warp                       FDP / RDP + PPP / KKK

--SUPER COMBOS--
Mega Psycho Crusher             Ch.B, F, B, F + P
Knee Press Nightmare            Ch.B, F, B, F + K

NOTES
- Uses Vega Warp, which was only introduced in Street Fighter Zero.
- Uses Psycho Banish, which was introduced in CvS.


---------------------------------------------------------------------------
ALEX   [Street Fighter III]
---------------------------------------------------------------------------

--SPECIALS--
Flash Chop (EX)                 QCF + P
Headbutt                        B + HP
Power Bomb                      HCB + P
Air Knee Grapple (EX)           FDP + K
Slash Elbow (EX)                Ch.B, F + K
Air Stampede (EX)               Ch.D, U + K
Flying Cross Chop [AIR]         D + HP

--SUPER ARTS--
Boomerang Barrage               QCF, QCF + P
Stungun Headbutt                QCB, QCB + P
Hyper Bomb                      360 + P

NOTES
- The Air Knee Grapple now is angled vertically and is very hard to catch
 standing opponents with.
- Is missing his Spiral D.D.T. Special Move.


---------------------------------------------------------------------------
CHUN-LI   [Street Fighter III]
---------------------------------------------------------------------------

--SPECIALS--
Hyakuretsu Kyaku (EX)           K, K, K...
Spinning Bird Kick (EX)         Ch.D, U + K
Kikouken (EX)                   HCF + P
Hazan Shuu (EX)                 HCB + K
Yosou Kyaku [AIR]               D + MK

--SUPER ARTS--
Kikoshou                        QCF, QCF + P
Houyokusen                      QCF, QCF + K

NOTES
- The Kikouken, unlike the CvS2 version, travels as it did in SFIII.
- Is missing her Tensairanka Super Art.


---------------------------------------------------------------------------
YUN   [Street Fighter III]
---------------------------------------------------------------------------

--SPECIALS--
Tetsuzankou (EX)                FDP + P
Zesshou Hohou (EX)              QCF + P
Nishou Kyaku (EX)               FDP + K
Kobokushi                       QCB + P
Zenpou Tenshin                  HCB + K

--SUPER ARTS--
Youhou                          QCB, QCB + P
Sorai Rengeki                   QCF, QCF + P

NOTES
- Is missing his Gen Ei Jin Super Art.
- Yun's classic theme was shared by his brother Yang in Street Fighter III
 2nd Impact and 3rd Strike.


---------------------------------------------------------------------------
URIEN   [Street Fighter III]
---------------------------------------------------------------------------

--SPECIALS--
Metallic Sphere (EX)            QCF + P
Chariot Rush (EX)               Ch.B, F + K
Violence Knee Drop (EX)         Ch.D, U + K
Dangerous Headbutt (EX)         Ch.D, U + P

--SUPER ARTS--
Jupiter Thunder                 QCF, QCF + P
Tyrant Slaughter                QCF, QCF + K
Aegis Reflector                 QCB, QCB + P

NOTES
- The Metallic Sphere does not have the same juggle properties as it did
 in SFIII, making some juggles impossible.
- The Violence Knee Drop now has less range than in the SFIII series, but
 ES version homes in on opponents.
- The EX Metallic Sphere now produces more than one sphere, which it did
 not in SFIII.
- Urien's jumping ability has changed, making some SFIII juggles
 impossible.
- Urien's taunt no longer knocks down an opponent as it did in SFIII.
- Urien is missing one win pose.

---------------------------------------------------------------------------
GUY   [Street Fighter Zero]
---------------------------------------------------------------------------

--SPECIALS--
Hozanto                         QCB + P
Bushin Senpuu Kyaku             QCB + K
Bushin Izuna Otoshi             QCF + P, then P
Hayagake                        QCF + K, then K
Bushin Gokusa Ken               LP, MP, HP, HK

--SUPER COMBOS--
Bushin Hasou Ken                QCF, D, DF + P
Bushin Gorai Kyaku              QCF, D, DF + K

NOTES
- Is missing his Bushin Musou Renge Super Combo.


---------------------------------------------------------------------------
KARIN   [Street Fighter Zero]
---------------------------------------------------------------------------

--SPECIALS--
Guren Ken                       QCB + P, then P / K
Hoshou                          FDP + P
Mujin Kyaku                     FDP + K
Ressenchao                      RDP + P, then P
Yashagaeshi                     QCB + P / K
Arakuma Inashi                  360 + P
Ressenha                        QCF, UF + K

--SUPER COMBOS--
Kanzuki-ryu Shinbi Kaibyaku     QCF, QCF + P
Kanzuki-ryu Ko'ou Ken           QCF, QCF + K


---------------------------------------------------------------------------
SAKURA   [Street Fighter Zero]
---------------------------------------------------------------------------

--SPECIALS--
Hadouken                        QCF + P
Shououken                       FDP + P
Shunpuu Kyaku (air)             QCB + K
Ouka Kyaku                      QCF + K, P, P, P

--SUPER COMBOS--
Shinkuu Hadouken                QCF, QCF + P
Haru Ichiban                    QCB, QCB + K
Midare Sakura                   QCF, D, DF + K

NOTES
- Pressing P while executing the Hadouken increases power and size but
 limits range.


---------------------------------------------------------------------------
ROSE   [Street Fighter Zero]
---------------------------------------------------------------------------

--SPECIALS--
Soul Spark                      HCF + P
Soul Spiral                     QCF + K
Soul Reflect                    QCB + P
Soul Throw                      FDP + P

--SUPER COMBOS--
Aura Soul Spark                 QCB, QCB + P
Aura Soul Throw                 QCF, D, DF + P

NOTES
- Is missing her Aurora Illusion, but the SFZ Custom Combo renders it
 unnecessary.

---------------------------------------------------------------------------
FELICIA   [Vampire]
---------------------------------------------------------------------------

--SPECIALS--
Rolling Buckler (ES)            QCF + P, then P
Cat Spike (ES)                  FDP + P
Delta Kick (GC)                 RDP + K
Sand Splash (ES)                QCF + K
Hellcat                         HCB + K

--EX MOVES--
Dancing Flash                   HCB, F + PP
Please Help Me                  HCB, F + KK

NOTES
- Cannot sit on heads, or climb walls as in the various Vampire games.

---------------------------------------------------------------------------
DEMITRI   [Vampire]
---------------------------------------------------------------------------

--SPECIALS--
Chaos Flare (ES) (air)          QCF + P
Demon Cradle (GC) (ES)          FDP + P
Batspin (ES)                    QCB + K
Negative Stolen                 360 + P

--EX MOVES--
Demon Billion                   D, F, DF + KK
Midnight Bliss                  D, F, DF + PP
Midnight Pleasure               LP, MP, F, MK, MK

NOTES
- Chaos Flare uses its Vampire Hunter animation, and not its more recent
 Vampire Saviour one.
- Demon Billion works differently from any Vampire version of itself. In
 Vampire Hunter, Demon Billion releases bats in a wider funnel. The
 similar Demon Horde in Vampire Saviour only released bats in Dark Force
 mode, and changed Demitri into bats otherwise.
- Midnight Pleasure uses its Vampire Saviour motion, not its Vampire
 Hunter motion.
- Midnight Bliss sprites for non-Vampire characters are new in CFJ.

---------------------------------------------------------------------------
JEDAH   [Vampire]
---------------------------------------------------------------------------

--SPECIALS--
Dio=Cega (ES) (air)             QCF + P
Spreggio (GC) (ES)              FDP + P
Nero=Fautica (ES)               QCB + K
Ill=Spinta (ES) [AIR]           HCB + K
Illa=Cega (ES) [AIR]            HCB + K, P
Santu=Arrio [AIR]               U, U

--EX MOVES--
Prova=Déi=Cervo                 HCF + KK, then K
Finalé=Rosso                    D, D + PP

NOTES
- Spreggio is usable as a Special, as it was in Vampire Saviour 2.
- To ES Illa=Cega, perform Ill=Spinta with KK.
- Santu=Arrio is no longer a Dark Force move.
- To connect Prova=Déi=Cervo, press K just before the arm reaches the
 opponent.


---------------------------------------------------------------------------
ANAKARIS   [Vampire]
---------------------------------------------------------------------------

--SPECIALS--
Sarcophagus Dance (ES)          D, D + P / K
Cobra Blow (ES)                 B, F + P
Mummy Drop (ES)                 QCF + P
Royal Judgement (ES) [AIR]      QCF + P

--EX MOVES--
Pharoah Magic (air)             MK, LP, D, LK, MP
Pit to the Underworld (S.2)     HCB + KK

NOTES
- Royal Judgement renders opponents enirely unable to attack.
- Pit to the Underworld is unblockable, and consumes 2 super stocks.


---------------------------------------------------------------------------
NOOL (HYDRON)   [WarZard]
---------------------------------------------------------------------------

--SPECIALS--
Artic Stream                    HCF + P
The Chiller's Attack            HCF + K
Tadpole Spawn                   HCB + P / K
Hydro Spin (air)                FDP + K
Venom Funnel                    D, D + P

--MYSTIC BREAKS--
Lightning Mast (Lv.1)           QCF, QCF + P
Strangling Spark (Lv.2)         QCB, QCB + K

NOTES
- Unlike Vega's Psycho Crusher, The Chiller's Attack does not pass through
 an opponent if blocked.
- More than one Tadpole Spawn can be on the screen at once.
- Syphon Jet was used as a taunt by Nool in WarZard. It was created
 especially as a move for CFJ. It is otherwise unlisted and the name used
 here was coined by Muscle Buster.

---------------------------------------------------------------------------
HAUZER   [WarZard]
---------------------------------------------------------------------------

--SPECIALS--
Volcano Breath                  QCF + P
Deluge Assault                  QCF + K
Tempest Fall                    Ch.D, U + K

--MYSTIC BREAKS--
Deluge Crisis (Lv.1)            QCF, QCF + K
Gust Flame (Lv.2)               QCF, QCF + P

NOTES
- Volcano Breath does not cause a pillar of flame where it lands as it did
 in WarZard.
- Tempest Fall does not throw the opponent if it connects as it did in
 WarZard


---------------------------------------------------------------------------
MUKURO (KENJI)   [WarZard]
---------------------------------------------------------------------------

--SPECIALS--
Ichi Monji                      QCF + P
Rasen Kyaku                     QCB + K
Rasetsu Jin                     HCB + P
Kagerou                         HCF + K, then P
Utsusemi                        FDP + K

--MYSTIC BREAKS--
Ju Monji (Lv.1)                 QCF, QCF + P
Baku Ryu Sho (Lv.2)             QCF, QCF + K
Enmazuki (Lv.3)                 QCB, QCB + P

NOTES
- The Kick used to trigger Kagerou determines which illusion is the real
 Mukuro.
- Baku Ryu Sho uses the same CPS-3 animation as Urien his SFIII win pose.
 That pose has been removed from CFJ.


---------------------------------------------------------------------------
LEO   [WarZard]
---------------------------------------------------------------------------

--SPECIALS--
Chronos' Rush                   QCF + P, then PP
Achilles' Rush                  QCF + P, then KK
Brontos Slash                   FDP + LP
Artic Slash                     FDP + MP
Mars Slash                      FDP + HP
Gaia Driver                     360 + P

--MYSTIC BREAKS--
Hercules' Rush (Lv.1)           QCF, QCF + P
Gigas Driver (Lv.2)             720 + P

NOTES
- The swords used in the FDP + P move are swords that were collectable in
 WarZard.
- The sword used in Hercules' Rush is a sword that was collectable in
 WarZard.



===========================================================================
4.  BOSS CHARACTERS
===========================================================================

---------------------------------------------------------------------------
INGRID   [Capcom Fighting Jam]
---------------------------------------------------------------------------

--SYSTEM MOVES--
Super Type - Super Arts
Air Block                       Press B in the air
Dash                            Press F, F / B, B
Rolling                         Press MP + MK
High Jumps                      Press D, then U
Guard Cancel                    Press F + MP + MK during block

--SPECIALS--
Sunshot                         QCF + P
Sunrise                         QCF + K
Sunbeam                         FDP + K
Sun Upper                       QCB + P
Sun Lower                       QCB + K
Sundive [AIR]                   QCB + K

--SUPER ARTS--
Sunburst (S.1)                  QCF, QCF + P
Sunshine (S.2)                  QCB, QCB + K
Sun Delta (S.3)                 QCB, QCB + P

NOTES
- Sun Upper and Lower moves are counters.
- Ingrid was one of three characters designed for Capcom Fighting AllStars.


---------------------------------------------------------------------------
PYRON [Vampire Saviour 2]
---------------------------------------------------------------------------

--SYSTEM MOVES--
Super Type - EX Moves
Air Block                       Press B in the air
Vampire Dash                    Press F, F / B, B
ES Moves                        Press PP / KK for special moves
Pursuit Attacks                 Press U + P / K when enemy is down
Chain Combos                    Combo attacks in order of strength

--SPECIALS--
Sol Smasher (ES)                QCF + P
Sol Crusher (ES) [AIR]          U, UF, F + P
Zodiac Attack (ES)              FDP + P
Orbital Blaze (ES) [AIR]        QCB + K
Cosmic Gemini (ES) (air)        RDP + K

--SUPER ARTS--
Cosmic Reaver                   HCF + PP / KK
Hell's Pillar (air)             FDP + KK

NOTES
- Sol Crusher uses its Vampire Hunter motion, not its Vampire Hunter 2
 motion.
- Cosmic Reaver will still execute even if Pyron is knocked out of its
 animation.
- Hell's Pillar can be used on the ground, which was not possible in Vampire
 Hunter 2.


---------------------------------------------------------------------------
Shin Gouki (Shin Akuma) [Super Street Fighter 2 Turbo]
---------------------------------------------------------------------------

--SYSTEM MOVES--
Super Type - Super Combos
Air Block                       Press B in the air
Dash                            Press F, F / B, B
Parrying                        Press F before enemy attack hits
Rolling                         Press MP + MK
Chain Combos                    Combo attacks in order of strength
Guard Cancel                    Press F + MP + MK during block
Super Cancel                    Moves are cancellable

--SPECIALS--
Gou Hadouken                    QCF + P
Zankuu Hadou [AIR]              QCF + P
Shakunetsu Gou Hadou            HCB + P
Gou Shoryu                      FDP + P
Tatsumaki Zankuu Kyaku (air)    QCB + K
Tenma Shuretu Tou               D, D + PPP / KKK
Ashura Senkuu                   FDP / RDP + PPP / KKK

--SUPER ARTS--
Messatsu Gou Hadou              HCB, HCB + P
Tenma Gou Zankuu [AIR]          QCF, QCF + P
Messatsu Gou Shoryu             QCF, QCF + P
Shun Goku Satsu                 LP, LP, F, LK, HP
Misogi                          HCB, HCB + K

NOTES
- Shin Gouki has the lowest hit points of any CFJ character, but still has
 a greater number than in CvS2.
- Misogi is identical to its CvS2 console port version, not its CvS2
 arcade version.


===========================================================================
5.  SECRETS
===========================================================================

---------------------------------------------------------------------------
FIGHT INGRID
---------------------------------------------------------------------------

To fight Ingrid in the arcade version you must;
- Win every round in the first 3 fights.
- Achieve 2 perfect victories.
- Achieve 2 super move victories.

To fight Ingrid in the home ports you must;
- Not lose a battle.
- Achieve either a perfect or super move victory.
- For each round lost, achieve an additional perfect or super move victory.

Ingrid will challenge you thereafter.


---------------------------------------------------------------------------
UNLOCK PYRON
---------------------------------------------------------------------------

To unlock Pyron simply defeat him in Arcade mode. (Home ports only)


---------------------------------------------------------------------------
FIGHT & UNLOCK SHIN GOUKI
---------------------------------------------------------------------------

To fight Shin Gouki you must;
- Win every round before fighting Pyron.
- Defeat Pyron without needing to continue.
- Achieve at least one perfect and one super move victory.

Contrary to rumour you do NOT have to fight Ingrid to fight Shin Gouki.
However, you must have fought Ingrid at least once before for Shin Gouki
to appear in the home ports.

To unlock Shin Gouki defeat him when he appears. (Home ports only)


---------------------------------------------------------------------------
CLASSIC CHARACTER THEMES
---------------------------------------------------------------------------

In the home versions of CFJ you can unlock classic character music from the
games in which they orignally appear.

To do this, complete Arcade mode with the chosen character. Completing the
game with a team counts as finishing the game with each member
individually. You can then listen to the music in Sound Test Mode.

Once you have unlocked every character's classic theme (including Ingrid's,
Pyron's and Shin Gouki's) you can have them play in Arcade mode by holding
the [square] button while pressing [X] to select the mode. However music
will revert to its CFJ version if you lose a match; hold [square] and press
start when continuing to keep the classic music.



===========================================================================
6.  MISC.
===========================================================================

---------------------------------------------------------------------------
CREDITS
---------------------------------------------------------------------------
My thanks go to these people for their contributions;

--1.10--
Sean ODonovan - Corrections for Alex, Felicia and Pyron. Also contributed
               the correct name for 'Venom Funnel' and summarised the
               correct history of 'Demon Billion.'

--1.03--
Mark Segawa   - Correction about Ryu's Shakunetsu Hadouken, and additional
               Street Fighter III changes.
nitol bot     - Correction about Zangief's Banishing Flat.

--1.02--
Muscle Buster - Nool's 'Syphon Jet' move, and a correct notation for
               Hydro Spin.

--1.01--
Jinx Lancent  - Typo in Sakura's move description.
PeacockKing   - Incorrect notation for Felicia's EX moves.
Scott Brown   - Note that Alex is missing his Spiral D.D.T. from SFIII.


---------------------------------------------------------------------------
CONTACT
---------------------------------------------------------------------------
For corrections / changes etc. All methods and such are things I've come up
with myself. However, I've probably got the idea from reading about it or
something similar. When writing this guide I didn't refer to anything
except the instruction manual and some experience, but if you belive that
any information herein was your idea first, then I'll happily credit you.
Any corrections or information offered will also be gladly credited.

Copyright 2011