=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Street Fighter Alpha:
Warriors' Dreams
FAQ By: Goh_Billy (
[email protected])
Version #: 4.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
3. Characters
3.1 Ryu
3.2 Chun-Li
3.3 Charlie
3.4 Ken Masters
3.5 Guy
3.6 Birdie
3.7 Sodom
3.8 Adon
3.9 Rose
3.10 Sagat
---------------------------------
3.11 Dan Hibiki
3.12 Akuma
3.13 Mike Bison
4. Misc. And Easter Eggs
4.1 Secret Characters
4.2 Other Secrets
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward LP - Light Punch P - Any Punch
\ | / b - Back MP - Medium Punch K - Any Kick
b-- --f u - Up HP - Heavy Punch + - And
/ | \ d - Down LK - Light Kick / - Or
db d df MK - Medium Kick , - Then
HK - Heavy Kick
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
===============================================================================
2. System
===============================================================================
Standard Throw/Hold f/b + MP/HP/MK/HK close refer to the character's
movelist for a detailed
list of their throws/holds
Throw/Hold Soften f/b + MP/HP/MK/HK just this works on both ground and
as you are being thrown air throws
Hold Recovery shake joystick and tap P this only works on holds (ie
and K rapidly Guy's Tsukami Nage)
Air Block ub/u/uf, b
Block High b
Block Low db will not block overheads
Escape Roll b, db, d + P after being LP=stationary, MP=short,
knocked down HP=long; can roll past
opponent
Auto Roll will happen after being
hit with certain attacks
Auto Recover will happen after being in some cases, there is a
hit with certain attacks small window where you
can juggle your opponent
when they Auto Recover
Dizzy Recovery shake joystick and tap P
and K rapidly when
dizzied
Negative Edge allows you to perform an example would be
maneuvers by holding performing a qcf + P
the attack button maneuver by instead holding
down, performing P, qcf, releasing P; this
the motion, then works for specials and
releasing the attack supers
button
Alpha Counter b, db, d + P/K (depends uses one power stock
on character) while
blocking
Taunt Start can use once per round
(except for Dan who can
perform as many as he
wants)
Chain Combos - Every character (except M. Bison) has chainable attacks. For
the most part, characters are able to chain from one normal
attack to another normal attack of equal or greater strength.
For example, Ryu can chain together LP, d + LK, and then
d + MK. You CANNOT chain a normal to a weaker normal.
Example, Ryu cannot chain HP into MP.
Supers - The Super Meter is split into 3 sections or 3 stocks. To perform a
Level 1 super you must have at least one stock full. To perform a
Level 2 super you must at least 2 stocks full. Finally, to perform
a Level 3 super, you must have all 3 stocks full. The Super Meter
fills after performing special moves, MP/HP/MK/HK basics and command
moves, being hit or when an attack successfully strikes the opponent.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Ryu *
*******************************************************************************
Colors
------
P - White costume w/ Red gloves
K - Dark Gray costume w/ Brown gloves
Throws
------
Seoi Nage f/b + MP/HP close f and b determine where
opponent is thrown
Tomoe Nage f/b + MK/HK close f and b determine where
opponent is thrown
Basic Move
----------
Air Uppercut ub/uf, MP this will cause 2 hits
if connected to an air
opponent
Axe Kick MK will hit twice if close
enough
Command Moves
-------------
Sakotsu Wari f + MP hits twice with both hits
being overheads
Low Punch d + LP must be blocked low
Strong Duck Punch d + MP must be blocked low
Uppercut d + HP must be blocked low
Senpuu Kyaku f + MK
Headband Tighten f + Start alternate taunt; can only
perform once per round
Special Moves
-------------
Hadou Ken qcf + P LP=slow, MP=medium, HP=fast
and when used close it
becomes the Fire Hadou Ken;
will collide with other
projectiles as both will
be "destroyed" in the
process
Fire Hadou Ken qcf + HP close knocks opponent down; will
collide with other
projectiles as both will
be "destroyed" in the
process
Shouryuu Ken f, d, df + P LP=short, MP=medium, HP=far
Tatsumaki Kyaku qcb + K LK=short, MK=medium, HK=long
Air Tatsumaki Kyaku qcb + K in air LK=1 spin, MK=few spins,
HK=few spins but ends up
farther than the MK version
Alpha Counter
-------------
Counter Shouryuu Ken b, db, d + P while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Shinkuu Hadou Ken qcf, qcf + P slow and does NOT knock
opponent down; 3 hits;
absorbs projectiles
Shinkuu Tatsumaki qcb, qcb + K 5 hits; causes Auto Roll
Level 2 Supers
--------------
Shinkuu Hadou Ken qcf, qcf + two punches medium speed and knocks
opponent down; 4 hits;
absorbs projectiles
Shinkuu Tatsumaki qcb, qcb + two kicks 9 hits; causes Auto Roll
Level 3 Supers
--------------
Shinkuu Hadou Ken qcf, qcf + all three fast and knocks opponent
punches down; 5 hits; absorbs
projectiles
Shinkuu Tatsumaki qcb, qcb + all three 13 hits; causes Auto Roll
kicks
*******************************************************************************
* 3.2 Chun-Li *
*******************************************************************************
Colors
------
P - Blue costume w/ Yellow trim
K - Green costume w/ Red trim
Throws
------
Koshuu Tou f/b + MP/HP close f and b determine where
opponent is thrown
Ryuusei Raku any direction except u + if d/df/f/uf is used,
MP/HP close in air opponent will end up
in front of Chun-Li; if
db/b/ub is used, opponent
will end up behind Chun-Li
Basic Moves
-----------
Triangle Jump jump towards wall, then
away
Double Air Punt ub/uf, HK will hit opponent twice in
air; overhead
Striking Chohatsu Start Chun-Li's hand can actually
strike the opponent,
dealing very little damage;
can only perform once per
round
Command Moves
-------------
Kaku Kyaku Raku df + HK causes Auto Recover
Yousou Kyaku d + MK in air can perform another air
attack after move
Prop Kick d + HK will only ground opponent if
close; must be blocked low
Short Low d + LP must be blocked low
Medium Low d + MP must be blocked low
Long Low d + HP must be blocked low
Special Moves
-------------
Kikou Ken Charge b for 2 seconds, LP=slow, MP=medium, HP=fast;
f + P will collide with other
projectiles as both will
be "destroyed" in the
process
Sen'en Shuu hcb + K LK=short, MK=medium, HK=long;
overhead
Tenshou Kyaku Charge d for 2 seconds, LK=1 hit, MK=2 hits, HK=3
u + K hits
Hyakuretsu Kyaku tap K rapidly LK=slow kicks, MK=medium
kicks, HK=fast kicks
Alpha Counter
-------------
Power Trip b, db, d + K while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Kikou Shou qcf, qcf + P 5 hits; absorbs projectiles
Senretsu Kyaku Charge b for 2 seconds, short distance; 5 hits
f, b, f + K
Hazan Tenshou Kyaku Charge db for 2 seconds, 5 hits
df, db, uf + K
Level 2 Supers
--------------
Kikou Shou qcf, qcf + two punches 7 hits; absorbs projectiles
Senretsu Kyaku Charge b for 2 seconds, medium distance; 6 hits
f, b, f + two kicks
Hazan Tenshou Kyaku Charge db for 2 seconds, 6 hits
df, db, uf + two kicks
Level 3 Supers
--------------
Kikou Shou qcf, qcf + all three this version has an extra
punches energy wave in front of it,
giving the super
considerably better
distance; 10 hits; absorbs
projectiles
Senretsu Kyaku Charge b for 2 seconds, long distance; 7 hits; causes
f, b, f + all three Auto Roll
kicks
Hazan Tenshou Kyaku Charge db for 2 seconds, 7 hits
df, db, uf + all three
kicks
*******************************************************************************
* 3.3 Charlie *
*******************************************************************************
Colors
------
P - Green pants w/ Yellow top
K - Gray pants w/ Red top
Throws
------
Dragon Suplex f/b + MP/HP close f and b determine where
opponent is thrown
Knee Gatling f/b + MK/HK close shake joystick and tap P and
K rapidly for more knees
Flying Buster Drop any direction except u + opponent will end up behind
MP/HP close in air Charlie
Basic Move
----------
N/A
Command Moves
-------------
Spinning Knuckle f + HP
Rolling Sobat b/f + MK overhead
Heavy Stub Kick b/f + HK
Low Punch d + LP must be blocked low
Strong Low Punch d + MP must be blocked low
Uppercut d + HP must be blocked low
Jacket Adjust f + Start alternate taunt; can only
perform once per round
Special Moves
-------------
Sonic Boom Charge b for 2 seconds, LP=slow, MP=medium, HP=fast;
f + P will collide with other
projectiles as both will
be "destroyed" in the
process
Somersault Shell Charge d for 2 seconds, LK=short, MK=medium, HK=far
u + K
Alpha Counter
-------------
Counter Spin Knuckle b, db, d + P while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Sonic Break Charge b for 2 seconds, absorbs projectiles
f, b, f + P
Second Break P absorbs projectiles
Crossfire Blitz Charge b for 2 seconds, 4 hits
f, b, f + K
Somersault Justice Charge db for 2 seconds, two Somersault Shells; short;
df, db, uf + K 6 hits
Level 2 Supers
--------------
Sonic Break Charge b for 2 seconds, absorbs projectiles
f, b, f + two punches
Second Break P absorbs projectiles
Backfist Break P absorbs projectiles
Crossfire Blitz Charge b for 2 seconds, 5 hits; causes Auto Roll
f, b, f + two kicks
Somersault Justice Charge db for 2 seconds, two Somersault Shells; long;
df, db, uf + two kicks 6 hits
Level 3 Supers
--------------
Sonic Break Charge b for 2 seconds, absorbs projectiles
f, b, f + all three
punches
Second Break P absorbs projectiles
Backfist Break P absorbs projectiles
Break Finish P absorbs projectiles
Crossfire Blitz Charge b for 2 seconds, 6 hits
f, b, f + all three
kicks
Somersault Justice Charge db for 2 seconds, three Somersault Shells, 9
df, db, uf + all three hits
kicks
*******************************************************************************
* 3.4 Ken Masters *
*******************************************************************************
Colors
------
P - Red costume
K - Purple costume
Throws
------
Jigoku Guruma f/b + MP/HP close f and b determine where
opponent is thrown
Tsukami Nage f/b + MK/HK close shake joystick and tap P and
K rapidly for more knee
strikes
Jigoku Fuusha any direction except u + if you throw from a ub/u jump
MP/HP close in air then the opponent will end
up behind Ken; if you
throw from a uf jump then
the opponent will end up in
front of Ken
Basic Moves
-----------
Stretch Kick ub/uf, MK good for crossing up
opponent; overhead
High Swipe Kick MK 2 hits
Swipe Kick HK
Command Moves
-------------
Inazuma Kakato Wari f + MK hits twice with both hits
being overheads
Low Punch d + LP must be blocked low
Strong Duck Punch d + MP must be blocked low
Uppercut d + HP must be blocked low
Come Here f + Start alternate taunt; can only
perform once per round
Special Moves
-------------
Hadou Ken qcf + P LP=slow, MP=medium,
HP=fast; will collide
with other projectiles
as both will be
"destroyed" in the
process
Shouryuu Ken f, d, df + LP/MP LP=short, MP=far
Fire Shouryuu Ken f, d, df + HP
Zenpou Tenshin qcb + P LP=short, MP=medium, HP=long;
high dodge; will roll past
opponent if close enough
Tatsumaki Kyaku qcb + K LK=short, MK=medium, HK=long
Air Tatsumaki Kyaku qcb + K in air LK=short, MK=medium, HK=long
Alpha Counter
-------------
Counter Shouryuu Ken b, db, d + P while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Shouryuu Reppa qcf, qcf + P two Shouryuu Kens, 4 hits
Shinryuu Ken qcf, qcf + K 6 hits
Level 2 Supers
--------------
Shouryuu Reppa qcf, qcf + two punches two Shouryuu Kens, 6 hits
Shinryuu Ken qcf, qcf + two kicks, 7 hits without tapping, and
then tap K and P a max of 10 hits with
rapidly for more hits tapping
Level 3 Supers
--------------
Shouryuu Reppa qcf, qcf + all three two Shouryuu Kens finished
punches with a Fire Shouryuu Ken;
7 hits
Shinryuu Ken qcf, qcf + all three 8 hits without tapping, and
kicks, then tap K and a max of 14 hits with
P rapidly for more tapping
hits
*******************************************************************************
* 3.5 Guy *
*******************************************************************************
Colors
------
P - Red costume
K - Dark Gray costume
Throws
------
Seoi Nage f/b + MP/HP close f and b determine where
opponent is thrown
Tsukami Nage f/b + MK/HK close shake joystick and tap P and
K rapidly for more knee
strikes
Izuna Otoshi any direction except u + if d/df/f/uf is used,
MP/HP close in air opponent will end up
in front of Guy; if
db/b/ub is used, opponent
will end up behind Guy
Basic Move
----------
Triangle Jump jump towards wall, then
away
Command Moves
-------------
Hiji Otoshi d + MP in air overhead
Kubi Kudaki f + MP hits twice with both hits
being overheads
Low Backfist d + LP must be blocked low
Fan Sweep d + MK from far this will only
strike the opponent once;
at close range this will
strike the opponent twice,
with the second hit
knocking the opponent down;
all hits must be blocked
low
Slide d + HK must be blocked low; this
will only knock the
opponent down if done close
Kamaitachi df + HK causes Auto Recover
Special Moves
-------------
Front Flip qcf + P LP=high and short, MP=medium
and medium, HP=low and far
Izuna No Hiji O. P overhead
Bushin Izuna O. P when near opponent's unblockable; cannot grab
head opponent if they are in the
corner
Hayagake qcf + K
Kyuuteishi K from the LK version of this is just a halt for the
the Hayagake Hayagake
Kage Sukui K from the MK version of must be blocked low
the Hayagake
Kubikari K from the HK version of overhead
the Hayagake
Bushin Senpuu Kyaku qcb + K LK=short with 1 hit,
MK=medium with 2 hits,
HK=far with 3 hits
Bushin Gokusa Ken when close press LP, MP, causes Auto Roll
HP, then HK
Alpha Counter
-------------
Power Sweep b, db, d + K while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Bushin Hassou Ken qcf, qcf + P Guy jumps in the air with an
attack; if this connects
(whether it be blocked or
not) he will continue to
the second part of his
super by throwing a punch;
this follow up punch must
connect for the rest of
the super to finish; 4 hits
Bushin Gourai Kyaku qcf, qcf + K 4 hits; causes Auto Roll
Level 2 Supers
--------------
Start Up Jump qcf, qcf + two punches
Bushin Hassou Ken P Guy will attack; if this
attack connects (whether it
be blocked or not) he will
continue to the second part
of his super by throwing a
punch; this follow up punch
must connect for the rest
of the super to finish; 5
hits
Bushin Gourai Kyaku qcf, qcf + two kicks 6 hits; causes Auto Roll
Level 3 Supers
--------------
Start Up Jump qcf, qcf + all three
punches
Bushin Hassou Ken P Guy will attack; if this
attack connects (whether it
be blocked or not) he will
continue to the second part
of his super by throwing a
punch; this follow up punch
must connect for the rest
of the super to finish; 6
hits
Bushin Gourai Kyaku qcf, qcf + all three 7 hits; causes Auto Roll
kicks
*******************************************************************************
* 3.6 Birdie *
*******************************************************************************
Colors
------
P - Gray costume w/ Blonde hair
K - Midnight Blue costume w/ Light Gray hair
Throws
------
Bull Spike f/b + MP/HP close shake joystick and tap P and
K rapidly for more
headbutts
Failed Murder f/b + MK/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Deadly Hammer HP 2 hits
Bull Drop HK overhead
Command Moves
-------------
Body Splash d + HP in air move stops too early before
landing to use as an
overhead
Rising Mohawk d + HP 2 hits
Yawn f + Start alternate taunt; can only
perform once per round
Chain Lick b + Start alternate taunt; can only
perform once per round
Special Moves
-------------
Bull Head Charge b for 2 seconds, LP=short, MP=medium, HP=long
f + P
Murderer Chain 360 + P connects close; unblockable
Bull Horn Charge two punches or two LP+MP/LK+MK=short,
kicks, release LP+HP/LK+HK= medium,
MP+HP/MK+HK=long; Birdie is
invulnerable for a short
time when he turns before
performing the move; the
longer the charge, the more
damage the move inflicts;
since the Bull Horn can be
charged with two punches or
two kicks, it is possible
to charge for 2 Bull Horns
at the same time; Charge
for:
1-2 seconds = Level 1
3-4 seconds = Level 2
5-8 seconds = Level 3
10-17 seconds = Level 4
18+ seconds = Final
Alpha Counter
-------------
Headbutt Spear b, db, d + P while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
The Birdie Charge b for 2 seconds, three Bull Heads for 3 hits
f, b, f + P
Bull Revenger qcf, qcf + P/K P=short hop, K=long hop; grab
must connect to perform the
super; unblockable
Level 2 Supers
--------------
The Birdie Charge b for 2 seconds, four Bull Heads for 4 hits
f, b, f + two punches
Bull Revenger qcf, qcf + two punches/two P=short hop, K=long hop; grab
kicks must connect to perform the
super; unblockable
Level 3 Supers
--------------
The Birdie Charge b for 2 seconds, Birdie will charge forward
f, b, f + all three with three Bull Heads; the
punches third Bull Head must
connect (not blocked) for
the entire super to come
out; total of 5 hits
Bull Revenger qcf, qcf + all three P=short hop, K=long hop; grab
punches/all three must connect to perform the
kicks super; unblockable
*******************************************************************************
* 3.7 Sodom *
*******************************************************************************
Colors
------
P - Red-Orange top w/ Blue pants and trim
K - Purple top w/ Green pants and trim
Throw
-----
Shogun Throw f/b + MP/MK/HP/HK close f and b determine where
opponent is thrown
Basic Move
----------
N/A
Command Moves
-------------
Low Slash d + LP must be blocked low
Rising Blade d + MP must be blocked low
Slide d + HK must be blocked low
Special Moves
-------------
Jigoku Scrape f, d, df + LP
Jigoku Cutter f, d, df + MP
Jigoku Slice f, d, df + HP unlike the other Jigoku
moves, this one knocks the
opponent down
Butsumetsu Buster 360 + P Sodom hops forward a little
to grab the opponent;
unblockable
Daikyou Burning 360 + K LK=short charge forward,
MK=medium charge forward,
HK=long charge forward;
the initial charge forward
must connect (not blocked)
to perform the entire move
Kouten Okiagari f, df, d + P after being
knocked down
Tengu Walking b, db, d + K after being
knocked down
Alpha Counter
-------------
Counter J. Scrape b, db, d + P while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Meido No Miyage qcf, qcf + P 3 hits
Tenchuu Satsu 720 + P Sodom hops forward a little
to grab the opponent;
unblockable
Level 2 Supers
--------------
Meido No Miyage qcf, qcf + two punches 6 hits
Tenchuu Satsu 720 + two kicks Sodom hops forward a little
to grab the opponent;
unblockable
Level 3 Supers
--------------
Meido No Miyage qcf, qcf + all three 7 hits
punches
Tenchuu Satsu 720 + all three kicks Sodom hops forward a little
to grab the opponent;
unblockable
*******************************************************************************
* 3.8 Adon *
*******************************************************************************
Colors
------
P - Purple costume w/ Yellow trim and Red-Orange hair
K - Dark Gray costume w/ Yellow trim and Orange hair
Throws
------
Jaguar Carry f/b + MP/HP close f and b determine where
opponent is thrown
Jaguar Slam f/b + MK/HK close f and b determine where
opponent is thrown
Basic Move
----------
N/A
Command Moves
-------------
Low Punch d + LP must be blocked low
Low Elbow d + MP must be blocked low
Reach Punch d + HP must be blocked low
Jutting Kick df + MK
Special Moves
-------------
Rising Jaguar qcf, uf + K LK=short, MK=medium, HK=far
Jaguar Kick b, d, db + K LK=low and far, MK=medium
and medium, HK=high and
short
Jaguar Tooth hcb + K LK=short, MK=medium, HK=long;
overhead
Alpha Counter
-------------
Counter Rising Jag. b, db, d + K while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Jaguar V. Assault qcf, qcf + P all attacks are ground based;
4 hits
Jaguar Revolver qcb, qcb + K two Jaguar Kicks, 3 hits
Level 2 Supers
--------------
Jaguar V. Assault qcf, qcf + two punches last part has Adon jumping
and attacking in the air;
6 hits
Jaguar Revolver qcb, qcb + two kicks two Jaguar Kicks, 4 hits
Level 3 Supers
--------------
Jaguar V. Assault qcf, qcf + all three last part has Adon jumping
punches and attacking in the air;
6 hits
Jaguar Thousand tap P and K rapidly this will end the super with
a rapid series of punches
instead of his normal
jumping finish
Jaguar Revolver qcb, qcb + all three three Jaguar Kicks, 6 hits
kicks
*******************************************************************************
* 3.9 Rose *
*******************************************************************************
Colors
------
P - Amaranth costume w/ Yellow trim
K - Blue-Purple costume w/ Yellow trim
Throw
-----
Soul Drain f/b + MP/HP close opponent always ends up
behind Rose
Basic Move
----------
N/A
Command Moves
-------------
Low Punch d + LP must be blocked low
Low Energy Punch d + MP must be blocked low
Scarf Uppercut d + HP must be blocked low
Slide df + MK must be blocked low
Special Moves
-------------
Soul Spark hcf + P LP=slow, MP=medium, HP=fast;
if you perform this move
close to the opponent, you
will find that Rose gets
pushed backwards (LP=small
push back, MP=medium push
back, HP=long push back);
will collide with other
projectiles as both will
be "destroyed" in the
process
Soul Throw f, d, df + P LP=short, MP=medium, HP=far;
this will only connect to
airborne opponents;
unblockable
Soul Absorb qcb + LP absorbs projectiles and adds
a bit to Rose's super
meter; cannot absorb super
projectiles (except Dan's
Shinkuu Gadou Ken)
Straight Reflect qcb + MP reflects projectiles
horizontally; cannot
reflect super projectiles
(except Dan's Shinkuu Gadou
Ken)
Diagonal Reflect qcb + HP reflects projectiles
diagonally upward; cannot
reflect super projectiles
(except Dan's Shinkuu Gadou
Ken)
Alpha Counter
-------------
Catch Switch b, db, d + P while Rose will grab (which is
blocking (uses one unblockable); if the grab
power stock) connects she'll switch
places with the opponent;
she recovers before the
opponent, thus allowing a
free hit
Level 1 Supers
--------------
Aura Soul Throw qcf, qcf + P this will only connect to
airborne opponents;
unblockable
Aura Soul Spark qcb, qcb + P absorbs projectiles
Soul Illusion qcf, qcf + K Rose will be trailed by
shadows which add extra
hits to her striking
attacks; lasts 4 seconds
Level 2 Supers
--------------
Aura Soul Throw qcf, qcf + two punches Rose starts the super with an
uppercut that launches; the
Soul Throw afterwards will
only connect to airborne
opponents and is
unblockable
Aura Soul Spark qcb, qcb + two punches instead of simply throwing a
fireball like her level 1
version, Rose charges
forward with a series of
attacks (ending with a
Soul Spark)
Soul Illusion qcf, qcf + two kicks Rose will be trailed by
shadows which add extra
hits to her striking
attacks; lasts 6 seconds
Level 3 Supers
--------------
Aura Soul Throw qcf, qcf + all three Rose starts the super with a
punches charging punch and then an
uppercut that launches; the
Soul Throw afterwards will
only connect to airborne
opponents and is
unblockable
Aura Soul Spark qcb, qcb + all three an energy wave appears in
punches front of Rose in this
version which will reflect
normal and super
projectiles horizontally;
the energy wave can also
hit the opponent; the Soul
Spark absorbs projectiles
Soul Illusion qcf, qcf + all three Rose will be trailed by
kicks shadows which add extra
hits to her striking
attacks; lasts 8 seconds
*******************************************************************************
* 3.10 Sagat *
*******************************************************************************
Colors
------
P - Purple pants w/ Yellow trim
K - Off White pants w/ Red trim
Throw
------
Tiger Smash f/b + MP/HP close shake joystick and tap P and
K rapidly for more knees
Basic Move
----------
High Snap HK will hit twice if close
enough
Command Moves
-------------
Low Punch d + LP must be blocked low
Strong Low Punch d + MP must be blocked low
Long Low Punch d + HP must be blocked low
Special Moves
-------------
Tiger Shot qcf + P LP=slow, MP=medium, HP=fast
will collide with other
projectiles as both will
be "destroyed" in the
process
Ground Tiger Shot qcf + K LK=slow, MK=medium, HK=fast;
will collide with other
projectiles as both will
be "destroyed" in the
process
Tiger Blow f, d, df + P LP=short, MP=medium, HP=far
Tiger Knee Crush f, d, df + K LK=short, MK=medium, HK=far
Alpha Counter
-------------
Stomach Kick b, db, d + K while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Tiger Cannon qcf, qcf + P does NOT knock opponent down;
4 hits; absorbs projectiles
Tiger Genocide qcf, qcf + K 5 hits
Tiger Raid qcb, qcb + K 6 hits
Level 2 Supers
--------------
Tiger Cannon qcf, qcf + two punches does NOT knock opponent down;
5 hits; absorbs projectiles
Tiger Genocide qcf, qcf + two kicks 9 hits
Tiger Raid qcb, qcb + two kicks 7 hits
Level 3 Supers
--------------
Tiger Cannon qcf, qcf + all three knocks opponent down; 6 hits;
punches absorbs projectiles
Tiger Genocide qcf, qcf + all three 12 hits
kicks
Tiger Raid qcb, qcb + all three 7 hits with a flame kick at
kicks end
-------------------------------------------------------------------------------
*******************************************************************************
* 3.11 Dan Hibiki *</pre><pre id="faqspan-2">
*******************************************************************************
To select Dan, press and hold Start after inserting your quarters. Continue to
hold Start the entire time during this code. Move to the random select box
on your side (left one for 1 Player, right one for 2 player) and enter the
following quickly:
Color Costume 1 : LP, LK, MK, HK, HP, MP
Color Costume 2 : HP, HK, MK, LK, LP, MP
Colors
------
Color Costume 1 - Pink costume w/ Brown gloves
Color Costume 2 - Light Green costume w/ Pink gloves
Throw
-----
Seoi Nage f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Chouhatsu Start unlike the other characters
in the game, you can
perform Dan's taunt as
many times as you want
during a match
Axe Kick HK will hit twice if close
enough
Command Move
------------
Low Punch d + LP must be blocked low
Strong Duck Punch d + MP must be blocked low
Uppercut d + HP must be blocked low
Special Moves
-------------
Gadou Ken qcf + P LP=very short, MP=short,
HP=medium; will collide
with other projectiles
as both will be
"destroyed" in the
process
Kouryuu Ken f, d, df + P LP=short, MP=medium, HP=far
Hop Kick qcb + LK
Dankuu Double qcb + MK
Full Dankuu Kyaku qcb + HK
Alpha Counter
-------------
Power Sweep b, db, d + K while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Shinkuu Gadou Ken qcf, qcf + P short; 3 hits; absorbs
projectiles
Kouryuu Rekka qcf, qcf + K stationary; 4 hits
Hisshou Burai Ken qcb, qcb + K 5 hits
Level 2 Supers
--------------
Shinkuu Gadou Ken qcf, qcf + two punches medium; 4 hits; absorbs
projectiles
Kouryuu Rekka qcf, qcf + two kicks short; 5 hits
Hisshou Burai Ken qcb, qcb + two kicks 7 hits
Level 3 Supers
--------------
Shinkuu Gadou Ken qcf, qcf + all three medium; 5 hits; absorbs
punches projectiles
Kouryuu Rekka qcf, qcf + all three long; 6 hits
kicks
Hisshou Burai Ken qcb, qcb + all three 12 hits
kicks
*******************************************************************************
* 3.12 Akuma *
*******************************************************************************
To select Akuma, move to the random select box on your side (left one for 1
Player, right one for 2 player). If you are 1 Player, hold Start and press
down, down, down, left, left, left, followed by LP+HP/LK+HK. If you are 2
Player, hold Start and press down, down, down, right, right, right, followed by
LP+HP/LK+HK.
Colors
------
LP+HP - Dark Gray costume w/ Red hair
LK+HK - Dark Red costume w/ Red hair
Throws
------
Seoi Nage f/b + MP/HP close f and b determine where
opponent is thrown
Tomoe Nage f/b + MK/HK close f and b determine where
opponent is thrown
Basic Move
----------
Axe Kick MK will hit twice if close
enough
Command Moves
-------------
Tenma Kuujin Kyaku uf, then d + MK at the overhead
jump's apex
Zugai Hasatsu f + MP hits twice with both hits
being overheads
Senpuu Kyaku f + MK
Low Punch d + LP must be blocked low
Strong Duck Punch d + MP must be blocked low
Uppercut d + HP must be blocked low
Special Moves
-------------
Gou Hadou Ken qcf + P LP=slow, MP=medium,
HP=fast; will knock
opponent down if close;
will collide with other
projectiles as both will be
"destroyed" in the process
Zankuu Hadou Ken qcf + P in air LP=slow, MP=medium,
HP=fast; will collide with
other projectiles as both
will be "destroyed" in the
process
Shakunetsu Hadou Ken hcf + P LP=slow and 1 hit, MP=medium
and 2 hits, HP=fast and 3
hits; will collide with
other projectiles as both
will be "destroyed" in the
process
Gou Shouryuu Ken f, d, df + P LP=short, MP=medium, HP=far
Zenpou Tenshin qcb + P LP=short, MP=medium, HP=long;
high dodge; will roll past
opponent if close enough
Hyakki Shuu qcf, uf + P LP=short, MP=medium, HP=far
Gou Zan do nothing must be blocked low
Gou Shou P
Gou Sen K
Gou Sai any direction + P near unblockable; will not work on
standing opponent's opponent in the corner
head
Gou Tsui any direction + K near unblockable; will not work on
standing opponent's opponent in the corner
head or when near
opponent in air
Tatsumaki Kyaku qcb + K LK=short, MK=medium, HK=long;
possible to juggle opponent
after connecting this move
(ie with a Gou Shouryuu
Ken)
Air Tatsumaki Kyaku qcb + K in air LK=1 spin, MK=few spins,
HK=many spins
Ashura Sen. Zenpou f, d, df + all three using all three punches
punches or all three shifts Akuma further
kicks forward than if using all
three kicks; invulnerable
for a short while
(excluding throws); can
shift past opponent
Ashura Sen. Kouhou b, d, db + all three using all three punches
punches or all three shifts Akuma further
kicks back than if using all
three kicks; invulnerable
for a short while
(excluding throws)
Alpha Counter
-------------
Power Sweep b, db, d + K while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Messatsu Gou Shou. qcf, qcf + P two Gou Shouryuu Kens, 4 hits
Tenma Gou Zankuu qcf, qcf + P in air 4 hits; absorbs projectiles
Messatsu Gou Hadou hcb, hcb + P 4 hits; absorbs projectiles
Level 2 Supers
--------------
Shinkuu Hadou Ken qcf, qcf + two punches two Gou Shouryuu Kens, 6 hits
Tenma Gou Zankuu qcf, qcf + two punches in 6 hits; absorbs projectiles
air
Messatsu Gou Hadou hcb, hcb + two punches 6 hits; absorbs projectiles
Level 3 Supers
--------------
Shinkuu Hadou Ken qcf, qcf + all three three Gou Shouryuu Kens, 8
punches hits
Tenma Gou Zankuu qcf, qcf + all three 8 hits; absorbs projectiles
punches in air
Messatsu Gou Hadou hcb, hcb + all three 8 hits; absorbs projectiles
punches
Shun Goku Satsu LP, LP, f, LK, HP dash in must connect to
perform the entire super;
dash in is unblockable
*******************************************************************************
* 3.13 Mike Bison *
*******************************************************************************
To select Bison, move to the random select box on your side (left one for 1
Player, right one for 2 player). If you are 1 Player, hold Start and press
down, down, left, left, down, left, left, followed by LP+HP/LK+HK. If you are
2 Player, hold Start and press down, down, right, right, down, right, right,
followed by LP+HP/LK+HK.
Colors
------
LP+HP - Red costume
LK+HK - Black costume
Throw
-----
Deadly Throw f/b + MP/HP close f and b determine where
opponent is thrown
Basic Move
----------
High Kick HK will hit twice if close
enough (the second hit will
miss on some characters)
Command Moves
-------------
Slide d + HK must be blocked low
Low Punch d + LP must be blocked low
Energy Low Punch d + MP must be blocked low
Energy Uppercut d + HP must be blocked low
Death Sentence f + Start alternate taunt; can only
perform once per round
Special Moves
-------------
Psycho Shot Charge b for 2 seconds, LP=slow, MP=medium, HP=fast;
f + P will collide with other
projectiles as both will be
"destroyed" in the process
Fake Head Stomp Charge d for 2 seconds,
u + P
Skull Diver P, then b or f to guide overhead; using b/f will
determine the descent of
the Skull Diver
Double Knee Press Charge b for 2 seconds, LK=short, MK=medium, HK=long
f + K
Head Stomp Charge d for 2 seconds, overhead; using b/f after the
u + K, then b or f Head Stomp is performed
after head stomp to will determine how Bison
guide will descend after jumping
off the opponent
Skull Diver P overhead
Warp Forward f, d, df + all three if close enough M. Bison will
punches or all three teleport behind the
kicks opponent (although in some
cases he'll stay in front
of them); using all three
kicks teleports M. Bison
further forward then using
all three punches
Warp Backward b, d, db + all three using all three punches
punches or all three teleports M. Bison further
kicks back then using all three
kicks
Alpha Counter
-------------
Strong Punch b, db, d + P while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Psycho Crusher Charge b for 2 seconds, 3 hits
f, b, f + P
Knee Press Nightmare Charge b for 2 seconds, two Knee Presses; 4 hits
f, b, f + K
Level 2 Supers
--------------
Psycho Crusher Charge b for 2 seconds, 4 hits
f, b, f + two punches
Knee Press Nightmare Charge b for 2 seconds, two Knee Presses; 6 hits
f, b, f + two kicks
Level 3 Supers
--------------
Psycho Crusher Charge b for 2 seconds, 6 hits
f, b, f + all three
punches
Knee Press Nightmare Charge b for 2 seconds, two Knee Presses and a slide;
f, b, f + all three 8 hits
kicks
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
*************************
* 4.1 Secret Characters *
*************************
Dan - To select Dan, press and hold Start after inserting your quarters.
Continue to hold Start the entire time during this code. Move to the
random select box on your side (left one for 1 Player, right one for 2
player) and enter the following quickly:
Color Costume 1 : LP, LK, MK, HK, HP, MP
Color Costume 2 : HP, HK, MK, LK, LP, MP
Akuma - To select Akuma, move to the random select box on your side (left one
for 1 Player, right one for 2 player). If you are 1 Player, hold Start
and press down, down, down, left, left, left, followed by LP+HP/LK+HK.
If you are 2 Player, hold Start and press down, down, down, right,
right, right, followed by LP+HP/LK+HK.
Mike Bison - To select Bison, move to the random select box on your side (left
one for 1 Player, right one for 2 player). If you are 1 Player,
hold Start and press down, down, left, left, down, left, left,
followed by LP+HP/LK+HK. If you are 2 Player, hold Start and
press down, down, right, right, down, right, right, followed by
LP+HP/LK+HK.
*********************
* 4.2 Other Secrets *
*********************
Dramatic Battle Mode - After inserting your quarters, both player 1 and 2 must
press Start to begin the game and hold it. While still
holding Start, have both players press up, up. Both
players should then release Start. Then have Player 1
press up, up, LP while Player 2 presses up, up, HP.
Fight Akuma (Easy Way) - After inserting your quarters, press Start to begin
the game and hold it. Move to the character you want
to choose and press and hold MP+MK. Continue to hold
Start, MP, and MK all the way until you meet your
first opponent and the round starts.
Fight Akuma (Hard Way) - Get to the last match without losing a round and with
10 Super finishes.
Fight Dan - Get to the fifth match with no continues. Also, you must end every
match with the same winning quote. See code below for how.
Choose Win Quote - At the end of the match press and hold down + all three
punches for win quote 1. Press and hold down + all three
kicks for win quote 2.
Extra Ending - Beat the game with no losses or continues.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Clean up and corrections
-If you have anything to add, any corrections I need to make, please email me
at
[email protected]. Credit will be given for your contribution.
5.2 Credits
-Capcom
-Gamefaqs
-And me for writing this FAQ