Street Fighter:the Movie Arcade FAQ
Neopolss (previously PoLSS)
Font Courier New 10
Version 2.0

*******************************
Contents
*******************************

What's New
What's Missing
Intro
Some Interesting Facts
Legend
System Explanation
Moves
Tricks
Rumors
Dip Switches and collector info
Credits

******************************
What's New
******************************
--September 22, 2006
       Corrected a few mistakes that were sent in by a reader.
       Changed the number format to punch/kick format.
--April 16, 2003
       Corrected Guile's Red Super, updated tricks section, added
       Balrog's Red Super, Corrected Akuma's Red Super, added stage
       tricks, added info about audits
--March 13, 2003
       Added F7's moves and updated here and there
--February 19, 2003
       4 years since last update, but a recent email prompted some new
       info, cleaned up sections
--December 5, 1999
       Added the dip switch section, fixed width problem (errors while
       printing)
--September 30, 1999
       Added throw section and interrupt descriptions
--September 21, 1999
       Added mode selection tricks and descriptions
--September 20, 1999
       Added Bison's Comeback.  Fixed typos.
--September 9, 1999
       First official release.

****************************
What's Missing
****************************

A working code to play as F7 (not a MAME cheat)
Verify Blanka fight
Some stage tricks (explode crates)
audit page verification

*************************
What this FAQ covers: Intro
*************************

       This FAQ is designed to cover the arcade version of Street
Fighter: the Movie, no other! When I aquired a Street Fighter movie
board, I looked everywhere for tricks.  The problem:  none exist.  Only
one FAQ I know of exists, and it is very incomplete.  I took it upon
myself to expose this great game.  Many do not consider this to be a
TRUE Street Fighter game.  I agree that Street Fighter was not meant to
be digitized.  The idea of making a game based on a failed movie was
not ideal.
       Released in May 1995, Street Fighter:the Movie stormed into
arcades and stormed right out.  A Playstation and Saturn version of the
game appeared, but was changed from the original.  The arcade version
contained digitized graphics like the current games out at the time
(mainly Mortal Kombat).  The graphics were sub-par, the backgrounds
were boring, and the music downright terrible.  But this is a GREAT
game!  What it does contain is more secrets than ANY existing Street
Fighter, new characters, a game engine that has not been reproduced
since, and a host of new moves and techniques that were not in any
other Street Fighter at the time.  The playstation version adopts the
Super Street Fighter engine and does away with a lot of features of the
arcade.  Therefore, this FAQ will be little use to home version owners.
       This FAQ will lay out all the moves, secrets, and rumors of the
arcade version.  It will NOT contain background info on characters,
endings, or any other nonsense that you can find out by simply playing
the damn thing.  There are 2 versions of SFTM that I know of, version
1.10 and 1.12.  This FAQ is designed for version 1.12, but I will
accept any info on differences between versions.

*******************************
Some Interesting Facts
*******************************
       I said before that Street Fighter: The Movie had a lot of
changes in the game engine that had not been seen in a street fighter
game yet.  So this here is an incomplete list of sorts that shows what
this game did for the future of the series (for all those who still
doubt that this is a great game).

Interrupts - while Super Street Fighter II did have reversals, an
interrupt worked on the concept of blocking, then getting a free hit
essentially. Street Fighter Alpha used the alpha counter, which more
closely resembles an interrupt.  It's now pretty much standard in SF
games.

Pop-ups - air juggling in an SF game was extremely limited until the
release of this game.  However, air-juggles and pop-up moves are a very
large part of the Vs. game series now.

Throw Reversal - yup, this game introduced it.  It's a large part of
SFIII's engine, up until, there was only the throw escape.

Comeback moves - the only game so far to see comebacks is Capcom
Vs. SNK, and it is really more part of SNK's fighting system.  No true
Street Fighter game has used it since.

Regen - Until the Marvel and Vs. series of games, Street Fighter did
not use "healing" moves.

*******************************
Legend
*******************************

Standards
Jab    LP   Strong     MP   Fierce      HP    [Punches]
Short  LK   Forward    MK   Roundhouse  HK    [Kicks]

U= up
D= down
B= back
F= forward
(air)= moves that can be done in air
(link)= moves that can be done in air only within a combo
(charge)= the direction or button must be held for 2 seconds or more
(close)= the move must be performed next to the opponent
       [the move may not work at all if not done close]
(juggle)= this move will set the opponent up for air combos
(aim)= this move can be aimed at the opponent
(air only)= A move that can only be done in air

NOTE:  all moves assume player is on the one player side.

************************
How the System Works
************************

SUPERS--there are two supers for each character: red and blue.  Red
supers tend to do more damage, but are harder to pull off.  These can
only be executed when the super bar is full.  Fill the bar quickly by
performing special moves.

REGEN--this move refills a small amount of energy, and is used in place
of a super.  The super bar must be filled.

INTERRUPTS--these are green shadowed moves.  After blocking, quickly
perform the motion.

POP-UP--some characters have standards that will set the opponent up
for air juggling.  The player needs only to press the button near the
opponent.

COMEBACK--this move can only be performed when the player is in the
danger zone.  these are very powerful attacks.

THROWS--throws are more complicated!  A player may throw, but the
opponent may counter.  the player may then reverse the counter, but the
opponent can slammaster!  Example 1:  Akauma throws Ryu.  Ryu can
either escape now or counter.  Ryu counters with U+MP.  Akuma reverses
the counter (Ryu is going to get tossed again).  Ryu now performs his
slammaster with D+MK.  Akuma learns a painful lesson.

THROW ESCAPES--A player can escape a throw by holding a direction and
any four buttons.

*********************************
The Moves
*********************************

==============
AKUMA
==============

==Specials==
One-hit fireball--D,DF,F+punch (air)
Multi-hit fireball--B,D,F+punch
Hurricane kick--D,DB,B+kick (air)
Dragon punch--F,D,DF+punch (juggle)
Forward teleport--F,D,DF+all punches or kicks
Back teleport--B,D,DB+all punches or kicks
Shadow kick--HK (charge), release (juggle)

==Interrupts==
Lunging roundhouse--F+MK (juggle)
Dragon punch--U+MP

==Comeback==
Super long hurricane--D,DB,B (2x)+MK (aim)

==Supers==
Red [Fisted Fury]--any punch (charge),D,DF,F (2x),release (close)
Blue [Fireball Barrage]--D,DF,F (2x)+punch
Regen--LP+MK (charge),release

==Throws==
Shoulder throw--F+MP or HP
Counter--U+MK
Reverse--U+MK
Slammaster--D+MP

==Combos==
Pop-up--MK
Pop-up--D+HP

===========
ARKANE
===========

NOTE: Arkane does not have a comeback or blue super

==Specials==
Electric hands--HP (charge),release
Choke--HP (charge),F+release (close)
Extension punch--F,F+LP
Low extension punch--F,F,D+HP
Extending kick--F,F+MK
Forward teleport--F,D,DF+all punches or kicks
Back teleport--F,D,DF+all punches or kicks

==Interrupts==
Low slide--F+LK
Dashing knee--F+MK
Extending arm--F+LP

==Supers==
Red [Teleport Throw]--B,D,DB (2x)+punch (close)
Regen--LK+MK (charge),release

==Throws==
Shoulder throw--F+MP or HP
Counter--U+MK
Reverse--U+MK
Slammaster--D+MP

==Combos==
Pop-up--LK

==========
BALROG
==========

NOTE:  Balrog can deflect fireballs by blocking

==Specials==
Dash punch--B (charge),F+punch
Dash uppercut--B (charge),F+kick
Turn punch--any punch (charge),release
Charge punch--all kicks (charge),release [hold longer for more damage]
Shoulder charge--D (charge),U+punch
Shadow uppercut--D,DB,B+HK
One-two jabs--LP repeatedly
Low one-two jabs--D,MP repeatedly

==Interrupts==
Shoulder charge--U+HP
Dash uppercut--F+HK

==Comeback==
Jab punch frenzy--LK (charge),F,F,release

==Supers==
Red [Flurry Punch Frenzy]--B (charge),DB,D,DF,F,D,DF,F+kick
Blue [Dash Punch Frenzy]--B (charge),F,B,F+punch
Regen--HK (charge),release

==Throws==
Headbutt--F+HP
Shoulder throw--F+HK
Counter--U+HP
Reverse--U+HP
Slammaster--D+HK

==Combos==
Pop-up--MP

=========
BISON
=========

==Specials==
Psycho crusher--B (charge),F+punch
Electric Psycho crusher--punch+B (charge),F+release
Devil punch--D (charge),U+punch,punch
Electric hands--HP (charge),release
Scissor kick--B (charge),F+kick
High scissor kick--kick+B (charge),F+release
Head stomp--D (charge),U+kick [can be followed up with a devil punch]

==Interrupts==
Dash uppercut--F+HP (juggle)
Scissor kick--U+LK

==Comeback==
Quick punch combo--LP (charge),release

==Supers==
Red [Head Stomp]--DB (charge),DF,DB,U+kick
                 [press kick repeatedly for more hits]
Blue [Scissor Kicks]--B (charge),F,B,F+kick
Regen--MP+LK (charge),release

==Throws==
Shoulder throw--F+MP or HP
Counter--U+HK
Reverse--U+HK
Slammaster--D+HP

==Combos==
Pop-up--LK
Pop-up--HP

=========
BLADE
=========

==Specials==
Stun rod--MP (charge),release
Boot knives--D,D+kick
Shadow knife kick--MK (charge),release (air only)
Knife kick--F,B,F+MK
Knife throw--F,B,F+punch
Air knives--D,DF,F+punch (air only)
Choke--HP (charge),F+release (close)

==Interrupts==
Stun rod--U+MP
Low slide--F+LK
Dashing knee kick--F+MK

==Comeback==
Bazooka--MK (charge),D,DF,F,release

==Supers==
Red [Stationary Blade]--D,DF,F (2x)+kick
Blue [Charging Rotator Blade]--B (charge),F,B,F+punch
Regen--LK+MK (charge),release

==Throws==
Shoulder throw--F+MP or HP
Counter--U+MP
Reverse--U+MP
Slammaster--D+MK

==Combos==
Pop-up--LK

=========
CAMMY
=========

==Specials==
Thrust kick--F,D,DF+kick
Canon drill--D,DF,F+kick
Canon drill--kick (charge),D,DF,F+release (forward jump only)
Somersault grab--D,DF,F,UF+punch,kick (close)
                [if out of range, Cammy will do a slide]
Spin fist--D,DF,F+punch
Whip--HP (charge),release
Air Knee--LK (charge), jump F, release

==Interrupts==
Low kick knockdown--F+LK
Canon drill--U+HK

==Comeback==
Grenade throw--MP (charge),D,DB,B+release

==Supers==
Red [Super Whip]--LP+B (charge),F,F+release
Blue [Thrust Kicks]--D,DF,F (2x)+kick
Regen--MK+HK (charge),release

==Throws==
Suplex--F+MP or HP
Thigh slam--F+MK or HK
Counter--U+LP
Reverse--U+LP
Slammaster--D+LK

==Combos==
Pop-up--LK
Pop-up--HK

=========
CHUN LI
=========

==Specials==
Lightning kick--kick repeatedly
Kikoken--B (charge),F+punch
Spinning bird kick--B (charge),F+kick (air)
Spinning air kick--D (charge),U+kick (juggle)
Face slap--HP+D (charge),U+release,punch (close)
Flip kick--MK (charge),release (juggle)
Heel kick--D+MK (air only)
Bracelot throw--punch+B (charge),F,B,F+release

==Interrupts==
High kick--U+LP
Low kick knockdown--U+HK

==Comeback==
Bird fireball--D,DF,F+punch

==Supers==
Red [Multi Fireballs]--B (charge),D,DF,F (2x)+punch
Blue [Dashing Lightning Kick]--B (charge),F,B,F+kick
Regen--LK+HK (charge),release

==Throws==
Shoulder throw--F+MP or HP
Counter--U+LP
Reverse--U+LP
Slammaster--D+LK

==Combos==
Pop-up--LK

===========
F7
===========

==Specials==
Stun rod--MP (charge),release
Boot knives--D,D+kick
Shadow knife kick--MK (charge),release (air only)
Knife kick--F,B,F+MK
Knife throw--F,B,F+punch
Air knives--D,DF,F+punch (air only)
Choke--HP (charge),F+release (close)
Electric hands--HP (charge),release
Extension punch--F,F+LP
Low extension punch--F,F,D+HP
Extending kick--F,F+MK
Forward teleport--F,D,DF+all punches or kicks
Back teleport--F,D,DF+all punches or kicks
Fire cloud--B,D,F+punch
Upward fire cloud--D,DB,B+kick
Flame stream--F,D,DF+punch

==Interrupts==
Stun rod--U+MP
Low slide--F+LK
Dashing knee kick--F+MK
Extending arm--F+LP
Dashing fire cloud--U+MP

==Comeback==
Bazooka--MK (charge),D,DF,F,release

==Supers==
Red [Stationary Blade]--D,DF,F (2x)+kick
Red [Teleport Throw]--B,D,DB (2x)+punch (close)
Blue [Charging Rotator Blade]--B (charge),F,B,F+punch
Blue [Dashing Fire Cloud]--D,DF,F (2x)+punch
Regen--LK+MK (charge),release

==Throws==
Shoulder throw--F+MP or HP
Counter--U+MP
Reverse--U+MP
Slammaster--D+MK
-or-
Shoulder throw--F+MP or HP
Counter--U+MK
Reverse--U+MK
Slammaster--D+MP

==Combos==
Pop-up--LK

========
GUILE
========

==Specials==
Kick Combo--LK,MK,MK,MK (close)
Lunge kicks--MK (charge),release,HK repeatedly
Multi-kicks--HK (charge),release,LK repeatedly
Sonic boom--B (charge),F+punch
Flash kick--D (charge),U+kick (link)
Split punch--HP (charge),release
Two-fisted punch--MP (charge),release
Handcuffs--LP (charge),B,F,B,F,release (close)

==Interrupts==
Flash kick--U+LK
High kick--F+HK

==Comeback==
Sonic boom--B (charge),F,B,F+LP,D,DB,B,D,DF,F [this detonates it]

==Supers==
Red [Lunging Kicks]--B (charge),F+kick
Blue [Flash Kick Fury]--B (charge),F,B,U+kick
Regen--LK+HK (charge),release

==Throws==
Air throw--MP or HP
Shoulder throw--F+MP or HP
Suplex--F+MK or HK
Counter--U+MP
Reverse--U+MP
Slammaster--D+MK

==Combos==
Pop-up--MK

========
HONDA
========

==Specials==
Sumo slam--D (charge),U+kick
Head butt--B (charge),F+punch
High sumo slam--kick+D (charge),U+release (aim)
Hundred-hand slap--all punches (charge), release and hit punch repeatedly
Sumo stomp--all kicks (charge),release
Ochido throw--D,DB,B+punch (close)
Triple ochido throw--D,DB,B (2x)+punch (close)

==Interrupt==
High roundhouse--F+MK
Dashing hand slap--U+MP

==Comeback==
Shadow head butt--B (charge),F,B,F+kick

==Supers==
Red [Dashing Hand Slap]--B (charge),D,DB,B (2x)+punch
Blue [Super Head Butt]--B (charge),F,B,F+punch
Regen--MP+MK (charge),release

==Throws==
Shoulder throw--F+MP or HP
Knee slam--F+MK
Counter--U+HP
Reverse--U+HP
Slammaster--D+HK

==Combos==
Pop-up--NONE

=======
KEN
=======

==Specials==
Fireball--D,DF,F+punch (aim)
Dragon punch--F,D,DF+punch (juggle)
Hurricane kick--D,DB,B+kick (air)
Shadow hurricane kick--kick (charge),D,DB,B+release (air)
Flame uppercut--HP (charge),release (juggle)
Double jump--perform hurricane kick,U+all kicks

==Interrupts==
Flame uppercut--F+HP (juggle)
Low slide--U+LK

==Comeback==
Super long hurricane--D,DF,F (2x)+MK (aim) (juggle)

==Supers==
Red [Punch Frenzy]--D,DB,B (2x)+kick (close)
Blue [Triple Dragon Punch]--D,DF,F (2x)+punch
Regen--LP+MP (charge),release

==Throws==
Air throw--MK or HK
Shoulder throw--F+MP or HP
Knee slam--F+MK
Rolling throw--F+HK
Counter--U+MP
Reverse--U+MP
Slamaster--D+MK

==Combos==
Pop-up--D+HP

========
KYBER
========

NOTE: Kyber does not have a comeback or red super

==Specials==
Choke--HP (charge),F+release
Fire cloud--B,D,F+punch
Upward fire cloud--D,DB,B+kick
Flame stream--F,D,DF+punch

==Interrupts==
Low slide--F+LK
Dashing knee kick--F+MK
Dashing fire cloud--U+MP

==Supers==
Blue [Dashing Fire Cloud]--D,DF,F (2x)+punch
Regen--LK+MK (charge),release

==Throws==
Shoulder throw--F+MP or HP
Counter--U+MK
Reverse--U+MK
Slammaster--D+MP

==Combos==
Pop-up--LK

========
RYU
========

==Specials==
Hadoken--D,DF,F+punch (aim)
Flame hadoken--B,D,F+punch (aim)
Dragon punch--F,D,DF+punch (link) (juggle)
Hurricane kick--D,DB,B+kick (air)
Shadow hurricane kick--kick (charge),D,DB,B+release (juggle)
Shadow roundhouse--HK (charge),release
Shadow short--LK (charge),release (juggle)
Shadow dragon punch--HP (charge),F,D,DF+release

==Interrupts==
Dashing roundhouse--F+MK
Dragon punch--U+MP

==Comeback==
Double fireball--2 punches (charge),D,DF,F+release

==Supers==
Red [Punch Frenzy]--LP+MP (charge),D,DF,F (2x)+release (close)
Blue [Multi Fireballs]--D,DF,F (2x)+punch
Regen--HP+MK (charge),release

==Throws==
Shoulder throw--F+MP or HP
Leg slam--F+MK or HK
Counter--U+MP
Reverse--U+MP
Slammaster--D+MK

==Combos==
Pop-up--NONE

========
SAGAT
========

==Specials==
Low tiger shot--D,DF,F+kick
High tiger shot--D,DF,F+punch
2-hit tiger shot--HP (charge),D,DF,F+release
Tiger knee--D,DF,F,UF+kick (juggle)
Tiger uppercut--F,D,DF+punch (juggle)
Hypnotize--all punch (charge),release

==Interrupts==
Tiger knee--F+LK
Dashing straight punch--U+MP

==Comeback==
High/low fireball--F,D,B (2x)+MK (juggle)

==Supers==
Red [Multi Fireballs]--B (charge),D,DF,F (2x)+kick
Blue [Knee/Uppercut]--D,DF,F (2x)+punch
Regen--LK+MK charge,release

==Throws==
Shoulder throw--F+MP or HP
Counter--U+HK
Reverse--U+HK
Slammaster--D+HP

==Combos==
Pop-up--NONE

=========
SAWADA
=========

==Specials==
Drop kick--D,DB,B+MK (air only)
Axe kick--D,DB,B+kick (juggle)
High axe kick--HK (charge),D,DB,B,release
Katana--F,D,DF+MP or HP
Flash kick--D (charge),U+kick (juggle)
Reflect--F,D,DF+LP
Low katana blade--MP (charge),release

==Interrupts==
Dashing high kick--F+HK
Flash kick--U+LK

==Comeback==
Overhead punch--D,DB,B+MP (juggle)

==Supers==
Red [Punch Frenzy]--punch (charge),F,F,release (close)
Blue [Axe Kicks]--D,DB,B (2x)+kick
Regen--MK+HK (charge),release

==Throws==
Face punch--F+MP
Back slam--F+MK or HK
Counter--U+MP
Reverse--U+MP
Slammaster--D+MK

==Combos==
Pop-up--LK

========
VEGA
========

==Specials==
Mask throw--LP+B (charge),F+release
Claw throw--HK+B (charge),F+release
Roll--B (charge),F+punch
Wall spear--D (charge),U+punch
Claw dive--D (charge),U+kick,punch
Flying tackle--D (charge),U+kick,punch (close)
Flip--all punches
Kick flip--D (charge),F+kick

==Interrupts==
Claw roll--F+LP
Roundhouse--U+HK
Slide--U+LK

==Comeback==
Super long claw roll--B (charge),F,B,F+LP

==Supers==
Red [Flip Kicks]--B (charge),F,B,F+kick
Blue [Super Throws]--D,DB,B (2x)+punch (close)
Regen--MP+HP (charge),release

==Throws==
Suplex--F+MP or HP
Counter--U+MK
Reverse--U+MK
Slammaster--D+MP

==Combos==
Pop-up--D+HP
Pop-up--F+LK

========
ZANGIEF
========

==Specials==
Lariat--all punches or kicks
Spinning pile driver--F,D,B,F+punch (close)
Airplane spin--HP (charge),F+release (close)
Banishing punch--D,DB,B+punch
Suplex--F,D,B,F+kick (close)

==Interrupts==
Banishing fist--F+MP
Knee kick--U+HK

==Comeback==
Slide--all kicks (charge),D+release

==Supers==
Red [Super Piledriver]--D,DF,F (2x)+punch (close)
Blue [Super Suplex]--D,DB,B (2x)+punch (close)
Regen--LP+LK (charge),release

==Throws==
Piledriver--F+MP
Face bite--F+HP
Suplex--F+MK or HK
Counter--U+HK
Reverse--U+HK
Slammaster--D+HP

==Combos==
Pop-up--NONE

*******************************
TRICKS
*******************************

Blanka Fight: Get 45 wins in a row in vs, continue to play against the
computer to 50 wins.  Blanka will jump out onto the screen. (submitted
by Taffler) I have not been able to get this one to work yet, if anyone
has info or has also done this, please email me.

==Hidden Characters==
Play as Arkane-- move cursor to Blade,press down 20 times then
press all kicks.

Play as Kyber-- move the cursor to Honda,then to the following:  Ryu,
Honda, Balrog, Honda, Ryu, Honda, Balrog, Honda, Ryu, Honda, Balrog,
Honda, (up and down pattern),then all punches.

Play as F7-- move cursor to the following:  Ryu, Ken, Cammy, Chun Li,
Honda, Balrog, Blade, Akuma, Blade.  Press LP and LK on each
character.  [I have yet to get this code to work]

This email is from Warpath: "The F7 code didn't work for me either
although he does exist and IS playable, He would be a combination of
Blade, Khyber and Arkane having ALL their Blue and Red Supers  (used a
cheat in MAME), but he has no ending of his own, instead he gets
Blade's ending. By the way you realize, that they mention Blade's
"real identity" as Guile's brother Gunloc, who is a wrestler. FYI
Gunloc is a wrestler in CAPCOM's Saturday Night Slam Masters a
wrestling/fighting type game. And you also realize that the
4th consecutive throw reversal is called a Slam Master?"

==Stage Tricks==

NIGHTIME TEMPLE RUINS:
Fight S. Bison - Play through tag team mode, the final fight will
be against S. Bison on this stage!

DAYTIME A.N. HEADQUARTERS:
Exploding soldier - press LP and MP rapidly
Falling clouds - press LPLKMPMKHPHK

BISON'S LAIR:
Fight Arkane - when Arkane walks by the doorway, press start.  This is
somewhat easier to spot if Akuma is your character, as he will
not walk in the back doorway then.

BISON'S LAIR (ALTERNATE):  Nothing at this time

DHALSIM'S LAB:  Nothing at this time

A.N. HEADQUARTERS:
Exploding soldier - press LP and LK rapidly
Exploding crates--Mashing the buttons seems to work, I think it is all
punches, but this particular trick seems to work on and off.

DUNGEON:
Different Prisoners--Playing as Honda the prisoners will be Fei Long
and Chun Li, playing as Cammy they will be Honda and Fei Long,
playing as anyone else they will be Honda and Cammy.
Blow up Prisoners--LP,LP,MP,LP+MP,LP to see Honda/Cammy/Chun li/
Fei Long blow up.
Fight Kyber--get a perfect on the first round.  On the next round the
platform will drop.  Press start.  You will get  to fight Kyber in a
new stage.

TEMPLE RUINS:
Shoot birds--when birds fly by, press LP and LK rapidly.  Shooting 8
or more will allow your next fight to be at daytime A.N.

COMMAND CENTER:
Cammy Animation - press LPMPMKHK
Ryu Animation - press LPLPMKHK
Van Damme animation - press start
Vega Animation - press HKLKLPHP

TONG WAREHOUSE:
Exploding helicopter--press LKMPHKHPMKLP when the helicopter
is out of the screen.

==Music Select==
Tired of that boring music?  Change it!

NOTE: enter all codes at the versus screen

Akuma--HPHPLK
Balrog--MPMPHK
Bison--HPHPMP
Blanka--HPHPLP
Cammy--MPMPLK
Chun Li--MPMPHP
Fei Long--MPMPMK
Guile--LPLPLK
Honda--MPMPLP
Ken--LPLPHK
Ryu--LPLPMP
Sagat--LPLPMK
Vega--LPLPHP
Zangief--HPHPMK

==Mode Selects==

NOTE:  Enter these at the character selection screen.  these must be
entered quickly or it will select a character.  Some codes are for two
player mode only. Some one player codes must be entered twice for them
to work also.

Mode                    Input                   Play mode
==============================================================
Random select           U+start                 1 or 2 player
Hide meters             start+LP                2 player
No throws               start+HP                2 player
No specials             start+LK                2 player
No standards            start+MK                2 player
Double damage           right+start+LP          2 player
Combo mode              right+start+LK          1 or 2 player
No kicks                right+start+MK          2 player
No punches              right+start+HK          2 player
No blocking             right+start+HP          2 player
Upside down             left+start+LP           2 player
Reverse controls        left+start+MP           2 player
Clear all modes         down+start+HK           1 or 2 player
Classic throws          down+start+MK           2 player
Programmer levels       down+start+LP+LK        1 or 2 player
Full random             left+start+LK+MK+HK     1 or 2 player
Speed select*           right+start+MP          2 player

*keep entering the code to cycle through speeds

The following modes must be entered by both players in a two player
game for them to work!

Mode                    Input           Play mode
======================================================
Invisible tag           start+MP        2 player
Tag team                start+HK        1 or 2 player
Swap fighters           left+start+HP   2 player
Strobe                  down+start+MP   2 player
Invisible               down+start+HP   2 player

********************************
Rumors
********************************

NOTE:  these are my personal opinions only, and may be incorrect!!!  If
you can disprove these, submit!  If I can verify it, you will get
credit!

Snake Found?--Snake, Blanka, Fei Long...Kano Transformation anyone?  I
think it's a gimmick to get people to play.  I was just recently
emailed about Fei Long being found though, so I guess it is not
entirely out of question, but I'm guessing most of these are simple
stage tricks.  I don't think you actually fight Blanka, I think he just
appears on the screen.

Is S. Bison playable?--This one's uncertain.  No mention of this in the
audit screen except in the area showing how many times each character
was picked.  He IS listed there.  But he's not listed on the win/loss
table (the other hidden characters are), But his character could use
the same win/loss slot, assuming that S.Bison is not much different
from the normal one. By the way, Blanka is not listed either.

Fatalities?--go play Mortal Kombat!  This is Street Fighter!  There are
NO fatals, and there never will be!

Is there a way to do comebacks any time?--I don't know.  Gamepro listed
a code for comebacks anytime, but guess what?  It doesn't work!

Audits?--yeah, the page that starts all the rumors in games.  This is
what is stated on page 4 of the audit screen within the test menu.  Is
it real?  You can thank MKII for starting all of this.  Since I'm now
running this in Mame, I'm matching the secrets to the tricks above as I
find them.

Secret 1                0
Secret 2                0
Secret 3                0
Secret 4                0
Blanka Found            0
Kyber Found             0
Arkane Found            0
Snake Found             0 (falling clouds Daytime A.N.)
Fatality1               0
Secret 5                0 (blow up crates at A.N. Headquarters)
Secret 6                0 (blow up guard at A.N. Headquarters)
Secret 7                0 (blow up helicopter Tong Warehouse)
Secret 8                0
Secret 9                0 (shoot down birds Temple Ruins?)
Blanka Fight            0
Fei Long Found          0 (blow up prisoners in Dungeon)

*************************
Dip Switches & Operator Info
*************************

Motherboard PCB Switch
       ON                      OFF
1       play                    test
2       normal screen           freeze screen
3       upright screen          flip screen
4       - video sync            + video sync

Video ROM PCB Switch (these are not user configurable)
1       ON
2       ON
3       OFF
4       OFF

It is important to note that this PCB will not work properly unless the
Video ROM switches are in the correct positions and the sync switch
matches the monitor being used.  The sync will also need to be adjusted
on the monitor due to the nature of this PCB.  There are some
additional wires to add to the PCB also.

Jamma
24, 25, 26 correspond to player 1 fierce, short, and forward
b, c, d correspond to player 2 fierce, short, and forward

JP12
pin 1, 2, 3
correspond to player 1 roundhouse, ground, player 2 roundhouse.

JP5 (the + and - on the Jamma still work also)
Pins 1, 2, 3, 4 correspond to speakers left +, left -, right +, right -

******************************Credits******************************
Hidden character code - July & September 1995 issues of Gamepro magazine
Taffler - Fei Long Found info, Ryu Animation, Cammy Animation
Warpath - for some valuable info and helping to verify a few things
Inspiration - Brian Smolik & John George (1.2 FAQ) (Interesting fact
is that Brian Smolik is in the credits of SFTM yet the FAQ has a lot
of wrong info)
Gamewinners - Vega Animation code and falling clouds
Maj - move corrections and trick corrections

All moves are verified by Neopolss.  Mistakes can be submitted with
credit given.  This FAQ is free for distribution.  DO NOT MODIFY!!!
Submit!  I do not have all the moves yet, so if you do not submit, I
cannot put it in the FAQ!  This is for the gaming community, not just
me!