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.
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.
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)
==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]
==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
==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
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!
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.
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
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!