=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Street Fighter Alpha 2
FAQ By: Goh_Billy (
[email protected])
Version #: 5.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
3. Characters
3.1 Ryu
3.2 Evil Ryu
3.3 Adon
3.4 Chun-Li
3.5 SF2 Costume Chun-Li
3.6 Guy
3.7 Ken Masters
3.8 Dhalsim
3.9 SF2 Dhalsim
3.10 Gen
3.11 Sakura Kasugano
3.12 Rolento Schugerg
3.13 Zangief
3.14 SF2 Zangief
3.15 Charlie
3.16 Birdie
3.17 Rose
3.18 Sodom
3.19 Sagat
3.20 Akuma
3.21 Mike Bison
3.22 Dan Hibiki
------------------------------------------
3.23 Shin Akuma
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 while uses one power stock
blocking
Taunt Start can use once per round
(except for Dan who can
perform as many as he
wants)
Custom Combos - You must have at least one stock to activate a Custom Combo.
Press two punches and a kick button or two kicks and a punch
button to activate the Custom Combo mode. During this time
your attacks are much faster and your character moves forward
(unless you hold d). You can also activate Custom Combo mode
while in the air. Keep note that you cannot jump while in
Custom Combo mode. Also, the more your Super Meter is charged
before Custom Combo activation, the longer the mode will last.
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
2 Punches - Off White costume w/ Brown gloves
Punch (Auto) - White costume w/ Orange gloves
K - Dark Gray costume w/ Dark Red gloves
2 Kicks - Gray costume w/ Red gloves
Kick (Auto) - Azure costume w/ Yellow 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 Moves
-----------
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
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
Fake Hadou Ken qcf + Start
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 Counters
--------------
Counter Shouryuu Ken b, db, d + P while grounds opponent
blocking (uses one
power stock)
Power Sweep b, db, d + K 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 Evil Ryu *
*******************************************************************************
To select Evil Ryu, move to Ryu's icon, press and hold Start for 1 second,
then move the cursor right, up, down, and left. Finally, press and hold Start
and use any kick or punch button to select Evil Ryu.
Colors
------
P - Black costume w/ Red gloves
2 Punches - Light Gray costume w/ Brown gloves
Punch (Auto) - Gray costume w/ Red gloves
K - Red costume w/ Yellow gloves
2 Kicks - Gray-Blue costume w/ Red gloves
Kick (Auto) - Dark Gold costume w/ Red 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 Moves
-----------
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
Senpuu Kyaku f + MK
Headband Tighten f + Start alternate taunt; can only
perform once per round
Special Moves
-------------
Hadou Ken qcf + P far LP=slow, MP=medium, HP=fast;
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 + P close knocks opponent down; will
collide with other
projectiles as both will
be "destroyed" in the
process
Fake Hadou Ken qcf + Start
Shouryuu Ken f, d, df + P LP=short, MP=medium, HP=far
Tatsumaki Kyaku qcb + K LK=short, MK=medium, HK=long;
possible to juggle opponent
after connecting this move
(ie with a Shouryuu Ken)
Air Tatsumaki Kyaku qcb + K in air LK=1 spin, MK=few spins,
HK=few spins but ends up
farther than the MK version
Ashura Sen. Zenpou f, d, df + all three using all three punches
punches or all three shifts Evil Ryu 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 Evil Ryu further
kicks back than if using all
three kicks; invulnerable
for a short while
(excluding throws)
Alpha Counters
--------------
Counter Shouryuu Ken b, db, d + P while grounds opponent
blocking (uses one
power stock)
Power Sweep b, db, d + K 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
Messatsu Gou Shou. qcf, qcf + K two Shouryuu Kens; 4 hits
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
Messatsu Gou Shou. qcf, qcf + two kicks two Shouryuu Kens; 6 hits
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
Messatsu Gou Shou. qcf, qcf + all three three Shouryuu Kens; 8 hits
kicks
Shun Goku Satsu LP, LP, f, LK, HP dash in must connect to
perform the entire super;
dash in is unblockable
*******************************************************************************
* 3.3 Adon *
*******************************************************************************
Colors
------
P - Purple costume w/ Yellow trim and Red-Orange hair
2 Punches - Black costume w/ Red trim and Brown hair
Punch (Auto) - Light Purple costume w/ Yellow trim and Light Red-Orange hair
K - Dark Gray costume w/ Yellow trim and Orange hair
2 Kicks - Purple costume w/ White trim and Red hair
Kick (Auto) - Light Gray costume w/ Yellow trim and Light 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
-------------
Jaguar Crunch f + MP hits twice with both hits
being overheads
Low Elbow d + MP must be blocked low
Jutting Kick df + MK
Special Moves
-------------
Jaguar Kick qcf + K LK=low and far, MK=medium
and medium, HK=high and
short
Rising Jaguar f, d, df + K LK=short, MK=medium, HK=far
Jaguar Tooth hcb + K LK=short, MK=medium, HK=long;
overhead
Alpha Counters
--------------
Dynamite Punches b, db, d + P while grounds opponent
blocking (uses one
power stock)
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 qcf, qcf + 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 qcf, qcf + 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 rapidly this will end the super with
a rapid series of punches
instead of his normal
jumping finish
Jaguar Assassin tap K rapidly this will end the super with
a special Rising Jaguar
instead of his normal
jumping finish
Jaguar Revolver qcf, qcf + all three three Jaguar Kicks, 6 hits
kicks
*******************************************************************************
* 3.4 Chun-Li *
*******************************************************************************
Colors
------
P - Blue costume w/ Yellow trim
2 Punches - Gray costume w/ Yellow trim
Punch (Auto) - Steel Blue costume w/ Yellow trim
K - Green costume w/ Red trim
2 Kicks - Purple costume w/ Yellow trim
Kick (Auto) - Light Green costume w/ Orange 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 overhead; 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
Special Moves
-------------
Kikou Ken hcf + P LP=slow, MP=medium, HP=fast;
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 Counters
--------------
Double Palm Thrust b, db, d + P while pushes opponent back
blocking (uses one
power stock)
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
*******************************************************************************
* 3.5 SF2 Costume Chun-Li *
*******************************************************************************
To select SF2 Costume Chun-Li, move to Chun-Li's icon, press and hold Start
for 5 seconds, and then press any kick or punch (while still holding Start).
Colors
------
P - Blue costume
2 Punches - Green costume
Punch (Auto) - Blue-Purple costume
K - Pink costume
2 Kicks - Gray costume
Kick (Auto) - Purple costume
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 overhead; 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
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 Counters
--------------
Double Palm Thrust b, db, d + P while pushes opponent back
blocking (uses one
power stock)
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
*******************************************************************************
* 3.6 Guy *
*******************************************************************************
Colors
------
P - Red costume
2 Punches - Off White costume
Punch (Auto) - Magenta costume
K - Dark Gray costume
2 Kicks - Green costume
Kick (Auto) - Purple 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
Bushin Seoi Nage f, uf, u, ub, b + MP/HP
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
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
Houzantou qcb + P LP=short, MP=medium, HP=long
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 Counters
--------------
Elbow Blow b, db, d + P while grounds opponent
blocking (uses one
power stock)
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
Level 2 Supers
--------------
Bushin Hassou Ken qcf, qcf + two punches 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; 5 hits
Bushin Gourai Kyaku qcf, qcf + two kicks 6 hits; causes Auto Roll
Level 3 Supers
--------------
Bushin Hassou Ken qcf, qcf + all three Guy jumps in the air with an
punches 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; 6 hits
Bushin Gourai Kyaku qcf, qcf + all three 7 hits; causes Auto Roll
kicks
*******************************************************************************
* 3.7 Ken Masters *
*******************************************************************************
Colors
------
P - Red costume
2 Punches - White costume
Punch (Auto) - Orange costume
K - Purple costume
2 Kicks - Green-Gray costume
Kick (Auto) - Light 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
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
Zentou qcf + Start
Alpha Counters
--------------
Counter Shouryuu Ken b, db, d + P while grounds opponent
blocking (uses one
power stock)
Counter Swipe Kick b, db, d + K while pushes opponent back
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
*******************************************************************************
* 3.8 Dhalsim *
*******************************************************************************
Colors
------
P - Yellow costume w/ Brown skin and Red face paint
2 Punches - Green costume w/ Bole skin and Red face paint
Punch (Auto) - Light Green costume/ Gold-Brown skin and Red face paint
K - Brown costume w/ Gray skin and Red facepaint
2 Kicks - Orange costume w/ Copper skin and Orange face paint
Kick (Auto) - Pale Purple costume w/ Gray skin and Red face paint
Throws
------
Yoga Smash f/b + MP close shake joystick and tap P and
K rapidly for more punches
Yoga Throw f/b + HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Down Stretch Punch LP in air overhead
Straight Stretch P. MP in air is unable to be used as an
overhead
Diagonal Stretch P. HP in air overhead
Extend Jump Kick LK/MK in air LK=weak, MK=strong; overhead
Air S. Roundhouse HK in air is unable to be used as an
overhead
Stretch Punch MP
Double Punch Stretch HP
Stretch Shin Tap LK
Stretch Kick MK
Stretch Roundhouse HK
Kuuchuu Chouhatsu Start in air since this is an extra taunt,
the same rules apply to it
in that it can only be
performed once per round
Command Moves
-------------
Drill Zutsuki d + HP in air
Drill Kick d + K in air LK=far, MK=medium, HK=short
with steepest angle
Down Punch b + LP in air overhead
Straight Punch b + MP in air is unable to be used as an
overhead
Diagonal Punch b + HP in air
Chop b + LP
Yoga Shock b + LP (hold the LP overhead
command)
High Stab f + LP
Open Palm Uppercut b + MP
Yoga Headbutt b + HP
Low Stretch Punch d + P LP=weak, MP=medium,
HP=strong; must be blocked
low
Low Stab db + P LP=weak, MP=medium, HP=strong
Short Jump Kick b + LK/MK in air LK=weak, MK=strong; overhead
Air Roundhouse b + HK in air overhead
Shin Tap b + LK
High Kick b + MK
Strong Knee b + HK
Slide d + K LK=short, MK=medium, HK=long
and will knock opponent
down; must be blocked low
Short Kick db + K LK=weak, MK=medium, HK=strong
and will knock opponent
down; must be blocked low
Special Moves
-------------
Yoga Fire qcf + P LP=slow and stuns opponent,
MP=medium and knocks down
opponent, HP=fast and
knocks down opponent; will
collide with other
projectiles as both will
be "destroyed" in the
process; Yoga Fire will
disappear just before it
reaches full screen length
Yoga Flame hcb + P LP=short time period,
MP=medium time period,
HP=long time period;
absorbs projectiles
Yoga Blast hcb + K LK=short time period,
MP=medium time period,
HP=long time period
Yoga Teleport Zenpou f, d, df + all three this move will make Dhalsim
punches or all three teleport behind the
kicks opponent; if you are very
close to the opponent, you
will teleport behind the
opponent a considerable
distance (with the three
kick version having a
longer teleport distance
than the three punch
counterpart); if opponent
is in corner, Dhalsim will
teleport in front of
opponent
Air Y. Tele. Zenpou f, d, df + all three this move will make Dhalsim
punches or all three teleport behind the
kicks in air opponent; if you are very
close to the opponent, you
will teleport behind the
opponent a considerable
distance (with the three
kick version having a
longer teleport distance
than the three punch
counterpart); if opponent
is in corner, Dhalsim will
teleport in front of
opponent
Yoga Teleport Kouhou b, d, db + all three if all three punches are
punches or all three used, Dhalsim will
kicks teleport about a sweep
distance in front of the
opponent; if all three
kicks are used, Dhalsim
will teleport about three
sweep distances in front
of the opponent
Air Y. Tele. Kouhou b, d, db + all three if all three punches are
punches or all three used, Dhalsim will
kicks in air teleport about a sweep
distance in front of the
opponent; if all three
kicks are used, Dhalsim
will teleport about three
sweep distances in front
of the opponent
Yoga Escape b, d, db + K after being
knocked down
Alpha Counters
--------------
Quick Palm Uppercut b, db, d + P while grounds opponent
blocking (uses one
power stock)
Counter Slide b, db, d + K while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Yoga Inferno qcf, qcf + P 3 hits; absorbs projectiles
Yoga Strike qcf, qcf + K this will only connect to
airborne opponents;
unblockable; one slam
Level 2 Supers
--------------
Yoga Inferno qcf, qcf + two punches 8 hits; absorbs projectiles
Yoga Strike qcf, qcf + two kicks this will only connect to
airborne opponents;
unblockable; two slams
Level 3 Supers
--------------
Yoga Inferno qcf, qcf + all three 13 hits; absorbs projectiles
punches
Yoga Strike qcf, qcf + all three this will only connect to
kicks airborne opponents; </pre><pre id="faqspan-2">
unblockable; three slams
*******************************************************************************
* 3.9 SF2 Dhalsim *
*******************************************************************************
To select SF2 Dhalsim, move to Dhalsim's icon, press and hold Start for 1
second, then move the cursor left, down, right, and up. Finally, press and
hold Start and use any kick or punch button to select SF2 Dhalsim.
*NOTE: SF2 Dhalsim cannot taunt, block in air, throw escape, escape roll,
use supers, use alpha counters, or use custom combos*
Colors
------
P - Gold costume w/ Brown skin and Red face paint
2 Punches - Jungle Green costume w/ Dark Brown skin and Red face paint
Punch (Auto) - Golden Yellow costume/ Very Dark Brown skin and Gold face paint
K - Dark Brown costume w/ Silver skin and Red face paint
2 Kicks - Red costume w/ Fallow skin and Red face paint
Kick (Auto) - Light Purple costume w/ Dark Gray skin and Red face paint
Throws
------
Yoga Smash f/b + MP close shake joystick and tap P and
K rapidly for more punches
Yoga Throw f/b + HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Diagonal Stretch P. P in air overhead
Extend Jump Kick LK/MK in air LK=weak, MK=strong; overhead
Air S. Roundhouse HK in air is unable to be used as an
overhead
Stretch Punch MP far
Double Punch Stretch HP far
Stretch Shin Tap LK far
Stretch Kick MK far
Stretch Roundhouse HK far
Command Moves
-------------
Drill Zutsuki d + HP in air
Drill Kick d + HK in air
Low Stretch Punch d + P LP=weak, MP=medium,
HP=strong; must be blocked
low
Short Punch d + LP/MP close LP=weak, MP=strong
Short Kick d + MK close must be blocked low
Slide d + K LK=short, MK=medium, HK=long
and will knock opponent
down; must be blocked low
Special Moves
-------------
Yoga Fire qcf + P LP=slow and stuns opponent,
MP=medium and knocks down
opponent, HP=fast and
knocks down opponent; will
collide with other
projectiles as both will
be "destroyed" in the
process
Yoga Flame hcf + P LP=short time period,
MP=medium time period,
HP=long time period;
absorbs projectiles
*******************************************************************************
* 3.10 Gen *
*******************************************************************************
Colors
------
P - Purple costume w/ Red trim
2 Punches - Dark Gray costume w/ Red trim
Punch (Auto) - Blue costume w/ Orange trim
K - Khaki costume w/ Red trim
2 Kicks - Mahogany costume w/ Orange trim
Kick (Auto) - Goldenrod costume w/ Red trim
==================
= Sou Ryuu Style =
==================
Throws
------
Juraku f/b + MP/HP close f and b determine where
opponent is thrown
Houzen f/b + MK/HK close f and b determine where
opponent is thrown
Basic Move
----------
N/A
Command Move
------------
Low Stab d + MP must be blocked low
Special Moves
-------------
Hyakurenkou tap P rapidly LP=slow pokes, MP=medium
pokes, HP=fast pokes
Gekirou f, d, df + K, then tap LK=low, MK=medium, HK=high;
K rapidly tapping K will add extra
hits, however, the initial
special move must touch
the opponent (blocked or
not) to allow the extra
part to activate
Chain Options you can chain Gen's basic there are many options
attacks together by available, however, you
performing them directly cannot chain a strong
after each other (they attack (ie HP) into a
must touch the opponent) weaker one (ie LP)
+Switch To Ki-Ryuu press all three kicks you can switch Gen's style at
any time whether it be
during an attack, while
blocking, while dizzy, etc.
+Air S. To Ki-Ryuu press all three kicks in will come down with an air
air knee attack first before
switching styles; air knee
attack is an overhead; you
can also switch Gen's style
anytime such as when air
blocking, using an air
attack, after being hit,
etc.
Alpha Counters
--------------
Heavy Palm Thrust b, db, d + P while pushes opponent back
blocking (uses one
power stock)
Counter Gekirou b, db, d + K while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Zan'ei qcf, qcf + P short distance; first part
must connect (not blocked)
for the rest of the super
to activate; 4 hits
Shitenshuu qcb, qcb + P if the last hit of the super
connects (not blocked), the
opponent will have a timer
countdown above their head;
when the timer reaches
0, the opponent will be
knocked down and dizzied;
damage occurs on the
initial part of the super,
during the countdown, and
when the timer reaches
zero; connecting another
Shitenshuu while the
opponent already has a
timer will increase the
countdown speed; if the
opponent strikes you, the
timer will stop; 3 hits on
the initial part of the
super
Level 2 Supers
--------------
Zan'ei qcf, qcf + two punches medium distance; first part
must connect (not blocked)
for the rest of the super
to activate; 5 hits
Shitenshuu qcb, qcb + two punches if the last hit of the super
connects (not blocked), the
opponent will have a timer
countdown above their head;
when the timer reaches
0, the opponent will be
knocked down and dizzied;
damage occurs on the
initial part of the super,
during the countdown, and
when the timer reaches
zero; connecting another
Shitenshuu while the
opponent already has a
timer will increase the
countdown speed; if the
opponent strikes you, the
timer will stop; 5 hits on
the initial part of the
super
Level 3 Supers
--------------
Zan'ei qcf, qcf + all three long distance; first part
punches must connect (not blocked)
for the rest of the super
to activate; 6 hits
Shitenshuu qcb, qcb + all three if the last hit of the super
punches connects (not blocked), the
opponent will have a timer
countdown above their head;
when the timer reaches
0, the opponent will be
knocked down and dizzied;
damage occurs on the
initial part of the super,
during the countdown, and
when the timer reaches
zero; connecting another
Shitenshuu while the
opponent already has a
timer will increase the
countdown speed; if the
opponent strikes you, the
timer will stop; 7 hits on
the initial part of the
super
+++++++++++++++++
+ Ki-Ryuu Style +
+++++++++++++++++
Throws
------
Juraku f/b + MP/HP close f and b determine where
opponent is thrown
Houzen f/b + MK/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Uken Shakudan in air, press HK, HK the first jump kick must
touch the opponent (blocked
or not) for the second one
to come out; both kicks are
overheads
Kyoutetsu MP hits twice with both hits
being overheads
Onkyou HP must be blocked low
Double Kick HK 2 hits
Saizu MK in air good for crossing up
opponent; overhead
Fast Wave Start taunt comes out faster than
in Sou Ryuu Style; can only
perform once per round
Command Moves
-------------
Satsujin d + LK this will launch the opponent
into the air (causes Auto
Recover); a Kouga will
connect directly after
this (however it fails to
work if opponent is in the
corner)
Stilt Kick d + HK will move Gen forward after
the attack; despite this
being a d + HK move, it
does NOT hit low
Kirou d + HP this will do more damage if
used as a counter; you
will receive more damage
to yourself if you are
countered while performing
this move
Special Moves
-------------
Jasen Charge b for 2 seconds, LP=short, MP=medium, HP=long
f + P
Ouga Charge d for 2 seconds, using ub or u for the motion
ub/u/uf + K will send Gen off the wall
behind him; using uf for
the finishing motion will
send Gen to the wall in
front of him
Fang Kick do nothing LK from the previous motion
produces a short dive, MK
produces a medium dive,
and HK produces a long
dive; overhead
Wild Fang hold f LK from the previous motion
produces a short dive, MK
produces a medium dive,
and HK produces a long
dive; overhead
Fang Kick Cancel hold b
Ceiling Grab hold u Gen will attack to the
ceiling for a brief moment
directly above the opponent
Head Stomp do nothing overhead
Trick Fang hold b or f f and b determines which
direction Gen jumps with
the kick; overhead
Stomp Cancel hold u
=Switch To Sou Ryuu press all three punches you can switch Gen's style at
any time whether it be
during an attack, while
blocking, while dizzy, etc.
=Air S. To Sou Ryuu press all three punches in will come down with an air
air poke attack first before
switching styles; air poke
attack is an overhead; you
can also switch Gen's style
anytime such as when air
blocking, using an air
attack, after being hit,
etc.
Alpha Counters
--------------
Shoulder Charge b, db, d + P while grounds opponent
blocking (uses one
power stock)
Sobat b, db, d + K while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Jakouha qcf, qcf + K this will only connect to
airborne opponents;
unblockable; short jump
Kouga qcb, qcb + K in air overhead; during the level 1
Kouga, Gen has one more
dive kick that is
determined by what you do
(or don't do) after the
initial super command;
tapping the buttons
sometimes helps to perform
the follow up (just tap
the needed button until
it activates and then
directly move onto tapping
the next command)
Wild Fang do nothing overhead; always comes off
the wall in front of Gen
Left Wall Jump press LK note you can NOT hold LK
from the previous motion
as it will not work
Fang Kick press LK overhead
Wild Fang press MK or do nothing overhead
Death Fang press HK overhead
Ceiling Grab press MK note you can NOT hold MK
from the previous motion
as it will not work
Trick Fang Left press LK overhead
Head Stomp press MK or do nothing overhead
Trick Fang Right press HK overhead
Right Wall Jump press HK note you can NOT hold HK
from the previous motion
as it will not work
Death Fang press LK overhead
Wild Fang press MK or do nothing overhead
Level 2 Supers
--------------
Jakouha qcf, qcf + two kicks this will only connect to
airborne opponents;
unblockable; medium jump
Kouga qcb, qcb + two kicks in overhead; during the level 2
air Kouga, Gen has two more
dive kicks that are
determined by what you do
(or don't do) after the
initial super command;
tapping the buttons
sometimes helps to perform
the follow up (just tap
the needed button until
it activates and then
directly move onto tapping
the next command); since
it is too long to list
all the possible
combinations, just note
that to determine your
third dive kick, follow
the guide exactly the
same as you did to
determine your second dive
kick
Wild Fang do nothing overhead; always comes off
the wall in front of Gen
Left Wall Jump press LK note you can NOT hold LK
from the previous motion
as it will not work
Fang Kick press LK overhead
Wild Fang press MK or do nothing overhead
Death Fang press HK overhead
Ceiling Grab press MK note you can NOT hold MK
from the previous motion
as it will not work
Trick Fang Left press LK overhead
Head Stomp press MK or do nothing overhead
Trick Fang Right press HK overhead
Right Wall Jump press HK note you can NOT hold HK
from the previous motion
as it will not work
Death Fang press LK overhead
Wild Fang press MK or do nothing overhead
Fang Kick press HK overhead
Level 3 Supers
--------------
Jakouha qcf, qcf + all three this will only connect to
kicks airborne opponents;
unblockable; long jump
Kouga qcb, qcb + all three overhead; during the level 3
kicks in air Kouga, Gen has three more
dive kicks that are
determined by what you do
(or don't do) after the
initial super command;
tapping the buttons
sometimes helps to perform
the follow up (just tap
the needed button until
it activates and then
directly move onto tapping
the next command); since
it is too long to list
all the possible
combinations, just note
that to determine your
third and fourth dive
kicks, follow the guide
exactly the same as you
did to determine your
second dive kick
Wild Fang do nothing overhead; always comes off
the wall in front of Gen
Left Wall Jump press LK note you can NOT hold LK
from the previous motion
as it will not work
Fang Kick press LK overhead
Wild Fang press MK or do nothing overhead
Death Fang press HK overhead
Ceiling Grab press MK note you can NOT hold MK
from the previous motion
as it will not work
Trick Fang Left press LK overhead
Head Stomp press MK or do nothing overhead
Trick Fang Right press HK overhead
Right Wall Jump press HK note you can NOT hold HK
from the previous motion
as it will not work
Death Fang press LK overhead
Wild Fang press MK or do nothing overhead
Fang Kick press HK overhead
*******************************************************************************
* 3.11 Sakura Kasugano *
*******************************************************************************
Colors
------
P - Han Purple skirt w/ Yellow scarf and Red trim
2 Punches - Burgundy skirt w/ Yellow scarf and Blue trim
Punch (Auto) - Purple skirt w/ Yellow scarf and Pink trim
K - Green skirt w/ Pink scarf and Orange trim
2 Kicks - Dark Gray skirt w/ Orange scarf and Blue trim
Kick (Auto) - Steel Blue skirt w/ Pink scarf and Orange trim
Throws
------
Sakura Jime f/b + MP/HP close shake joystick and tap P and
K rapidly for more
crunches; unlike most hold
moves, this will end up
leaving the opponent behind
Sakura
Sailor Shoot f/b + MK/HK close f and b determine where
opponent is thrown
Basic Move
----------
Point And Laugh Start Sakura's finger can actually
strike the opponent,
dealing very little damage;
can only perform once per
round
Command Moves
-------------
Flower Kick f + MK overhead
Low Jab d + LP must be blocked low; does not
hit reliably low on
Chun-Li, Gen, and Rose
Hammer Smash d + MP must be blocked low; does not
hit reliably low on
Chun-Li and Gen
Low Uppercut d + HP must be blocked low; does not
hit reliably low on
Chun-Li and Gen
Special Moves
-------------
Hadou Ken qcf + P LP=slow, MP=medium,
HP=fast; is not a full
screen projectile; will
collide with other
projectiles as both will
be "destroyed" in the
process
Hadou Ken Burst P instead of the above Hadou
Ken coming out, Sakura will
charge and throw a larger,
but shorter range Hadou
Ken; will collide with
other projectiles as both
will be "destroyed" in the
process
Hadou Ken Blast P this will come out if you tap
P twice directly after a
regular Hadou Ken; this
is larger than the Hadou
Ken Burst, but travels
an even shorter distance;
will collide with other
projectiles as both will
be "destroyed" in the
process
Shou'ou Ken f, d, df + P LP=short, MP=medium, HP=long
Shunpuu Kyaku qcb + K LK=short, MK=medium, HK=far;
causes Auto Recover
Alpha Counters
--------------
Counter Shou'ou Ken b, db, d + P while grounds opponent
blocking (uses one
power stock)
Power Sweep b, db, d + K while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Shinkuu Hadou Ken qcf, qcf + P this does not travel full
screen distance; absorbs
projectiles; super becomes
weaker as it travels
across the screen; 3 hits
Midare Zakura qcf, qcf + K two Shou'ou Kens; 4 hits
Haru Ichiban qcb, qcb + K the first part of the super
must be blocked low; 5 hits
Level 2 Supers
--------------
Shinkuu Hadou Ken qcf, qcf + two punches this does not travel full
screen distance; absorbs
projectiles; super becomes
weaker as it travels
across the screen; 4 hits
Midare Zakura qcf, qcf + two kicks two Shou'ou Kens; 6 hits
Haru Ichiban qcb, qcb + two kicks the first part of the super
must be blocked low; 6 hits
Level 3 Supers
--------------
Shinkuu Hadou Ken qcf, qcf + all three this does not travel full
punches screen distance; absorbs
projectiles; super becomes
weaker as it travels
across the screen; 5 hits
Midare Zakura qcf, qcf + all three three Shou'ou Kens; 7 hits
kicks
Haru Ichiban qcb, qcb + all three the first part of the super
kicks must be blocked low; 7 hits
*******************************************************************************
* 3.12 Rolento Schugerg *
*******************************************************************************
Colors
------
P - Yellow costume w/ Red hat and Green trim
2 Punches - Red costume w/ Dark Gray hat and Dark Gray trim
Punch (Auto) - Goldenrod costume w/ Orange hat and Green trim
K - Dark Gray costume w/ Red hat and Olive trim
2 Kicks - Jade costume w/ Brown hat and Olive trim
Kick (Auto) - Cerulean costume w/ Orange hat and Brown trim
Throws
------
Colonel Carrier f/b + MP/HP close f and b determine where
opponent is thrown
Deadly Package f/b + MK/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Baton Jump Forward db/d/df, u/uf
Baton Jump Back db/d/df, ub
Air Baton Spin MP in air hits 3 times with all 3 hits
being overheads
Baton Flatten HP will hit twice if close
enough to the opponent
Command Moves
-------------
Spike Rod d + MK in air overhead
Fake Rod f + MK will hit an opponent if they
try attacking you low
Low Baton Poke d + LP must be blocked low; does not
hit reliably low on
Chun-Li, Guy, Gen, Rose,
and M. Bison
Low Baton Spin d + MP hits 3 times with all 3 hits
needing to be blocked low
Baton Swipe d + HP must be blocked low; does not
hit reliably low on
Chun-Li, Guy, Gen, Rose,
and M. Bison
Slide d + HK must be blocked low
Special Moves
-------------
Patriot Circle qcf + P
Follow Up qcf + P
Finish qcf + P
Mekong Delta qcb + P LP=short distance back,
MP=medium distance back,
HP=long distance back; high
dodge
Air Raid P LP=short, MP=medium, HP=long;
overhead
Prepared Jump f, d, df + K LP=low jump, MP=medium jump,
HP=high jump
Stinger P/K LP/LK=steepest angle, MP/MK=
medium distance,
HP/HK=furthest; any attack
can destroy the knife, but
it must be timed correctly
Wall Pounce qcb + K, use b/f to guide using b and f will help guide
Rolento's descent; can
perform any air attack
after Rolento jumps off the
wall
Back Hop press all three punches low dodge
Vicious Roll P LP=short, MP=medium, HP=long
Rod Landing Back press all three kicks just
before landing from a
jump
Rod Landing Forward hold f and press all three
kicks just before landing
from a jump
Alpha Counters
--------------
Patriot Finish b, db, d + P while grounds opponent
blocking (uses one
power stock)
Sneaky Escape b, db, d + K while worth noting that this is not
blocking (uses one a counter hit; instead,
power stock) Rolento moves to the other
side of the opponent
Level 1 Supers
--------------
Mine Sweeper qcb, qcb + P this super has a "vacuum"
effect in that if the
opponent touches one of
the grenades (blocked or
not), they will be pulled
forward into the other
grenade Rolento releases;
two grenades with 2 hits
Take No Prisoner qcf, qcf + K first part must be blocked
low; first part must
connect (not blocked) to
perform the entire super;
short trip wire
Level 2 Supers
--------------
Mine Sweeper qcb, qcb + two punches this super has a "vacuum"
effect in that if the
opponent touches one of
the grenades (blocked or
not), they will be pulled
forward into the other
grenades Rolento releases;
three grenades with 3 hits
Take No Prisoner qcf, qcf + two kicks first part must be blocked
low; first part must
connect (not blocked) to
perform the entire super;
medium trip wire
Level 3 Supers
--------------
Mine Sweeper qcb, qcb + all three this super has a "vacuum"
punches effect in that if the
opponent touches one of
the grenades (blocked or
not), they will be pulled
forward into the other
grenades Rolento releases;
four grenades with 4 hits
Take No Prisoner qcf, qcf + all three first part must be blocked
kicks low; first part must
connect (not blocked) to
perform the entire super;
long trip wire
*******************************************************************************
* 3.13 Zangief *
*******************************************************************************
Colors
------
P - Red costume
2 Punches - Dark Blue costume
Punch (Auto) - Pale Purple costume
K - Dark Gray costume
2 Kicks - Yellow costume
Kick (Auto) - Pine Green costume
Throws
------
Power Suplex f/b + MP/HP close f and b determine where
opponent is thrown
Kamitsuki f/b + MK/HK close shake joystick and tap P and
K rapidly for more face
bites
Stomach Claw df + MP/HP close shake joystick and tap P and
K rapidly for more stomach
crushes
Basic Move
----------
Roundhouse Tumble HK will hit twice if close
enough
Command Moves
-------------
Flying Body Press ub/uf, d + HP overhead
Double Knee Drop ub/uf, d + LK/MK overhead
Kuuchuu Headbutt u, u + MP/HP about 3 of these will dizzy
the opponent
Dynamite Kick db + MK must be blocked low
Russian Kick db + HK must be blocked low
Special Moves
-------------
Double Lariat press all three punches, will pass through
use b and f to guide projectiles
Quick Double Lariat press all three kicks, will pass through
use b and f to guide projectiles
Spinning Piledriver 360 + P connects close; unblockable
Banishing Flat f, df, d + P will absorb projectiles
Atomic Suplex 360 + K close unblockable
Flying Powerbomb 360 + K far Zangief will walk forward to
grab the opponent; he must
grab them in order to
perform the entire move;
grab is unblockable
Alpha Counters
--------------
Catch Clothesline b, db, d + P while Zangief will grab (which is
blocking (uses one unblockable); if the grab
power stock) connects he'll clothesline
the opponent; grounds
opponent
Side Kick b, db, d + K while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Final Atomic Buster 720 + P connects close; unblockable
Aerial Russian Slam qcf, qcf + K this will only connect to
airborne opponents;
unblockable; short jump
Level 2 Supers
--------------
Final Atomic Buster 720 + two punches connects close; unblockable
Aerial Russian Slam qcf, qcf + two kicks this will only connect to
airborne opponents;
unblockable; medium jump
Level 3 Supers
--------------
Final Atomic Buster 720 + all three punches connects close; unblockable
Aerial Russian Slam qcf, qcf + all three this will only connect to
kicks airborne opponents;
unblockable; long jump
*******************************************************************************
* 3.14 SF2 Zangief *
*******************************************************************************
To select SF2 Zangief, move to Zangief's icon, press and hold Start for 1
second, then move the cursor down, left, left, left, left, up, up, right,
right, right, right, and down. Finally, press and hold Start and use any
kick or punch button to select SF2 Zangief.
*NOTE: SF2 Zangief cannot taunt, block in air, throw escape, escape roll,
use supers, use alpha counters, or use custom combos*
Colors
------
P - Dark Red costume
2 Punches - Purple costume
Punch (Auto) - Brown costume
K - Black costume
2 Kicks - Orange costume
Kick (Auto) - Pine Green costume
Throws
------
Power Suplex f/b + MP/HP close f and b determine where
opponent is thrown
Kamitsuki f/b + MK/HK close shake joystick and tap P and
K rapidly for more face
bites
Stomach Claw df + MP/HP close shake joystick and tap P and
K rapidly for more stomach
crushes
Basic Move
----------
Roundhouse Tumble HK will hit twice if close
enough
Command Moves
-------------
Flying Body Press ub/uf, d + HP overhead
Double Knee Drop ub/uf, d + LK/MK overhead
Kuuchuu Headbutt u, u + MP/HP about 3 of these will dizzy
the opponent
Special Moves
-------------
Double Lariat press all three punches, will pass through
use b and f to guide projectiles
Spinning Piledriver 360 + P connects close; unblockable
*******************************************************************************
* 3.15 Charlie *
*******************************************************************************
Colors
------
P - Green pants w/ Yellow top
2 Punches - Gray pants w/ White top
Punch (Auto) - Pine Green pants w/ Orange top
K - Gray pants w/ Red top
2 Kicks - Blue-Purple pants w/ Bright Yellow top
Kick (Auto) - Gray pants w/ Magenta 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</pre><pre id="faqspan-3">
K rapidly for more knees
Flying Buster Drop any direction except u +
MP/HP close in air
Basic Move
----------
N/A
Command Moves
-------------
Spinning Knuckle f + HP
Rolling Sobat b/f + MK overhead
Heavy Stub Kick b/f + HK
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 Counters
--------------
Counter Spin Knuckle b, db, d + P while grounds opponent
blocking (uses one
power stock)
Power Sweep b, db, d + K 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
*******************************************************************************
* 3.16 Birdie *
*******************************************************************************
Colors
------
P - Gray costume w/ Blonde hair
2 Punches - Light Gray costume w/ Blonde hair
Punch (Auto) - Feldgrau costume w/ Dirty Blonde hair
K - Midnight Blue costume w/ Light Gray hair
2 Kicks - Purple costume w/ Light Gray hair
Kick (Auto) - Purple Taupe costume w/ Light Gray hair
Throws
------
Bull Spike f/b + MP/HP close shake joystick and tap P and
K rapidly for more
headbutts
Bad Throw f/b + MK/HK close opponent always ends up
behind Birdie
Basic Moves
-----------
Deadly Hammer HP 2 hits
Bull Drop HK overhead
Hey! Start Birdie's knife can actually
strike the opponent,
dealing very little damage;
can only perform once per
round
Command Moves
-------------
Body Splash d + HP in air 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
Bandit Chain 360 + K LK=one slam, MK=two slams,
HK=three slams; 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
9-17 seconds = Level 4
18+ seconds = Final
Alpha Counters
--------------
Headbutt Spear b, db, d + P while grounds opponent
blocking (uses one
power stock)
Gut Kick b, db, d + K while pushes opponent back
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
*******************************************************************************
* 3.17 Rose *
*******************************************************************************
Colors
------
P - Amaranth costume w/ Yellow trim
2 Punches - Pink costume w/ White trim
Punch (Auto) - Cerise costume w/ Pale Yellow trim
K - Blue-Purple costume w/ Yellow trim
2 Kicks - Gray costume w/ Cardinal trim
Kick (Auto) - Purple costume w/ Pale 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; does not
hit reliably low on
Chun-Li, Guy, Gen, Sakura,
Zangief, Rose, M. Bison,
and Charlie
Low Energy Punch d + MP must be blocked low; does not
hit reliably low on
Chun-Li, Guy, Gen, Rose,
and M. Bison
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) or
Rolento's Stinger
Straight Reflect qcb + MP reflects projectiles
horizontally; cannot
reflect super projectiles
(except Dan's Shinkuu Gadou
Ken) or Rolento's Stinger
Diagonal Reflect qcb + HP reflects projectiles
diagonally upward; cannot
reflect super projectiles
(except Dan's Shinkuu Gadou
Ken) or Rolento's Stinger
Soul Spiral qcf + K LK=short, MK=medium, HK=long
Alpha Counters
--------------
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
Power Sweep b, db, d + K while grounds opponent
blocking (uses one
power stock)
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 3 and
half 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 5 and
half 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 7 and
half seconds
*******************************************************************************
* 3.18 Sodom *
*******************************************************************************
Colors
------
P - Red-Orange top w/ Blue pants and trim
2 Punches - Green top w/ Light Gray pants and trim
Punch (Auto) - Magenta top w/ Light Blue pants and trim
K - Purple top w/ Green pants and trim
2 Kicks - Orange top w/ Steel Blue pants and trim
Kick (Auto) - Blue top w/ Gray pants and trim
Throws
------
Long Shogun Throw f/b + MP/HP close f and b determine where
opponent is thrown
Short Shogun Throw f/b + MK/HK close f and b determine where
opponent is thrown
Basic Move
----------
Bow Start Sodom's head can actually
strike the opponent,
dealing very little damage;
can only perform once per
round
Command Move
------------
Slide d + HK must be blocked low
Special Moves
-------------
Jigoku Scrape qcf + LP
Jigoku Cutter qcf + MP
Jigoku Slice qcf + HP unlike the other Jigoku
moves, this one knocks the
opponent down
Shiraha Catch f, d, df + K overhead counter attack
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 Counters
--------------
Counter J. Cutter b, db, d + P while grounds opponent
blocking (uses one
power stock)
Power Slide b, db, d + K 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
*******************************************************************************
* 3.19 Sagat *
*******************************************************************************
Colors
------
P - Purple pants w/ Yellow trim
2 Punches - Orange pants w/ Yellow trim
Punch (Auto) - Blue pants w/ Yellow trim
K - Off White pants w/ Red trim
2 Kicks - Dark Gray pants w/ Yellow trim
Kick (Auto) - White pants w/ Vermilion 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 Move
------------
N/A
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 Counters
--------------
Counter Tiger Blow b, db, d + P while grounds opponent
blocking (uses one
power stock)
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
*******************************************************************************
* 3.20 Akuma *
*******************************************************************************
Colors
------
P - Dark Gray costume w/ Red hair
2 Punches - Off White costume w/ Red hair
Punch (Auto) - Gray costume w/ Orange hair
K - Dark Red costume w/ Red hair
2 Kicks - Gray-Blue costume w/ Red hair
Kick (Auto) - Dark Gold costume w/ Orange hair
Throws
------
Seoi Nage f/b + MP/HP close f and b determine where
opponent is thrown
Tomoe Nage f/b + MK close f and b determine where
opponent is thrown
Jigoku Guruma f/b + 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
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 hcb + 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 Counters
--------------
Counter G. Shou. Ken b, db, d + P while grounds opponent
blocking (uses one
power stock)
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
*******************************************************************************
* 3.21 Mike Bison *
*******************************************************************************
Colors
------
P - Red costume
2 Punches - Blue-Purple costume
Punch (Auto) - Orange costume
K - Black costume
2 Kicks - Green costume
Kick (Auto) - Feldgrau costume
Throws
------
Deadly Throw f/b + MP/HP close f and b determine where
opponent is thrown
Psycho Fall any direction except u +
MP/HP close in air
Basic Move
----------
High Kick HK will hit twice if close
enough
Command Moves
-------------
Slide d + HK 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 Counters
--------------
Strong Punch b, db, d + P while grounds opponent
blocking (uses one
power stock)
Warp Escape b, db, d + K while worth noting that this is not
blocking (uses one a counter hit; instead,
power stock) M. Bison teleports to the
other side of the opponent
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
*******************************************************************************
* 3.22 Dan Hibiki *
*******************************************************************************
Colors
------
P - Pink costume w/ Brown gloves
2 Punches - Orange costume w/ Blue gloves
Punch (Auto) - Fuchsia costume w/ Off White gloves
K - Light Green costume w/ Pink gloves
2 Kicks - Dull Yellow costume w/ Blue-Purple gloves
Kick (Auto) - Jungle Green costume w/ Yellow 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
Jump Chouhatsu Start in air unlike the other characters
in the game, you can
perform Dan's taunt as
many times as you want
during a match
Command Move
------------
Shagami Chouhatsu d + Start unlike the other characters
in the game, you can
perform Dan's taunt as
many times as you want
during a match
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;
Dan will sometimes flash
during this move (and is
invulnerable during the
flash)
Hop Knee qcb + LK
Dankuu Double qcb + MK
Full Dankuu Kyaku qcb + HK
Zenten Chouhatsu qcf + Start the roll itself is a high
dodge; can roll past
opponent
Kouten Chouhatsu qcb + Start the roll itself is a high
dodge
Alpha Counters
--------------
Taunt Smack b, db, d + P while grounds opponent
blocking (uses one
power stock)
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
Chouhatsu Densetsu qcf, qcf + Start does no damage, simply a
super taunt
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 11 hits
kicks
-------------------------------------------------------------------------------
*******************************************************************************
* 3.23 Shin Akuma *
*******************************************************************************
Colors
------
Any - Dark Purple 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 close f and b determine where
opponent is thrown
Jigoku Guruma f/b + 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
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
Double Zankuu H. K. 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 hcb + 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 Counters
--------------
Counter G. Shou. Ken b, db, d + P while grounds opponent
blocking (uses one
power stock)
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
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
*************************
* 4.1 Secret Characters *
*************************
Evil Ryu - To select Evil Ryu, move to Ryu's icon, press and hold Start for 1
second, then move the cursor right, up, down, and left. Finally,
press and hold Start and use any kick or punch button to select
Evil Ryu.
SF2 Costume Chun-Li - To select SF2 Costume Chun-Li, move to Chun-Li's icon,
press and hold Start for 5 seconds, and then press any
kick or punch (while still holding Start).
SF2 Dhalsim - To select SF2 Dhalsim, move to Dhalsim's icon, press and hold
Start for 1 second, then move the cursor left, down, right, and
up. Finally, press and hold Start and use any kick or punch
button to select SF2 Dhalsim.
SF2 Zangief - To select SF2 Dhalsim, move to Zangief's icon, press and hold
Start for 1 second, then move the cursor down, left, left, left,
left, up, up, right, right, right, right, and down. Finally,
press and hold Start and use any kick or punch button to select
SF2 Zangief.
*********************
* 4.2 Other Secrets *
*********************
Fight Your Mid Boss - Win five rounds with a Super finish or Custom Combo
finish, and don't lose a round before the sixth match.
Fight Shin Akuma - 1 Player must use the P color (or if 2 player, you must use
the K color). Get to the end of the game without losing a
round, with 3 perfects, and 5 Super finishes or Custom
Combo finishes.
Choose A Win Pose - Hold Start + an attack button after winning a round
to determine your win pose.
Stage Select - This can only be done when a new challenger enters the game.
Simply put, the messaage "Here Comes A New Challenger!!" must
display before kicking back to the select screen. There, the
player can choose the fighting stage by highlighting a
character icon and holding Start for 2 seconds. After that,
they can move the cursor to choose their fighter. If you want
to choose the grassy Australia stage hold Start on Sagat's
icon for 2 seconds and then move to your character of choice
and select them (But DO NOT let go of Start). To select the
Waterfall stage hold Start on Bison's icon for 2 seconds and
then move to your character of choice and select them (But DO</pre><pre id="faqspan-4">
NOT let go of Start).
===============================================================================
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