STREET FIGHTER ALPHA 2 FAQ v1.6
for the Sega Saturn (domestic)
by Chris MacDonald
Unpublished work Copyright 1996-2001 Chris MacDonald
This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise). It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift. This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my express written permission. This FAQ was created and is owned by
me, Chris MacDonald <kmegura (at) yahoo (dot) com>. It can be found
exclusively at (www.GameFAQs.com). All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.
I expressly forbid the following publishers/publications from using this
FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
and Prima Games. Remember, plagiarism is a crime and is punishable by
law.
The Street Fighter game series and the Final Fight series are (c)
Capcom of Japan and (c) Capcom of America.
=================
TABLE OF CONTENTS
=================
1. INTRODUCTION
- The Controls
- FAQ Terminology
- Basic Commands
2. CHARACTER MOVELIST
- Adon
- Akuma
- Birdie
- Charlie
- Chun-Li
- Dan Hibiki
- Dhalsim
- Gen
- Guy
- Ken
- M. Bison
- Rolento Schugerg
- Rose
- Ryu
- Sagat
- Sakura Kasugano
- Sodom
- Zangief
3. HIDDEN CHARACTER MOVELIST
- Satsui no hadou mezame ta Ryu
- SF2 Costumed Chun-Li
- SF2 Original Series Dhalsim
- SF2 Original Series Zangief
- Shin Akuma
4. SECRETS AND TRICKS
- Play as the Hidden Characters
- Save the Hidden Characters to Memory
- Fight your Mid-Boss
- Fight Shin Akuma
- Survival Mode Tricks
- Infinite Custom Combo Time in Training Mode
- Auto-Fire Buttons in Arcade / Training Mode
- Chouhatsu Densetsu Glitch
- Screw Piledriver Glitch
- Alternate Credits
- Select your Win Quote
- Select your Winning Pose
- Select your Colors
- Alternate Costume Colors
- Sodom's Stage Trick
5. MISCELLANEOUS
- Super Combo Gauge
- Custom Combos
- Translations
6. AUTHOR'S NOTE
- Special Thanks
- Revision History
========================================================================
1. INTRODUCTION
========================================================================
Alright, the final revision of this FAQ is done...finally :) This guide
isn't meant to be the end-all to SFA2. It's just a moveslist, some
comments, some tricks, and the translations--standard FAQ procedure for
yours truly. If you liked the old format with all the descriptions and
funky ASCII notation and fluff, it's on the 'Net somewhere waiting to
be read, I'm sure. Personally, I couldn't stand the thing ^_^;
------------------------------------------------------------------------
THE CONTROLS
------------------------------------------------------------------------
This section outlines the basic controls for all characters:
[ Controller Layout ] -------------------------------------------------
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- n -- f Walk Back / Block Neutral Walk Forward
/ | \
db d df Crouch / Low Block Crouch Offensive Crouch
Obviously, when facing left, the controls are reversed. :)
[ Button Layout ] -----------------------------------------------------
LP MP HP Light Punch Medium Punch Hard Punch
LK MK HK Light Kick Medium Kick Hard Kick
------------------------------------------------------------------------
FAQ TERMINOLOGY
------------------------------------------------------------------------
The following terms / notation is used in this FAQ:
P / K - Press any Punch or Kick button.
PP / KK - Press two Punch or Kick buttons together.
PPP / KKK - Press all three Punch or Kick buttons together.
a-d - Press in any direction.
a-d-u - Press in any direction but directly up.
db~df - You can use any of the three downward directions.
ub~uf - You can use any of the three upward directions.
MP~HK - You can use MP, HP, MK, or HK.
qcf / hcf - Input (d,df,f) or (b,db,d,df,f) on the controller.
qcb / hcb - Input (d,db,b) or (f,df,d,db,b) on the controller.
Charge - Hold in the first direction for 2 seconds, then press
in the next direction(s) before hitting the button.
Rotate 360 - Spin the controller in a full circle. The shorthand
method is to input (f,df,d,db,b,ub,u) or the reverse.
Rotate 720 - Spin the controller in two full circles.
tap d/p/k - Tap the d-pad in any direction rapidly while tapping
the Punch and Kick buttons.
overhead - The move must be blocked low (use a down-back crouch).
chouhatsu - Taunt (use the "Chohatsu" button or L + R buttons).
s / c / j - standing / crouching / jumping.
SC / CC - Super Combo / Custom Combo
------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------
Standing Block Hold b when attacked
Crouching Block Hold db when attacked
Mid-Air Block Block an attack while airborne
Escape Roll b,db,d + P when knocked to the ground
Automatic Roll Occurs after certain attacks
Alpha Counter b,db,d + P / K while blocking
Custom Combo Activation Press PP + K or KK + P (air)
Throw Attempt Press b / f + MP / HP
Throw / Hold Escape Press b / f + MP~HK as you're grabbed
Hold Recovery Tap d/p/k
Dizzy Recovery Tap d/p/k
Taunt (Chouhatsu) Press the L + R shoulder buttons
- When you block an attack, you take no damage from it. Blocking
special moves and Super Combos results in reduced damage. The
standing block protects you from mid-air, standing, and overhead
attacks, while the crouching block works against standing attacks,
low attacks, and sweeps, but not overhead or mid-air moves. The
mid-air block only works against attacks that are not touching
the ground (for instance, you could block a projectile, or a
Shouryuu Ken that has left the ground, but not a Shouryuu Ken that
his while your attacker is still standing).
- When you use the Escape Roll, you roll forwards. The distance
_is_ affected by the button used, unlike SFA (so LP is stationary).
- The Automatic Roll makes you roll backwards upon touching the
ground. It happens after being hit with certain attacks, like
Ryu's Shinkuu Tatsumaki Senpuu Kyaku, or Guy's Bushin Gokusa Ken.
- An Alpha Counter can only be used while blocking on the ground.
Furthermore, it costs one level of your Super Combo Gauge in order
to use.
- It costs at least 1.5 levels of your SC gauge in order to start a
Custom Combo (which is done by pressing any two attack buttons,
and one opposite one, like LP + MP + HK or LP + MK + HP). You can
start a CC with more power than this, though, which will make it
last longer. For more information on Custom Combos, check the
Miscellaneous section (below).
- Every character can throw their opponent by getting close and pressing
back or forward plus MP or HP. Some characters can also throw with
MK and HK. Throws are unblockable, but you can escape from them by
pressing towards your enemy and MP, HP, MK, or HK just as you're
thrown. This prevents you from taking normal damage. You can only
escape normal throws and holds (special ones, like Birdie's Murderer
Chain or Akuma's Hyakki Gou Sai, are inescapable).
- Some characters have holds instead of throws. They will grab you
and hit you repeatedly before tossing you away. When you're in a
hold, you can get out of it sooner and take less damage by tapping
the directional pad in any direction rapidly while tapping the
Punch and Kick buttons.
- A character is dizzied when they take too many hits in a short period
of time. When dizzied, they are left vulnerable for a brief moment.
You can get out of a dizzy faster by entering the same command you
use to escape from holds (tap the d-pad and buttons rapidly).
- Each character can taunt once per round by pressing the L and R
shoulder buttons together, or by setting one of the buttons to
"Chohatsu". While taunting, you are vulnerable to attack and cannot
move. Birdie, Chun-Li, Sakura, and Sodom's taunts can hit an enemy,
while Dan can taunt as many times as you want during a round.
- Some characters have more than one taunt that can be performed by
pressing f while taunting; this includes Charlie, Ken, M. Bison,
and Ryu. Birdie can taunt while holding back or forward.
========================================================================
2. CHARACTER MOVELIST
========================================================================
The moves are listed in this order: normal throws, then special moves,
command attacks, and then finally, their Super Combos. Afterwards are
some notes on their special moves and abilities (if applicable).
------------------------------------------------------------------------
ADON
------------------------------------------------------------------------
Jaguar Carry b / f + MP / HP when close
Jaguar Slam b / f + MK / HK when close
Rising Jaguar f,d,df + K
Jaguar Kick qcf + K
Jaguar Tooth hcb + K
Jaguar Crunch f + MP
Jutting Kick df + MK
Jaguar Revolver qcf,qcf + K
Jaguar Varied Assault qcf,d,df + P
Jaguar Thousand Tap P during Lv. 3 Jaguar Varied Assault
Jaguar Assassin Tap K during Lv. 3 Jaguar Varied Assault
- The Jaguar Crunch is an overhead attack.
------------------------------------------------------------------------
AKUMA (aka "Gouki" outside of the US)
------------------------------------------------------------------------
Seoi Nage b / f + MP / HP when close
Tomoe Nage b / f + MK / HK when close
Gou Hadou Ken qcf + P
Zankuu Hadou Ken qcf + P in air
Shakunetsu Hadou Ken hcb + P
Gou Shouryuu Ken f,d,df + P
Tatsumaki Zankuu Kyaku qcb + K (air)
Hyakki Shuu qcf,uf + P, then...
Hyakki Gou Zan ...do nothing
Hyakki Gou Shou ...press P
Hyakki Gou Sen ...press K
Hyakki Gou Sai ...a-d + P when close (enemy on ground)
Hyakki Gou Tsui ...a-d + K when close (ground or air)
Zenpou Tenshin qcb + P
Ashura Senkuu b,d,db / f,d,df + PPP / KKK
Tenma Kuujin Kyaku Jump uf, press db~df + MK at apex
Zugai Hasatsu f + MP
Senpuu Kyaku f + MK
Messatsu Gou Hadou hcb,hcb + P
Messatsu Gou Shouryuu qcf,d,df + P
Tenma Gou Zankuu qcf,qcf + P in air
Shun Goku Satsu LP,LP,f,LK,HP (at Level 3)
- You can juggle an opponent after the Tatsumaki Zankuu Kyaku (for
example, follow with a Gou Shouryuu Ken).
- The Zugai Hasatsu is an overhead attack.
- The Gou Sai, Gou Tsui, and Shun Goku Satsu are unblockable.
- During the Hyakki Shuu, doing nothing results in a sliding kick
that must be blocked low. Pressing P or K results in attacks
that can be blocked crouching, strangely enough. The other two
moves (the Gou Sai and Gou Tsui) are throws. They can't be used
on an opponent in the corner of the screen, and the Gou Sai can't
be used against an airborne opponent.
- You can use the Zenpou Tenshin to roll under attacks and through
your opponent.
- Akuma can be hit during the start of the Ashura Senkuu, but while
moving, he is immune to all attacks except throws. Using "b,d,db"
makes you warp backward, while "f,d,df" carries you forward. PPP
makes you teleport further than KKK does.
------------------------------------------------------------------------
BIRDIE
------------------------------------------------------------------------
Bull Spike b / f + MP / HP when close (tap d/p/k)
Bad Throw b / f + MK / HK when close
Murderer Chain Rotate 360 + P
Bandit Chain Rotate 360 + K
Bull Head Charge b,f + P
Bull Horn Hold PP / KK, then release
Body Slam d + HP in air
Bull Drop Press HK while standing
The Birdie Charge b,f,b,f + P
Bull Revenger qcf,d,df + P / K
- The longer you charge the Bull Head, the more damage it does. The
buttons held affect the Bull Head's range:
LP + MP / LK + MK Short-range
LP + HP / LK + HK Medium-range
MP + HP / MK + HK Long-range
- Note that when Birdie is turning around to do the Bull Head, he
is invincible during that short period of time. You can use this
to pass through attacks and deliver an attack yourself, but it's
difficult to time correctly.
- Normally, you can charge two Bull Heads at once (hold PP + KK).
However, there is a trick to charge 3 or 4 Bull Heads at once. To
do this, hold down five or six buttons, then release one button at
a time. You have to keep holding down at least one Punch and one
Kick button, and once you've released every button but those two,
they become useless (so holding down PPP + KK gives you three Bull
Head charges, not five).
- The Murderer Chain, Bandit Chain, and Bull Revenger are unblockable.
- The Bull Drop can hit at two points; one, when Birdie first lifts
his leg, or else when he is dropping it down. The "dropping"
animation is an overhead attack, if it hits.
- During the Bull Revenger, using P makes Birdie hop forward, while
using K makes him leap across the screen.
------------------------------------------------------------------------
CHARLIE (aka "Nash" outside of the US)
------------------------------------------------------------------------
Dragon Suplex b / f + MP / HP when close
Knee Gatling b / f + MK / HK when close (tap d/p/k)
Flying Buster Drop a-d-u + MP / HP when close (air only)
Sonic Boom Charge b,f + P
Somersault Shell Charge d,u + K
Jump Sobat b / f + MK
Step Kick b / f + HK
Spin Back Knuckle f + HP
Sonic Break Charge b,f,b,f + P, tap P rapidly
Crossfire Blitz Charge b,f,b,f + K
Somersault Justice Charge db,df,db,uf + K
- The Jump Sobat is an overhead attack.
- During the Sonic Break, you can press P for an extra Sonic Boom toss.
At Level 1, you get one extra Sonic Boom. At Level 2, you get two
of them, and at Level 3, you get three extra Sonic Booms (for four
attacks total). All of the Sonic Booms are considered to be Super
Combo projectiles, meaning that they can pass through standard
projectiles.
------------------------------------------------------------------------
CHUN-LI
------------------------------------------------------------------------
Koshuu Tou b / f + MP / HP when close
Ryuusei Raku a-d-u + MP / HP when close (air only)
Kikou Ken hcf + P
Sen'en Shuu hcb + K
Tenshou Kyaku Charge d,u + K
Hyakuretsu Kyaku Tap K rapidly
Yousou Kyaku d + MK in air (can repeat)
Kaku Kyaku Raku df + HK
Sankaku Tobi Jump against a wall, press in opp. dir.
Kikou Shou qcf,qcf + P
Senretsu Kyaku Charge b,f,b,f + K
Hazan Tenshou Kyaku Charge db,df,db,uf + K
- The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks.
------------------------------------------------------------------------
DAN HIBIKI
------------------------------------------------------------------------
Seoi Nage b / f + MP / HP when close
Gadou Ken qcf + P
Kouryuu Ken f,d,df + P
Dankuu Kyaku qcb + K
Zenten Chouhatsu qcf + Start
Kouten Chouhatsu qcb + Start
Jump Chouhatsu Taunt while jumping
Shagami Chouhatsu Taunt while crouching
Chouhatsu Densetsu qcf,qcf + Start
Shinkuu Gadou Ken qcf,qcf + P
Hisshou Burai Ken qcb,qcb + K
Kouryuu Rekka qcf,d,df + K
- The Gadou Ken may have a limited range, but it can still negate
other normal projectiles, like a Sonic Boom or Kikou Ken.
- Dan may randomly flash during his Kouryuu Ken, in which case he
is invincible until the flash ends.
- The range of the Shinkuu Gadou Ken increases depending on what
level of SC power you use.
- Dan can taunt an infinite number of times.
------------------------------------------------------------------------
DHALSIM
------------------------------------------------------------------------
Yoga Smash b / f + MP when close
Yoga Throw b / f + HP when close (tap d/p/k)
Yoga Fire qcf + P
Yoga Flame hcb + P
Yoga Blast hcb + K
Yoga Teleport b,d,db / f,d,df + PPP / KKK (air)
Yoga Escape b,d,db + K when knocked down
Kuuchuu Chouhatsu Taunt while jumping
Yoga Shock b + LP, hold LP until you attack
Yoga Palm f + LP
Drill Zutsuki d + HP in air
Drill Kick d + K in air
Yoga Inferno qcf,qcf + P
Yoga Strike qcf,d,df + K
- You can change Dhalsim's attacks by holding back or down-back while
pressing P or K.
- The Yoga Flame will dissipate after traveling far enough. Only the
MP and HP versions knock down an opponent.
- The Yoga Shock is an overhead attack, as long as you hold LP until
you attack.
- The Yoga Strike is an anti-air throw, and is unblockable.
- During the Yoga Teleport, "f,d,df" teleports you forward, and "b,d,db"
teleports you backward. PPP carries you further than KKK does.
------------------------------------------------------------------------
GEN
------------------------------------------------------------------------
Juraku When close, b / f + MP / HP
Houzen When close, b / f + MK / HK
Ansatsu Ken: Sou-ryuu Press PPP at any time (air)
Hyakurenkou Tap P rapidly
Gekirou f,d,df + K, tap K at a paced rate
Zan'ei qcf,qcf + P
Shitenshuu qcb,qcb + P
Ansatsu Ken: Ki-ryuu Press KKK at any time (air)
Jasen Charge b,f + P
Ouga Charge d,ub~uf + K
Satsujin Press LK while crouching
Kyoutetsu Press MP
Onkyou Press HP
Kirou Press HP while crouching
Saizu Jump over someone, press MK
Uken > Shakudan Quickly press HK,HK in air
Kouga qcb,qcb + K in air
Jakouha qcf,d,df + K
- Gen has two different "styles" of play he can use by pressing PPP
or KKK. Once you've changed into a certain style, you can only
use the moves in that style (for example, in Sou-ryuu style, you
could use the Shitenshuu but not the Ouga). Gen normally starts
in his PPP style, but if you switch to his KKK style, he'll
remain in it for the rest of the game. You can switch Gen's
styles at any time, while jumping, blocking, attacking, when
knocked down, while dizzy, and so on.
- In his Sou-ryuu style, Gen can chain together his normal attacks.
The sequence is pretty loose--the only real restriction is that
you can't chain a stronger attack into a weaker one (like HP into
LK), and you can't chain a crouching HP or HK into anything.
Otherwise, just about any chain combo is possible.
- During the Gekirou, you need to tap the Kick button as your
opponent goes higher and higher into the air if you want to get the
full hits (you'll know if you did this correctly because he'll
finish with a kick that knocks your foe away).
- If hit by a Shitenshuu, a timer will appear over the head of Gen's
opponent and count down. When it reaches zero, Gen's foe falls to
the ground and is dizzied. You can increase the timer speed by
hitting your foe with multiple Shitenshuus, but your opponent can
stop the timer by hitting you with an attack. Note that your
opponent is damaged during the intitial hits, each time the counter
goes down by one, and when it hits zero and he / she is dizzied.
The higher level you use, the more damage the Shitenshuu does during
the intial hits and for each timer countdown.
- During the Ouga, you can:
> Direct your initial leap left or right by charging d,ub / uf
instead of charging d,u (which always takes you to the wall
behind you).
> Do nothing when you touch a wall for a jump kick
> Press b when you touch a wall to abort the move
> Press f when you touch a wall for a long kick toward your foe
> Press u when you touch a wall to move to the ceiling
> Do nothing when you touch the ceiling to do a head stomp
> Press ub~uf when on the ceiling to abort the move and drop
in either direction
> Press b / f when on the ceiling to use a dive kick in either
direction
- The Kyoutetsu is an overhead attack.
- The Onkyou hits low and must be crouch-blocked.
- The Kirou will do more damage if it his someone while they're
attacking you. However, you'll take more damage if hit during
this attack, too.
- The Satsujin will knock an opponent up into the air. You can
follow it with a Jakouha, if you're fast enough.
- Gen's jumping Ki-ryuu MK (the Saizu), works best as a cross-up
attack.
- During the Kouga you can:
> Press LK for a jump kick off the left wall,
- Then, press MK or do nothing instead for a long kick towards
your enemy.
- Or, press HK instead for a higher, faster long kick.
> Press MK for a head stomp off the ceiling,
- Then press LK instead to dive left.
- Or, press HK instead to dive right.
> Press HK for a jump kick off the right wall,
- Then, press MK or do nothing instead for a long kick towards
- your enemy.
- Or, press LK for a higher, faster long kick.
If you do nothing, Gen will just keep jumping off opposite walls
and kicking. Gen can perform one extra attack per level.
- It's easy to accidentally tap a button too much so that if you "do
nothing" after using LK or HK to go to a wall, you'll end up doing
the following LK or HK move instead. To prevent this, pressing MK
has the same effect as "doing nothing".
- The Jakouha is an anti-air throw and is unblockable.
- Gen's taunt is faster in Ki-ryuu style than it is in So-ryuu style.
------------------------------------------------------------------------
GUY
------------------------------------------------------------------------
Seoi Nage b / f + MP / HP when close
Tsukami Nage b / f + MK / HK when close (tap d/p/k)
Bushin-ryuu Seoi Nage f,uf,u,ub,b + MP / HP from Tsukami Nage
Izuna Otoshi a-d-u + MP / HP when close (air only)
Bushin Izuna Otoshi qcf + P, then press P when close
Izuna no Hiji Otoshi qcf + P, then press P from afar
Hayagake qcf + K
Hayagake: Kyuuteishi qcf + LK, then press K
Hayagake: Kage Sukui qcf + MK, then press K
Hayagake: Kubikari qcf + HK, then press K
Houzantou qcb + P
Bushin Senpuu Kyaku qcb + K
Bushin Gokusa Ken LP,MP,HP,HK when close
Hiji Otoshi d + MP in air
Kubi Kudaki f + MP
Kamaitachi df + HK
Sankaku Tobi Jump against a wall, press in opp. dir.
Bushin Hassou Ken qcf,d,df + P
Bushin Gourai Kyaku qcf,d,df + K
- The Bushin-ryuu Seoi Nage is difficult to pull off. If you did it
correctly, Guy will do his normal Seoi Nage and throw his opponent
behind him at the end of the Tsukami Nage.
- The Bushin Izuna Otoshi is an unblockable throw. However, it cannot
grab people who are in the corner of the screen.
- The Kubikari and Kubi Kudaki are overhead attacks.
- The Kage Sukui must be blocked crouching.
------------------------------------------------------------------------
KEN MASTERS
------------------------------------------------------------------------
Jigoku Guruma b / f + MP / HP when close
Tsukami Nage b / f + MK / HK when close (tap d/p/k)
Jigoku Fuusha a-d-u + MP / HP when close (air only)
Hadou Ken qcf + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K
Zenpou Tenshin qcb + P
Zentou qcf + Chouhatsu
Inazuma Kakato Wari f + MK
Shouryuu Reppa qcf,d,df + P
Shinryuu Ken qcf,d,df + K (tap P / K at Lv. 2/3)
- The Inazuma Kakato Wari is an overhead attack.
- You can use the Zenpou Tenshin to roll under attacks and through
your opponent.
------------------------------------------------------------------------
M. BISON (aka "Vega" outside of the US)
------------------------------------------------------------------------
Deadly Throw b / f + MP / HP when close
Psycho Fall a-d-u + MP / HP when close (air only)
Psycho Shot Charge b,f + P
Double Knee Press Charge b,f + K
Head Press Charge d,u + K, then move b / f
Somersault Skull Diver Press P after Head Press
Somersault Skull Diver Charge d,u + P, move b / f, press P
Vega Warp b,d,db / f,d,df + PPP / KKK
Psycho Crusher Charge b,f,b,f + P
Knee Press Nightmare Charge b,f,b,f + K
- During the Vega Warp, using "b,d,db" makes you warp away from your
opponent, while, "f,d,df" teleports you behind them. KKK makes you
teleport closer to your opponent than PPP does.
------------------------------------------------------------------------
ROLENTO SCHUGERG
------------------------------------------------------------------------
Colonel Carrier b / f + MP / HP when close
Deadly Package b / f + MK / HK when close
Patriot Circle qcf + P (perform 3 times)
Mekong Delta Air Raid qcb + P (then press P)
Mekong Delta Escape qcb + K (move b / f, then press P / K)
Mekong Delta Attack Press PPP (then press P)
Stinger f,d,df + K (then press P / K)
Trick Landing Press (b / f +) KKK just before landing
High Jump Tap db~df,ub~uf
Spike Rod d + MK in air (can repeat)
Fake Rod f + MK
Take no Prisoner qcf,d,df + K
Mine Sweeper qcb,qcb + P
- Rolento's Stinger knives can be destroyed if they are hit with an
attack (any attack will work, whether it's a standing LK or a
fireball, etc.) You have to time it right, though, or else you'll
take the hit.
- You can use the Spike Rod during the Mekong Delta Escape.
- The Take no Prisoner is unblockable.
------------------------------------------------------------------------
ROSE
------------------------------------------------------------------------
Soul Drain b / f + MP / HP when close
Soul Spark hcf + P
Soul Throw f,d,df + P
Soul Reflect qcb + P
Soul Spiral qcf + K
Sliding df + MK
Aura Soul Spark qcb,qcb + P
Aura Soul Throw qcf,d,df + P
Soul Illusion qcf,d,df + K
- The Soul Throw is an anti-air throw. It is unblockable, but will
not hit a character unless thy're airborne. However, this will even
work if they are just off the ground (such as when Ryu does a Senpuu
Kyaku and is hopping).
- The LP Soul Reflect will absorb projectiles and give a small amount
of SC energy to Rose. The MP version reflects them horizontally,
and the HP version reflects them diagonally upward. You cannot
reflect Super Combo projectiles (like the Tiger Cannon), but you
can reflect Dan's Shinkuu Gadou Ken.
- Rolento's Stinger knives cannot be absorbed or reflected.
- The Sliding must be blocked crouching.
- The Level 3 Aura Soul Spark makes a aura appear in front of Rose
while she is attacking. This aura can horizontally reflect both
normal and Super Combo projectiles.
- During the Level 2 and 3 Aura Soul Throw, Rose will pop her enemy
into the air before jumping up to throw them.
- During the Soul Illusion, Rose is trailed by illusions who add to
the number of hits that any of her attacks inflict. This move
will end once a certain amount of time has passed.
- Rose's Punch-style Alpha Counter does no damage. Instead, it makes
her switch places with her opponent, and since she recovers faster
than they do, you can attack your opponent immediately afterward.
------------------------------------------------------------------------
RYU
------------------------------------------------------------------------
Seoi Nage b / f + MP / HP when close
Tomoe Nage b / f + MK / HK when close
Hadou Ken qcf + P
Hadou no Kamae qcf + Chouhatsu
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K (air)
Sakotsu Wari f + MP
Senpuu Kyaku f + MK
Shinkuu Hadou Ken qcf,qcf + P
Shinkuu Tatsumaki Senpuu Kyaku qcb,qcb + K
- When you throw a HP Hadou Ken from up close, it flashes red. Hitting
someone with the fireball while it's red will set them on fire and
knock them to the ground.
- The Sakotsu Wari is an overhead attack.
- Ryu's jumping MP hits twice. It also has the interesting property
of being able to juggle opponents who could not normally be hit.
For example, if your opponent is in the corner and you do the Shinkuu
Tatsumaki Senpuu Kyaku, you could land, jump after them as they fall,
and hit them with Ryu's jumping MP. However, try it with any other
jumping Punch or Kick, and the move will miss.
------------------------------------------------------------------------
SAGAT
------------------------------------------------------------------------
Tiger Carry b / f + MP / HP when close (tap d/p/k)
Tiger Shot qcf + P
Ground Tiger Shot qcf + K
Tiger Blow f,d,df + P
Tiger Crush f,d,df + K
Tiger Cannon qcf,qcf + P
Tiger Raid qcb,qcb + K
Tiger Genocide qcf,d,df + K
------------------------------------------------------------------------
SAKURA KASUGANO
------------------------------------------------------------------------
Sakura Jime b / f + MP / HP when close (tap d/p/k)
Sailor Shoot b / f + MK / HK when close
Hadou Ken qcf + P,(P),(P)
Shou'ou Ken f,d,df + P
Shunpuu Kyaku qcb + K
Flower Kick f + MK
Shinkuu Hadou Ken qcf,qcf + P
Haru Ichiban qcb,qcb + K
Midare Zakura qcf,d,df + K
- Tapping P as you throw a Hadou Ken increases it's size, but decreases
it's range.
- The Flower Kick is an overhead attack.
- The Shinkuu Hadou Ken grows weaker as it travels across the screen.
- The Haru Ichiban must be blocked low.
------------------------------------------------------------------------
SODOM
------------------------------------------------------------------------
Shogun Throw (long) b / f + MP / HP when close
Shogun Throw (short) b / f + MK / HK when close
Jigoku Scrape qcf + P
Butsumetsu Buster Rotate 360 + P
Daikyou Burning Rotate 360 + K
Kouten Okiagari f,df,d + P when knocked down
Tengu Walking b,db,d + K when knocked down
Shiraha Catch f,d,df + K
Meido no Miyage qcf,qcf + P
Tenchuu Satsu Rotate 720 + P
- If the Daikyou Burning hits, Sodom drags his opponent across the
screen. In certain situations (like when you hit an airborne
opponent), they will merely bounce off Sodom's jitte instead of
being grabbed.
- When you are knocked down, you can use the Kouten Okiagari to roll
backward upon touching the floor. Alternately, you can use the
Tengu Walking to perform a special attack that makes Sodom run into
his opponent.
- The Shiraha Catch will counter overhead attacks (like Sakura's
Flower Kick). It can also counter jumping attacks.
- The Butsumetsu Buster, Daikyou Burning, and Tenchuu Satsu are
unblockable.
------------------------------------------------------------------------
ZANGIEF
------------------------------------------------------------------------
Back Drop b / f + MP / HP when close
Kamitsuki b / f + MK / HK when close (tap d/p/k)
Stomach Claw df + MP / HP when close (tap d/p/k)
Double Lariat Press PPP, move b / f
Quick Double Lariat Press KKK, move b / f
Screw Piledriver Rotate 360 + P
Flying Powerbomb Rotate 360 + K outside of throw range
Atomic Suplex Rotate 360 + K when close
Banishing Flat f,d,df + P
Body Press Jump diagonally, d + HP
Double Knee Drop Jump diagonally, d + LK / MK
Kuuchuu Headbutt Jump up, press u + MP / HP
Dynamite Kick db + MK
Russian Kick db + HK
Final Atomic Buster Rotate 720 + P
Aerial Russian Slam qcf,d,df + K
- The Screw Piledriver, Flying Powerbomb, Atomic Suplex, and Final
Atomic Buster are unblockable.
- You can pass through projectiles using the Lariat moves.
- The Banishing Flat can negate normal projectiles.
- The Kuuchuu Headbutt can dizzy an opponent in just a few hits.
- The Aerial Russian Slam is an anti-air throw, and is unblockable.
========================================================================
3. HIDDEN CHARACTER MOVELIST
========================================================================
------------------------------------------------------------------------
SATSUI NO HADOU NI MEZAME TA RYU
------------------------------------------------------------------------
Seoi Nage b / f + MP / HP when close
Tomoe Nage b / f + MK / HK when close
Hadou Ken qcf + P
Hadou no Kamae qcf + Chouhatsu
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K (air)
Ashura Senkuu b,d,db / f,d,df + PPP / KKK
Sakotsu Wari f + MP
Senpuu Kyaku f + MK
Shinkuu Hadou Ken qcf,qcf + P
Shinkuu Tatsumaki Senpuu Kyaku qcb,qcb + K
Messatsu Gou Shouryuu qcf,d,df + K
Shun Goku Satsu LP,LP,f,LK,HP (at Level 3)
- This version of Ryu has been given several of Gouki's moves. He can
also juggle opponents off of his Tatsumaki Senpuu Kyaku, just like
Gouki can.
- When you throw a Hadou Ken from up close, it flashes red. Hitting
someone with the fireball while it's red will set them on fire and
knock them to the ground.
------------------------------------------------------------------------
SF2-COSTUMED CHUN-LI
------------------------------------------------------------------------
Koshuu Tou b / f + MP / HP when close
Ryuusei Raku a-d-u + MP / HP when close (air only)
Kikou Ken Charge b,f + P
Sen'en Shuu hcb + K
Tenshou Kyaku Charge d,u + K
Hyakuretsu Kyaku Tap K rapidly
Yousou Kyaku d + MK in air (can repeat)
Kaku Kyaku Raku df + HK
Sankaku Tobi Jump against a wall, press in opp. dir.
Kikou Shou qcf,qcf + P
Senretsu Kyaku Charge b,f,b,f + K
Hazan Tenshou Kyaku Charge db,df,db,uf + K
- This version of Chun-Li has a different outfit and an altered
command for her Kikou Ken.
------------------------------------------------------------------------
SF2 ORIGINAL SERIES DHALSIM
------------------------------------------------------------------------
Yoga Smash b / f + MP when close
Yoga Throw b / f + HP when close (tap d/p/k)
Yoga Fire qcf + P
Yoga Flame hcf + P
Drill Zutsuki d + HP in air
Drill Kick d + HK in air
- The Yoga Fire won't fizzle out like it does for the normal version
of Dhalsim.
- This version of Dhalsim cannot adjust the length of his limbs by
holding back or down-back when you press P or K.
- He cannot use taunts, Alpha Counters, Custom Combos, Super Combos,
Escape Rolls, Throw Escapes, or even mid-air blocking.
------------------------------------------------------------------------
SF2 ORIGINAL SERIES ZANGIEF
------------------------------------------------------------------------
Back Drop b / f + MP / HP when close
Kamitsuki b / f + MK / HK when close (tap d/p/k)
Stomach Claw df + MP / HP when close (tap d/p/k)
Double Lariat Press PPP, move b / f
Screw Piledriver Rotate 360 + P
Body Press Jump diagonally, d + HP
Double Knee Drop Jump diagonally, d + LK / MK
Kuuchuu Headbutt Jump up, press u + MP / HP
- This version of Zangief cannot use taunts, Alpha Counters, Custom
Combos, Super Combos, Escape Rolls, Throw Escapes, or even mid-air
blocking.
------------------------------------------------------------------------
SHIN AKUMA (aka "Shin Gouki" outside of the US)
------------------------------------------------------------------------
Seoi Nage b / f + MP / HP when close
Tomoe Nage b / f + MK / HK when close
Gou Hadou Ken qcf + P
Zankuu Hadou Ken qcf + P in air
Shakunetsu Hadou Ken hcb + P
Gou Shouryuu Ken f,d,df + P
Tatsumaki Zankuu Kyaku qcb + K (air)
Hyakki Shuu qcf,uf + P, then...
Hyakki Gou Zan ...do nothing
Hyakki Gou Shou ...press P
Hyakki Gou Sen ...press K
Hyakki Gou Sai ...a-d + P when close (enemy on ground)
Hyakki Gou Tsui ...a-d + K when close (ground or air)
Zenpou Tenshin qcb + P
Ashura Senkuu b,d,db / f,d,df + PPP / KKK
Tenma Kuujin Kyaku Jump uf, press db~df + MK at apex
Zugai Hasatsu f + MP
Senpuu Kyaku f + MK
Messatsu Gou Hadou hcb,hcb + P
Messatsu Gou Shouryuu qcf,d,df + P
Tenma Gou Zankuu qcf,qcf + P in air
Shun Goku Satsu LP,LP,f,LK,HP (at Level 3)
- Shin Akuma throws two air fireballs during the Zankuu Hadou Ken,
and his Shun Goku Satsu moves faster and has a longer reach.
========================================================================
4. SECRETS AND TRICKS
========================================================================
For the codes to play as the alternate versions of Dhalsim, Zangief,
Ryu, and Gouki, you have to enter them on the normal Player Select
screen (keep "Shortcut" turned off). You can't use these characters
if you're playing in Versus Mode and don't already have them saved
to memory.
------------------------------------------------------------------------
PLAY AS "SATSUI NO HADOU NI MEZAME TA RYU"
------------------------------------------------------------------------
a) Move to Ryu.
b) Press and hold Start for one second.
c) Move to Adon, Akuma, Adon, then back to Ryu.
d) Press and hold Start.
e) Then, press any Punch or Kick button.
------------------------------------------------------------------------
PLAY AS "SF2 COSTUMED CHUN-LI"
------------------------------------------------------------------------
a) Move to Chun-Li.
b) Press and hold Start for 5 seconds.
c) Press and hold Start.
d) Then, press any Punch or Kick button.
------------------------------------------------------------------------
PLAY AS "SF2 ORIGINAL SERIES DHALSIM"
------------------------------------------------------------------------
a) Move to Dhalsim.
b) Press and hold Start for one second.
c) Move to Zangief, Sagat, Charlie, then back to Dhalsim.
d) Press and hold Start.
e) Then, press any Punch or Kick button.
------------------------------------------------------------------------
PLAY AS "SF2 ORIGINAL SERIES ZANGIEF"
------------------------------------------------------------------------
a) Move to Zangief.
b) Press and hold Start for one second.
c) Move to Sagat, Sodom, Rose, Birdie, Charlie, Dhalsim, Ryu, Adon,
Chun-Li, Guy, Ken, then back to Zangief.
d) Press and hold Start
e) While holding Start, press any Punch or Kick button.
------------------------------------------------------------------------
PLAY AS SHIN AKUMA
------------------------------------------------------------------------
a) Move to Akuma.
b) Press and hold Start for one second.
c) Press Down, Down, Right, Down, Right, Down, Down, Down, Left,
Down, Left, and Down to move back to Akuma.
d) Press and hold Start.
e) Then, press any Punch or Kick button.
------------------------------------------------------------------------
SAVE THE HIDDEN CHARACTERS TO MEMORY
------------------------------------------------------------------------
a) Use a code to play with a hidden character and lose the match, then
save your game to memory.
b) When you want to play with a hidden character, go to the normal
version (i.e. Ryu), and press and hold Start.
c) Then, press any punch or kick button. If you've turned the
"Shortcut" on, then pressing Start makes the name change to green.
This simply means that you've chosen the hidden character.
What's interesting about this is that SSF2T Chun-Li is already in
the game's memory. To see for yourself, start a new game (with
no previous save file), turn "Shortcut" on, and hold Start when the
cursor is over Chun-Li. This doesn't work with the "Shortcut" off.
This is because the code to play with Chun-Li (initially), is to
hold down the Start button for 5 seconds. But in "Shortcut" mode,
holding down the button is supposed to show the alternate version
of that character.
------------------------------------------------------------------------
FIGHT YOUR MID-BOSS
------------------------------------------------------------------------
a) Get five SC or CC wins, without continuing. You can have all
SC wins, all CC wins, or a mixture of both.
b) When you do this, your next match will be interrupted by your
mid-boss, who will talk with you before fighting. After you
kill your mid-boss, you'll fight that stage's actual warrior,
and the game continues normally.
c) It's possible to end up fighting your mid-boss and boss on the
same stage, so just make sure you have enough wins by the time
you reach your boss. You don't have to have a certain number
of wins by the time you reach a certain match.
You can fight your mid-boss no matter how your rounds are configured.
------------------------------------------------------------------------
FIGHT SHIN AKUMA
------------------------------------------------------------------------
a) If you are the first player, choose your color with a Punch button.
If you are the second player, choose your color with a Kick button.
b) Get to your boss without losing a single round.
c) Along the way, make sure to get at least 3 Perfects and 5 SC or CC
victories before the final match.
d) If done correctly, Shin Akuma will warp in, kill your boss with
the Raging Demon SC, then challenge you.
As in SSF2T, Akuma moves extremely fast, has superhuman AI, and can
throw two air fireballs, etc. Beating him does not award you with a
special ending, just the one you would've gotten if you had killed
your boss normally.
------------------------------------------------------------------------
SSF2T-STYLE SURVIVAL MODE
------------------------------------------------------------------------
a) Hold L and Start while choosing your character in Survival Mode.
b) If you did it right, Chun-Li is replaced by her SSF2T version,
and your final boss is always SSF2T (Super) Akuma.
------------------------------------------------------------------------
ALTERNATE SURVIVAL MODE
------------------------------------------------------------------------
a) Hold R and Start while choosing your character in Survival Mode.
b) If you did it right, M. Bison will always be your last boss.
------------------------------------------------------------------------
INFINITE CUSTOM COMBO TIME IN TRAINING MODE
------------------------------------------------------------------------
a) Go into Training Mode.
b) Press and hold the Left button and Start.
c) Pick your character, and your opponent.
d) Continue to hold down L and Start until the round actually begins
(the announcer says 'Round 1, Fight!') If you don't do this
correctly you'll have to exit out to the Player Select screen and
do it all over again.
e) When you do a Custom Combo, the time meter won't run out, but only
until you pick another character or restart the match.
------------------------------------------------------------------------
AUTO-FIRE BUTTONS IN ARCADE / TRAINING MODE
------------------------------------------------------------------------
a) Go into Arcade/Training Mode.
b) Press and hold the Right button and Start.
c) Pick your character.
d) Continue to hold down R and Start until the round actually begins
(the announcer says 'Round 1, Fight!') If you don't do this
correctly you'll have to exit out to the Player Select screen and
do it all over again.
e) When you press any button, holding it will cause you to punch or
kick repeatedly, as if you were using an auto-fire controller.
You can combine the Infinite CC Time and Auto-Fire codes by holding
the L, R, and Start buttons when you pick your warrior in Training
Mode. This code doesn't work in any other mode.
------------------------------------------------------------------------
CHOUHATSU DENSETSU GLITCH
------------------------------------------------------------------------
Play as Dan vs. Rose and have Dan do his Chouhatsu Densetsu. If you
keep trying to do an LP or MP Soul Throw on him with Rose, it will
randomly connect. Normally, Rose can't grab people off of the ground,
but then again, you'd expect Dan to have a weakness like this!
------------------------------------------------------------------------
SCREW PILEDRIVER GLITCH
------------------------------------------------------------------------
Play with Zangief and do a Custom Combo, then do a Screw Piledriver.
Your victim will be trailed by Super Combo shadows as if you'd done
the Final Atomic Buster.
------------------------------------------------------------------------
ALTERNATE CREDITS
------------------------------------------------------------------------
If you beat the game with Charlie, Akuma, or Super Akuma, you get a
different screen for the credit roll than do the other characters.
Likewise, if you win all 18 matches in Survival Mode, you get a
different screen and different credits. You can speed up the credits
by pressing and holding any button except L or R. Note that some
characters have different music tracks for the credits than others.
------------------------------------------------------------------------
SELECT YOUR WIN QUOTE
------------------------------------------------------------------------
When you beat your opponent for the second time, immediately press
Up, Down, Left, or Right and either all three Punches/Kicks, or
any two Punch/Kick buttons of the same strength (like Jab and Short).
You can also press the Start button, too.
------------------------------------------------------------------------
SELECT YOUR WINNING POSE
------------------------------------------------------------------------
Press and hold Start and any other button to choose your character's
winning pose. Some buttons don't have an effect because not all
warriors have six winning poses; they'll just make the character do
his first (X button) winning pose.
------------------------------------------------------------------------
SELECT YOUR COLORS
------------------------------------------------------------------------
Unlike the arcade version of SFA2, you can choose the 2P and 2K colors
by pressing Y or B. You can even choose the Auto colors (even if you're
not using Auto) by pressing Z or C. If your opponent tries to choose
the same color, he'll get the opposite version (Choosing a color with
A would give him the Z-button color if you'd already picked a warrior
with the A button).
------------------------------------------------------------------------
ALTERNATE COSTUME COLORS
------------------------------------------------------------------------
This code only works in Survival Mode.
a) Move to Sakura.
b) Press and release the Start button.
c) Then press up, left, down, left, down, right, right, down, left,
left, down, down, down, right, up, up, right.
d) You should have arrived on Ryu.
e) Hold Start and press any button.
Instead of Ryu appearing, Sakura will appear in her SFZ2A colors. If
you look at her photo, it also has the newer colors, but at the VS.
screen that shows you and your opponent's photos, Sakura's color will
be the one you would've gotten had you not entered the code but pressed
the same button. You don't get a special ending if you beat Survival
mode with Sakura in her new colors, and you can't combine this code
with either 'alternate' Survival Mode codes. Unlike other 'character'
codes, you can't save this code to memory or use it in other modes by
turning on the shortcut and holding Start. It can only be used in
Survival Mode.
Her new colors are:
X - Lavender/Gray Y - Blue/Yellow Z - Dark Green/White
A - Orange/Blue B - Pink/White C - Pine Green/Yellow
Note that you must be in Survival Mode for this code to work. Also,
you can't have the "Satsui no Hadou ni mezame ta Ryu" code saved to
memory. If you do, you will have to erase your SFA2 memory file in
order to use this code.
------------------------------------------------------------------------
SODOM'S STAGE TRICK
------------------------------------------------------------------------
When playing a game at Sodom's stage, take a close look at the
background. Usually, it will be filled with Japanese writing/symbols,
etc., but sometimes his car becomes 'Americanized'! All the symbols
will change into English, and some of the graphics will change (i.e.
the bamboo on the front bumper becomes a buffalo skull, the fan near
the antenna loses it's red dot, the face painted on the side gets
sunglasses and a cigar, etc.) This trick doesn't change gameplay in
any way, and it is random, but it's fun to see.
========================================================================
5. MISCELLANEOUS
========================================================================
------------------------------------------------------------------------
SUPER COMBO GAUGE
------------------------------------------------------------------------
The Super Combo Gauge is found at the bottom of the screen. You can
fill up the SC gauge by making attacks that miss (except LP and LKs),
having those attacks hit, throwing, and by getting damaged. When you
earn enough energy, you'll earn one level of SC power (up to three
levels can be stored at a time). Super Combo energy can be carried
over from round to round, but not battle to battle. So, what do you
do with all those SC levels? Expend them on Alpha Counters, Custom
Combos, or Super Combos, of course :)
Super Combos are souped-up special moves that have a number of neat
properties, most notably higher damage than other moves, and the
ability to juggle opponents (for example, you could throw an opponent
using Sodom, then juggle them with a well-timed Meido no Miyage).
Super Combos can be upgraded depending on how many SC levels you choose
to expend when you perform them. If you want to use more than one
level for a Super Combo, just perform it with two or three buttons.
For example, a level 3 Bull Revenger would be (qcf,d,df + PP / KK). A
Level 3 Crossfire Blitz would be performed as (Charge b,f,b,f + KKK).
The more SC power you expend on a Super Combo, the stronger it becomes
(more hits, damage, more startup invincibility, etc.)
------------------------------------------------------------------------
CUSTOM COMBOS
------------------------------------------------------------------------
Taking the place of chain combos are the all new Custom Combos, or CCs
for short. A Custom Combo is activated by pressing two punch buttons
and one kick button (or vice versa), or by setting a button to display
the message 'ORICOM'. When you use a CC, in air or on the ground, your
character will flash as if he was going to do a Super Combo, and then
walk forward very quickly, a trail of purple shadows behind him.
During this time, you can do any punch, kick, or special move without
having to worry about multiple attacks (such as two fireballs), or lag
time between moves. Even hard attacks will come out as quickly as light
ones. Also, practically every attack will juggle with each hit, so you
can link moves together in one combo that aren't possible to do
normally. Also, you don't need to charge during a CC. You could, for
example, throw repeated Psycho Shots. You can also taunt for as long
as time allows, even if you've already used your taunt.
As powerful as this may seem, Custom Combos do have their downside.
Most noticeable is that all standard attacks cause virtually no damage,
and the damage that special moves inflict is reduced after the first
hit. Secondly, CCs use Super bar power, which is converted into a thin
timer that appears over the Super bar. The more Super power you have,
the more time you have, but even at Level 3, you only have a few seconds
of CC power before the combo ends and you are left with an empty meter.
Not only can you not control how much power is drained in order to use
a Custom Combo, but CCs will even use up your Super power if you, for
example, are almost to Level 3 but not quite. Instead of draining two
levels and leaving you with almost enough power to reach Level 1, it
will simply empty your whole Super bar. Finally, you cannot do throw or
grab attacks during a CC, and you can't block, Alpha Counter, or use
Super Combos, either. Special throws, like Birdie's Bandit Chain, do
not gain any advantages such as extra damage or more hits.
You cannot jump once a CC is activated, and you keep on walking forward,
so if your opponent jumps or teleports behind you, you've not only
wasted precious Super energy, but you're also a sitting duck. Secondly,
you can't cross-up an attack and then do a CC, or you'll just walk away
in the wrong direction. CCs do not make you invincible, and if you're
hit out of one, the CC automatically ends. However, you'll retain any
unused Super power, as long as it is over a level (i.e. if you had
1 1/2 levels of Super energy left when you were knocked out of a CC,
you'd keep 1 level and lose the 1/2). If you use a CC in air, and have
a move that can be performed while jumping, it's possible to use it once
(or even twice), and then land and continue the CC.
If you use a CC to kill your opponent, you'll lose all of your CC power
when the next round starts, even if you killed your challenger right at
the beginning of the CC and still had lots of SC energy left.
------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------
All translations were done by yours truly. My Japanese is not that
great, so there are undoubtedly some mistakes. Some translations were
also based on information contributed by readers to my other FAQs.
Moves are not listed more than once if more than one character has
them.
AKUMA
------------------------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Tomoe Nage Overhead Judo Throw
Gou Hadou Ken Great Surge Fist
Zankuu Hadou Ken Air-Slashing Surge Fist
Shakunetsu Hadou Ken Scorching Heat Surge Fist
Gou Shouryuu Ken Great Rising Dragon Fist
Tatsumaki Zankuu Kyaku Tornado Sky-Slashing Kick
Hyakki Shuu Evil Pandemonium Attack
Hyakki Gou Zan Evil Pandemonium Great Slash
Hyakki Gou Shou Evil Pandemonium Great Raid
Hyakki Gou Sen Evil Pandemonium Great Edge
Hyakki Gou Sai Evil Pandemonium Great Smash
Hyakki Gou Tsui Evil Pandemonium Great Crush
Ashura Senkuu (a type of demon) Air Flash
Tenma Kuujin Kyaku Demonic Air Blade Kick
Zugai Hasatsu Skull Destroyer
Messatsu Gou Hadou Great Surge Deadly Attack
Messatsu Gou Shouryuu Great Rising Dragon Deadly Attack
Tenma Gou Zankuu Demonic Great Sky Slashing
Shun Goku Satsu Imprisoning Death Flash
CHUN-LI
------------------------------------------------------------------------
Koshuu Tou Attacking Tiger Overthrow
Ryuusei Raku Shooting Star Drop
Kikou Ken Chi Fist
Sen'en Shuu Spinning Circle Kick
Tenshou Kyaku Ascension Kick
Hyakuretsu Kyaku Hundred Rending Kicks
Yousou Kyaku Eagle's Talon Kick
Kaku Kyaku Raku Crane's Leg Drop
Sankaku Tobi Triangle Hop
Kikou Shou Chi Palm
Senretsu Kyaku Thousand Rending Kicks
Hazan Tenshou Kyaku Supreme Mountain Ascension Kick
DAN HIBIKI
------------------------------------------------------------------------
Gadou Ken Self-Taught Fist
Kouryuu Ken Shiny Dragon Fist
Dankuu Kyaku Air-Cutting Kick
Zenten Chouhatsu Forward Rolling Taunt
Kouten Chouhatsu Backward Rolling Taunt
Jump Chouhatsu Jump Taunt
Shagami Chouhatsu Crouching Taunt
Chouhatsu Densetsu Legendary Taunt
Shinkuu Gadou Ken Shaking Sky Self-Taught Fist
Hisshou Burai Ken Certain Victory Bandit Fist
Kouryuu Rekka Shiny Dragon Conflageration
DHALSIM
------------------------------------------------------------------------
Kuuchuu Chouhatsu Mid-Air Taunt
Drill Zutsuki Drill Headbutt
GEN
------------------------------------------------------------------------
Juraku Arresting Graze
Houzen Sealing Front
Ansatsu Ken: Sou-ryuu Assassin Fist: Mourning Style
Hyakurenkou Hundred Rapid Capture
Gekirou Reverse Cascade
Zan'ei Cruel Phantom
Shitenshuu Death Point Curse
Ansatsu Ken: Ki-ryuu Assassin Fist: Detestable Style
Jasen Serpent Drill
Ouga Wandering Fang
Satsujin Quick Kill
Kyoutetsu Cursed Chew
Onkyou Dark Shout
Kirou Playing Dangerously
Saizu Head Smash
Uken -> Shakudan Evil Blade -> Stature Cutter
Kouga Lunatic Fang
Jakouha Snake Bite Opening
GUY
------------------------------------------------------------------------
Tsukami Nage Holding Throw
Bushin-ryuu Seoi Nage "Bushin"-style Over-the-Shoulder Throw
Izuna Otoshi Izuna Drop
Bushin Senpuu Kyaku "Bushin" Whirlwind Kick
Bushin Izuna Otoshi "Bushin" Izuna Drop
Izuna no Hiji Otoshi Izuna Elbow Drop
Hayagake Rapid Running
Hayagake: Kyuuteishi Rapid Running: Quick Stop
Hayagake: Kage Sukui Rapid Running: Shadow Scoop
Hayagake: Kubikari Rapid Running: Neck Cutter
Bushin Gokusa Ken "Bushin" Imprisoning Chain Fist
Houzantou Mountain-Demolishing Dipper
Hiji Otoshi Elbow Drop
Kubi Kudaki Neck Crusher
Kamaitachi Whirlwind Cut
Bushin Hassou Ken "Bushin" Eight Paired Fists
Bushin Gourai Kyaku "Bushin" Strong Lightning Kick
- "Bushin" is the god of military arts.
KEN MASTERS
------------------------------------------------------------------------
Jigoku Guruma Hell Wheel
Tsukami Nage Holding Throw
Jigoku Fuusha Hell Windmill
Hadou Ken Surge Fist
Shouryuu Ken Rising Dragon Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Zenpou Tenshin Forward Roll
Zentou Front Collapse
Inazuma Kakato Wari "Flash of Lighting" Heel Splitter
Shouryuu Reppa Rising Dragon Renderer
Shinryuu Ken Divine Dragon Fist
RYU
------------------------------------------------------------------------
Hadou no Kamae Surge Stance
Sakotsu Wari Collarbone Splitter
Senpuu Kyaku Whirlwind Kick
Shinkuu Hadou Ken Vacuum Surge Fist
Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
SAKURA KASUGANO
------------------------------------------------------------------------
Sakura Jime Sakura's Strangle
Shou'ou Ken Cherry Blossom Fist
Shunpuu Kyaku Spring Breeze Kick
Haru Ichiban First Storm of Spring
Midare Zakura Cherry Trees Blossoming in Profusion
SODOM
------------------------------------------------------------------------
Shogun Throw (emperor's follower) Throw
Jigoku Scrape Hell Scrape
Shiraha Catch Clashing Swords Catch
Butsumetsu Buster Unlucky Day Buster
Daikyou Burning Worst Luck Burning
Kouten Okiagari Roll Backwards while Getting Up
Tengu Walking (a type of demon) Walking
Meido no Miyage A Present from Hades
Tenchuu Satsu Death in the Midst of Heaven
ZANGIEF
------------------------------------------------------------------------
Kamitsuki Biting
========================================================================
6. AUTHOR'S NOTE
========================================================================
------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------
Charles MacDonald
- For the Rose vs. Dan glitch.
Clarence
- For general pointers and information.
[email protected]
- For the Sakura alternate costume color trick.
Chris <
[email protected]>
- Some of the move names and translations in this guide were taken from
my other guides, which in turn, I had gotten from Chris' excellent
site, Dash Taisen. You can visit it at <www.dashtaisen.com>.
Jeffrey's J<->E Dictionary <
http://www.linear.mv.com/cgi-bin/j-e/>
- As usual, I relied on this site for translating some of the Japanese
move names--this is a pretty cool dictionary.
NJStar <www.njstar.com/>
- Not only does NJStar offer great Japanese word processors, you can
also look up the translation for single or multiple kanji.
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
Version 1.6 (February 18, 2001)
- A complete rewrite using information from my other FAQs. The FAQ
was shortened for brevity's sake, and unneeded stuff was removed.
Version 1.5
- Various corrections.
Version 1.4
- Now found at www.gamefaqs.com too (thanks to CJayC).
Version 1.3
- Added Dhalsim's Yoga Escape and included information about Sodom and
Dhalsim escaping during ACs. Included more info on Gen's Hyakurenkou
and Kouga SC, corrected a mistake concerning Birdie's standing HK,
and added more tips about Sodom's Shiraha Catch.
Version 1.2
- Minor corrections; added the correct names for some characters'
moves and Super Combos (taken from the SNES SFA2 manual). Added
info about being able to crouch-block against overhead hits while
in Auto mode and Sodom's stage trick, as well as Sakura's SFZ2A
color code.
Version 1.1
- Rearranged the layout slightly. Added the Combat Strategies
section as well as the text for the (mid)-boss battles and the boss
battles, not to mention the endings. Some moves added and corrected,
new sections on game modes added, various stuff fixed up, etc.
Version 1.0
- The first version, containing most of the moves, a section on
the game engine, some codes, and other stuff. Still more to do.
Unpublished work Copyright 1996-2001 Chris MacDonald