/------------------------------\ rolentorosesodomnash
| s t r e e t f i g h t e r | sakuraadonkenchun-li
\------------------------------/ genbirdieguygoukidan
/-----------------------------------------------------\
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balrogzangiefmikebisonsagat /-----------------------\
ehondadhlasimguilevegacammy | c o l l e c t i o n |
deejaythawkfeilongblankaryu \-----------------------/
STREET FIGHTER COLLECTION FAQ v0.9
for the Sega Saturn (import)
by Chris MacDonald
<
[email protected]>
Unpublished work Copyright 1997-2001 Chris MacDonald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 series is (c) Capcom Co., Ltd.
=================
TABLE OF CONTENTS
=================
1. INTRODUCTION
2. HOW TO PLAY
3. CHARACTER MOVELISTS (SSF2X)
- Balrog
- Blanka
- Cammy
- Chun-Li
- Dee Jay
- Dhalsim
- E. Honda
- Fei Long
- Gouki
- Guile
- Ken Masters
- M. Bison
- Ryu
- Sagat
- T. Hawk
- Vega
- Zangief
4. CHARACTER MOVELISTS (SFZ2')
- Adon
- Birdie
- Chun-Li
- Dan Hibiki
- Dhalsim
- Gen
- Gouki
- Guy
- Ken Masters
- Nash
- Rolento Schugerg
- Rose
- Ryu
- Sagat
- Sakura Kasugano
- Sodom
- Vega
- Zangief
5. HIDDEN CHARACTERS (SFZ2')
- X-Men vs. Street Fighter's Cammy
- 'Satsui no Hadou ni Mezameta Ryu'
- Shin Gouki
- SF2-Costumed Chun-Li
- Special Sakura
6. "SF2 ORIGINAL SERIES" CHARACTERS (SFZ2')
- Chun-Li
- Dhalsim
- Ken Masters
- Ryu
- Sagat
- Vega
- Zangief
7. SECRETS AND TRICKS
8. MISCELLANEOUS
- S-Combo Mode
- Translations
9. AUTHOR'S NOTE
- Special Thanks
- Author's Note
========================================================================
1. INTRODUCTION
========================================================================
Street Fighter Collection is a 2-disc set, containing both SSF2 and
SSF2X on one disc, and SFZ2 DASH on the other. Both games are
faithfully reproduced on the Saturn, and while neither of them are
arcade-perfect, they come close enough.
This FAQ covers all three games as well as the Saturn extras. While
it's undoubtedly not needed, there's a section on the game mechanics
of each game as well :) Hopefully this FAQ will give you all the
information you need to enjoy your SF experience, especially if you
don't know Japanese.
FYI, this collection is based on the Japanese versions of these games,
so there are some differences, as listed below:
SSF2 (Super Street Fighter II: The New Challengers)
When you lose, there are tips displayed at the bottom of the screen
during the countdown (how to escape a throw, your character's special
move motion, etc.)
SSF2X (Super Street Fighter II X: Grandmaster Challenge)
This may be more familiar to you as Super Street Fighter II: Turbo.
In addition to the differences found in SSF2, Gouki (Akuma) also has
winning quotes. He has an ending too (!) which I don't believe was
in the US version.
SFZ2 DASH (Street Fighter Zero 2: Dash)
This is based on the Japanese upgrade to Street Fighter Alpha 2, called
'Street Fighter Zero 2 Alpha'. It is in all respects the same as that
game, minus a few things. There are a few bonus options as well. It's
not too different from Street Fighter Alpha 2, but you will have to
get adjusted to the way the game plays.
Note that for all three of these games, the names of moves, characters,
etc. are not the same as their 'outside of Japan' counterparts. Most
characters/techniques will be referred to by their original Japanese
names, but the 'alternate' name will be given at different points in
the FAQ.
========================================================================
2. HOW TO PLAY
========================================================================
This section outlines the basic controls for all characters:
(controller directions and results)
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
Remember to reverse the commands if on the left side of the screen.
(button layout and effects)
L R Punch x3 Kick x3
X Y Z Light Punch Medium Punch Heavy Punch
A B C Light Kick Medium Kick Heavy Kick
------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------
LP - Light Punch MP - Medium Punch HP - Hard Punch
LK - Light Kick MK - Medium Kick HK - Hard Kick
Punch - Any Punch 2P - Any 2 Punches 3P - Any 3 Punches
Kick - Any Kick 2K - Any 2 Kicks 3K - Any 3 Kicks
SC - Super Combo OC - Original Combo ZC - Zero Counter
L1 - Level 1 SC L2 - Level 2 SC L3 - Level 3 SC
s - Standing c - Crouching j - Jumping
(air) - the move can be performed while jumping.
a-u - This means you can use any direction but up (although ub-back
or up-forward is still okay) when performing this move.
a-d - This means you can use any direction for this move.
MP~HK - You can use MP, MK, HP, or HK for this move.
* - This move is only available in SSF2X. It can't be used if
you're playing SSF2, or are using an SSF2-style character
in SSF2X.
... - there is more information on the move in the line(s) below.
SSF2 - Super Street Fighter II: The New Challengers
SSF2X - Super Street Fighter II X: Grandmaster Challenge
SFZ2' - Street Fighter Zero 2 Dash
qcf / hcf - Input (d,df,f) or (b,db,d,df) on the controller.
qcb / hcb - Input (d,db,b) or (f,df,d,db) on the controller.
Rotate 360 / 720 - Rotate the controller in a full circle or two
full circles. The shorthand method to do this
is to input (f,df,d,db,b,ub,u) or the reverse.
There is no shorthand method for a 720, though.
Charge b,f / d,u - Hold in one direction for two seconds, then press
in the second direction and press the button
listed (P or K).
overhead - The attack will hit you if you are crouch-
blocking and so must be blocked high (standing).
(at Level 3) - You have to have all 3 levels of SC gauge power
in order to perform this move.
Note that in SSF2 and SSF2X, any move that must be performed with
three Punch or Kick buttons (PPP / KKK), can be performed with only
two buttons (PP or KK), except M. Bison's Turn Punch. In SFZ2', a
move that can be done with PPP or KKK must be done with all three of
those buttons.
------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------
Jump Press ub / uf
Walk Back / Forward Hold b / f
Standing Block (High) Hold b while your opponent is attacking
Crouching Block (Low) Hold db while your opponent is attacking
Throw / Holds When close, press b / f + HP
Throw Escape Press b / f + MP~HK as you are thrown
Hold Escape Tap a-d + tap P / K rapidly when held
Dizzy Recovery Tap a-d + tap P / K rapidly when dizzied
Reversal Do a move as you get up off the floor
- Some characters can perform throws or holds with any button. Other
characters also have air throws--see the movelists for more details.
- During a hold, you can tap the directions rapidly and tap the buttons
to do more hits and damage. Your opponent can do the same thing to
reduce damage and try to escape sooner.
- Throw Escapes are only available to SSF2X and SFZ2' characters. They
are not usable if you're using a SSF2-style character, or a 'Street
Fighter II Original Series' character in SFZ2'.
========================================================================
3. CHARACTER MOVELISTS (SSF2X)
========================================================================
All characters are listed alphabetically. Moves are listed in this
order, normal throws and holds, special moves and command attacks,
then that character's Super Combo. Note that Gouki doesn't have a
Super Combo.
Once again, moves marked with a * are not available in SSF2, or when
playing SSF2X but using an SSF2-style character.
------------------------------------------------------------------------
BALROG (called VEGA outside of Japan)
------------------------------------------------------------------------
Rainbow Suplex When close, b / f + MP / HP
Rolling Crystal Flash Charge b,f + P
Sky High Claw Charge d,ub~uf + P
Flying Barcelona Attack Charge d,ub~uf + K, move b / f, press P
Izuna Drop Charge d,ub~uf + K, move b / f...
... ...then press a-d + P when close
Scarlet Terror * Charge db,f + K
Backslash Press PPP
Short Backslash Press KKK
Sankaku Tobi Jump against a wall, press uf~df
Rolling Izuna Drop * Charge db,df,db,ub~uf + K, move b / f...
... ...then press a-d + P when close
- You can use the Backslash and Short Backslash to pass through
projectiles and physical attacks.
- When you use any of Balrog's vertical charge moves, ending them with
ub makes him go to the wall behind him, while uf makes him go to the
wall in front of him. Just using charge d,u makes him go to whatever
wall is closest.
- During the Rolling Izuna Drop, you can still do a Flying Barcelona
Attack by pressing P when in mid-air. Doing so will not make you
empty your Super Combo gauge either--it's just a normal attack.
- The Izuna Drop and Rolling Izuna Drop are unblockable.
- If Balrog blocks enough hits, he can lose his claw, but doing so
doesn't affect his attack power. He can regain his weapon by walking
over it.
- You can't climb the fence on Balrog's stage, sadly.
------------------------------------------------------------------------
BLANKA
------------------------------------------------------------------------
Wild Fang When close, b / f + HP
Electric Thunder Tap P rapidly
Rolling Attack Charge b,f + P
Backstep Rolling Charge b,f + K
Vertical Rolling Charge d,u + K
Surprise Forward * Any forward direction + KKK
Surprise Back * Any backward direction + KKK
Rock Crush When close, b / f + MP
Amazon River Run * df + HP
Ground Shave Rolling * Charge b,f,b,f + P, hold P to delay
- You can use the Surprise Forward and Surprise Back to pass through
projectiles, attacks, or even your opponent. It's also a fast way
to max out your Super Comgo gauge.
- The second hit of the Rock Crush hits low.
- The Amazon River run must be blocked low. You can use it to slide
under projectiles, too.
- Delaying the Ground Shave Rolling doesn't increase the damage done.
If someone touches you while you're spinning in place, Blanka will
automatically perform the rest of the move.
------------------------------------------------------------------------
CAMMY
------------------------------------------------------------------------
Hooligan Suplex When close, b / f + MP / HP
Frankensteiner When close, b / f + MK / HK
Flying Neck Hunt When close, a-u + MP / HP in air
Air Frankensteiner When close, a-u + MK / HK in air
Spiral Arrow qcf + K
Cannon Spike f,d,df + K
Axle Spin Knuckle b,db,f + P
Hooligan Combination * hcf,uf + P, then... (press K to cancel)
Razor Edge Slicer ...do nothing and allow yourself to land
Fatal Leg Twister ...b / f + K when near enemy's head
Cross Scissors Pressure ...b / f + K when near enemy's waist
Spin Drive Smasher * qcf,d,df + K
- You can use the starting animation of the Axle Spin Knuckle to pass
through projectiles.
- When you perform the Hooligan Combination, you can cancel the move
by pressing K when in air (you can't do anything else until you land,
though), or do nothing and allow Cammy to land, where she will do a
slide kick that must be blocked crouching.
- The two throw follow-ups to the Hooligan Combination are unblockable.
Which one you get depends on whether or not your opponent is in the
air or is crouching. If you grab them by their head or while they're
crouching, you get the Cross Scissors Pressure. If you grab them
below their midsection or while they're in mid-air, you get the Fatal
Leg Twister.
------------------------------------------------------------------------
CHUN-LI
------------------------------------------------------------------------
Koshuu Tou When close, b / f + MP / HP
Ryuusei Raku When close, a-u + HP in air
Hyakuretsu Kyaku Tap K rapidly
Kikou Ken Charge b,f + P
Kaiten-teki Kaku Kyakushuu Charge b,f + K (aka Spinning Bird Kick)
Kuuchuu K.T.K. Kyakushuu * Charge b,f + K in air
Tenshou Kyaku * Charge d,u + K
Yousou Kyaku In air, d + MK (can repeat)
Kouhou Kaiten Kyaku df + MK
Kaku Kyaku Raku df + HK
Sankaku Tobi Jump against a wall, press uf~df
Senretsu Kyaku * Charge b,f,b,f + K
(When playing SSF2 or as an SSF2-style character, the following moves
are performed differently):
Kaiten-teki Kaku Kyakushuu Charge d,u + K
Kouhou Kaiten Kyaku When close, b / f + MK
Kaku Kyaku Raku When close, b / f + HK
- Chun-Li's Kikou Ken will dissapate after travelling for a while (LP
makes it go slower but last longer, HP makes it go faster but
dissapate quickly).
- Chun-Li's Spinning Bird Kick can be done in the air in SSF2X.
You can even do it off of a triangle jump (Sankaku Tobi)!
- After the Yousou Kyaku, you can make any mid-air attack, or even
perform another Yousou Kyaku.
- You can use the Kaku Kyaku Raku to jump over an opponent. This
move is not an overhead, though.
- The starting animation of the Senretsu Kyaku will go through
projectiles. This move has a glitch in it; you can walk forward
after tapping b,f,b,f, and even jump, as long as you keep holding
in a forward direction, and you still keep the "charge". This
means you can tap b,f,b,f, then walk or jump over to your opponent
and press K to begin the move. You can even make a Punch attack
and then press K afterward to do the move. Pressing in any direction
other than forward or up-forward makes the charge end.
------------------------------------------------------------------------
DEE JAY
------------------------------------------------------------------------
Funky Shout Throw When close, b / f + MP / HP
Monkey Flip When close, b / f + MK / HK
Air Slasher Charge b,f + P
Double Rolling Sobat Charge b,f + K
Machine Gun Upper Charge d,u + P, tap P rapidly
Jackknife Maximum * Charge d,u + K
Knee Shot Jump ub / uf, d + LK
Sobat Carnival * Charge b,f,b,f + K
- You can try tapping PPP or tapping the Punch buttons one after another
in order to get more hits off of the Machine Gun Upper.
------------------------------------------------------------------------
DHALSIM
------------------------------------------------------------------------
Yoga Smash When close, b / f + MP
Yoga Throw When close, b / f + HP
Yoga Fire qcf + P
Yoga Flame hcf + P
Yoga Blast * hcf + K
Yoga Teleport f,d,df / b,d,db + PPP / KKK
Drill Zutsuki In air, d + HP
Drill Kick In air, d + K
Yoga Inferno * hcf,hcf + P
(When playing SSF2 or as an SSF2-style character, the following move
is performed differently):
Drill Kick In air, d + HK
- The LP Yoga Fire stuns an opponent instead of knocking them down.
- The Yoga Blast will only hit characters who are in mid-air.
- In SSF2X, you can control the length of your Punch and Kick attacks
by holding back or down-back when attacking to make them short-ranged,
or leaving the controller in neutral when attacking to make them long
ranged. This won't work while jumping, though. The only drawback is
that this means you'll do the long-ranged attacks even when close to
your opponent, unlike as in SSF2.
- When playing SSF2 or using SSF2-style Dhalsim, you can't control his
limbs, but they will automatically come out at a short or long range
depending on his opponent's location.
------------------------------------------------------------------------
E. HONDA (EDMOND HONDA)
------------------------------------------------------------------------
Tawara Nage When close, b / f + MP
Saba Ori When close, b / f + HP
Sekkan Kyaku When close, b / f + HK
Hyakuretsu Harite Tap P rapidly
Super Zutsuki Charge b,f + P
Super Hyakkan Otoshi Charge d,u + K
Ooichou Nage * When close, hcb + P
Hiza Geri When close, f + MK
Harai Geri * b / f + HK
Flying Sumo Press In air, d + MK
Oni Musou * Charge b,f,b,f + P
(When playing SSF2 or as an SSF2-style character, the following move
is performed differently):
Hyakuretsu Harite Tap P rapidly, move b / f
- In SSF2X, you cannot move during the Hyakuretsu Harite. Instead,
tapping LP makes you stay in place, while tapping MP or HP makes
you step forward, then start to attack.
- The Super Hyakkan Otoshi is an overhead attack.
- The Ooichou Nage is unblockable. This move has no 'missed'
animation, so if you do it from out of range, Honda will just do a
standing Punch attack.
- The Harai Geri must be blocked crouching.
- The starting animation of the Oni Musou will go through projectiles.
This move has a glitch in it; you can walk forward after tapping
b,f,b,f, and even jump, as long as you keep holding in a forward
direction, and you still keep the "charge". This means you can tap
b,f,b,f, then walk or jump over to your opponent and press P to begin
the move. You can even make a Kick attack and then press P afterward
to do the move. Pressing in any direction other than forward or
up-forward makes the charge end.
------------------------------------------------------------------------
FEI LONG
------------------------------------------------------------------------
Gankai Hou When close, b / f + MP / HP
Ryuushu Kai When close, b / f + MK / HK
Ryuushu Raku * When close, a-u + MP / HP in air
Rekka Ken qcf + P (perform 3 times)
Rekkuu Kyaku * hcf,uf + K
Shien Kyaku b,d,db + K
Chokka Raku Shou b / f + MK
Engeki Shuu f + HK
Rekka Shin Ken * qcf,qcf + P
- The Rekkuu Kyaku is an overhead attack. So is the Chokka Raku Shou,
but only in SSF2X. In SSF2, it can be blocked crouching.
- In SSF2X, you'll move forward when you do the f + MK version of the
Chokka Raku Shou. In SSF2, either version makes you stay in place.
------------------------------------------------------------------------
GOUKI (called AKUMA outside of Japan)
------------------------------------------------------------------------
Seoi Nage When close, b / f + MP / HP
Tomoe Nage When close, b / f + MK / HK
Gou Hadou Ken qcf + P
Zankuu Hadou Ken In air, qcf + P
Shakunetsu Hadou Ken hcf + P
Gou Shouryuu Ken f,d,df + P
Tatsumaki Zankuu Kyaku qcb + K
Kuuchuu Tatsumaki Zankuu Kyaku In air, qcb + K
Ashura Senkuu f,d,df / b,d,db + PPP / KKK
(Gouki has no Super Combo)
- After the Tatsumaki Zankuu Kyaku, you can juggle your opponent with
an attack, such as a Gou Shouryuu Ken.
- Gouki is invincible during the Ashura Senkuu but can still be hit
by any kind of throw. The Kick buttons won't carry you as far as
the Punch buttons will.
------------------------------------------------------------------------
GUILE
------------------------------------------------------------------------
Judo Throw When close, b / f + MP
Dragon Suplex When close, b / f + HP
Flying Mayor When close, a-u + HP in air
Flying Buster Drop When close, a-u + HK in air
Sonic Boom Charge b,f + P
Somersault Kick Charge d,u + K
Knee Bazooka b / f + LK
Rolling Sobat * b / f + MK
Reverse Spin Kick When close, b / f + HK
Spinning Back Knuckle f + HP
Double Somersault Kick * Charge db,df,db,uf + K
(When playing SSF2 or as an SSF2-style character, the following move
is performed differently):
Knee Bazooka b / f + MK
------------------------------------------------------------------------
KEN MASTERS
------------------------------------------------------------------------
Seoi Nage When close, b / f + MP / HP
Tsukami Hiza Geri When close, b / f + MK
Jigoku Guruma When close, b / f + HK
Jigoku Fuusha When close, a-u + MK / HK in air
Hadou Ken qcf + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K
Kuuchuu Tatsumaki Senpuu Kyaku In air, qcb + K
Kami Barai Geri * qcf + tap K lightly
Nata Otoshi Geri * f,df,d + tap K lightly
Oosoto Mawashi Geri * hcf + tap K lightly
Inazuma Kakato Wari * Hold K during any 'Geri' move
Shouryuu Reppa * qcf,d,df + P
- The Inazuma Kakato Wari is an overhead attack.
------------------------------------------------------------------------
M. BISON (MIKE BISON) (called BALROG outside of Japan)
------------------------------------------------------------------------
Head Bomber When close, b / f + HP
Dash Straight Charge b,f + P
Dash Upper Charge b,f + K
Dash Ground Straight * Charge b,df + P
Dash Ground Upper * Charge b,df + K
Buffalo Headbutt Charge d,u + P
Turn Punch Hold PPP / KKK, then release
Terrible Waving * Jump u, press HP, move b / f
Crazy Buffalo * Charge b,f,b,f + P
- The Dash Ground Straight must be blocked crouching.
- The Buffalo Headbutt can pass through projectiles.
- The longer your delay the Turn Punch, the more damage it does.
The chart below tells you when the Turn Punch's damage increases:
01-03 timer counts : Level 1 Punch
04-06 timer counts : Level 2 Punch
07-12 timer counts : Level 3 Punch
14-24 timer counts : Level 4 Punch
25-36 timer counts : Level 5 Punch
37-48 timer counts : Level 6 Punch
49-60 timer counts : Level 7 Punch
61-inf. timer counts : Final Punch
- Note that this is the only move in SSF2X that requires you to hold
_all three_ buttons. You can also charge two of these attacks at
the same time, and release them one after the other, or at different
points during the round. The Final Punch causes a little over 50%
damage (say, 58%).
------------------------------------------------------------------------
RYU
------------------------------------------------------------------------
Seoi Nage When close, b / f + MP / HP
Tomoe Nage When close, b / f + MK / HK
Hadou Ken qcf + P
Fire Hadou Ken hcf + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K
Kuuchuu Tatsumaki Senpuu Kyaku In air, qcb + K
Sakotsu Wari * f + MP
Kyuubi Kudaki * f + HP
Shinkuu Hadou Ken * qcf,qcf + P
- The Fire Hadou Ken stuns an opponent from far away and knocks them
down when used up close.
- The Sakotsu Wari is an overhead attack.
- You can follow the Kyuubi Kudaki with a crouching MK.
- The Shinkuu Hadou Ken can negate and go through other projectiles.
------------------------------------------------------------------------
SAGAT
------------------------------------------------------------------------
Tiger Carry When close, b / f + MP / HP
Tiger Shot qcf + P
Ground Tiger Shot qcf + K
Tiger Uppercut f,d,df + P
Tiger Knee Crush d,df,uf + K
Tiger Genocide * qcf,d,df + P
------------------------------------------------------------------------
T. HAWK (THUNDER HAWK)
------------------------------------------------------------------------
Mexican Throw When close, b / f + MP
Neck Hanging Three When close, b / f + HP
Elbow Stomping When close, b / f + HK
Tomahawk Buster f,d,df + P
Condor Dive In air, press PPP
Mexican Typhoon Rotate 360 + P
Heavy Shoulder Jump ub / uf, d + MP
Heavy Body Press Jump ub / uf, d + HP
Thrust Beak b / f + LP
Double Typhoon * Rotate 720 + P
- The Condor Dive can be done any time after you start jumping until
just after reaching the apex of your jump. Once you start falling,
you can't use it anymore.
- The Mexican Typhoon and Double Typhoon are unblockable.
------------------------------------------------------------------------
VEGA (called M. BISON outside of Japan)
------------------------------------------------------------------------
Deadly Throw When close, b / f + MP / HP
Psycho Crusher Attack 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
Devil Reverse Charge d,u + P,P (then move b / f)
Knee Press Nightmare * Charge b,f,b,f + K
(When playing SSF2 or as an SSF2-style character, the following move
is performed differently):
Devil Reverse Charge d,u + P
- When you use the Head Press or SSF2X-version Devil Reverse, you can
direct your flight by pressing back or forward. The SSF2 version
automatically homes in on an opponent.
------------------------------------------------------------------------
ZANGIEF
------------------------------------------------------------------------
Pile Driver When close, b / f + MP
Brain Buster When close, b / f + MK
Iron Claw When close, b / f + HP
Kamitsuki When close, b / f + HK
Stomach Claw When close, db / df + MP / HP
Kuuchuu Deadly Drive When close, a-u + MP / HP in air
Kuuchuu Leg Throw When close, a-u + MK / HK in air
Double Lariat (b / f +) PPP, move b / f
Quick Double Lariat (b / f +) KKK, move b / f
Banishing Flat * f,df,d + P
Screw Pile Driver Rotate 360 + P
Flying Powerbomb Rotate 360 + K from afar
Atomic Suplex Rotate 360 + K when close
Flying Body Attack Jump ub / uf, d + HP
Double Knee Drop Jump ub / uf, d + LK / MK
Kuuchuu Headbutt Jump u, u + MP / HP
Headbutt * b / f + MP / HP
Final Atomic Buster * Rotate 720 + P
- The Banishing Flat can negate non-SC projectiles.
- When you input 360 + K from afar, Zangief dashes forward. If his
opponent is close enough, he does the Flying Powerbomb. If you're
right next to your opponent when you input 360 + K, you get the
Atomic Suplex.
- The Spinning Pile Driver, Flying Powerbomb, Atomic Suplex, and Final
Atomic Buster are unblockable.
========================================================================
4. CHARACTER MOVELISTS (SFZ2')
========================================================================
------------------------------------------------------------------------
ADON
------------------------------------------------------------------------
Jaguar Carry When close, b / f + MP / HP
Jaguar Slam When close, b / f + MK / HK
Jaguar Kick qcf + K
Jaguar Tooth hcb + K
Rising Jaguar f,d,df + K
Jutting Kick df + MK
Jaguar Crunch f + MP
Jaguar Varied Assault qcf,d,df + P
Jaguar Thousand Tap P rapidly during Level 3 J.V.A.
Jaguar Assassin Tap K rapidly during Level 3 J.V.A.
Jaguar Revolver qcf,qcf + K
- The Jaguar Tooth and Jaguar Crunch are overhead attacks.
- The Jaguar Revolver can be used to leap over projectiles, but if
you're not careful, you could end up leaping over your opponent.
------------------------------------------------------------------------
BIRDIE
------------------------------------------------------------------------
Bull Spike When close, b / f + MP / HP
Bad Throw When close, b / f + MK / HK
Murderer Chain Rotate 360 + P
Bandit Chain Rotate 360 + K
Bull Head Charge b,f + P
Bull Horn Hold PP / KK, then release
Bull Drop Press HK while standing
Body Slam In air, d + HP
The Birdie Charge b,f,b,f + P
Bull Revenger qcf,d,df + P / K
- The Murderer Chain, Bandit Chain, and Bull Revenger are unblockable.
- The buttons you hold down for the Bull Horn determines the distance
travelled. LP + MP gives you a short-range Bull Horn, LP + HP gives
you a medium-range Bull Horn, and MP + HP gives you a full-screen Bull
Horn (the same applies to using the Kick buttons). This only affects
the range--damage is still the same. If you're charging a Bull Horn
with, say, LP + HP, you can still use MP to attack, and so on. If you
set a button to PP / KK, then you get the short-range style Bull Horn
(you can still use HP / HK to attack your enemies).
- While Birdie is turning around for the Bull Horn, he is invincible.
You can use the Bull Horn to pass through fireballs, normal attacks,
or anything else you want, as long as you get the timing right (the
attack / fireball / etc. usually has to be right next to Birdie before
you start the Bull Horn). The speed of the attack is also important
(it's harder to pass through, say, slow fireballs, compared to fast
ones).
- The longer you hold down two Punch or Kick buttons, the more powerful
the Bull Horn becomes, hitting more times (once per level, so a Level
3 Punch hits three times). See the chart below:
01-02 timer counts : Level 1 Punch
03-04 timer counts : Level 2 Punch
05-08 timer counts : Level 3 Punch
09-16 timer counts : Level 4 Punch
17-inf. timer counts : Final Punch
- When charging, you don't have to release both PP and KK; you can still
hold down one while releasing the other. There's no real point to
this normally, although you can then start another Bull Horn charge by
pressing and holding another button of the same type (Punch or Kick).
However, there is a trick you can do with this. If you hold down five
buttons (PP + KKK, or whatever you like), you can release them one at
a time for three Bull Horn attacks (releasing the remaining two
buttons has no effect). You can get four Bull Horns by holding down
all six buttons, then releasing them one at a time (again, the last
two buttons held have no effect if released).
- You can even press the other buttons later on (such as holding PP,
then later adding PKK for the triple Bull Horn charge), to add more
variety to the Bull Heads (as they grow in power over time). Just keep
in mind that those two unused buttons have to be a Punch and a Kick
button (i.e., if you were holding PPPKKK and released P, then P, then
K, then P, you'd get a Bull Horn on the first three releases, but not
the last).
- The Bull Drop is an overhead attack.
- When you perform the Bull Revenger, using P makes Birdie hop a short
distance, while using K makes him leap across the screen.
------------------------------------------------------------------------
CHUN-LI
------------------------------------------------------------------------
Koshuu Tou When close, b / f + MP / HP
Ryuusei Raku When close, a-u + MP / HP in air
Kikou Ken hcf + P
Sen'en Shuu hcb + K
Hyakuretsu Kyaku Tap K rapidly
Tenshou Kyaku Charge d,u + K
Kaku Raku Kyaku df + HK
Yousou Kyaku In air, d + MK (can repeat)
Sankaku Tobi Jump against a wall, press uf~df
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.
- After the Yousou Kyaku, you can make any mid-air attack, or even
perform another Yousou Kyaku.
------------------------------------------------------------------------
DAN HIBIKI
------------------------------------------------------------------------
Seoi Nage When close, b / f + MP / HP
Gadou Ken qcf + P
Kouryuu Ken f,d,df + P
Dankuu Kyaku qcb + K
Zenten Chouhatsu qcf + Chouhatsu
Kouten Chouhatsu qcb + Chouhatsu
Jump Chouhatsu Press Chouhatsu while in air
Shagami Chouhatsu Press Chouhatsu while crouching
Shinkuu Gadou Ken qcf,qcf + P
Hisshou Burai Ken qcb,qcb + K
Kouryuu Rekka qcf,d,df + K
Chouhatsu Densetsu qcf,qcf + Chouhatsu
- Dan can flash during his Kouryuu Ken, and when he does so, he
becomes totally invincible. When Dan flashes is determined by how
many actions he's made so far. At the start of each round, Dan's
23rd action, if it's a Kouryuu Ken, will be the flashing kind.
Afterwards, every 15th action is a potential flashing Kouryuu Ken.
"Actions" include throwing punches or kicks (whether they miss or
are bocked), making attacks during an Original Combo, taunting or
using any Super Combo (including the Chouhatsu Densetsu), using
Zero Counters, and throws. Actions do not include initiating
Original Combos, any type of movement (jumping, etc.), getting hit
or blocking attacks.
- So, for example, I could throw 22 standing LPs with Dan, and if I
then did a Kouryuu Ken, it would flash. If my next 14 moves were a
combination of taunts, attacks, special moves, and Super Combos, and
I then did a Kouryuu Ken for my 15th action, it would flash. A big
thanks to Paul Williams for this info.
- None of Dan's 'Chouhatsu' moves can hit an opponent. They're really
only useful for insulting your opposition. :) Unlike the other
characters, Dan can taunt as many times as he wants.
- Anytime you fight Sagat (CPU or as a 2nd player opponent), and
perform a Level 3 Hisshou Burai Ken (whether it hits or misses), Dan
will say "Yatta ze!" instead of "Kouryuu Ken!" at the end of the move
instead.
------------------------------------------------------------------------
DHALSIM
------------------------------------------------------------------------
Yoga Smash When close, b / f + MP
Yoga Throw When close, b / f + HP
Yoga Fire qcf + P
Yoga Flame hcb + P
Yoga Blast hcb + K
Yoga Escape b,db,d + K when knocked to the floor
Yoga Teleport f,d,df / b,d,db + PPP / KKK (air)
Kuuchuu Fuyuu In air, press Chouhatsu
Drill Zutsuki In air, d + HP
Drill Kick In air, d + K
Yoga Palm f + LP
Yoga Shock b + LP, hold LP until you attack
Yoga Inferno qcf,d,df + P
Yoga Strike qcf,d,df + K
Yoga Tempest hcb,hcb + P
- The LP Yoga Fire stuns an opponent instead of knocking them down.
It also has the longest range, since the Yoga Fire dissapates after
traveling for a while, and the MP and HP versions end sooner than
the LP version does.
- The Yoga Shock is an overhead attack, but only if you wait until
Dhalsim actually attacks.
- The Yoga Strike is an anti-air throw. It's unblockable, but will
only catch someone who's in mid-air. However, this means that it
can catch someone even if they are just off the ground (like Ryu
during his Tatsumaki Senpuu Kyaku).
- Normally, Dhalsim's limbs stretch out quite far. However, you can
make them shorter by holding b (when standing or in air), or db
(when crouching) while pressing Punch or Kick.
------------------------------------------------------------------------
GEN
------------------------------------------------------------------------
Ansatsu Ken: Souryuu Press PPP at any time (air)
Juraku When close, b / f + MP / HP
Houzen When close, b / f + MK / HK
Hyakuren Kou Tap P rapidly
Gekirou f,d,df + K, can tap K (see notes)
Zan'ei qcf,qcf + P
Shitenshuu qcb,qcb + P
Ansatsu Ken: Kiryuu Press KKK at any time (air)
Juraku When close, b / f + MP / HP
Houzen When close, b / f + MK / HK
Jasen Charge b,f + P
Ouga Charge d,ub~uf + K
Kyoutetsu Press MP while standing
Onkyou Press HP while standing
Kirou Press HP while crouching
Satsu Jin Press LK while crouching
Saizu Jump over someone, press MK
Uken > Shakudan In air, press HK,HK quickly
Kouga In air, qcb,qcb + K
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.
- Which style you use determines all kinds of things; what normal
attacks you have, what special moves and Super Combos are available
to you; even what kind of jump you have (Soryuu's is faster, but
Kiryuu's covers more distance), and what your taunt is.
- In his Souryuu style, Gen can chain together his normal punches and
kicks. The rules are pretty simple: you can chain into a stronger
attack (say, LK -> MP), and you can chain into your own strength only
if it's Punch to Kick (so you could do HP -> HK but not HK -> HP).
This means that you could technically do a chain combo like so:
LP -> LK -> MP -> MK -> HP -> HK. You can chain attacks while
standing or crouching, but not in the air.
- 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). Simply tapping Kick at random will
not get you many hits.
- If hit by the 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 or 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 causes huge amounts of damage if it hits someone who is in
the middle of an attack (3.5-4.0 times more damage). However, if you
are hit out of it, you may take lots of damage yourself. The move
also has a considerable delay.
- The Satsu Jin will knock an opponent up into the air. You can
follow it with a Jakouha easily. You can link into the Satsu Jin
with a standing LP, too.
- 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. It's unblockable, but will only
catch someone who's in mid-air. However, this means that it can
catch someone even if they are just off the ground (like Ryu during
his Tatsumaki Senpuu Kyaku).
------------------------------------------------------------------------
GOUKI
------------------------------------------------------------------------
Seoi Nage When close, b / f + MP / HP
Tomoe Nage When close, b / f + MK / HK
Gou Hadou Ken qcf + P
Zankuu Hadou Ken In air, qcf + P
Shakunetsu Hadou Ken hcb + P
Gou Shouryuu Ken f,d,df + P
Tatsumaki Zankuu Kyaku qcb + K (air)
Zenpou Tenshin qcb + P
Ashura Senkuu f,d,df / b,d,db + PPP / KKK
Hyakki Shuu qcf,uf + P, then...
Hyakki Gou Zan ...do nothing and allow yourself to land
Hyakki Gou Shou ...then press P
Hyakki Gou Sen ...then press K
Hyakki Gou Sai ...a-d + P when close
Hyakki Gou Tsui ...a-d + K when close
Zugai Hasatsu f + MP
Senpuu Kyaku f + MK
Tenma Kuujin Kyaku Jump uf, at apex of jump, df + MK
Messatsu Gou Shouryuu qcf,d,df + P
Messatsu Gou Hadou hcb,hcb + P
Tenma Gou Zankuu In air, qcf,qcf + P
Shun Goku Satsu LP,LP,f,LK,HP (at Level 3)
- After the Tatsumaki Zankuu Kyaku, you can juggle your opponent with
an attack, such as a Gou Shouryuu Ken.
- Gouki is invincible during the Ashura Senkuu but can still be hit
by any kind of throw. The Kick buttons won't carry you as far as
the Punch buttons will.
- When you use the Hyakki Shuu, Gouki will leap into the air. Not
doing anything makes him land with a low kick (which must be
blocked crouching). The Gou Shou and Gou Sen (press P or K while
in the air) are nothing special--and they're not overheads, either.
If you get close enough to your opponent, you can grab them with
the Gou Sai or Gou Tsui, as both moves are unblockable throws.
However, they won't connect if your opponent is crouching, jumping,
or is in the corner of the screen.
- The Zugai Hasatsu, Gou Shou, and Gou Sen are overhead attacks.
- The Shun Goku Satsu is an unblockable attack.
------------------------------------------------------------------------
GUY
------------------------------------------------------------------------
Seoi Nage When close, b / f + MP / HP
Tsukami Nage When close, b / f + MK / HK
Izuna Drop When close, a-u + MP / HP in air
Bushin Izuna Otoshi qcf + P, press P when close
Izuna no Hiji Otoshi qcf + P, press P outside of throw range
Houzan Tou qcb + P
Bushin Senpuu Kyaku qcb + K
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
Hiji Otoshi In air, d + MP
Kubi Kudaki f + MP
Kamaitachi df + HK
Bushin Gokusa Ken When close, tap LP,LP,HP,HK
Sankaku Tobi Jump against a wall, press uf
Bushin Hassou Ken qcf,d,df + P
Bushin Gourai Kyaku qcf,d,df + K
Bushin Musou Renge hcb,hcb + P (at Level 3)
- You can use the starting animation of the Houzan Tou to pass through
projectiles.
- The Hayagake: Kage Sukui must be blocked crouching.
- The Hayagake: Kubikari and Kubi Kudaki are overhead attacks.
- The Bushin Izuna Otoshi and Bushin Musou Renge are unblockable.
------------------------------------------------------------------------
KEN MASTERS
------------------------------------------------------------------------
Jigoku Guruma When close, b / f + MP / HP
Tsukami Nage When close, b / f + MK / HK
Jigoku Fuusha When close, a-u + MP / HP in air
Hadou Ken qcf + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K (air)
Zenpou Tenshin qcb + P
Zentou qcf + Chouhatsu
Inazuma Kakato Wari f + MK
Hiza Geri When close, press HK (cancelable)
Shouryuu Reppa qcf,d,df + P
Shinryuu Ken qcf,d,df + K, tap P / K rapidly
- The Inazuma Kakato Wari is an overhead attack.
- The Zenpou Tenshin can be used to move through your opponent.
- At Level 2 or 3, you can get more hits out of the Shinryuu Ken
by tapping P or K rapidly. This has no effect on a Level 1
Shinryuu Ken.
------------------------------------------------------------------------
NASH
------------------------------------------------------------------------
Dragon Suplex When close, b / f + MP / HP
Knee Gatling When close, b / f + MK / HK
Flying Buster Drop When close, a-u + MP / HP in air
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, then 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 tap P to fire an extra Sonic Boom
(at Level 1), two extra Sonic Booms (at Level 2), or three extra
Sonic Booms (at Level 3).
------------------------------------------------------------------------
ROLENTO SCHUGERG
------------------------------------------------------------------------
Colonel Carrier When close, b / f + MP / HP
Deadly Package When close, b / f + MK / HK
Patriot Circle qcf + P (perform 3 times)
Stinger f,d,df + K, then press P / K
Mekong Delta Air Raid qcb + P,P
Mekong Delta Escape qcb + K, then move b / f + P / K
Mekong Delta Attack Press PPP, then press P as you land
Trick Landing Just before you land, (b / f +) KKK
High Jump Tap db~df,ub~uf
Spike Rod In air, db~df + MK
Fake Rod f + MK
Mine Sweeper qcb,qcb + P
Take No Prisoner qcf,d,df + K
- 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.) If you use a normal attack, you have to time it
right, though, or else you'll take the hit.
- The Spike Rod can be used repeatedly to keep Rolento bouncing. It can
be used during a jump or High Jump, but not during the Mekong Delta
Escape. Much like the Trick Landing, you can control the direction in
which you bounce by performing it with df or db (to move forward or
backward). If you're doing this move repeatedly, then you can even
hop back and forth ;)
- The Take no Prisoner must be blocked crouching.
------------------------------------------------------------------------
ROSE
------------------------------------------------------------------------
Soul Drain When close, b / f + MP / HP
Soul Spark hcf + P
Soul Throw f,d,df + P
Soul Reflect qcb + P
Soul Spiral qcf + K
Sliding df + MK
Soul-piette f + HK
Aura Soul Spark qcb,qcb + P
Aura Soul Throw qcf,d,df + P
Soul Illusion qcf,d,df + K
- In addition to causing damage, the Soul Reflect can also be used
against projectiles. The LP version absorbs a projectile, giving
Rose a small amount of SC power. The MP version reflects a
projectile directly forward. And the HP version reflects a
projectile at an up-forward angle. Note that you cannot absorb or
reflect Rolento's Stinger knives (they just fall to the floor).
- While Rose cannot use the Soul Reflect against an SC projectile,
Dan's Shinkuu Gadou Ken is an exception to this rule.
- Rose can reflect any SC projectile during the Level 3 Aura Soul
Spark.
- During the Soul Illusion, Rose is trailed by illusions who add to
the number of hits that any of her attacks inflict. This move only
ends once a certain amount of time has passed; Rose can be hit
without having this SC end.
------------------------------------------------------------------------
RYU
------------------------------------------------------------------------
Seoi Nage When close, b / f + MP / HP
Tomoe Nage When close, b / f + MK / HK
Hadou Ken qcf + P
Hadou no Kamae qcf + Chouhatsu
Shakunetsu Hadou Ken hcf + P
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
- The Sakotsu Wari is an overhead attack.
- From up close, the Shakunetsu Hadou Ken is a knockdown attack. From
further away, it simply stuns an opponent.
------------------------------------------------------------------------
SAGAT
------------------------------------------------------------------------
Tiger Carry When close, b / f + MP / HP
Tiger Shot qcf + P
Ground Tiger Shot qcf + K
Tiger Blow f,d,df + P
Tiger Crush f,d,df + K
Fake Kick Quickly press MK twice
Tiger Cannon qcf,qcf + P
Tiger Raid qcb,qcb + K
Tiger Genocide qcf,d,df + K
Angry Charge qcf + Chouhatsu
- After using the Angry Charge, the next Tiger Blow that you perform
will do increased damage if it hits. This only lasts for one use
of the Tiger Blow, though.
------------------------------------------------------------------------
SAKURA KASUGANO
------------------------------------------------------------------------
Sakura-jime When close, b / f + MP / HP
Sailor Shoot When close, b / f + MK / HK
Hadou Ken qcf + P,P,P
Shou'ou Ken f,d,df + P
Sakura Otoshi f,d,df + K, then press 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
- During Sakura's Hadou Ken, tapping P makes her delay the throwing of
the fireball and it shortens the overall range, but it does make the
fireball larger. (qcf + P) gets you a small, long-range fireball;
(qcf + P,P) makes Sakura throw a larger fireball that goes about
half-screen, and (qcf + P,P,P) is for a large fireball that
dissapates almost as soon as it is thrown.
- The Shunpuu Kyaku is an overhead attack.
- The Sakura Otoshi can be used not only to hit people, but also to
bounce of of normal and Super Combo projectiles. While in the air,
simply press P to "attack" the projectile and you'll bounce off of
it.
- The Haru Ichiban hits low and must be crouch-blocked.
------------------------------------------------------------------------
SODOM
------------------------------------------------------------------------
Shogun Throw (high) When close, b / f + MP / HP
Shogun Throw (low) When close, b / f + MK / HK
Jigoku Scrape qcf + P
Shiraha Catch f,d,df + K
Butsumetsu Buster Rotate 360 + P
Daikyou Burning Rotate 360 + K
Kouten Okiagari f,df,d + P when knocked to the floor
Tengu Walking b,db,d + K when knocked to the floor
Tengu Walking 2 qcf + K while getting up
Sliding d + HK
Meido no Miyage qcf,qcf + P
Tenchuu Satsu Rotate 720 + P
- When the Daikyou Burning is performed, Sodom rushes forward with his
jitte out. If his opponent is on the ground, he'll grab them and
ram them into the wall (if he's closer to the wall than the distance
he could cover during this move, he'll turn and do it instead).
However, if his opponent is airborne, and in other circumstances,
Sodom's foe will simply bounce off the jitte and take less damage.
- The Shiraha Catch is a counterattack move that can be used against
overhead attacks or against jumping attacks. If Sodom connects,
he'll perform a throw. However, this can be Tech. Hit out of.
- You can follow the low Shogun Throw with the Meido no Miyage.
------------------------------------------------------------------------
VEGA
------------------------------------------------------------------------
Deadly Throw When close, b / f + MP / HP
Psycho Shot Charge b,f + P
Double Knee Press Charge b,f + K
Head Press Charge d,u + K, move b / f
Somersault Skull Diver Press P after Head Press, move b / f
Somersault Skull Diver Charge d,u + P,P, move b / f
Vega Warp f,d,df / b,d,db + PPP / KKK
Psycho Crusher Charge b,f,b,f + P
Knee Press Nightmare Charge b,f,b,f + K
- After the Head Press, you can move back or forward. You can then
press b / f + P for the Somersault Skull Diver, and then direct
yourself back or forward a third time!
- Similarily, you can press b / f + P during the 'charge d,u + P'
version of the Skull Diver to direct the diving part, then press
b / f while diving to direct yourself a second time.
- When using the Vega Warp, KKK takes you to the far corners of the
screen (depending on which direction you use, f,d,df or b,d,db),
while PPP moves you to the left or right but keeps you near the
middle of the screen.
------------------------------------------------------------------------
ZANGIEF
------------------------------------------------------------------------
Brain Buster When close, b / f + MP
Back Drop When close, b / f + HP
Kamitsuki When close, b / f + MK / HK
Iron Claw When close, db / df + MP / HP
Double Lariat (b / f +) PPP, move b / f
Quick Double Lariat (b / f +) KKK, move b / f
Banishing Flat f,d,df + P
Screw Pile Driver Rotate 360 + P
Flying Powerbomb Rotate 360 + K from afar
Atomic Suplex Rotate 360 + K when close
Body Press Jump ub / uf, d + HP
Double Knee Drop Jump ub / uf, d + LK / MK
Kuuchuu Headbutt Jump u, u + MP / HP
Dynamite Kick db + MK
Russian Kick db + HK
Final Atomic Buster Rotate 720 + P
Aerial Russian Slam qcf,d,df + K
- Either Double Lariat move can be used to avoid projectiles.
The KKK version has a shorter duration, though.
- The Banishing Flat can negate non-SC projectiles.
- When you input 360 + K from afar, Zangief dashes forward. If his
opponent is close enough, he does the Flying Powerbomb. If you're
right next to your opponent when you input 360 + K, you get the
Atomic Suplex.
- The Spinning Pile Driver, Flying Powerbomb, Atomic Suplex, Final
Atomic Buster, and Aerial Russian Slam are unblockable.
- The Aerial Russian Slam is an anti-air throw. It's unblockable, but
will only catch someone who's in mid-air. However, this means that
it can catch someone even if they are just off the ground (like Ryu
during his Tatsumaki Senpuu Kyaku).
========================================================================
5. HIDDEN CHARACTERS (SFZ2')
========================================================================
To select any of these hidden characters, see the 'Secrets and Tricks'
section, below.
------------------------------------------------------------------------
X-MEN VS. STREET FIGHTER'S CAMMY
------------------------------------------------------------------------
Hooligan Suplex When close, b / f + MP / HP
Frankensteiner When close, b / f + MK / HK
Flying Neck Hunt When close, a-u + MP / HP in air
Air Frankensteiner When close, a-u + MK / HK in air
Spiral Arrow qcf + K
Cannon Spike f,d,df + K
Axle Spin Knuckle hcb + P
Hooligan Combination hcf,uf + P, then... (press K to cancel)
Razor Edge Slicer ...do nothing and allow yourself to land
Fatal Leg Twister ...b / f + K when near enemy's head
Cross Scissors Pressure ...b / f + K when near enemy's waist
Spin Drive Smasher qcf,d,df + K
Psycho Streak Charge b,f,b,f + P
- You can use the starting animation of the Axle Spin Knuckle to pass
through projectiles.
- When you perform the Hooligan Combination, you can cancel the move
by pressing K when in air (you can't do anything else until you land,
though), or do nothing and allow Cammy to land, where she will do a
slide kick that must be blocked crouching.
- The two throw follow-ups to the Hooligan Combination are unblockable.
Which one you get depends on whether or not your opponent is in the
air or is crouching. If you grab them by their head or while they're
crouching, you get the Cross Scissors Pressure. If you grab them
below their midsection or while they're in mid-air, you get the Fatal
Leg Twister.
- The Psycho Streak can go through projectiles.
------------------------------------------------------------------------
SATSUI NO HADOU NI MEZAMETA RYU
------------------------------------------------------------------------
Seoi Nage When close, b / f + MP / HP
Tomoe Nage When close, b / f + MK / HK
Hadou Ken qcf + P
Hadou no Kamae qcf + Chouhatsu
Shakunetsu Hadou Ken hcf + P
Shouryuu Ken f,d,df + P
Ashura Senkuu f,d,df / b,d,db + PPP / KKK
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
Messatsu Gou Shouryuu qcf,d,df + K
Shun Goku Satsu LP,LP,f,LK,HP (at Level 3)
- After the Tatsumaki Senpuu Kyaku, you can juggle your opponent with
an attack, such as a Shouryuu Ken.
- Ryu is invincible during the Ashura Senkuu but can still be hit
by any kind of throw. The Punch buttons won't carry you as far as
the Kick buttons will.
- The Sakotsu Wari is an overhead attack.
- The Shun Goku Satsu is an unblockable attack.
------------------------------------------------------------------------
SHIN GOUKI
------------------------------------------------------------------------
Shin Gouki is just like Akuma, except for his different outfit colors,
and the ability to throw two fireballs during his Zankuu Hadou Ken.
Also, his Shun Goku Satsu is somewhat faster and has a longer range.
------------------------------------------------------------------------
SF2-COSTUMED CHUN-LI
------------------------------------------------------------------------
SF2-Costumed Chun-Li plays just like the normal Chun-Li, except her
Kikou Ken is performed like so:
Kikou Ken Charge b,f + P
Aside from her appearance and that move change, there are no other
differences.
------------------------------------------------------------------------
SPECIAL SAKURA
------------------------------------------------------------------------
Special Sakura plays just like normal Sakura, except that she has
different colors for her outfits.
========================================================================
6. "SF2 ORIGINAL SERIES" CHARACTERS (SFZ2')
========================================================================
------------------------------------------------------------------------
CHUN-LI
------------------------------------------------------------------------
Koshuu Tou When close, b / f + MP / HP
Ryuusei Raku When close, a-u + MP / HP in air
Hyakuretsu Kyaku Tap K rapidly
Sen'en Shuu Charge d,u + K
Kaku Raku Kyaku When close, b / f + HK
Yousou Kyaku In air, d + MK (can repeat)
Sankaku Tobi Jump against a wall, press uf~df
- The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks.
- After the Yousou Kyaku, you can make any mid-air attack, or even
perform another Yousou Kyaku.
------------------------------------------------------------------------
DHALSIM
------------------------------------------------------------------------
Yoga Smash When close, b / f + MP
Yoga Throw When close, b / f + HP
Yoga Fire qcf + P
Yoga Flame hcf + P
Drill Zutsuki In air, d + HP
Drill Kick In air, d + HK
Yoga Palm Press LP
- This version of Dhalsim has a full-screen Yoga Fire. Any strength
will knock an opponent down.
- You can't control the length of Dhalsim's limbs--when standing or
crouching, they automatically shorten when you attack from up
close, in most cases.
------------------------------------------------------------------------
KEN MASTERS
------------------------------------------------------------------------
Jigoku Guruma When close, b / f + MP / HP
Tsukami Nage When close, b / f + MK / HK
Hadou Ken qcf + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K
Hiza Geri When close, press HK (cancelable)
------------------------------------------------------------------------
RYU
------------------------------------------------------------------------
Seoi Nage When close, b / f + MP / HP
Tomoe Nage When close, b / f + MK / HK
Hadou Ken qcf + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K
------------------------------------------------------------------------
SAGAT
------------------------------------------------------------------------
Tiger Carry When close, b / f + MP / HP
Tiger Shot qcf + P
Ground Tiger Shot qcf + K
Tiger Blow f,d,df + P
Tiger Crush d,df,uf + K
------------------------------------------------------------------------
VEGA
------------------------------------------------------------------------
Deadly Throw When close, b / f + MP / HP
Psycho Crusher Charge b,f + P
Double Knee Press Charge b,f + K
Head Press Charge d,u + K, move b / f
Somersault Skull Diver Press P after Head Press, move b / f
- After the Head Press, you can move back or forward. You can then
press b / f + P for the Somersault Skull Diver, and then direct
yourself back or forward a third time.
------------------------------------------------------------------------
ZANGIEF
------------------------------------------------------------------------
Brain Buster When close, b / f + MP
Back Drop When close, b / f + HP
Kamitsuki When close, b / f + MK / HK
Iron Claw When close, db / df + MP / HP
Double Lariat (b / f +) PPP, move b / f
Screw Pile Driver Rotate 360 + P
Body Press Jump ub / uf, d + HP
Double Knee Drop Jump ub / uf, d + LK / MK
Kuuchuu Headbutt Jump u, u + MP / HP
Dynamite Kick Press MK while crouching
Russian Kick Press HK while crouching
- The Double Lariat move can be used to avoid projectiles.
- The Spinning Pile Driver is unblockable.
========================================================================
7. SECRETS AND TRICKS
========================================================================
Since there are tricks for every game, I have used "SSF2 only", "SSF2X
only", and "SFZ2' only" to denote which tricks work on which games.
PLAY AS GOUKI (LONG METHOD) (SSF2X only)
------------------------------------------------------------------------
Choose TURBO 3 speed using HP. Leave the cursor on Ryu or Ken for 3
seconds, then move to T. Hawk, Guile, Cammy, and back to Ryu or Ken,
pausing on each one for 3 seconds. Finally, press PPP + Start. If it
doesn't work, quickly tap PPP + Start again.
PLAY AS GOUKI (SHORT METHOD) (SSF2X only)
------------------------------------------------------------------------
Put the cursor on Ryu and press L and R at the same time.
PLAY AS THE SSF2 VERSION OF ANY CHARACTER BUT GOUKI (SSF2X only)
------------------------------------------------------------------------
Highlight the character you want, and pick them with LP. Keep holding
LP and enter the following combination:
Balrog - D,U,U,D Guile - U,D,D,D
Blanka - R,L,L,L Ken - L,L,L,R
Cammy - U,U,D,D M. Bison - L,R,R,L
Chun-Li - D,D,D,U T. Hawk - R,R,L,L
Dee Jay - D,D,U,U Ryu - R,R,R,L
Dhalsim - D,U,U,U Sagat - U,D,D,U
E. Honda - U,U,U,D Vega - R,L,R,L
Fei Long - L,L,R,R Zangief - L,R,R,R
If you did it correctly, that character will say their 'continue' quote
and they will appear in their original colors. Oh, and that's (L)eft
and (R)ight, the directions, not the L / R shoulder buttons.
The other, much faster method is to highlight the character you want to
use, hold down the R button, and press any other button. If you did it
correctly, that character will say their 'continue' quote and they will
appear in their original colors.
FIGHT SHIN GOUKI (SSF2X only)
------------------------------------------------------------------------
Play a game in Arcade Mode, and don't lose more than three rounds by
the time you reach the last boss (Vega). You can't continue, either.
DE-SELECT THE CHOSEN CHARACTER (SSF2 / SSF2X only)
------------------------------------------------------------------------
Press the L and R button together at once.
COSTUME COLORS (SSF2 / SSF2X only)
------------------------------------------------------------------------
You can also get a 7th color for your character by pressing Start, an
8th color by pressing and hold any P or K button, and a 9th color by
pressing PP or KK.
PLAY AS THE "SF2 SERIES" ORIGINAL CHARACTERS (SFZ2' only)
-----------------------------------------------------------------------
To play with one of these characters, highlight someone who was in
any SF2 game and press Start once (or press Start twice for Chun-Li).
PLAY AS THE HIDDEN CHARACTERS (SFZ2' only)
-----------------------------------------------------------------------
Highlight the following characters and press Start the listed number
of times:
To play as: Satsui no Hado Mezame ta Ryu - Press Start twice
SF2-Costumed Chun-Li - Press Start once
Special Sakura - Press Start five times
Shin Gouki - Press Start five times
PLAY WITH X-MEN vs. STREET FIGHTER'S CAMMY (SFZ2' only)
-----------------------------------------------------------------------
Play an Arcade Mode game with Vega or the SF2 Original versin of Vega.
Get a score high enough to put you in 1st place--you don't even have to
beat the game to do so. At the score entry screen, input your name as
CAM. Now, go into Training Mode or VS. Mode and highlight Vega. Press
Start twice, then press any button.
RANDOM SELECT (IN ARCADE MODE ONLY) (SFZ2' only)
-----------------------------------------------------------------------
If you're the first player, press Up when highlighting Ryu or Down when
highlighting Nash. If you're the second player, substitute Ryu with
Ken and Nash with Sagat.
PICK THE HIDDEN STAGES (IN ARCADE AND TRAINING MODE) (SFZ2' only)
-----------------------------------------------------------------------
Highlight Sagat or Vega, and hold Start for five seconds, then release
it and pick any character.
SURVIVAL MODE - SSF2X STYLE SET-UP (SFZ2' only)
-----------------------------------------------------------------------
Hold down the shoulder L button, then select your character, etc. and
keep holding L. If you did it correctly, Chun-Li will be replaced by
SF2-costumed Chun-Li, and your last boss will be Shin Gouki.
SURVIVAL MODE - ALTERNATE SET-UP (SFZ2' only)
-----------------------------------------------------------------------
Hold down the shoulder R button, then select your character, etc. and
keep holding R. If you did it correctly, the lineup will change, and
your last boss will be Vega.
INFINITE OC TIME IN TRAINING MODE (SFZ2' only)
-----------------------------------------------------------------------
Go into TRAINING MODE and hold down the shoulder L button _and_ START.
While holding both these buttons, choose your character with another
button, and then hold all three buttons down. Use a fourth button to
start up the actual battle. Keep holding all the buttons until the
round actually begins, and you'll have an Original Combo meter that
empties and disappears while you stay in 'OC' mode. Exiting back to
the menu is the only way to stop the Original Combo (don't worry, the
trick will still be working), but if you exit out back to the main
menu (to select another character), the trick will end. You can
combine this code with the AUTO-FIRE code below by holding both L, R,
and START at the same time when doing the code.
AUTO-FIRE BUTTONS IN ARCADE AND TRAINING MODE (SFZ2' only)
-----------------------------------------------------------------------
Go into TRAINING MODE and hold down the shoulder R button _and_ START.
While holding both these buttons, choose your character with another
button, and then hold all three buttons down. Use a fourth button to
start up the actual battle. Keep holding all the buttons until the
round actually begins, and you'll find that pressing any button makes
your character peform that Punch or Kick repeatedly. This is quite
useful when you're using a character like Gen or Chun-Li. Like the
INFINITE OC TIME code, you can exit into the Training Mode menu and
this trick will still work, but if you exit out back to the main menu,
the trick will end.
========================================================================
8. MISCELLANEOUS
========================================================================
------------------------------------------------------------------------
STREET FIGHTER ZERO 2 DASH'S "S-COMBO" MODE
------------------------------------------------------------------------
This especially cool mode allows you to use Super Combos without wasting
SC gauge energy. Even better, it uses simplified moves, and you can
choose the level of Super power (1, 2, or 3), by using the light,
medium, or heavy button.
The only bad news is that in many cases, the simplified command for a
Super Combo will replace that of a normal mode. For instance, with S-
Combo activated, Ken does a Shouryuu Reppa when you press f,d,df +
Punch. This means that you can't do a Shouryuu Ken normally unless
you're in the middle of an Original Combo (since Super Combos can't be
used during an OC).
Listed below are the new motions for each character. Keep in mind that
some characters' arsenal becomes quite limited (like Sakura), when the
command for their Super Combo overrides the command for a normal move
(in her case, all of Sakura's moves are replaced with SC motions).
[ ADON ] --------------------------------------------------------------
Jaguar Varied Assault f,d,df + K
Jaguar Thousand Tap P rapidly during Level 3 J.V.A.
Jaguar Assassin Tap K rapidly during Level 3 J.V.A.
Jaguar Revolver qcf + K
[ BIRDIE ] ------------------------------------------------------------
The Birdie Charge b,f + P
Bull Revenger Rotate 360 + P / K
[ CHUN-LI ] -----------------------------------------------------------
Kikou Shou hcf + P
Senretsu Kyaku Charge b,f + K
Hazan Tenshou Kyaku Charge d,u + K
[ DAN HIBIKI ] --------------------------------------------------------
Shinkuu Gadou Ken qcf + P
Kouryuu Rekka f,d,df + K
Hisshou Burai Ken qcb + K
Chouhatsu Densetsu qcf,qcf + Chouhatsu
[ DHALSIM ] -----------------------------------------------------------
Yoga Inferno qcf + P
Yoga Strike hcb + K
Yoga Tempest hcb + P
[ GEN ] ---------------------------------------------------------------
Zan'ei f,d,df + P (in Souryuu style)
Shitenshuu f,d,df + K (in Souryuu style)
Kouga In air, qcb + K (in Kiryuu style)
Jakouha Charge d,u + K (in Kiryuu style)
[ GOUKI ] -------------------------------------------------------------
Messatsu Gou Hadou hcb + P
Messatsu Gou Shouryuu f,d,df + P
Tenma Gou Zanku In air, qcf + P
Shun Goku Satsu LP,LP,f,LK,HP (at Level 3)
[ GUY ] ---------------------------------------------------------------
Bushin Hassou Ken qcf + P
Bushin Gourai Kyaku qcf + K
Bushin Musou Renge hcb,hcb + P (at Level 3)
[ KEN MASTERS ] -------------------------------------------------------
Shouryuu Reppa f,d,df + P
Shinryuu Ken qcb + K, tap P / K rapidly
[ NASH ] --------------------------------------------------------------
Sonic Break Charge b,f + P
Crossfire Blitz Charge b,f + K
Somersault Justice Charge d,u + K
[ ROLENTO ] -----------------------------------------------------------
Mine Sweeper qcf + P
Take no Prisoner f,d,df + K
[ ROSE ] --------------------------------------------------------------
Aura Soul Spark hcf + P
Aura Soul Throw f,d,df + P
Soul Illusion qcb + P
[ RYU ] ---------------------------------------------------------------
Shinkuu Hadou Ken qcf + P
Shinkuu Tatsumaki Senpuu Kyaku qcb + K
[ SAGAT ] -------------------------------------------------------------
Tiger Cannon qcf + P
Tiger Genocide f,d,df + P
Tiger Raid f,d,df + K
Angry Charge qcf + Chouhatsu
[ SAKURA KASUGANO ] ---------------------------------------------------
Shinkuu Hadou Ken qcf + P
Haru Ichiban f,d,df + P
Midare Zakura qcb + K
[ SODOM ] -------------------------------------------------------------
Meido no Miyage qcf + P
Tenchuu Satsu Rotate 360 + P
[ VEGA ] --------------------------------------------------------------
Psycho Crusher Charge b,f + P
Knee Press Nightmare Charge b,f + K
[ ZANGIEF ] -----------------------------------------------------------
Final Atomic Buster Rotate 360 + P
Banishing Flat f,d,df + P
[ 'SATSUI NO HADOU NI MEZAMETA RYU' ] ---------------------------------
Shinkuu Hadou Ken qcf + P
Shinkuu Tatsumaki Senpuu Kyaku qcb + K
Messatsu Gou Shouryuu f,d,df + P
Shun Goku Satsu LP,LP,f,LK,HP (at Level 3)
[ SF2-COSTUMED CHUN-LI ] ----------------------------------------------
Kikou Shou Charge b,f + P
Senretsu Kyaku Charge b,f + K
Hazan Tenshou Kyaku Charge d,u + K
[ X-MEN vs. SF CAMMY ] ------------------------------------------------
Spin Drive Smasher qcf + K
Psycho Streak hcb + P
------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------
Some characters have two lists of translations; the first is for their
SSF2X incarnation; the second is for their SFZ2' incarnation. If a
move repeats in the list (for example, both SSF2X and SFZ2' Ryu have
a Hadou Ken), then it's only listed once. The names for the SFZ2
characters were taken from both the instruction booklet and my SFZ3:PP
FAQ, btw.
All translations were done by me, so there may be some mistakes.
However, accuracy was strived for ;)
[ CHUN-LI ] -----------------------------------------------------------
Koshuu Tou Attacking Tiger Overthrow
Ryuusei Raku Shooting Star Drop
Hyakuretsu Kyaku Hundred Rending Kicks
Kikou Ken Chi Fist
Kaiten-teki Kaku Kyakushuu Spinning Crane Leg Kick
Kuuchuu K.T.K. Kyakushuu Mid-Air Spinning Crane Leg Kick
Tenshou Kyaku Ascension Kick
Yousou Kyaku Hawk Talon Kick
Kouhou Kaiten Kyaku Backward Spinning Kick
Kaku Kyaku Raku Crane Leg Drop
Sankaku Tobi Triangle Hop
Senretsu Kyaku Thousand Rending Kicks
Sen'en Shuu Spinning Circle Kick
Kikou Shou Chi Palm
Hazan Tenshou Kyaku Surpeme Mountain Ascension Kick
[ DHALSIM ] -----------------------------------------------------------
Drill Zutsuki Drill Headbutt
Kuuchuu Fuyuu Mid-Air Floating
[ E. HONDA ] ----------------------------------------------------------
Tawara Nage Straw Bag Throw
Saba Ori Mackerel Snapper
Sekkan Kyaku Chastising Kick
Hyakuretsu Harite Hundred Rending Reaching Hands
Super Zutsuki Super Headbutt
Super Hyakkan Otoshi Super Hundred-weight Drop
Ooichou Nage Great Gingko Tree Throw
Hiza Geri Knee Kick
Harai Geri Sweeping Kick
Oni Musou Unparalleled Demon
[ FEI LONG ] ---------------------------------------------------------
Gankai Hou Rock Cluster Hold
Ryuushu Kai Dragon Neck Cutter
Ryuushu Raku Dragon Neck Drop
Rekka Ken Conflageration Fist
Rekkuu Kyaku Violent Sky Kick
Shien Kyaku Fire-Starting Kick
Chokka Raku Shou Falling Underneath Heel
Engeki Shuu Distant Attack Kick
Rekka Shin Ken True Conflageration Fist
- 'Fei Long' means 'flying dragon'.
[ GOUKI ] -------------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Tomoe Nage Overhead Judo Throw
Gou Hadou Ken Great Surge Fist
Zankuu Hadou Ken Sky-Slashing Surge Fist
Shakunetsu Hadou Ken Scorching Heat Surge Fist
Gou Shouryuu Ken Great Rising Dragon Fist
Tatsumaki Zankuu Kyaku Sky-Slashing Tornado Kick
Kuuchuu Tatsumaki Zankuu Kyaku Mid-Air Sky-Slashing Tornado Kick
Ashura Senkuu (demonic warrior) Air Flash
Zenpou Tenshin Forward Roll
Hyakki Shuu Evil Pandemonium Raid
Hyakki Gou Zan Evil Pandemonium Great Slash
Hyakki Gou Shou Evil Pandemonium Great Thrust
Hyakki Gou Sen Evil Pandemonium Great Edge
Hyakki Gou Sai Evil Pandemonium Great Smash
Hyakki Gou Tsui Evil Pandemonium Great Crash
Zugai Hasatsu Skull Destroyer
Senpuu Kyaku Whirlwind Kick
Tenma Kuujin Kyaku Demonic Air Blade Kick
Messatsu Gou Shouryuu Great Rising Dragon Deadly Attack
Messatsu Gou Hadou Great Surge Deadly Attack
Tenma Gou Zankuu Great Demonic Sky Slasher
Shun Goku Satsu Imprisoning Death Flash
[ KEN MASTERS ] -------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Tsukami Hiza Geri Knee Kick Hold
Jigoku Guruma Hell Wheel
Jigoku Fuusha Hell Windmill
Hadou Ken Surge Fist
Shouryuu Ken Rising Dragon Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Kuuchuu Tatsumaki Senpuu Kyaku Mid-Air Tornado Whirlwind Kick
Kami Barai Geri Sweeping Scythe Kick
Nata Otoshi Geri Falling Hatchet Kick
Oosoto Mawashi Geri Great Outer Spinning Kick
Inazuma Kakato Wari Lightning Flash Splitting Heel
Shouryuu Reppa Rising Dragon Renderer
Tsukami Nage Holding Throw
Zenpou Tenshin Forward Roll
Zentou Front Collapse
Shinryuu Ken Divine Dragon Fist
[ RYU ] ---------------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Tomoe Nage Overhead Judo Throw
Hadou Ken Surge Fist
Fire Hadou Ken Fire Surge Fist
Shouryuu Ken Rising Dragon Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Kuuchuu Tatsumaki Senpuu Kyaku Mid-Air Tornado Whirlwind Kick
Sakotsu Wari Collarbone Splitter
Kyuubi Kudaki Solarplexus Smasher
Shinkuu Hadou Ken Vacuum Surge Fist
Hadou no Kamae Fake Surge
Shakunetsu Hadou Ken Scorching Hot Surge Fist
Senpuu Kyaku Whirlwind Kick
Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
[ ZANGIEF ] -----------------------------------------------------------
Kamitsuki Biting
Kuuchuu Deadly Drive Mid-Air Deadly Drive
Kuuchuu Leg Throw Mid-Air Leg Throw
Kuuchuu Headbutt Mid-Air Headbutt
[ DAN HIBIKI ] --------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Gadou Ken Self-Taught Fist
Kouryuu Ken Shiny Dragon Fist
Dankuu Kyaku Sky-Cutting Kicks
Zenten Chouhatsu Forward Rolling Taunt
Kouten Chouhatsu Backward Rolling Taunt
Jump Chouhatsu Jumping Taunt
Shagami Chouhatsu Crouching Taunt
Shinkuu Gadou Ken Sky-Quaking Self-Taught Fist
Hisshou Burai Ken Certain Victory Bandit Fist
Kouryuu Rekka Shiny Dragon Conflageration
Chouhatsu Densetsu Legendary Taunt
[ GEN ] ---------------------------------------------------------------
Ansatsu Ken: Souryuu Assasin Fist: Mourning Style
Juraku Arresting Graze
Houzen Sealing Front
Hyakuren Kou Hundred Rapid Bent Fingers
Gekirou Reverse Cascade
Zan'ei Cruel Phantom
Shitenshuu Death Point Curse
Ansatsu Ken: Kiryuu Assassin Fist: Detestable Style
Jasen Serpent Drill
Ouga Wandering Fang
Kyoutetsu Cursed Chew
Onkyou Dark Shout
Kirou Dangerous Play
Satsu Jin Quick Kill
Saizu Head Smash
Uken > Shakudan Evil Blade > Stature Cutter
Kouga Lunatic Fang
Jakouha Open Snakebite
[ GUY ] ---------------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Tsukami Nage Holding Throw
Bushin Izuna Otoshi Bushin Izuna Drop
Izuna no Hiji Otoshi Izuna Elbow Drop
Houzan Tou Mountain-Demolishing Dipper
Bushin Senpuu Kyaku Bushin Whirlwind Kick
Hayagake Rapid Running
Hayagake: Kyuuteishi Rapid Running: Sudden Stop
Hayagake: Kage Sukui Rapid Running: Shadow Scoop
Hayagake: Kubikari Rapid Running: Neck Cutter
Hiji Otoshi Elbow Drop
Kubi Kudaki Neck Crusher
Kamaitachi Whirlwind Cut
Bushin Gokusa Ken Bushin Imprisoning Chain Fist
Sankaku Tobi Triangle Hop
Bushin Hassou Ken Bushin Eight Paired Fists
Bushin Gourai Kyaku Bushin Strong Lightning Kick
Bushin Musou Renge Bushin Unequaled Rapid Reaping
- 'Bushin' is the god of military arts.
[ SAKURA KASUGANO ] --------------------------------------------------
Sakura-jime Sakura Strangle
Hadou Ken Surge Fist
Shou'ou Ken Cherry Blossom Fist
Sakura Otoshi Sakura Drop
Shunpuu Kyaku Spring Breeze Kick
Shinkuu Hadou Ken Vacuum Surge Fist
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 Whiteblade 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 Present from Hades
Tenchuu Satsu Destruction of the Pillars of Heaven
========================================================================
9. AUTHOR'S NOTE
========================================================================
------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------
I couldn't have written this FAQ without help from the following people:
Joh Higashi <page.freett.com/johhigashi/ssf2x.html>
- I got the SSF2X move names not mentioned in the instruction booklet
from this site.
Himura Kenshin
- For some info. on Birdie's Bullhorn.
Senio Rotondi
- For some storyline corrections.
Zachary Keene
- For some minor corrections.
Ultima <www.concentric.net/~Ultima1/>
- For information on Rose's Soul-piette and Sagat's Angry Charge.
Capcom of Japan <www.capcom.co.jp>
- For the SSF2 character codes, and the code to play as Cammy in
SFZ2' (not to mention her move names).
Charles MacDonald
- For discovering how to control Gen during his Kouga Super Combo.
Patrick Beja
- Some name translations had originally been taken from his Original
Japanese Names FAQ for SFZ, v2.0.
Team Red Herring
- For various comments and notes.
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
VERSION 0.9 (July 11, 2000)
- The entire FAQ was rehauled for simplicity's sake--official movenames
added throughout and other corrections have been made.
VERSION 0.8
- More quick corrections.
VERSION 0.7
- Storylines and other needless info. removed, some corrections made.
VERSION 0.6
- Translation and general corrections made throughout the FAQ.
VERSION 0.5
- Corrections for Birdie's Bullhorn were added, as well as some
storyline corrections, and minor fix-ups.
VERSION 0.4
- Added notes on the costume colors and corrected the method to
fight Shin Gouki in SSF2X. Also added more notes on the character
moves, and added Chun-Li's Air Spinning Bird Kick to her moveslist.
VERSION 0.3
- More corrections and additions--the translations of Gen's moves have
also been completed, and I added the comments for the rest of the
characters. Also, some of the tricks and cheats have been weeded
out, as they worked in SFA2 but not SFZ2 DASH.
VERSION 0.2
- More sections added and completed, for SSF2X in particular.
VERSION 0.1
- Moves list/number of hits completed, Advanced Tactics (primarily for
SFZ2 DASH) added, various codes and tricks added.
Began construction of VERSION 0.0 on October 2, 1997
That's all!
Unpublished work Copyright 1997-2001 Chris MacDonald