Street Fighter: The Movie for PSX FAQ v.1.0
by [email protected]

Copyright 1995. All Rights Reserved. Please feel free to distribute this
FAQ within the AOL/Internet community, but do not reauthor or modify the
original contents. Also, do not print or publish any portion of this FAQ
without written consent from the author.

If you have any questions, comments or suggestions regarding this FAQ,
please feel free to e-mail me at [email protected]. I'll try to answer as
many questions as possible.   :)


TABLE OF CONTENTS

1) INTRODUCTION
2) GAME MODES
3) SF:TM: ARCADE VS. HOME
4) CONTROLS/TERMINLOGY
5) CHARACTER PROFILES
    Ryu
    Ken
    Chun Li
    Guile
    E. Honda
    Blanka
  Balrog
    Cammy
    DeeJay
    Vega
    Zangief
    Sawada
    Sagat
    M. Bison
    Akuma (Akuma code included!)
6) CODES/SECRETS
7) CREDITS


SECTION 1: INTRODUCTION

It seemed like a match made in heaven; the Sony PlayStation, the best
system gaming has to offer, and Street Fighter, arguably the most
popular fighting series of all time. Yet of all the fighting games
available for the PlayStation, Street Fighter: The Movie is probably the
one that has left gamers the most underwhelmed. AOL and Internet
postings about SF:TM PSX seem to indicate that fighting fans are
disappointed with the game's choppy graphics and old-style SFII
gameplay. And with fighters like Toshinden, Tekken, MK3 out there, why
even bother with a SF:TM PSX FAQ? I'll give you a few reasons:

1) Maybe you bought this game the day it came out (like me), excited
about a 32-bit version of Street Fighter, and now you're stuck with it.

2) Maybe you're considering buying it (always rent first!) and would
like to know more.

3) Maybe you're a fan of the whole SFII series (like me), and really
just enjoy this game.

Actually, if you're a fan of previous SFII games and want more of the
same, then SF:TM PSX is for you. The digitized characters and
backgrounds provide a new environment for the fighters, and the gameplay
is your standard (yet reliable) SFII fare.


SECTION 2: GAME MODES

There are several modes of play for SF:TM, and they are as follows:

MOVIE BATTLE: Slug it out as Guile (and Guile only), as you fight your
way through Bison's Lair and several FMV scenes. Beat the game in Movie
Battle Mode and you'll be treated to one of the worst music videos in
recent memory.

In this mode, Cammy will appear to ask you which paths would like to
take to reach Bison, and your answer determines the order and number of
foes you'll face. Once I've figured out the quickest way to Bison, I'll
include it in the next FAQ.

Your first fight in Movie Battle Mode will be against M. Bison. As far
as I can tell, he is impossible to defeat here. The best I've done is to
deplete half his life bar by turtling up in a corner and throwing
repeated Sonic Booms. If anyone has actually beaten Bison here (I'm not
the best Guile player), I'd like to know about it!

STREET BATTLE: In this mode you can choose from any of the fifteen (yes,
fifteen!) fighters and duke it out in regular SFII fashion, fighting
your way to Bison. It's interesting to note that for the first time
since Street Fighter II, the boss assignments have changed. They are now
as follows:

  4) Zangief
  3) DeeJay
  2) Sagat
  1) M. Bison

This is obviously in keeping with the storyline of the movie.

VS. MODE: You and a friend go at it head-to-head.

TRIAL MODE: Battle all the different fighters, saving your best scores
and times to your PSX memory card.


SECTION 3: SF:TM: ARCADE VS. HOME

Let me say something before we get too far into this FAQ: SF:TM for PSX
is NOT the arcade game. If you're expecting the Red Supers, button-
release moves and juggle-me-'til-I-die combos of the arcade, forget it.
This game is basically SSFII Turbo with new graphics (with the exception
of mini-supers, which I will go into detail later). Some gamers (like
myself) actually prefer the old SSFII Turbo engine to the newer SF:TM
arcade engine, as it appeals more to the fighting purist.

One new addition to this game are "mini-supers", moves that let you
execute enhanced versions of some of your specials when your Super Meter
turns blue. These moves are usually doubled (such as fireballs) or
shadowed (such as Dragon Punches) and usually do multiple hits. These
new moves are a powerful new addition to SF:TM.


SECTION 4: CONTROLS/TERMINOLOGY

I'm going to assume that you're at least vaguely familiar with the
standard controls and techniques of Street Fighter II (it hasn't changed
much in five years!). If you're not, refer to your instruction manual
for details.

Listed are below are some of the abbreviations I'll be using throughout
this FAQ:

  Jab: A fast, weak punch (Square button by default)
  Strong: A medium punch (Triangle button by default)
  Fierce: A slow, strong punch (L1 by default)
  Short: A fast, weak kick (X button by default)
  Forward: (Circle button by default)
  Roundhouse: (R1 by default)

  D = Down
  DT = Down-Towards
  T = Towards
  UT = Up-Towards
  U = Up
  UB = Up-Back
  B = Back
  DB = Down-Back

A standard fireball controller motion would look like this: D, DT, T (or
QCT)

  FB: fireball
  DP: Dragon Punch
  Ch: Charge briefly
  QCT: 1/4 circle Towards
  HCT: 1/2 circle Towards
  QCB: 1/4 circle back
  HCB: 1/2 circle back

Ever since SSFII Turbo, all Capcom fighting games have included a Super
Meter, which (when fully charged), gives you access to powerful Super
Combo moves, which do multiple hits and lots of damage. There are three
ways to build up your Super Meter:

  1) Connect with a hit.

  2) Execute a special move.

  3) Take a hit.

In SF:TM for the PSX, you have all of the standard punches and kicks
from SFII, plus three different types of enhanced moves:

  1) Special Moves: A standard special move (i.e. a fireball or Flash
Kick).

  2) Mini-Supers: An enhanced special move, done by executing a Special
Move with two attack buttons (i.e. Ryu's fireball with the Strong &
Fierce buttons = Double Hadoken). These moves can only be done when your
Super Meter is blue or full. When the meter is blue, you lose half of it
when you do a mini-super. When your meter is full, you have unlimited
mini-supers.

  3) Super Combos: Special moves that do a lot of damage. Supers are
usually executed with a double-controller motion (i.e. Two FB motions +
Punch = Ryu's Super Hadoken).


SECTION 5: CHARACTER PROFILES

Below are the listings of each character's special moves, mini-supers
and super combos. Please note that all the characters' mini-supers may
not have been discovered yet. Let me know if I'm missing anything.


***RYU***

Hadoken (fireball): D, DT, T + any Punch
Red Hadoken: HCT + any Punch
Shoryuken (Dragon Punch): T, D, DT + any Punch
Hurricane: D, DB, B, + any Kick (can be executed in mid-air)

Mini-Supers
Double Hadoken: D, DT, T + any two Punches (2 hits)
Shadow Hurricane: D, DB, B + any two Kicks
Dashing Shoryuken: T, D, DT + any two Punches (3 hits)

Super Combo (Super Hadoken): D, DT, T, D, DT, T + any Punch

Comments: Ryu is just as strong as he ever was, always among the top of
the World Warriors. The old fireball/dragon punch keepout patterns still
work here.


***KEN***

Hadoken (fireball): D, DT, T + any Punch
Shoryuken (Dragon Punch): T, D, DT + any Punch
Hurricane: D, DB, B, + any Kick (can be executed in mid-air)
Air Throw: In mid-air, T or B + Forward or Roundhouse
Power Spin Kick: HCT + any Kick
Mid-Double Kick: T, DT, D + any Kick
High Chop Kick: D, DT, T + any Kick
Low Crescent Kick: Do the Power Spin, Mid-Double or High Chop Kick, but
hold down Kick

Mini-Supers
Double Hadoken: D, DT, T + any two Punches (2 hits)
Shadow Hurricane: D, DB, B + any two Kicks
Dashing Shoryuken: T, D, DT + any two Punches (5 hits)

Super Combo (Super Shoryuken): D, DT, T, D, DT, T + any Punch

Comments: Just like Ryu, Ken is still very powerful. His mini-super
Shoryuken rushes through projectiles to deliver a strong DP blow, and
his many kicks add to his arsenal.


***GUILE***

Flash Kick: Ch D, U + any Kick
Sonic Boom: Ch B, T + any Punch
Air Throw: in mid-air, T or B + Strong or Fierce

Mini-Supers
Double Sonic Boom: Ch B, T + any two Punches (2 hits)
Shadow Flash Kick: Ch D, U + any two Kicks (3 hits)

Super Combo (Super Flash Kick): Ch DB, DT, DB, UT + Kick

Comments: Is it just me, or are charge-motion characters at a
disadvantage in this game? Playing Guile (unless you're really good at
him) means playing defensive, waiting for an unsuspecting victim to walk
into a Flash Kick or something.


***CHUN LI***

Kikkoken: Ch B, T + any Punch
Spinning Bird Kick: Ch B, T + any Kick (can be done in mid-air)
Vertical Kick: Ch D, U + any Kick
Head Stomp, D + Forward Kick (in mid-air while over opponent's head)
Lightning Kick: Press any Kick button repeatedly
Air Throw: in mid-air, T or B + Strong or Fierce

Mini-Supers
Red Kikkoken (knocks opponent down): Ch B, T + any two Punches (1 hit)
Leaping Bird Kick: Ch B, T + any two Kicks (1 hit)

Super Combo (Super Lightning Leg): Ch B, T, B, T + any Kick

Comments: One the few charge characters I can actually use offensively,
Chun is a good fighter. She still has excellent air priority, so use
this to your advantage. Use her Lightning Leg Kick against a blocking
opponent to rapidly build up your Super Meter.


***E. HONDA***

Hundred Hand Slap: Press any Punch button repeatedly
Sumo Headbutt: Ch B, T + any Punch
Sumo Smash: Ch D, U + any Kick
Body Throw: HCB + any Punch

Mini-Supers
Super Sumo Slam (cool move!): HCB + any two Punches (3 hits)
Flaming Headbutt: Ch B, T + any two Punches (3 hits)

Super Combo (Super Hand Slap): Ch B, T, B, T + any Punch

Comments: I really can't say much about Honda, except that I used to use
him a lot when I first started playing SFII (only because his Hundred
Hand Slap is so easy). Use the Hundred Hand Slap against a blocking
opponent to rapidly build up your Super Meter.


***BALROG***

Dashing Punch: Ch B, T + any Punch
Dashing Shoulder: Ch D, U + any Punch
Turn Punch: Ch any two Punches, then release (the longer you charge, the
more damage it does)
Low Dash Punch: Ch B, DT + any Punch
Low Dash Uppercut: Ch B, DT + any Kick

Mini-Supers
Shadow Shoulder Rush: Ch D, U + any two Punches (2 hits)
Triple Dash Straight: Ch B, T + any two Punches (3 hits)

Super Combo #1 (Super Dash Combo): Ch B, T, B, T + any Punch (5 hits)
Super Combo #2 (Super Turn Combo): Ch B, T, B, T + any Kick (5 hits)

Comments: Balrog isn't a boss in this game, he's actually one of the
good guys! Some of his dashes are temporarily invincible to projectiles.
Use his two low dashing attacks to catch high-blocking turtle-meisters
off-guard.


***VEGA***

Claw Roll: Ch B, T + any Punch
Wall Leap: Ch D, UT or UB + any Kick
Claw Thrust: Ch D, UT or UB + any Punch
Pick Up Claw: Press D while near claw
Roll Flip: Ch DB, T + any Kick
Backflip: All three Punches (2 flips) or all three Kicks (1 flip)

Mini-Supers
Shadow Claw Roll: Ch B, T + any two Punches (4 hits)
Shadow Suplex: Ch D, UT or UB + any two Punches (1 hit)

Super Combo (Rolling Izna Drop): Ch DB, DT, DB, UT + any Kick, then,
                                                   press T + Strong or
Fierce in mid-air to finish the super

Comments: Yes, Vega is here and he's more annoying than ever. He seems
to have twice the reach of the other fighters, and now he can pick up
his claw if he loses it! When playing against him, take the defensive,
popping him with a DP or Flash Kick when he jumps in.


***SAWADA***

Sawada Special '95: D, DT, T + any Kick (can be chained up to three
times)
Slicing Hand: D, DT, T + any Punch (Keep tapping Punch for multiple
hits)
Hari Kari: HCB + any Punch
Teleport: DP motion Towards(in front)/Back(behind) + any two
Punches(short)/Kicks(far)

Mini-Supers
Flaming Hari Kari: HCB + any two Punches (1 hit)
Shadow Triple Special: D, DT, T + any two Kicks (3 hits)

Super Combo (Super Sawada Attack): D, DT, T, D, DT, T + any Punch

Comments: Sawada, the only really new character in this game (Blanka and
DeeJay were missing from the arcade version), seems to have a lot in
common with one of the missing fighters in this game, Fei Long. His
Special '95 is reminiscent of Fei's Triple Rekka Ken. His Hari Kari
attack may well be the stupidest Special Move ever created for a
fighting game.


***CAMMY***

Cannon Drill: HCT + any Kick
Thrust Kick: T, D, DT + any Kick
Spinning Knuckle: D, DB, T + any Punch
Air Somersault: DB, D, DT. T, UT + any Punch
  After the Air Somersault, you have four options:
  A) Press T + Forward or Roundhouse near the opponent's head to do a
High Throw.
  B) Press T + Forward or Roundhouse near the opponent's torso to do a
Low Throw.
  C) Don't press any buttons to do a Slide Attack.
  D) Release the D-Pad and press Kick to cancel the move.

Mini-Supers
Sliding Thrust Kick (sets opponent on fire): T, D, DT + any two Kicks (3
hits)
Blue Flame Cannon Drill: D, DT, T + any two Kicks (3 hits)

Super Combo (Super Spin Smash): D, DT, T, D, DT, T + any Kick

Comments: She's fast, and her Air Somersault can be very deceiving.
Other than that, I can't think of much to say about Cammy.


***BLANKA***

Beast Roll: Ch B, T + any Punch
Sliding Kick: DT + Fierce
Backwards Beast Roll: Ch B, T + any Kick
Electric Shock: Press any Punch button repeatedly

Mini-Supers
Shadow Beast Roll: Ch B, T + any two Punches (1 hit)
Shadow Vertical Beast Roll: Ch D, U + any two Kicks (1 hit)

Super Combo (Grand Shave Roll): Ch B, T, B, T + any Punch

Comments: Wow, that's the worst makeup job I've ever seen! Seriously
though, Capcom should have spent a little more time on this guy, it's
obvious he was rushed in this game. Anyway, he's the same old Blanka
from SSFII Turbo.


***ZANGIEF***

Spinning Pile Driver: 360 degree D-Pad rotation + any Punch
Bear Crusher: (far away) 360 degree D-Pad rotation + any Kick
Bear Suplex: (in close) 360 degree D-Pad rotation + any Kick
High Clothesline: Press any two Punches
Low Clothesline: Press any two Kicks
Spinning Green Glove (can reflect projectiles): T, DT, D + any Punch

Mini-Supers
Spinning Purple Glove: T, DT, D + any two Punches
Shadow Piledriver: 360 degree D-Pad rotation + any two Punches

Super Combo (Super Spinning Pile Driver): 720 degree D-Pad rotation +
any Punch

Comments: Zangief is the first boss in this game. His many improvements
in SSFII Turbo make him a force to be reckoned with.


***DEEJAY***

Dread Kick: Ch B, T + any Kick
Max Out: Ch B, T + any Punch
Vertical Kick: Ch D, U + any Kick
Hyper Fist: Ch D, U + any Punch (press Punch repeatedly for multiple
hits)

Mini-Supers
Double Max Out: Ch B, T + any two Punches (2 hits)
Psycho Hyper Fist: Ch D, U + any two Punches

Super Combo (Super Carnival Hook Kick): Ch B, T, B, T + any Kick

Comments: Same as SSFII Turbo. 'Nuff said.


***SAGAT***

High Tiger Shot: D, DT, T + any Punch
Low Tiger Shot: D, DT, T + any Kick
Tiger Uppercut: T, D, DT + any Punch
Tiger Knee: D, DT, T, UT + any Kick

Mini-Supers
High/Low Tiger Shot: D, DT, T + any two Punches (2 hits)
Low/High Tiger Shot: D, DT, T + any two Kicks (2 hits)
Dashing Tiger Uppercut: T, D, DT + any two Punches (5 hits)

Super Combo (Tiger Genocide): D, DT, T, D, DT, T + any Punch

Comments: Definitely one of the more powerful characters in the game.
His mini-super Tiger Shot is a high/low (or low/high) fireball
combination that is hard to avoid. His only weakness is his slow
fireball recovery time. Experienced fighters can place a well-timed jump
kick over Sagat's fireballs and land huge combos.


***M. BISON***

Psycho Crusher: Ch B, T + any Punch
Scissor Kick: Ch B, T + any Kick
Head Stomp: Ch D, U + any Kick, press Punch in mid-air next to opponent
to follow with a punch
Devil Reverse: Ch D, U + any Punch, press Punch in mid-air next to
opponent to follow with a punch

Mini-Supers
Shadow Scissor: Ch B, T + any two Kicks (2 hits)
Shadow Head Stomp: Ch D, U + any two Kicks

Super Combo (Knee Press Nightmare): Ch B, T, B, T + any Kick

Comments: Yep, Bison's the same cheap, throw-crazy fighter he was in all
previous SF incarnations. So go ahead and play him, cheater!  :)


***AKUMA***

Hadoken (fireball): D, DT, T + any Punch (can be done in mid-air)
Red Hadoken: HCT + any Punch
Shoryuken (Dragon Punch): T, D, DT + any Punch
Hurricane: D, DB, B, + any Kick (can be executed in mid-air)
Teleport: DP motion Towards(in front)/Back(behind) + all three
Punches(short)/Kicks(far)

Mini-Supers
Double Hadoken: D, DT, T, + any two Punches
Shadow Hurricane: D, DB, B + any two Kicks
(Note: Akuma does not have a dashing Shoryuken mini-super as that
controller move is already used for his Teleport.)

Super Combo #1 (Super Hadoken): D, DT, T, D, DT, T + any punch (7 hits)

Super Combo #2 (Super Dragon Punch): D, DB, B, D, DB, B + any Punch (6
hits)

Comments: Some players consider Akuma to be the consummate Capcom
fighter, and it's no wonder. He's easily the best fighter in this game.
Of course, you can't play as Akuma unless you have the code, so here it
is:

In Street, Versus or Trial Mode, highlight Guile and enter the following
code:

  Up, R1, Down, L2, Right, L1, Left, R2

You'll see a garbled picture of Akuma if the code worked. If not, keep
trying!

If you lose a match as Akuma you will not have to reenter the code.
However, if you move the selection cursor to any other fighter, you will
have to reenter it.

When playing as Akuma, your priority should be building up your Super
Meter to use your Super Hadoken, which does incredible damage. You can
also juggle your opponent with two consecutive Hurricane Kicks. Also,
note that Akuma CANNOT be dizzied, he always recovers.

As a side note, I've heard that you can reach Akuma in 1P Street Battle
Mode by setting the difficulty to six stars or higher, scoring more than
700,000 points and not using a continue. Akuma should appear after you
defeat Bison. This, however, is unconfirmed.

SECTION 6: CODES/SECRETS

Unfortunately, I've been informed that there are no codes in this game
other than the Akuma code. It's too bad, really. A speed-up code would
have been nice.

Also, don't bother looking for secret characters such as Arkane or
Khyber, rumored to be in the arcade version. I've scanned the CD
directory in my Mac and they simply don't exist.

SECTION 7: CREDITS

Special Thanks to:

Capcom & Gamepro Magazine (SSFII Official Player's Guide) for help with
some of the characters' special moves

Actually, since this is my first version, I don't have anyone in the
AOL/Internet community to thank, but send in your additions to future
revisions of this FAQ and you will be credited!

Enjoy!!!

SFTM PSX
v1.0