=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Street Fighter Alpha: Warriors' Dreams FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 4.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 3. Characters 3.1 Ryu 3.2 Chun-Li 3.3 Charlie 3.4 Ken Masters 3.5 Guy 3.6 Birdie 3.7 Sodom 3.8 Adon 3.9 Rose 3.10 Sagat --------------------------------- 3.11 Dan Hibiki 3.12 Akuma 3.13 Mike Bison 4. Misc. And Easter Eggs 4.1 Secret Characters 4.2 Other Secrets 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward LP - Light Punch P - Any Punch \ | / b - Back MP - Medium Punch K - Any Kick b-- --f u - Up HP - Heavy Punch + - And / | \ d - Down LK - Light Kick / - Or db d df MK - Medium Kick , - Then HK - Heavy Kick qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== Standard Throw/Hold f/b + MP/HP/MK/HK close refer to the character's movelist for a detailed list of their throws/holds Throw/Hold Soften f/b + MP/HP/MK/HK just this works on both ground and as you are being thrown air throws Hold Recovery shake joystick and tap P this only works on holds (ie and K rapidly Guy's Tsukami Nage) Air Block ub/u/uf, b Block High b Block Low db will not block overheads Escape Roll b, db, d + P after being LP=stationary, MP=short, knocked down HP=long; can roll past opponent Auto Roll will happen after being hit with certain attacks Auto Recover will happen after being in some cases, there is a hit with certain attacks small window where you can juggle your opponent when they Auto Recover Dizzy Recovery shake joystick and tap P and K rapidly when dizzied Negative Edge allows you to perform an example would be maneuvers by holding performing a qcf + P the attack button maneuver by instead holding down, performing P, qcf, releasing P; this the motion, then works for specials and releasing the attack supers button Alpha Counter b, db, d + P/K (depends uses one power stock on character) while blocking Taunt Start can use once per round (except for Dan who can perform as many as he wants) Chain Combos - Every character (except M. Bison) has chainable attacks. For the most part, characters are able to chain from one normal attack to another normal attack of equal or greater strength. For example, Ryu can chain together LP, d + LK, and then d + MK. You CANNOT chain a normal to a weaker normal. Example, Ryu cannot chain HP into MP. Supers - The Super Meter is split into 3 sections or 3 stocks. To perform a Level 1 super you must have at least one stock full. To perform a Level 2 super you must at least 2 stocks full. Finally, to perform a Level 3 super, you must have all 3 stocks full. The Super Meter fills after performing special moves, MP/HP/MK/HK basics and command moves, being hit or when an attack successfully strikes the opponent. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Ryu * ******************************************************************************* Colors ------ P - White costume w/ Red gloves K - Dark Gray costume w/ Brown gloves Throws ------ Seoi Nage f/b + MP/HP close f and b determine where opponent is thrown Tomoe Nage f/b + MK/HK close f and b determine where opponent is thrown Basic Move ---------- Air Uppercut ub/uf, MP this will cause 2 hits if connected to an air opponent Axe Kick MK will hit twice if close enough Command Moves ------------- Sakotsu Wari f + MP hits twice with both hits being overheads Low Punch d + LP must be blocked low Strong Duck Punch d + MP must be blocked low Uppercut d + HP must be blocked low Senpuu Kyaku f + MK Headband Tighten f + Start alternate taunt; can only perform once per round Special Moves ------------- Hadou Ken qcf + P LP=slow, MP=medium, HP=fast and when used close it becomes the Fire Hadou Ken; will collide with other projectiles as both will be "destroyed" in the process Fire Hadou Ken qcf + HP close knocks opponent down; will collide with other projectiles as both will be "destroyed" in the process Shouryuu Ken f, d, df + P LP=short, MP=medium, HP=far Tatsumaki Kyaku qcb + K LK=short, MK=medium, HK=long Air Tatsumaki Kyaku qcb + K in air LK=1 spin, MK=few spins, HK=few spins but ends up farther than the MK version Alpha Counter ------------- Counter Shouryuu Ken b, db, d + P while grounds opponent blocking (uses one power stock) Level 1 Supers -------------- Shinkuu Hadou Ken qcf, qcf + P slow and does NOT knock opponent down; 3 hits; absorbs projectiles Shinkuu Tatsumaki qcb, qcb + K 5 hits; causes Auto Roll Level 2 Supers -------------- Shinkuu Hadou Ken qcf, qcf + two punches medium speed and knocks opponent down; 4 hits; absorbs projectiles Shinkuu Tatsumaki qcb, qcb + two kicks 9 hits; causes Auto Roll Level 3 Supers -------------- Shinkuu Hadou Ken qcf, qcf + all three fast and knocks opponent punches down; 5 hits; absorbs projectiles Shinkuu Tatsumaki qcb, qcb + all three 13 hits; causes Auto Roll kicks ******************************************************************************* * 3.2 Chun-Li * ******************************************************************************* Colors ------ P - Blue costume w/ Yellow trim K - Green costume w/ Red trim Throws ------ Koshuu Tou f/b + MP/HP close f and b determine where opponent is thrown Ryuusei Raku any direction except u + if d/df/f/uf is used, MP/HP close in air opponent will end up in front of Chun-Li; if db/b/ub is used, opponent will end up behind Chun-Li Basic Moves ----------- Triangle Jump jump towards wall, then away Double Air Punt ub/uf, HK will hit opponent twice in air; overhead Striking Chohatsu Start Chun-Li's hand can actually strike the opponent, dealing very little damage; can only perform once per round Command Moves ------------- Kaku Kyaku Raku df + HK causes Auto Recover Yousou Kyaku d + MK in air can perform another air attack after move Prop Kick d + HK will only ground opponent if close; must be blocked low Short Low d + LP must be blocked low Medium Low d + MP must be blocked low Long Low d + HP must be blocked low Special Moves ------------- Kikou Ken Charge b for 2 seconds, LP=slow, MP=medium, HP=fast; f + P will collide with other projectiles as both will be "destroyed" in the process Sen'en Shuu hcb + K LK=short, MK=medium, HK=long; overhead Tenshou Kyaku Charge d for 2 seconds, LK=1 hit, MK=2 hits, HK=3 u + K hits Hyakuretsu Kyaku tap K rapidly LK=slow kicks, MK=medium kicks, HK=fast kicks Alpha Counter ------------- Power Trip b, db, d + K while grounds opponent blocking (uses one power stock) Level 1 Supers -------------- Kikou Shou qcf, qcf + P 5 hits; absorbs projectiles Senretsu Kyaku Charge b for 2 seconds, short distance; 5 hits f, b, f + K Hazan Tenshou Kyaku Charge db for 2 seconds, 5 hits df, db, uf + K Level 2 Supers -------------- Kikou Shou qcf, qcf + two punches 7 hits; absorbs projectiles Senretsu Kyaku Charge b for 2 seconds, medium distance; 6 hits f, b, f + two kicks Hazan Tenshou Kyaku Charge db for 2 seconds, 6 hits df, db, uf + two kicks Level 3 Supers -------------- Kikou Shou qcf, qcf + all three this version has an extra punches energy wave in front of it, giving the super considerably better distance; 10 hits; absorbs projectiles Senretsu Kyaku Charge b for 2 seconds, long distance; 7 hits; causes f, b, f + all three Auto Roll kicks Hazan Tenshou Kyaku Charge db for 2 seconds, 7 hits df, db, uf + all three kicks ******************************************************************************* * 3.3 Charlie * ******************************************************************************* Colors ------ P - Green pants w/ Yellow top K - Gray pants w/ Red top Throws ------ Dragon Suplex f/b + MP/HP close f and b determine where opponent is thrown Knee Gatling f/b + MK/HK close shake joystick and tap P and K rapidly for more knees Flying Buster Drop any direction except u + opponent will end up behind MP/HP close in air Charlie Basic Move ---------- N/A Command Moves ------------- Spinning Knuckle f + HP Rolling Sobat b/f + MK overhead Heavy Stub Kick b/f + HK Low Punch d + LP must be blocked low Strong Low Punch d + MP must be blocked low Uppercut d + HP must be blocked low Jacket Adjust f + Start alternate taunt; can only perform once per round Special Moves ------------- Sonic Boom Charge b for 2 seconds, LP=slow, MP=medium, HP=fast; f + P will collide with other projectiles as both will be "destroyed" in the process Somersault Shell Charge d for 2 seconds, LK=short, MK=medium, HK=far u + K Alpha Counter ------------- Counter Spin Knuckle b, db, d + P while grounds opponent blocking (uses one power stock) Level 1 Supers -------------- Sonic Break Charge b for 2 seconds, absorbs projectiles f, b, f + P Second Break P absorbs projectiles Crossfire Blitz Charge b for 2 seconds, 4 hits f, b, f + K Somersault Justice Charge db for 2 seconds, two Somersault Shells; short; df, db, uf + K 6 hits Level 2 Supers -------------- Sonic Break Charge b for 2 seconds, absorbs projectiles f, b, f + two punches Second Break P absorbs projectiles Backfist Break P absorbs projectiles Crossfire Blitz Charge b for 2 seconds, 5 hits; causes Auto Roll f, b, f + two kicks Somersault Justice Charge db for 2 seconds, two Somersault Shells; long; df, db, uf + two kicks 6 hits Level 3 Supers -------------- Sonic Break Charge b for 2 seconds, absorbs projectiles f, b, f + all three punches Second Break P absorbs projectiles Backfist Break P absorbs projectiles Break Finish P absorbs projectiles Crossfire Blitz Charge b for 2 seconds, 6 hits f, b, f + all three kicks Somersault Justice Charge db for 2 seconds, three Somersault Shells, 9 df, db, uf + all three hits kicks ******************************************************************************* * 3.4 Ken Masters * ******************************************************************************* Colors ------ P - Red costume K - Purple costume Throws ------ Jigoku Guruma f/b + MP/HP close f and b determine where opponent is thrown Tsukami Nage f/b + MK/HK close shake joystick and tap P and K rapidly for more knee strikes Jigoku Fuusha any direction except u + if you throw from a ub/u jump MP/HP close in air then the opponent will end up behind Ken; if you throw from a uf jump then the opponent will end up in front of Ken Basic Moves ----------- Stretch Kick ub/uf, MK good for crossing up opponent; overhead High Swipe Kick MK 2 hits Swipe Kick HK Command Moves ------------- Inazuma Kakato Wari f + MK hits twice with both hits being overheads Low Punch d + LP must be blocked low Strong Duck Punch d + MP must be blocked low Uppercut d + HP must be blocked low Come Here f + Start alternate taunt; can only perform once per round Special Moves ------------- Hadou Ken qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Shouryuu Ken f, d, df + LP/MP LP=short, MP=far Fire Shouryuu Ken f, d, df + HP Zenpou Tenshin qcb + P LP=short, MP=medium, HP=long; high dodge; will roll past opponent if close enough Tatsumaki Kyaku qcb + K LK=short, MK=medium, HK=long Air Tatsumaki Kyaku qcb + K in air LK=short, MK=medium, HK=long Alpha Counter ------------- Counter Shouryuu Ken b, db, d + P while grounds opponent blocking (uses one power stock) Level 1 Supers -------------- Shouryuu Reppa qcf, qcf + P two Shouryuu Kens, 4 hits Shinryuu Ken qcf, qcf + K 6 hits Level 2 Supers -------------- Shouryuu Reppa qcf, qcf + two punches two Shouryuu Kens, 6 hits Shinryuu Ken qcf, qcf + two kicks, 7 hits without tapping, and then tap K and P a max of 10 hits with rapidly for more hits tapping Level 3 Supers -------------- Shouryuu Reppa qcf, qcf + all three two Shouryuu Kens finished punches with a Fire Shouryuu Ken; 7 hits Shinryuu Ken qcf, qcf + all three 8 hits without tapping, and kicks, then tap K and a max of 14 hits with P rapidly for more tapping hits ******************************************************************************* * 3.5 Guy * ******************************************************************************* Colors ------ P - Red costume K - Dark Gray costume Throws ------ Seoi Nage f/b + MP/HP close f and b determine where opponent is thrown Tsukami Nage f/b + MK/HK close shake joystick and tap P and K rapidly for more knee strikes Izuna Otoshi any direction except u + if d/df/f/uf is used, MP/HP close in air opponent will end up in front of Guy; if db/b/ub is used, opponent will end up behind Guy Basic Move ---------- Triangle Jump jump towards wall, then away Command Moves ------------- Hiji Otoshi d + MP in air overhead Kubi Kudaki f + MP hits twice with both hits being overheads Low Backfist d + LP must be blocked low Fan Sweep d + MK from far this will only strike the opponent once; at close range this will strike the opponent twice, with the second hit knocking the opponent down; all hits must be blocked low Slide d + HK must be blocked low; this will only knock the opponent down if done close Kamaitachi df + HK causes Auto Recover Special Moves ------------- Front Flip qcf + P LP=high and short, MP=medium and medium, HP=low and far Izuna No Hiji O. P overhead Bushin Izuna O. P when near opponent's unblockable; cannot grab head opponent if they are in the corner Hayagake qcf + K Kyuuteishi K from the LK version of this is just a halt for the the Hayagake Hayagake Kage Sukui K from the MK version of must be blocked low the Hayagake Kubikari K from the HK version of overhead the Hayagake Bushin Senpuu Kyaku qcb + K LK=short with 1 hit, MK=medium with 2 hits, HK=far with 3 hits Bushin Gokusa Ken when close press LP, MP, causes Auto Roll HP, then HK Alpha Counter ------------- Power Sweep b, db, d + K while grounds opponent blocking (uses one power stock) Level 1 Supers -------------- Bushin Hassou Ken qcf, qcf + P Guy jumps in the air with an attack; if this connects (whether it be blocked or not) he will continue to the second part of his super by throwing a punch; this follow up punch must connect for the rest of the super to finish; 4 hits Bushin Gourai Kyaku qcf, qcf + K 4 hits; causes Auto Roll Level 2 Supers -------------- Start Up Jump qcf, qcf + two punches Bushin Hassou Ken P Guy will attack; if this attack connects (whether it be blocked or not) he will continue to the second part of his super by throwing a punch; this follow up punch must connect for the rest of the super to finish; 5 hits Bushin Gourai Kyaku qcf, qcf + two kicks 6 hits; causes Auto Roll Level 3 Supers -------------- Start Up Jump qcf, qcf + all three punches Bushin Hassou Ken P Guy will attack; if this attack connects (whether it be blocked or not) he will continue to the second part of his super by throwing a punch; this follow up punch must connect for the rest of the super to finish; 6 hits Bushin Gourai Kyaku qcf, qcf + all three 7 hits; causes Auto Roll kicks ******************************************************************************* * 3.6 Birdie * ******************************************************************************* Colors ------ P - Gray costume w/ Blonde hair K - Midnight Blue costume w/ Light Gray hair Throws ------ Bull Spike f/b + MP/HP close shake joystick and tap P and K rapidly for more headbutts Failed Murder f/b + MK/HK close f and b determine where opponent is thrown Basic Moves ----------- Deadly Hammer HP 2 hits Bull Drop HK overhead Command Moves ------------- Body Splash d + HP in air move stops too early before landing to use as an overhead Rising Mohawk d + HP 2 hits Yawn f + Start alternate taunt; can only perform once per round Chain Lick b + Start alternate taunt; can only perform once per round Special Moves ------------- Bull Head Charge b for 2 seconds, LP=short, MP=medium, HP=long f + P Murderer Chain 360 + P connects close; unblockable Bull Horn Charge two punches or two LP+MP/LK+MK=short, kicks, release LP+HP/LK+HK= medium, MP+HP/MK+HK=long; Birdie is invulnerable for a short time when he turns before performing the move; the longer the charge, the more damage the move inflicts; since the Bull Horn can be charged with two punches or two kicks, it is possible to charge for 2 Bull Horns at the same time; Charge for: 1-2 seconds = Level 1 3-4 seconds = Level 2 5-8 seconds = Level 3 10-17 seconds = Level 4 18+ seconds = Final Alpha Counter ------------- Headbutt Spear b, db, d + P while grounds opponent blocking (uses one power stock) Level 1 Supers -------------- The Birdie Charge b for 2 seconds, three Bull Heads for 3 hits f, b, f + P Bull Revenger qcf, qcf + P/K P=short hop, K=long hop; grab must connect to perform the super; unblockable Level 2 Supers -------------- The Birdie Charge b for 2 seconds, four Bull Heads for 4 hits f, b, f + two punches Bull Revenger qcf, qcf + two punches/two P=short hop, K=long hop; grab kicks must connect to perform the super; unblockable Level 3 Supers -------------- The Birdie Charge b for 2 seconds, Birdie will charge forward f, b, f + all three with three Bull Heads; the punches third Bull Head must connect (not blocked) for the entire super to come out; total of 5 hits Bull Revenger qcf, qcf + all three P=short hop, K=long hop; grab punches/all three must connect to perform the kicks super; unblockable ******************************************************************************* * 3.7 Sodom * ******************************************************************************* Colors ------ P - Red-Orange top w/ Blue pants and trim K - Purple top w/ Green pants and trim Throw ----- Shogun Throw f/b + MP/MK/HP/HK close f and b determine where opponent is thrown Basic Move ---------- N/A Command Moves ------------- Low Slash d + LP must be blocked low Rising Blade d + MP must be blocked low Slide d + HK must be blocked low Special Moves ------------- Jigoku Scrape f, d, df + LP Jigoku Cutter f, d, df + MP Jigoku Slice f, d, df + HP unlike the other Jigoku moves, this one knocks the opponent down Butsumetsu Buster 360 + P Sodom hops forward a little to grab the opponent; unblockable Daikyou Burning 360 + K LK=short charge forward, MK=medium charge forward, HK=long charge forward; the initial charge forward must connect (not blocked) to perform the entire move Kouten Okiagari f, df, d + P after being knocked down Tengu Walking b, db, d + K after being knocked down Alpha Counter ------------- Counter J. Scrape b, db, d + P while grounds opponent blocking (uses one power stock) Level 1 Supers -------------- Meido No Miyage qcf, qcf + P 3 hits Tenchuu Satsu 720 + P Sodom hops forward a little to grab the opponent; unblockable Level 2 Supers -------------- Meido No Miyage qcf, qcf + two punches 6 hits Tenchuu Satsu 720 + two kicks Sodom hops forward a little to grab the opponent; unblockable Level 3 Supers -------------- Meido No Miyage qcf, qcf + all three 7 hits punches Tenchuu Satsu 720 + all three kicks Sodom hops forward a little to grab the opponent; unblockable ******************************************************************************* * 3.8 Adon * ******************************************************************************* Colors ------ P - Purple costume w/ Yellow trim and Red-Orange hair K - Dark Gray costume w/ Yellow trim and Orange hair Throws ------ Jaguar Carry f/b + MP/HP close f and b determine where opponent is thrown Jaguar Slam f/b + MK/HK close f and b determine where opponent is thrown Basic Move ---------- N/A Command Moves ------------- Low Punch d + LP must be blocked low Low Elbow d + MP must be blocked low Reach Punch d + HP must be blocked low Jutting Kick df + MK Special Moves ------------- Rising Jaguar qcf, uf + K LK=short, MK=medium, HK=far Jaguar Kick b, d, db + K LK=low and far, MK=medium and medium, HK=high and short Jaguar Tooth hcb + K LK=short, MK=medium, HK=long; overhead Alpha Counter ------------- Counter Rising Jag. b, db, d + K while grounds opponent blocking (uses one power stock) Level 1 Supers -------------- Jaguar V. Assault qcf, qcf + P all attacks are ground based; 4 hits Jaguar Revolver qcb, qcb + K two Jaguar Kicks, 3 hits Level 2 Supers -------------- Jaguar V. Assault qcf, qcf + two punches last part has Adon jumping and attacking in the air; 6 hits Jaguar Revolver qcb, qcb + two kicks two Jaguar Kicks, 4 hits Level 3 Supers -------------- Jaguar V. Assault qcf, qcf + all three last part has Adon jumping punches and attacking in the air; 6 hits Jaguar Thousand tap P and K rapidly this will end the super with a rapid series of punches instead of his normal jumping finish Jaguar Revolver qcb, qcb + all three three Jaguar Kicks, 6 hits kicks ******************************************************************************* * 3.9 Rose * ******************************************************************************* Colors ------ P - Amaranth costume w/ Yellow trim K - Blue-Purple costume w/ Yellow trim Throw ----- Soul Drain f/b + MP/HP close opponent always ends up behind Rose Basic Move ---------- N/A Command Moves ------------- Low Punch d + LP must be blocked low Low Energy Punch d + MP must be blocked low Scarf Uppercut d + HP must be blocked low Slide df + MK must be blocked low Special Moves ------------- Soul Spark hcf + P LP=slow, MP=medium, HP=fast; if you perform this move close to the opponent, you will find that Rose gets pushed backwards (LP=small push back, MP=medium push back, HP=long push back); will collide with other projectiles as both will be "destroyed" in the process Soul Throw f, d, df + P LP=short, MP=medium, HP=far; this will only connect to airborne opponents; unblockable Soul Absorb qcb + LP absorbs projectiles and adds a bit to Rose's super meter; cannot absorb super projectiles (except Dan's Shinkuu Gadou Ken) Straight Reflect qcb + MP reflects projectiles horizontally; cannot reflect super projectiles (except Dan's Shinkuu Gadou Ken) Diagonal Reflect qcb + HP reflects projectiles diagonally upward; cannot reflect super projectiles (except Dan's Shinkuu Gadou Ken) Alpha Counter ------------- Catch Switch b, db, d + P while Rose will grab (which is blocking (uses one unblockable); if the grab power stock) connects she'll switch places with the opponent; she recovers before the opponent, thus allowing a free hit Level 1 Supers -------------- Aura Soul Throw qcf, qcf + P this will only connect to airborne opponents; unblockable Aura Soul Spark qcb, qcb + P absorbs projectiles Soul Illusion qcf, qcf + K Rose will be trailed by shadows which add extra hits to her striking attacks; lasts 4 seconds Level 2 Supers -------------- Aura Soul Throw qcf, qcf + two punches Rose starts the super with an uppercut that launches; the Soul Throw afterwards will only connect to airborne opponents and is unblockable Aura Soul Spark qcb, qcb + two punches instead of simply throwing a fireball like her level 1 version, Rose charges forward with a series of attacks (ending with a Soul Spark) Soul Illusion qcf, qcf + two kicks Rose will be trailed by shadows which add extra hits to her striking attacks; lasts 6 seconds Level 3 Supers -------------- Aura Soul Throw qcf, qcf + all three Rose starts the super with a punches charging punch and then an uppercut that launches; the Soul Throw afterwards will only connect to airborne opponents and is unblockable Aura Soul Spark qcb, qcb + all three an energy wave appears in punches front of Rose in this version which will reflect normal and super projectiles horizontally; the energy wave can also hit the opponent; the Soul Spark absorbs projectiles Soul Illusion qcf, qcf + all three Rose will be trailed by kicks shadows which add extra hits to her striking attacks; lasts 8 seconds ******************************************************************************* * 3.10 Sagat * ******************************************************************************* Colors ------ P - Purple pants w/ Yellow trim K - Off White pants w/ Red trim Throw ------ Tiger Smash f/b + MP/HP close shake joystick and tap P and K rapidly for more knees Basic Move ---------- High Snap HK will hit twice if close enough Command Moves ------------- Low Punch d + LP must be blocked low Strong Low Punch d + MP must be blocked low Long Low Punch d + HP must be blocked low Special Moves ------------- Tiger Shot qcf + P LP=slow, MP=medium, HP=fast will collide with other projectiles as both will be "destroyed" in the process Ground Tiger Shot qcf + K LK=slow, MK=medium, HK=fast; will collide with other projectiles as both will be "destroyed" in the process Tiger Blow f, d, df + P LP=short, MP=medium, HP=far Tiger Knee Crush f, d, df + K LK=short, MK=medium, HK=far Alpha Counter ------------- Stomach Kick b, db, d + K while grounds opponent blocking (uses one power stock) Level 1 Supers -------------- Tiger Cannon qcf, qcf + P does NOT knock opponent down; 4 hits; absorbs projectiles Tiger Genocide qcf, qcf + K 5 hits Tiger Raid qcb, qcb + K 6 hits Level 2 Supers -------------- Tiger Cannon qcf, qcf + two punches does NOT knock opponent down; 5 hits; absorbs projectiles Tiger Genocide qcf, qcf + two kicks 9 hits Tiger Raid qcb, qcb + two kicks 7 hits Level 3 Supers -------------- Tiger Cannon qcf, qcf + all three knocks opponent down; 6 hits; punches absorbs projectiles Tiger Genocide qcf, qcf + all three 12 hits kicks Tiger Raid qcb, qcb + all three 7 hits with a flame kick at kicks end ------------------------------------------------------------------------------- ******************************************************************************* * 3.11 Dan Hibiki *
*******************************************************************************
To select Dan, press and hold Start after inserting your quarters. Continue to
hold Start the entire time during this code. Move to the random select box
on your side (left one for 1 Player, right one for 2 player) and enter the
following quickly:
Color Costume 1 : LP, LK, MK, HK, HP, MP
Color Costume 2 : HP, HK, MK, LK, LP, MP
Colors
------
Color Costume 1 - Pink costume w/ Brown gloves
Color Costume 2 - Light Green costume w/ Pink gloves
Throw
-----
Seoi Nage f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Chouhatsu Start unlike the other characters
in the game, you can
perform Dan's taunt as
many times as you want
during a match
Axe Kick HK will hit twice if close
enough
Command Move
------------
Low Punch d + LP must be blocked low
Strong Duck Punch d + MP must be blocked low
Uppercut d + HP must be blocked low
Special Moves
-------------
Gadou Ken qcf + P LP=very short, MP=short,
HP=medium; will collide
with other projectiles
as both will be
"destroyed" in the
process
Kouryuu Ken f, d, df + P LP=short, MP=medium, HP=far
Hop Kick qcb + LK
Dankuu Double qcb + MK
Full Dankuu Kyaku qcb + HK
Alpha Counter
-------------
Power Sweep b, db, d + K while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Shinkuu Gadou Ken qcf, qcf + P short; 3 hits; absorbs
projectiles
Kouryuu Rekka qcf, qcf + K stationary; 4 hits
Hisshou Burai Ken qcb, qcb + K 5 hits
Level 2 Supers
--------------
Shinkuu Gadou Ken qcf, qcf + two punches medium; 4 hits; absorbs
projectiles
Kouryuu Rekka qcf, qcf + two kicks short; 5 hits
Hisshou Burai Ken qcb, qcb + two kicks 7 hits
Level 3 Supers
--------------
Shinkuu Gadou Ken qcf, qcf + all three medium; 5 hits; absorbs
punches projectiles
Kouryuu Rekka qcf, qcf + all three long; 6 hits
kicks
Hisshou Burai Ken qcb, qcb + all three 12 hits
kicks
*******************************************************************************
* 3.12 Akuma *
*******************************************************************************
To select Akuma, move to the random select box on your side (left one for 1
Player, right one for 2 player). If you are 1 Player, hold Start and press
down, down, down, left, left, left, followed by LP+HP/LK+HK. If you are 2
Player, hold Start and press down, down, down, right, right, right, followed by
LP+HP/LK+HK.
Colors
------
LP+HP - Dark Gray costume w/ Red hair
LK+HK - Dark Red costume w/ Red hair
Throws
------
Seoi Nage f/b + MP/HP close f and b determine where
opponent is thrown
Tomoe Nage f/b + MK/HK close f and b determine where
opponent is thrown
Basic Move
----------
Axe Kick MK will hit twice if close
enough
Command Moves
-------------
Tenma Kuujin Kyaku uf, then d + MK at the overhead
jump's apex
Zugai Hasatsu f + MP hits twice with both hits
being overheads
Senpuu Kyaku f + MK
Low Punch d + LP must be blocked low
Strong Duck Punch d + MP must be blocked low
Uppercut d + HP must be blocked low
Special Moves
-------------
Gou Hadou Ken qcf + P LP=slow, MP=medium,
HP=fast; will knock
opponent down if close;
will collide with other
projectiles as both will be
"destroyed" in the process
Zankuu Hadou Ken qcf + P in air LP=slow, MP=medium,
HP=fast; will collide with
other projectiles as both
will be "destroyed" in the
process
Shakunetsu Hadou Ken hcf + P LP=slow and 1 hit, MP=medium
and 2 hits, HP=fast and 3
hits; will collide with
other projectiles as both
will be "destroyed" in the
process
Gou Shouryuu Ken f, d, df + P LP=short, MP=medium, HP=far
Zenpou Tenshin qcb + P LP=short, MP=medium, HP=long;
high dodge; will roll past
opponent if close enough
Hyakki Shuu qcf, uf + P LP=short, MP=medium, HP=far
Gou Zan do nothing must be blocked low
Gou Shou P
Gou Sen K
Gou Sai any direction + P near unblockable; will not work on
standing opponent's opponent in the corner
head
Gou Tsui any direction + K near unblockable; will not work on
standing opponent's opponent in the corner
head or when near
opponent in air
Tatsumaki Kyaku qcb + K LK=short, MK=medium, HK=long;
possible to juggle opponent
after connecting this move
(ie with a Gou Shouryuu
Ken)
Air Tatsumaki Kyaku qcb + K in air LK=1 spin, MK=few spins,
HK=many spins
Ashura Sen. Zenpou f, d, df + all three using all three punches
punches or all three shifts Akuma further
kicks forward than if using all
three kicks; invulnerable
for a short while
(excluding throws); can
shift past opponent
Ashura Sen. Kouhou b, d, db + all three using all three punches
punches or all three shifts Akuma further
kicks back than if using all
three kicks; invulnerable
for a short while
(excluding throws)
Alpha Counter
-------------
Power Sweep b, db, d + K while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Messatsu Gou Shou. qcf, qcf + P two Gou Shouryuu Kens, 4 hits
Tenma Gou Zankuu qcf, qcf + P in air 4 hits; absorbs projectiles
Messatsu Gou Hadou hcb, hcb + P 4 hits; absorbs projectiles
Level 2 Supers
--------------
Shinkuu Hadou Ken qcf, qcf + two punches two Gou Shouryuu Kens, 6 hits
Tenma Gou Zankuu qcf, qcf + two punches in 6 hits; absorbs projectiles
air
Messatsu Gou Hadou hcb, hcb + two punches 6 hits; absorbs projectiles
Level 3 Supers
--------------
Shinkuu Hadou Ken qcf, qcf + all three three Gou Shouryuu Kens, 8
punches hits
Tenma Gou Zankuu qcf, qcf + all three 8 hits; absorbs projectiles
punches in air
Messatsu Gou Hadou hcb, hcb + all three 8 hits; absorbs projectiles
punches
Shun Goku Satsu LP, LP, f, LK, HP dash in must connect to
perform the entire super;
dash in is unblockable
*******************************************************************************
* 3.13 Mike Bison *
*******************************************************************************
To select Bison, move to the random select box on your side (left one for 1
Player, right one for 2 player). If you are 1 Player, hold Start and press
down, down, left, left, down, left, left, followed by LP+HP/LK+HK. If you are
2 Player, hold Start and press down, down, right, right, down, right, right,
followed by LP+HP/LK+HK.
Colors
------
LP+HP - Red costume
LK+HK - Black costume
Throw
-----
Deadly Throw f/b + MP/HP close f and b determine where
opponent is thrown
Basic Move
----------
High Kick HK will hit twice if close
enough (the second hit will
miss on some characters)
Command Moves
-------------
Slide d + HK must be blocked low
Low Punch d + LP must be blocked low
Energy Low Punch d + MP must be blocked low
Energy Uppercut d + HP must be blocked low
Death Sentence f + Start alternate taunt; can only
perform once per round
Special Moves
-------------
Psycho Shot Charge b for 2 seconds, LP=slow, MP=medium, HP=fast;
f + P will collide with other
projectiles as both will be
"destroyed" in the process
Fake Head Stomp Charge d for 2 seconds,
u + P
Skull Diver P, then b or f to guide overhead; using b/f will
determine the descent of
the Skull Diver
Double Knee Press Charge b for 2 seconds, LK=short, MK=medium, HK=long
f + K
Head Stomp Charge d for 2 seconds, overhead; using b/f after the
u + K, then b or f Head Stomp is performed
after head stomp to will determine how Bison
guide will descend after jumping
off the opponent
Skull Diver P overhead
Warp Forward f, d, df + all three if close enough M. Bison will
punches or all three teleport behind the
kicks opponent (although in some
cases he'll stay in front
of them); using all three
kicks teleports M. Bison
further forward then using
all three punches
Warp Backward b, d, db + all three using all three punches
punches or all three teleports M. Bison further
kicks back then using all three
kicks
Alpha Counter
-------------
Strong Punch b, db, d + P while grounds opponent
blocking (uses one
power stock)
Level 1 Supers
--------------
Psycho Crusher Charge b for 2 seconds, 3 hits
f, b, f + P
Knee Press Nightmare Charge b for 2 seconds, two Knee Presses; 4 hits
f, b, f + K
Level 2 Supers
--------------
Psycho Crusher Charge b for 2 seconds, 4 hits
f, b, f + two punches
Knee Press Nightmare Charge b for 2 seconds, two Knee Presses; 6 hits
f, b, f + two kicks
Level 3 Supers
--------------
Psycho Crusher Charge b for 2 seconds, 6 hits
f, b, f + all three
punches
Knee Press Nightmare Charge b for 2 seconds, two Knee Presses and a slide;
f, b, f + all three 8 hits
kicks
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
*************************
* 4.1 Secret Characters *
*************************
Dan - To select Dan, press and hold Start after inserting your quarters.
Continue to hold Start the entire time during this code. Move to the
random select box on your side (left one for 1 Player, right one for 2
player) and enter the following quickly:
Color Costume 1 : LP, LK, MK, HK, HP, MP
Color Costume 2 : HP, HK, MK, LK, LP, MP
Akuma - To select Akuma, move to the random select box on your side (left one
for 1 Player, right one for 2 player). If you are 1 Player, hold Start
and press down, down, down, left, left, left, followed by LP+HP/LK+HK.
If you are 2 Player, hold Start and press down, down, down, right,
right, right, followed by LP+HP/LK+HK.
Mike Bison - To select Bison, move to the random select box on your side (left
one for 1 Player, right one for 2 player). If you are 1 Player,
hold Start and press down, down, left, left, down, left, left,
followed by LP+HP/LK+HK. If you are 2 Player, hold Start and
press down, down, right, right, down, right, right, followed by
LP+HP/LK+HK.
*********************
* 4.2 Other Secrets *
*********************
Dramatic Battle Mode - After inserting your quarters, both player 1 and 2 must
press Start to begin the game and hold it. While still
holding Start, have both players press up, up. Both
players should then release Start. Then have Player 1
press up, up, LP while Player 2 presses up, up, HP.
Fight Akuma (Easy Way) - After inserting your quarters, press Start to begin
the game and hold it. Move to the character you want
to choose and press and hold MP+MK. Continue to hold
Start, MP, and MK all the way until you meet your
first opponent and the round starts.
Fight Akuma (Hard Way) - Get to the last match without losing a round and with
10 Super finishes.
Fight Dan - Get to the fifth match with no continues. Also, you must end every
match with the same winning quote. See code below for how.
Choose Win Quote - At the end of the match press and hold down + all three
punches for win quote 1. Press and hold down + all three
kicks for win quote 2.
Extra Ending - Beat the game with no losses or continues.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Clean up and corrections
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com. Credit will be given for your contribution.
5.2 Credits
-Capcom
-Gamefaqs
-And me for writing this FAQ