Street Fighter:the Movie Arcade FAQ Neopolss (previously PoLSS) Font Courier New 10 Version 2.0 ******************************* Contents ******************************* What's New What's Missing Intro Some Interesting Facts Legend System Explanation Moves Tricks Rumors Dip Switches and collector info Credits ****************************** What's New ****************************** --September 22, 2006 Corrected a few mistakes that were sent in by a reader. Changed the number format to punch/kick format. --April 16, 2003 Corrected Guile's Red Super, updated tricks section, added Balrog's Red Super, Corrected Akuma's Red Super, added stage tricks, added info about audits --March 13, 2003 Added F7's moves and updated here and there --February 19, 2003 4 years since last update, but a recent email prompted some new info, cleaned up sections --December 5, 1999 Added the dip switch section, fixed width problem (errors while printing) --September 30, 1999 Added throw section and interrupt descriptions --September 21, 1999 Added mode selection tricks and descriptions --September 20, 1999 Added Bison's Comeback. Fixed typos. --September 9, 1999 First official release. **************************** What's Missing **************************** A working code to play as F7 (not a MAME cheat) Verify Blanka fight Some stage tricks (explode crates) audit page verification ************************* What this FAQ covers: Intro ************************* This FAQ is designed to cover the arcade version of Street Fighter: the Movie, no other! When I aquired a Street Fighter movie board, I looked everywhere for tricks. The problem: none exist. Only one FAQ I know of exists, and it is very incomplete. I took it upon myself to expose this great game. Many do not consider this to be a TRUE Street Fighter game. I agree that Street Fighter was not meant to be digitized. The idea of making a game based on a failed movie was not ideal. Released in May 1995, Street Fighter:the Movie stormed into arcades and stormed right out. A Playstation and Saturn version of the game appeared, but was changed from the original. The arcade version contained digitized graphics like the current games out at the time (mainly Mortal Kombat). The graphics were sub-par, the backgrounds were boring, and the music downright terrible. But this is a GREAT game! What it does contain is more secrets than ANY existing Street Fighter, new characters, a game engine that has not been reproduced since, and a host of new moves and techniques that were not in any other Street Fighter at the time. The playstation version adopts the Super Street Fighter engine and does away with a lot of features of the arcade. Therefore, this FAQ will be little use to home version owners. This FAQ will lay out all the moves, secrets, and rumors of the arcade version. It will NOT contain background info on characters, endings, or any other nonsense that you can find out by simply playing the damn thing. There are 2 versions of SFTM that I know of, version 1.10 and 1.12. This FAQ is designed for version 1.12, but I will accept any info on differences between versions. ******************************* Some Interesting Facts ******************************* I said before that Street Fighter: The Movie had a lot of changes in the game engine that had not been seen in a street fighter game yet. So this here is an incomplete list of sorts that shows what this game did for the future of the series (for all those who still doubt that this is a great game). Interrupts - while Super Street Fighter II did have reversals, an interrupt worked on the concept of blocking, then getting a free hit essentially. Street Fighter Alpha used the alpha counter, which more closely resembles an interrupt. It's now pretty much standard in SF games. Pop-ups - air juggling in an SF game was extremely limited until the release of this game. However, air-juggles and pop-up moves are a very large part of the Vs. game series now. Throw Reversal - yup, this game introduced it. It's a large part of SFIII's engine, up until, there was only the throw escape. Comeback moves - the only game so far to see comebacks is Capcom Vs. SNK, and it is really more part of SNK's fighting system. No true Street Fighter game has used it since. Regen - Until the Marvel and Vs. series of games, Street Fighter did not use "healing" moves. ******************************* Legend ******************************* Standards Jab LP Strong MP Fierce HP [Punches] Short LK Forward MK Roundhouse HK [Kicks] U= up D= down B= back F= forward (air)= moves that can be done in air (link)= moves that can be done in air only within a combo (charge)= the direction or button must be held for 2 seconds or more (close)= the move must be performed next to the opponent [the move may not work at all if not done close] (juggle)= this move will set the opponent up for air combos (aim)= this move can be aimed at the opponent (air only)= A move that can only be done in air NOTE: all moves assume player is on the one player side. ************************ How the System Works ************************ SUPERS--there are two supers for each character: red and blue. Red supers tend to do more damage, but are harder to pull off. These can only be executed when the super bar is full. Fill the bar quickly by performing special moves. REGEN--this move refills a small amount of energy, and is used in place of a super. The super bar must be filled. INTERRUPTS--these are green shadowed moves. After blocking, quickly perform the motion. POP-UP--some characters have standards that will set the opponent up for air juggling. The player needs only to press the button near the opponent. COMEBACK--this move can only be performed when the player is in the danger zone. these are very powerful attacks. THROWS--throws are more complicated! A player may throw, but the opponent may counter. the player may then reverse the counter, but the opponent can slammaster! Example 1: Akauma throws Ryu. Ryu can either escape now or counter. Ryu counters with U+MP. Akuma reverses the counter (Ryu is going to get tossed again). Ryu now performs his slammaster with D+MK. Akuma learns a painful lesson. THROW ESCAPES--A player can escape a throw by holding a direction and any four buttons. ********************************* The Moves ********************************* ============== AKUMA ============== ==Specials== One-hit fireball--D,DF,F+punch (air) Multi-hit fireball--B,D,F+punch Hurricane kick--D,DB,B+kick (air) Dragon punch--F,D,DF+punch (juggle) Forward teleport--F,D,DF+all punches or kicks Back teleport--B,D,DB+all punches or kicks Shadow kick--HK (charge), release (juggle) ==Interrupts== Lunging roundhouse--F+MK (juggle) Dragon punch--U+MP ==Comeback== Super long hurricane--D,DB,B (2x)+MK (aim) ==Supers== Red [Fisted Fury]--any punch (charge),D,DF,F (2x),release (close) Blue [Fireball Barrage]--D,DF,F (2x)+punch Regen--LP+MK (charge),release ==Throws== Shoulder throw--F+MP or HP Counter--U+MK Reverse--U+MK Slammaster--D+MP ==Combos== Pop-up--MK Pop-up--D+HP =========== ARKANE =========== NOTE: Arkane does not have a comeback or blue super ==Specials== Electric hands--HP (charge),release Choke--HP (charge),F+release (close) Extension punch--F,F+LP Low extension punch--F,F,D+HP Extending kick--F,F+MK Forward teleport--F,D,DF+all punches or kicks Back teleport--F,D,DF+all punches or kicks ==Interrupts== Low slide--F+LK Dashing knee--F+MK Extending arm--F+LP ==Supers== Red [Teleport Throw]--B,D,DB (2x)+punch (close) Regen--LK+MK (charge),release ==Throws== Shoulder throw--F+MP or HP Counter--U+MK Reverse--U+MK Slammaster--D+MP ==Combos== Pop-up--LK ========== BALROG ========== NOTE: Balrog can deflect fireballs by blocking ==Specials== Dash punch--B (charge),F+punch Dash uppercut--B (charge),F+kick Turn punch--any punch (charge),release Charge punch--all kicks (charge),release [hold longer for more damage] Shoulder charge--D (charge),U+punch Shadow uppercut--D,DB,B+HK One-two jabs--LP repeatedly Low one-two jabs--D,MP repeatedly ==Interrupts== Shoulder charge--U+HP Dash uppercut--F+HK ==Comeback== Jab punch frenzy--LK (charge),F,F,release ==Supers== Red [Flurry Punch Frenzy]--B (charge),DB,D,DF,F,D,DF,F+kick Blue [Dash Punch Frenzy]--B (charge),F,B,F+punch Regen--HK (charge),release ==Throws== Headbutt--F+HP Shoulder throw--F+HK Counter--U+HP Reverse--U+HP Slammaster--D+HK ==Combos== Pop-up--MP ========= BISON ========= ==Specials== Psycho crusher--B (charge),F+punch Electric Psycho crusher--punch+B (charge),F+release Devil punch--D (charge),U+punch,punch Electric hands--HP (charge),release Scissor kick--B (charge),F+kick High scissor kick--kick+B (charge),F+release Head stomp--D (charge),U+kick [can be followed up with a devil punch] ==Interrupts== Dash uppercut--F+HP (juggle) Scissor kick--U+LK ==Comeback== Quick punch combo--LP (charge),release ==Supers== Red [Head Stomp]--DB (charge),DF,DB,U+kick [press kick repeatedly for more hits] Blue [Scissor Kicks]--B (charge),F,B,F+kick Regen--MP+LK (charge),release ==Throws== Shoulder throw--F+MP or HP Counter--U+HK Reverse--U+HK Slammaster--D+HP ==Combos== Pop-up--LK Pop-up--HP ========= BLADE ========= ==Specials== Stun rod--MP (charge),release Boot knives--D,D+kick Shadow knife kick--MK (charge),release (air only) Knife kick--F,B,F+MK Knife throw--F,B,F+punch Air knives--D,DF,F+punch (air only) Choke--HP (charge),F+release (close) ==Interrupts== Stun rod--U+MP Low slide--F+LK Dashing knee kick--F+MK ==Comeback== Bazooka--MK (charge),D,DF,F,release ==Supers== Red [Stationary Blade]--D,DF,F (2x)+kick Blue [Charging Rotator Blade]--B (charge),F,B,F+punch Regen--LK+MK (charge),release ==Throws== Shoulder throw--F+MP or HP Counter--U+MP Reverse--U+MP Slammaster--D+MK ==Combos== Pop-up--LK ========= CAMMY ========= ==Specials== Thrust kick--F,D,DF+kick Canon drill--D,DF,F+kick Canon drill--kick (charge),D,DF,F+release (forward jump only) Somersault grab--D,DF,F,UF+punch,kick (close) [if out of range, Cammy will do a slide] Spin fist--D,DF,F+punch Whip--HP (charge),release Air Knee--LK (charge), jump F, release ==Interrupts== Low kick knockdown--F+LK Canon drill--U+HK ==Comeback== Grenade throw--MP (charge),D,DB,B+release ==Supers== Red [Super Whip]--LP+B (charge),F,F+release Blue [Thrust Kicks]--D,DF,F (2x)+kick Regen--MK+HK (charge),release ==Throws== Suplex--F+MP or HP Thigh slam--F+MK or HK Counter--U+LP Reverse--U+LP Slammaster--D+LK ==Combos== Pop-up--LK Pop-up--HK ========= CHUN LI ========= ==Specials== Lightning kick--kick repeatedly Kikoken--B (charge),F+punch Spinning bird kick--B (charge),F+kick (air) Spinning air kick--D (charge),U+kick (juggle) Face slap--HP+D (charge),U+release,punch (close) Flip kick--MK (charge),release (juggle) Heel kick--D+MK (air only) Bracelot throw--punch+B (charge),F,B,F+release ==Interrupts== High kick--U+LP Low kick knockdown--U+HK ==Comeback== Bird fireball--D,DF,F+punch ==Supers== Red [Multi Fireballs]--B (charge),D,DF,F (2x)+punch Blue [Dashing Lightning Kick]--B (charge),F,B,F+kick Regen--LK+HK (charge),release ==Throws== Shoulder throw--F+MP or HP Counter--U+LP Reverse--U+LP Slammaster--D+LK ==Combos== Pop-up--LK =========== F7 =========== ==Specials== Stun rod--MP (charge),release Boot knives--D,D+kick Shadow knife kick--MK (charge),release (air only) Knife kick--F,B,F+MK Knife throw--F,B,F+punch Air knives--D,DF,F+punch (air only) Choke--HP (charge),F+release (close) Electric hands--HP (charge),release Extension punch--F,F+LP Low extension punch--F,F,D+HP Extending kick--F,F+MK Forward teleport--F,D,DF+all punches or kicks Back teleport--F,D,DF+all punches or kicks Fire cloud--B,D,F+punch Upward fire cloud--D,DB,B+kick Flame stream--F,D,DF+punch ==Interrupts== Stun rod--U+MP Low slide--F+LK Dashing knee kick--F+MK Extending arm--F+LP Dashing fire cloud--U+MP ==Comeback== Bazooka--MK (charge),D,DF,F,release ==Supers== Red [Stationary Blade]--D,DF,F (2x)+kick Red [Teleport Throw]--B,D,DB (2x)+punch (close) Blue [Charging Rotator Blade]--B (charge),F,B,F+punch Blue [Dashing Fire Cloud]--D,DF,F (2x)+punch Regen--LK+MK (charge),release ==Throws== Shoulder throw--F+MP or HP Counter--U+MP Reverse--U+MP Slammaster--D+MK -or- Shoulder throw--F+MP or HP Counter--U+MK Reverse--U+MK Slammaster--D+MP ==Combos== Pop-up--LK ======== GUILE ======== ==Specials== Kick Combo--LK,MK,MK,MK (close) Lunge kicks--MK (charge),release,HK repeatedly Multi-kicks--HK (charge),release,LK repeatedly Sonic boom--B (charge),F+punch Flash kick--D (charge),U+kick (link) Split punch--HP (charge),release Two-fisted punch--MP (charge),release Handcuffs--LP (charge),B,F,B,F,release (close) ==Interrupts== Flash kick--U+LK High kick--F+HK ==Comeback== Sonic boom--B (charge),F,B,F+LP,D,DB,B,D,DF,F [this detonates it] ==Supers== Red [Lunging Kicks]--B (charge),F+kick Blue [Flash Kick Fury]--B (charge),F,B,U+kick Regen--LK+HK (charge),release ==Throws== Air throw--MP or HP Shoulder throw--F+MP or HP Suplex--F+MK or HK Counter--U+MP Reverse--U+MP Slammaster--D+MK ==Combos== Pop-up--MK ======== HONDA ======== ==Specials== Sumo slam--D (charge),U+kick Head butt--B (charge),F+punch High sumo slam--kick+D (charge),U+release (aim) Hundred-hand slap--all punches (charge), release and hit punch repeatedly Sumo stomp--all kicks (charge),release Ochido throw--D,DB,B+punch (close) Triple ochido throw--D,DB,B (2x)+punch (close) ==Interrupt== High roundhouse--F+MK Dashing hand slap--U+MP ==Comeback== Shadow head butt--B (charge),F,B,F+kick ==Supers== Red [Dashing Hand Slap]--B (charge),D,DB,B (2x)+punch Blue [Super Head Butt]--B (charge),F,B,F+punch Regen--MP+MK (charge),release ==Throws== Shoulder throw--F+MP or HP Knee slam--F+MK Counter--U+HP Reverse--U+HP Slammaster--D+HK ==Combos== Pop-up--NONE ======= KEN ======= ==Specials== Fireball--D,DF,F+punch (aim) Dragon punch--F,D,DF+punch (juggle) Hurricane kick--D,DB,B+kick (air) Shadow hurricane kick--kick (charge),D,DB,B+release (air) Flame uppercut--HP (charge),release (juggle) Double jump--perform hurricane kick,U+all kicks ==Interrupts== Flame uppercut--F+HP (juggle) Low slide--U+LK ==Comeback== Super long hurricane--D,DF,F (2x)+MK (aim) (juggle) ==Supers== Red [Punch Frenzy]--D,DB,B (2x)+kick (close) Blue [Triple Dragon Punch]--D,DF,F (2x)+punch Regen--LP+MP (charge),release ==Throws== Air throw--MK or HK Shoulder throw--F+MP or HP Knee slam--F+MK Rolling throw--F+HK Counter--U+MP Reverse--U+MP Slamaster--D+MK ==Combos== Pop-up--D+HP ======== KYBER ======== NOTE: Kyber does not have a comeback or red super ==Specials== Choke--HP (charge),F+release Fire cloud--B,D,F+punch Upward fire cloud--D,DB,B+kick Flame stream--F,D,DF+punch ==Interrupts== Low slide--F+LK Dashing knee kick--F+MK Dashing fire cloud--U+MP ==Supers== Blue [Dashing Fire Cloud]--D,DF,F (2x)+punch Regen--LK+MK (charge),release ==Throws== Shoulder throw--F+MP or HP Counter--U+MK Reverse--U+MK Slammaster--D+MP ==Combos== Pop-up--LK ======== RYU ======== ==Specials== Hadoken--D,DF,F+punch (aim) Flame hadoken--B,D,F+punch (aim) Dragon punch--F,D,DF+punch (link) (juggle) Hurricane kick--D,DB,B+kick (air) Shadow hurricane kick--kick (charge),D,DB,B+release (juggle) Shadow roundhouse--HK (charge),release Shadow short--LK (charge),release (juggle) Shadow dragon punch--HP (charge),F,D,DF+release ==Interrupts== Dashing roundhouse--F+MK Dragon punch--U+MP ==Comeback== Double fireball--2 punches (charge),D,DF,F+release ==Supers== Red [Punch Frenzy]--LP+MP (charge),D,DF,F (2x)+release (close) Blue [Multi Fireballs]--D,DF,F (2x)+punch Regen--HP+MK (charge),release ==Throws== Shoulder throw--F+MP or HP Leg slam--F+MK or HK Counter--U+MP Reverse--U+MP Slammaster--D+MK ==Combos== Pop-up--NONE ======== SAGAT ======== ==Specials== Low tiger shot--D,DF,F+kick High tiger shot--D,DF,F+punch 2-hit tiger shot--HP (charge),D,DF,F+release Tiger knee--D,DF,F,UF+kick (juggle) Tiger uppercut--F,D,DF+punch (juggle) Hypnotize--all punch (charge),release ==Interrupts== Tiger knee--F+LK Dashing straight punch--U+MP ==Comeback== High/low fireball--F,D,B (2x)+MK (juggle) ==Supers== Red [Multi Fireballs]--B (charge),D,DF,F (2x)+kick Blue [Knee/Uppercut]--D,DF,F (2x)+punch Regen--LK+MK charge,release ==Throws== Shoulder throw--F+MP or HP Counter--U+HK Reverse--U+HK Slammaster--D+HP ==Combos== Pop-up--NONE ========= SAWADA ========= ==Specials== Drop kick--D,DB,B+MK (air only) Axe kick--D,DB,B+kick (juggle) High axe kick--HK (charge),D,DB,B,release Katana--F,D,DF+MP or HP Flash kick--D (charge),U+kick (juggle) Reflect--F,D,DF+LP Low katana blade--MP (charge),release ==Interrupts== Dashing high kick--F+HK Flash kick--U+LK ==Comeback== Overhead punch--D,DB,B+MP (juggle) ==Supers== Red [Punch Frenzy]--punch (charge),F,F,release (close) Blue [Axe Kicks]--D,DB,B (2x)+kick Regen--MK+HK (charge),release ==Throws== Face punch--F+MP Back slam--F+MK or HK Counter--U+MP Reverse--U+MP Slammaster--D+MK ==Combos== Pop-up--LK ======== VEGA ======== ==Specials== Mask throw--LP+B (charge),F+release Claw throw--HK+B (charge),F+release Roll--B (charge),F+punch Wall spear--D (charge),U+punch Claw dive--D (charge),U+kick,punch Flying tackle--D (charge),U+kick,punch (close) Flip--all punches Kick flip--D (charge),F+kick ==Interrupts== Claw roll--F+LP Roundhouse--U+HK Slide--U+LK ==Comeback== Super long claw roll--B (charge),F,B,F+LP ==Supers== Red [Flip Kicks]--B (charge),F,B,F+kick Blue [Super Throws]--D,DB,B (2x)+punch (close) Regen--MP+HP (charge),release ==Throws== Suplex--F+MP or HP Counter--U+MK Reverse--U+MK Slammaster--D+MP ==Combos== Pop-up--D+HP Pop-up--F+LK ======== ZANGIEF ======== ==Specials== Lariat--all punches or kicks Spinning pile driver--F,D,B,F+punch (close) Airplane spin--HP (charge),F+release (close) Banishing punch--D,DB,B+punch Suplex--F,D,B,F+kick (close) ==Interrupts== Banishing fist--F+MP Knee kick--U+HK ==Comeback== Slide--all kicks (charge),D+release ==Supers== Red [Super Piledriver]--D,DF,F (2x)+punch (close) Blue [Super Suplex]--D,DB,B (2x)+punch (close) Regen--LP+LK (charge),release ==Throws== Piledriver--F+MP Face bite--F+HP Suplex--F+MK or HK Counter--U+HK Reverse--U+HK Slammaster--D+HP ==Combos== Pop-up--NONE ******************************* TRICKS ******************************* Blanka Fight: Get 45 wins in a row in vs, continue to play against the computer to 50 wins. Blanka will jump out onto the screen. (submitted by Taffler) I have not been able to get this one to work yet, if anyone has info or has also done this, please email me. ==Hidden Characters== Play as Arkane-- move cursor to Blade,press down 20 times then press all kicks. Play as Kyber-- move the cursor to Honda,then to the following: Ryu, Honda, Balrog, Honda, Ryu, Honda, Balrog, Honda, Ryu, Honda, Balrog, Honda, (up and down pattern),then all punches. Play as F7-- move cursor to the following: Ryu, Ken, Cammy, Chun Li, Honda, Balrog, Blade, Akuma, Blade. Press LP and LK on each character. [I have yet to get this code to work] This email is from Warpath: "The F7 code didn't work for me either although he does exist and IS playable, He would be a combination of Blade, Khyber and Arkane having ALL their Blue and Red Supers (used a cheat in MAME), but he has no ending of his own, instead he gets Blade's ending. By the way you realize, that they mention Blade's "real identity" as Guile's brother Gunloc, who is a wrestler. FYI Gunloc is a wrestler in CAPCOM's Saturday Night Slam Masters a wrestling/fighting type game. And you also realize that the 4th consecutive throw reversal is called a Slam Master?" ==Stage Tricks== NIGHTIME TEMPLE RUINS: Fight S. Bison - Play through tag team mode, the final fight will be against S. Bison on this stage! DAYTIME A.N. HEADQUARTERS: Exploding soldier - press LP and MP rapidly Falling clouds - press LPLKMPMKHPHK BISON'S LAIR: Fight Arkane - when Arkane walks by the doorway, press start. This is somewhat easier to spot if Akuma is your character, as he will not walk in the back doorway then. BISON'S LAIR (ALTERNATE): Nothing at this time DHALSIM'S LAB: Nothing at this time A.N. HEADQUARTERS: Exploding soldier - press LP and LK rapidly Exploding crates--Mashing the buttons seems to work, I think it is all punches, but this particular trick seems to work on and off. DUNGEON: Different Prisoners--Playing as Honda the prisoners will be Fei Long and Chun Li, playing as Cammy they will be Honda and Fei Long, playing as anyone else they will be Honda and Cammy. Blow up Prisoners--LP,LP,MP,LP+MP,LP to see Honda/Cammy/Chun li/ Fei Long blow up. Fight Kyber--get a perfect on the first round. On the next round the platform will drop. Press start. You will get to fight Kyber in a new stage. TEMPLE RUINS: Shoot birds--when birds fly by, press LP and LK rapidly. Shooting 8 or more will allow your next fight to be at daytime A.N. COMMAND CENTER: Cammy Animation - press LPMPMKHK Ryu Animation - press LPLPMKHK Van Damme animation - press start Vega Animation - press HKLKLPHP TONG WAREHOUSE: Exploding helicopter--press LKMPHKHPMKLP when the helicopter is out of the screen. ==Music Select== Tired of that boring music? Change it! NOTE: enter all codes at the versus screen Akuma--HPHPLK Balrog--MPMPHK Bison--HPHPMP Blanka--HPHPLP Cammy--MPMPLK Chun Li--MPMPHP Fei Long--MPMPMK Guile--LPLPLK Honda--MPMPLP Ken--LPLPHK Ryu--LPLPMP Sagat--LPLPMK Vega--LPLPHP Zangief--HPHPMK ==Mode Selects== NOTE: Enter these at the character selection screen. these must be entered quickly or it will select a character. Some codes are for two player mode only. Some one player codes must be entered twice for them to work also. Mode Input Play mode ============================================================== Random select U+start 1 or 2 player Hide meters start+LP 2 player No throws start+HP 2 player No specials start+LK 2 player No standards start+MK 2 player Double damage right+start+LP 2 player Combo mode right+start+LK 1 or 2 player No kicks right+start+MK 2 player No punches right+start+HK 2 player No blocking right+start+HP 2 player Upside down left+start+LP 2 player Reverse controls left+start+MP 2 player Clear all modes down+start+HK 1 or 2 player Classic throws down+start+MK 2 player Programmer levels down+start+LP+LK 1 or 2 player Full random left+start+LK+MK+HK 1 or 2 player Speed select* right+start+MP 2 player *keep entering the code to cycle through speeds The following modes must be entered by both players in a two player game for them to work! Mode Input Play mode ====================================================== Invisible tag start+MP 2 player Tag team start+HK 1 or 2 player Swap fighters left+start+HP 2 player Strobe down+start+MP 2 player Invisible down+start+HP 2 player ******************************** Rumors ******************************** NOTE: these are my personal opinions only, and may be incorrect!!! If you can disprove these, submit! If I can verify it, you will get credit! Snake Found?--Snake, Blanka, Fei Long...Kano Transformation anyone? I think it's a gimmick to get people to play. I was just recently emailed about Fei Long being found though, so I guess it is not entirely out of question, but I'm guessing most of these are simple stage tricks. I don't think you actually fight Blanka, I think he just appears on the screen. Is S. Bison playable?--This one's uncertain. No mention of this in the audit screen except in the area showing how many times each character was picked. He IS listed there. But he's not listed on the win/loss table (the other hidden characters are), But his character could use the same win/loss slot, assuming that S.Bison is not much different from the normal one. By the way, Blanka is not listed either. Fatalities?--go play Mortal Kombat! This is Street Fighter! There are NO fatals, and there never will be! Is there a way to do comebacks any time?--I don't know. Gamepro listed a code for comebacks anytime, but guess what? It doesn't work! Audits?--yeah, the page that starts all the rumors in games. This is what is stated on page 4 of the audit screen within the test menu. Is it real? You can thank MKII for starting all of this. Since I'm now running this in Mame, I'm matching the secrets to the tricks above as I find them. Secret 1 0 Secret 2 0 Secret 3 0 Secret 4 0 Blanka Found 0 Kyber Found 0 Arkane Found 0 Snake Found 0 (falling clouds Daytime A.N.) Fatality1 0 Secret 5 0 (blow up crates at A.N. Headquarters) Secret 6 0 (blow up guard at A.N. Headquarters) Secret 7 0 (blow up helicopter Tong Warehouse) Secret 8 0 Secret 9 0 (shoot down birds Temple Ruins?) Blanka Fight 0 Fei Long Found 0 (blow up prisoners in Dungeon) ************************* Dip Switches & Operator Info ************************* Motherboard PCB Switch ON OFF 1 play test 2 normal screen freeze screen 3 upright screen flip screen 4 - video sync + video sync Video ROM PCB Switch (these are not user configurable) 1 ON 2 ON 3 OFF 4 OFF It is important to note that this PCB will not work properly unless the Video ROM switches are in the correct positions and the sync switch matches the monitor being used. The sync will also need to be adjusted on the monitor due to the nature of this PCB. There are some additional wires to add to the PCB also. Jamma 24, 25, 26 correspond to player 1 fierce, short, and forward b, c, d correspond to player 2 fierce, short, and forward JP12 pin 1, 2, 3 correspond to player 1 roundhouse, ground, player 2 roundhouse. JP5 (the + and - on the Jamma still work also) Pins 1, 2, 3, 4 correspond to speakers left +, left -, right +, right - ******************************Credits****************************** Hidden character code - July & September 1995 issues of Gamepro magazine Taffler - Fei Long Found info, Ryu Animation, Cammy Animation Warpath - for some valuable info and helping to verify a few things Inspiration - Brian Smolik & John George (1.2 FAQ) (Interesting fact is that Brian Smolik is in the credits of SFTM yet the FAQ has a lot of wrong info) Gamewinners - Vega Animation code and falling clouds Maj - move corrections and trick corrections All moves are verified by Neopolss. Mistakes can be submitted with credit given. This FAQ is free for distribution. DO NOT MODIFY!!! Submit! I do not have all the moves yet, so if you do not submit, I cannot put it in the FAQ! This is for the gaming community, not just me!