=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Super Street Fighter II Turbo FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 7.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 3. Characters 3.1 Ryu 3.2 Edmond Honda 3.3 Blanka 3.4 Guile 3.5 Thunder Hawk 3.6 Fei Long 3.7 Balrog 3.8 Sagat 3.9 Ken Masters 3.10 Chun-Li 3.11 Zangief 3.12 Dhalsim 3.13 Cammy 3.14 Dee Jay 3.15 Vega 3.16 Mike Bison ------------------------------ 3.17 Akuma 4. Misc. And Easter Eggs 4.1 Picking Old Characters 4.2 Fight/Play Akuma 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) O = Move works for the Old version of the particular character. Old versions cannot reduce throw damage and have no Supers. S = Move works for the Super Turbo version of that character. In a sense, the default version you start with for this game. Super Turbo versions CAN reduce throw damage and have access to Supers. =============================================================================== 2. System =============================================================================== OS Standard Throw/Hold f/b + HP close refer to the character's movelist for an expansive list of their throws/holds S Throw Soften f/b + MP/HP/MK/HK just this works on both ground as you are being and air throws; this thrown does not work on holds S Hold Recovery shake joystick and tap this only works on holds P and K rapidly (ie Blanka's Wild Fang) OS Negative Edge allows you to perform an example would be maneuvers by holding performing a qcf + P the attack button maneuver by instead down, performing holding P, qcf, the motion, then releasing P; this works releasing the attack for specials and supers button OS Block High b OS Block Low db will not block overheads OS Dizzy Recovery shake joystick and tap P and K rapidly when dizzied S Super refer to the the Super Meter must be character's movelist full to perform the for the particular character's super; the motion Super Meter fills after performing special moves or when a normal/command move strikes the opponent (blocked or not); the Super Meter's status does NOT transfer to the next round =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Ryu * ******************************************************************************* Colors ------ Super Turbo Version Old Version (R, R, R, L) ``````````````````` ``````````` LP - Black costume w/ Yellow headband LP - White costume w/ Red MP - Gray costume w/ Blue headband headband HP - Light Blue costume w/ Gray headband LP+LK - Off White costume w/ LK - Orange costume w/ Blue headband Orange headband MK - Blue costume w/ Red headband HK - Green costume w/ Yellow headband Start - Brown costume w/ Dark Gray headband Hold P or K - Dark Green costume w/ Red headband Throws ------ OS Seoi Nage f/b + MP/HP close f and b determine where opponent is thrown OS Tomoe Nage f/b + MK/HK close f and b determine where opponent is thrown Basic Moves ----------- OS Shin Kick LK close must be blocked low by every character EXCEPT Balrog OS Axe Kick HK close 2 hits S Air Uppercut ub/uf, MP this will cause 2 hits if connected to an air opponent; if you connect this to an air opponent, you can follow after them with another Air Uppercut to juggle them Command Moves ------------- S Sakotsu Wari f + MP can hit twice with both hits being overheads S Hatobi Kudaki f + HP Special Moves ------------- OS Hadou Ken qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process OS Fire Hadou Ken hcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process; fireball stuns from far away and knocks opponent down when up close OS Shouryuu Ken f, d, df + P LP=short, MP=medium, HP=far OS Tatsumaki Kyaku qcb + K LK=short, MK=medium, HK=long OS Air Tatsumaki Kyaku qcb + K in air LK=1 spin, MK=few spins, HK=many spins Super ----- S Shinkuu Hadou Ken qcf, qcf + P will absorb other projectiles ******************************************************************************* * 3.2 Edmond Honda * ******************************************************************************* Colors ------ Super Turbo Version Old Version (U, U, U, D) ``````````````````` ``````````` LP - Purple costume w/ Black face paint LP - Blue costume w/ Red face MP - Pink costume w/ Blue face paint paint HP - Orange costume w/ Green face paint LP+LK - Light Blue costume w/ LK - Green costume w/ Pink face paint Blue face paint MK - Light Brown costume w/ Green face paint HK - Gray costume w/ Red face paint Start - Light Gray costume w/ Blue face paint Hold P or K - Yellow costume w/ Red face paint Throws ------ OS Tawara Nage f/b + MP close f and b determine where opponent is thrown OS Saba Ori f/b + HP close shake joystick and tap P and K rapidly for more squeezes OS Sekkan Kyaku f/b + HK close shake joystick and tap P and K rapidly for more knee strikes Basic Moves ----------- OS Butt Drop ub/uf, LK overhead OS Rising Snap HK close 2 hits S Kuuchuu Harite u, HP, then guide move overhead with b and f O Low Foot Poke LK/MK close LK=weak, MK=strong; must be blocked low O Harai Geri K far LK=weak, MK=medium, HK=strong; must be blocked low Command Moves ------------- OS Flying Sumo Press ub/uf, d + MK overhead S Shiko Geri b + MK close S Hiza Geri f + MK close S Harai Geri b/f + HK must be blocked low S Low Palm d + MP the following characters must block this low: Blanka, Cammy, Dee Jay, Dhalsim, Fei Long, Guile, T. Hawk, and Zangief S Double Palm Attack d + HP 2 hits O Hiza Geri b/f + MK close O Reaching Swipe d + HP must be blocked low Special Moves ------------- OS Super Zutsuki Charge b for 2 seconds, LP=short, MP=medium, f + P HP=long OS Super Hyakkan Otoshi Charge d for 2 seconds, LK=short, MK=medium, u + K HK=far; the butt drop portion is an overhead S Ooichou Nage hcb + P close unblockable; you have the ability to "store" the Ooichou Nage command (to do this, perform the hcb motion, and continue to hold b/ub/db); as long as you continue to hold b/ub/db, you will continue to "store" the command (pressing P anytime after this will activate the Ooichou Nage if you are within range) S Hyakuretsu Harite tap P rapidly LP=stationary with slow slaps, MP=short with medium slaps, HP=far with fast slaps O Hyakuretsu Harite Slide tap P rapidly, use b LP=slow slaps, MP=medium and f to guide slaps, HP=fast slaps Super ----- S Oni Musou Charge b for 2 seconds, you have the ability to f, b, f + P "store" the charge (to do this, perform the directional portion of the super, but when you get to last f, hold it); as long as you continue to hold f or uf you will continue to "store" the charge (pressing P anytime after this will activate the super); absorbs projectiles ******************************************************************************* * 3.3 Blanka * ******************************************************************************* Colors ------ Super Turbo Version Old Version (R, L, L, L) ``````````````````` ``````````` LP - Brown skin w/ Black hair and shorts LP - Green skin w/ Orange MP - Light Blue skin w/ Gold hair and shorts hair and shorts HP - Gold skin w/ Blue hair and shorts LP+LK - Green skin w/ Red LK - Dark Gray skin w/ Red hair and shorts hair and shorts MK - Orange skin w/ Green hair and shorts HK - Pale Cream skin w/ Light Green hair and shorts Start - Teal skin w/ Green hair and shorts Hold P or K - Flax skin w/ Red hair and shorts Throw ----- OS Wild Fang f/b + HP close shake joystick and tap P and K rapidly for more bites Basic Move ---------- OS Hop Knee MK close 2 hits Command Moves ------------- OS Rock Crush b/f + MP close the move is actually 2 hits with the second hit needing to be blocked low OS Low Swipe d + LP must be blocked low S Amazon River Run df + HP must be blocked low Special Moves ------------- OS Electric Thunder tap P rapidly LP=slow "bobs", MP=medium "bobs", HP=fast "bobs" OS Rolling Attack Charge b for 2 seconds, LP=short, MP=medium, f + P HP=long OS Backstep Rolling Charge b for 2 seconds, LK=short, MK=medium, f + K HK=long OS Vertical Rolling Charge d for 2 seconds, LK=short, MK=medium, u + K HK=far S Surprise Forward f + all three kicks can pass through opponent if done close S Surprise Back b + all three kicks Super ----- S Ground Shave Rolling Charge b for 2 seconds, if the opponent runs into f, b, f + P (hold P Blanka's delay roll, he to delay) will automatically perform the rest of the super ******************************************************************************* * 3.4 Guile * ******************************************************************************* Colors ------ Super Turbo Version Old Version (U, D, D, D) ``````````````````` ``````````` LP - Pink costume LP - Green costume MP - Brown costume LP+LK - Army Green costume HP - Blue costume LK - Red costume MK - Dark Gray costume HK - Mustard costume Start - Light Gray costume Hold P or K - Blue-Gray costume Throws ------ OS Shoulder Toss f/b + MP close f and b determine where opponent is thrown OS Suplex f/b + HP close f and b determine where opponent is thrown OS Flying Mayor any direction except if d/df/f/uf is used, u + HP close in air opponent will end up in front of Guile; if db/b/ub is used, opponent will end up behind Guile OS Flying Buster Drop any direction except if d/df/f/uf is used, u + HK close in air opponent will end up behind Guile; if db/b/ub is used, opponent will end up in front of Guile Basic Moves ----------- S Heavy Stub Kick HK far O Spinning Knuckle HP far Command Moves ------------- OS Double Sweep d + HK both parts must be blocked low OS Reverse Spin Kick b/f + HK close S Knee Bazooka b/f + LK S Rolling Sobat f + MK S Rolling Sobat Back b + MK S Spinning Knuckle f + HP O Knee Bazooka b/f + MK Special Moves ------------- OS Sonic Boom Charge b for 2 seconds, LP=slow, MP=medium, f + P HP=fast; will collide with other projectiles as both will be "destroyed" in the process OS Somersault Kick Charge d for 2 seconds, LK=short, MK=medium, u + K HK=far Super ----- S Double Somersault Kick Charge db for 2 seconds, df, db, ub/u/uf + K ******************************************************************************* * 3.5 Thunder Hawk * ******************************************************************************* Colors ------ Super Turbo Version Old Version (R, R, L, L) ``````````````````` ``````````` LP - Maroon costume LP - Blue costume MP - Light Gray costume LP+LK - Blue-Green costume HP - Green costume LK - Pink costume MK - Orange-Red costume HK - Gray costume Start - Dark Gold costume Hold P or K - Cream costume Throws ------ OS One Hand Toss f/b + MP close f and b determine where opponent is thrown OS Hanging Three f/b + HP close shake joystick and tap P and K rapidly for more chokes OS Elbow Massacre f/b + HK close shake joystick and tap P and K rapidly for more elbow strikes Basic Move ---------- OS Eagle Chop HP close 2 hits Command Moves ------------- OS Heavy Shoulder ub/uf, d + MP overhead OS Heavy Body Press ub/uf, d + HP overhead OS Thrust Beak b/f + LP OS Double Sweep d + HK both parts must be blocked low S Low Chop d + HP the move is actually two hits with the second hit needing to be blocked low by every character EXCEPT Balrog O Low Chop d + HP the move is actually two hits with the second hit needing to be blocked low by following characters: Dee Jay, Dhalsim, Guile, T. Hawk, and Zangief Special Moves ------------- OS Tomahawk Buster f, d, df + P LP=short, MP=medium, HP=far OS Mexican Typhoon 360 + P close unblockable OS Condor Dive all three punches in once T. Hawk starts to air descend from his jump, this special move will not be able to be activated Super ----- S Double Typhoon 720 + P close unblockable ******************************************************************************* * 3.6 Fei Long * ******************************************************************************* Colors ------ Super Turbo Version Old Version (L, L, R, R) ``````````````````` ``````````` LP - Blue costume LP - Dark Gray costume MP - Purple costume LP+LK - Slate Gray costume HP - Green costume LK - Light Blue costume MK - Orange costume HK - Silver costume Start - Dark Gold costume Hold P or K - Red costume Throws ------ OS Gankai Hou f/b + MP/HP close f and b determine where opponent is thrown OS Ryuushu Kai f/b + MK/HK close f and b determine where opponent is thrown S Ryuushu Raku any direction except if you throw from a u/uf u + MP/HP close in jump then the opponent air will end up in front of Fei Long; if you throw from a ub jump then the opponent will end up behind Fei Long Basic Move ---------- OS Snap Roundhouse HK close 2 hits Command Moves ------------- OS Double Palm Thrust d + HP must be blocked low by every character EXCEPT Balrog and M. Bison OS Engeki Shuu f + HK S Chokka Rakushou b + MK overhead S Chokka Rakushou Leap f + MK overhead O Chokka Rakushou b/f + MK Special Moves ------------- OS Rekka Ken qcf + P LP=short, MP=medium, HP=long Second Charge qcf + P LP=short, MP=medium, HP=long Finish qcf + P LP=short, MP=medium, HP=long OS Shien Kyaku b, d, db + K LK=short, MK=medium, HK=far S Rekkuu Kyaku hcf, uf + K LK=short, MK=medium, HK=long; overhead; if you land this on an air opponent, you can follow with another Rekkuu Kyaku to juggle (up to 3 hits), and you can also try juggling with the Rekka Shin Ken Super ----- S Rekka Shin Ken qcf, qcf + P ******************************************************************************* * 3.7 Balrog * ******************************************************************************* Colors ------ Super Turbo Version Old Version (R, L, L, R) ``````````````````` ``````````` LP - Dark Blue costume w/ Magenta gloves LP - Blue costume w/ Red MP - Yellow costume w/ Orange gloves gloves HP - Orange costume w/ Green gloves LP+LK - Light Blue costume w/ LK - Green costume w/ Red gloves Orange gloves MK - Red costume w/ Black gloves HK - Purple costume w/ Red gloves Start - Brown costume w/ Red gloves Hold P or K - Dark Gray costume w/ Red gloves Throw ----- OS Head Bomber f/b + HP close shake joystick and tap P and K rapidly for more headbutts Basic Move ---------- S Impact Punch u, HP, then guide move overhead with b and f Command Move ------------ N/A Special Moves ------------- OS Dash Straight Charge b for 2 seconds, LP=short, MP=medium, f + P HP=long OS Dash Upper Charge b for 2 seconds, LK=short, MK=medium, f + K HK=long OS Buffalo Headbutt Charge d for 2 seconds, LP=short, MP=medium, u + P HP=far OS Turn Punch Charge all three the longer the charge, punches or all three the more damage and kicks, release range when released; since the Turn Punch can be charged with all three kicks or all three punches, it is possible to charge for 2 Turn Punches at the same time; Charge for: 1-2 seconds=Level 1 3-4 seconds=Level 2 5-8 seconds=Level 3 9-17 seconds=Level 4 18-24 seconds=Level 5 25-32 seconds=Level 6 33-39 seconds=Level 7 40+ seconds=Final S Dash Ground Straight Charge b for 2 seconds, LP=short, MP=medium, df + P HP=long; must be blocked low S Dash Ground Upper Charge b for 2 seconds, LK=short, MK=medium, df + K HK=long; unlike the regular Dash Upper, this knocks the opponent down Supers ------ S Crazy Buffalo Charge b for 2 seconds, hold K or press K during f, b, f + P super to change the Dash Straights to Dash Uppers; even if K is held or pressed, the first and last punch will always be a Dash Straight S Crazy Bufalo Upper Charge b for 2 seconds, hold K or press K during f, b, f + K super to change the Dash Straights to Dash Uppers; even if K is held or pressed the first punch will always be a Dash Upper while the last punch will always be a Dash Straight ******************************************************************************* * 3.8 Sagat * ******************************************************************************* Colors ------ Super Turbo Version Old Version (U, D, D, U) ``````````````````` ``````````` LP - Bright Green costume w/ Yellow-Orange trim LP - Purple costume w/ Red MP - Red costume w/ Green trim trim HP - White costume w/ Red trim LP+LK - Blue costume w/ LK - Purple costume w/ White trim Orange trim MK - Green costume w/ Orange trim HK - Gray-Blue costume w/ Blue trim Start - Dark Gray costume w/ Gray trim Hold P or K - Yellow costume w/ Black trim Throw ------ OS Tiger Carry f/b + MP/HP close f and b determine where opponent is thrown Basic Moves ----------- OS Shin Kick LK close the move is actually two hits with both hits needing to be blocked low by every character EXCEPT Balrog OS Snap Mid MK close 2 hits Command Move ------------ N/A Special Moves ------------- OS Tiger Shot qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process OS Ground Tiger Shot qcf + K LK=slow, MK=medium, HK=fast; must be blocked low; will collide with other projectiles as both will be "destroyed" in the process OS Tiger Knee Crush qcf, uf + K LK=short, MK=medium, HK=far S Tiger Blow f, d, df + P LP=short, MP=medium, HP=far O Tiger Uppercut f, d, df + P LP=short, MP=medium, HP=far Super ----- S Tiger Genocide qcf, qcf + P ******************************************************************************* * 3.9 Ken Masters * ******************************************************************************* Colors ------ Super Turbo Version Old Version (L, L, L, R) ``````````````````` ``````````` LP - White costume LP - Red costume MP - Dark Gray costume LP+LK - Magenta costume HP - Purple costume LK - Bright Green costume MK - Teal costume HK - Beige costume Start - Yellow costume Hold P or K - Brown costume Throws ------ OS Seoi Nage f/b + MP/HP close f and b determine where opponent is thrown S Tsukami Hiza Geri f/b + MK close shake joystick and tap P and K rapidly for more knee strikes S Jigoku Guruma f/b + HK close f and b determine where opponent is thrown S Jigoku Fuusha any direction except if you throw from a ub/u u + HK close in air jump 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 O Jigoku Guruma f/b + MK/HK close f and b determine where opponent is thrown Basic Moves ----------- S Stretch Kick ub/uf, MK good for crossing up opponent; overhead S Shin Kick LK must be blocked low S Swipe Kick HK O Shin Kick LK close must be blocked low O Axe Kick HK close 2 hits Command Move ------------ N/A Special Moves ------------- OS Hadou Ken qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process OS Shouryuu Ken f, d, df + LP/MP LP=short, MP=far OS Fire Shouryuu Ken f, d, df + HP OS Tatsumaki Kyaku qcb + K LK=short, MK=medium, HK=long OS Air Tatsumaki Kyaku qcb + K in air LK=short, MK=medium, HK=long S Nata Otoshi Geri f, df, d + K Inazuma Kakato Wari hold K from previous overhead input S Kama Barai Geri qcf + K Inazuma Kakato Wari hold K from previous overhead input S Oosoto Mawashi Geri hcf + K kick knocks opponent down Inazuma Kakato Wari hold K from previous overhead input Super ----- S Shouryuu Reppa qcf, qcf + P ******************************************************************************* * 3.10 Chun-Li * ******************************************************************************* Colors ------ Super Turbo Version Old Version (D, D, D, U) ``````````````````` ``````````` LP - Light Blue costume LP - Blue costume MP - Red costume LP+LK - Blue-Green costume HP - Silver costume LK - Dark Gray costume MK - Gold costume HK - Forest Green costume Start - Pink costume Hold P or K - Green costume Throws ------ OS Koshuu Tou f/b + MP/HP close f and b determine where opponent is thrown OS Ryuusei Raku any direction except if df/f/uf is used, u + HP close in air opponent will end up in front of Chun-Li; if d/db/b/ub is used, opponent will end up behind Chun-Li Basic Moves ----------- OS Triangle Jump jump towards wall, then away OS Air Kouhou Kaiten Kyaku u, HK this is NOT an overhead; knocks opponent down Command Moves ------------- OS Yousou Kyaku d + MK in air can perform another air attack after move; overhead S Kouhou Kaiten Kyaku df + MK S Kaku Kyaku Raku df + HK O Kouhou Kaiten Kyaku b/f + MK close O Kaku Kyaku Raku b/f + HK close Special Moves ------------- OS Kikou Ken Charge b for 2 seconds, LP=long, MP=medium, f + P HP=short; will collide with other projectiles as both will be "destroyed" in the process OS Hyakuretsu Kyaku tap K rapidly LK=slow kicks, MK=medium kicks, HK=fast kicks S Tenshou Kyaku Charge d for 2 seconds, LK=short, MK=medium, u + K HK=far; can juggle with another Tenshou Kyaku if successful with the first one (up to 3 hits) S Spinning Bird Kick Charge b for 2 seconds, LK=short, MK=medium, f + K HK=long S Air Spinning Bird Kick Charge b for 2 seconds, f + K in air O Spinning Bird Kick Charge d for 2 seconds, LK=short, MK=medium, u + K HK=long Super ----- S Senretsu Kyaku Charge b for 2 seconds, you have the ability to f, b, f + K "store" the charge (to do this, perform the directional portion of the super, but when you get to last f, hold it); as long as you continue to hold f or uf you will continue to "store" the charge (pressing K anytime after this will activate the super); can usually add a Tenshou Kyaku immediately after the super to juggle for extra damage; can usually add a Tenshou Kyaku immediately after the super to juggle for extra damage ******************************************************************************* * 3.11 Zangief * ******************************************************************************* Colors ------ Super Turbo Version Old Version (L, R, R, R) ``````````````````` ``````````` LP - Orange costume LP - Red costume MP - Green-Blue costume LP+LK - Orange costume HP - Teal costume LK - Light Gray costume MK - Yellow costume HK - Green costume Start - Blue costume Hold P or K - Black costume Throws ------ OS Piledriver f/b + MP close the direction that's pressed after the throw is activated will determine where Zangief leaps during the Piledriver; for example, activating the Piledriver with f + MP close and then holding f will cause Zangief to jump forward with the Piledriver; in contrast, activating the throw with f + MP close and holding b immediately will cause Zangief to jump back during the Piledriver OS Iron Claw f/b + HP close shake joystick and tap P and K rapidly for more face crushes OS Stomach Claw db/d/df + MP/HP close shake joystick and tap P and K rapidly for more stomach crushes OS Brain Buster f/b + MK close OS Kamitsuki f/b + HK close shake joystick and tap P and K rapidly for more face bites OS Kuuchuu Deadly Drive any direction except if d/df/f/uf is used, u + MP/HP close in opponent will end up air in front of Zangief; if db/b/ub is used, opponent will end up behind Zangief OS Kuuchuu Leg Throw any direction except if d/df/f/uf is used, u + MK/HK close in opponent will end up air in front of Zangief; if db/b/ub is used, opponent will end up behind Zangief Basic Moves ----------- OS Shin Kick LK far must be blocked low OS Roundhouse Tumble HK close 2 hits Command Moves ------------- OS Flying Body Press ub/uf, d + HP overhead OS Double Knee Drop ub/uf, d + LK/MK overhead OS Kuuchuu Headbutt u, u + MP/HP S Headbutt b/f + MP/HP Special Moves ------------- OS Double Lariat press all three will pass through punches, use b and f projectiles to guide
OS Quick Double Lariat       press all three kicks,   will pass through
                               use b and f to guide     projectiles
OS Spinning Piledriver       360 + P                  connects close; 
                                                        unblockable
OS Atomic Suplex             360 + K close            unblockable
OS Flying Powerbomb          360 + K far              Zangief will walk forward
                                                        to grab the opponent;
                                                        he must grab them in 
                                                        order to perform the 
                                                        entire move; the grab 
                                                        is unblockable
 S Banishing Flat            f, df, d + P             will absorb projectiles


Super
-----
 S Final Atomic Buster       720 + P close            unblockable





*******************************************************************************
* 3.12 Dhalsim                                                                *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (D, U, U, U)
```````````````````                              ```````````
LP - Teal costume w/ Gold skin and Red face      LP - Yellow costume w/ Light
     paint                                            Brown skin and Red face
MP - Orange costume w/ Blue-Gray skin and Pink        paint
     face paint                                  LP+LK - Light Gold costume w/
HP - Gray costume w/ Tan skin and Dark Gray              Light Brown skin and
     face paint                                          Purple face paint
LK - Green costume w/ Black skin and Yellow 
     face paint
MK - Beige costume w/ Brown skin and Gray face 
     paint
HK - Blue costume w/ Gray skin and Red face 
     paint
Start - Yellow costume w/ Pale Blue skin and 
        Pink face paint
Hold P or K - Purple costume w/ Light Gray skin 
              and Blue face paint



Throws
------
OS Yoga Smash                f/b + MP close           shake joystick and tap P
                                                        and K rapidly for more
                                                        punches
OS Yoga Throw                f/b + HP close           f and b determine where 
                                                        opponent is thrown


Basic Moves
-----------
OS Stretch Punch             MP
OS Double Punch Stretch      HP
OS Stretch Kick              MK
OS Stretch Roundhouse        HK
OS Extend Jump Kick          LK/MK in air             LK=weak, MK=strong; 
                                                        overhead
OS Air Stretch Roundhouse    HK in air                is unable to be used as
                                                        an overhead
 S Down Stretch Punch        u, LP                    overhead
 S Straight Stretch Punch    ub/uf, MP                is unable to be used as
                                                        an overhead
 S Diagonal Stretch Punch    ub/uf, LP or u, MP or    LP=weak, MP=medium,
                               HP in air                HP=strong; overhead
O  Chop                      LP close
O  Open Palm Uppercut        MP close
O  Yoga Headbutt             HP close                 2 hits
O  Stretch Punt              LK
O  Short Punt                LK close
O  High Kick                 MK close
O  Strong Knee               HK close
O  Diagonal Stretch Punch    P in air                 LP=weak, MP=medium, 
                                                        HP=strong; overhead


Command Moves
-------------
OS Drill Zutsuki             d + HP in air
OS Slide                     d + K                    LK=short, MK=medium, 
                                                        HK=long and will knock
                                                        opponent down; must be
                                                        blocked low
OS Low Stretch Punch         d + P                    LP=weak, MP=medium, 
                                                        HP=strong; must be
                                                        blocked low
 S Stretch Punt              f + LK
 S High Kick                 b + MK
 S Strong Knee               b + HK
 S Low Front Kick            db + LK                  must be blocked low
 S Short Kick                db + MK/HK               MK=weak, HK=strong; must 
                                                        be blocked low
 S Chop                      b + LP
 S Open Palm Uppercut        b + MP
 S Yoga Headbutt             b + HP
 S Short Punch               db + P                   LP=weak, MP=medium, 
                                                        HP=strong
 S Drill Kick                d + K in air             LK=far, MK=medium, 
                                                        HK=short with steepest
                                                        angle
O  Short Kick                d + MK close             must be blocked low
O  Short Punch               d + LP/MP close          LP=weak, MP=strong
O  Drill Kick                d + HK in air


Special Moves
-------------
OS Yoga Fire                 qcf + P                  LP=slow and stuns 
                                                        opponent, MP=medium and
                                                        knocks opponent down, 
                                                        HP=fast and knocks 
                                                        opponent down; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
OS Yoga Flame                hcf + P                  LP=short time period, 
                                                        MP=medium time period,
                                                        HP=long time period;
                                                        absorbs projectiles
OS Yoga Teleport Zenpou      f, d, df + all three     this move will make 
                               punches or all three     Dhalsim teleport behind
                               kicks                    the opponent; if you 
                                                        are very close to the 
                                                        opponent, you will 
                                                        teleport behind them a 
                                                        considerable distance 
                                                        (with the three kick 
                                                        version having a longer
                                                        teleport distance than
                                                        the three punch 
                                                        counterpart); it is 
                                                        possible, depending on
                                                        where Dhalsim and his
                                                        opponent are located, 
                                                        to teleport stationary
                                                        or backwards instead of
                                                        behind the opponent
OS Yoga Teleport Kouhou      b, d, db + all three     if all three punches are
                               punches or all three     used, Dhalsim will 
                               kicks                    teleport about a sweep 
                                                        distance in front of 
                                                        the opponent; if all 
                                                        three kicks are used, 
                                                        Dhalsim will teleport 
                                                        about two sweep 
                                                        distances in front of
                                                        the opponent
 S Yoga Blast                hcf + K                  LK=short time period,
                                                        MP=medium time period,
                                                        HP=long time period


Super
-----
 S Yoga Inferno              hcf, hcf + P             will absorb projectiles





*******************************************************************************
* 3.13 Cammy                                                                  *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (U, U, D, D)
```````````````````                              ```````````
LP - Green-Blue costume w/ Red trim              LP - Green costume w/ Red 
MP - Blue-Silver costume w/ Pink trim                 trim
HP - Pink costume w/ Red trim                    LP+LK - Green costume w/ 
LK - Light Teal costume w/ Orange trim                   Purple trim
MK - Teal costume w/ Red trim
HK - Dark Gray costume w/ Red trim
Start - Purple costume w/ Pink trim
Hold P or K - Green-Blue costume w/ Pink trim



Throws
------
OS Hooligan Suplex           f/b + MP/HP close        f and b determine where 
                                                        opponent is thrown
OS Frankensteiner            f/b + MK/HK close        f and b determine where 
                                                        opponent is thrown
 S Flying Neck Hunt          any direction except     if d/df/f/uf is used,
                               u + MP/HP close in       opponent will end up
                               air                      in front of Cammy; if
                                                        db/b/ub is used, 
                                                        opponent will end up 
                                                        behind Cammy
 S Air Frankensteiner        any direction except     if d/df/f/uf is used, 
                               u + MK/HK close in       opponent will end up
                               air                      behind Cammy; if 
                                                        db/b/ub is used, 
                                                        opponent will end up in
                                                        front of Cammy
O  Air Frankensteiner        any direction except     if d/df/f/uf is used, 
                               u + HK close in air      opponent will end up
                                                        behind Cammy; if 
                                                        db/b/ub is used, 
                                                        opponent will end up in
                                                        front of Cammy

                                                    
Basic Move
----------
N/A


Command Moves
-------------
OS Weak Low Punch            d + LP                   the following characters
                                                        must block this low: 
                                                        Blanka, Cammy, Dee Jay,
                                                        Dhalsim, Fei Long, 
                                                        Guile, T. Hawk, and 
                                                        Zangief
OS Medium Low Punch          d + MP                   the following characters
                                                        must block this low: 
                                                        Blanka, Cammy, Dee Jay,
                                                        Dhalsim, Fei Long, 
                                                        Guile, T. Hawk, and 
                                                        Zangief


Special Moves
-------------
OS Spiral Arrow              qcf + K                  LK=short, MK=medium, 
                                                        HK=long
OS Cannon Spike              f, d, df + K             LK=short, MK=medium, 
                                                        HK=far
OS Axle Spin Knuckle         hcf + P                  LP=short, MP=medium, 
                                                        HP=long
 S Hooligan Combination      hcf, uf + P              LP=short, MP=medium, 
                                                        HP=far
     Hooligan Cancel         K
     Razor Edge Slicer       do nothing               must be blocked low
     Fatal Leg Twister       b/f + K near opponent's  unblockable
                               head or when near
                               crouching opponent
     Cross Scissors Pressure b/f + K near opponent's  unblockable
                               waist or when near
                               opponent in air
  

Super
-----
 S Spin Drive Smasher        qcf, qcf + K





*******************************************************************************
* 3.14 Dee Jay                                                                *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (D, D, U, U)
```````````````````                              ```````````
LP - Yellow costume                              LP - Orange costume
MP - Blue costume                                LP+LK - Red costume
HP - Dark Green costume
LK - Neon Green costume
MK - Lavender costume
HK - Beige costume
Start - Dark Gray costume
Hold P or K - Purple costume



Throws
------
OS Funky Shout Throw         f/b + MP/HP close        f and b determine where
                                                        opponent is thrown
OS Monkey Flip               f/b + MK/HK close        f and b determine where
                                                        opponent is thrown
 
                                                 
Basic Moves
-----------
OS Punch Beat                HP close                 2 hits
OS Push Kick                 MK far                   2 hits
 S Shin Kick                 LK far                   must be blocked low by
                                                        every character EXCEPT
                                                        Balrog and M. Bison


Command Moves
-------------
OS Knee Shot                 ub/uf, d + LK            overhead
OS Quick Trip                d + MK                   must be blocked low
OS Slide                     d + HK                   must be blocked low


Special Moves
-------------
OS Air Slasher               Charge b for 2 seconds,  LP=slow, MP=medium, 
                               f + P                    HP=fast; will collide 
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process
OS Machine Gun Upper         Charge d for 2 seconds,  tapping P will produce
                               u + P, then tap P        more punches
OS Rolling Sobat             Charge b for 2 seconds,  LK=only first part comes
                               f + K                    out with short 
                                                        distance, MK=medium, 
                                                        HK=long
 S Jackknife Maximum         Charge d for 2 seconds,  LK=short, MK=medium, 
                               u + K                    HK=far; if you connect 
                                                        a MK/HK Jackknife 
                                                        Maximum, you can juggle
                                                        another MK/HK Jackknife
                                                        Maximum directly after 
                                                        (up to 3 hits) or you 
                                                        can try juggling with
                                                        the Sobat Carnival


Super
-----
 S Sobat Carnival            Charge b for 2 seconds,  can usually add a MK/HK
                               f, b, f + K              Jackknife Maximum 
                                                        immediately after the
                                                        super to juggle for
                                                        extra damage





*******************************************************************************
* 3.15 Vega                                                                   *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (L, R, R, L)
```````````````````                              ```````````
LP - Brown costume w/ Red sash                   LP - Purple costume w/ 
MP - Green costume w/ Yellow sash                     Red-Orange sash
HP - Black costume w/ Green sash                 LP+LK - Light Blue costume w/
LK - Red costume w/ Black sash                           Orange sash
MK - Pink costume w/ Orange sash
HK - Blue costume w/ Purple sash
Start - Light Gray costume w/ Black sash
Hold P or K - Mustard costume w/ Blue sash



Throws
------
OS Rainbow Suplex            f/b + MP/HP close        f and b determine where 
                                                        opponent is thrown
OS Stardust Drop             any direction except     if d/df/f/uf is used,
                               u + MP/HP close in       opponent will end up
                               air                      in front of Vega; if
                                                        db/b/ub is used, 
                                                        opponent will end up 
                                                        behind Vega    

                                                 
Basic Move
----------
OS Triangle Jump             jump towards wall, then
                               away


Command Move
------------
OS Slide                     d + HK                   must be blocked low


Special Moves
-------------
OS Rolling Crystal Flash     Charge b for 2 seconds,  LP=1 roll, MP=2 rolls, 
                               f + P                    MP=3 rolls
OS Sky High Claw             Charge d for 2 seconds,  the LP version flies
                               ub/u/uf + P              across the screen 
                                                        higher off the ground;
                                                        using uf will make Vega
                                                        jump from the wall in
                                                        front of him, while 
                                                        using ub will make Vega
                                                        jump off the wall 
                                                        behind him; if u is 
                                                        used, Vega will jump 
                                                        off the wall closest to
                                                        him
OS Wall Bounce               Charge d for 2 seconds,  using uf will make Vega
                               ub/u/uf + K, use b or    jump from the wall in 
                               f to guide               front of him, while 
                                                        using ub will make Vega
                                                        jump off the wall 
                                                        behind him; if u is 
                                                        used, Vega will jump 
                                                        off the wall closest to
                                                        him; using b/f will 
                                                        guide Vega's descent
     Barcelona Attack        P                        overhead
     Izuna Drop              any direction + P when   if ub/b/db is used, 
                               close                    opponent will end up 
                                                        behind Vega; if any 
                                                        other direction is used
                                                        opponent will end up in
                                                        front of Vega; 
                                                        unblockable
OS Backflip                  press all three punches  invulnerable for a short
                                                        while
OS Short Backflip            press all three kicks    invulnerable for a short
                                                        while
 S Scarlet Terror            Charge db for 2          LK=short, MK=medium, 
                               seconds, f + K           HK=far

                                       
Super
-----
 S Super Wall Bounce         Charge db for 2          using uf will make Vega 
                               seconds, df, db,         jump from the wall in 
                               ub/u/uf + K, use b or    front of him, while 
                               f to guide               using ub will make Vega
                                                        jump off the wall 
                                                        behind him; if u is 
                                                        used, Vega will jump 
                                                        off the wall closest to
                                                        him; using b/f will 
                                                        guide Vega's descent
     Barcelona Attack        P                        overhead; does not 
                                                        consume the Super Meter
     Rolling Izuna Drop      any direction + P when   if ub/b/db is used, 
                               close                    opponent will end up 
                                                        behind Vega; if any 
                                                        other direction is used
                                                        opponent will end up in
                                                        front of Vega; 
                                                        unblockable





*******************************************************************************
* 3.16 Mike Bison                                                             *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (D, U, U, D)
```````````````````                              ```````````
LP - Blue costume w/ Gold trim                   LP - Red costume w/ Silver 
MP - Green costume w/ Orange trim                     trim
HP - Gray costume w/ Red trim                    LP+LK - Red costume w/ 
LK - Blue-Green costume w/ Red trim                      Gray-Blue trim
MK - Brown costume w/ Gray trim
HK - Pink costume w/ Light Green trim
Start - Dark Gray costume w/ Silver trim
Hold P or K - Light Brown costume w/ Peach trim



Throw
-----
OS Deadly Throw              f/b + MP/HP close        f and b determine where 
                                                        opponent is thrown


Basic Move
----------
 S Diagonal Punch            ub/uf, MP                overhead; if you connect
                                                        this to an air 
                                                        opponent, you can 
                                                        follow after them with
                                                        another Diagonal Punch
                                                        or use the follow up to
                                                        juggle them (you can do
                                                        this until you rack up 
                                                        3 hits); you can also 
                                                        try juggling with 
                                                        Bison's Knee Press 
                                                        Nightmare after a 
                                                        successful Diagonal 
                                                        Punch or it's follow up
     Second Punch            MP                       overhead; this can also
                                                        set up a juggle or
                                                        continue one; you can
                                                        also try juggling with
                                                        Bison's Knee Press 
                                                        Nightmare after a 
                                                        successful Second Punch


Command Move
------------
OS Slide                     d + HK                   must be blocked low


Special Moves
-------------
OS Psycho Crusher            Charge b for 2 seconds,  LP=short, MP=medium, 
                               f + P                    HP=long
OS Double Knee Press         Charge b for 2 seconds,  LK=short, MK=medium, 
                               f + K                    HK=long
OS Head Stomp                Charge d for 2 seconds,  overhead; using b/f after
                               u + K, then b or f       the Head Stomp is 
                               after head stomp to      performed will 
                               guide                    determine how Bison 
                                                        will descend after 
                                                        jumping off the 
                                                        opponent
     Skull Diver             P                        overhead
 S Fake Head Stomp           Charge d for 2 seconds,  using ub will cause Bison 
                               ub/u/uf + P              to jump backwards; 
                                                        using uf will cause 
                                                        Bison to jump forward 
                                                        more (and sometimes at
                                                        a greater speed) then
                                                        if you use u
     Devil Reverse           P, use b or f to guide   using b/f will guide 
                                                        Bison's descent
O  Devil Reverse             Charge d for 2 seconds,  LP=low leap, MP=medium 
                               u + P                    leap, HP high leap


Super
-----
 S Knee Press Nightmare      Charge b for 2 seconds,  if this connects you can
                               f, b, f + K              try jumping after the
                                                        opponent immediately
                                                        after the super ends to
                                                        juggle them with the
                                                        Diagonal Punch



 ---------------------------------------------------------------------------
  To use Akuma, at the character select screen highlight Ryu and stay there
  for 3 seconds, move to T.Hawk and stay there for 3 seconds, move to Guile 
  and stay there for 3 seconds, move to Cammy and stay there for 3 seconds, 
  move back to Ryu again and wait 3 seconds and finally press all 3 punches 
  and Start at the same time.
 ---------------------------------------------------------------------------


*******************************************************************************
* 3.17 Akuma                                                                  *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (N/A)
```````````````````                              ```````````
1P - Black costume                               N/A
2P - Dark Gray costume



Throws
------
 S Seoi Nage                 f/b + MP/HP close        f and b determine where
                                                        opponent is thrown
 S Tomoe Nage                f/b + MK/HK close        f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
 S Shin Kick                 LK                       must be blocked low
 S Axe Kick                  HK close                 2 hits
                                                       
                                                        
Command Move
------------
N/A


Special Moves
-------------
 S Gou Hadou Ken             qcf + P                  LP=slow, MP=medium,
                                                        HP=fast and knocks down
                                                        opponent; will collide
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process
 S 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
 S Shakunetsu Hadou Ken      hcf + P                  LP=slow and stuns 
                                                        opponent, MP=medium 
                                                        with 2 hits and knocks
                                                        opponent down, HP=fast
                                                        with 3 hits and knocks
                                                        opponent down; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
 S Gou Shouryuu Ken          f, d, df + P             LP=short, MP=medium,
                                                        HP=far
 S Tatsumaki Kyaku           qcb + K                  LK=short, MK=medium,
                                                        HK=long; if you connect
                                                        the MK/HK versions, you
                                                        can juggle with another
                                                        MK/HK Tatsumaki Kyaku 
                                                        or with a Gou Shouryuu
                                                        Ken (up to 3 hits)
 S Air Tatsumaki Kyaku       qcb + K in air           LK=1 spin, MK=few spins,
                                                        HK=many spins; if you
                                                        connect the MK/HK 
                                                        versions, you can 
                                                        juggle with another 
                                                        MK/HK Tatsumaki Kyaku
                                                        or with a Gou Shouryuu
                                                        Ken (up to 3 hits)
 S Ashura Senkuu 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
 S Ashura Senkuu 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


Super
-----
N/A





===============================================================================
4. Misc. And Easter Eggs
===============================================================================


******************************
* 4.1 Picking Old Characters *
******************************

Old versions are selected by first picking your character with a button, then
immediately entering the following code below and finishing it with either LP
or LP+LK (to determine your costume color):

Balrog       Right, Left, Left, Right
Blanka       Left, Right, Right, Right
Cammy        Up, Up, Down, Down
Chun-li      Down, Down, Down, Up
Dee Jay      Down, Down, Up, Up
Dhalsim      Down, Up, Up, Up
E.Honda      Up, Up, Up, Down
Fei Long     Left, Left, Right, Right
Guile        Up, Down, Down, Down
Ken          Left, Left, Left, Right
M. Bison     Down, Up, Up, Down
Ryu          Right, Right, Right, Left
Sagat        Up, Down, Down, Up
T. Hawk      Right, Right, Left, Left
Vega         Left, Right, Right, Left
Zangief      Left, Right, Right, Right.

If done correctly you will hear a sound clip of the character.  Old versions
cannot reduce throw damage and have no Supers.  The code for the old version
is abbreviated and located next to the color section for easy viewing.


************************
* 4.2 Fight/Play Akuma *
************************

Fight Akuma:
*Defeat all opponents in 20 minutes or less and do not use a continue.  If done
 right your last opponent will be Akuma instead of M. Bison.


Play As Akuma:
*At the character select screen highlight Ryu and stay there for 3 seconds, 
 move to T.Hawk and stay there for 3 seconds, move to Guile and stay there for
 3 seconds, move to Cammy and stay there for 3 seconds, move back to Ryu again
 and wait 3 seconds and finally press all 3 punches and Start at the same 
 time.



===============================================================================
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