STREET FIGHTER ALPHA 2 FAQ v1.6 for the Sega Saturn (domestic) by Chris MacDonald Unpublished work Copyright 1996-2001 Chris MacDonald This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is for private and personal use only--it cannot be reprinted in part or in whole, or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. This FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my express written permission. This FAQ was created and is owned by me, Chris MacDonald . It can be found exclusively at (www.GameFAQs.com). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. I expressly forbid the following publishers/publications from using this FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer), Future Publishing, Ltd. (publishers of PlayStation Power, Official UK PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games, and Prima Games. Remember, plagiarism is a crime and is punishable by law. The Street Fighter game series and the Final Fight series are (c) Capcom of Japan and (c) Capcom of America. ================= TABLE OF CONTENTS ================= 1. INTRODUCTION - The Controls - FAQ Terminology - Basic Commands 2. CHARACTER MOVELIST - Adon - Akuma - Birdie - Charlie - Chun-Li - Dan Hibiki - Dhalsim - Gen - Guy - Ken - M. Bison - Rolento Schugerg - Rose - Ryu - Sagat - Sakura Kasugano - Sodom - Zangief 3. HIDDEN CHARACTER MOVELIST - Satsui no hadou mezame ta Ryu - SF2 Costumed Chun-Li - SF2 Original Series Dhalsim - SF2 Original Series Zangief - Shin Akuma 4. SECRETS AND TRICKS - Play as the Hidden Characters - Save the Hidden Characters to Memory - Fight your Mid-Boss - Fight Shin Akuma - Survival Mode Tricks - Infinite Custom Combo Time in Training Mode - Auto-Fire Buttons in Arcade / Training Mode - Chouhatsu Densetsu Glitch - Screw Piledriver Glitch - Alternate Credits - Select your Win Quote - Select your Winning Pose - Select your Colors - Alternate Costume Colors - Sodom's Stage Trick 5. MISCELLANEOUS - Super Combo Gauge - Custom Combos - Translations 6. AUTHOR'S NOTE - Special Thanks - Revision History ======================================================================== 1. INTRODUCTION ======================================================================== Alright, the final revision of this FAQ is done...finally :) This guide isn't meant to be the end-all to SFA2. It's just a moveslist, some comments, some tricks, and the translations--standard FAQ procedure for yours truly. If you liked the old format with all the descriptions and funky ASCII notation and fluff, it's on the 'Net somewhere waiting to be read, I'm sure. Personally, I couldn't stand the thing ^_^; ------------------------------------------------------------------------ THE CONTROLS ------------------------------------------------------------------------ This section outlines the basic controls for all characters: [ Controller Layout ] ------------------------------------------------- ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Back / Block Neutral Walk Forward / | \ db d df Crouch / Low Block Crouch Offensive Crouch Obviously, when facing left, the controls are reversed. :) [ Button Layout ] ----------------------------------------------------- LP MP HP Light Punch Medium Punch Hard Punch LK MK HK Light Kick Medium Kick Hard Kick ------------------------------------------------------------------------ FAQ TERMINOLOGY ------------------------------------------------------------------------ The following terms / notation is used in this FAQ: P / K - Press any Punch or Kick button. PP / KK - Press two Punch or Kick buttons together. PPP / KKK - Press all three Punch or Kick buttons together. a-d - Press in any direction. a-d-u - Press in any direction but directly up. db~df - You can use any of the three downward directions. ub~uf - You can use any of the three upward directions. MP~HK - You can use MP, HP, MK, or HK. qcf / hcf - Input (d,df,f) or (b,db,d,df,f) on the controller. qcb / hcb - Input (d,db,b) or (f,df,d,db,b) on the controller. Charge - Hold in the first direction for 2 seconds, then press in the next direction(s) before hitting the button. Rotate 360 - Spin the controller in a full circle. The shorthand method is to input (f,df,d,db,b,ub,u) or the reverse. Rotate 720 - Spin the controller in two full circles. tap d/p/k - Tap the d-pad in any direction rapidly while tapping the Punch and Kick buttons. overhead - The move must be blocked low (use a down-back crouch). chouhatsu - Taunt (use the "Chohatsu" button or L + R buttons). s / c / j - standing / crouching / jumping. SC / CC - Super Combo / Custom Combo ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ Standing Block Hold b when attacked Crouching Block Hold db when attacked Mid-Air Block Block an attack while airborne Escape Roll b,db,d + P when knocked to the ground Automatic Roll Occurs after certain attacks Alpha Counter b,db,d + P / K while blocking Custom Combo Activation Press PP + K or KK + P (air) Throw Attempt Press b / f + MP / HP Throw / Hold Escape Press b / f + MP~HK as you're grabbed Hold Recovery Tap d/p/k Dizzy Recovery Tap d/p/k Taunt (Chouhatsu) Press the L + R shoulder buttons - When you block an attack, you take no damage from it. Blocking special moves and Super Combos results in reduced damage. The standing block protects you from mid-air, standing, and overhead attacks, while the crouching block works against standing attacks, low attacks, and sweeps, but not overhead or mid-air moves. The mid-air block only works against attacks that are not touching the ground (for instance, you could block a projectile, or a Shouryuu Ken that has left the ground, but not a Shouryuu Ken that his while your attacker is still standing). - When you use the Escape Roll, you roll forwards. The distance _is_ affected by the button used, unlike SFA (so LP is stationary). - The Automatic Roll makes you roll backwards upon touching the ground. It happens after being hit with certain attacks, like Ryu's Shinkuu Tatsumaki Senpuu Kyaku, or Guy's Bushin Gokusa Ken. - An Alpha Counter can only be used while blocking on the ground. Furthermore, it costs one level of your Super Combo Gauge in order to use. - It costs at least 1.5 levels of your SC gauge in order to start a Custom Combo (which is done by pressing any two attack buttons, and one opposite one, like LP + MP + HK or LP + MK + HP). You can start a CC with more power than this, though, which will make it last longer. For more information on Custom Combos, check the Miscellaneous section (below). - Every character can throw their opponent by getting close and pressing back or forward plus MP or HP. Some characters can also throw with MK and HK. Throws are unblockable, but you can escape from them by pressing towards your enemy and MP, HP, MK, or HK just as you're thrown. This prevents you from taking normal damage. You can only escape normal throws and holds (special ones, like Birdie's Murderer Chain or Akuma's Hyakki Gou Sai, are inescapable). - Some characters have holds instead of throws. They will grab you and hit you repeatedly before tossing you away. When you're in a hold, you can get out of it sooner and take less damage by tapping the directional pad in any direction rapidly while tapping the Punch and Kick buttons. - A character is dizzied when they take too many hits in a short period of time. When dizzied, they are left vulnerable for a brief moment. You can get out of a dizzy faster by entering the same command you use to escape from holds (tap the d-pad and buttons rapidly). - Each character can taunt once per round by pressing the L and R shoulder buttons together, or by setting one of the buttons to "Chohatsu". While taunting, you are vulnerable to attack and cannot move. Birdie, Chun-Li, Sakura, and Sodom's taunts can hit an enemy, while Dan can taunt as many times as you want during a round. - Some characters have more than one taunt that can be performed by pressing f while taunting; this includes Charlie, Ken, M. Bison, and Ryu. Birdie can taunt while holding back or forward. ======================================================================== 2. CHARACTER MOVELIST ======================================================================== The moves are listed in this order: normal throws, then special moves, command attacks, and then finally, their Super Combos. Afterwards are some notes on their special moves and abilities (if applicable). ------------------------------------------------------------------------ ADON ------------------------------------------------------------------------ Jaguar Carry b / f + MP / HP when close Jaguar Slam b / f + MK / HK when close Rising Jaguar f,d,df + K Jaguar Kick qcf + K Jaguar Tooth hcb + K Jaguar Crunch f + MP Jutting Kick df + MK Jaguar Revolver qcf,qcf + K Jaguar Varied Assault qcf,d,df + P Jaguar Thousand Tap P during Lv. 3 Jaguar Varied Assault Jaguar Assassin Tap K during Lv. 3 Jaguar Varied Assault - The Jaguar Crunch is an overhead attack. ------------------------------------------------------------------------ AKUMA (aka "Gouki" outside of the US) ------------------------------------------------------------------------ Seoi Nage b / f + MP / HP when close Tomoe Nage b / f + MK / HK when close Gou Hadou Ken qcf + P Zankuu Hadou Ken qcf + P in air Shakunetsu Hadou Ken hcb + P Gou Shouryuu Ken f,d,df + P Tatsumaki Zankuu Kyaku qcb + K (air) Hyakki Shuu qcf,uf + P, then... Hyakki Gou Zan ...do nothing Hyakki Gou Shou ...press P Hyakki Gou Sen ...press K Hyakki Gou Sai ...a-d + P when close (enemy on ground) Hyakki Gou Tsui ...a-d + K when close (ground or air) Zenpou Tenshin qcb + P Ashura Senkuu b,d,db / f,d,df + PPP / KKK Tenma Kuujin Kyaku Jump uf, press db~df + MK at apex Zugai Hasatsu f + MP Senpuu Kyaku f + MK Messatsu Gou Hadou hcb,hcb + P Messatsu Gou Shouryuu qcf,d,df + P Tenma Gou Zankuu qcf,qcf + P in air Shun Goku Satsu LP,LP,f,LK,HP (at Level 3) - You can juggle an opponent after the Tatsumaki Zankuu Kyaku (for example, follow with a Gou Shouryuu Ken). - The Zugai Hasatsu is an overhead attack. - The Gou Sai, Gou Tsui, and Shun Goku Satsu are unblockable. - During the Hyakki Shuu, doing nothing results in a sliding kick that must be blocked low. Pressing P or K results in attacks that can be blocked crouching, strangely enough. The other two moves (the Gou Sai and Gou Tsui) are throws. They can't be used on an opponent in the corner of the screen, and the Gou Sai can't be used against an airborne opponent. - You can use the Zenpou Tenshin to roll under attacks and through your opponent. - Akuma can be hit during the start of the Ashura Senkuu, but while moving, he is immune to all attacks except throws. Using "b,d,db" makes you warp backward, while "f,d,df" carries you forward. PPP makes you teleport further than KKK does. ------------------------------------------------------------------------ BIRDIE ------------------------------------------------------------------------ Bull Spike b / f + MP / HP when close (tap d/p/k) Bad Throw b / f + MK / HK when close Murderer Chain Rotate 360 + P Bandit Chain Rotate 360 + K Bull Head Charge b,f + P Bull Horn Hold PP / KK, then release Body Slam d + HP in air Bull Drop Press HK while standing The Birdie Charge b,f,b,f + P Bull Revenger qcf,d,df + P / K - The longer you charge the Bull Head, the more damage it does. The buttons held affect the Bull Head's range: LP + MP / LK + MK Short-range LP + HP / LK + HK Medium-range MP + HP / MK + HK Long-range - Note that when Birdie is turning around to do the Bull Head, he is invincible during that short period of time. You can use this to pass through attacks and deliver an attack yourself, but it's difficult to time correctly. - Normally, you can charge two Bull Heads at once (hold PP + KK). However, there is a trick to charge 3 or 4 Bull Heads at once. To do this, hold down five or six buttons, then release one button at a time. You have to keep holding down at least one Punch and one Kick button, and once you've released every button but those two, they become useless (so holding down PPP + KK gives you three Bull Head charges, not five). - The Murderer Chain, Bandit Chain, and Bull Revenger are unblockable. - The Bull Drop can hit at two points; one, when Birdie first lifts his leg, or else when he is dropping it down. The "dropping" animation is an overhead attack, if it hits. - During the Bull Revenger, using P makes Birdie hop forward, while using K makes him leap across the screen. ------------------------------------------------------------------------ CHARLIE (aka "Nash" outside of the US) ------------------------------------------------------------------------ Dragon Suplex b / f + MP / HP when close Knee Gatling b / f + MK / HK when close (tap d/p/k) Flying Buster Drop a-d-u + MP / HP when close (air only) Sonic Boom Charge b,f + P Somersault Shell Charge d,u + K Jump Sobat b / f + MK Step Kick b / f + HK Spin Back Knuckle f + HP Sonic Break Charge b,f,b,f + P, tap P rapidly Crossfire Blitz Charge b,f,b,f + K Somersault Justice Charge db,df,db,uf + K - The Jump Sobat is an overhead attack. - During the Sonic Break, you can press P for an extra Sonic Boom toss. At Level 1, you get one extra Sonic Boom. At Level 2, you get two of them, and at Level 3, you get three extra Sonic Booms (for four attacks total). All of the Sonic Booms are considered to be Super Combo projectiles, meaning that they can pass through standard projectiles. ------------------------------------------------------------------------ CHUN-LI ------------------------------------------------------------------------ Koshuu Tou b / f + MP / HP when close Ryuusei Raku a-d-u + MP / HP when close (air only) Kikou Ken hcf + P Sen'en Shuu hcb + K Tenshou Kyaku Charge d,u + K Hyakuretsu Kyaku Tap K rapidly Yousou Kyaku d + MK in air (can repeat) Kaku Kyaku Raku df + HK Sankaku Tobi Jump against a wall, press in opp. dir. Kikou Shou qcf,qcf + P Senretsu Kyaku Charge b,f,b,f + K Hazan Tenshou Kyaku Charge db,df,db,uf + K - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks. ------------------------------------------------------------------------ DAN HIBIKI ------------------------------------------------------------------------ Seoi Nage b / f + MP / HP when close Gadou Ken qcf + P Kouryuu Ken f,d,df + P Dankuu Kyaku qcb + K Zenten Chouhatsu qcf + Start Kouten Chouhatsu qcb + Start Jump Chouhatsu Taunt while jumping Shagami Chouhatsu Taunt while crouching Chouhatsu Densetsu qcf,qcf + Start Shinkuu Gadou Ken qcf,qcf + P Hisshou Burai Ken qcb,qcb + K Kouryuu Rekka qcf,d,df + K - The Gadou Ken may have a limited range, but it can still negate other normal projectiles, like a Sonic Boom or Kikou Ken. - Dan may randomly flash during his Kouryuu Ken, in which case he is invincible until the flash ends. - The range of the Shinkuu Gadou Ken increases depending on what level of SC power you use. - Dan can taunt an infinite number of times. ------------------------------------------------------------------------ DHALSIM ------------------------------------------------------------------------ Yoga Smash b / f + MP when close Yoga Throw b / f + HP when close (tap d/p/k) Yoga Fire qcf + P Yoga Flame hcb + P Yoga Blast hcb + K Yoga Teleport b,d,db / f,d,df + PPP / KKK (air) Yoga Escape b,d,db + K when knocked down Kuuchuu Chouhatsu Taunt while jumping Yoga Shock b + LP, hold LP until you attack Yoga Palm f + LP Drill Zutsuki d + HP in air Drill Kick d + K in air Yoga Inferno qcf,qcf + P Yoga Strike qcf,d,df + K - You can change Dhalsim's attacks by holding back or down-back while pressing P or K. - The Yoga Flame will dissipate after traveling far enough. Only the MP and HP versions knock down an opponent. - The Yoga Shock is an overhead attack, as long as you hold LP until you attack. - The Yoga Strike is an anti-air throw, and is unblockable. - During the Yoga Teleport, "f,d,df" teleports you forward, and "b,d,db" teleports you backward. PPP carries you further than KKK does. ------------------------------------------------------------------------ GEN ------------------------------------------------------------------------ Juraku When close, b / f + MP / HP Houzen When close, b / f + MK / HK Ansatsu Ken: Sou-ryuu Press PPP at any time (air) Hyakurenkou Tap P rapidly Gekirou f,d,df + K, tap K at a paced rate Zan'ei qcf,qcf + P Shitenshuu qcb,qcb + P Ansatsu Ken: Ki-ryuu Press KKK at any time (air) Jasen Charge b,f + P Ouga Charge d,ub~uf + K Satsujin Press LK while crouching Kyoutetsu Press MP Onkyou Press HP Kirou Press HP while crouching Saizu Jump over someone, press MK Uken > Shakudan Quickly press HK,HK in air Kouga qcb,qcb + K in air Jakouha qcf,d,df + K - Gen has two different "styles" of play he can use by pressing PPP or KKK. Once you've changed into a certain style, you can only use the moves in that style (for example, in Sou-ryuu style, you could use the Shitenshuu but not the Ouga). Gen normally starts in his PPP style, but if you switch to his KKK style, he'll remain in it for the rest of the game. You can switch Gen's styles at any time, while jumping, blocking, attacking, when knocked down, while dizzy, and so on. - In his Sou-ryuu style, Gen can chain together his normal attacks. The sequence is pretty loose--the only real restriction is that you can't chain a stronger attack into a weaker one (like HP into LK), and you can't chain a crouching HP or HK into anything. Otherwise, just about any chain combo is possible. - During the Gekirou, you need to tap the Kick button as your opponent goes higher and higher into the air if you want to get the full hits (you'll know if you did this correctly because he'll finish with a kick that knocks your foe away). - If hit by a Shitenshuu, a timer will appear over the head of Gen's opponent and count down. When it reaches zero, Gen's foe falls to the ground and is dizzied. You can increase the timer speed by hitting your foe with multiple Shitenshuus, but your opponent can stop the timer by hitting you with an attack. Note that your opponent is damaged during the intitial hits, each time the counter goes down by one, and when it hits zero and he / she is dizzied. The higher level you use, the more damage the Shitenshuu does during the intial hits and for each timer countdown. - During the Ouga, you can: > Direct your initial leap left or right by charging d,ub / uf instead of charging d,u (which always takes you to the wall behind you). > Do nothing when you touch a wall for a jump kick > Press b when you touch a wall to abort the move > Press f when you touch a wall for a long kick toward your foe > Press u when you touch a wall to move to the ceiling > Do nothing when you touch the ceiling to do a head stomp > Press ub~uf when on the ceiling to abort the move and drop in either direction > Press b / f when on the ceiling to use a dive kick in either direction - The Kyoutetsu is an overhead attack. - The Onkyou hits low and must be crouch-blocked. - The Kirou will do more damage if it his someone while they're attacking you. However, you'll take more damage if hit during this attack, too. - The Satsujin will knock an opponent up into the air. You can follow it with a Jakouha, if you're fast enough. - Gen's jumping Ki-ryuu MK (the Saizu), works best as a cross-up attack. - During the Kouga you can: > Press LK for a jump kick off the left wall, - Then, press MK or do nothing instead for a long kick towards your enemy. - Or, press HK instead for a higher, faster long kick. > Press MK for a head stomp off the ceiling, - Then press LK instead to dive left. - Or, press HK instead to dive right. > Press HK for a jump kick off the right wall, - Then, press MK or do nothing instead for a long kick towards - your enemy. - Or, press LK for a higher, faster long kick. If you do nothing, Gen will just keep jumping off opposite walls and kicking. Gen can perform one extra attack per level. - It's easy to accidentally tap a button too much so that if you "do nothing" after using LK or HK to go to a wall, you'll end up doing the following LK or HK move instead. To prevent this, pressing MK has the same effect as "doing nothing". - The Jakouha is an anti-air throw and is unblockable. - Gen's taunt is faster in Ki-ryuu style than it is in So-ryuu style. ------------------------------------------------------------------------ GUY ------------------------------------------------------------------------ Seoi Nage b / f + MP / HP when close Tsukami Nage b / f + MK / HK when close (tap d/p/k) Bushin-ryuu Seoi Nage f,uf,u,ub,b + MP / HP from Tsukami Nage Izuna Otoshi a-d-u + MP / HP when close (air only) Bushin Izuna Otoshi qcf + P, then press P when close Izuna no Hiji Otoshi qcf + P, then press P from afar Hayagake qcf + K Hayagake: Kyuuteishi qcf + LK, then press K Hayagake: Kage Sukui qcf + MK, then press K Hayagake: Kubikari qcf + HK, then press K Houzantou qcb + P Bushin Senpuu Kyaku qcb + K Bushin Gokusa Ken LP,MP,HP,HK when close Hiji Otoshi d + MP in air Kubi Kudaki f + MP Kamaitachi df + HK Sankaku Tobi Jump against a wall, press in opp. dir. Bushin Hassou Ken qcf,d,df + P Bushin Gourai Kyaku qcf,d,df + K - The Bushin-ryuu Seoi Nage is difficult to pull off. If you did it correctly, Guy will do his normal Seoi Nage and throw his opponent behind him at the end of the Tsukami Nage. - The Bushin Izuna Otoshi is an unblockable throw. However, it cannot grab people who are in the corner of the screen. - The Kubikari and Kubi Kudaki are overhead attacks. - The Kage Sukui must be blocked crouching. ------------------------------------------------------------------------ KEN MASTERS ------------------------------------------------------------------------ Jigoku Guruma b / f + MP / HP when close Tsukami Nage b / f + MK / HK when close (tap d/p/k) Jigoku Fuusha a-d-u + MP / HP when close (air only) Hadou Ken qcf + P Shouryuu Ken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K Zenpou Tenshin qcb + P Zentou qcf + Chouhatsu Inazuma Kakato Wari f + MK Shouryuu Reppa qcf,d,df + P Shinryuu Ken qcf,d,df + K (tap P / K at Lv. 2/3) - The Inazuma Kakato Wari is an overhead attack. - You can use the Zenpou Tenshin to roll under attacks and through your opponent. ------------------------------------------------------------------------ M. BISON (aka "Vega" outside of the US) ------------------------------------------------------------------------ Deadly Throw b / f + MP / HP when close Psycho Fall a-d-u + MP / HP when close (air only) Psycho Shot Charge b,f + P Double Knee Press Charge b,f + K Head Press Charge d,u + K, then move b / f Somersault Skull Diver Press P after Head Press Somersault Skull Diver Charge d,u + P, move b / f, press P Vega Warp b,d,db / f,d,df + PPP / KKK Psycho Crusher Charge b,f,b,f + P Knee Press Nightmare Charge b,f,b,f + K - During the Vega Warp, using "b,d,db" makes you warp away from your opponent, while, "f,d,df" teleports you behind them. KKK makes you teleport closer to your opponent than PPP does. ------------------------------------------------------------------------ ROLENTO SCHUGERG ------------------------------------------------------------------------ Colonel Carrier b / f + MP / HP when close Deadly Package b / f + MK / HK when close Patriot Circle qcf + P (perform 3 times) Mekong Delta Air Raid qcb + P (then press P) Mekong Delta Escape qcb + K (move b / f, then press P / K) Mekong Delta Attack Press PPP (then press P) Stinger f,d,df + K (then press P / K) Trick Landing Press (b / f +) KKK just before landing High Jump Tap db~df,ub~uf Spike Rod d + MK in air (can repeat) Fake Rod f + MK Take no Prisoner qcf,d,df + K Mine Sweeper qcb,qcb + P - Rolento's Stinger knives can be destroyed if they are hit with an attack (any attack will work, whether it's a standing LK or a fireball, etc.) You have to time it right, though, or else you'll take the hit. - You can use the Spike Rod during the Mekong Delta Escape. - The Take no Prisoner is unblockable. ------------------------------------------------------------------------ ROSE ------------------------------------------------------------------------ Soul Drain b / f + MP / HP when close Soul Spark hcf + P Soul Throw f,d,df + P Soul Reflect qcb + P Soul Spiral qcf + K Sliding df + MK Aura Soul Spark qcb,qcb + P Aura Soul Throw qcf,d,df + P Soul Illusion qcf,d,df + K - The Soul Throw is an anti-air throw. It is unblockable, but will not hit a character unless thy're airborne. However, this will even work if they are just off the ground (such as when Ryu does a Senpuu Kyaku and is hopping). - The LP Soul Reflect will absorb projectiles and give a small amount of SC energy to Rose. The MP version reflects them horizontally, and the HP version reflects them diagonally upward. You cannot reflect Super Combo projectiles (like the Tiger Cannon), but you can reflect Dan's Shinkuu Gadou Ken. - Rolento's Stinger knives cannot be absorbed or reflected. - The Sliding must be blocked crouching. - The Level 3 Aura Soul Spark makes a aura appear in front of Rose while she is attacking. This aura can horizontally reflect both normal and Super Combo projectiles. - During the Level 2 and 3 Aura Soul Throw, Rose will pop her enemy into the air before jumping up to throw them. - During the Soul Illusion, Rose is trailed by illusions who add to the number of hits that any of her attacks inflict. This move will end once a certain amount of time has passed. - Rose's Punch-style Alpha Counter does no damage. Instead, it makes her switch places with her opponent, and since she recovers faster than they do, you can attack your opponent immediately afterward. ------------------------------------------------------------------------ RYU ------------------------------------------------------------------------ Seoi Nage b / f + MP / HP when close Tomoe Nage b / f + MK / HK when close Hadou Ken qcf + P Hadou no Kamae qcf + Chouhatsu Shouryuu Ken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K (air) Sakotsu Wari f + MP Senpuu Kyaku f + MK Shinkuu Hadou Ken qcf,qcf + P Shinkuu Tatsumaki Senpuu Kyaku qcb,qcb + K - When you throw a HP Hadou Ken from up close, it flashes red. Hitting someone with the fireball while it's red will set them on fire and knock them to the ground. - The Sakotsu Wari is an overhead attack. - Ryu's jumping MP hits twice. It also has the interesting property of being able to juggle opponents who could not normally be hit. For example, if your opponent is in the corner and you do the Shinkuu Tatsumaki Senpuu Kyaku, you could land, jump after them as they fall, and hit them with Ryu's jumping MP. However, try it with any other jumping Punch or Kick, and the move will miss. ------------------------------------------------------------------------ SAGAT ------------------------------------------------------------------------ Tiger Carry b / f + MP / HP when close (tap d/p/k) Tiger Shot qcf + P Ground Tiger Shot qcf + K Tiger Blow f,d,df + P Tiger Crush f,d,df + K Tiger Cannon qcf,qcf + P Tiger Raid qcb,qcb + K Tiger Genocide qcf,d,df + K ------------------------------------------------------------------------ SAKURA KASUGANO ------------------------------------------------------------------------ Sakura Jime b / f + MP / HP when close (tap d/p/k) Sailor Shoot b / f + MK / HK when close Hadou Ken qcf + P,(P),(P) Shou'ou Ken f,d,df + P Shunpuu Kyaku qcb + K Flower Kick f + MK Shinkuu Hadou Ken qcf,qcf + P Haru Ichiban qcb,qcb + K Midare Zakura qcf,d,df + K - Tapping P as you throw a Hadou Ken increases it's size, but decreases it's range. - The Flower Kick is an overhead attack. - The Shinkuu Hadou Ken grows weaker as it travels across the screen. - The Haru Ichiban must be blocked low. ------------------------------------------------------------------------ SODOM ------------------------------------------------------------------------ Shogun Throw (long) b / f + MP / HP when close Shogun Throw (short) b / f + MK / HK when close Jigoku Scrape qcf + P Butsumetsu Buster Rotate 360 + P Daikyou Burning Rotate 360 + K Kouten Okiagari f,df,d + P when knocked down Tengu Walking b,db,d + K when knocked down Shiraha Catch f,d,df + K Meido no Miyage qcf,qcf + P Tenchuu Satsu Rotate 720 + P - If the Daikyou Burning hits, Sodom drags his opponent across the screen. In certain situations (like when you hit an airborne opponent), they will merely bounce off Sodom's jitte instead of being grabbed. - When you are knocked down, you can use the Kouten Okiagari to roll backward upon touching the floor. Alternately, you can use the Tengu Walking to perform a special attack that makes Sodom run into his opponent. - The Shiraha Catch will counter overhead attacks (like Sakura's Flower Kick). It can also counter jumping attacks. - The Butsumetsu Buster, Daikyou Burning, and Tenchuu Satsu are unblockable. ------------------------------------------------------------------------ ZANGIEF ------------------------------------------------------------------------ Back Drop b / f + MP / HP when close Kamitsuki b / f + MK / HK when close (tap d/p/k) Stomach Claw df + MP / HP when close (tap d/p/k) Double Lariat Press PPP, move b / f Quick Double Lariat Press KKK, move b / f Screw Piledriver Rotate 360 + P Flying Powerbomb Rotate 360 + K outside of throw range Atomic Suplex Rotate 360 + K when close Banishing Flat f,d,df + P Body Press Jump diagonally, d + HP Double Knee Drop Jump diagonally, d + LK / MK Kuuchuu Headbutt Jump up, press u + MP / HP Dynamite Kick db + MK Russian Kick db + HK Final Atomic Buster Rotate 720 + P Aerial Russian Slam qcf,d,df + K - The Screw Piledriver, Flying Powerbomb, Atomic Suplex, and Final Atomic Buster are unblockable. - You can pass through projectiles using the Lariat moves. - The Banishing Flat can negate normal projectiles. - The Kuuchuu Headbutt can dizzy an opponent in just a few hits. - The Aerial Russian Slam is an anti-air throw, and is unblockable. ======================================================================== 3. HIDDEN CHARACTER MOVELIST ======================================================================== ------------------------------------------------------------------------ SATSUI NO HADOU NI MEZAME TA RYU ------------------------------------------------------------------------ Seoi Nage b / f + MP / HP when close Tomoe Nage b / f + MK / HK when close Hadou Ken qcf + P Hadou no Kamae qcf + Chouhatsu Shouryuu Ken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K (air) Ashura Senkuu b,d,db / f,d,df + PPP / KKK Sakotsu Wari f + MP Senpuu Kyaku f + MK Shinkuu Hadou Ken qcf,qcf + P Shinkuu Tatsumaki Senpuu Kyaku qcb,qcb + K Messatsu Gou Shouryuu qcf,d,df + K Shun Goku Satsu LP,LP,f,LK,HP (at Level 3) - This version of Ryu has been given several of Gouki's moves. He can also juggle opponents off of his Tatsumaki Senpuu Kyaku, just like Gouki can. - When you throw a Hadou Ken from up close, it flashes red. Hitting someone with the fireball while it's red will set them on fire and knock them to the ground. ------------------------------------------------------------------------ SF2-COSTUMED CHUN-LI ------------------------------------------------------------------------ Koshuu Tou b / f + MP / HP when close Ryuusei Raku a-d-u + MP / HP when close (air only) Kikou Ken Charge b,f + P Sen'en Shuu hcb + K Tenshou Kyaku Charge d,u + K Hyakuretsu Kyaku Tap K rapidly Yousou Kyaku d + MK in air (can repeat) Kaku Kyaku Raku df + HK Sankaku Tobi Jump against a wall, press in opp. dir. Kikou Shou qcf,qcf + P Senretsu Kyaku Charge b,f,b,f + K Hazan Tenshou Kyaku Charge db,df,db,uf + K - This version of Chun-Li has a different outfit and an altered command for her Kikou Ken. ------------------------------------------------------------------------ SF2 ORIGINAL SERIES DHALSIM ------------------------------------------------------------------------ Yoga Smash b / f + MP when close Yoga Throw b / f + HP when close (tap d/p/k) Yoga Fire qcf + P Yoga Flame hcf + P Drill Zutsuki d + HP in air Drill Kick d + HK in air - The Yoga Fire won't fizzle out like it does for the normal version of Dhalsim. - This version of Dhalsim cannot adjust the length of his limbs by holding back or down-back when you press P or K. - He cannot use taunts, Alpha Counters, Custom Combos, Super Combos, Escape Rolls, Throw Escapes, or even mid-air blocking. ------------------------------------------------------------------------ SF2 ORIGINAL SERIES ZANGIEF ------------------------------------------------------------------------ Back Drop b / f + MP / HP when close Kamitsuki b / f + MK / HK when close (tap d/p/k) Stomach Claw df + MP / HP when close (tap d/p/k) Double Lariat Press PPP, move b / f Screw Piledriver Rotate 360 + P Body Press Jump diagonally, d + HP Double Knee Drop Jump diagonally, d + LK / MK Kuuchuu Headbutt Jump up, press u + MP / HP - This version of Zangief cannot use taunts, Alpha Counters, Custom Combos, Super Combos, Escape Rolls, Throw Escapes, or even mid-air blocking. ------------------------------------------------------------------------ SHIN AKUMA (aka "Shin Gouki" outside of the US) ------------------------------------------------------------------------ Seoi Nage b / f + MP / HP when close Tomoe Nage b / f + MK / HK when close Gou Hadou Ken qcf + P Zankuu Hadou Ken qcf + P in air Shakunetsu Hadou Ken hcb + P Gou Shouryuu Ken f,d,df + P Tatsumaki Zankuu Kyaku qcb + K (air) Hyakki Shuu qcf,uf + P, then... Hyakki Gou Zan ...do nothing Hyakki Gou Shou ...press P Hyakki Gou Sen ...press K Hyakki Gou Sai ...a-d + P when close (enemy on ground) Hyakki Gou Tsui ...a-d + K when close (ground or air) Zenpou Tenshin qcb + P Ashura Senkuu b,d,db / f,d,df + PPP / KKK Tenma Kuujin Kyaku Jump uf, press db~df + MK at apex Zugai Hasatsu f + MP Senpuu Kyaku f + MK Messatsu Gou Hadou hcb,hcb + P Messatsu Gou Shouryuu qcf,d,df + P Tenma Gou Zankuu qcf,qcf + P in air Shun Goku Satsu LP,LP,f,LK,HP (at Level 3) - Shin Akuma throws two air fireballs during the Zankuu Hadou Ken, and his Shun Goku Satsu moves faster and has a longer reach. ======================================================================== 4. SECRETS AND TRICKS ======================================================================== For the codes to play as the alternate versions of Dhalsim, Zangief, Ryu, and Gouki, you have to enter them on the normal Player Select screen (keep "Shortcut" turned off). You can't use these characters if you're playing in Versus Mode and don't already have them saved to memory. ------------------------------------------------------------------------ PLAY AS "SATSUI NO HADOU NI MEZAME TA RYU" ------------------------------------------------------------------------ a) Move to Ryu. b) Press and hold Start for one second. c) Move to Adon, Akuma, Adon, then back to Ryu. d) Press and hold Start. e) Then, press any Punch or Kick button. ------------------------------------------------------------------------ PLAY AS "SF2 COSTUMED CHUN-LI" ------------------------------------------------------------------------ a) Move to Chun-Li. b) Press and hold Start for 5 seconds. c) Press and hold Start. d) Then, press any Punch or Kick button. ------------------------------------------------------------------------ PLAY AS "SF2 ORIGINAL SERIES DHALSIM" ------------------------------------------------------------------------ a) Move to Dhalsim. b) Press and hold Start for one second. c) Move to Zangief, Sagat, Charlie, then back to Dhalsim. d) Press and hold Start. e) Then, press any Punch or Kick button. ------------------------------------------------------------------------ PLAY AS "SF2 ORIGINAL SERIES ZANGIEF" ------------------------------------------------------------------------ a) Move to Zangief. b) Press and hold Start for one second. c) Move to Sagat, Sodom, Rose, Birdie, Charlie, Dhalsim, Ryu, Adon, Chun-Li, Guy, Ken, then back to Zangief. d) Press and hold Start e) While holding Start, press any Punch or Kick button. ------------------------------------------------------------------------ PLAY AS SHIN AKUMA ------------------------------------------------------------------------ a) Move to Akuma. b) Press and hold Start for one second. c) Press Down, Down, Right, Down, Right, Down, Down, Down, Left, Down, Left, and Down to move back to Akuma. d) Press and hold Start. e) Then, press any Punch or Kick button. ------------------------------------------------------------------------ SAVE THE HIDDEN CHARACTERS TO MEMORY ------------------------------------------------------------------------ a) Use a code to play with a hidden character and lose the match, then save your game to memory. b) When you want to play with a hidden character, go to the normal version (i.e. Ryu), and press and hold Start. c) Then, press any punch or kick button. If you've turned the "Shortcut" on, then pressing Start makes the name change to green. This simply means that you've chosen the hidden character. What's interesting about this is that SSF2T Chun-Li is already in the game's memory. To see for yourself, start a new game (with no previous save file), turn "Shortcut" on, and hold Start when the cursor is over Chun-Li. This doesn't work with the "Shortcut" off. This is because the code to play with Chun-Li (initially), is to hold down the Start button for 5 seconds. But in "Shortcut" mode, holding down the button is supposed to show the alternate version of that character. ------------------------------------------------------------------------ FIGHT YOUR MID-BOSS ------------------------------------------------------------------------ a) Get five SC or CC wins, without continuing. You can have all SC wins, all CC wins, or a mixture of both. b) When you do this, your next match will be interrupted by your mid-boss, who will talk with you before fighting. After you kill your mid-boss, you'll fight that stage's actual warrior, and the game continues normally. c) It's possible to end up fighting your mid-boss and boss on the same stage, so just make sure you have enough wins by the time you reach your boss. You don't have to have a certain number of wins by the time you reach a certain match. You can fight your mid-boss no matter how your rounds are configured. ------------------------------------------------------------------------ FIGHT SHIN AKUMA ------------------------------------------------------------------------ a) If you are the first player, choose your color with a Punch button. If you are the second player, choose your color with a Kick button. b) Get to your boss without losing a single round. c) Along the way, make sure to get at least 3 Perfects and 5 SC or CC victories before the final match. d) If done correctly, Shin Akuma will warp in, kill your boss with the Raging Demon SC, then challenge you. As in SSF2T, Akuma moves extremely fast, has superhuman AI, and can throw two air fireballs, etc. Beating him does not award you with a special ending, just the one you would've gotten if you had killed your boss normally. ------------------------------------------------------------------------ SSF2T-STYLE SURVIVAL MODE ------------------------------------------------------------------------ a) Hold L and Start while choosing your character in Survival Mode. b) If you did it right, Chun-Li is replaced by her SSF2T version, and your final boss is always SSF2T (Super) Akuma. ------------------------------------------------------------------------ ALTERNATE SURVIVAL MODE ------------------------------------------------------------------------ a) Hold R and Start while choosing your character in Survival Mode. b) If you did it right, M. Bison will always be your last boss. ------------------------------------------------------------------------ INFINITE CUSTOM COMBO TIME IN TRAINING MODE ------------------------------------------------------------------------ a) Go into Training Mode. b) Press and hold the Left button and Start. c) Pick your character, and your opponent. d) Continue to hold down L and Start until the round actually begins (the announcer says 'Round 1, Fight!') If you don't do this correctly you'll have to exit out to the Player Select screen and do it all over again. e) When you do a Custom Combo, the time meter won't run out, but only until you pick another character or restart the match. ------------------------------------------------------------------------ AUTO-FIRE BUTTONS IN ARCADE / TRAINING MODE ------------------------------------------------------------------------ a) Go into Arcade/Training Mode. b) Press and hold the Right button and Start. c) Pick your character. d) Continue to hold down R and Start until the round actually begins (the announcer says 'Round 1, Fight!') If you don't do this correctly you'll have to exit out to the Player Select screen and do it all over again. e) When you press any button, holding it will cause you to punch or kick repeatedly, as if you were using an auto-fire controller. You can combine the Infinite CC Time and Auto-Fire codes by holding the L, R, and Start buttons when you pick your warrior in Training Mode. This code doesn't work in any other mode. ------------------------------------------------------------------------ CHOUHATSU DENSETSU GLITCH ------------------------------------------------------------------------ Play as Dan vs. Rose and have Dan do his Chouhatsu Densetsu. If you keep trying to do an LP or MP Soul Throw on him with Rose, it will randomly connect. Normally, Rose can't grab people off of the ground, but then again, you'd expect Dan to have a weakness like this! ------------------------------------------------------------------------ SCREW PILEDRIVER GLITCH ------------------------------------------------------------------------ Play with Zangief and do a Custom Combo, then do a Screw Piledriver. Your victim will be trailed by Super Combo shadows as if you'd done the Final Atomic Buster. ------------------------------------------------------------------------ ALTERNATE CREDITS ------------------------------------------------------------------------ If you beat the game with Charlie, Akuma, or Super Akuma, you get a different screen for the credit roll than do the other characters. Likewise, if you win all 18 matches in Survival Mode, you get a different screen and different credits. You can speed up the credits by pressing and holding any button except L or R. Note that some characters have different music tracks for the credits than others. ------------------------------------------------------------------------ SELECT YOUR WIN QUOTE ------------------------------------------------------------------------ When you beat your opponent for the second time, immediately press Up, Down, Left, or Right and either all three Punches/Kicks, or any two Punch/Kick buttons of the same strength (like Jab and Short). You can also press the Start button, too. ------------------------------------------------------------------------ SELECT YOUR WINNING POSE ------------------------------------------------------------------------ Press and hold Start and any other button to choose your character's winning pose. Some buttons don't have an effect because not all warriors have six winning poses; they'll just make the character do his first (X button) winning pose. ------------------------------------------------------------------------ SELECT YOUR COLORS ------------------------------------------------------------------------ Unlike the arcade version of SFA2, you can choose the 2P and 2K colors by pressing Y or B. You can even choose the Auto colors (even if you're not using Auto) by pressing Z or C. If your opponent tries to choose the same color, he'll get the opposite version (Choosing a color with A would give him the Z-button color if you'd already picked a warrior with the A button). ------------------------------------------------------------------------ ALTERNATE COSTUME COLORS ------------------------------------------------------------------------ This code only works in Survival Mode. a) Move to Sakura. b) Press and release the Start button. c) Then press up, left, down, left, down, right, right, down, left, left, down, down, down, right, up, up, right. d) You should have arrived on Ryu. e) Hold Start and press any button. Instead of Ryu appearing, Sakura will appear in her SFZ2A colors. If you look at her photo, it also has the newer colors, but at the VS. screen that shows you and your opponent's photos, Sakura's color will be the one you would've gotten had you not entered the code but pressed the same button. You don't get a special ending if you beat Survival mode with Sakura in her new colors, and you can't combine this code with either 'alternate' Survival Mode codes. Unlike other 'character' codes, you can't save this code to memory or use it in other modes by turning on the shortcut and holding Start. It can only be used in Survival Mode. Her new colors are: X - Lavender/Gray Y - Blue/Yellow Z - Dark Green/White A - Orange/Blue B - Pink/White C - Pine Green/Yellow Note that you must be in Survival Mode for this code to work. Also, you can't have the "Satsui no Hadou ni mezame ta Ryu" code saved to memory. If you do, you will have to erase your SFA2 memory file in order to use this code. ------------------------------------------------------------------------ SODOM'S STAGE TRICK ------------------------------------------------------------------------ When playing a game at Sodom's stage, take a close look at the background. Usually, it will be filled with Japanese writing/symbols, etc., but sometimes his car becomes 'Americanized'! All the symbols will change into English, and some of the graphics will change (i.e. the bamboo on the front bumper becomes a buffalo skull, the fan near the antenna loses it's red dot, the face painted on the side gets sunglasses and a cigar, etc.) This trick doesn't change gameplay in any way, and it is random, but it's fun to see. ======================================================================== 5. MISCELLANEOUS ======================================================================== ------------------------------------------------------------------------ SUPER COMBO GAUGE ------------------------------------------------------------------------ The Super Combo Gauge is found at the bottom of the screen. You can fill up the SC gauge by making attacks that miss (except LP and LKs), having those attacks hit, throwing, and by getting damaged. When you earn enough energy, you'll earn one level of SC power (up to three levels can be stored at a time). Super Combo energy can be carried over from round to round, but not battle to battle. So, what do you do with all those SC levels? Expend them on Alpha Counters, Custom Combos, or Super Combos, of course :) Super Combos are souped-up special moves that have a number of neat properties, most notably higher damage than other moves, and the ability to juggle opponents (for example, you could throw an opponent using Sodom, then juggle them with a well-timed Meido no Miyage). Super Combos can be upgraded depending on how many SC levels you choose to expend when you perform them. If you want to use more than one level for a Super Combo, just perform it with two or three buttons. For example, a level 3 Bull Revenger would be (qcf,d,df + PP / KK). A Level 3 Crossfire Blitz would be performed as (Charge b,f,b,f + KKK). The more SC power you expend on a Super Combo, the stronger it becomes (more hits, damage, more startup invincibility, etc.) ------------------------------------------------------------------------ CUSTOM COMBOS ------------------------------------------------------------------------ Taking the place of chain combos are the all new Custom Combos, or CCs for short. A Custom Combo is activated by pressing two punch buttons and one kick button (or vice versa), or by setting a button to display the message 'ORICOM'. When you use a CC, in air or on the ground, your character will flash as if he was going to do a Super Combo, and then walk forward very quickly, a trail of purple shadows behind him. During this time, you can do any punch, kick, or special move without having to worry about multiple attacks (such as two fireballs), or lag time between moves. Even hard attacks will come out as quickly as light ones. Also, practically every attack will juggle with each hit, so you can link moves together in one combo that aren't possible to do normally. Also, you don't need to charge during a CC. You could, for example, throw repeated Psycho Shots. You can also taunt for as long as time allows, even if you've already used your taunt. As powerful as this may seem, Custom Combos do have their downside. Most noticeable is that all standard attacks cause virtually no damage, and the damage that special moves inflict is reduced after the first hit. Secondly, CCs use Super bar power, which is converted into a thin timer that appears over the Super bar. The more Super power you have, the more time you have, but even at Level 3, you only have a few seconds of CC power before the combo ends and you are left with an empty meter. Not only can you not control how much power is drained in order to use a Custom Combo, but CCs will even use up your Super power if you, for example, are almost to Level 3 but not quite. Instead of draining two levels and leaving you with almost enough power to reach Level 1, it will simply empty your whole Super bar. Finally, you cannot do throw or grab attacks during a CC, and you can't block, Alpha Counter, or use Super Combos, either. Special throws, like Birdie's Bandit Chain, do not gain any advantages such as extra damage or more hits. You cannot jump once a CC is activated, and you keep on walking forward, so if your opponent jumps or teleports behind you, you've not only wasted precious Super energy, but you're also a sitting duck. Secondly, you can't cross-up an attack and then do a CC, or you'll just walk away in the wrong direction. CCs do not make you invincible, and if you're hit out of one, the CC automatically ends. However, you'll retain any unused Super power, as long as it is over a level (i.e. if you had 1 1/2 levels of Super energy left when you were knocked out of a CC, you'd keep 1 level and lose the 1/2). If you use a CC in air, and have a move that can be performed while jumping, it's possible to use it once (or even twice), and then land and continue the CC. If you use a CC to kill your opponent, you'll lose all of your CC power when the next round starts, even if you killed your challenger right at the beginning of the CC and still had lots of SC energy left. ------------------------------------------------------------------------ TRANSLATIONS ------------------------------------------------------------------------ All translations were done by yours truly. My Japanese is not that great, so there are undoubtedly some mistakes. Some translations were also based on information contributed by readers to my other FAQs. Moves are not listed more than once if more than one character has them. AKUMA ------------------------------------------------------------------------ Seoi Nage Over-the-Shoulder Throw Tomoe Nage Overhead Judo Throw Gou Hadou Ken Great Surge Fist Zankuu Hadou Ken Air-Slashing Surge Fist Shakunetsu Hadou Ken Scorching Heat Surge Fist Gou Shouryuu Ken Great Rising Dragon Fist Tatsumaki Zankuu Kyaku Tornado Sky-Slashing Kick Hyakki Shuu Evil Pandemonium Attack Hyakki Gou Zan Evil Pandemonium Great Slash Hyakki Gou Shou Evil Pandemonium Great Raid Hyakki Gou Sen Evil Pandemonium Great Edge Hyakki Gou Sai Evil Pandemonium Great Smash Hyakki Gou Tsui Evil Pandemonium Great Crush Ashura Senkuu (a type of demon) Air Flash Tenma Kuujin Kyaku Demonic Air Blade Kick Zugai Hasatsu Skull Destroyer Messatsu Gou Hadou Great Surge Deadly Attack Messatsu Gou Shouryuu Great Rising Dragon Deadly Attack Tenma Gou Zankuu Demonic Great Sky Slashing Shun Goku Satsu Imprisoning Death Flash CHUN-LI ------------------------------------------------------------------------ Koshuu Tou Attacking Tiger Overthrow Ryuusei Raku Shooting Star Drop Kikou Ken Chi Fist Sen'en Shuu Spinning Circle Kick Tenshou Kyaku Ascension Kick Hyakuretsu Kyaku Hundred Rending Kicks Yousou Kyaku Eagle's Talon Kick Kaku Kyaku Raku Crane's Leg Drop Sankaku Tobi Triangle Hop Kikou Shou Chi Palm Senretsu Kyaku Thousand Rending Kicks Hazan Tenshou Kyaku Supreme Mountain Ascension Kick DAN HIBIKI ------------------------------------------------------------------------ Gadou Ken Self-Taught Fist Kouryuu Ken Shiny Dragon Fist Dankuu Kyaku Air-Cutting Kick Zenten Chouhatsu Forward Rolling Taunt Kouten Chouhatsu Backward Rolling Taunt Jump Chouhatsu Jump Taunt Shagami Chouhatsu Crouching Taunt Chouhatsu Densetsu Legendary Taunt Shinkuu Gadou Ken Shaking Sky Self-Taught Fist Hisshou Burai Ken Certain Victory Bandit Fist Kouryuu Rekka Shiny Dragon Conflageration DHALSIM ------------------------------------------------------------------------ Kuuchuu Chouhatsu Mid-Air Taunt Drill Zutsuki Drill Headbutt GEN ------------------------------------------------------------------------ Juraku Arresting Graze Houzen Sealing Front Ansatsu Ken: Sou-ryuu Assassin Fist: Mourning Style Hyakurenkou Hundred Rapid Capture Gekirou Reverse Cascade Zan'ei Cruel Phantom Shitenshuu Death Point Curse Ansatsu Ken: Ki-ryuu Assassin Fist: Detestable Style Jasen Serpent Drill Ouga Wandering Fang Satsujin Quick Kill Kyoutetsu Cursed Chew Onkyou Dark Shout Kirou Playing Dangerously Saizu Head Smash Uken -> Shakudan Evil Blade -> Stature Cutter Kouga Lunatic Fang Jakouha Snake Bite Opening GUY ------------------------------------------------------------------------ Tsukami Nage Holding Throw Bushin-ryuu Seoi Nage "Bushin"-style Over-the-Shoulder Throw Izuna Otoshi Izuna Drop Bushin Senpuu Kyaku "Bushin" Whirlwind Kick Bushin Izuna Otoshi "Bushin" Izuna Drop Izuna no Hiji Otoshi Izuna Elbow Drop Hayagake Rapid Running Hayagake: Kyuuteishi Rapid Running: Quick Stop Hayagake: Kage Sukui Rapid Running: Shadow Scoop Hayagake: Kubikari Rapid Running: Neck Cutter Bushin Gokusa Ken "Bushin" Imprisoning Chain Fist Houzantou Mountain-Demolishing Dipper Hiji Otoshi Elbow Drop Kubi Kudaki Neck Crusher Kamaitachi Whirlwind Cut Bushin Hassou Ken "Bushin" Eight Paired Fists Bushin Gourai Kyaku "Bushin" Strong Lightning Kick - "Bushin" is the god of military arts. KEN MASTERS ------------------------------------------------------------------------ Jigoku Guruma Hell Wheel Tsukami Nage Holding Throw Jigoku Fuusha Hell Windmill Hadou Ken Surge Fist Shouryuu Ken Rising Dragon Fist Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick Zenpou Tenshin Forward Roll Zentou Front Collapse Inazuma Kakato Wari "Flash of Lighting" Heel Splitter Shouryuu Reppa Rising Dragon Renderer Shinryuu Ken Divine Dragon Fist RYU ------------------------------------------------------------------------ Hadou no Kamae Surge Stance Sakotsu Wari Collarbone Splitter Senpuu Kyaku Whirlwind Kick Shinkuu Hadou Ken Vacuum Surge Fist Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick SAKURA KASUGANO ------------------------------------------------------------------------ Sakura Jime Sakura's Strangle Shou'ou Ken Cherry Blossom Fist Shunpuu Kyaku Spring Breeze Kick Haru Ichiban First Storm of Spring Midare Zakura Cherry Trees Blossoming in Profusion SODOM ------------------------------------------------------------------------ Shogun Throw (emperor's follower) Throw Jigoku Scrape Hell Scrape Shiraha Catch Clashing Swords Catch Butsumetsu Buster Unlucky Day Buster Daikyou Burning Worst Luck Burning Kouten Okiagari Roll Backwards while Getting Up Tengu Walking (a type of demon) Walking Meido no Miyage A Present from Hades Tenchuu Satsu Death in the Midst of Heaven ZANGIEF ------------------------------------------------------------------------ Kamitsuki Biting ======================================================================== 6. AUTHOR'S NOTE ======================================================================== ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ Charles MacDonald - For the Rose vs. Dan glitch. Clarence - For general pointers and information. shinkuu@icrossroads.com - For the Sakura alternate costume color trick. Chris - Some of the move names and translations in this guide were taken from my other guides, which in turn, I had gotten from Chris' excellent site, Dash Taisen. You can visit it at . Jeffrey's J<->E Dictionary - As usual, I relied on this site for translating some of the Japanese move names--this is a pretty cool dictionary. NJStar - Not only does NJStar offer great Japanese word processors, you can also look up the translation for single or multiple kanji. ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ Version 1.6 (February 18, 2001) - A complete rewrite using information from my other FAQs. The FAQ was shortened for brevity's sake, and unneeded stuff was removed. Version 1.5 - Various corrections. Version 1.4 - Now found at www.gamefaqs.com too (thanks to CJayC). Version 1.3 - Added Dhalsim's Yoga Escape and included information about Sodom and Dhalsim escaping during ACs. Included more info on Gen's Hyakurenkou and Kouga SC, corrected a mistake concerning Birdie's standing HK, and added more tips about Sodom's Shiraha Catch. Version 1.2 - Minor corrections; added the correct names for some characters' moves and Super Combos (taken from the SNES SFA2 manual). Added info about being able to crouch-block against overhead hits while in Auto mode and Sodom's stage trick, as well as Sakura's SFZ2A color code. Version 1.1 - Rearranged the layout slightly. Added the Combat Strategies section as well as the text for the (mid)-boss battles and the boss battles, not to mention the endings. Some moves added and corrected, new sections on game modes added, various stuff fixed up, etc. Version 1.0 - The first version, containing most of the moves, a section on the game engine, some codes, and other stuff. Still more to do. Unpublished work Copyright 1996-2001 Chris MacDonald