/------------------------------\ rolentorosesodomnash | s t r e e t f i g h t e r | sakuraadonkenchun-li \------------------------------/ genbirdieguygoukidan /-----------------------------------------------------\ | | | 8888888 88 888888 888 88 888 88 | | 88 88 88 88 88 88888 88 | | 88 88 88 888 88 88 88 | | 88 88 88 88 88 88888 88 | | 88 88 88 88 88 88 88 | | 8888888 88888 888 88888 88888 88888 | | | \-----------------------------------------------------/ balrogzangiefmikebisonsagat /-----------------------\ ehondadhlasimguilevegacammy | c o l l e c t i o n | deejaythawkfeilongblankaryu \-----------------------/ STREET FIGHTER COLLECTION FAQ v0.9 for the Sega Saturn (import) by Chris MacDonald Unpublished work Copyright 1997-2001 Chris MacDonald This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976.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 series is (c) Capcom Co., Ltd. ================= TABLE OF CONTENTS ================= 1. INTRODUCTION 2. HOW TO PLAY 3. CHARACTER MOVELISTS (SSF2X) - Balrog - Blanka - Cammy - Chun-Li - Dee Jay - Dhalsim - E. Honda - Fei Long - Gouki - Guile - Ken Masters - M. Bison - Ryu - Sagat - T. Hawk - Vega - Zangief 4. CHARACTER MOVELISTS (SFZ2') - Adon - Birdie - Chun-Li - Dan Hibiki - Dhalsim - Gen - Gouki - Guy - Ken Masters - Nash - Rolento Schugerg - Rose - Ryu - Sagat - Sakura Kasugano - Sodom - Vega - Zangief 5. HIDDEN CHARACTERS (SFZ2') - X-Men vs. Street Fighter's Cammy - 'Satsui no Hadou ni Mezameta Ryu' - Shin Gouki - SF2-Costumed Chun-Li - Special Sakura 6. "SF2 ORIGINAL SERIES" CHARACTERS (SFZ2') - Chun-Li - Dhalsim - Ken Masters - Ryu - Sagat - Vega - Zangief 7. SECRETS AND TRICKS 8. MISCELLANEOUS - S-Combo Mode - Translations 9. AUTHOR'S NOTE - Special Thanks - Author's Note ======================================================================== 1. INTRODUCTION ======================================================================== Street Fighter Collection is a 2-disc set, containing both SSF2 and SSF2X on one disc, and SFZ2 DASH on the other. Both games are faithfully reproduced on the Saturn, and while neither of them are arcade-perfect, they come close enough. This FAQ covers all three games as well as the Saturn extras. While it's undoubtedly not needed, there's a section on the game mechanics of each game as well :) Hopefully this FAQ will give you all the information you need to enjoy your SF experience, especially if you don't know Japanese. FYI, this collection is based on the Japanese versions of these games, so there are some differences, as listed below: SSF2 (Super Street Fighter II: The New Challengers) When you lose, there are tips displayed at the bottom of the screen during the countdown (how to escape a throw, your character's special move motion, etc.) SSF2X (Super Street Fighter II X: Grandmaster Challenge) This may be more familiar to you as Super Street Fighter II: Turbo. In addition to the differences found in SSF2, Gouki (Akuma) also has winning quotes. He has an ending too (!) which I don't believe was in the US version. SFZ2 DASH (Street Fighter Zero 2: Dash) This is based on the Japanese upgrade to Street Fighter Alpha 2, called 'Street Fighter Zero 2 Alpha'. It is in all respects the same as that game, minus a few things. There are a few bonus options as well. It's not too different from Street Fighter Alpha 2, but you will have to get adjusted to the way the game plays. Note that for all three of these games, the names of moves, characters, etc. are not the same as their 'outside of Japan' counterparts. Most characters/techniques will be referred to by their original Japanese names, but the 'alternate' name will be given at different points in the FAQ. ======================================================================== 2. HOW TO PLAY ======================================================================== This section outlines the basic controls for all characters: (controller directions and results) 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 Remember to reverse the commands if on the left side of the screen. (button layout and effects) L R Punch x3 Kick x3 X Y Z Light Punch Medium Punch Heavy Punch A B C Light Kick Medium Kick Heavy Kick ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ LP - Light Punch MP - Medium Punch HP - Hard Punch LK - Light Kick MK - Medium Kick HK - Hard Kick Punch - Any Punch 2P - Any 2 Punches 3P - Any 3 Punches Kick - Any Kick 2K - Any 2 Kicks 3K - Any 3 Kicks SC - Super Combo OC - Original Combo ZC - Zero Counter L1 - Level 1 SC L2 - Level 2 SC L3 - Level 3 SC s - Standing c - Crouching j - Jumping (air) - the move can be performed while jumping. a-u - This means you can use any direction but up (although ub-back or up-forward is still okay) when performing this move. a-d - This means you can use any direction for this move. MP~HK - You can use MP, MK, HP, or HK for this move. * - This move is only available in SSF2X. It can't be used if you're playing SSF2, or are using an SSF2-style character in SSF2X. ... - there is more information on the move in the line(s) below. SSF2 - Super Street Fighter II: The New Challengers SSF2X - Super Street Fighter II X: Grandmaster Challenge SFZ2' - Street Fighter Zero 2 Dash qcf / hcf - Input (d,df,f) or (b,db,d,df) on the controller. qcb / hcb - Input (d,db,b) or (f,df,d,db) on the controller. Rotate 360 / 720 - Rotate the controller in a full circle or two full circles. The shorthand method to do this is to input (f,df,d,db,b,ub,u) or the reverse. There is no shorthand method for a 720, though. Charge b,f / d,u - Hold in one direction for two seconds, then press in the second direction and press the button listed (P or K). overhead - The attack will hit you if you are crouch- blocking and so must be blocked high (standing). (at Level 3) - You have to have all 3 levels of SC gauge power in order to perform this move. Note that in SSF2 and SSF2X, any move that must be performed with three Punch or Kick buttons (PPP / KKK), can be performed with only two buttons (PP or KK), except M. Bison's Turn Punch. In SFZ2', a move that can be done with PPP or KKK must be done with all three of those buttons. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ Jump Press ub / uf Walk Back / Forward Hold b / f Standing Block (High) Hold b while your opponent is attacking Crouching Block (Low) Hold db while your opponent is attacking Throw / Holds When close, press b / f + HP Throw Escape Press b / f + MP~HK as you are thrown Hold Escape Tap a-d + tap P / K rapidly when held Dizzy Recovery Tap a-d + tap P / K rapidly when dizzied Reversal Do a move as you get up off the floor - Some characters can perform throws or holds with any button. Other characters also have air throws--see the movelists for more details. - During a hold, you can tap the directions rapidly and tap the buttons to do more hits and damage. Your opponent can do the same thing to reduce damage and try to escape sooner. - Throw Escapes are only available to SSF2X and SFZ2' characters. They are not usable if you're using a SSF2-style character, or a 'Street Fighter II Original Series' character in SFZ2'. ======================================================================== 3. CHARACTER MOVELISTS (SSF2X) ======================================================================== All characters are listed alphabetically. Moves are listed in this order, normal throws and holds, special moves and command attacks, then that character's Super Combo. Note that Gouki doesn't have a Super Combo. Once again, moves marked with a * are not available in SSF2, or when playing SSF2X but using an SSF2-style character. ------------------------------------------------------------------------ BALROG (called VEGA outside of Japan) ------------------------------------------------------------------------ Rainbow Suplex When close, b / f + MP / HP Rolling Crystal Flash Charge b,f + P Sky High Claw Charge d,ub~uf + P Flying Barcelona Attack Charge d,ub~uf + K, move b / f, press P Izuna Drop Charge d,ub~uf + K, move b / f... ... ...then press a-d + P when close Scarlet Terror * Charge db,f + K Backslash Press PPP Short Backslash Press KKK Sankaku Tobi Jump against a wall, press uf~df Rolling Izuna Drop * Charge db,df,db,ub~uf + K, move b / f... ... ...then press a-d + P when close - You can use the Backslash and Short Backslash to pass through projectiles and physical attacks. - When you use any of Balrog's vertical charge moves, ending them with ub makes him go to the wall behind him, while uf makes him go to the wall in front of him. Just using charge d,u makes him go to whatever wall is closest. - During the Rolling Izuna Drop, you can still do a Flying Barcelona Attack by pressing P when in mid-air. Doing so will not make you empty your Super Combo gauge either--it's just a normal attack. - The Izuna Drop and Rolling Izuna Drop are unblockable. - If Balrog blocks enough hits, he can lose his claw, but doing so doesn't affect his attack power. He can regain his weapon by walking over it. - You can't climb the fence on Balrog's stage, sadly. ------------------------------------------------------------------------ BLANKA ------------------------------------------------------------------------ Wild Fang When close, b / f + HP Electric Thunder Tap P rapidly Rolling Attack Charge b,f + P Backstep Rolling Charge b,f + K Vertical Rolling Charge d,u + K Surprise Forward * Any forward direction + KKK Surprise Back * Any backward direction + KKK Rock Crush When close, b / f + MP Amazon River Run * df + HP Ground Shave Rolling * Charge b,f,b,f + P, hold P to delay - You can use the Surprise Forward and Surprise Back to pass through projectiles, attacks, or even your opponent. It's also a fast way to max out your Super Comgo gauge. - The second hit of the Rock Crush hits low. - The Amazon River run must be blocked low. You can use it to slide under projectiles, too. - Delaying the Ground Shave Rolling doesn't increase the damage done. If someone touches you while you're spinning in place, Blanka will automatically perform the rest of the move. ------------------------------------------------------------------------ CAMMY ------------------------------------------------------------------------ Hooligan Suplex When close, b / f + MP / HP Frankensteiner When close, b / f + MK / HK Flying Neck Hunt When close, a-u + MP / HP in air Air Frankensteiner When close, a-u + MK / HK in air Spiral Arrow qcf + K Cannon Spike f,d,df + K Axle Spin Knuckle b,db,f + P Hooligan Combination * hcf,uf + P, then... (press K to cancel) Razor Edge Slicer ...do nothing and allow yourself to land Fatal Leg Twister ...b / f + K when near enemy's head Cross Scissors Pressure ...b / f + K when near enemy's waist Spin Drive Smasher * qcf,d,df + K - You can use the starting animation of the Axle Spin Knuckle to pass through projectiles. - When you perform the Hooligan Combination, you can cancel the move by pressing K when in air (you can't do anything else until you land, though), or do nothing and allow Cammy to land, where she will do a slide kick that must be blocked crouching. - The two throw follow-ups to the Hooligan Combination are unblockable. Which one you get depends on whether or not your opponent is in the air or is crouching. If you grab them by their head or while they're crouching, you get the Cross Scissors Pressure. If you grab them below their midsection or while they're in mid-air, you get the Fatal Leg Twister. ------------------------------------------------------------------------ CHUN-LI ------------------------------------------------------------------------ Koshuu Tou When close, b / f + MP / HP Ryuusei Raku When close, a-u + HP in air Hyakuretsu Kyaku Tap K rapidly Kikou Ken Charge b,f + P Kaiten-teki Kaku Kyakushuu Charge b,f + K (aka Spinning Bird Kick) Kuuchuu K.T.K. Kyakushuu * Charge b,f + K in air Tenshou Kyaku * Charge d,u + K Yousou Kyaku In air, d + MK (can repeat) Kouhou Kaiten Kyaku df + MK Kaku Kyaku Raku df + HK Sankaku Tobi Jump against a wall, press uf~df Senretsu Kyaku * Charge b,f,b,f + K (When playing SSF2 or as an SSF2-style character, the following moves are performed differently): Kaiten-teki Kaku Kyakushuu Charge d,u + K Kouhou Kaiten Kyaku When close, b / f + MK Kaku Kyaku Raku When close, b / f + HK - Chun-Li's Kikou Ken will dissapate after travelling for a while (LP makes it go slower but last longer, HP makes it go faster but dissapate quickly). - Chun-Li's Spinning Bird Kick can be done in the air in SSF2X. You can even do it off of a triangle jump (Sankaku Tobi)! - After the Yousou Kyaku, you can make any mid-air attack, or even perform another Yousou Kyaku. - You can use the Kaku Kyaku Raku to jump over an opponent. This move is not an overhead, though. - The starting animation of the Senretsu Kyaku will go through projectiles. This move has a glitch in it; you can walk forward after tapping b,f,b,f, and even jump, as long as you keep holding in a forward direction, and you still keep the "charge". This means you can tap b,f,b,f, then walk or jump over to your opponent and press K to begin the move. You can even make a Punch attack and then press K afterward to do the move. Pressing in any direction other than forward or up-forward makes the charge end. ------------------------------------------------------------------------ DEE JAY ------------------------------------------------------------------------ Funky Shout Throw When close, b / f + MP / HP Monkey Flip When close, b / f + MK / HK Air Slasher Charge b,f + P Double Rolling Sobat Charge b,f + K Machine Gun Upper Charge d,u + P, tap P rapidly Jackknife Maximum * Charge d,u + K Knee Shot Jump ub / uf, d + LK Sobat Carnival * Charge b,f,b,f + K - You can try tapping PPP or tapping the Punch buttons one after another in order to get more hits off of the Machine Gun Upper. ------------------------------------------------------------------------ DHALSIM ------------------------------------------------------------------------ Yoga Smash When close, b / f + MP Yoga Throw When close, b / f + HP Yoga Fire qcf + P Yoga Flame hcf + P Yoga Blast * hcf + K Yoga Teleport f,d,df / b,d,db + PPP / KKK Drill Zutsuki In air, d + HP Drill Kick In air, d + K Yoga Inferno * hcf,hcf + P (When playing SSF2 or as an SSF2-style character, the following move is performed differently): Drill Kick In air, d + HK - The LP Yoga Fire stuns an opponent instead of knocking them down. - The Yoga Blast will only hit characters who are in mid-air. - In SSF2X, you can control the length of your Punch and Kick attacks by holding back or down-back when attacking to make them short-ranged, or leaving the controller in neutral when attacking to make them long ranged. This won't work while jumping, though. The only drawback is that this means you'll do the long-ranged attacks even when close to your opponent, unlike as in SSF2. - When playing SSF2 or using SSF2-style Dhalsim, you can't control his limbs, but they will automatically come out at a short or long range depending on his opponent's location. ------------------------------------------------------------------------ E. HONDA (EDMOND HONDA) ------------------------------------------------------------------------ Tawara Nage When close, b / f + MP Saba Ori When close, b / f + HP Sekkan Kyaku When close, b / f + HK Hyakuretsu Harite Tap P rapidly Super Zutsuki Charge b,f + P Super Hyakkan Otoshi Charge d,u + K Ooichou Nage * When close, hcb + P Hiza Geri When close, f + MK Harai Geri * b / f + HK Flying Sumo Press In air, d + MK Oni Musou * Charge b,f,b,f + P (When playing SSF2 or as an SSF2-style character, the following move is performed differently): Hyakuretsu Harite Tap P rapidly, move b / f - In SSF2X, you cannot move during the Hyakuretsu Harite. Instead, tapping LP makes you stay in place, while tapping MP or HP makes you step forward, then start to attack. - The Super Hyakkan Otoshi is an overhead attack. - The Ooichou Nage is unblockable. This move has no 'missed' animation, so if you do it from out of range, Honda will just do a standing Punch attack. - The Harai Geri must be blocked crouching. - The starting animation of the Oni Musou will go through projectiles. This move has a glitch in it; you can walk forward after tapping b,f,b,f, and even jump, as long as you keep holding in a forward direction, and you still keep the "charge". This means you can tap b,f,b,f, then walk or jump over to your opponent and press P to begin the move. You can even make a Kick attack and then press P afterward to do the move. Pressing in any direction other than forward or up-forward makes the charge end. ------------------------------------------------------------------------ FEI LONG ------------------------------------------------------------------------ Gankai Hou When close, b / f + MP / HP Ryuushu Kai When close, b / f + MK / HK Ryuushu Raku * When close, a-u + MP / HP in air Rekka Ken qcf + P (perform 3 times) Rekkuu Kyaku * hcf,uf + K Shien Kyaku b,d,db + K Chokka Raku Shou b / f + MK Engeki Shuu f + HK Rekka Shin Ken * qcf,qcf + P - The Rekkuu Kyaku is an overhead attack. So is the Chokka Raku Shou, but only in SSF2X. In SSF2, it can be blocked crouching. - In SSF2X, you'll move forward when you do the f + MK version of the Chokka Raku Shou. In SSF2, either version makes you stay in place. ------------------------------------------------------------------------ GOUKI (called AKUMA outside of Japan) ------------------------------------------------------------------------ Seoi Nage When close, b / f + MP / HP Tomoe Nage When close, b / f + MK / HK Gou Hadou Ken qcf + P Zankuu Hadou Ken In air, qcf + P Shakunetsu Hadou Ken hcf + P Gou Shouryuu Ken f,d,df + P Tatsumaki Zankuu Kyaku qcb + K Kuuchuu Tatsumaki Zankuu Kyaku In air, qcb + K Ashura Senkuu f,d,df / b,d,db + PPP / KKK (Gouki has no Super Combo) - After the Tatsumaki Zankuu Kyaku, you can juggle your opponent with an attack, such as a Gou Shouryuu Ken. - Gouki is invincible during the Ashura Senkuu but can still be hit by any kind of throw. The Kick buttons won't carry you as far as the Punch buttons will. ------------------------------------------------------------------------ GUILE ------------------------------------------------------------------------ Judo Throw When close, b / f + MP Dragon Suplex When close, b / f + HP Flying Mayor When close, a-u + HP in air Flying Buster Drop When close, a-u + HK in air Sonic Boom Charge b,f + P Somersault Kick Charge d,u + K Knee Bazooka b / f + LK Rolling Sobat * b / f + MK Reverse Spin Kick When close, b / f + HK Spinning Back Knuckle f + HP Double Somersault Kick * Charge db,df,db,uf + K (When playing SSF2 or as an SSF2-style character, the following move is performed differently): Knee Bazooka b / f + MK ------------------------------------------------------------------------ KEN MASTERS ------------------------------------------------------------------------ Seoi Nage When close, b / f + MP / HP Tsukami Hiza Geri When close, b / f + MK Jigoku Guruma When close, b / f + HK Jigoku Fuusha When close, a-u + MK / HK in air Hadou Ken qcf + P Shouryuu Ken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K Kuuchuu Tatsumaki Senpuu Kyaku In air, qcb + K Kami Barai Geri * qcf + tap K lightly Nata Otoshi Geri * f,df,d + tap K lightly Oosoto Mawashi Geri * hcf + tap K lightly Inazuma Kakato Wari * Hold K during any 'Geri' move Shouryuu Reppa * qcf,d,df + P - The Inazuma Kakato Wari is an overhead attack. ------------------------------------------------------------------------ M. BISON (MIKE BISON) (called BALROG outside of Japan) ------------------------------------------------------------------------ Head Bomber When close, b / f + HP Dash Straight Charge b,f + P Dash Upper Charge b,f + K Dash Ground Straight * Charge b,df + P Dash Ground Upper * Charge b,df + K Buffalo Headbutt Charge d,u + P Turn Punch Hold PPP / KKK, then release Terrible Waving * Jump u, press HP, move b / f Crazy Buffalo * Charge b,f,b,f + P - The Dash Ground Straight must be blocked crouching. - The Buffalo Headbutt can pass through projectiles. - The longer your delay the Turn Punch, the more damage it does. The chart below tells you when the Turn Punch's damage increases: 01-03 timer counts : Level 1 Punch 04-06 timer counts : Level 2 Punch 07-12 timer counts : Level 3 Punch 14-24 timer counts : Level 4 Punch 25-36 timer counts : Level 5 Punch 37-48 timer counts : Level 6 Punch 49-60 timer counts : Level 7 Punch 61-inf. timer counts : Final Punch - Note that this is the only move in SSF2X that requires you to hold _all three_ buttons. You can also charge two of these attacks at the same time, and release them one after the other, or at different points during the round. The Final Punch causes a little over 50% damage (say, 58%). ------------------------------------------------------------------------ RYU ------------------------------------------------------------------------ Seoi Nage When close, b / f + MP / HP Tomoe Nage When close, b / f + MK / HK Hadou Ken qcf + P Fire Hadou Ken hcf + P Shouryuu Ken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K Kuuchuu Tatsumaki Senpuu Kyaku In air, qcb + K Sakotsu Wari * f + MP Kyuubi Kudaki * f + HP Shinkuu Hadou Ken * qcf,qcf + P - The Fire Hadou Ken stuns an opponent from far away and knocks them down when used up close. - The Sakotsu Wari is an overhead attack. - You can follow the Kyuubi Kudaki with a crouching MK. - The Shinkuu Hadou Ken can negate and go through other projectiles. ------------------------------------------------------------------------ SAGAT ------------------------------------------------------------------------ Tiger Carry When close, b / f + MP / HP Tiger Shot qcf + P Ground Tiger Shot qcf + K Tiger Uppercut f,d,df + P Tiger Knee Crush d,df,uf + K Tiger Genocide * qcf,d,df + P ------------------------------------------------------------------------ T. HAWK (THUNDER HAWK) ------------------------------------------------------------------------ Mexican Throw When close, b / f + MP Neck Hanging Three When close, b / f + HP Elbow Stomping When close, b / f + HK Tomahawk Buster f,d,df + P Condor Dive In air, press PPP Mexican Typhoon Rotate 360 + P Heavy Shoulder Jump ub / uf, d + MP Heavy Body Press Jump ub / uf, d + HP Thrust Beak b / f + LP Double Typhoon * Rotate 720 + P - The Condor Dive can be done any time after you start jumping until just after reaching the apex of your jump. Once you start falling, you can't use it anymore. - The Mexican Typhoon and Double Typhoon are unblockable. ------------------------------------------------------------------------ VEGA (called M. BISON outside of Japan) ------------------------------------------------------------------------ Deadly Throw When close, b / f + MP / HP Psycho Crusher Attack 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 Devil Reverse Charge d,u + P,P (then move b / f) Knee Press Nightmare * Charge b,f,b,f + K (When playing SSF2 or as an SSF2-style character, the following move is performed differently): Devil Reverse Charge d,u + P - When you use the Head Press or SSF2X-version Devil Reverse, you can direct your flight by pressing back or forward. The SSF2 version automatically homes in on an opponent. ------------------------------------------------------------------------ ZANGIEF ------------------------------------------------------------------------ Pile Driver When close, b / f + MP Brain Buster When close, b / f + MK Iron Claw When close, b / f + HP Kamitsuki When close, b / f + HK Stomach Claw When close, db / df + MP / HP Kuuchuu Deadly Drive When close, a-u + MP / HP in air Kuuchuu Leg Throw When close, a-u + MK / HK in air Double Lariat (b / f +) PPP, move b / f Quick Double Lariat (b / f +) KKK, move b / f Banishing Flat * f,df,d + P Screw Pile Driver Rotate 360 + P Flying Powerbomb Rotate 360 + K from afar Atomic Suplex Rotate 360 + K when close Flying Body Attack Jump ub / uf, d + HP Double Knee Drop Jump ub / uf, d + LK / MK Kuuchuu Headbutt Jump u, u + MP / HP Headbutt * b / f + MP / HP Final Atomic Buster * Rotate 720 + P - The Banishing Flat can negate non-SC projectiles. - When you input 360 + K from afar, Zangief dashes forward. If his opponent is close enough, he does the Flying Powerbomb. If you're right next to your opponent when you input 360 + K, you get the Atomic Suplex. - The Spinning Pile Driver, Flying Powerbomb, Atomic Suplex, and Final Atomic Buster are unblockable. ======================================================================== 4. CHARACTER MOVELISTS (SFZ2') ======================================================================== ------------------------------------------------------------------------ ADON ------------------------------------------------------------------------ Jaguar Carry When close, b / f + MP / HP Jaguar Slam When close, b / f + MK / HK Jaguar Kick qcf + K Jaguar Tooth hcb + K Rising Jaguar f,d,df + K Jutting Kick df + MK Jaguar Crunch f + MP Jaguar Varied Assault qcf,d,df + P Jaguar Thousand Tap P rapidly during Level 3 J.V.A. Jaguar Assassin Tap K rapidly during Level 3 J.V.A. Jaguar Revolver qcf,qcf + K - The Jaguar Tooth and Jaguar Crunch are overhead attacks. - The Jaguar Revolver can be used to leap over projectiles, but if you're not careful, you could end up leaping over your opponent. ------------------------------------------------------------------------ BIRDIE ------------------------------------------------------------------------ Bull Spike When close, b / f + MP / HP Bad Throw When close, b / f + MK / HK Murderer Chain Rotate 360 + P Bandit Chain Rotate 360 + K Bull Head Charge b,f + P Bull Horn Hold PP / KK, then release Bull Drop Press HK while standing Body Slam In air, d + HP The Birdie Charge b,f,b,f + P Bull Revenger qcf,d,df + P / K - The Murderer Chain, Bandit Chain, and Bull Revenger are unblockable. - The buttons you hold down for the Bull Horn determines the distance travelled. LP + MP gives you a short-range Bull Horn, LP + HP gives you a medium-range Bull Horn, and MP + HP gives you a full-screen Bull Horn (the same applies to using the Kick buttons). This only affects the range--damage is still the same. If you're charging a Bull Horn with, say, LP + HP, you can still use MP to attack, and so on. If you set a button to PP / KK, then you get the short-range style Bull Horn (you can still use HP / HK to attack your enemies). - While Birdie is turning around for the Bull Horn, he is invincible. You can use the Bull Horn to pass through fireballs, normal attacks, or anything else you want, as long as you get the timing right (the attack / fireball / etc. usually has to be right next to Birdie before you start the Bull Horn). The speed of the attack is also important (it's harder to pass through, say, slow fireballs, compared to fast ones). - The longer you hold down two Punch or Kick buttons, the more powerful the Bull Horn becomes, hitting more times (once per level, so a Level 3 Punch hits three times). See the chart below: 01-02 timer counts : Level 1 Punch 03-04 timer counts : Level 2 Punch 05-08 timer counts : Level 3 Punch 09-16 timer counts : Level 4 Punch 17-inf. timer counts : Final Punch - When charging, you don't have to release both PP and KK; you can still hold down one while releasing the other. There's no real point to this normally, although you can then start another Bull Horn charge by pressing and holding another button of the same type (Punch or Kick). However, there is a trick you can do with this. If you hold down five buttons (PP + KKK, or whatever you like), you can release them one at a time for three Bull Horn attacks (releasing the remaining two buttons has no effect). You can get four Bull Horns by holding down all six buttons, then releasing them one at a time (again, the last two buttons held have no effect if released). - You can even press the other buttons later on (such as holding PP, then later adding PKK for the triple Bull Horn charge), to add more variety to the Bull Heads (as they grow in power over time). Just keep in mind that those two unused buttons have to be a Punch and a Kick button (i.e., if you were holding PPPKKK and released P, then P, then K, then P, you'd get a Bull Horn on the first three releases, but not the last). - The Bull Drop is an overhead attack. - When you perform the Bull Revenger, using P makes Birdie hop a short distance, while using K makes him leap across the screen. ------------------------------------------------------------------------ CHUN-LI ------------------------------------------------------------------------ Koshuu Tou When close, b / f + MP / HP Ryuusei Raku When close, a-u + MP / HP in air Kikou Ken hcf + P Sen'en Shuu hcb + K Hyakuretsu Kyaku Tap K rapidly Tenshou Kyaku Charge d,u + K Kaku Raku Kyaku df + HK Yousou Kyaku In air, d + MK (can repeat) Sankaku Tobi Jump against a wall, press uf~df 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. - After the Yousou Kyaku, you can make any mid-air attack, or even perform another Yousou Kyaku. ------------------------------------------------------------------------ DAN HIBIKI ------------------------------------------------------------------------ Seoi Nage When close, b / f + MP / HP Gadou Ken qcf + P Kouryuu Ken f,d,df + P Dankuu Kyaku qcb + K Zenten Chouhatsu qcf + Chouhatsu Kouten Chouhatsu qcb + Chouhatsu Jump Chouhatsu Press Chouhatsu while in air Shagami Chouhatsu Press Chouhatsu while crouching Shinkuu Gadou Ken qcf,qcf + P Hisshou Burai Ken qcb,qcb + K Kouryuu Rekka qcf,d,df + K Chouhatsu Densetsu qcf,qcf + Chouhatsu - Dan can flash during his Kouryuu Ken, and when he does so, he becomes totally invincible. When Dan flashes is determined by how many actions he's made so far. At the start of each round, Dan's 23rd action, if it's a Kouryuu Ken, will be the flashing kind. Afterwards, every 15th action is a potential flashing Kouryuu Ken. "Actions" include throwing punches or kicks (whether they miss or are bocked), making attacks during an Original Combo, taunting or using any Super Combo (including the Chouhatsu Densetsu), using Zero Counters, and throws. Actions do not include initiating Original Combos, any type of movement (jumping, etc.), getting hit or blocking attacks. - So, for example, I could throw 22 standing LPs with Dan, and if I then did a Kouryuu Ken, it would flash. If my next 14 moves were a combination of taunts, attacks, special moves, and Super Combos, and I then did a Kouryuu Ken for my 15th action, it would flash. A big thanks to Paul Williams for this info. - None of Dan's 'Chouhatsu' moves can hit an opponent. They're really only useful for insulting your opposition. :) Unlike the other characters, Dan can taunt as many times as he wants. - Anytime you fight Sagat (CPU or as a 2nd player opponent), and perform a Level 3 Hisshou Burai Ken (whether it hits or misses), Dan will say "Yatta ze!" instead of "Kouryuu Ken!" at the end of the move instead. ------------------------------------------------------------------------ DHALSIM ------------------------------------------------------------------------ Yoga Smash When close, b / f + MP Yoga Throw When close, b / f + HP Yoga Fire qcf + P Yoga Flame hcb + P Yoga Blast hcb + K Yoga Escape b,db,d + K when knocked to the floor Yoga Teleport f,d,df / b,d,db + PPP / KKK (air) Kuuchuu Fuyuu In air, press Chouhatsu Drill Zutsuki In air, d + HP Drill Kick In air, d + K Yoga Palm f + LP Yoga Shock b + LP, hold LP until you attack Yoga Inferno qcf,d,df + P Yoga Strike qcf,d,df + K Yoga Tempest hcb,hcb + P - The LP Yoga Fire stuns an opponent instead of knocking them down. It also has the longest range, since the Yoga Fire dissapates after traveling for a while, and the MP and HP versions end sooner than the LP version does. - The Yoga Shock is an overhead attack, but only if you wait until Dhalsim actually attacks. - The Yoga Strike is an anti-air throw. It's unblockable, but will only catch someone who's in mid-air. However, this means that it can catch someone even if they are just off the ground (like Ryu during his Tatsumaki Senpuu Kyaku). - Normally, Dhalsim's limbs stretch out quite far. However, you can make them shorter by holding b (when standing or in air), or db (when crouching) while pressing Punch or Kick. ------------------------------------------------------------------------ GEN ------------------------------------------------------------------------ Ansatsu Ken: Souryuu Press PPP at any time (air) Juraku When close, b / f + MP / HP Houzen When close, b / f + MK / HK Hyakuren Kou Tap P rapidly Gekirou f,d,df + K, can tap K (see notes) Zan'ei qcf,qcf + P Shitenshuu qcb,qcb + P Ansatsu Ken: Kiryuu Press KKK at any time (air) Juraku When close, b / f + MP / HP Houzen When close, b / f + MK / HK Jasen Charge b,f + P Ouga Charge d,ub~uf + K Kyoutetsu Press MP while standing Onkyou Press HP while standing Kirou Press HP while crouching Satsu Jin Press LK while crouching Saizu Jump over someone, press MK Uken > Shakudan In air, press HK,HK quickly Kouga In air, qcb,qcb + K 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. - Which style you use determines all kinds of things; what normal attacks you have, what special moves and Super Combos are available to you; even what kind of jump you have (Soryuu's is faster, but Kiryuu's covers more distance), and what your taunt is. - In his Souryuu style, Gen can chain together his normal punches and kicks. The rules are pretty simple: you can chain into a stronger attack (say, LK -> MP), and you can chain into your own strength only if it's Punch to Kick (so you could do HP -> HK but not HK -> HP). This means that you could technically do a chain combo like so: LP -> LK -> MP -> MK -> HP -> HK. You can chain attacks while standing or crouching, but not in the air. - 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). Simply tapping Kick at random will not get you many hits. - If hit by the 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 or 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 causes huge amounts of damage if it hits someone who is in the middle of an attack (3.5-4.0 times more damage). However, if you are hit out of it, you may take lots of damage yourself. The move also has a considerable delay. - The Satsu Jin will knock an opponent up into the air. You can follow it with a Jakouha easily. You can link into the Satsu Jin with a standing LP, too. - 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. It's unblockable, but will only catch someone who's in mid-air. However, this means that it can catch someone even if they are just off the ground (like Ryu during his Tatsumaki Senpuu Kyaku). ------------------------------------------------------------------------ GOUKI ------------------------------------------------------------------------ Seoi Nage When close, b / f + MP / HP Tomoe Nage When close, b / f + MK / HK Gou Hadou Ken qcf + P Zankuu Hadou Ken In air, qcf + P Shakunetsu Hadou Ken hcb + P Gou Shouryuu Ken f,d,df + P Tatsumaki Zankuu Kyaku qcb + K (air) Zenpou Tenshin qcb + P Ashura Senkuu f,d,df / b,d,db + PPP / KKK Hyakki Shuu qcf,uf + P, then... Hyakki Gou Zan ...do nothing and allow yourself to land Hyakki Gou Shou ...then press P Hyakki Gou Sen ...then press K Hyakki Gou Sai ...a-d + P when close Hyakki Gou Tsui ...a-d + K when close Zugai Hasatsu f + MP Senpuu Kyaku f + MK Tenma Kuujin Kyaku Jump uf, at apex of jump, df + MK Messatsu Gou Shouryuu qcf,d,df + P Messatsu Gou Hadou hcb,hcb + P Tenma Gou Zankuu In air, qcf,qcf + P Shun Goku Satsu LP,LP,f,LK,HP (at Level 3) - After the Tatsumaki Zankuu Kyaku, you can juggle your opponent with an attack, such as a Gou Shouryuu Ken. - Gouki is invincible during the Ashura Senkuu but can still be hit by any kind of throw. The Kick buttons won't carry you as far as the Punch buttons will. - When you use the Hyakki Shuu, Gouki will leap into the air. Not doing anything makes him land with a low kick (which must be blocked crouching). The Gou Shou and Gou Sen (press P or K while in the air) are nothing special--and they're not overheads, either. If you get close enough to your opponent, you can grab them with the Gou Sai or Gou Tsui, as both moves are unblockable throws. However, they won't connect if your opponent is crouching, jumping, or is in the corner of the screen. - The Zugai Hasatsu, Gou Shou, and Gou Sen are overhead attacks. - The Shun Goku Satsu is an unblockable attack. ------------------------------------------------------------------------ GUY ------------------------------------------------------------------------ Seoi Nage When close, b / f + MP / HP Tsukami Nage When close, b / f + MK / HK Izuna Drop When close, a-u + MP / HP in air Bushin Izuna Otoshi qcf + P, press P when close Izuna no Hiji Otoshi qcf + P, press P outside of throw range Houzan Tou qcb + P Bushin Senpuu Kyaku qcb + K 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 Hiji Otoshi In air, d + MP Kubi Kudaki f + MP Kamaitachi df + HK Bushin Gokusa Ken When close, tap LP,LP,HP,HK Sankaku Tobi Jump against a wall, press uf Bushin Hassou Ken qcf,d,df + P Bushin Gourai Kyaku qcf,d,df + K Bushin Musou Renge hcb,hcb + P (at Level 3) - You can use the starting animation of the Houzan Tou to pass through projectiles. - The Hayagake: Kage Sukui must be blocked crouching. - The Hayagake: Kubikari and Kubi Kudaki are overhead attacks. - The Bushin Izuna Otoshi and Bushin Musou Renge are unblockable. ------------------------------------------------------------------------ KEN MASTERS ------------------------------------------------------------------------ Jigoku Guruma When close, b / f + MP / HP Tsukami Nage When close, b / f + MK / HK Jigoku Fuusha When close, a-u + MP / HP in air Hadou Ken qcf + P Shouryuu Ken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K (air) Zenpou Tenshin qcb + P Zentou qcf + Chouhatsu Inazuma Kakato Wari f + MK Hiza Geri When close, press HK (cancelable) Shouryuu Reppa qcf,d,df + P Shinryuu Ken qcf,d,df + K, tap P / K rapidly - The Inazuma Kakato Wari is an overhead attack. - The Zenpou Tenshin can be used to move through your opponent. - At Level 2 or 3, you can get more hits out of the Shinryuu Ken by tapping P or K rapidly. This has no effect on a Level 1 Shinryuu Ken. ------------------------------------------------------------------------ NASH ------------------------------------------------------------------------ Dragon Suplex When close, b / f + MP / HP Knee Gatling When close, b / f + MK / HK Flying Buster Drop When close, a-u + MP / HP in air 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, then 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 tap P to fire an extra Sonic Boom (at Level 1), two extra Sonic Booms (at Level 2), or three extra Sonic Booms (at Level 3). ------------------------------------------------------------------------ ROLENTO SCHUGERG ------------------------------------------------------------------------ Colonel Carrier When close, b / f + MP / HP Deadly Package When close, b / f + MK / HK Patriot Circle qcf + P (perform 3 times) Stinger f,d,df + K, then press P / K Mekong Delta Air Raid qcb + P,P Mekong Delta Escape qcb + K, then move b / f + P / K Mekong Delta Attack Press PPP, then press P as you land Trick Landing Just before you land, (b / f +) KKK High Jump Tap db~df,ub~uf Spike Rod In air, db~df + MK Fake Rod f + MK Mine Sweeper qcb,qcb + P Take No Prisoner qcf,d,df + K - 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.) If you use a normal attack, you have to time it right, though, or else you'll take the hit. - The Spike Rod can be used repeatedly to keep Rolento bouncing. It can be used during a jump or High Jump, but not during the Mekong Delta Escape. Much like the Trick Landing, you can control the direction in which you bounce by performing it with df or db (to move forward or backward). If you're doing this move repeatedly, then you can even hop back and forth ;) - The Take no Prisoner must be blocked crouching. ------------------------------------------------------------------------ ROSE ------------------------------------------------------------------------ Soul Drain When close, b / f + MP / HP Soul Spark hcf + P Soul Throw f,d,df + P Soul Reflect qcb + P Soul Spiral qcf + K Sliding df + MK Soul-piette f + HK Aura Soul Spark qcb,qcb + P Aura Soul Throw qcf,d,df + P Soul Illusion qcf,d,df + K - In addition to causing damage, the Soul Reflect can also be used against projectiles. The LP version absorbs a projectile, giving Rose a small amount of SC power. The MP version reflects a projectile directly forward. And the HP version reflects a projectile at an up-forward angle. Note that you cannot absorb or reflect Rolento's Stinger knives (they just fall to the floor). - While Rose cannot use the Soul Reflect against an SC projectile, Dan's Shinkuu Gadou Ken is an exception to this rule. - Rose can reflect any SC projectile during the Level 3 Aura Soul Spark. - During the Soul Illusion, Rose is trailed by illusions who add to the number of hits that any of her attacks inflict. This move only ends once a certain amount of time has passed; Rose can be hit without having this SC end. ------------------------------------------------------------------------ RYU ------------------------------------------------------------------------ Seoi Nage When close, b / f + MP / HP Tomoe Nage When close, b / f + MK / HK Hadou Ken qcf + P Hadou no Kamae qcf + Chouhatsu Shakunetsu Hadou Ken hcf + P 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 - The Sakotsu Wari is an overhead attack. - From up close, the Shakunetsu Hadou Ken is a knockdown attack. From further away, it simply stuns an opponent. ------------------------------------------------------------------------ SAGAT ------------------------------------------------------------------------ Tiger Carry When close, b / f + MP / HP Tiger Shot qcf + P Ground Tiger Shot qcf + K Tiger Blow f,d,df + P Tiger Crush f,d,df + K Fake Kick Quickly press MK twice Tiger Cannon qcf,qcf + P Tiger Raid qcb,qcb + K Tiger Genocide qcf,d,df + K Angry Charge qcf + Chouhatsu - After using the Angry Charge, the next Tiger Blow that you perform will do increased damage if it hits. This only lasts for one use of the Tiger Blow, though. ------------------------------------------------------------------------ SAKURA KASUGANO ------------------------------------------------------------------------ Sakura-jime When close, b / f + MP / HP Sailor Shoot When close, b / f + MK / HK Hadou Ken qcf + P,P,P Shou'ou Ken f,d,df + P Sakura Otoshi f,d,df + K, then press 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 - During Sakura's Hadou Ken, tapping P makes her delay the throwing of the fireball and it shortens the overall range, but it does make the fireball larger. (qcf + P) gets you a small, long-range fireball; (qcf + P,P) makes Sakura throw a larger fireball that goes about half-screen, and (qcf + P,P,P) is for a large fireball that dissapates almost as soon as it is thrown. - The Shunpuu Kyaku is an overhead attack. - The Sakura Otoshi can be used not only to hit people, but also to bounce of of normal and Super Combo projectiles. While in the air, simply press P to "attack" the projectile and you'll bounce off of it. - The Haru Ichiban hits low and must be crouch-blocked. ------------------------------------------------------------------------ SODOM ------------------------------------------------------------------------ Shogun Throw (high) When close, b / f + MP / HP Shogun Throw (low) When close, b / f + MK / HK Jigoku Scrape qcf + P Shiraha Catch f,d,df + K Butsumetsu Buster Rotate 360 + P Daikyou Burning Rotate 360 + K Kouten Okiagari f,df,d + P when knocked to the floor Tengu Walking b,db,d + K when knocked to the floor Tengu Walking 2 qcf + K while getting up Sliding d + HK Meido no Miyage qcf,qcf + P Tenchuu Satsu Rotate 720 + P - When the Daikyou Burning is performed, Sodom rushes forward with his jitte out. If his opponent is on the ground, he'll grab them and ram them into the wall (if he's closer to the wall than the distance he could cover during this move, he'll turn and do it instead). However, if his opponent is airborne, and in other circumstances, Sodom's foe will simply bounce off the jitte and take less damage. - The Shiraha Catch is a counterattack move that can be used against overhead attacks or against jumping attacks. If Sodom connects, he'll perform a throw. However, this can be Tech. Hit out of. - You can follow the low Shogun Throw with the Meido no Miyage. ------------------------------------------------------------------------ VEGA ------------------------------------------------------------------------ Deadly Throw When close, b / f + MP / HP Psycho Shot Charge b,f + P Double Knee Press Charge b,f + K Head Press Charge d,u + K, move b / f Somersault Skull Diver Press P after Head Press, move b / f Somersault Skull Diver Charge d,u + P,P, move b / f Vega Warp f,d,df / b,d,db + PPP / KKK Psycho Crusher Charge b,f,b,f + P Knee Press Nightmare Charge b,f,b,f + K - After the Head Press, you can move back or forward. You can then press b / f + P for the Somersault Skull Diver, and then direct yourself back or forward a third time! - Similarily, you can press b / f + P during the 'charge d,u + P' version of the Skull Diver to direct the diving part, then press b / f while diving to direct yourself a second time. - When using the Vega Warp, KKK takes you to the far corners of the screen (depending on which direction you use, f,d,df or b,d,db), while PPP moves you to the left or right but keeps you near the middle of the screen. ------------------------------------------------------------------------ ZANGIEF ------------------------------------------------------------------------ Brain Buster When close, b / f + MP Back Drop When close, b / f + HP Kamitsuki When close, b / f + MK / HK Iron Claw When close, db / df + MP / HP Double Lariat (b / f +) PPP, move b / f Quick Double Lariat (b / f +) KKK, move b / f Banishing Flat f,d,df + P Screw Pile Driver Rotate 360 + P Flying Powerbomb Rotate 360 + K from afar Atomic Suplex Rotate 360 + K when close Body Press Jump ub / uf, d + HP Double Knee Drop Jump ub / uf, d + LK / MK Kuuchuu Headbutt Jump u, u + MP / HP Dynamite Kick db + MK Russian Kick db + HK Final Atomic Buster Rotate 720 + P Aerial Russian Slam qcf,d,df + K - Either Double Lariat move can be used to avoid projectiles. The KKK version has a shorter duration, though. - The Banishing Flat can negate non-SC projectiles. - When you input 360 + K from afar, Zangief dashes forward. If his opponent is close enough, he does the Flying Powerbomb. If you're right next to your opponent when you input 360 + K, you get the Atomic Suplex. - The Spinning Pile Driver, Flying Powerbomb, Atomic Suplex, Final Atomic Buster, and Aerial Russian Slam are unblockable. - The Aerial Russian Slam is an anti-air throw. It's unblockable, but will only catch someone who's in mid-air. However, this means that it can catch someone even if they are just off the ground (like Ryu during his Tatsumaki Senpuu Kyaku). ======================================================================== 5. HIDDEN CHARACTERS (SFZ2') ======================================================================== To select any of these hidden characters, see the 'Secrets and Tricks' section, below. ------------------------------------------------------------------------ X-MEN VS. STREET FIGHTER'S CAMMY ------------------------------------------------------------------------ Hooligan Suplex When close, b / f + MP / HP Frankensteiner When close, b / f + MK / HK Flying Neck Hunt When close, a-u + MP / HP in air Air Frankensteiner When close, a-u + MK / HK in air Spiral Arrow qcf + K Cannon Spike f,d,df + K Axle Spin Knuckle hcb + P Hooligan Combination hcf,uf + P, then... (press K to cancel) Razor Edge Slicer ...do nothing and allow yourself to land Fatal Leg Twister ...b / f + K when near enemy's head Cross Scissors Pressure ...b / f + K when near enemy's waist Spin Drive Smasher qcf,d,df + K Psycho Streak Charge b,f,b,f + P - You can use the starting animation of the Axle Spin Knuckle to pass through projectiles. - When you perform the Hooligan Combination, you can cancel the move by pressing K when in air (you can't do anything else until you land, though), or do nothing and allow Cammy to land, where she will do a slide kick that must be blocked crouching. - The two throw follow-ups to the Hooligan Combination are unblockable. Which one you get depends on whether or not your opponent is in the air or is crouching. If you grab them by their head or while they're crouching, you get the Cross Scissors Pressure. If you grab them below their midsection or while they're in mid-air, you get the Fatal Leg Twister. - The Psycho Streak can go through projectiles. ------------------------------------------------------------------------ SATSUI NO HADOU NI MEZAMETA RYU ------------------------------------------------------------------------ Seoi Nage When close, b / f + MP / HP Tomoe Nage When close, b / f + MK / HK Hadou Ken qcf + P Hadou no Kamae qcf + Chouhatsu Shakunetsu Hadou Ken hcf + P Shouryuu Ken f,d,df + P Ashura Senkuu f,d,df / b,d,db + PPP / KKK 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 Messatsu Gou Shouryuu qcf,d,df + K Shun Goku Satsu LP,LP,f,LK,HP (at Level 3) - After the Tatsumaki Senpuu Kyaku, you can juggle your opponent with an attack, such as a Shouryuu Ken. - Ryu is invincible during the Ashura Senkuu but can still be hit by any kind of throw. The Punch buttons won't carry you as far as the Kick buttons will. - The Sakotsu Wari is an overhead attack. - The Shun Goku Satsu is an unblockable attack. ------------------------------------------------------------------------ SHIN GOUKI ------------------------------------------------------------------------ Shin Gouki is just like Akuma, except for his different outfit colors, and the ability to throw two fireballs during his Zankuu Hadou Ken. Also, his Shun Goku Satsu is somewhat faster and has a longer range. ------------------------------------------------------------------------ SF2-COSTUMED CHUN-LI ------------------------------------------------------------------------ SF2-Costumed Chun-Li plays just like the normal Chun-Li, except her Kikou Ken is performed like so: Kikou Ken Charge b,f + P Aside from her appearance and that move change, there are no other differences. ------------------------------------------------------------------------ SPECIAL SAKURA ------------------------------------------------------------------------ Special Sakura plays just like normal Sakura, except that she has different colors for her outfits. ======================================================================== 6. "SF2 ORIGINAL SERIES" CHARACTERS (SFZ2') ======================================================================== ------------------------------------------------------------------------ CHUN-LI ------------------------------------------------------------------------ Koshuu Tou When close, b / f + MP / HP Ryuusei Raku When close, a-u + MP / HP in air Hyakuretsu Kyaku Tap K rapidly Sen'en Shuu Charge d,u + K Kaku Raku Kyaku When close, b / f + HK Yousou Kyaku In air, d + MK (can repeat) Sankaku Tobi Jump against a wall, press uf~df - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks. - After the Yousou Kyaku, you can make any mid-air attack, or even perform another Yousou Kyaku. ------------------------------------------------------------------------ DHALSIM ------------------------------------------------------------------------ Yoga Smash When close, b / f + MP Yoga Throw When close, b / f + HP Yoga Fire qcf + P Yoga Flame hcf + P Drill Zutsuki In air, d + HP Drill Kick In air, d + HK Yoga Palm Press LP - This version of Dhalsim has a full-screen Yoga Fire. Any strength will knock an opponent down. - You can't control the length of Dhalsim's limbs--when standing or crouching, they automatically shorten when you attack from up close, in most cases. ------------------------------------------------------------------------ KEN MASTERS ------------------------------------------------------------------------ Jigoku Guruma When close, b / f + MP / HP Tsukami Nage When close, b / f + MK / HK Hadou Ken qcf + P Shouryuu Ken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K Hiza Geri When close, press HK (cancelable) ------------------------------------------------------------------------ RYU ------------------------------------------------------------------------ Seoi Nage When close, b / f + MP / HP Tomoe Nage When close, b / f + MK / HK Hadou Ken qcf + P Shouryuu Ken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K ------------------------------------------------------------------------ SAGAT ------------------------------------------------------------------------ Tiger Carry When close, b / f + MP / HP Tiger Shot qcf + P Ground Tiger Shot qcf + K Tiger Blow f,d,df + P Tiger Crush d,df,uf + K ------------------------------------------------------------------------ VEGA ------------------------------------------------------------------------ Deadly Throw When close, b / f + MP / HP Psycho Crusher Charge b,f + P Double Knee Press Charge b,f + K Head Press Charge d,u + K, move b / f Somersault Skull Diver Press P after Head Press, move b / f - After the Head Press, you can move back or forward. You can then press b / f + P for the Somersault Skull Diver, and then direct yourself back or forward a third time. ------------------------------------------------------------------------ ZANGIEF ------------------------------------------------------------------------ Brain Buster When close, b / f + MP Back Drop When close, b / f + HP Kamitsuki When close, b / f + MK / HK Iron Claw When close, db / df + MP / HP Double Lariat (b / f +) PPP, move b / f Screw Pile Driver Rotate 360 + P Body Press Jump ub / uf, d + HP Double Knee Drop Jump ub / uf, d + LK / MK Kuuchuu Headbutt Jump u, u + MP / HP Dynamite Kick Press MK while crouching Russian Kick Press HK while crouching - The Double Lariat move can be used to avoid projectiles. - The Spinning Pile Driver is unblockable. ======================================================================== 7. SECRETS AND TRICKS ======================================================================== Since there are tricks for every game, I have used "SSF2 only", "SSF2X only", and "SFZ2' only" to denote which tricks work on which games. PLAY AS GOUKI (LONG METHOD) (SSF2X only) ------------------------------------------------------------------------ Choose TURBO 3 speed using HP. Leave the cursor on Ryu or Ken for 3 seconds, then move to T. Hawk, Guile, Cammy, and back to Ryu or Ken, pausing on each one for 3 seconds. Finally, press PPP + Start. If it doesn't work, quickly tap PPP + Start again. PLAY AS GOUKI (SHORT METHOD) (SSF2X only) ------------------------------------------------------------------------ Put the cursor on Ryu and press L and R at the same time. PLAY AS THE SSF2 VERSION OF ANY CHARACTER BUT GOUKI (SSF2X only) ------------------------------------------------------------------------ Highlight the character you want, and pick them with LP. Keep holding LP and enter the following combination: Balrog - D,U,U,D Guile - U,D,D,D Blanka - R,L,L,L Ken - L,L,L,R Cammy - U,U,D,D M. Bison - L,R,R,L Chun-Li - D,D,D,U T. Hawk - R,R,L,L Dee Jay - D,D,U,U Ryu - R,R,R,L Dhalsim - D,U,U,U Sagat - U,D,D,U E. Honda - U,U,U,D Vega - R,L,R,L Fei Long - L,L,R,R Zangief - L,R,R,R If you did it correctly, that character will say their 'continue' quote and they will appear in their original colors. Oh, and that's (L)eft and (R)ight, the directions, not the L / R shoulder buttons. The other, much faster method is to highlight the character you want to use, hold down the R button, and press any other button. If you did it correctly, that character will say their 'continue' quote and they will appear in their original colors. FIGHT SHIN GOUKI (SSF2X only) ------------------------------------------------------------------------ Play a game in Arcade Mode, and don't lose more than three rounds by the time you reach the last boss (Vega). You can't continue, either. DE-SELECT THE CHOSEN CHARACTER (SSF2 / SSF2X only) ------------------------------------------------------------------------ Press the L and R button together at once. COSTUME COLORS (SSF2 / SSF2X only) ------------------------------------------------------------------------ You can also get a 7th color for your character by pressing Start, an 8th color by pressing and hold any P or K button, and a 9th color by pressing PP or KK. PLAY AS THE "SF2 SERIES" ORIGINAL CHARACTERS (SFZ2' only) ----------------------------------------------------------------------- To play with one of these characters, highlight someone who was in any SF2 game and press Start once (or press Start twice for Chun-Li). PLAY AS THE HIDDEN CHARACTERS (SFZ2' only) ----------------------------------------------------------------------- Highlight the following characters and press Start the listed number of times: To play as: Satsui no Hado Mezame ta Ryu - Press Start twice SF2-Costumed Chun-Li - Press Start once Special Sakura - Press Start five times Shin Gouki - Press Start five times PLAY WITH X-MEN vs. STREET FIGHTER'S CAMMY (SFZ2' only) ----------------------------------------------------------------------- Play an Arcade Mode game with Vega or the SF2 Original versin of Vega. Get a score high enough to put you in 1st place--you don't even have to beat the game to do so. At the score entry screen, input your name as CAM. Now, go into Training Mode or VS. Mode and highlight Vega. Press Start twice, then press any button. RANDOM SELECT (IN ARCADE MODE ONLY) (SFZ2' only) ----------------------------------------------------------------------- If you're the first player, press Up when highlighting Ryu or Down when highlighting Nash. If you're the second player, substitute Ryu with Ken and Nash with Sagat. PICK THE HIDDEN STAGES (IN ARCADE AND TRAINING MODE) (SFZ2' only) ----------------------------------------------------------------------- Highlight Sagat or Vega, and hold Start for five seconds, then release it and pick any character. SURVIVAL MODE - SSF2X STYLE SET-UP (SFZ2' only) ----------------------------------------------------------------------- Hold down the shoulder L button, then select your character, etc. and keep holding L. If you did it correctly, Chun-Li will be replaced by SF2-costumed Chun-Li, and your last boss will be Shin Gouki. SURVIVAL MODE - ALTERNATE SET-UP (SFZ2' only) ----------------------------------------------------------------------- Hold down the shoulder R button, then select your character, etc. and keep holding R. If you did it correctly, the lineup will change, and your last boss will be Vega. INFINITE OC TIME IN TRAINING MODE (SFZ2' only) ----------------------------------------------------------------------- Go into TRAINING MODE and hold down the shoulder L button _and_ START. While holding both these buttons, choose your character with another button, and then hold all three buttons down. Use a fourth button to start up the actual battle. Keep holding all the buttons until the round actually begins, and you'll have an Original Combo meter that empties and disappears while you stay in 'OC' mode. Exiting back to the menu is the only way to stop the Original Combo (don't worry, the trick will still be working), but if you exit out back to the main menu (to select another character), the trick will end. You can combine this code with the AUTO-FIRE code below by holding both L, R, and START at the same time when doing the code. AUTO-FIRE BUTTONS IN ARCADE AND TRAINING MODE (SFZ2' only) ----------------------------------------------------------------------- Go into TRAINING MODE and hold down the shoulder R button _and_ START. While holding both these buttons, choose your character with another button, and then hold all three buttons down. Use a fourth button to start up the actual battle. Keep holding all the buttons until the round actually begins, and you'll find that pressing any button makes your character peform that Punch or Kick repeatedly. This is quite useful when you're using a character like Gen or Chun-Li. Like the INFINITE OC TIME code, you can exit into the Training Mode menu and this trick will still work, but if you exit out back to the main menu, the trick will end. ======================================================================== 8. MISCELLANEOUS ======================================================================== ------------------------------------------------------------------------ STREET FIGHTER ZERO 2 DASH'S "S-COMBO" MODE ------------------------------------------------------------------------ This especially cool mode allows you to use Super Combos without wasting SC gauge energy. Even better, it uses simplified moves, and you can choose the level of Super power (1, 2, or 3), by using the light, medium, or heavy button. The only bad news is that in many cases, the simplified command for a Super Combo will replace that of a normal mode. For instance, with S- Combo activated, Ken does a Shouryuu Reppa when you press f,d,df + Punch. This means that you can't do a Shouryuu Ken normally unless you're in the middle of an Original Combo (since Super Combos can't be used during an OC). Listed below are the new motions for each character. Keep in mind that some characters' arsenal becomes quite limited (like Sakura), when the command for their Super Combo overrides the command for a normal move (in her case, all of Sakura's moves are replaced with SC motions). [ ADON ] -------------------------------------------------------------- Jaguar Varied Assault f,d,df + K Jaguar Thousand Tap P rapidly during Level 3 J.V.A. Jaguar Assassin Tap K rapidly during Level 3 J.V.A. Jaguar Revolver qcf + K [ BIRDIE ] ------------------------------------------------------------ The Birdie Charge b,f + P Bull Revenger Rotate 360 + P / K [ CHUN-LI ] ----------------------------------------------------------- Kikou Shou hcf + P Senretsu Kyaku Charge b,f + K Hazan Tenshou Kyaku Charge d,u + K [ DAN HIBIKI ] -------------------------------------------------------- Shinkuu Gadou Ken qcf + P Kouryuu Rekka f,d,df + K Hisshou Burai Ken qcb + K Chouhatsu Densetsu qcf,qcf + Chouhatsu [ DHALSIM ] ----------------------------------------------------------- Yoga Inferno qcf + P Yoga Strike hcb + K Yoga Tempest hcb + P [ GEN ] --------------------------------------------------------------- Zan'ei f,d,df + P (in Souryuu style) Shitenshuu f,d,df + K (in Souryuu style) Kouga In air, qcb + K (in Kiryuu style) Jakouha Charge d,u + K (in Kiryuu style) [ GOUKI ] ------------------------------------------------------------- Messatsu Gou Hadou hcb + P Messatsu Gou Shouryuu f,d,df + P Tenma Gou Zanku In air, qcf + P Shun Goku Satsu LP,LP,f,LK,HP (at Level 3) [ GUY ] --------------------------------------------------------------- Bushin Hassou Ken qcf + P Bushin Gourai Kyaku qcf + K Bushin Musou Renge hcb,hcb + P (at Level 3) [ KEN MASTERS ] ------------------------------------------------------- Shouryuu Reppa f,d,df + P Shinryuu Ken qcb + K, tap P / K rapidly [ NASH ] -------------------------------------------------------------- Sonic Break Charge b,f + P Crossfire Blitz Charge b,f + K Somersault Justice Charge d,u + K [ ROLENTO ] ----------------------------------------------------------- Mine Sweeper qcf + P Take no Prisoner f,d,df + K [ ROSE ] -------------------------------------------------------------- Aura Soul Spark hcf + P Aura Soul Throw f,d,df + P Soul Illusion qcb + P [ RYU ] --------------------------------------------------------------- Shinkuu Hadou Ken qcf + P Shinkuu Tatsumaki Senpuu Kyaku qcb + K [ SAGAT ] ------------------------------------------------------------- Tiger Cannon qcf + P Tiger Genocide f,d,df + P Tiger Raid f,d,df + K Angry Charge qcf + Chouhatsu [ SAKURA KASUGANO ] --------------------------------------------------- Shinkuu Hadou Ken qcf + P Haru Ichiban f,d,df + P Midare Zakura qcb + K [ SODOM ] ------------------------------------------------------------- Meido no Miyage qcf + P Tenchuu Satsu Rotate 360 + P [ VEGA ] -------------------------------------------------------------- Psycho Crusher Charge b,f + P Knee Press Nightmare Charge b,f + K [ ZANGIEF ] ----------------------------------------------------------- Final Atomic Buster Rotate 360 + P Banishing Flat f,d,df + P [ 'SATSUI NO HADOU NI MEZAMETA RYU' ] --------------------------------- Shinkuu Hadou Ken qcf + P Shinkuu Tatsumaki Senpuu Kyaku qcb + K Messatsu Gou Shouryuu f,d,df + P Shun Goku Satsu LP,LP,f,LK,HP (at Level 3) [ SF2-COSTUMED CHUN-LI ] ---------------------------------------------- Kikou Shou Charge b,f + P Senretsu Kyaku Charge b,f + K Hazan Tenshou Kyaku Charge d,u + K [ X-MEN vs. SF CAMMY ] ------------------------------------------------ Spin Drive Smasher qcf + K Psycho Streak hcb + P ------------------------------------------------------------------------ TRANSLATIONS ------------------------------------------------------------------------ Some characters have two lists of translations; the first is for their SSF2X incarnation; the second is for their SFZ2' incarnation. If a move repeats in the list (for example, both SSF2X and SFZ2' Ryu have a Hadou Ken), then it's only listed once. The names for the SFZ2 characters were taken from both the instruction booklet and my SFZ3:PP FAQ, btw. All translations were done by me, so there may be some mistakes. However, accuracy was strived for ;) [ CHUN-LI ] ----------------------------------------------------------- Koshuu Tou Attacking Tiger Overthrow Ryuusei Raku Shooting Star Drop Hyakuretsu Kyaku Hundred Rending Kicks Kikou Ken Chi Fist Kaiten-teki Kaku Kyakushuu Spinning Crane Leg Kick Kuuchuu K.T.K. Kyakushuu Mid-Air Spinning Crane Leg Kick Tenshou Kyaku Ascension Kick Yousou Kyaku Hawk Talon Kick Kouhou Kaiten Kyaku Backward Spinning Kick Kaku Kyaku Raku Crane Leg Drop Sankaku Tobi Triangle Hop Senretsu Kyaku Thousand Rending Kicks Sen'en Shuu Spinning Circle Kick Kikou Shou Chi Palm Hazan Tenshou Kyaku Surpeme Mountain Ascension Kick [ DHALSIM ] ----------------------------------------------------------- Drill Zutsuki Drill Headbutt Kuuchuu Fuyuu Mid-Air Floating [ E. HONDA ] ---------------------------------------------------------- Tawara Nage Straw Bag Throw Saba Ori Mackerel Snapper Sekkan Kyaku Chastising Kick Hyakuretsu Harite Hundred Rending Reaching Hands Super Zutsuki Super Headbutt Super Hyakkan Otoshi Super Hundred-weight Drop Ooichou Nage Great Gingko Tree Throw Hiza Geri Knee Kick Harai Geri Sweeping Kick Oni Musou Unparalleled Demon [ FEI LONG ] --------------------------------------------------------- Gankai Hou Rock Cluster Hold Ryuushu Kai Dragon Neck Cutter Ryuushu Raku Dragon Neck Drop Rekka Ken Conflageration Fist Rekkuu Kyaku Violent Sky Kick Shien Kyaku Fire-Starting Kick Chokka Raku Shou Falling Underneath Heel Engeki Shuu Distant Attack Kick Rekka Shin Ken True Conflageration Fist - 'Fei Long' means 'flying dragon'. [ GOUKI ] ------------------------------------------------------------- Seoi Nage Over-the-Shoulder Throw Tomoe Nage Overhead Judo Throw Gou Hadou Ken Great Surge Fist Zankuu Hadou Ken Sky-Slashing Surge Fist Shakunetsu Hadou Ken Scorching Heat Surge Fist Gou Shouryuu Ken Great Rising Dragon Fist Tatsumaki Zankuu Kyaku Sky-Slashing Tornado Kick Kuuchuu Tatsumaki Zankuu Kyaku Mid-Air Sky-Slashing Tornado Kick Ashura Senkuu (demonic warrior) Air Flash Zenpou Tenshin Forward Roll Hyakki Shuu Evil Pandemonium Raid Hyakki Gou Zan Evil Pandemonium Great Slash Hyakki Gou Shou Evil Pandemonium Great Thrust Hyakki Gou Sen Evil Pandemonium Great Edge Hyakki Gou Sai Evil Pandemonium Great Smash Hyakki Gou Tsui Evil Pandemonium Great Crash Zugai Hasatsu Skull Destroyer Senpuu Kyaku Whirlwind Kick Tenma Kuujin Kyaku Demonic Air Blade Kick Messatsu Gou Shouryuu Great Rising Dragon Deadly Attack Messatsu Gou Hadou Great Surge Deadly Attack Tenma Gou Zankuu Great Demonic Sky Slasher Shun Goku Satsu Imprisoning Death Flash [ KEN MASTERS ] ------------------------------------------------------- Seoi Nage Over-the-Shoulder Throw Tsukami Hiza Geri Knee Kick Hold Jigoku Guruma Hell Wheel Jigoku Fuusha Hell Windmill Hadou Ken Surge Fist Shouryuu Ken Rising Dragon Fist Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick Kuuchuu Tatsumaki Senpuu Kyaku Mid-Air Tornado Whirlwind Kick Kami Barai Geri Sweeping Scythe Kick Nata Otoshi Geri Falling Hatchet Kick Oosoto Mawashi Geri Great Outer Spinning Kick Inazuma Kakato Wari Lightning Flash Splitting Heel Shouryuu Reppa Rising Dragon Renderer Tsukami Nage Holding Throw Zenpou Tenshin Forward Roll Zentou Front Collapse Shinryuu Ken Divine Dragon Fist [ RYU ] --------------------------------------------------------------- Seoi Nage Over-the-Shoulder Throw Tomoe Nage Overhead Judo Throw Hadou Ken Surge Fist Fire Hadou Ken Fire Surge Fist Shouryuu Ken Rising Dragon Fist Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick Kuuchuu Tatsumaki Senpuu Kyaku Mid-Air Tornado Whirlwind Kick Sakotsu Wari Collarbone Splitter Kyuubi Kudaki Solarplexus Smasher Shinkuu Hadou Ken Vacuum Surge Fist Hadou no Kamae Fake Surge Shakunetsu Hadou Ken Scorching Hot Surge Fist Senpuu Kyaku Whirlwind Kick Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick [ ZANGIEF ] ----------------------------------------------------------- Kamitsuki Biting Kuuchuu Deadly Drive Mid-Air Deadly Drive Kuuchuu Leg Throw Mid-Air Leg Throw Kuuchuu Headbutt Mid-Air Headbutt [ DAN HIBIKI ] -------------------------------------------------------- Seoi Nage Over-the-Shoulder Throw Gadou Ken Self-Taught Fist Kouryuu Ken Shiny Dragon Fist Dankuu Kyaku Sky-Cutting Kicks Zenten Chouhatsu Forward Rolling Taunt Kouten Chouhatsu Backward Rolling Taunt Jump Chouhatsu Jumping Taunt Shagami Chouhatsu Crouching Taunt Shinkuu Gadou Ken Sky-Quaking Self-Taught Fist Hisshou Burai Ken Certain Victory Bandit Fist Kouryuu Rekka Shiny Dragon Conflageration Chouhatsu Densetsu Legendary Taunt [ GEN ] --------------------------------------------------------------- Ansatsu Ken: Souryuu Assasin Fist: Mourning Style Juraku Arresting Graze Houzen Sealing Front Hyakuren Kou Hundred Rapid Bent Fingers Gekirou Reverse Cascade Zan'ei Cruel Phantom Shitenshuu Death Point Curse Ansatsu Ken: Kiryuu Assassin Fist: Detestable Style Jasen Serpent Drill Ouga Wandering Fang Kyoutetsu Cursed Chew Onkyou Dark Shout Kirou Dangerous Play Satsu Jin Quick Kill Saizu Head Smash Uken > Shakudan Evil Blade > Stature Cutter Kouga Lunatic Fang Jakouha Open Snakebite [ GUY ] --------------------------------------------------------------- Seoi Nage Over-the-Shoulder Throw Tsukami Nage Holding Throw Bushin Izuna Otoshi Bushin Izuna Drop Izuna no Hiji Otoshi Izuna Elbow Drop Houzan Tou Mountain-Demolishing Dipper Bushin Senpuu Kyaku Bushin Whirlwind Kick Hayagake Rapid Running Hayagake: Kyuuteishi Rapid Running: Sudden Stop Hayagake: Kage Sukui Rapid Running: Shadow Scoop Hayagake: Kubikari Rapid Running: Neck Cutter Hiji Otoshi Elbow Drop Kubi Kudaki Neck Crusher Kamaitachi Whirlwind Cut Bushin Gokusa Ken Bushin Imprisoning Chain Fist Sankaku Tobi Triangle Hop Bushin Hassou Ken Bushin Eight Paired Fists Bushin Gourai Kyaku Bushin Strong Lightning Kick Bushin Musou Renge Bushin Unequaled Rapid Reaping - 'Bushin' is the god of military arts. [ SAKURA KASUGANO ] -------------------------------------------------- Sakura-jime Sakura Strangle Hadou Ken Surge Fist Shou'ou Ken Cherry Blossom Fist Sakura Otoshi Sakura Drop Shunpuu Kyaku Spring Breeze Kick Shinkuu Hadou Ken Vacuum Surge Fist 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 Whiteblade 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 Present from Hades Tenchuu Satsu Destruction of the Pillars of Heaven ======================================================================== 9. AUTHOR'S NOTE ======================================================================== ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ I couldn't have written this FAQ without help from the following people: Joh Higashi - I got the SSF2X move names not mentioned in the instruction booklet from this site. Himura Kenshin - For some info. on Birdie's Bullhorn. Senio Rotondi - For some storyline corrections. Zachary Keene - For some minor corrections. Ultima - For information on Rose's Soul-piette and Sagat's Angry Charge. Capcom of Japan - For the SSF2 character codes, and the code to play as Cammy in SFZ2' (not to mention her move names). Charles MacDonald - For discovering how to control Gen during his Kouga Super Combo. Patrick Beja - Some name translations had originally been taken from his Original Japanese Names FAQ for SFZ, v2.0. Team Red Herring - For various comments and notes. ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ VERSION 0.9 (July 11, 2000) - The entire FAQ was rehauled for simplicity's sake--official movenames added throughout and other corrections have been made. VERSION 0.8 - More quick corrections. VERSION 0.7 - Storylines and other needless info. removed, some corrections made. VERSION 0.6 - Translation and general corrections made throughout the FAQ. VERSION 0.5 - Corrections for Birdie's Bullhorn were added, as well as some storyline corrections, and minor fix-ups. VERSION 0.4 - Added notes on the costume colors and corrected the method to fight Shin Gouki in SSF2X. Also added more notes on the character moves, and added Chun-Li's Air Spinning Bird Kick to her moveslist. VERSION 0.3 - More corrections and additions--the translations of Gen's moves have also been completed, and I added the comments for the rest of the characters. Also, some of the tricks and cheats have been weeded out, as they worked in SFA2 but not SFZ2 DASH. VERSION 0.2 - More sections added and completed, for SSF2X in particular. VERSION 0.1 - Moves list/number of hits completed, Advanced Tactics (primarily for SFZ2 DASH) added, various codes and tricks added. Began construction of VERSION 0.0 on October 2, 1997 That's all! Unpublished work Copyright 1997-2001 Chris MacDonald