=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Super Street Fighter II Turbo FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 7.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 3. Characters 3.1 Ryu 3.2 Edmond Honda 3.3 Blanka 3.4 Guile 3.5 Thunder Hawk 3.6 Fei Long 3.7 Balrog 3.8 Sagat 3.9 Ken Masters 3.10 Chun-Li 3.11 Zangief 3.12 Dhalsim 3.13 Cammy 3.14 Dee Jay 3.15 Vega 3.16 Mike Bison ------------------------------ 3.17 Akuma 4. Misc. And Easter Eggs 4.1 Picking Old Characters 4.2 Fight/Play Akuma 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward LP - Light Punch P - Any Punch \ | / b - Back MP - Medium Punch K - Any Kick b-- --f u - Up HP - Heavy Punch + - And / | \ d - Down LK - Light Kick / - Or db d df MK - Medium Kick , - Then HK - Heavy Kick qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) O = Move works for the Old version of the particular character. Old versions cannot reduce throw damage and have no Supers. S = Move works for the Super Turbo version of that character. In a sense, the default version you start with for this game. Super Turbo versions CAN reduce throw damage and have access to Supers. =============================================================================== 2. System =============================================================================== OS Standard Throw/Hold f/b + HP close refer to the character's movelist for an expansive list of their throws/holds S Throw Soften f/b + MP/HP/MK/HK just this works on both ground as you are being thrown and air throws; this does not work on holds S Hold Recovery shake joystick and tap P this only works on holds and K rapidly (ie Blanka's Wild Fang) OS Negative Edge allows you to perform an example would be maneuvers by holding performing a qcf + P the attack button maneuver by instead down, performing holding P, qcf, the motion, then releasing P; this works releasing the attack for specials and supers button OS Block High b OS Block Low db will not block overheads OS Dizzy Recovery shake joystick and tap P and K rapidly when dizzied S Super refer to the character's the Super Meter must be movelist for the full to perform the particular motion character's super; the Super Meter fills after performing special moves or when a normal/command move strikes the opponent (blocked or not); the Super Meter's status does NOT transfer to the next round =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Ryu * ******************************************************************************* Colors ------ Super Turbo Version Old Version (R, R, R, L) ``````````````````` ``````````` LP - Black costume w/ Yellow headband LP - White costume w/ Red MP - Gray costume w/ Blue headband headband HP - Light Blue costume w/ Gray headband LP+LK - Off White costume w/ LK - Orange costume w/ Blue headband Orange headband MK - Blue costume w/ Red headband HK - Green costume w/ Yellow headband Start - Brown costume w/ Dark Gray headband Hold P or K - Dark Green costume w/ Red headband Throws ------ OS Seoi Nage f/b + MP/HP close f and b determine where opponent is thrown OS Tomoe Nage f/b + MK/HK close f and b determine where opponent is thrown Basic Moves ----------- OS Shin Kick LK close must be blocked low by every character EXCEPT Balrog OS Axe Kick HK close 2 hits S Air Uppercut ub/uf, MP this will cause 2 hits if connected to an air opponent; if you connect this to an air opponent, you can follow after them with another Air Uppercut to juggle them Command Moves ------------- S Sakotsu Wari f + MP can hit twice with both hits being overheads S Hatobi Kudaki f + HP Special Moves ------------- OS Hadou Ken qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process OS Fire Hadou Ken hcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process; fireball stuns from far away and knocks opponent down when up close OS Shouryuu Ken f, d, df + P LP=short, MP=medium, HP=far OS Tatsumaki Kyaku qcb + K LK=short, MK=medium, HK=long OS Air Tatsumaki Kyaku qcb + K in air LK=1 spin, MK=few spins, HK=many spins Super ----- S Shinkuu Hadou Ken qcf, qcf + P will absorb other projectiles ******************************************************************************* * 3.2 Edmond Honda * ******************************************************************************* Colors ------ Super Turbo Version Old Version (U, U, U, D) ``````````````````` ``````````` LP - Purple costume w/ Black face paint LP - Blue costume w/ Red face MP - Pink costume w/ Blue face paint paint HP - Orange costume w/ Green face paint LP+LK - Light Blue costume w/ LK - Green costume w/ Pink face paint Blue face paint MK - Light Brown costume w/ Green face paint HK - Gray costume w/ Red face paint Start - Light Gray costume w/ Blue face paint Hold P or K - Yellow costume w/ Red face paint Throws ------ OS Tawara Nage f/b + MP close f and b determine where opponent is thrown OS Saba Ori f/b + HP close shake joystick and tap P and K rapidly for more squeezes OS Sekkan Kyaku f/b + HK close shake joystick and tap P and K rapidly for more knee strikes Basic Moves ----------- OS Butt Drop ub/uf, LK overhead OS Rising Snap HK close 2 hits S Kuuchuu Harite u, HP, then guide move overhead with b and f O Low Foot Poke LK/MK close LK=weak, MK=strong; must be blocked low O Harai Geri K far LK=weak, MK=medium, HK=strong; must be blocked low Command Moves ------------- OS Flying Sumo Press ub/uf, d + MK overhead S Shiko Geri b + MK close S Hiza Geri f + MK close S Harai Geri b/f + HK must be blocked low S Low Palm d + MP the following characters must block this low: Blanka, Cammy, Dee Jay, Dhalsim, Fei Long, Guile, T. Hawk, and Zangief S Double Palm Attack d + HP 2 hits O Hiza Geri b/f + MK close O Reaching Swipe d + HP must be blocked low Special Moves ------------- OS Super Zutsuki Charge b for 2 seconds, LP=short, MP=medium, f + P HP=long OS Super Hyakkan Otoshi Charge d for 2 seconds, LK=short, MK=medium, u + K HK=far; the butt drop portion is an overhead S Ooichou Nage hcb + P close unblockable; you have the ability to "store" the Ooichou Nage command (to do this, perform the hcb motion, and continue to hold b/ub/db); as long as you continue to hold b/ub/db, you will continue to "store" the command (pressing P anytime after this will activate the Ooichou Nage if you are within range) S Hyakuretsu Harite tap P rapidly LP=stationary with slow slaps, MP=short with medium slaps, HP=far with fast slaps O Movable H. Harite tap P rapidly, use b LP=slow slaps, MP=medium and f to guide slaps, HP=fast slaps Super ----- S Oni Musou Charge b for 2 seconds, you have the ability to f, b, f + P "store" the charge (to do this, perform the directional portion of the super, but when you get to last f, hold it); as long as you continue to hold f or uf you will continue to "store" the charge (pressing P anytime after this will activate the super); absorbs projectiles ******************************************************************************* * 3.3 Blanka * ******************************************************************************* Colors ------ Super Turbo Version Old Version (R, L, L, L) ``````````````````` ``````````` LP - Brown skin w/ Black hair and shorts LP - Green skin w/ Orange MP - Light Blue skin w/ Gold hair and shorts hair and shorts HP - Gold skin w/ Blue hair and shorts LP+LK - Green skin w/ Red LK - Dark Gray skin w/ Red hair and shorts hair and shorts MK - Orange skin w/ Green hair and shorts HK - Pale Cream skin w/ Light Green hair and shorts Start - Teal skin w/ Green hair and shorts Hold P or K - Flax skin w/ Red hair and shorts Throw ----- OS Wild Fang f/b + HP close shake joystick and tap P and K rapidly for more bites Basic Move ---------- OS Hop Knee MK close 2 hits Command Moves ------------- OS Rock Crush b/f + MP close the move is actually 2 hits with the second hit needing to be blocked low OS Low Swipe d + LP must be blocked low S Amazon River Run df + HP must be blocked low Special Moves ------------- OS Electric Thunder tap P rapidly LP=slow "bobs", MP=medium "bobs", HP=fast "bobs" OS Rolling Attack Charge b for 2 seconds, LP=short, MP=medium, f + P HP=long OS Backstep Rolling Charge b for 2 seconds, LK=short, MK=medium, f + K HK=long OS Vertical Rolling Charge d for 2 seconds, LK=short, MK=medium, u + K HK=far S Surprise Forward f + all three kicks can pass through opponent if done close S Surprise Back b + all three kicks Super ----- S Ground Shave Rolling Charge b for 2 seconds, if the opponent runs into f, b, f + P (hold P Blanka's delay roll, he to delay) will automatically perform the rest of the super ******************************************************************************* * 3.4 Guile * ******************************************************************************* Colors ------ Super Turbo Version Old Version (U, D, D, D) ``````````````````` ``````````` LP - Pink costume LP - Green costume MP - Brown costume LP+LK - Army Green costume HP - Blue costume LK - Red costume MK - Dark Gray costume HK - Mustard costume Start - Light Gray costume Hold P or K - Blue-Gray costume Throws ------ OS Shoulder Toss f/b + MP close f and b determine where opponent is thrown OS Suplex f/b + HP close f and b determine where opponent is thrown OS Flying Mayor any direction except u + if d/df/f/uf is used, HP close in air opponent will end up in front of Guile; if db/b/ub is used, opponent will end up behind Guile OS Flying Buster Drop any direction except u + if d/df/f/uf is used, HK close in air opponent will end up behind Guile; if db/b/ub is used, opponent will end up in front of Guile Basic Moves ----------- S Heavy Stub Kick HK far O Spinning Knuckle HP far Command Moves ------------- OS Double Sweep d + HK both parts must be blocked low OS Reverse Spin Kick b/f + HK close S Knee Bazooka b/f + LK S Rolling Sobat f + MK S Rolling Sobat Back b + MK S Spinning Knuckle f + HP O Knee Bazooka b/f + MK Special Moves ------------- OS Sonic Boom Charge b for 2 seconds, LP=slow, MP=medium, f + P HP=fast; will collide with other projectiles as both will be "destroyed" in the process OS Somersault Kick Charge d for 2 seconds, LK=short, MK=medium, u + K HK=far Super ----- S Double Somer. Kick Charge db for 2 seconds, df, db, ub/u/uf + K ******************************************************************************* * 3.5 Thunder Hawk * ******************************************************************************* Colors ------ Super Turbo Version Old Version (R, R, L, L) ``````````````````` ``````````` LP - Maroon costume LP - Blue costume MP - Light Gray costume LP+LK - Blue-Green costume HP - Green costume LK - Pink costume MK - Orange-Red costume HK - Gray costume Start - Dark Gold costume Hold P or K - Cream costume Throws ------ OS One Hand Toss f/b + MP close f and b determine where opponent is thrown OS Hanging Three f/b + HP close shake joystick and tap P and K rapidly for more chokes OS Elbow Massacre f/b + HK close shake joystick and tap P and K rapidly for more elbow strikes Basic Move ---------- OS Eagle Chop HP close 2 hits Command Moves ------------- OS Heavy Shoulder ub/uf, d + MP overhead OS Heavy Body Press ub/uf, d + HP overhead OS Thrust Beak b/f + LP OS Double Sweep d + HK both parts must be blocked low S Low Chop d + HP the move is actually two hits with the second hit needing to be blocked low by every character EXCEPT Balrog O Low Chop d + HP the move is actually two hits with the second hit needing to be blocked low by following characters: Dee Jay, Dhalsim, Guile, T. Hawk, and Zangief Special Moves ------------- OS Tomahawk Buster f, d, df + P LP=short, MP=medium, HP=far OS Mexican Typhoon 360 + P close unblockable OS Condor Dive all three punches in air once T. Hawk starts to descend from his jump, this special move will not be able to be activated Super ----- S Double Typhoon 720 + P close unblockable ******************************************************************************* * 3.6 Fei Long * ******************************************************************************* Colors ------ Super Turbo Version Old Version (L, L, R, R) ``````````````````` ``````````` LP - Blue costume LP - Dark Gray costume MP - Purple costume LP+LK - Slate Gray costume HP - Green costume LK - Light Blue costume MK - Orange costume HK - Silver costume Start - Dark Gold costume Hold P or K - Red costume Throws ------ OS Gankai Hou f/b + MP/HP close f and b determine where opponent is thrown OS Ryuushu Kai f/b + MK/HK close f and b determine where opponent is thrown S Ryuushu Raku any direction except u + if you throw from a u/uf MP/HP close in air jump then the opponent will end up in front of Fei Long; if you throw from a ub jump then the opponent will end up behind Fei Long Basic Move ---------- OS Snap Roundhouse HK close 2 hits Command Moves ------------- OS Double Palm Thrust d + HP must be blocked low by every character EXCEPT Balrog and M. Bison OS Engeki Shuu f + HK S Chokka Rakushou b + MK overhead S Chokka Raku. Leap f + MK overhead O Chokka Rakushou b/f + MK Special Moves ------------- OS Rekka Ken qcf + P LP=short, MP=medium, HP=long Second Charge qcf + P LP=short, MP=medium, HP=long Finish qcf + P LP=short, MP=medium, HP=long OS Shien Kyaku b, d, db + K LK=short, MK=medium, HK=far S Rekkuu Kyaku hcf, uf + K LK=short, MK=medium, HK=long; overhead; if you land this on an air opponent, you can follow with another Rekkuu Kyaku to juggle (up to 3 hits), and you can also try juggling with the Rekka Shin Ken Super ----- S Rekka Shin Ken qcf, qcf + P ******************************************************************************* * 3.7 Balrog * ******************************************************************************* Colors ------ Super Turbo Version Old Version (R, L, L, R) ``````````````````` ``````````` LP - Dark Blue costume w/ Magenta gloves LP - Blue costume w/ Red MP - Yellow costume w/ Orange gloves gloves HP - Orange costume w/ Green gloves LP+LK - Light Blue costume w/ LK - Green costume w/ Red gloves Orange gloves MK - Red costume w/ Black gloves HK - Purple costume w/ Red gloves Start - Brown costume w/ Red gloves Hold P or K - Dark Gray costume w/ Red gloves Throw ----- OS Head Bomber f/b + HP close shake joystick and tap P and K rapidly for more headbutts Basic Move ---------- S Impact Punch u, HP, then guide move overhead with b and f Command Move ------------ N/A Special Moves ------------- OS Dash Straight Charge b for 2 seconds, LP=short, MP=medium, f + P HP=long OS Dash Upper Charge b for 2 seconds, LK=short, MK=medium, f + K HK=long OS Buffalo Headbutt Charge d for 2 seconds, LP=short, MP=medium, u + P HP=far OS Turn Punch Charge all three punches the longer the charge, or all three kicks, the more damage and release range when released; since the Turn Punch can be charged with all three kicks or all three punches, it is possible to charge for 2 Turn Punches at the same time; Charge for: 1-2 seconds = Level 1 3-4 seconds = Level 2 5-8 seconds = Level 3 9-17 seconds = Level 4 18-24 seconds = Level 5 25-32 seconds = Level 6 33-39 seconds = Level 7 40+ seconds = Final S Dash Ground Straight Charge b for 2 seconds, LP=short, MP=medium, df + P HP=long; must be blocked low S Dash Ground Upper Charge b for 2 seconds, LK=short, MK=medium, df + K HK=long; unlike the regular Dash Upper, this knocks the opponent down Supers ------ S Crazy Buffalo Charge b for 2 seconds, hold K or press K during f, b, f + P super to change the Dash Straights to Dash Uppers; even if K is held or pressed, the first and last punch will always be a Dash Straight S Crazy Bufalo Upper Charge b for 2 seconds, hold K or press K during f, b, f + K super to change the Dash Straights to Dash Uppers; even if K is held or pressed the first punch will always be a Dash Upper while the last punch will always be a Dash Straight ******************************************************************************* * 3.8 Sagat * ******************************************************************************* Colors ------ Super Turbo Version Old Version (U, D, D, U) ``````````````````` ``````````` LP - Bright Green costume w/ Yellow-Orange trim LP - Purple costume w/ Red MP - Red costume w/ Green trim trim HP - White costume w/ Red trim LP+LK - Blue costume w/ LK - Purple costume w/ White trim Orange trim MK - Green costume w/ Orange trim HK - Gray-Blue costume w/ Blue trim Start - Dark Gray costume w/ Gray trim Hold P or K - Yellow costume w/ Black trim Throw ------ OS Tiger Carry f/b + MP/HP close f and b determine where opponent is thrown Basic Moves ----------- OS Shin Kick LK close the move is actually two hits with both hits needing to be blocked low by every character EXCEPT Balrog OS Snap Mid MK close 2 hits Command Move ------------ N/A Special Moves ------------- OS Tiger Shot qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process OS Ground Tiger Shot qcf + K LK=slow, MK=medium, HK=fast; must be blocked low; will collide with other projectiles as both will be "destroyed" in the process OS Tiger Knee Crush qcf, uf + K LK=short, MK=medium, HK=far S Tiger Blow f, d, df + P LP=short, MP=medium, HP=far O Tiger Uppercut f, d, df + P LP=short, MP=medium, HP=far Super ----- S Tiger Genocide qcf, qcf + P ******************************************************************************* * 3.9 Ken Masters * ******************************************************************************* Colors ------ Super Turbo Version Old Version (L, L, L, R) ``````````````````` ``````````` LP - White costume LP - Red costume MP - Dark Gray costume LP+LK - Magenta costume HP - Purple costume LK - Bright Green costume MK - Teal costume HK - Beige costume Start - Yellow costume Hold P or K - Brown costume Throws ------ OS Seoi Nage f/b + MP/HP close f and b determine where opponent is thrown S Tsukami Hiza Geri f/b + MK close shake joystick and tap P and K rapidly for more knee strikes S Jigoku Guruma f/b + HK close f and b determine where opponent is thrown S Jigoku Fuusha any direction except u + if you throw from a ub/u HK close in air jump then the opponent will end up behind Ken; if you throw from a uf jump then the opponent will end up in front of Ken O Jigoku Guruma f/b + MK/HK close f and b determine where opponent is thrown Basic Moves ----------- S Stretch Kick ub/uf, MK good for crossing up opponent; overhead S Shin Kick LK must be blocked low S Swipe Kick HK O Shin Kick LK close must be blocked low O Axe Kick HK close 2 hits Command Move ------------ N/A Special Moves ------------- OS Hadou Ken qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process OS Shouryuu Ken f, d, df + LP/MP LP=short, MP=far OS Fire Shouryuu Ken f, d, df + HP OS Tatsumaki Kyaku qcb + K LK=short, MK=medium, HK=long OS Air Tatsumaki Kyaku qcb + K in air LK=short, MK=medium, HK=long S Nata Otoshi Geri f, df, d + K Inazuma Kak. Wari hold K from previous input overhead S Kama Barai Geri qcf + K Inazuma Kak. Wari hold K from previous input overhead S Oosoto Mawashi Geri hcf + K kick knocks opponent down Inazuma Kak. Wari hold K from previous input overhead Super ----- S Shouryuu Reppa qcf, qcf + P ******************************************************************************* * 3.10 Chun-Li * ******************************************************************************* Colors ------ Super Turbo Version Old Version (D, D, D, U) ``````````````````` ``````````` LP - Light Blue costume LP - Blue costume MP - Red costume LP+LK - Blue-Green costume HP - Silver costume LK - Dark Gray costume MK - Gold costume HK - Forest Green costume Start - Pink costume Hold P or K - Green costume Throws ------ OS Koshuu Tou f/b + MP/HP close f and b determine where opponent is thrown OS Ryuusei Raku any direction except u + if df/f/uf is used, HP close in air opponent will end up in front of Chun-Li; if d/db/b/ub is used, opponent will end up behind Chun-Li Basic Moves ----------- OS Triangle Jump jump towards wall, then away OS Air Kouhou K. Kyaku u, HK this is NOT an overhead; knocks opponent down Command Moves ------------- OS Yousou Kyaku d + MK in air can perform another air attack after move; overhead S Kouhou Kaiten Kyaku df + MK S Kaku Kyaku Raku df + HK O Kouhou Kaiten Kyaku b/f + MK close O Kaku Kyaku Raku b/f + HK close Special Moves ------------- OS Kikou Ken Charge b for 2 seconds, LP=long, MP=medium, f + P HP=short; will collide with other projectiles as both will be "destroyed" in the process OS Hyakuretsu Kyaku tap K rapidly LK=slow kicks, MK=medium kicks, HK=fast kicks S Tenshou Kyaku Charge d for 2 seconds, LK=short, MK=medium, u + K HK=far; can juggle with another Tenshou Kyaku if successful with the first one (up to 3 hits) S Spinning Bird Kick Charge b for 2 seconds, LK=short, MK=medium, f + K HK=long S Air Spinning B. Kick Charge b for 2 seconds, f + K in air O Spinning Bird Kick Charge d for 2 seconds, LK=short, MK=medium, u + K HK=long Super ----- S Senretsu Kyaku Charge b for 2 seconds, you have the ability to f, b, f + K "store" the charge (to do this, perform the directional portion of the super, but when you get to last f, hold it); as long as you continue to hold f or uf you will continue to "store" the charge (pressing K anytime after this will activate the super); can usually add a Tenshou Kyaku immediately after the super to juggle for extra damage; can usually add a Tenshou Kyaku immediately after the super to juggle for extra damage ******************************************************************************* * 3.11 Zangief * ******************************************************************************* Colors ------ Super Turbo Version Old Version (L, R, R, R) ``````````````````` ``````````` LP - Orange costume LP - Red costume MP - Green-Blue costume LP+LK - Orange costume HP - Teal costume LK - Light Gray costume MK - Yellow costume HK - Green costume Start - Blue costume Hold P or K - Black costume Throws ------ OS Piledriver f/b + MP close the direction that's pressed after the throw is activated will determine where Zangief leaps during the Piledriver; for example, activating the Piledriver with f + MP close and then holding f will cause Zangief to jump forward with the Piledriver; in contrast, activating the throw with f + MP close and holding b immediately will cause Zangief to jump back during the Piledriver OS Iron Claw f/b + HP close shake joystick and tap P and K rapidly for more face crushes OS Stomach Claw db/d/df + MP/HP close shake joystick and tap P and K rapidly for more stomach crushes OS Brain Buster f/b + MK close OS Kamitsuki f/b + HK close shake joystick and tap P and K rapidly for more face bites OS Kuuchuu Deadly Drive any direction except u + if d/df/f/uf is used, MP/HP close in air opponent will end up in front of Zangief; if db/b/ub is used, opponent will end up behind Zangief OS Kuuchuu Leg Throw any direction except u + if d/df/f/uf is used, MK/HK close in air opponent will end up in front of Zangief; if db/b/ub is used, opponent will end up behind Zangief Basic Moves ----------- OS Shin Kick LK far must be blocked low OS Roundhouse Tumble HK close 2 hits Command Moves ------------- OS Flying Body Press ub/uf, d + HP overhead OS Double Knee Drop ub/uf, d + LK/MK overhead OS Kuuchuu Headbutt u, u + MP/HP S Headbutt b/f + MP/HP Special Moves ------------- OS Double Lariat press all three punches, will pass through use b and f to guide projectiles OS Quick Double Lariat press all three kicks, will pass through use b and f to guide projectiles OS Spinning Piledriver 360 + P connects close; unblockable OS Atomic Suplex 360 + K close unblockable OS Flying Powerbomb 360 + K far Zangief will walk forward to grab the opponent; he must grab them in order to perform the entire move; the grab is unblockable S Banishing Flat f, df, d + P will absorb projectiles Super ----- S Final Atomic Buster 720 + P close unblockable ******************************************************************************* * 3.12 Dhalsim * ******************************************************************************* Colors ------ Super Turbo Version Old Version (D, U, U, U) ``````````````````` ``````````` LP - Teal costume w/ Gold skin and Red face LP - Yellow costume w/ Light paint Brown skin and Red face MP - Orange costume w/ Blue-Gray skin and Pink paint face paint LP+LK - Light Gold costume w/ HP - Gray costume w/ Tan skin and Dark Gray Light Brown skin and face paint Purple face paint LK - Green costume w/ Black skin and Yellow face paint MK - Beige costume w/ Brown skin and Gray face paint HK - Blue costume w/ Gray skin and Red face paint Start - Yellow costume w/ Pale Blue skin and Pink face paint Hold P or K - Purple costume w/ Light Gray skin and Blue face paint Throws ------ OS Yoga Smash f/b + MP close shake joystick and tap P and K rapidly for more punches OS Yoga Throw f/b + HP close f and b determine where opponent is thrown Basic Moves ----------- OS Stretch Punch MP OS Double Punch Stretch HP OS Stretch Kick MK OS Stretch Roundhouse HK OS Extend Jump Kick LK/MK in air LK=weak, MK=strong; overhead OS Air S. Roundhouse HK in air is unable to be used as an overhead S Down Stretch Punch u, LP overhead S Straight Stretch P. ub/uf, MP is unable to be used as an overhead S Diagonal Stretch P. ub/uf, LP or u, MP or LP=weak, MP=medium, HP in air HP=strong; overhead O Chop LP close O Open Palm Uppercut MP close O Yoga Headbutt HP close 2 hits O Stretch Punt LK O Short Punt LK close O High Kick MK close O Strong Knee HK close O Diagonal Stretch P. P in air LP=weak, MP=medium, HP=strong; overhead Command Moves ------------- OS Drill Zutsuki d + HP in air OS Slide d + K LK=short, MK=medium, HK=long and will knock opponent down; must be blocked low OS Low Stretch Punch d + P LP=weak, MP=medium, HP=strong; must be blocked low S Stretch Punt f + LK S High Kick b + MK S Strong Knee b + HK S Low Front Kick db + LK must be blocked low S Short Kick db + MK/HK MK=weak, HK=strong; must be blocked low S Chop b + LP S Open Palm Uppercut b + MP S Yoga Headbutt b + HP S Short Punch db + P LP=weak, MP=medium, HP=strong S Drill Kick d + K in air LK=far, MK=medium, HK=short with steepest angle O Short Kick d + MK close must be blocked low O Short Punch d + LP/MP close LP=weak, MP=strong O Drill Kick d + HK in air Special Moves ------------- OS Yoga Fire qcf + P LP=slow and stuns opponent, MP=medium and knocks opponent down, HP=fast and knocks opponent down; will collide with other projectiles as both will be "destroyed" in the process OS Yoga Flame hcf + P LP=short time period, MP=medium time period, HP=long time period; absorbs projectiles OS Yoga Teleport Zenpou f, d, df + all three this move will make punches or all three Dhalsim teleport behind kicks the opponent; if you are very close to the opponent, you will teleport behind them a considerable distance (with the three kick version having a longer teleport distance than the three punch counterpart); it is possible, depending on where Dhalsim and his opponent are located, to teleport stationary or backwards instead of behind the opponent OS Yoga Teleport Kouhou b, d, db + all three if all three punches are punches or all three used, Dhalsim will kicks teleport about a sweep distance in front of the opponent; if all three kicks are used, Dhalsim will teleport about two sweep distances in front of the opponent S Yoga Blast hcf + K LK=short time period, MP=medium time period, HP=long time period Super ----- S Yoga Inferno hcf, hcf + P will absorb projectiles ******************************************************************************* * 3.13 Cammy * ******************************************************************************* Colors ------ Super Turbo Version Old Version (U, U, D, D) ``````````````````` ``````````` LP - Green-Blue costume w/ Red trim LP - Green costume w/ Red MP - Blue-Silver costume w/ Pink trim trim HP - Pink costume w/ Red trim LP+LK - Green costume w/ LK - Light Teal costume w/ Orange trim Purple trim MK - Teal costume w/ Red trim HK - Dark Gray costume w/ Red trim Start - Purple costume w/ Pink trim Hold P or K - Green-Blue costume w/ Pink trim Throws ------ OS Hooligan Suplex f/b + MP/HP close f and b determine where opponent is thrown OS Frankensteiner f/b + MK/HK close f and b determine where opponent is thrown S Flying Neck Hunt any direction except u + if d/df/f/uf is used, MP/HP close in air opponent will end up in front of Cammy; if db/b/ub is used, opponent will end up behind Cammy S Air Frankensteiner any direction except u + if d/df/f/uf is used, MK/HK close in air opponent will end up behind Cammy; if db/b/ub is used, opponent will end up in front of Cammy O Air Frankensteiner any direction except u + if d/df/f/uf is used, HK close in air opponent will end up behind Cammy; if db/b/ub is used, opponent will end up in front of Cammy Basic Move ---------- N/A Command Moves ------------- OS Weak Low Punch d + LP the following characters must block this low: Blanka, Cammy, Dee Jay, Dhalsim, Fei Long, Guile, T. Hawk, and Zangief OS Medium Low Punch d + MP the following characters must block this low: Blanka, Cammy, Dee Jay, Dhalsim, Fei Long, Guile, T. Hawk, and Zangief Special Moves ------------- OS Spiral Arrow qcf + K LK=short, MK=medium, HK=long OS Cannon Spike f, d, df + K LK=short, MK=medium, HK=far OS Axle Spin Knuckle hcf + P LP=short, MP=medium, HP=long S Hooligan Combination hcf, uf + P LP=short, MP=medium, HP=far Hooligan Cancel K Razor Edge Slicer do nothing must be blocked low Fatal Leg Twister b/f + K near opponent's unblockable head or when near crouching opponent Cross Scissors P. b/f + K near opponent's unblockable waist or when near opponent in air Super ----- S Spin Drive Smasher qcf, qcf + K ******************************************************************************* * 3.14 Dee Jay * ******************************************************************************* Colors ------ Super Turbo Version Old Version (D, D, U, U) ``````````````````` ``````````` LP - Yellow costume LP - Orange costume MP - Blue costume LP+LK - Red costume HP - Dark Green costume LK - Neon Green costume MK - Lavender costume HK - Beige costume Start - Dark Gray costume Hold P or K - Purple costume Throws ------ OS Funky Shout Throw f/b + MP/HP close f and b determine where opponent is thrown OS Monkey Flip f/b + MK/HK close f and b determine where opponent is thrown Basic Moves ----------- OS Punch Beat HP close 2 hits OS Push Kick MK far 2 hits S Shin Kick LK far must be blocked low by every character EXCEPT Balrog and M. Bison Command Moves ------------- OS Knee Shot ub/uf, d + LK overhead OS Quick Trip d + MK must be blocked low OS Slide d + HK must be blocked low Special Moves ------------- OS Air Slasher Charge b for 2 seconds, LP=slow, MP=medium, f + P HP=fast; will collide with other projectiles as both will be "destroyed" in the process OS Machine Gun Upper Charge d for 2 seconds, tapping P will produce u + P, then tap P more punches OS Rolling Sobat Charge b for 2 seconds, LK=only first part comes f + K out with short distance, MK=medium, HK=long S Jackknife Maximum Charge d for 2 seconds, LK=short, MK=medium, u + K HK=far; if you connect a MK/HK Jackknife Maximum, you can juggle another MK/HK Jackknife Maximum directly after (up to 3 hits) or you can try juggling with the Sobat Carnival Super ----- S Sobat Carnival Charge b for 2 seconds, can usually add a MK/HK f, b, f + K Jackknife Maximum immediately after the super to juggle for extra damage ******************************************************************************* * 3.15 Vega * ******************************************************************************* Colors ------ Super Turbo Version Old Version (L, R, R, L) ``````````````````` ``````````` LP - Brown costume w/ Red sash LP - Purple costume w/ MP - Green costume w/ Yellow sash Red-Orange sash HP - Black costume w/ Green sash LP+LK - Light Blue costume w/ LK - Red costume w/ Black sash Orange sash MK - Pink costume w/ Orange sash HK - Blue costume w/ Purple sash Start - Light Gray costume w/ Black sash Hold P or K - Mustard costume w/ Blue sash Throws ------ OS Rainbow Suplex f/b + MP/HP close f and b determine where opponent is thrown OS Stardust Drop any direction except u + if d/df/f/uf is used, MP/HP close in air opponent will end up in front of Vega; if db/b/ub is used, opponent will end up behind Vega Basic Move ---------- OS Triangle Jump jump towards wall, then away Command Move ------------ OS Slide d + HK must be blocked low Special Moves ------------- OS Rolling C. Flash Charge b for 2 seconds, LP=1 roll, MP=2 rolls, f + P MP=3 rolls OS Sky High Claw Charge d for 2 seconds, the LP version flies ub/u/uf + P across the screen higher off the ground; using uf will make Vega jump from the wall in front of him, while using ub will make Vega jump off the wall behind him; if u is used, Vega will jump off the wall closest to him OS Wall Bounce Charge d for 2 seconds, using uf will make Vega ub/u/uf + K, use b or f jump from the wall in to guide front of him, while using ub will make Vega jump off the wall behind him; if u is used, Vega will jump off the wall closest to him; using b/f will guide Vega's descent Barcelona Attack P overhead Izuna Drop any direction + P when if ub/b/db is used, close opponent will end up behind Vega; if any other direction is used opponent will end up in front of Vega; unblockable OS Backflip press all three punches invulnerable for a short while OS Short Backflip press all three kicks invulnerable for a short while S Scarlet Terror Charge db for 2 seconds, LK=short, MK=medium, f + K HK=far Super ----- S Super Wall Bounce Charge db for 2 seconds, using uf will make Vega df, db, ub/u/uf + K, jump from the wall in use b or f to guide front of him, while using ub will make Vega jump off the wall behind him; if u is used, Vega will jump off the wall closest to him; using b/f will guide Vega's descent Barcelona Attack P overhead; does not consume the Super Meter Rolling Izuna D. any direction + P when if ub/b/db is used, close opponent will end up behind Vega; if any other direction is used opponent will end up in front of Vega; unblockable ******************************************************************************* * 3.16 Mike Bison * ******************************************************************************* Colors ------ Super Turbo Version Old Version (D, U, U, D) ``````````````````` ``````````` LP - Blue costume w/ Gold trim LP - Red costume w/ Silver MP - Green costume w/ Orange trim trim HP - Gray costume w/ Red trim LP+LK - Red costume w/ LK - Blue-Green costume w/ Red trim Gray-Blue trim MK - Brown costume w/ Gray trim HK - Pink costume w/ Light Green trim Start - Dark Gray costume w/ Silver trim Hold P or K - Light Brown costume w/ Peach trim Throw ----- OS Deadly Throw f/b + MP/HP close f and b determine where opponent is thrown Basic Move ---------- S Diagonal Punch ub/uf, MP overhead; if you connect this to an air opponent, you can follow after them with another Diagonal Punch or use the follow up to juggle them (you can do this until you rack up 3 hits); you can also try juggling with Bison's Knee Press Nightmare after a successful Diagonal Punch or it's follow up Second Punch MP overhead; this can also set up a juggle or continue one; you can also try juggling with Bison's Knee Press Nightmare after a successful Second Punch Command Move ------------ OS Slide d + HK must be blocked low Special Moves ------------- OS Psycho Crusher Charge b for 2 seconds, LP=short, MP=medium, f + P HP=long OS Double Knee Press Charge b for 2 seconds, LK=short, MK=medium, f + K HK=long OS Head Stomp Charge d for 2 seconds, overhead; using b/f after u + K, then b or f the Head Stomp is after head stomp to performed will determine guide how Bison will descend after jumping off the opponent Skull Diver P overhead S Fake Head Stomp Charge d for 2 seconds, using ub will cause Bison ub/u/uf + P to jump backwards; using uf will cause Bison to jump forward more (and sometimes at a greater speed) then if you use u Devil Reverse P, use b or f to guide using b/f will guide Bison's descent O Devil Reverse Charge d for 2 seconds, LP=low leap, MP=medium u + P leap, HP high leap Super ----- S Knee Press Nightmare Charge b for 2 seconds, if this connects you can f, b, f + K try jumping after the opponent immediately after the super ends to juggle them with the Diagonal Punch --------------------------------------------------------------------------- To use Akuma, at the character select screen highlight Ryu and stay there for 3 seconds, move to T.Hawk and stay there for 3 seconds, move to Guile and stay there for 3 seconds, move to Cammy and stay there for 3 seconds, move back to Ryu again and wait 3 seconds and finally press all 3 punches and Start at the same time. --------------------------------------------------------------------------- ******************************************************************************* * 3.17 Akuma * ******************************************************************************* Colors ------ Super Turbo Version Old Version (N/A) ``````````````````` ``````````` 1P - Black costume N/A 2P - Dark Gray costume Throws ------ S Seoi Nage f/b + MP/HP close f and b determine where opponent is thrown S Tomoe Nage f/b + MK/HK close f and b determine where opponent is thrown Basic Moves ----------- S Shin Kick LK must be blocked low S Axe Kick HK close 2 hits Command Move ------------ N/A Special Moves ------------- S Gou Hadou Ken qcf + P LP=slow, MP=medium, HP=fast and knocks down opponent; will collide with other projectiles as both will be "destroyed" in the process S Zankuu Hadou Ken qcf + P in air LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process S Shakunetsu Hadou Ken hcf + P LP=slow and stuns opponent, MP=medium with 2 hits and knocks opponent down, HP=fast with 3 hits and knocks opponent down; will collide with other projectiles as both will be "destroyed" in the process S Gou Shouryuu Ken f, d, df + P LP=short, MP=medium, HP=far S Tatsumaki Kyaku qcb + K LK=short, MK=medium, HK=long; if you connect the MK/HK versions, you can juggle with another MK/HK Tatsumaki Kyaku or with a Gou Shouryuu Ken (up to 3 hits) S Air Tatsumaki Kyaku qcb + K in air LK=1 spin, MK=few spins, HK=many spins; if you connect the MK/HK versions, you can juggle with another MK/HK Tatsumaki Kyaku or with a Gou Shouryuu Ken (up to 3 hits) S Ashura Sen. Zenpou f, d, df + all three using all three punches punches or all three shifts Akuma further kicks forward than if using all three kicks; invulnerable for a short while S Ashura Sen. Kouhou b, d, db + all three using all three punches punches or all three shifts Akuma further kicks back than if using all three kicks; invulnerable for a short while Super ----- N/A =============================================================================== 4. Misc. And Easter Eggs =============================================================================== ****************************** * 4.1 Picking Old Characters * ****************************** Old versions are selected by first picking your character with a button, then immediately entering the following code below and finishing it with either LP or LP+LK (to determine your costume color): Balrog Right, Left, Left, Right Blanka Left, Right, Right, Right Cammy Up, Up, Down, Down Chun-li Down, Down, Down, Up Dee Jay Down, Down, Up, Up Dhalsim Down, Up, Up, Up E.Honda Up, Up, Up, Down Fei Long Left, Left, Right, Right Guile Up, Down, Down, Down Ken Left, Left, Left, Right M. Bison Down, Up, Up, Down Ryu Right, Right, Right, Left Sagat Up, Down, Down, Up T. Hawk Right, Right, Left, Left Vega Left, Right, Right, Left Zangief Left, Right, Right, Right. If done correctly you will hear a sound clip of the character. Old versions cannot reduce throw damage and have no Supers. The code for the old version is abbreviated and located next to the color section for easy viewing. ************************ * 4.2 Fight/Play Akuma * ************************ Fight Akuma: *Defeat all opponents in 20 minutes or less and do not use a continue. If done right your last opponent will be Akuma instead of M. Bison. Play As Akuma: *At the character select screen highlight Ryu and stay there for 3 seconds, move to T.Hawk and stay there for 3 seconds, move to Guile and stay there for 3 seconds, move to Cammy and stay there for 3 seconds, move back to Ryu again and wait 3 seconds and finally press all 3 punches and Start at the same time. =============================================================================== 5. Conclusion =============================================================================== 5.1 What's Missing/Needed -Clean up and corrections -If you have anything to add, any corrections I need to make, please email me at billy_kane_32@hotmail.com. Credit will be given for your contribution. 5.2 Credits -Capcom -Gamefaqs -And me for writing this FAQ