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FAQ/Move List by Goh_Billy

Version: 3.0 | Updated: 11/26/08

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                  Super Street Fighter II Turbo HD Remix
              FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 3.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
                X NOTE: THIS GUIDE COVERS REMIX MODE ONLY X
                XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Sections
--------
      1. Legend
      2. System
      3. Characters
         3.1  Ryu
         3.2  Edmond Honda
         3.3  Blanka
         3.4  Guile
         3.5  Balrog
         3.6  Ken Masters 
         3.7  Chun-Li 
         3.8  Zangief 
         3.9  Dhalsim
         3.10 Sagat
         3.11 Vega
         3.12 Thunder Hawk
         3.13 Fei Long
         3.14 Dee Jay
         3.15 Cammy
         3.16 Mike Bison
  `````````````````````````````````
         3.17 Akuma
      4. Misc. And Easter Eggs
         4.1  Fight Akuma 
         4.2  Play As 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)



===============================================================================
2. System
===============================================================================


Standard Throw/Hold       f/b + HP close           refer to the character's 
                                                     movelist for an expansive
                                                     list of their throws/holds
Throw Soften              f/b + MP/HP/MK/HK just   this works on both ground
                            as you are being         and air throws; this does
                            thrown                   not work on holds
Hold Recovery             shake joystick and tap   this only works on holds (ie
                            P and K rapidly          Blanka's Wild Fang)


Block High                b
Block Low                 db                       will not block overheads
Dizzy Recovery            shake joystick and tap 
                            P and K rapidly when 
                            dizzied


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, releasing
                            the motion, then         P; this works for specials
                            releasing the attack     and supers
                            button  


Super                     refer to the             the Super Meter must be full
                            character's movelist     to perform the character's 
                            for the particular       super; the Super Meter
                            motion                   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
------
LP - White costume w/ Red headband         
MP - Gray costume w/ Blue headband               
HP - Light Blue costume w/ Gray headband       
LK - Orange costume w/ Blue headband                  
MK - Blue costume w/ Red headband
HK - Green costume w/ Yellow headband
Start - Brown costume w/ Dark Gray headband
Hold P - Black costume w/ Yellow headband   
Hold K - Dark Green costume w/ Red headband



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


Basic Moves
-----------
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; you can
                                                     also try striking them
                                                     with a Shinkuu Hadou Ken
                                                     after a successful Air
                                                     Uppercut
Shin Kick                 LK close                 must be blocked low by
                                                     every character EXCEPT
                                                     Balrog
Axe Kick                  HK close                 2 hits

  
Command Moves
-------------
Sakotsu Wari              f + MP                   can hit twice with both hits
                                                     being overheads    
Hatobi Kudaki             f + HP


Special Moves
-------------
Hadou Ken                 qcf + P                  LP=slow, MP=medium, HP=fast;
                                                     will collide with other 
                                                     projectiles as both will 
                                                     be "destroyed" in the 
                                                     process
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
Shouryuu Ken              f, d, df + P             LP=short, MP=medium, HP=far
Fake Hadou Ken            qcf + LK
Tatsumaki Kyaku           qcb + K                  LK=short, MK=medium, HK=long
Air Tatsumaki Kyaku       qcb + K in air           LK=1 spin, MK=few spins,
                                                     HK=many spins


Super
-----
Shinkuu Hadou Ken         qcf, qcf + P             will absorb other 
                                                     projectiles





*******************************************************************************
* 3.2 Edmond Honda                                                            *
*******************************************************************************
Colors
------
LP - Blue costume w/ Red face paint        
MP - Pink costume w/ Blue face paint                 
HP - Orange costume w/ Green face paint         
LK - Green costume w/ Pink 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 - Purple costume w/ Purple face paint 
Hold K - Yellow costume w/ Red face paint



Throws
------
Tawara Nage               f/b + MP close           f and b determine where 
                                                     opponent is thrown
Saba Ori                  f/b + HP close           shake joystick and tap P and
                                                     K rapidly for more 
                                                     squeezes
Sekkan Kyaku              f/b + HK close           shake joystick and tap P and
                                                     K rapidly for more knee
                                                     strikes


Basic Moves
-----------
Butt Drop                 ub/uf, LK                overhead 
Rising Snap               HK close                 2 hits
Kuuchuu Harite            u, HP, then guide        overhead
                            move with b and f


Command Moves
-------------
Flying Sumo Press         ub/uf, d + MK            overhead
Low Palm                  d + MP                   the following characters
                                                     must block this low: 
                                                     Blanka, Cammy, Dee Jay,
                                                     Dhalsim, Fei Long, Guile,
                                                     T. Hawk, and Zangief
Double Palm Attack        d + HP                   2 hits
Shiko Geri                b + MK close
Hiza Geri                 f + MK close
Harai Geri                b/f + HK                 must be blocked low


Special Moves
-------------
Super Zutsuki             Charge b for 2 seconds,  LP=short and will absorb 
                            f + P                    projectiles, MP=medium,
                                                     HP=long
Super Hyakkan Otoshi      Charge d for 2 seconds,  LK=short, MK=medium, HK=far;
                            u + K                    the butt drop portion is
                                                     an overhead
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)
Hyakuretsu Harite         tap P rapidly            LP=stationary with slow 
                                                     slaps, MP=short with
                                                     medium slaps, HP=far with
                                                     fast slaps


Super
-----
Oni Musou                 Charge b for 2 seconds,  absorbs projectiles
                            f, b, f + P                  
                                                    




*******************************************************************************
* 3.3 Blanka                                                                  *
*******************************************************************************
Colors
------
LP - Green skin w/ Orange hair and Brown shorts        
MP - Light Blue skin w/ Gold hair and Bronze shorts          
HP - Gold skin w/ Blue hair and Dark Blue shorts          
LK - Dark Gray skin w/ Red hair and Dark Red shorts              
MK - Orange skin w/ Green hair and Dark Green shorts
HK - Pale Cream skin w/ Light Green hair and Green shorts
Start - Teal skin w/ Green hair and Dark Green shorts
Hold P - Brown skin w/ Gray hair and Black shorts
Hold K - Flax skin w/ Light Red hair and Red shorts



Throw
-----
Wild Fang                 f/b + HP close           shake joystick and tap P and
                                                     K rapidly for more bites
                                                    

Basic Move
----------
Hop Knee                  MK close                 2 hits


Command Moves
-------------
Low Swipe                 d + LP                   must be blocked low
Rock Crush                b/f + MP close           the move is actually 2 hits
                                                     with the second hit
                                                     needing to be blocked low
Amazon River Run          df + HP                  must be blocked low


Special Moves
-------------
Electric Thunder          tap P rapidly            LP=slow "bobs", MP=medium 
                                                     "bobs", HP=fast "bobs"
Rolling Attack            Charge b for 2 seconds,  LP=short, MP=medium, HP=long
                            f + P                        
Backstep Rolling          Charge b for 2 seconds,  LK=short, MK=medium, HK=long
                            f + K                       
Vertical Rolling          Charge d for 2 seconds,  LK=short, MK=medium, HK=far
                            u + K                       
Surprise Forward          f + LP+LK/MP+MK/HP+HK /  can pass through opponent if
                            f + all three kicks      done close
Surprise Back             b + LP+LK/MP+MK/HP+HK /
                            b + all three kicks          


Super
-----
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
------
LP - Green costume                              
MP - Brown costume                               
HP - Blue costume
LK - Red costume
MK - Dark Gray costume
HK - Mustard costume
Start - Light Gray costume
Hold P - Pink costume   
Hold K - Blue-Gray costume



Throws
------
Shoulder Toss             f/b + MP close           f and b determine where 
                                                     opponent is thrown
Suplex                    f/b + HP close           f and b determine where 
                                                     opponent is thrown
Flying Mayor              any direction except     if d/df/f/uf is used,
                            u + HP close in air      opponent will end up in
                                                     front of Guile; if db/b/ub
                                                     is used, opponent will end
                                                     up behind Guile
Flying Buster Drop        any direction except     if d/df/f/uf is used,
                            u + HK close in air      opponent will end up
                                                     behind Guile; if db/b/ub
                                                     is used, opponent will end
                                                     up in front of Guile

                                                    
Basic Move
----------
Heavy Stub Kick           HK far


Command Moves
-------------
Spinning Knuckle          f + HP
Knee Bazooka              b/f + LK
Rolling Sobat             f + MK
Rolling Sobat Back        b + MK
Reverse Spin Kick         f + HK                   overhead
Double Sweep              d + HK                   both parts must be blocked
                                                     low


Special Moves
-------------
Sonic Boom                Charge b for 2 seconds,  LP=slow, MP=medium, HP=fast;
                            f + P                    will collide with other
                                                     projectiles as both will
                                                     be "destroyed" in the
                                                     process
Somersault Kick           Charge d for 2 seconds,  LK=short, MK=medium, HK=very
                            u + K                    far


Super
-----
Double Somersault Kick    Charge db for 2 seconds, 
                            qcf, uf + K / Charge
                            db for 2 seconds, df,
                            db, ub/u/uf + K





*******************************************************************************
* 3.5 Balrog                                                                  *
*******************************************************************************
Colors
------
LP - Blue costume w/ Red gloves       
MP - Yellow costume w/ Orange gloves                  
HP - Orange costume w/ Green gloves             
LK - Green costume w/ Red gloves                         
MK - Red costume w/ Black gloves
HK - Purple costume w/ Red gloves
Start - Brown costume w/ Red gloves
Hold P - Dark Blue costume w/ Magenta gloves 
Hold K - Dark Gray costume w/ Red gloves



Throw
-----
Head Bomber               f/b + HP close           shake joystick and tap P and
                                                     K rapidly for more 
                                                     headbutts
          
          
Basic Move
----------
Impact Punch              u, HP, then guide move   overhead
                            with b and f


Command Move
------------
N/A


Special Moves
-------------
Dash Straight             Charge b for 2 seconds,  LP=short, MP=medium, HP=long
                            f + P                        
Dash Upper                Charge b for 2 seconds,  LK=short, MK=medium, HK=long
                            f + K                        
Buffalo Headbutt          Charge d for 2 seconds,  LP=short, MP=medium, HP=far;
                            u + P                    can go through some 
                                                     fireballs
Turn Punch                Charge two punches or    the longer the charge, the
                            two kicks, release       more damage and range when
                                                     released; since the Turn
                                                     Punch can be charged with
                                                     two kicks or two 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
Dash Ground Straight      Charge b for 2 seconds,  LP=short, MP=medium,
                            df + P                    HP=long; must be blocked 
                                                      low
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
------
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    
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





*******************************************************************************
* 3.6 Ken Masters                                                             *
*******************************************************************************
Colors
------
LP - Red costume                             
MP - Dark Gray costume                          
HP - Purple costume
LK - Bright Green costume
MK - Teal costume
HK - Beige costume
Start - Yellow costume
Hold P - White costume  
Hold K - Brown costume



Throws
------
Seoi Nage                 f/b + MP/HP close        f and b determine where 
                                                     opponent is thrown
Tsukami Hiza Geri         f/b + MK close           shake joystick and tap P and
                                                     K rapidly for more knee
                                                     strikes
Jigoku Guruma             f/b + HK close           f and b determine where 
                                                     opponent is thrown
Jigoku Fuusha             any direction except     if you throw from a ub/u
                            u + HK close in air      jump then the opponent
                                                     will end up behind Ken; if
                                                     you throw from a uf jump
                                                     then the opponent will end
                                                     up in front of Ken  

                                                    
Basic Moves
-----------
Stretch Kick              ub/uf, MK                good for crossing up 
                                                     opponent; overhead
Shin Kick                 LK                       must be blocked low
Swipe Kick                HK
                                                       
                                                        
Command Move
------------
N/A


Special Moves
-------------
Hadou Ken                 qcf + P                  LP=slow, MP=medium, HP=fast;
                                                     will collide with other
                                                     projectiles as both will
                                                     be "destroyed" in the 
                                                     process
Shouryuu Ken              f, d, df + LP/MP         LP=short, MP=far
Fire Shouryuu Ken         f, d, df + HP            if you hit an air opponent
                                                     with this, you have the
                                                     ability to juggle them
                                                     with another Fire Shouryuu
                                                     Ken
Tatsumaki Kyaku           qcb + K                  LK=short, MK=medium, HK=long
Air Tatsumaki Kyaku       qcb + K in air           LK=short, MK=medium, HK=long
Nata Otoshi Geri          qcf + LK
  Inazuma Kakato Wari     hold K from previous     overhead
                             input
Kama Barai Geri           qcf + MK
  Inazuma Kakato Wari     hold K from previous     overhead
                             input
Oosoto Mawashi Geri       qcf + HK                 kick knocks opponent down
  Inazuma Kakato Wari     hold K from previous     overhead
                            input 


Super
-----
Shouryuu Reppa            qcf, qcf + P





*******************************************************************************
* 3.7 Chun-Li                                                                 *
*******************************************************************************
Colors
------
LP - Blue costume                      
MP - Red costume                                
HP - Silver costume
LK - Dark Gray costume
MK - Gold costume
HK - Forest Green costume
Start - Pink costume
Hold P - Light Blue costume
Hold K - Green costume 



Throws
------
Koshuu Tou                f/b + MP/HP close        f and b determine where 
                                                     opponent is thrown
Ryuusei Raku              any direction except    if df/f/uf is used,
                            u + HP close in air      opponent will end up in 
                                                     front of Chun-Li; if 
                                                     d/db/b/ub is used, 
                                                     opponent will end up 
                                                     behind Chun-Li
      
                                                    
Basic Moves
-----------
Triangle Jump             jump towards wall, then
                            away
Air Kouhou Kaiten Kyaku   u, HK                    this is NOT an overhead; 
                                                     knocks opponent down
                                                       
                                                        
Command Moves
-------------
Yousou Kyaku              d + MK in air            can perform another air 
                                                     attack after move; 
                                                     overhead
Kaku Kyaku Raku           df + HK


Special Moves
-------------
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
Hyakuretsu Kyaku          tap K rapidly            LK=slow kicks, MK=medium 
                                                     kicks, HK=fast kicks
Tenshou Kyaku             Charge d for 2 seconds,  LK=short, MK=medium, HK=far;
                            u + K                    can juggle with another
                                                     Tenshou Kyaku if 
                                                     successful with the first
                                                     one (up to 3 hits)
Spinning Bird Hop         Charge b for 2 seconds,  if you hit the opponent with
                            f + K                    this while they are in 
                                                     air, you can juggle with 
                                                     the Tenshou Kyaku for more
                                                     damage
Short Spinning Bird       Charge db/df for 2       delay the last part of the
                            seconds, u + K           command to have Chun-Li
                                                     perform the move slightly
                                                     higher off the ground
Spinning Bird Kick        Charge db/df for 2       delay the last part of the
                            seconds, uf + K          command to have Chun-Li
                                                     perform the move slightly
                                                     higher off the ground
Spinning Bird Retreat     Charge db/df for 2       delay the last part of the
                            seconds, ub + K          command to have Chun-Li
                                                     perform the move slightly
                                                     higher off the ground
Air Spinning Bird Kick    Charge b for 2 seconds,  try performing the Charge d,
                            f + K in air / Charge    u + K motion after a 
                            d for 2 seconds,         Yousou Kyaku
                            u + K in air


Super
-----
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





*******************************************************************************
* 3.8 Zangief                                                                 *
*******************************************************************************
Colors
------
LP - Red costume                           
MP - Green-Blue costume                        
HP - Teal costume
LK - Light Gray costume
MK - Yellow costume
HK - Green costume
Start - Blue costume
Hold P - Orange costume
Hold K - Black costume



Throws
------
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
Iron Claw                 f/b + HP close           shake joystick and tap P and
                                                     K rapidly for more face 
                                                     crushes
Stomach Claw              db/d/df + MP/HP close    shake joystick and tap P and
                                                     K rapidly for more stomach
                                                     crushes
Brain Buster              f/b + MK close               
Kamitsuki                 f/b + HK close           shake joystick and tap P and
                                                     K rapidly for more face
                                                     bites
Kuuchuu Deadly Drive      any direction except     if d/df/f/uf is used,
                            u + MP/HP close in       opponent will end up in
                             air                     front of Zangief; if 
                                                     db/b/ub is used, opponent
                                                     will end up behind Zangief
Kuuchuu Leg Throw         any direction except     if d/df/f/uf is used,
                            u + MK/HK close in       opponent will end up in
                             air                     front of Zangief; if
                                                     db/b/ub is used, opponent
                                                     will end up behind Zangief

                                                    
Basic Moves
-----------
Shin Kick                 LK far                   must be blocked low
Roundhouse Tumble         HK close                 2 hits
                                                       
                                                        
Command Moves
-------------
Flying Body Press         ub/uf, d + HP            overhead
Double Knee Drop          ub/uf, d + LK/MK         overhead
Kuuchuu Headbutt          u, u + MP/HP
Headbutt                  f + HP


Special Moves
-------------
Double Lariat             MP+MK/HP+HK / press all  will pass through
                            three punches, then      projectiles
                            use b and f to guide        
Quick Double Lariat       LP+LK / press all three  will pass through 
                            kicks, then use b and    projectiles
                            f to guide         
Banishing Flat            qcf + P                  will absorb projectiles
Spinning Piledriver       hcf, b + P / hcb,        connects close; unblockable
                            f + P / 360 + P          
Atomic Suplex             hcf + K close / hcb + K  unblockable
                            close / 360 + K close  
Flying Powerbomb          hcf + K far / hcb + K    Zangief will walk forward to
                            far / 360 + K far        grab the opponent; he must
                                                     grab them in order to
                                                     perform the entire move;
                                                     the grab is unblockable


Super
-----
Final Atomic Buster       hcf, hcf, b + P close /  unblockable
                            hcb, hcb, f + P close      





*******************************************************************************
* 3.9 Dhalsim                                                                 *
*******************************************************************************
Colors
------
LP - Yellow costume w/ Light Brown skin and Red face paint  
MP - Orange costume w/ Blue-Gray skin and Pink face paint 
HP - Gray costume w/ Tan skin and Dark Gray 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 - Teal costume w/ Gold skin and Red face paint 
Hold K - Purple costume w/ Light Gray skin and Blue face paint



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


Basic Moves
-----------
Stretch Punch             MP
Double Punch Stretch      HP
Stretch Kick              MK
Stretch Roundhouse        HK
Extend Jump Kick          LK/MK in air             LK=weak, MK=strong; overhead
Air Stretch Roundhouse    HK in air                is unable to be used as an
                                                     overhead
Down Stretch Punch        u, LP                    overhead
Straight Stretch Punch    ub/uf, MP                is unable to be used as an
                                                     overhead
Diagonal Stretch Punch    ub/uf, LP or u, MP or    LP=weak, MP=medium,
                            HP in air                HP=strong; overhead


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


Special Moves
-------------
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
Yoga Flame                qcb + P                  LP=short time period, 
                                                     MP=medium time period, 
                                                     HP=long time period; 
                                                     absorbs projectiles
Yoga Teleport Zenpou      f, d, df + two punches   this move will make Dhalsim
                            or two kicks             teleport behind 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
Yoga Teleport Kouhou      b, d, db + two punches   if all three punches are
                            or two kicks             used, Dhalsim will 
                                                     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
Yoga Blast                qcb + K                  LK=short time period and 
                                                     low, MP=medium time period
                                                     and medium height, HP=long
                                                     time period and reaches
                                                     high up


Super
-----
Yoga Inferno              hcb, hcb + P             will absorb projectiles





*******************************************************************************
* 3.10 Sagat                                                                  *
*******************************************************************************
Colors
------
LP - Purple costume w/ Red trim
MP - Red costume w/ Green trim                       
HP - White costume w/ Red trim                   
LK - Purple costume w/ White trim                      
MK - Green costume w/ Orange trim
HK - Gray-Blue costume w/ Blue trim
Start - Dark Gray costume w/ Gray trim
Hold P - Bright Green costume w/ Yellow-Orange trim  
Hold K - Yellow costume w/ Black trim



Throw
------
Tiger Carry               f/b + MP/HP close        f and b determine where 
                                                     opponent is thrown

                                                         
Basic Moves
-----------
Shin Kick                 LK close                 the move is actually two 
                                                     hits with both hits 
                                                     needing to be blocked low
                                                     by every character EXCEPT
                                                     Balrog
Snap Mid                  MK close                 2 hits
 

Command Move
------------
N/A


Special Moves
-------------
Tiger Shot                qcf + P                  LP=slow, MP=medium, HP=fast;
                                                     will collide with other
                                                     projectiles as both will 
                                                     be "destroyed" in the 
                                                     process
Tiger Uppercut            f, d, df + P             LP=short, MP=medium, HP=far
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
Tiger Knee Crush          f, d, df + K             LK=short, MK=medium, HK=far;
                                                     you can juggle with 
                                                     another Tiger Knee Crush 
                                                     if you connect this


Super
-----
Tiger Genocide            qcf, qcf + P





*******************************************************************************
* 3.11 Vega                                                                   *
*******************************************************************************
Colors
------
LP - Purple costume w/ Red-Orange sash   
MP - Green costume w/ Yellow sash                    
HP - Black costume w/ Green sash                
LK - Red costume w/ Black sash                          
MK - Pink costume w/ Orange sash
HK - Blue costume w/ Purple sash
Start - Light Gray costume w/ Black sash
Hold P - Brown costume w/ Red sash 
Hold K - Mustard costume w/ Blue sash



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

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


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


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

                                       
Super
-----
Super Wall Bounce         Charge db for 2 seconds, using uf will make Vega jump
                            df, db, ub/u/uf + K,     from the wall in front of
                            use b or f to guide      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
  Dive Fake               K
  Rolling Izuna Drop      any direction + P when   if ub/b/db is used, opponent
                            close                    will end up behind Vega; 
                                                     if any other direction is
                                                     used opponent will end up 
                                                     in front of Vega; 
                                                     unblockable





*******************************************************************************
* 3.12 Thunder Hawk                                                           *
*******************************************************************************
Colors
------
LP - Blue costume    
MP - Light Gray costume                         
HP - Green costume
LK - Pink costume
MK - Orange-Red costume
HK - Gray costume
Start - Dark Gold costume
Hold P - Maroon costume 
Hold K - Cream costume



Throws
------
One Hand Toss             f/b + MP close           f and b determine where 
                                                     opponent is thrown
Hanging Three             f/b + HP close           shake joystick and tap P and
                                                     K rapidly for more chokes
Elbow Massacre            f/b + HK close           shake joystick and tap P and
                                                     K rapidly for more elbow 
                                                     strikes

                                                    
Basic Move
----------
Eagle Chop                HP close                 2 hits


Command Moves
-------------
Heavy Shoulder            ub/uf, d + MP            overhead
Heavy Body Press          ub/uf, d + HP            overhead
Thrust Beak               b/f + LP
Low Chop                  d + HP                   the move is actually two 
                                                     hits with the second hit 
                                                     needing to be blocked low
                                                     by every character EXCEPT
                                                     Balrog
Double Sweep              d + HK                   both parts must be blocked
                                                     low


Special Moves
-------------
Tomahawk Buster           f, d, df + P             LP=short, MP=medium, HP=far
Mexican Typhoon           hcf, b + P / hcb,        connects close; unblockable
                            f + P / 360 + P close  
Condor Dive               LP+LK/MP+MK/HP+HK in     once T. Hawk starts to 
                            air / all three          descend from his jump,
                            punches in air           this special move will not
                                                     be able to be activated


Super
-----
Double Typhoon            hcf, hcf, b + P close /  unblockable
                            hcb, hcb, f + P 
                            close / 720 + P close 





*******************************************************************************
* 3.13 Fei Long                                                               *
*******************************************************************************
Colors
------
LP - Dark Gray costume                             
MP - Purple costume                             
HP - Green costume
LK - Light Blue costume
MK - Orange costume
HK - Silver costume
Start - Dark Gold costume
Hold P - Blue costume   
Hold K - Red costume



Throws
------
Gankai Hou                f/b + MP/HP close        f and b determine where 
                                                     opponent is thrown
Ryuushu Kai               f/b + MK/HK close        f and b determine where 
                                                     opponent is thrown
Ryuushu Raku              any direction except     if you throw from a u/uf 
                            u + MP/HP close in       jump then the opponent
                             air                     will end up in front of
                                                     Fei Long; if you throw 
                                                     from a ub jump then the
                                                     opponent will end up 
                                                     behind Fei Long     
          
                                               
Basic Move
----------
Snap Roundhouse           HK close                 2 hits


Command Moves
-------------
Double Palm Thrust        d + HP                   must be blocked low by every
                                                     character EXCEPT Balrog 
                                                     and M. Bison
Engeki Shuu               f + HK
Chokka Rakushou           b + MK                   overhead
Chokka Rakushou Leap      f + MK                   overhead


Special Moves
-------------
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
Rekkuu Kyaku              qcf + K                  LK=short and can go through
                                                     most projectiles (not 
                                                     Sagat's high Tiger Shot),
                                                     MK=medium, HK=long; 
                                                     overhead; if you land this
                                                     on an air opponent, you 
                                                     can follow with a Shien
                                                     Kyaku or another Rekkuu 
                                                     Kyaku to juggle (up to 4 
                                                     hits), and you can also 
                                                     try juggling with the 
                                                     Rekka Shin Ken
Shien Kyaku               b, d, db + K             LK=short, MK=medium, HK=far


Super
-----
Rekka Shin Ken            qcf, qcf + P





*******************************************************************************
* 3.14 Dee Jay                                                                *
*******************************************************************************
Colors
------
LP - Orange costume                            
MP - Blue costume                                
HP - Dark Green costume
LK - Neon Green costume
MK - Lavender costume
HK - Beige costume
Start - Dark Gray costume
Hold P - Yellow costume 
Hold K - Purple costume



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


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


Special Moves
-------------
Air Slasher               Charge b for 2 seconds,  LP=slow, MP=medium, HP=fast;
                            f + P                    will collide with other
                                                     projectiles as both will 
                                                     be "destroyed" in the 
                                                     process
Machine Gun Upper         Charge d for 2 seconds,  tapping P will produce more
                            u + P, then tap P        punches; absorbs 
                                                     projectiles
Rolling Sobat             Charge b for 2 seconds,  LK=only first part comes out
                            f + K                    with short distance, 
                                                     MK=medium, HK=long
Jackknife Maximum         Charge d for 2 seconds,  LK=short, MK=medium, HK=far;
                            u + K                    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
-----
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 Cammy                                                                  *
*******************************************************************************
Colors
------
LP - Green costume w/ Red trim       
MP - Blue-Silver costume w/ Pink trim                 
HP - Pink costume w/ Red trim                    
LK - Light Teal costume w/ Orange trim                  
MK - Teal costume w/ Red trim
HK - Dark Gray costume w/ Red trim
Start - Purple costume w/ Pink trim
Hold P - Green-Blue costume w/ Red trim   
Hold K - Green-Blue costume w/ Pink trim



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

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


Command Moves
-------------
Weak Low Punch            d + LP                   the following characters
                                                     must block this low: 
                                                     Blanka, Cammy, Dee Jay,
                                                     Dhalsim, Fei Long, Guile,
                                                     T. Hawk, and Zangief
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
-------------
Spiral Arrow              qcf + K                  LK=short, MK=medium, HK=long
Cannon Spike              f, d, df + K             LK=short, MK=medium, HK=far
Axle Spin Knuckle         qcb + P                  LP=short, MP=medium, 
                                                     HP=long; the start up can
                                                     go through most fireballs
                                                     (not Sagat's high Tiger 
                                                     Shot)
Hooligan Combination      qcf + P                  LP=short, MP=medium, HP=far
  Hooligan Cancel         K
  Razor Edge Slicer       do nothing               must be blocked low
  Fatal Leg Twister       b/f + K near opponent's  unblockable
                            head or when near
                            crouching opponent
  Cross Scissors Pressure b/f + K near opponent's  unblockable
                            waist or when near
                            opponent in air
  

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





*******************************************************************************
* 3.16 Mike Bison                                                             *
*******************************************************************************
Colors
------
LP - Red costume w/ Silver trim                
MP - Green costume w/ Orange trim                    
HP - Gray costume w/ Red trim                    
LK - Blue-Green costume w/ Red trim                      
MK - Brown costume w/ Gray trim
HK - Pink costume w/ Light Green trim
Start - Dark Gray costume w/ Silver trim
Hold P - Blue costume w/ Gold trim  
Hold K - Light Brown costume w/ Peach trim



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


Basic Move
----------
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
Up Diagonal Punch         u, MP                    overhead; unlike the ub/uf,
                                                     MP motion, this one does
                                                     not have a follow up; it
                                                     can however, be used in 
                                                     the same way to juggle


Command Moves
-------------
Fake Slide                df + HK
Slide                     d + HK                   must be blocked low


Special Moves
-------------
Psycho Crusher            Charge b for 2 seconds,  LP=short, MP=medium, HP=long
                            f + P                        
Double Knee Press         Charge b for 2 seconds,  LK=short, MK=medium, HK=long
                            f + K                       
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
Fake Head Stomp           Charge d for 2 seconds,  using ub will cause Bison to
                            ub/u/uf + P              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


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



```````````````````````````````````````````````````````````````````````````````


 --To select Akuma in Training or Versus, highlight E. Honda and press up.--
   -----To select Akuma in Arcade Mode, highlight Guile and press up.-----


*******************************************************************************
* 3.17 Akuma                                                                  *
*******************************************************************************
Colors
------                       
P (Arcade Mode) or P/K (All Other Modes) - Black costume w/ Red hair
K (Arcade Mode) or Hold P+K (All Other Modes)- Dark Gray costume w/ White hair



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


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


Special Moves
-------------
Gou Hadou Ken             qcf + P                  LP=slow, MP=medium, HP=fast
                                                     and knocks down opponent
                                                     when close; will collide
                                                     with other projectiles as
                                                     both will be "destroyed" 
                                                     in the process
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
Instant Zankuu Hadou Ken  qcf, uf + P              LP=slow, MP=medium, HP=fast;
                                                     will collide with other
                                                     projectiles as both will 
                                                     be "destroyed" in the 
                                                     process
Shakunetsu Hadou Ken      qcb + 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
Gou Shouryuu Ken          f, d, df + P             LP=short, MP=medium, HP=far
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)
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)
Ashura Senkuu Zenpou      f, d, df + two punches   using all three punches
                            or two kicks             shifts Akuma further
                                                     forward than if using all
                                                     three kicks; is slightly
                                                     invulnerable during the
                                                     move (can be hit near the
                                                     head)
Ashura Senkuu Kouhou      b, d, db + two punches   using all three punches
                            or two kicks             shifts Akuma further back
                                                     than if using all three
                                                     kicks; is slightly
                                                     invulnerable during the
                                                     move (can be hit near the
                                                     head)


Super
-----
Raging Demon              LP, LP, f, LK, HP        dash in must connect to 
                                                     perform the entire super;
                                                     dash in is unblockable





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

*******************
* 4.1 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.


*********************
* 4.2 Play As Akuma *
*********************

*If you are in Training or Versus Mode, highlight E. Honda at the character 
 select screen and press up.
*If you are in Arcade mode, highlight Guile at the character select screen and
 press up.



===============================================================================
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
-Backbone Entertainment
-Udon
-Gamefaqs
-punisherbv for the method of selecting Akuma's second color
-RoyalFlush for Honda's super details
-And me for writing this FAQ

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