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                          Street Fighter Alpha 2
              FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 5.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Sections
--------
      1. Legend
      2. System
      3. Characters
         3.1  Ryu
         3.2  Evil Ryu
         3.3  Adon
         3.4  Chun-Li 
         3.5  SF2 Costume Chun-Li
         3.6  Guy 
         3.7  Ken Masters 
         3.8  Dhalsim 
         3.9  SF2 Dhalsim
         3.10 Gen
         3.11 Sakura Kasugano 
         3.12 Rolento Schugerg 
         3.13 Zangief
         3.14 SF2 Zangief
         3.15 Charlie
         3.16 Birdie
         3.17 Rose 
         3.18 Sodom
         3.19 Sagat 
         3.20 Akuma
         3.21 Mike Bison
         3.22 Dan Hibiki 
 ------------------------------------------
         3.23 Shin Akuma
      4. Misc. And Easter Eggs
         4.1  Secret Characters
         4.2  Other Secrets
      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 + MP/HP/MK/HK close      refer to the character's 
                                                    movelist for a detailed 
                                                    list of their throws/holds
Throw/Hold Soften    f/b + MP/HP/MK/HK just       this works on both ground and
                       as you are being thrown      air throws
Hold Recovery        shake joystick and tap P     this only works on holds (ie
                       and K rapidly                 Guy's Tsukami Nage)


Air Block            ub/u/uf, b
Block High           b
Block Low            db                           will not block overheads


Escape Roll          b, db, d + P after being     LP=stationary, MP=short, 
                       knocked down                 HP=long; can roll past
                                                    opponent
Auto Roll            will happen after being      
                       hit with certain attacks  
Auto Recover         will happen after being      in some cases, there is a
                       hit with certain attacks     small window where you
                                                    can juggle your opponent
                                                    when they Auto Recover
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 holding
                       down, performing             P, qcf, releasing P; this
                       the motion, then             works for specials and 
                       releasing the attack         supers
                       button    
                                                    

Alpha Counter        b, db, d + P/K while         uses one power stock     
                       blocking 


Taunt                Start                        can use once per round
                                                    (except for Dan who can
                                                    perform as many as he
                                                    wants)


Custom Combos - You must have at least one stock to activate a Custom Combo.
                Press two punches and a kick button or two kicks and a punch
                button to activate the Custom Combo mode.  During this time
                your attacks are much faster and your character moves forward
                (unless you hold d).  You can also activate Custom Combo mode
                while in the air.  Keep note that you cannot jump while in
                Custom Combo mode.  Also, the more your Super Meter is charged
                before Custom Combo activation, the longer the mode will last.

Supers - The Super Meter is split into 3 sections or 3 stocks.  To perform a
         Level 1 super you must have at least one stock full.  To perform a
         Level 2 super you must at least 2 stocks full.  Finally, to perform
         a Level 3 super, you must have all 3 stocks full.  The Super Meter
         fills after performing special moves, MP/HP/MK/HK basics and command
         moves, being hit or when an attack successfully strikes the opponent. 
                                                    



===============================================================================
3. Characters
===============================================================================

*******************************************************************************
* 3.1 Ryu                                                                     *
*******************************************************************************
Colors
------
P - White costume w/ Red gloves
2 Punches - Off White costume w/ Brown gloves
Punch (Auto) - White costume w/ Orange gloves
K - Dark Gray costume w/ Dark Red gloves 
2 Kicks - Gray costume w/ Red gloves
Kick (Auto) - Azure costume w/ Yellow gloves



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
Axe Kick             MK                           will hit twice if close 
                                                    enough
                                                       
                                                        
Command Moves
-------------
Sakotsu Wari         f + MP                       hits twice with both hits
                                                    being overheads  
Senpuu Kyaku         f + MK
Headband Tighten     f + Start                    alternate taunt; can only
                                                    perform once per round


Special Moves
-------------
Hadou Ken            qcf + P                      LP=slow, MP=medium, HP=fast
                                                    and when used close it 
                                                    becomes the Fire Hadou Ken;
                                                    will collide with other 
                                                    projectiles as both will 
                                                    be "destroyed" in the 
                                                    process
Fire Hadou Ken       qcf + HP close               knocks opponent down; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the 
                                                    process
Fake Hadou Ken       qcf + Start
Shouryuu Ken         f, d, df + P                 LP=short, MP=medium, HP=far
Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium, HK=long
Air Tatsumaki Kyaku  qcb + K in air               LK=1 spin, MK=few spins,
                                                    HK=few spins but ends up
                                                    farther than the MK version


Alpha Counters
--------------
Counter Shouryuu Ken b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Power Sweep          b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Shinkuu Hadou Ken    qcf, qcf + P                 slow and does NOT knock 
                                                    opponent down; 3 hits;
                                                    absorbs projectiles
Shinkuu Tatsumaki    qcb, qcb + K                 5 hits; causes Auto Roll


Level 2 Supers
--------------
Shinkuu Hadou Ken    qcf, qcf + two punches       medium speed and knocks 
                                                    opponent down; 4 hits;
                                                    absorbs projectiles 
Shinkuu Tatsumaki    qcb, qcb + two kicks         9 hits; causes Auto Roll


Level 3 Supers
--------------
Shinkuu Hadou Ken    qcf, qcf + all three         fast and knocks opponent 
                       punches                      down; 5 hits; absorbs
                                                    projectiles
Shinkuu Tatsumaki    qcb, qcb + all three         13 hits; causes Auto Roll
                       kicks                        
                                                     




*******************************************************************************
* 3.2 Evil Ryu                                                                *
*******************************************************************************
 
  To select Evil Ryu, move to Ryu's icon, press and hold Start for 1 second, 
then move the cursor right, up, down, and left. Finally, press and hold Start
          and use any kick or punch button to select Evil Ryu.


Colors
------
P - Black costume w/ Red gloves
2 Punches - Light Gray costume w/ Brown gloves
Punch (Auto) - Gray costume w/ Red gloves
K - Red costume w/ Yellow gloves 
2 Kicks - Gray-Blue costume w/ Red gloves
Kick (Auto) - Dark Gold costume w/ Red gloves



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
Axe Kick             MK                           will hit twice if close 
                                                    enough
                                                       
                                                        
Command Moves
-------------
Sakotsu Wari         f + MP                       hits twice with both hits
                                                    being overheads  
Senpuu Kyaku         f + MK
Headband Tighten     f + Start                    alternate taunt; can only
                                                    perform once per round


Special Moves
-------------
Hadou Ken            qcf + P far                  LP=slow, MP=medium, HP=fast; 
                                                    when used close it becomes
                                                    the Fire Hadou Ken; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the 
                                                    process
Fire Hadou Ken       qcf + P close                knocks opponent down; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the 
                                                    process
Fake Hadou Ken       qcf + Start
Shouryuu Ken         f, d, df + P                 LP=short, MP=medium, HP=far
Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium, HK=long;
                                                    possible to juggle opponent
                                                    after connecting this move
                                                    (ie with a Shouryuu Ken)
Air Tatsumaki Kyaku  qcb + K in air               LK=1 spin, MK=few spins,
                                                    HK=few spins but ends up
                                                    farther than the MK version
Ashura Sen. Zenpou   f, d, df + all three         using all three punches 
                       punches or all three         shifts Evil Ryu further 
                       kicks                        forward than if using all
                                                    three kicks; invulnerable 
                                                    for a short while 
                                                    (excluding throws); can
                                                    shift past opponent
Ashura Sen. Kouhou   b, d, db + all three         using all three punches
                       punches or all three         shifts Evil Ryu further
                       kicks                        back than if using all
                                                    three kicks; invulnerable 
                                                    for a short while
                                                    (excluding throws)


Alpha Counters
--------------
Counter Shouryuu Ken b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Power Sweep          b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Shinkuu Hadou Ken    qcf, qcf + P                 slow and does NOT knock 
                                                    opponent down; 3 hits;
                                                    absorbs projectiles
Messatsu Gou Shou.   qcf, qcf + K                 two Shouryuu Kens; 4 hits
Shinkuu Tatsumaki    qcb, qcb + K                 5 hits; causes Auto Roll


Level 2 Supers
--------------
Shinkuu Hadou Ken    qcf, qcf + two punches       medium speed and knocks 
                                                    opponent down; 4 hits;
                                                    absorbs projectiles 
Messatsu Gou Shou.   qcf, qcf + two kicks         two Shouryuu Kens; 6 hits
Shinkuu Tatsumaki    qcb, qcb + two kicks         9 hits; causes Auto Roll


Level 3 Supers
--------------
Shinkuu Hadou Ken    qcf, qcf + all three         fast and knocks opponent 
                       punches                      down; 5 hits; absorbs
                                                    projectiles
Shinkuu Tatsumaki    qcb, qcb + all three         13 hits; causes Auto Roll
                       kicks                        
Messatsu Gou Shou.   qcf, qcf + all three         three Shouryuu Kens; 8 hits
                       kicks
Shun Goku Satsu      LP, LP, f, LK, HP            dash in must connect to
                                                    perform the entire super;
                                                    dash in is unblockable





*******************************************************************************
* 3.3 Adon                                                                    *
*******************************************************************************
Colors
------
P - Purple costume w/ Yellow trim and Red-Orange hair
2 Punches - Black costume w/ Red trim and Brown hair
Punch (Auto) - Light Purple costume w/ Yellow trim and Light Red-Orange hair
K - Dark Gray costume w/ Yellow trim and Orange hair
2 Kicks - Purple costume w/ White trim and Red hair
Kick (Auto) - Light Gray costume w/ Yellow trim and Light Orange hair



Throws
------
Jaguar Carry         f/b + MP/HP close            f and b determine where 
                                                    opponent is thrown
Jaguar Slam          f/b + MK/HK close            f and b determine where 
                                                    opponent is thrown


Basic Move
----------
N/A
                                                       
                                                        
Command Moves
-------------
Jaguar Crunch        f + MP                       hits twice with both hits
                                                    being overheads
Low Elbow            d + MP                       must be blocked low
Jutting Kick         df + MK


Special Moves
-------------
Jaguar Kick          qcf + K                      LK=low and far, MK=medium
                                                    and medium, HK=high and 
                                                    short
Rising Jaguar        f, d, df + K                 LK=short, MK=medium, HK=far
Jaguar Tooth         hcb + K                      LK=short, MK=medium, HK=long;
                                                    overhead


Alpha Counters
--------------
Dynamite Punches     b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Counter Rising Jag.  b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Jaguar V. Assault    qcf, qcf + P                 all attacks are ground based;
                                                    4 hits
Jaguar Revolver      qcf, qcf + K                 two Jaguar Kicks, 3 hits


Level 2 Supers
--------------
Jaguar V. Assault    qcf, qcf + two punches       last part has Adon jumping
                                                    and attacking in the air;
                                                    6 hits
Jaguar Revolver      qcf, qcf + two kicks         two Jaguar Kicks, 4 hits


Level 3 Supers
--------------
Jaguar V. Assault    qcf, qcf + all three         last part has Adon jumping
                       punches                       and attacking in the air;
                                                     6 hits
  Jaguar Thousand    tap P rapidly                this will end the super with
                                                    a rapid series of punches
                                                    instead of his normal
                                                    jumping finish
  Jaguar Assassin    tap K rapidly                this will end the super with
                                                    a special Rising Jaguar
                                                    instead of his normal 
                                                    jumping finish
Jaguar Revolver      qcf, qcf + all three         three Jaguar Kicks, 6 hits
                       kicks





*******************************************************************************
* 3.4 Chun-Li                                                                 *
*******************************************************************************
Colors
------
P - Blue costume w/ Yellow trim
2 Punches - Gray costume w/ Yellow trim
Punch (Auto) - Steel Blue costume w/ Yellow trim
K - Green costume w/ Red trim
2 Kicks - Purple costume w/ Yellow trim
Kick (Auto) - Light Green costume w/ Orange trim



Throws
------
Koshuu Tou           f/b + MP/HP close            f and b determine where 
                                                    opponent is thrown
Ryuusei Raku         any direction except u +     if d/df/f/uf is used,
                       MP/HP close in air           opponent will end up
                                                    in front of Chun-Li; if
                                                    db/b/ub is used, opponent
                                                    will end up behind Chun-Li


Basic Moves
-----------
Triangle Jump        jump towards wall, then
                       away
Double Air Punt      ub/uf, HK                    will hit opponent twice in
                                                    air; overhead
Striking Chohatsu    Start                        Chun-Li's hand can actually
                                                    strike the opponent, 
                                                    dealing very little damage;
                                                    can only perform once per
                                                    round

                                  
Command Moves
-------------
Kaku Kyaku Raku      df + HK                      overhead; causes Auto Recover
Yousou Kyaku         d + MK in air                can perform another air
                                                    attack after move
Prop Kick            d + HK                       will only ground opponent if
                                                    close; must be blocked low


Special Moves
-------------
Kikou Ken            hcf + P                      LP=slow, MP=medium, HP=fast;
                                                    will collide with other 
                                                    projectiles as both will 
                                                    be "destroyed" in the 
                                                    process
Sen'en Shuu          hcb + K                      LK=short, MK=medium, HK=long;
                                                    overhead
Tenshou Kyaku        Charge d for 2 seconds,      LK=1 hit, MK=2 hits, HK=3 
                       u + K                        hits
Hyakuretsu Kyaku     tap K rapidly                LK=slow kicks, MK=medium 
                                                    kicks, HK=fast kicks


Alpha Counters
--------------
Double Palm Thrust   b, db, d + P while           pushes opponent back 
                       blocking (uses one 
                       power stock)
Power Trip           b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Kikou Shou           qcf, qcf + P                 5 hits; absorbs projectiles
Senretsu Kyaku       Charge b for 2 seconds,      short distance; 5 hits
                       f, b, f + K
Hazan Tenshou Kyaku  Charge db for 2 seconds,     5 hits
                       df, db, uf + K 


Level 2 Supers
--------------
Kikou Shou           qcf, qcf + two punches       7 hits; absorbs projectiles
Senretsu Kyaku       Charge b for 2 seconds,      medium distance; 6 hits
                       f, b, f + two kicks
Hazan Tenshou Kyaku  Charge db for 2 seconds,     6 hits
                       df, db, uf + two kicks     


Level 3 Supers
--------------
Kikou Shou           qcf, qcf + all three         this version has an extra  
                       punches                      energy wave in front of it,
                                                    giving the super 
                                                    considerably better
                                                    distance; 10 hits; absorbs 
                                                    projectiles
Senretsu Kyaku       Charge b for 2 seconds,      long distance; 7 hits; causes
                       f, b, f + all three          Auto Roll
                       kicks
Hazan Tenshou Kyaku  Charge db for 2 seconds,     7 hits
                       df, db, uf + all three
                       kicks





*******************************************************************************
* 3.5 SF2 Costume Chun-Li                                                     *
*******************************************************************************

  To select SF2 Costume Chun-Li, move to Chun-Li's icon, press and hold Start 
  for 5 seconds, and then press any kick or punch (while still holding Start). 


Colors
------
P - Blue costume 
2 Punches - Green costume
Punch (Auto) - Blue-Purple costume
K - Pink costume
2 Kicks - Gray costume
Kick (Auto) - Purple costume



Throws
------
Koshuu Tou           f/b + MP/HP close            f and b determine where 
                                                    opponent is thrown
Ryuusei Raku         any direction except u +     if d/df/f/uf is used,
                       MP/HP close in air           opponent will end up
                                                    in front of Chun-Li; if
                                                    db/b/ub is used, opponent
                                                    will end up behind Chun-Li


Basic Moves
-----------
Triangle Jump        jump towards wall, then
                       away
Double Air Punt      ub/uf, HK                    will hit opponent twice in
                                                    air; overhead
Striking Chohatsu    Start                        Chun-Li's hand can actually
                                                    strike the opponent, 
                                                    dealing very little damage;
                                                    can only perform once per
                                                    round
                           

Command Moves
-------------
Kaku Kyaku Raku      df + HK                      overhead; causes Auto Recover
Yousou Kyaku         d + MK in air                can perform another air
                                                    attack after move
Prop Kick            d + HK                       will only ground opponent if
                                                    close; must be blocked low


Special Moves
-------------
Kikou Ken            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
Sen'en Shuu          hcb + K                      LK=short, MK=medium, HK=long;
                                                    overhead
Tenshou Kyaku        Charge d for 2 seconds,      LK=1 hit, MK=2 hits, HK=3 
                       u + K                        hits
Hyakuretsu Kyaku     tap K rapidly                LK=slow kicks, MK=medium 
                                                    kicks, HK=fast kicks


Alpha Counters
--------------
Double Palm Thrust   b, db, d + P while           pushes opponent back
                       blocking (uses one 
                       power stock)
Power Trip           b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Kikou Shou           qcf, qcf + P                 5 hits; absorbs projectiles
Senretsu Kyaku       Charge b for 2 seconds,      short distance; 5 hits
                       f, b, f + K
Hazan Tenshou Kyaku  Charge db for 2 seconds,     5 hits
                       df, db, uf + K 


Level 2 Supers
--------------
Kikou Shou           qcf, qcf + two punches       7 hits; absorbs projectiles
Senretsu Kyaku       Charge b for 2 seconds,      medium distance; 6 hits
                       f, b, f + two kicks
Hazan Tenshou Kyaku  Charge db for 2 seconds,     6 hits
                       df, db, uf + two kicks     


Level 3 Supers
--------------
Kikou Shou           qcf, qcf + all three         this version has an extra  
                       punches                      energy wave in front of it,
                                                    giving the super 
                                                    considerably better
                                                    distance; 10 hits; absorbs 
                                                    projectiles
Senretsu Kyaku       Charge b for 2 seconds,      long distance; 7 hits; causes
                       f, b, f + all three          Auto Roll
                       kicks
Hazan Tenshou Kyaku  Charge db for 2 seconds,     7 hits
                       df, db, uf + all three
                       kicks





*******************************************************************************
* 3.6 Guy                                                                     *
*******************************************************************************
Colors
------
P - Red costume 
2 Punches - Off White costume
Punch (Auto) - Magenta costume
K - Dark Gray costume
2 Kicks - Green costume
Kick (Auto) - Purple costume



Throws
------
Seoi Nage            f/b + MP/HP close            f and b determine where 
                                                    opponent is thrown
Tsukami Nage         f/b + MK/HK close            shake joystick and tap P and
                                                    K rapidly for more knee
                                                    strikes
  Bushin Seoi Nage   f, uf, u, ub, b + MP/HP
Izuna Otoshi         any direction except u +     if d/df/f/uf is used,
                       MP/HP close in air           opponent will end up
                                                    in front of Guy; if
                                                    db/b/ub is used, opponent
                                                    will end up behind Guy


Basic Move
----------
Triangle Jump        jump towards wall, then
                       away
                                                       
                                                        
Command Moves
-------------
Hiji Otoshi          d + MP in air                overhead
Kubi Kudaki          f + MP                       hits twice with both hits
                                                    being overheads 
Fan Sweep            d + MK                       from far this will only
                                                    strike the opponent once;
                                                    at close range this will
                                                    strike the opponent twice,
                                                    with the second hit 
                                                    knocking the opponent down;
                                                    all hits must be blocked
                                                    low
Slide                d + HK                       must be blocked low; this
                                                    will only knock the 
                                                    opponent down if done close
Kamaitachi           df + HK                      causes Auto Recover


Special Moves
-------------
Front Flip           qcf + P                      LP=high and short, MP=medium
                                                    and medium, HP=low and far
  Izuna No Hiji O.   P                            overhead   
  Bushin Izuna O.    P when near opponent's       unblockable; cannot grab
                       head                         opponent if they are in the
                                                    corner
Houzantou            qcb + P                      LP=short, MP=medium, HP=long
Hayagake             qcf + K
  Kyuuteishi         K from the LK version of     this is just a halt for the 
                       the Hayagake                 Hayagake
  Kage Sukui         K from the MK version of     must be blocked low
                       the Hayagake
  Kubikari           K from the HK version of     overhead
                       the Hayagake
Bushin Senpuu Kyaku  qcb + K                      LK=short with 1 hit, 
                                                    MK=medium with 2 hits, 
                                                    HK=far with 3 hits
Bushin Gokusa Ken    when close press LP, MP,     causes Auto Roll
                       HP, then HK


Alpha Counters
--------------
Elbow Blow           b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Power Sweep          b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Bushin Hassou Ken    qcf, qcf + P                 Guy jumps in the air with an
                                                    attack; if this connects 
                                                    (whether it be blocked or
                                                    not) he will continue to
                                                    the second part of his
                                                    super by throwing a punch;
                                                    this follow up punch must
                                                    connect for the rest of
                                                    the super to finish; 4 hits
Bushin Gourai Kyaku  qcf, qcf + K                 4 hits


Level 2 Supers
--------------
Bushin Hassou Ken    qcf, qcf + two punches       Guy jumps in the air with an
                                                    attack; if this connects 
                                                    (whether it be blocked or
                                                    not) he will continue to
                                                    the second part of his
                                                    super by throwing a punch;
                                                    this follow up punch must
                                                    connect for the rest of
                                                    the super to finish; 5 hits
Bushin Gourai Kyaku  qcf, qcf + two kicks         6 hits; causes Auto Roll


Level 3 Supers
--------------
Bushin Hassou Ken    qcf, qcf + all three        Guy jumps in the air with an
                       punches                      attack; if this connects 
                                                    (whether it be blocked or
                                                    not) he will continue to
                                                    the second part of his
                                                    super by throwing a punch;
                                                    this follow up punch must
                                                    connect for the rest of
                                                    the super to finish; 6 hits
Bushin Gourai Kyaku  qcf, qcf + all three         7 hits; causes Auto Roll
                       kicks                         





*******************************************************************************
* 3.7 Ken Masters                                                             *
*******************************************************************************
Colors
------
P - Red costume
2 Punches - White costume
Punch (Auto) - Orange costume
K - Purple costume 
2 Kicks - Green-Gray costume
Kick (Auto) - Light Purple costume



Throws
------
Jigoku Guruma        f/b + MP/HP close            f and b determine where 
                                                    opponent is thrown
Tsukami Nage         f/b + MK/HK close            shake joystick and tap P and
                                                    K rapidly for more knee
                                                    strikes
Jigoku Fuusha        any direction except u +     if you throw from a ub/u jump
                       MP/HP close in air           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
High Swipe Kick      MK                           2 hits
Swipe Kick           HK
                                                       
                                                        
Command Moves
-------------
Inazuma Kakato Wari  f + MK                       hits twice with both hits
                                                    being overheads 
Come Here            f + Start                    alternate taunt; can only
                                                    perform once per round


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
Zenpou Tenshin       qcb + P                      LP=short, MP=medium, HP=long;
                                                    high dodge; will roll past 
                                                    opponent if close enough
Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium, HK=long
Air Tatsumaki Kyaku  qcb + K in air               LK=short, MK=medium, HK=long
Zentou               qcf + Start


Alpha Counters
--------------
Counter Shouryuu Ken b, db, d + P while           grounds opponent    
                       blocking (uses one 
                       power stock)
Counter Swipe Kick   b, db, d + K while           pushes opponent back
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Shouryuu Reppa       qcf, qcf + P                 two Shouryuu Kens, 4 hits
Shinryuu Ken         qcf, qcf + K                 6 hits


Level 2 Supers
--------------
Shouryuu Reppa       qcf, qcf + two punches       two Shouryuu Kens, 6 hits
Shinryuu Ken         qcf, qcf + two kicks,        7 hits without tapping, and 
                       then tap K and P             a max of 10 hits with 
                       rapidly for more hits        tapping 


Level 3 Supers
--------------
Shouryuu Reppa       qcf, qcf + all three         two Shouryuu Kens finished 
                       punches                      with a Fire Shouryuu Ken;
                                                    7 hits
Shinryuu Ken         qcf, qcf + all three         8 hits without tapping, and
                       kicks, then tap K and        a max of 14 hits with 
                       P rapidly for more           tapping
                       hits





*******************************************************************************
* 3.8 Dhalsim                                                                 *
*******************************************************************************

Colors
------
P - Yellow costume w/ Brown skin and Red face paint
2 Punches - Green costume w/ Bole skin and Red face paint
Punch (Auto) - Light Green costume/ Gold-Brown skin and Red face paint
K - Brown costume w/ Gray skin and Red facepaint 
2 Kicks - Orange costume w/ Copper skin and Orange face paint
Kick (Auto) - Pale Purple costume w/ Gray skin and Red 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
-----------
Down Stretch Punch   LP in air                    overhead
Straight Stretch P.  MP in air                    is unable to be used as an
                                                    overhead
Diagonal Stretch P.  HP in air                    overhead
Extend Jump Kick     LK/MK in air                 LK=weak, MK=strong; overhead
Air S. Roundhouse    HK in air                    is unable to be used as an 
                                                    overhead
Stretch Punch        MP
Double Punch Stretch HP
Stretch Shin Tap     LK
Stretch Kick         MK
Stretch Roundhouse   HK
Kuuchuu Chouhatsu    Start in air                 since this is an extra taunt,
                                                    the same rules apply to it
                                                    in that it can only be 
                                                    performed once per round
                                                       
                                                        
Command Moves
-------------
Drill Zutsuki        d + HP in air
Drill Kick           d + K in air                 LK=far, MK=medium, HK=short
                                                    with steepest angle
Down Punch           b + LP in air                overhead
Straight Punch       b + MP in air                is unable to be used as an
                                                    overhead
Diagonal Punch       b + HP in air
Chop                 b + LP
Yoga Shock           b + LP (hold the LP          overhead
                       command)
High Stab            f + LP
Open Palm Uppercut   b + MP
Yoga Headbutt        b + HP
Low Stretch Punch    d + P                        LP=weak, MP=medium, 
                                                    HP=strong; must be blocked
                                                    low
Low Stab             db + P                       LP=weak, MP=medium, HP=strong
Short Jump Kick      b + LK/MK in air             LK=weak, MK=strong; overhead
Air Roundhouse       b + HK in air                overhead
Shin Tap             b + LK
High Kick            b + MK
Strong Knee          b + HK
Slide                d + K                        LK=short, MK=medium, HK=long
                                                    and will knock opponent 
                                                    down; must be blocked low
Short Kick           db + K                       LK=weak, MK=medium, HK=strong
                                                    and will knock opponent
                                                    down; must be blocked low


Special Moves
-------------
Yoga Fire            qcf + P                      LP=slow and stuns opponent,
                                                    MP=medium and knocks down
                                                    opponent, HP=fast and
                                                    knocks down opponent; will
                                                    collide with other 
                                                    projectiles as both will 
                                                    be "destroyed" in the 
                                                    process; Yoga Fire will
                                                    disappear just before it
                                                    reaches full screen length
Yoga Flame           hcb + P                      LP=short time period, 
                                                    MP=medium time period,
                                                    HP=long time period;
                                                    absorbs projectiles
Yoga Blast           hcb + K                      LK=short time period,
                                                    MP=medium time period,
                                                    HP=long time period
Yoga Teleport Zenpou f, d, df + all three         this move will make Dhalsim
                       punches or all three         teleport behind the 
                       kicks                        opponent; if you are very
                                                    close to the opponent, you
                                                    will teleport behind the
                                                    opponent a considerable 
                                                    distance (with the three
                                                    kick version having a 
                                                    longer teleport distance 
                                                    than the three punch 
                                                    counterpart); if opponent
                                                    is in corner, Dhalsim will
                                                    teleport in front of 
                                                    opponent  
Air Y. Tele. Zenpou  f, d, df + all three         this move will make Dhalsim
                       punches or all three         teleport behind the 
                       kicks in air                 opponent; if you are very
                                                    close to the opponent, you
                                                    will teleport behind the
                                                    opponent a considerable 
                                                    distance (with the three
                                                    kick version having a 
                                                    longer teleport distance 
                                                    than the three punch 
                                                    counterpart); if opponent
                                                    is in corner, Dhalsim will
                                                    teleport in front of 
                                                    opponent
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 three 
                                                    sweep distances in front
                                                    of the opponent
Air Y. Tele. Kouhou  b, d, db + all three         if all three punches are
                       punches or all three         used, Dhalsim will 
                       kicks in air                 teleport about a sweep 
                                                    distance in front of the 
                                                    opponent; if all three 
                                                    kicks are used, Dhalsim 
                                                    will teleport about three 
                                                    sweep distances in front
                                                    of the opponent
Yoga Escape          b, d, db + K after being
                       knocked down


Alpha Counters
--------------
Quick Palm Uppercut  b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Counter Slide        b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Yoga Inferno         qcf, qcf + P                 3 hits; absorbs projectiles
Yoga Strike          qcf, qcf + K                 this will only connect to
                                                    airborne opponents; 
                                                    unblockable; one slam


Level 2 Supers
--------------
Yoga Inferno         qcf, qcf + two punches       8 hits; absorbs projectiles
Yoga Strike          qcf, qcf + two kicks         this will only connect to
                                                    airborne opponents; 
                                                    unblockable; two slams


Level 3 Supers
--------------
Yoga Inferno         qcf, qcf + all three         13 hits; absorbs projectiles
                       punches                     
Yoga Strike          qcf, qcf + all three         this will only connect to
                       kicks                        airborne opponents; 
                                                    unblockable; three slams
                       




*******************************************************************************
* 3.9 SF2 Dhalsim                                                             *
*******************************************************************************

  To select SF2 Dhalsim, move to Dhalsim's icon, press and hold Start for 1 
  second, then move the cursor left, down, right, and up. Finally, press and 
    hold Start and use any kick or punch button to select SF2 Dhalsim.
 *NOTE: SF2 Dhalsim cannot taunt, block in air, throw escape, escape roll,
          use supers, use alpha counters, or use custom combos*


Colors
------
P - Gold costume w/ Brown skin and Red face paint
2 Punches - Jungle Green costume w/ Dark Brown skin and Red face paint
Punch (Auto) - Golden Yellow costume/ Very Dark Brown skin and Gold face paint
K - Dark Brown costume w/ Silver skin and Red face paint 
2 Kicks - Red costume w/ Fallow skin and Red face paint
Kick (Auto) - Light Purple costume w/ Dark Gray skin and Red 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
-----------
Diagonal Stretch P.  P in air                     overhead
Extend Jump Kick     LK/MK in air                 LK=weak, MK=strong; overhead
Air S. Roundhouse    HK in air                    is unable to be used as an 
                                                    overhead
Stretch Punch        MP far
Double Punch Stretch HP far
Stretch Shin Tap     LK far
Stretch Kick         MK far
Stretch Roundhouse   HK far

                                                            
Command Moves
-------------
Drill Zutsuki        d + HP in air
Drill Kick           d + HK in air   
Low Stretch Punch    d + P                        LP=weak, MP=medium, 
                                                    HP=strong; must be blocked
                                                    low
Short Punch          d + LP/MP close              LP=weak, MP=strong
Short Kick           d + MK close                 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 down
                                                    opponent, HP=fast and
                                                    knocks down opponent; will
                                                    collide with other 
                                                    projectiles as both will 
                                                    be "destroyed" in the 
                                                    process
Yoga Flame           hcf + P                      LP=short time period, 
                                                    MP=medium time period,
                                                    HP=long time period;
                                                    absorbs projectiles





*******************************************************************************
* 3.10 Gen                                                                    *
*******************************************************************************
Colors
------
P - Purple costume w/ Red trim
2 Punches - Dark Gray costume w/ Red trim
Punch (Auto) - Blue costume w/ Orange trim
K - Khaki costume w/ Red trim
2 Kicks - Mahogany costume w/ Orange trim
Kick (Auto) - Goldenrod costume w/ Red trim



                     ==================
                     = Sou Ryuu Style =
                     ==================

Throws
------
Juraku               f/b + MP/HP close            f and b determine where 
                                                    opponent is thrown
Houzen               f/b + MK/HK close            f and b determine where 
                                                    opponent is thrown


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

                                                   
Command Move
------------
Low Stab             d + MP                       must be blocked low


Special Moves
-------------
Hyakurenkou          tap P rapidly                LP=slow pokes, MP=medium 
                                                    pokes, HP=fast pokes
Gekirou              f, d, df + K, then tap       LK=low, MK=medium, HK=high;
                       K rapidly                    tapping K will add extra
                                                    hits, however, the initial
                                                    special move must touch 
                                                    the opponent (blocked or 
                                                    not) to allow the extra
                                                    part to activate  
Chain Options        you can chain Gen's basic    there are many options
                       attacks together by          available, however, you
                       performing them directly     cannot chain a strong 
                       after each other (they       attack (ie HP) into a
                       must touch the opponent)     weaker one (ie LP)
+Switch To Ki-Ryuu   press all three kicks        you can switch Gen's style at
                                                    any time whether it be
                                                    during an attack, while
                                                    blocking, while dizzy, etc.
+Air S. To Ki-Ryuu   press all three kicks in     will come down with an air
                       air                          knee attack first before
                                                    switching styles;  air knee
                                                    attack is an overhead; you
                                                    can also switch Gen's style
                                                    anytime such as when air
                                                    blocking, using an air 
                                                    attack, after being hit,
                                                    etc.


Alpha Counters
--------------
Heavy Palm Thrust    b, db, d + P while           pushes opponent back
                       blocking (uses one 
                       power stock)
Counter Gekirou      b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Zan'ei               qcf, qcf + P                 short distance; first part 
                                                    must connect (not blocked)
                                                    for the rest of the super
                                                    to activate; 4 hits
Shitenshuu           qcb, qcb + P                 if the last hit of the super 
                                                    connects (not blocked), the
                                                    opponent will have a timer
                                                    countdown above their head;
                                                    when the timer reaches 
                                                    0, the opponent will be 
                                                    knocked down and dizzied; 
                                                    damage occurs on the 
                                                    initial part of the super,
                                                    during the countdown, and
                                                    when the timer reaches 
                                                    zero; connecting another 
                                                    Shitenshuu while the
                                                    opponent already has a 
                                                    timer will increase the
                                                    countdown speed; if the 
                                                    opponent strikes you, the
                                                    timer will stop; 3 hits on
                                                    the initial part of the 
                                                    super


Level 2 Supers
--------------
Zan'ei               qcf, qcf + two punches       medium distance; first part
                                                    must connect (not blocked)
                                                    for the rest of the super
                                                    to activate; 5 hits
Shitenshuu           qcb, qcb + two punches       if the last hit of the super 
                                                    connects (not blocked), the
                                                    opponent will have a timer
                                                    countdown above their head;
                                                    when the timer reaches 
                                                    0, the opponent will be 
                                                    knocked down and dizzied; 
                                                    damage occurs on the 
                                                    initial part of the super,
                                                    during the countdown, and
                                                    when the timer reaches 
                                                    zero; connecting another 
                                                    Shitenshuu while the
                                                    opponent already has a 
                                                    timer will increase the
                                                    countdown speed; if the 
                                                    opponent strikes you, the
                                                    timer will stop; 5 hits on
                                                    the initial part of the 
                                                    super


Level 3 Supers
--------------
Zan'ei               qcf, qcf + all three         long distance; first part
                        punches                     must connect (not blocked)
                                                    for the rest of the super
                                                    to activate; 6 hits    
Shitenshuu           qcb, qcb + all three         if the last hit of the super 
                        punches                     connects (not blocked), the
                                                    opponent will have a timer
                                                    countdown above their head;
                                                    when the timer reaches 
                                                    0, the opponent will be 
                                                    knocked down and dizzied; 
                                                    damage occurs on the 
                                                    initial part of the super,
                                                    during the countdown, and
                                                    when the timer reaches 
                                                    zero; connecting another 
                                                    Shitenshuu while the
                                                    opponent already has a 
                                                    timer will increase the
                                                    countdown speed; if the 
                                                    opponent strikes you, the
                                                    timer will stop; 7 hits on
                                                    the initial part of the 
                                                    super
                       

                     +++++++++++++++++
                     + Ki-Ryuu Style +
                     +++++++++++++++++

Throws
------
Juraku               f/b + MP/HP close            f and b determine where 
                                                    opponent is thrown
Houzen               f/b + MK/HK close            f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Uken Shakudan        in air, press HK, HK         the first jump kick must
                                                    touch the opponent (blocked
                                                    or not) for the second one
                                                    to come out; both kicks are
                                                    overheads
Kyoutetsu            MP                           hits twice with both hits
                                                    being overheads 
Onkyou               HP                           must be blocked low
Double Kick          HK                           2 hits
Saizu                MK in air                    good for crossing up 
                                                    opponent; overhead
Fast Wave            Start                        taunt comes out faster than
                                                    in Sou Ryuu Style; can only
                                                    perform once per round

                                                
Command Moves
-------------
Satsujin             d + LK                       this will launch the opponent
                                                    into the air (causes Auto
                                                    Recover); a Kouga will
                                                    connect directly after
                                                    this (however it fails to 
                                                    work if opponent is in the
                                                    corner)
Stilt Kick           d + HK                       will move Gen forward after
                                                    the attack; despite this
                                                    being a d + HK move, it 
                                                    does NOT hit low
Kirou                d + HP                       this will do more damage if
                                                    used as a counter;  you 
                                                    will receive more damage
                                                    to yourself if you are
                                                    countered while performing
                                                    this move


Special Moves
-------------
Jasen                Charge b for 2 seconds,      LP=short, MP=medium, HP=long
                       f + P
Ouga                 Charge d for 2 seconds,      using ub or u for the motion
                       ub/u/uf + K                  will send Gen off the wall
                                                    behind him; using uf for
                                                    the finishing motion will
                                                    send Gen to the wall in
                                                    front of him
  Fang Kick          do nothing                   LK from the previous motion
                                                    produces a short dive, MK
                                                    produces a medium dive,
                                                    and HK produces a long
                                                    dive; overhead
  Wild Fang          hold f                       LK from the previous motion
                                                    produces a short dive, MK
                                                    produces a medium dive,
                                                    and HK produces a long
                                                    dive; overhead
  Fang Kick Cancel   hold b
  Ceiling Grab       hold u                       Gen will attack to the 
                                                    ceiling for a brief moment
                                                    directly above the opponent
    Head Stomp       do nothing                   overhead
    Trick Fang       hold b or f                  f and b determines which
                                                    direction Gen jumps with
                                                    the kick; overhead
    Stomp Cancel     hold u                                                
=Switch To Sou Ryuu  press all three punches      you can switch Gen's style at
                                                    any time whether it be
                                                    during an attack, while
                                                    blocking, while dizzy, etc.
=Air S. To Sou Ryuu  press all three punches in   will come down with an air
                       air                          poke attack first before
                                                    switching styles;  air poke
                                                    attack is an overhead; you
                                                    can also switch Gen's style
                                                    anytime such as when air
                                                    blocking, using an air 
                                                    attack, after being hit,
                                                    etc.


Alpha Counters
--------------
Shoulder Charge      b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Sobat                b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Jakouha               qcf, qcf + K                this will only connect to
                                                    airborne opponents; 
                                                    unblockable; short jump
Kouga                 qcb, qcb + K in air         overhead; during the level 1
                                                    Kouga, Gen has one more
                                                    dive kick that is
                                                    determined by what you do 
                                                    (or don't do) after the 
                                                    initial super command;
                                                    tapping the buttons
                                                    sometimes helps to perform
                                                    the follow up (just tap
                                                    the needed button until
                                                    it activates and then
                                                    directly move onto tapping
                                                    the next command)
  Wild Fang          do nothing                   overhead; always comes off 
                                                    the wall in front of Gen
  Left Wall Jump     press LK                     note you can NOT hold LK 
                                                    from the previous motion
                                                    as it will not work
    Fang Kick        press LK                     overhead  
    Wild Fang        press MK or do nothing       overhead  
    Death Fang       press HK                     overhead  
  Ceiling Grab       press MK                     note you can NOT hold MK 
                                                    from the previous motion
                                                    as it will not work
    Trick Fang Left  press LK                     overhead  
    Head Stomp       press MK or do nothing       overhead
    Trick Fang Right press HK                     overhead  
  Right Wall Jump    press HK                     note you can NOT hold HK 
                                                    from the previous motion
                                                    as it will not work
    Death Fang       press LK                     overhead  
    Wild Fang        press MK or do nothing       overhead  


Level 2 Supers
--------------
Jakouha              qcf, qcf + two kicks         this will only connect to
                                                    airborne opponents; 
                                                    unblockable; medium jump
Kouga                qcb, qcb + two kicks in      overhead; during the level 2
                       air                          Kouga, Gen has two more
                                                    dive kicks that are
                                                    determined by what you do 
                                                    (or don't do) after the 
                                                    initial super command;
                                                    tapping the buttons
                                                    sometimes helps to perform
                                                    the follow up (just tap
                                                    the needed button until
                                                    it activates and then
                                                    directly move onto tapping
                                                    the next command); since
                                                    it is too long to list
                                                    all the possible
                                                    combinations, just note
                                                    that to determine your
                                                    third dive kick, follow
                                                    the guide exactly the
                                                    same as you did to 
                                                    determine your second dive
                                                    kick 
  Wild Fang          do nothing                   overhead; always comes off 
                                                    the wall in front of Gen
  Left Wall Jump     press LK                     note you can NOT hold LK 
                                                    from the previous motion
                                                    as it will not work
    Fang Kick        press LK                     overhead  
    Wild Fang        press MK or do nothing       overhead  
    Death Fang       press HK                     overhead  
  Ceiling Grab       press MK                     note you can NOT hold MK 
                                                    from the previous motion
                                                    as it will not work
    Trick Fang Left  press LK                     overhead  
    Head Stomp       press MK or do nothing       overhead
    Trick Fang Right press HK                     overhead  
  Right Wall Jump    press HK                     note you can NOT hold HK 
                                                    from the previous motion
                                                    as it will not work
    Death Fang       press LK                     overhead  
    Wild Fang        press MK or do nothing       overhead  
    Fang Kick        press HK                     overhead


Level 3 Supers
--------------
Jakouha              qcf, qcf + all three         this will only connect to
                       kicks                        airborne opponents; 
                                                    unblockable; long jump
Kouga                qcb, qcb + all three         overhead; during the level 3
                       kicks in air                 Kouga, Gen has three more
                                                    dive kicks that are
                                                    determined by what you do 
                                                    (or don't do) after the 
                                                    initial super command;
                                                    tapping the buttons
                                                    sometimes helps to perform
                                                    the follow up (just tap
                                                    the needed button until
                                                    it activates and then
                                                    directly move onto tapping
                                                    the next command); since
                                                    it is too long to list
                                                    all the possible
                                                    combinations, just note
                                                    that to determine your
                                                    third and fourth dive 
                                                    kicks, follow the guide
                                                    exactly the same as you 
                                                    did to determine your 
                                                    second dive kick 
  Wild Fang          do nothing                   overhead; always comes off 
                                                    the wall in front of Gen
  Left Wall Jump     press LK                     note you can NOT hold LK 
                                                    from the previous motion
                                                    as it will not work
    Fang Kick        press LK                     overhead  
    Wild Fang        press MK or do nothing       overhead  
    Death Fang       press HK                     overhead  
  Ceiling Grab       press MK                     note you can NOT hold MK 
                                                    from the previous motion
                                                    as it will not work
    Trick Fang Left  press LK                     overhead  
    Head Stomp       press MK or do nothing       overhead
    Trick Fang Right press HK                     overhead  
  Right Wall Jump    press HK                     note you can NOT hold HK 
                                                    from the previous motion
                                                    as it will not work
    Death Fang       press LK                     overhead  
    Wild Fang        press MK or do nothing       overhead  
    Fang Kick        press HK                     overhead
                                          
                       



*******************************************************************************
* 3.11 Sakura Kasugano                                                        *
*******************************************************************************
Colors
------
P - Han Purple skirt w/ Yellow scarf and Red trim
2 Punches - Burgundy skirt w/ Yellow scarf and Blue trim
Punch (Auto) - Purple skirt w/ Yellow scarf and Pink trim
K - Green skirt w/ Pink scarf and Orange trim  
2 Kicks - Dark Gray skirt w/ Orange scarf and Blue trim
Kick (Auto) - Steel Blue skirt w/ Pink scarf and Orange trim



Throws
------
Sakura Jime          f/b + MP/HP close            shake joystick and tap P and
                                                    K rapidly for more 
                                                    crunches; unlike most hold
                                                    moves, this will end up
                                                    leaving the opponent behind
                                                    Sakura
Sailor Shoot         f/b + MK/HK close            f and b determine where 
                                                    opponent is thrown


Basic Move
----------
Point And Laugh      Start                        Sakura's finger can actually
                                                    strike the opponent, 
                                                    dealing very little damage;
                                                    can only perform once per
                                                    round

                                                       
Command Moves
-------------
Flower Kick          f + MK                       overhead
Low Jab              d + LP                       must be blocked low; does not
                                                    hit reliably low on 
                                                    Chun-Li, Gen, and Rose
Hammer Smash         d + MP                       must be blocked low; does not
                                                    hit reliably low on
                                                    Chun-Li and Gen
Low Uppercut         d + HP                       must be blocked low; does not
                                                    hit reliably low on 
                                                    Chun-Li and Gen


Special Moves
-------------
Hadou Ken            qcf + P                      LP=slow, MP=medium,
                                                    HP=fast; is not a full
                                                    screen projectile; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the 
                                                    process
  Hadou Ken Burst    P                            instead of the above Hadou
                                                    Ken coming out, Sakura will
                                                    charge and throw a larger, 
                                                    but shorter range Hadou 
                                                    Ken; will collide with 
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process
    Hadou Ken Blast  P                            this will come out if you tap
                                                    P twice directly after a
                                                    regular Hadou Ken;  this
                                                    is larger than the Hadou 
                                                    Ken Burst, but travels 
                                                    an even shorter distance;
                                                    will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the 
                                                    process
Shou'ou Ken          f, d, df + P                 LP=short, MP=medium, HP=long
Shunpuu Kyaku        qcb + K                      LK=short, MK=medium, HK=far;
                                                    causes Auto Recover


Alpha Counters
--------------
Counter Shou'ou Ken  b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Power Sweep          b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Shinkuu Hadou Ken    qcf, qcf + P                 this does not travel full
                                                    screen distance; absorbs 
                                                    projectiles; super becomes
                                                    weaker as it travels
                                                    across the screen; 3 hits
Midare Zakura        qcf, qcf + K                 two Shou'ou Kens; 4 hits 
Haru Ichiban         qcb, qcb + K                 the first part of the super
                                                    must be blocked low; 5 hits


Level 2 Supers
--------------
Shinkuu Hadou Ken    qcf, qcf + two punches       this does not travel full
                                                    screen distance; absorbs 
                                                    projectiles; super becomes
                                                    weaker as it travels
                                                    across the screen; 4 hits
Midare Zakura        qcf, qcf + two kicks         two Shou'ou Kens; 6 hits 
Haru Ichiban         qcb, qcb + two kicks         the first part of the super
                                                    must be blocked low; 6 hits 


Level 3 Supers
--------------
Shinkuu Hadou Ken    qcf, qcf + all three         this does not travel full
                       punches                      screen distance; absorbs 
                                                    projectiles; super becomes
                                                    weaker as it travels
                                                    across the screen; 5 hits
Midare Zakura        qcf, qcf + all three         three Shou'ou Kens; 7 hits 
                       kicks
Haru Ichiban         qcb, qcb + all three         the first part of the super
                       kicks                        must be blocked low; 7 hits 





*******************************************************************************
* 3.12 Rolento Schugerg                                                       *
*******************************************************************************
Colors
------
P - Yellow costume w/ Red hat and Green trim
2 Punches - Red costume w/ Dark Gray hat and Dark Gray trim
Punch (Auto) - Goldenrod costume w/ Orange hat and Green trim
K - Dark Gray costume w/ Red hat and Olive trim  
2 Kicks - Jade costume w/ Brown hat and Olive trim
Kick (Auto) - Cerulean costume w/ Orange hat and Brown trim



Throws
------
Colonel Carrier      f/b + MP/HP close            f and b determine where 
                                                    opponent is thrown
Deadly Package       f/b + MK/HK close            f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Baton Jump Forward   db/d/df, u/uf
Baton Jump Back      db/d/df, ub
Air Baton Spin       MP in air                    hits 3 times with all 3 hits
                                                    being overheads
Baton Flatten        HP                           will hit twice if close 
                                                    enough to the opponent

                                                       
Command Moves
-------------
Spike Rod            d + MK in air                overhead
Fake Rod             f + MK                       will hit an opponent if they
                                                    try attacking you low 
Low Baton Poke       d + LP                       must be blocked low; does not
                                                    hit reliably low on 
                                                    Chun-Li, Guy, Gen, Rose, 
                                                    and M. Bison
Low Baton Spin       d + MP                       hits 3 times with all 3 hits
                                                    needing to be blocked low
Baton Swipe          d + HP                       must be blocked low; does not
                                                    hit reliably low on 
                                                    Chun-Li, Guy, Gen, Rose, 
                                                    and M. Bison 
Slide                d + HK                       must be blocked low


Special Moves
-------------
Patriot Circle       qcf + P
  Follow Up          qcf + P
    Finish           qcf + P
Mekong Delta         qcb + P                      LP=short distance back, 
                                                    MP=medium distance back,
                                                    HP=long distance back; high
                                                    dodge
  Air Raid           P                            LP=short, MP=medium, HP=long;
                                                    overhead
Prepared Jump        f, d, df + K                 LP=low jump, MP=medium jump,
                                                    HP=high jump
  Stinger            P/K                          LP/LK=steepest angle, MP/MK=
                                                    medium distance, 
                                                    HP/HK=furthest; any attack
                                                    can destroy the knife, but
                                                    it must be timed correctly
Wall Pounce          qcb + K, use b/f to guide    using b and f will help guide
                                                    Rolento's descent; can 
                                                    perform any air attack 
                                                    after Rolento jumps off the
                                                    wall
Back Hop             press all three punches      low dodge
  Vicious Roll       P                            LP=short, MP=medium, HP=long
Rod Landing Back     press all three kicks just
                       before landing from a 
                       jump
Rod Landing Forward  hold f and press all three
                       kicks just before landing
                       from a jump 


Alpha Counters
--------------
Patriot Finish       b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Sneaky Escape        b, db, d + K while           worth noting that this is not
                       blocking (uses one           a counter hit; instead, 
                       power stock)                 Rolento moves to the other
                                                    side of the opponent


Level 1 Supers
--------------
Mine Sweeper         qcb, qcb + P                 this super has a "vacuum" 
                                                    effect in that if the
                                                    opponent touches one of
                                                    the grenades (blocked or
                                                    not), they will be pulled
                                                    forward into the other
                                                    grenade Rolento releases;
                                                    two grenades with 2 hits
Take No Prisoner     qcf, qcf + K                 first part must be blocked
                                                    low; first part must 
                                                    connect (not blocked) to
                                                    perform the entire super;
                                                    short trip wire
                    

Level 2 Supers
--------------
Mine Sweeper         qcb, qcb + two punches       this super has a "vacuum" 
                                                    effect in that if the
                                                    opponent touches one of
                                                    the grenades (blocked or
                                                    not), they will be pulled
                                                    forward into the other
                                                    grenades Rolento releases;
                                                    three grenades with 3 hits
Take No Prisoner     qcf, qcf + two kicks         first part must be blocked
                                                    low; first part must 
                                                    connect (not blocked) to
                                                    perform the entire super;
                                                    medium trip wire
                                                    

Level 3 Supers
--------------
Mine Sweeper         qcb, qcb + all three         this super has a "vacuum" 
                       punches                      effect in that if the
                                                    opponent touches one of
                                                    the grenades (blocked or
                                                    not), they will be pulled
                                                    forward into the other
                                                    grenades Rolento releases;
                                                    four grenades with 4 hits
Take No Prisoner     qcf, qcf + all three         first part must be blocked
                       kicks                        low; first part must 
                                                    connect (not blocked) to
                                                    perform the entire super;
                                                    long trip wire
                                              




*******************************************************************************
* 3.13 Zangief                                                                *
*******************************************************************************
Colors
------
P - Red costume
2 Punches - Dark Blue costume
Punch (Auto) - Pale Purple costume
K - Dark Gray costume
2 Kicks - Yellow costume
Kick (Auto) - Pine Green costume



Throws
------
Power Suplex         f/b + MP/HP close            f and b determine where 
                                                    opponent is thrown
Kamitsuki            f/b + MK/HK close            shake joystick and tap P and
                                                    K rapidly for more face
                                                    bites
Stomach Claw         df + MP/HP close             shake joystick and tap P and
                                                    K rapidly for more stomach
                                                    crushes

                                                  
Basic Move
----------
Roundhouse Tumble    HK                           will hit twice if close 
                                                    enough
                                                       
                                                        
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                 about 3 of these will dizzy
                                                    the opponent
Dynamite Kick        db + MK                      must be blocked low
Russian Kick         db + HK                      must be blocked low 


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


Alpha Counters
--------------
Catch Clothesline    b, db, d + P while           Zangief will grab (which is
                       blocking (uses one           unblockable);  if the grab
                       power stock)                 connects he'll clothesline
                                                    the opponent; grounds 
                                                    opponent
Side Kick            b, db, d + K while           grounds opponent
                       blocking (uses one           
                       power stock)                 
                                                    

Level 1 Supers
--------------
Final Atomic Buster  720 + P                      connects close; unblockable
Aerial Russian Slam  qcf, qcf + K                 this will only connect to
                                                    airborne opponents; 
                                                    unblockable; short jump

                    
Level 2 Supers
--------------
Final Atomic Buster  720 + two punches            connects close; unblockable
Aerial Russian Slam  qcf, qcf + two kicks         this will only connect to
                                                    airborne opponents; 
                                                    unblockable; medium jump

                                                    
Level 3 Supers
--------------
Final Atomic Buster  720 + all three punches      connects close; unblockable 
Aerial Russian Slam  qcf, qcf + all three         this will only connect to
                       kicks                        airborne opponents; 
                                                    unblockable; long jump

                                              



*******************************************************************************
* 3.14 SF2 Zangief                                                            *
*******************************************************************************

 To select SF2 Zangief, move to Zangief's icon, press and hold Start for 1 
  second, then move the cursor down, left, left, left, left, up, up, right,
  right, right, right, and down. Finally, press and hold Start and use any 
               kick or punch button to select SF2 Zangief.
  *NOTE: SF2 Zangief cannot taunt, block in air, throw escape, escape roll,
          use supers, use alpha counters, or use custom combos*


Colors
------
P - Dark Red costume
2 Punches - Purple costume 
Punch (Auto) - Brown costume
K - Black costume 
2 Kicks - Orange costume 
Kick (Auto) - Pine Green costume



Throws
------
Power Suplex         f/b + MP/HP close            f and b determine where 
                                                    opponent is thrown
Kamitsuki            f/b + MK/HK close            shake joystick and tap P and
                                                    K rapidly for more face
                                                    bites
Stomach Claw         df + MP/HP close             shake joystick and tap P and
                                                    K rapidly for more stomach
                                                    crushes

                                                  
Basic Move
----------
Roundhouse Tumble    HK                           will hit twice if close 
                                                    enough
                                                       
                                                        
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                 about 3 of these will dizzy
                                                    the opponent


Special Moves
-------------
Double Lariat        press all three punches,     will pass through 
                       use b and f to guide         projectiles
Spinning Piledriver  360 + P                      connects close; unblockable





*******************************************************************************
* 3.15 Charlie                                                                *
*******************************************************************************
Colors
------
P - Green pants w/ Yellow top
2 Punches - Gray pants w/ White top
Punch (Auto) - Pine Green pants w/ Orange top
K - Gray pants w/ Red top
2 Kicks - Blue-Purple pants w/ Bright Yellow top
Kick (Auto) - Gray pants w/ Magenta top



Throws
------
Dragon Suplex        f/b + MP/HP close            f and b determine where 
                                                    opponent is thrown
Knee Gatling         f/b + MK/HK close            shake joystick and tap P and
                                                    K rapidly for more knees
Flying Buster Drop   any direction except u +     
                       MP/HP close in air             

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


Command Moves
-------------
Spinning Knuckle     f + HP
Rolling Sobat        b/f + MK                     overhead
Heavy Stub Kick      b/f + HK
Jacket Adjust        f + Start                    alternate taunt; can only
                                                    perform once per round


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 Shell     Charge d for 2 seconds,      LK=short, MK=medium, HK=far 
                       u + K                        


Alpha Counters
--------------
Counter Spin Knuckle b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Power Sweep          b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Sonic Break          Charge b for 2 seconds,      absorbs projectiles
                       f, b, f + P
  Second Break       P                            absorbs projectiles
Crossfire Blitz      Charge b for 2 seconds,      4 hits
                       f, b, f + K               
Somersault Justice   Charge db for 2 seconds,     two Somersault Shells; short;
                       df, db, uf + K               6 hits


Level 2 Supers
--------------
Sonic Break          Charge b for 2 seconds,      absorbs projectiles
                       f, b, f + two punches    
  Second Break       P                            absorbs projectiles
    Backfist Break   P                            absorbs projectiles
Crossfire Blitz      Charge b for 2 seconds,      5 hits; causes Auto Roll
                       f, b, f + two kicks 
Somersault Justice   Charge db for 2 seconds,     two Somersault Shells; long;
                       df, db, uf + two kicks       6 hits   


Level 3 Supers
--------------
Sonic Break          Charge b for 2 seconds,      absorbs projectiles
                       f, b, f + all three
                       punches 
  Second Break       P                            absorbs projectiles
    Backfist Break   P                            absorbs projectiles 
      Break Finish   P                            absorbs projectiles 
Crossfire Blitz      Charge b for 2 seconds,      6 hits
                       f, b, f + all three
                       kicks    
Somersault Justice   Charge db for 2 seconds,     three Somersault Shells, 9
                       df, db, uf + all three       hits
                       kicks                       
                                                     




*******************************************************************************
* 3.16 Birdie                                                                 *
*******************************************************************************
Colors
------
P - Gray costume w/ Blonde hair
2 Punches - Light Gray costume w/ Blonde hair
Punch (Auto) - Feldgrau costume w/ Dirty Blonde hair
K - Midnight Blue costume w/ Light Gray hair
2 Kicks - Purple costume w/ Light Gray hair
Kick (Auto) - Purple Taupe costume w/ Light Gray hair



Throws
------
Bull Spike           f/b + MP/HP close            shake joystick and tap P and
                                                    K rapidly for more 
                                                    headbutts
Bad Throw            f/b + MK/HK close            opponent always ends up
                                                    behind Birdie


Basic Moves
-----------
Deadly Hammer        HP                           2 hits
Bull Drop            HK                           overhead
Hey!                 Start                        Birdie's knife can actually
                                                    strike the opponent, 
                                                    dealing very little damage;
                                                    can only perform once per
                                                    round

  
Command Moves
-------------
Body Splash          d + HP in air                overhead
Rising Mohawk        d + HP                       2 hits
Yawn                 f + Start                    alternate taunt; can only
                                                    perform once per round
Chain Lick           b + Start                    alternate taunt; can only
                                                    perform once per round


Special Moves
-------------
Bull Head            Charge b for 2 seconds,      LP=short, MP=medium, HP=long
                       f + P
Murderer Chain       360 + P                      connects close; unblockable
Bandit Chain         360 + K                      LK=one slam, MK=two slams,
                                                    HK=three slams; connects 
                                                    close; unblockable
Bull Horn            Charge two punches or two    LP+MP/LK+MK=short, 
                       kicks, release               LP+HP/LK+HK= medium, 
                                                    MP+HP/MK+HK=long; Birdie is
                                                    invulnerable for a short 
                                                    time when he turns before 
                                                    performing the move; the 
                                                    longer the charge, the more
                                                    damage the move inflicts;
                                                    since the Bull Horn can be
                                                    charged with two punches or
                                                    two kicks, it is possible
                                                    to charge for 2 Bull Horns 
                                                    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+ seconds = Final
                                                       

Alpha Counters
--------------
Headbutt Spear       b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Gut Kick             b, db, d + K while           pushes opponent back
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
The Birdie           Charge b for 2 seconds,      three Bull Heads for 3 hits
                       f, b, f + P
Bull Revenger         qcf, qcf + P/K              P=short hop, K=long hop; grab
                                                    must connect to perform the
                                                    super; unblockable


Level 2 Supers
--------------
The Birdie           Charge b for 2 seconds,      four Bull Heads for 4 hits
                       f, b, f + two punches
Bull Revenger        qcf, qcf + two punches/two   P=short hop, K=long hop; grab
                       kicks                        must connect to perform the
                                                    super; unblockable


Level 3 Supers
--------------
The Birdie           Charge b for 2 seconds,      Birdie will charge forward 
                       f, b, f + all three          with three Bull Heads;  the
                       punches                      third Bull Head must
                                                    connect (not blocked) for
                                                    the entire super to come
                                                    out; total of 5 hits
Bull Revenger        qcf, qcf + all three         P=short hop, K=long hop; grab
                       punches/all three            must connect to perform the 
                       kicks                        super; unblockable
                                                     




*******************************************************************************
* 3.17 Rose                                                                   *
*******************************************************************************
Colors
------
P - Amaranth costume w/ Yellow trim
2 Punches - Pink costume w/ White trim
Punch (Auto) - Cerise costume w/ Pale Yellow trim
K - Blue-Purple costume w/ Yellow trim
2 Kicks - Gray costume w/ Cardinal trim
Kick (Auto) - Purple costume w/ Pale Yellow trim



Throw
-----
Soul Drain           f/b + MP/HP close            opponent always ends up
                                                    behind Rose


Basic Move
----------
N/A
       
                                                 
Command Moves
-------------
Low Punch            d + LP                       must be blocked low; does not
                                                    hit reliably low on
                                                    Chun-Li, Guy, Gen, Sakura,
                                                    Zangief, Rose, M. Bison, 
                                                    and Charlie
Low Energy Punch     d + MP                       must be blocked low; does not
                                                    hit reliably low on 
                                                    Chun-Li, Guy, Gen, Rose, 
                                                    and M. Bison 
Slide                df + MK                      must be blocked low


Special Moves
-------------
Soul Spark           hcf + P                      LP=slow, MP=medium, HP=fast;
                                                    if you perform this move
                                                    close to the opponent, you
                                                    will find that Rose gets 
                                                    pushed backwards (LP=small
                                                    push back, MP=medium push
                                                    back, HP=long push back);
                                                    will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the 
                                                    process
Soul Throw           f, d, df + P                 LP=short, MP=medium, HP=far;
                                                    this will only connect to
                                                    airborne opponents; 
                                                    unblockable
Soul Absorb          qcb + LP                     absorbs projectiles and adds
                                                    a bit to Rose's super
                                                    meter;  cannot absorb super
                                                    projectiles (except Dan's
                                                    Shinkuu Gadou Ken) or 
                                                    Rolento's Stinger
Straight Reflect     qcb + MP                     reflects projectiles 
                                                    horizontally; cannot 
                                                    reflect super projectiles
                                                    (except Dan's Shinkuu Gadou
                                                    Ken) or Rolento's Stinger
Diagonal Reflect     qcb + HP                     reflects projectiles 
                                                    diagonally upward; cannot 
                                                    reflect super projectiles
                                                    (except Dan's Shinkuu Gadou
                                                    Ken) or Rolento's Stinger
Soul Spiral          qcf + K                      LK=short, MK=medium, HK=long
                                                    

Alpha Counters
--------------
Catch Switch         b, db, d + P while           Rose will grab (which is
                       blocking (uses one           unblockable);  if the grab
                       power stock)                 connects she'll switch
                                                    places with the opponent;
                                                    she recovers before the
                                                    opponent, thus allowing a
                                                    free hit
Power Sweep          b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Aura Soul Throw      qcf, qcf + P                 this will only connect to
                                                    airborne opponents; 
                                                    unblockable
Aura Soul Spark      qcb, qcb + P                 absorbs projectiles
Soul Illusion        qcf, qcf + K                 Rose will be trailed by
                                                    shadows which add extra
                                                    hits to her striking
                                                    attacks; lasts 3 and
                                                    half seconds


Level 2 Supers
--------------
Aura Soul Throw      qcf, qcf + two punches       Rose starts the super with an
                                                    uppercut that launches; the
                                                    Soul Throw afterwards will
                                                    only connect to airborne 
                                                    opponents and is 
                                                    unblockable
Aura Soul Spark      qcb, qcb + two punches       instead of simply throwing a
                                                    fireball like her level 1
                                                    version, Rose charges
                                                    forward with a series of
                                                    attacks (ending with a
                                                    Soul Spark)
Soul Illusion        qcf, qcf + two kicks        Rose will be trailed by
                                                    shadows which add extra
                                                    hits to her striking
                                                    attacks; lasts 5 and
                                                    half seconds


Level 3 Supers
--------------
Aura Soul Throw      qcf, qcf + all three         Rose starts the super with a
                       punches                      charging punch and then an
                                                    uppercut that launches; the
                                                    Soul Throw afterwards will
                                                    only connect to airborne 
                                                    opponents and is 
                                                    unblockable
Aura Soul Spark      qcb, qcb + all three         an energy wave appears in 
                       punches                      front of Rose in this
                                                    version which will reflect
                                                    normal and super 
                                                    projectiles horizontally;
                                                    the energy wave can also
                                                    hit the opponent; the Soul
                                                    Spark absorbs projectiles
Soul Illusion        qcf, qcf + all three         Rose will be trailed by
                       kicks                        shadows which add extra
                                                    hits to her striking
                                                    attacks; lasts 7 and
                                                    half seconds

                                              
                                                     


*******************************************************************************
* 3.18 Sodom                                                                  *
*******************************************************************************
Colors
------
P - Red-Orange top w/ Blue pants and trim
2 Punches - Green top w/ Light Gray pants and trim
Punch (Auto) - Magenta top w/ Light Blue pants and trim
K - Purple top w/ Green pants and trim
2 Kicks - Orange top w/ Steel Blue pants and trim
Kick (Auto) - Blue top w/ Gray pants and trim



Throws
------
Long Shogun Throw    f/b + MP/HP close            f and b determine where 
                                                    opponent is thrown
Short Shogun Throw   f/b + MK/HK close            f and b determine where 
                                                    opponent is thrown


Basic Move
----------
Bow                  Start                        Sodom's head can actually
                                                    strike the opponent, 
                                                    dealing very little damage;
                                                    can only perform once per
                                                    round
                                                       
                                                        
Command Move
------------
Slide                d + HK                       must be blocked low


Special Moves
-------------
Jigoku Scrape        qcf + LP
Jigoku Cutter        qcf + MP
Jigoku Slice         qcf + HP                     unlike the other Jigoku
                                                    moves, this one knocks the
                                                    opponent down
Shiraha Catch        f, d, df + K                 overhead counter attack
Butsumetsu Buster    360 + P                      Sodom hops forward a little
                                                    to grab the opponent;
                                                    unblockable
Daikyou Burning      360 + K                      LK=short charge forward, 
                                                    MK=medium charge forward,
                                                    HK=long charge forward;
                                                    the initial charge forward
                                                    must connect (not blocked)
                                                    to perform the entire move
Kouten Okiagari      f, df, d + P after being     
                       knocked down
Tengu Walking        b, db, d + K after being
                       knocked down

                                             
Alpha Counters
--------------
Counter J. Cutter    b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Power Slide          b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Meido No Miyage      qcf, qcf + P                 3 hits
Tenchuu Satsu        720 + P                      Sodom hops forward a little
                                                    to grab the opponent;
                                                    unblockable


Level 2 Supers
--------------
Meido No Miyage      qcf, qcf + two punches       6 hits 
Tenchuu Satsu        720 + two kicks              Sodom hops forward a little
                                                    to grab the opponent;
                                                    unblockable


Level 3 Supers
--------------
Meido No Miyage      qcf, qcf + all three         7 hits 
                       punches                      
Tenchuu Satsu        720 + all three kicks        Sodom hops forward a little
                                                    to grab the opponent;
                                                    unblockable
                
                                                     



*******************************************************************************
* 3.19 Sagat                                                                  *
*******************************************************************************
Colors
------
P - Purple pants w/ Yellow trim
2 Punches - Orange pants w/ Yellow trim
Punch (Auto) - Blue pants w/ Yellow trim
K - Off White pants w/ Red trim
2 Kicks - Dark Gray pants w/ Yellow trim
Kick (Auto) - White pants w/ Vermilion trim



Throw
------
Tiger Smash          f/b + MP/HP close            shake joystick and tap P and
                                                    K rapidly for more knees
                                                    
                                                        
Basic Move
----------
High Snap            HK                           will hit twice if close 
                                                    enough
 

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
Ground Tiger Shot    qcf + K                      LK=slow, MK=medium, HK=fast;
                                                    will collide with other 
                                                    projectiles as both will 
                                                    be "destroyed" in the 
                                                    process
Tiger Blow           f, d, df + P                 LP=short, MP=medium, HP=far
Tiger Knee Crush     f, d, df + K                 LK=short, MK=medium, HK=far


Alpha Counters
--------------
Counter Tiger Blow   b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Stomach Kick         b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Tiger Cannon         qcf, qcf + P                 does NOT knock opponent down;
                                                    4 hits; absorbs projectiles
Tiger Genocide       qcf, qcf + K                 5 hits
Tiger Raid           qcb, qcb + K                 6 hits  


Level 2 Supers
--------------
Tiger Cannon         qcf, qcf + two punches       does NOT knock opponent down;
                                                    5 hits; absorbs projectiles 
Tiger Genocide       qcf, qcf + two kicks         9 hits
Tiger Raid           qcb, qcb + two kicks         7 hits  


Level 3 Supers
--------------
Tiger Cannon         qcf, qcf + all three         knocks opponent down; 6 hits;
                       punches                      absorbs projectiles
Tiger Genocide       qcf, qcf + all three         12 hits
                       kicks                     
Tiger Raid           qcb, qcb + all three         7 hits with a flame kick at  
                       kicks                        end





*******************************************************************************
* 3.20 Akuma                                                                  *
*******************************************************************************
Colors
------
P - Dark Gray costume w/ Red hair
2 Punches - Off White costume w/ Red hair
Punch (Auto) - Gray costume w/ Orange hair
K - Dark Red costume w/ Red hair
2 Kicks - Gray-Blue costume w/ Red hair
Kick (Auto) - Dark Gold costume w/ Orange hair



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


Basic Move
----------
Axe Kick             MK                           will hit twice if close
                                                    enough
                                                       
                                                        
Command Moves
-------------
Tenma Kuujin Kyaku   uf, then d + MK at the       overhead
                       jump's apex
Zugai Hasatsu        f + MP                       hits twice with both hits
                                                    being overheads 
Senpuu Kyaku         f + MK


Special Moves
-------------
Gou Hadou Ken        qcf + P                      LP=slow, MP=medium,
                                                    HP=fast; will knock
                                                    opponent down if 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
Shakunetsu Hadou Ken hcb + P                      LP=slow and 1 hit, MP=medium
                                                    and 2 hits, HP=fast and 3 
                                                    hits; 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
Zenpou Tenshin       qcb + P                      LP=short, MP=medium, HP=long;
                                                    high dodge; will roll past 
                                                    opponent if close enough
Hyakki Shuu          qcf, uf + P                  LP=short, MP=medium, HP=far
  Gou Zan            do nothing                   must be blocked low
  Gou Shou           P
  Gou Sen            K
  Gou Sai            any direction + P near       unblockable; will not work on
                       standing opponent's         opponent in the corner
                       head
  Gou Tsui           any direction + K near       unblockable; will not work on
                       standing opponent's         opponent in the corner
                       head or when near
                       opponent in air
Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium, HK=long;
                                                    possible to juggle opponent
                                                    after connecting this move
                                                    (ie with a Gou Shouryuu 
                                                    Ken)
Air Tatsumaki Kyaku  qcb + K in air               LK=1 spin, MK=few spins,
                                                    HK=many spins
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 
                                                    (excluding throws); can
                                                    shift past opponent
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
                                                    (excluding throws)


Alpha Counters
--------------
Counter G. Shou. Ken b, db, d + P while           grounds opponent   
                       blocking (uses one 
                       power stock)
Power Sweep          b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Messatsu Gou Shou.   qcf, qcf + P                 two Gou Shouryuu Kens, 4 hits
Tenma Gou Zankuu     qcf, qcf + P in air          4 hits; absorbs projectiles
Messatsu Gou Hadou   hcb, hcb + P                 4 hits; absorbs projectiles


Level 2 Supers
--------------
Shinkuu Hadou Ken    qcf, qcf + two punches       two Gou Shouryuu Kens, 6 hits
Tenma Gou Zankuu     qcf, qcf + two punches in    6 hits; absorbs projectiles
                       air
Messatsu Gou Hadou   hcb, hcb + two punches       6 hits; absorbs projectiles


Level 3 Supers
--------------
Shinkuu Hadou Ken    qcf, qcf + all three         three Gou Shouryuu Kens, 8
                       punches                      hits
Tenma Gou Zankuu     qcf, qcf + all three         8 hits; absorbs projectiles
                       punches in air
Messatsu Gou Hadou   hcb, hcb + all three         8 hits; absorbs projectiles
                       punches
Shun Goku Satsu      LP, LP, f, LK, HP            dash in must connect to
                                                    perform the entire super;
                                                    dash in is unblockable





*******************************************************************************
* 3.21 Mike Bison                                                             *
*******************************************************************************
Colors
------
P - Red costume
2 Punches - Blue-Purple costume
Punch (Auto) - Orange costume
K - Black costume
2 Kicks - Green costume
Kick (Auto) - Feldgrau costume



Throws
------
Deadly Throw         f/b + MP/HP close            f and b determine where 
                                                    opponent is thrown
Psycho Fall          any direction except u +     
                       MP/HP close in air   


Basic Move
----------
High Kick            HK                           will hit twice if close
                                                    enough


Command Moves
-------------
Slide                d + HK                       must be blocked low
Death Sentence       f + Start                    alternate taunt; can only
                                                    perform once per round


Special Moves
-------------
Psycho Shot          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
Fake Head Stomp      Charge d for 2 seconds,      
                       u + P
  Skull Diver        P, then b or f to guide      overhead; using b/f will 
                                                    determine the descent of
                                                    the Skull Diver
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 the
                       u + K, then b or f           Head Stomp is performed 
                       after head stomp to          will determine how Bison
                       guide                        will descend after jumping
                                                    off the opponent
  Skull Diver        P                            overhead
Warp Forward         f, d, df + all three         if close enough M. Bison will
                       punches or all three         teleport behind the 
                       kicks                        opponent (although in some
                                                    cases he'll stay in front
                                                    of them); using all three
                                                    kicks teleports M. Bison
                                                    further forward then using
                                                    all three punches
Warp Backward        b, d, db + all three         using all three punches 
                       punches or all three         teleports M. Bison further
                       kicks                        back then using all three
                                                    kicks


Alpha Counters
--------------
Strong Punch         b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Warp Escape          b, db, d + K while           worth noting that this is not
                       blocking (uses one           a counter hit; instead, 
                       power stock)                 M. Bison teleports to the
                                                    other side of the opponent
               

Level 1 Supers
--------------
Psycho Crusher       Charge b for 2 seconds,      3 hits
                       f, b, f + P                 
Knee Press Nightmare Charge b for 2 seconds,      two Knee Presses; 4 hits
                       f, b, f + K         


Level 2 Supers
--------------
Psycho Crusher       Charge b for 2 seconds,      4 hits
                       f, b, f + two punches                 
Knee Press Nightmare Charge b for 2 seconds,      two Knee Presses; 6 hits
                       f, b, f + two kicks           


Level 3 Supers
--------------
Psycho Crusher       Charge b for 2 seconds,      6 hits
                       f, b, f + all three
                       punches                 
Knee Press Nightmare Charge b for 2 seconds,      two Knee Presses and a slide;
                       f, b, f + all three          8 hits
                       kicks  





*******************************************************************************
* 3.22 Dan Hibiki                                                             *
*******************************************************************************
Colors
------
P - Pink costume w/ Brown gloves
2 Punches - Orange costume w/ Blue gloves
Punch (Auto) - Fuchsia costume w/ Off White gloves
K - Light Green costume w/ Pink gloves
2 Kicks - Dull Yellow costume w/ Blue-Purple gloves
Kick (Auto) - Jungle Green costume w/ Yellow gloves



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


Basic Moves
-----------
Chouhatsu            Start                        unlike the other characters
                                                    in the game, you can
                                                    perform Dan's taunt as 
                                                    many times as you want
                                                    during a match
Jump Chouhatsu       Start in air                 unlike the other characters
                                                    in the game, you can
                                                    perform Dan's taunt as 
                                                    many times as you want
                                                    during a match
                                                       
                                                        
Command Move
------------
Shagami Chouhatsu    d + Start                    unlike the other characters
                                                    in the game, you can
                                                    perform Dan's taunt as 
                                                    many times as you want
                                                    during a match


Special Moves
-------------
Gadou Ken            qcf + P                      LP=very short, MP=short,
                                                    HP=medium; will collide 
                                                    with other projectiles
                                                    as both will be 
                                                    "destroyed" in the 
                                                    process
Kouryuu Ken          f, d, df + P                 LP=short, MP=medium, HP=far;
                                                    Dan will sometimes flash
                                                    during this move (and is
                                                    invulnerable during the 
                                                    flash)
Hop Knee             qcb + LK
Dankuu Double        qcb + MK
Full Dankuu Kyaku    qcb + HK
Zenten Chouhatsu     qcf + Start                  the roll itself is a high 
                                                    dodge; can roll past
                                                    opponent
Kouten Chouhatsu     qcb + Start                  the roll itself is a high
                                                    dodge


Alpha Counters
--------------
Taunt Smack          b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Power Sweep          b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Shinkuu Gadou Ken    qcf, qcf + P                 short; 3 hits; absorbs 
                                                    projectiles
Kouryuu Rekka        qcf, qcf + K                 stationary; 4 hits
Hisshou Burai Ken    qcb, qcb + K                 5 hits
Chouhatsu Densetsu   qcf, qcf + Start             does no damage, simply a 
                                                    super taunt              


Level 2 Supers
--------------
Shinkuu Gadou Ken    qcf, qcf + two punches       medium; 4 hits; absorbs 
                                                    projectiles
Kouryuu Rekka        qcf, qcf + two kicks         short; 5 hits      
Hisshou Burai Ken    qcb, qcb + two kicks         7 hits         


Level 3 Supers
--------------
Shinkuu Gadou Ken    qcf, qcf + all three         medium; 5 hits; absorbs 
                       punches                      projectiles
Kouryuu Rekka        qcf, qcf + all three         long; 6 hits 
                       kicks              
Hisshou Burai Ken    qcb, qcb + all three         11 hits
                       kicks                        
                                                     

-------------------------------------------------------------------------------


*******************************************************************************
* 3.23 Shin Akuma                                                             *
*******************************************************************************
Colors
------
Any - Dark Purple costume w/ Red hair



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


Basic Move
----------
Axe Kick             MK                           will hit twice if close
                                                    enough
                                                       
                                                        
Command Moves
-------------
Tenma Kuujin Kyaku   uf, then d + MK at the       overhead
                       jump's apex
Zugai Hasatsu        f + MP                       hits twice with both hits
                                                    being overheads 
Senpuu Kyaku         f + MK


Special Moves
-------------
Gou Hadou Ken        qcf + P                      LP=slow, MP=medium,
                                                    HP=fast; will knock
                                                    opponent down if close;
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Double Zankuu H. K.  qcf + P in air               LP=slow, MP=medium,
                                                    HP=fast; will collide with
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process                    
Shakunetsu Hadou Ken hcb + P                      LP=slow and 1 hit, MP=medium
                                                    and 2 hits, HP=fast and 3 
                                                    hits; 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
Zenpou Tenshin       qcb + P                      LP=short, MP=medium, HP=long;
                                                    high dodge; will roll past 
                                                    opponent if close enough
Hyakki Shuu          qcf, uf + P                  LP=short, MP=medium, HP=far
  Gou Zan            do nothing                   must be blocked low
  Gou Shou           P
  Gou Sen            K
  Gou Sai            any direction + P near       unblockable; will not work on
                       standing opponent's         opponent in the corner
                       head
  Gou Tsui           any direction + K near       unblockable; will not work on
                       standing opponent's         opponent in the corner
                       head or when near
                       opponent in air
Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium, HK=long;
                                                    possible to juggle opponent
                                                    after connecting this move
                                                    (ie with a Gou Shouryuu 
                                                    Ken)
Air Tatsumaki Kyaku  qcb + K in air               LK=1 spin, MK=few spins,
                                                    HK=many spins
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 
                                                    (excluding throws); can
                                                    shift past opponent
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
                                                    (excluding throws)


Alpha Counters
--------------
Counter G. Shou. Ken b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
Power Sweep          b, db, d + K while           grounds opponent
                       blocking (uses one 
                       power stock)


Level 1 Supers
--------------
Messatsu Gou Shou.   qcf, qcf + P                 two Gou Shouryuu Kens, 4 hits
Tenma Gou Zankuu     qcf, qcf + P in air          4 hits; absorbs projectiles
Messatsu Gou Hadou   hcb, hcb + P                 4 hits; absorbs projectiles


Level 2 Supers
--------------
Shinkuu Hadou Ken    qcf, qcf + two punches       two Gou Shouryuu Kens, 6 hits
Tenma Gou Zankuu     qcf, qcf + two punches in    6 hits; absorbs projectiles
                       air
Messatsu Gou Hadou   hcb, hcb + two punches       6 hits; absorbs projectiles


Level 3 Supers
--------------
Shinkuu Hadou Ken    qcf, qcf + all three         three Gou Shouryuu Kens, 8
                       punches                      hits
Tenma Gou Zankuu     qcf, qcf + all three         8 hits; absorbs projectiles
                       punches in air
Messatsu Gou Hadou   hcb, hcb + all three         8 hits; absorbs projectiles
                       punches
Shun Goku Satsu      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 Secret Characters *
*************************

Evil Ryu - To select Evil Ryu, move to Ryu's icon, press and hold Start for 1 
           second, then move the cursor right, up, down, and left. Finally, 
           press and hold Start and use any kick or punch button to select 
           Evil Ryu.

SF2 Costume Chun-Li - To select SF2 Costume Chun-Li, move to Chun-Li's icon, 
                      press and hold Start for 5 seconds, and then press any
                      kick or punch (while still holding Start). 

SF2 Dhalsim - To select SF2 Dhalsim, move to Dhalsim's icon, press and hold 
              Start for 1 second, then move the cursor left, down, right, and
              up. Finally, press and hold Start and use any kick or punch 
              button to select SF2 Dhalsim.

SF2 Zangief - To select SF2 Dhalsim, move to Zangief's icon, press and hold 
              Start for 1 second, then move the cursor down, left, left, left,
              left, up, up, right, right, right, right, and down. Finally, 
              press and hold Start and use any kick or punch button to select 
              SF2 Zangief.


*********************
* 4.2 Other Secrets *
*********************

Fight Your Mid Boss - Win five rounds with a Super finish or Custom Combo
                      finish, and don't lose a round before the sixth match.


Fight Shin Akuma - 1 Player must use the P color (or if 2 player, you must use
                   the K color).  Get to the end of the game without losing a 
                   round, with 3 perfects, and 5 Super finishes or Custom 
                   Combo finishes.

Choose A Win Pose - Hold Start + an attack button after winning a round
                    to determine your win pose.

Stage Select - This can only be done when a new challenger enters the game.
               Simply put, the messaage "Here Comes A New Challenger!!" must
               display before kicking back to the select screen.  There, the
               player can choose the fighting stage by highlighting a
               character icon and holding Start for 2 seconds.  After that,
               they can move the cursor to choose their fighter.  If you want
               to choose the grassy Australia stage hold Start on Sagat's
               icon for 2 seconds and then move to your character of choice
               and select them (But DO NOT let go of Start).  To select the
               Waterfall stage hold Start on Bison's icon for 2 seconds and
               then move to your character of choice and select them (But DO
               NOT let go of Start).



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