=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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