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    FAQ/Move List by Goh_Billy

    Version: 5.0 | Updated: 09/06/08 | Printable Version | Search Guide | Bookmark Guide

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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