=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          Street Fighter Alpha:
                            Warriors' Dreams
              FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 4.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Sections
--------
      1. Legend
      2. System
      3. Characters
         3.1  Ryu
         3.2  Chun-Li
         3.3  Charlie
         3.4  Ken Masters
         3.5  Guy
         3.6  Birdie
         3.7  Sodom
         3.8  Adon
         3.9  Rose 
         3.10 Sagat 
  ---------------------------------
         3.11 Dan Hibiki
         3.12 Akuma
         3.13 Mike Bison
      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
                                                    

Alpha Counter        b, db, d + P/K (depends      uses one power stock     
                       on character) while
                       blocking 

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


Chain Combos - Every character (except M. Bison) has chainable attacks.  For
               the most part, characters are able to chain from one normal
               attack to another normal attack of equal or greater strength.  
               For example, Ryu can chain together LP, d + LK, and then 
               d + MK.  You CANNOT chain a normal to a weaker normal.  
               Example, Ryu cannot chain HP into MP.


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
K - Dark Gray costume w/ Brown 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 Move
----------
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  
Low Punch            d + LP                       must be blocked low
Strong Duck Punch    d + MP                       must be blocked low
Uppercut             d + HP                       must be blocked low
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
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 Counter
-------------
Counter Shouryuu Ken b, db, d + P 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 Chun-Li                                                                 *
*******************************************************************************
Colors
------
P - Blue costume w/ Yellow trim
K - Green costume w/ Red 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                      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
Short Low            d + LP                       must be blocked low
Medium Low           d + MP                       must be blocked low
Long Low             d + HP                       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 Counter
-------------
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





*******************************************************************************
* 3.3 Charlie                                                                 *
*******************************************************************************
Colors
------
P - Green pants w/ Yellow top
K - Gray pants w/ Red 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 +     opponent will end up behind
                       MP/HP close in air           Charlie

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


Command Moves
-------------
Spinning Knuckle     f + HP
Rolling Sobat        b/f + MK                     overhead
Heavy Stub Kick      b/f + HK
Low Punch            d + LP                       must be blocked low
Strong Low Punch     d + MP                       must be blocked low
Uppercut             d + HP                       must be blocked low
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 Counter
-------------
Counter Spin Knuckle b, db, d + P 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                       
                                                     




*******************************************************************************
* 3.4 Ken Masters                                                             *
*******************************************************************************
Colors
------
P - Red costume
K - 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
Low Punch            d + LP                       must be blocked low
Strong Duck Punch    d + MP                       must be blocked low
Uppercut             d + HP                       must be blocked low
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


Alpha Counter
-------------
Counter Shouryuu Ken b, db, d + P while           grounds opponent    
                       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





*******************************************************************************
* 3.5 Guy                                                                     *
*******************************************************************************
Colors
------
P - Red costume 
K - Dark Gray 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
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 
Low Backfist         d + LP                       must be blocked low
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
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 Counter
-------------
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; causes Auto Roll


Level 2 Supers
--------------
Start Up Jump        qcf, qcf + two punches
  Bushin Hassou Ken  P                            Guy will attack; if this
                                                    attack 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
--------------
Start Up Jump        qcf, qcf + all three
                       punches
  Bushin Hassou Ken  P                            Guy will attack; if this
                                                    attack 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                         





*******************************************************************************
* 3.6 Birdie                                                                  *
*******************************************************************************
Colors
------
P - Gray costume w/ Blonde hair
K - Midnight Blue costume w/ Light Gray hair



Throws
------
Bull Spike           f/b + MP/HP close            shake joystick and tap P and
                                                    K rapidly for more 
                                                    headbutts
Failed Murder        f/b + MK/HK close            f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Deadly Hammer        HP                           2 hits
Bull Drop            HK                           overhead

  
Command Moves
-------------
Body Splash          d + HP in air                move stops too early before
                                                    landing to use as an 
                                                    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

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
                                                    10-17 seconds = Level 4
                                                    18+ seconds = Final
                                                       

Alpha Counter
-------------
Headbutt Spear       b, db, d + P while           grounds opponent
                       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


                                                     


*******************************************************************************
* 3.7 Sodom                                                                   *
*******************************************************************************
Colors
------
P - Red-Orange top w/ Blue pants and trim
K - Purple top w/ Green pants and trim



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


Basic Move
----------
N/A
                                                       
                                                        
Command Moves
-------------
Low Slash            d + LP                       must be blocked low
Rising Blade         d + MP                       must be blocked low
Slide                d + HK                       must be blocked low


Special Moves
-------------
Jigoku Scrape        f, d, df + LP
Jigoku Cutter        f, d, df + MP
Jigoku Slice         f, d, df + HP                unlike the other Jigoku
                                                    moves, this one knocks the
                                                    opponent down
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 Counter
-------------
Counter J. Scrape    b, db, d + P 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





*******************************************************************************
* 3.8 Adon                                                                    *
*******************************************************************************
Colors
------
P - Purple costume w/ Yellow trim and Red-Orange hair
K - Dark Gray costume w/ Yellow trim and 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
-------------
Low Punch            d + LP                       must be blocked low
Low Elbow            d + MP                       must be blocked low
Reach Punch          d + HP                       must be blocked low
Jutting Kick         df + MK


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


Alpha Counter
-------------
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      qcb, qcb + 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      qcb, qcb + 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 and K rapidly          this will end the super with
                                                    a rapid series of punches
                                                    instead of his normal
                                                    jumping finish
Jaguar Revolver      qcb, qcb + all three         three Jaguar Kicks, 6 hits
                       kicks





*******************************************************************************
* 3.9 Rose                                                                    *
*******************************************************************************
Colors
------
P - Amaranth costume w/ Yellow trim
K - Blue-Purple costume w/ 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
Low Energy Punch     d + MP                       must be blocked low
Scarf Uppercut       d + HP                       must be blocked low
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)
Straight Reflect     qcb + MP                     reflects projectiles 
                                                    horizontally; cannot 
                                                    reflect super projectiles
                                                    (except Dan's Shinkuu Gadou
                                                    Ken)
Diagonal Reflect     qcb + HP                     reflects projectiles 
                                                    diagonally upward; cannot 
                                                    reflect super projectiles
                                                    (except Dan's Shinkuu Gadou
                                                    Ken)
                                                    

Alpha Counter
-------------
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


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 4 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 6 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 8 seconds

                                              
                                                     


*******************************************************************************
* 3.10 Sagat                                                                  *
*******************************************************************************
Colors
------
P - Purple pants w/ Yellow trim
K - Off White pants w/ Red 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 Moves
-------------
Low Punch            d + LP                       must be blocked low
Strong Low Punch     d + MP                       must be blocked low
Long Low Punch       d + HP                       must be blocked low


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 Counter
-------------
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



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



*******************************************************************************
* 3.11 Dan Hibiki                                                             *
*******************************************************************************

To select Dan, press and hold Start after inserting your quarters.  Continue to
 hold Start the entire time during this code.  Move to the random select box
 on your side (left one for 1 Player, right one for 2 player) and enter the 
                            following quickly: 

 Color Costume 1 : LP, LK, MK, HK, HP, MP
 Color Costume 2 : HP, HK, MK, LK, LP, MP


Colors
------
Color Costume 1 - Pink costume w/ Brown gloves
Color Costume 2 - Light Green costume w/ Pink 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
Axe Kick             HK                           will hit twice if close 
                                                    enough
                                                      
                                                        
Command Move
------------
Low Punch            d + LP                       must be blocked low
Strong Duck Punch    d + MP                       must be blocked low
Uppercut             d + HP                       must be blocked low


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
Hop Kick             qcb + LK
Dankuu Double        qcb + MK
Full Dankuu Kyaku    qcb + HK


Alpha Counter
-------------
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
         

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         12 hits
                       kicks                        
                                                     




*******************************************************************************
* 3.12 Akuma                                                                  *
*******************************************************************************

 To select Akuma, move to the random select box on your side (left one for 1
 Player, right one for 2 player).  If you are 1 Player, hold Start and press 
 down, down, down, left, left, left, followed by LP+HP/LK+HK.  If you are 2
Player, hold Start and press down, down, down, right, right, right, followed by
                                 LP+HP/LK+HK. 


Colors
------
LP+HP - Dark Gray costume w/ Red hair
LK+HK - Dark Red 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/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
Low Punch            d + LP                       must be blocked low
Strong Duck Punch    d + MP                       must be blocked low
Uppercut             d + HP                       must be blocked low


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 hcf + 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 Counter
-------------
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





*******************************************************************************
* 3.13 Mike Bison                                                             *
*******************************************************************************

 To select Bison, move to the random select box on your side (left one for 1
 Player, right one for 2 player).  If you are 1 Player, hold Start and press 
down, down, left, left, down, left, left, followed by LP+HP/LK+HK.  If you are
  2 Player, hold Start and press down, down, right, right, down, right, right, 
                           followed by LP+HP/LK+HK. 


Colors
------
LP+HP - Red costume
LK+HK - Black costume



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


Basic Move
----------
High Kick            HK                           will hit twice if close
                                                    enough (the second hit will
                                                    miss on some characters)


Command Moves
-------------
Slide                d + HK                       must be blocked low
Low Punch            d + LP                       must be blocked low
Energy Low Punch     d + MP                       must be blocked low
Energy Uppercut      d + HP                       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 Counter
-------------
Strong Punch         b, db, d + P while           grounds opponent
                       blocking (uses one 
                       power stock)
               

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  





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

*************************
* 4.1 Secret Characters *
*************************


Dan - To select Dan, press and hold Start after inserting your quarters.  
      Continue to hold Start the entire time during this code.  Move to the
      random select box on your side (left one for 1 Player, right one for 2
      player) and enter the following quickly: 

 Color Costume 1 : LP, LK, MK, HK, HP, MP
 Color Costume 2 : HP, HK, MK, LK, LP, MP

Akuma - To select Akuma, move to the random select box on your side (left one
        for 1 Player, right one for 2 player).  If you are 1 Player, hold Start
        and press down, down, down, left, left, left, followed by LP+HP/LK+HK.
        If you are 2 Player, hold Start and press down, down, down, right, 
        right, right, followed by LP+HP/LK+HK. 

Mike Bison - To select Bison, move to the random select box on your side (left
             one for 1 Player, right one for 2 player).  If you are 1 Player,
             hold Start and press down, down, left, left, down, left, left,
             followed by LP+HP/LK+HK.  If you are 2 Player, hold Start and
             press down, down, right, right, down, right, right, followed by
             LP+HP/LK+HK. 



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

Dramatic Battle Mode - After inserting your quarters, both player 1 and 2 must
                       press Start to begin the game and hold it.  While still
                       holding Start, have both players press up, up.  Both 
                       players should then release Start.  Then have Player 1
                       press up, up, LP while Player 2 presses up, up, HP.

Fight Akuma (Easy Way) - After inserting your quarters, press Start to begin
                         the game and hold it.  Move to the character you want
                         to choose and press and hold MP+MK.  Continue to hold
                         Start, MP, and MK all the way until you meet your
                         first opponent and the round starts.

Fight Akuma (Hard Way) - Get to the last match without losing a round and with
                         10 Super finishes. 

Fight Dan - Get to the fifth match with no continues.  Also, you must end every
            match with the same winning quote.  See code below for how.

Choose Win Quote - At the end of the match press and hold down + all three
                   punches for win quote 1.  Press and hold down + all three
                   kicks for win quote 2.

Extra Ending - Beat the game with no losses or continues.




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