=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                       Super Street Fighter II Turbo
              FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 7.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

O = Move works for the Old version of the particular character. Old versions 
    cannot reduce throw damage and have no Supers. 

S = Move works for the Super Turbo version of that character.  In a sense, the
    default version you start with for this game.  Super Turbo versions CAN
    reduce throw damage and have access to Supers.



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


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

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

 S Super                refer to the character's     the Super Meter must be
                          movelist for the             full to perform the 
                          particular motion            character's super; the
                                                       Super Meter fills after
                                                       performing special moves
                                                       or when a normal/command
                                                       move strikes the 
                                                       opponent (blocked or 
                                                       not); the Super Meter's
                                                       status does NOT transfer
                                                       to the next round 



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

*******************************************************************************
* 3.1 Ryu                                                                     *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (R, R, R, L)
```````````````````                              ```````````
LP - Black costume w/ Yellow headband            LP - White costume w/ Red 
MP - Gray costume w/ Blue headband                    headband
HP - Light Blue costume w/ Gray headband         LP+LK - Off White costume w/ 
LK - Orange costume w/ Blue headband                     Orange headband
MK - Blue costume w/ Red headband
HK - Green costume w/ Yellow headband
Start - Brown costume w/ Dark Gray headband
Hold P or K - Dark Green costume w/ Red 
              headband



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


Basic Moves
-----------
OS Shin Kick            LK close                     must be blocked low by
                                                       every character EXCEPT
                                                       Balrog
OS Axe Kick             HK close                     2 hits
 S Air Uppercut         ub/uf, MP                    this will cause 2 hits
                                                       if connected to an air
                                                       opponent; if you connect
                                                       this to an air opponent,
                                                       you can follow after
                                                       them with another Air
                                                       Uppercut to juggle them

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


Special Moves
-------------
OS Hadou Ken            qcf + P                      LP=slow, MP=medium,
                                                       HP=fast; will collide 
                                                       with other projectiles
                                                       as both will be 
                                                       "destroyed" in the 
                                                       process
OS Fire Hadou Ken       hcf + P                      LP=slow, MP=medium,
                                                       HP=fast; will collide 
                                                       with other projectiles
                                                       as both will be 
                                                       "destroyed" in the 
                                                       process; fireball stuns
                                                       from far away and 
                                                       knocks opponent down 
                                                       when up close
OS Shouryuu Ken         f, d, df + P                 LP=short, MP=medium, 
                                                       HP=far
OS Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium, 
                                                       HK=long
OS Air Tatsumaki Kyaku  qcb + K in air               LK=1 spin, MK=few spins,
                                                       HK=many spins


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





*******************************************************************************
* 3.2 Edmond Honda                                                            *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (U, U, U, D)
```````````````````                              ```````````
LP - Purple costume w/ Black face paint          LP - Blue costume w/ Red face
MP - Pink costume w/ Blue face paint                  paint
HP - Orange costume w/ Green face paint          LP+LK - Light Blue costume w/
LK - Green costume w/ Pink face paint                    Blue face paint
MK - Light Brown costume w/ Green face paint
HK - Gray costume w/ Red face paint
Start - Light Gray costume w/ Blue face paint
Hold P or K - Yellow costume w/ Red face paint



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


Basic Moves
-----------
OS Butt Drop            ub/uf, LK                    overhead 
OS Rising Snap          HK close                     2 hits
 S Kuuchuu Harite       u, HP, then guide move       overhead
                          with b and f
O  Low Foot Poke        LK/MK close                  LK=weak, MK=strong; must
                                                       be blocked low
O  Harai Geri           K far                        LK=weak, MK=medium, 
                                                       HK=strong; must be 
                                                       blocked low


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


Special Moves
-------------
OS Super Zutsuki        Charge b for 2 seconds,      LP=short, MP=medium,
                          f + P                        HP=long
OS Super Hyakkan Otoshi Charge d for 2 seconds,      LK=short, MK=medium,
                          u + K                        HK=far; the butt drop
                                                       portion is an overhead
 S Ooichou Nage         hcb + P close                unblockable; you have the
                                                       ability to "store" the
                                                       Ooichou Nage command (to
                                                       do this, perform the hcb
                                                       motion, and continue to
                                                       hold b/ub/db); as long
                                                       as you continue to hold
                                                       b/ub/db, you will 
                                                       continue to "store" the
                                                       command (pressing P
                                                       anytime after this will
                                                       activate the Ooichou
                                                       Nage if you are within
                                                       range)
 S Hyakuretsu Harite    tap P rapidly                LP=stationary with slow 
                                                       slaps, MP=short with
                                                       medium slaps, HP=far 
                                                       with fast slaps
O  Movable H. Harite    tap P rapidly, use b         LP=slow slaps, MP=medium
                          and f to guide               slaps, HP=fast slaps


Super
-----
 S Oni Musou            Charge b for 2 seconds,      you have the ability to
                          f, b, f + P                  "store" the charge (to 
                                                       do this, perform the 
                                                       directional portion of 
                                                       the super, but when you
                                                       get to last f, hold it);
                                                       as long as you continue
                                                       to hold f or uf you will
                                                       continue to "store" the 
                                                       charge (pressing P 
                                                       anytime after this will
                                                       activate the super); 
                                                       absorbs projectiles





*******************************************************************************
* 3.3 Blanka                                                                  *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (R, L, L, L)
```````````````````                              ```````````
LP - Brown skin w/ Black hair and shorts         LP - Green skin w/ Orange 
MP - Light Blue skin w/ Gold hair and shorts          hair and shorts
HP - Gold skin w/ Blue hair and shorts           LP+LK - Green skin w/ Red
LK - Dark Gray skin w/ Red hair and shorts               hair and shorts
MK - Orange skin w/ Green hair and shorts
HK - Pale Cream skin w/ Light Green hair and 
     shorts
Start - Teal skin w/ Green hair and shorts
Hold P or K - Flax skin w/ Red hair and shorts



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

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


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


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


Super
-----
 S Ground Shave Rolling Charge b for 2 seconds,      if the opponent runs into
                          f, b, f + P (hold P          Blanka's delay roll, he
                          to delay)                    will automatically 
                                                       perform the rest of the
                                                       super





*******************************************************************************
* 3.4 Guile                                                                   *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (U, D, D, D)
```````````````````                              ```````````
LP - Pink costume                                LP - Green costume
MP - Brown costume                               LP+LK - Army Green costume
HP - Blue costume
LK - Red costume
MK - Dark Gray costume
HK - Mustard costume
Start - Light Gray costume
Hold P or K - Blue-Gray costume



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

                                                    
Basic Moves
-----------
 S Heavy Stub Kick      HK far
O  Spinning Knuckle     HP far


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


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


Super
-----
 S Double Somer. Kick   Charge db for 2 seconds,
                          df, db, ub/u/uf + K





*******************************************************************************
* 3.5 Thunder Hawk                                                            *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (R, R, L, L)
```````````````````                              ```````````
LP - Maroon costume                              LP - Blue costume
MP - Light Gray costume                          LP+LK - Blue-Green costume
HP - Green costume
LK - Pink costume
MK - Orange-Red costume
HK - Gray costume
Start - Dark Gold costume
Hold P or K - Cream costume



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

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


Command Moves
-------------
OS Heavy Shoulder       ub/uf, d + MP                overhead
OS Heavy Body Press     ub/uf, d + HP                overhead
OS Thrust Beak          b/f + LP
OS Double Sweep         d + HK                       both parts must be blocked
                                                       low
 S Low Chop             d + HP                       the move is actually two
                                                       hits with the second 
                                                       hit needing to be 
                                                       blocked low by every 
                                                       character EXCEPT Balrog
O Low Chop              d + HP                       the move is actually two
                                                       hits with the second 
                                                       hit needing to be 
                                                       blocked low by following
                                                       characters: Dee Jay,
                                                       Dhalsim, Guile, T. Hawk,
                                                       and Zangief


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


Super
-----
 S Double Typhoon      720 + P close                 unblockable





*******************************************************************************
* 3.6 Fei Long                                                                *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (L, L, R, R)
```````````````````                              ```````````
LP - Blue costume                                LP - Dark Gray costume
MP - Purple costume                              LP+LK - Slate Gray costume
HP - Green costume
LK - Light Blue costume
MK - Orange costume
HK - Silver costume
Start - Dark Gold costume
Hold P or K - Red costume



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


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


Special Moves
-------------
OS Rekka Ken            qcf + P                      LP=short, MP=medium, 
                                                       HP=long
     Second Charge      qcf + P                      LP=short, MP=medium, 
                                                       HP=long
       Finish           qcf + P                      LP=short, MP=medium, 
                                                       HP=long
OS Shien Kyaku          b, d, db + K                 LK=short, MK=medium, 
                                                       HK=far
 S Rekkuu Kyaku         hcf, uf + K                  LK=short, MK=medium, 
                                                       HK=long; overhead; if
                                                       you land this on an air
                                                       opponent, you can follow
                                                       with another Rekkuu 
                                                       Kyaku to juggle (up to 3
                                                       hits), and you can also
                                                       try juggling with the
                                                       Rekka Shin Ken


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





*******************************************************************************
* 3.7 Balrog                                                                  *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (R, L, L, R)
```````````````````                              ```````````
LP - Dark Blue costume w/ Magenta gloves         LP -  Blue costume w/ Red
MP - Yellow costume w/ Orange gloves                   gloves
HP - Orange costume w/ Green gloves              LP+LK - Light Blue costume w/
LK - Green costume w/ Red gloves                         Orange gloves
MK - Red costume w/ Black gloves
HK - Purple costume w/ Red gloves
Start - Brown costume w/ Red gloves
Hold P or K - Dark Gray costume w/ Red gloves



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


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


Special Moves
-------------
OS Dash Straight        Charge b for 2 seconds,      LP=short, MP=medium, 
                          f + P                        HP=long
OS Dash Upper           Charge b for 2 seconds,      LK=short, MK=medium, 
                          f + K                        HK=long
OS Buffalo Headbutt     Charge d for 2 seconds,      LP=short, MP=medium, 
                          u + P                        HP=far
OS Turn Punch           Charge all three punches     the longer the charge, 
                          or all three kicks,          the more damage and
                          release                      range when released; 
                                                       since the Turn Punch 
                                                       can be charged with all
                                                       three kicks or all three
                                                       punches, it is possible
                                                       to charge for 2 Turn 
                                                       Punches at the same 
                                                       time; Charge for:
                                                       1-2 seconds = Level 1
                                                       3-4 seconds = Level 2
                                                       5-8 seconds = Level 3
                                                       9-17 seconds = Level 4
                                                       18-24 seconds = Level 5
                                                       25-32 seconds = Level 6
                                                       33-39 seconds = Level 7
                                                       40+ seconds = Final
 S Dash Ground Straight Charge b for 2 seconds,      LP=short, MP=medium, 
                          df + P                       HP=long; must be blocked
                                                       low
 S Dash Ground Upper    Charge b for 2 seconds,      LK=short, MK=medium, 
                          df + K                       HK=long; unlike the 
                                                       regular Dash Upper, this
                                                       knocks the opponent down


Supers
------
 S Crazy Buffalo        Charge b for 2 seconds,      hold K or press K during 
                          f, b, f + P                  super to change the Dash
                                                       Straights to Dash 
                                                       Uppers; even if K is 
                                                       held or pressed, the 
                                                       first and last punch 
                                                       will always be a Dash
                                                       Straight    
 S Crazy Bufalo Upper   Charge b for 2 seconds,      hold K or press K during
                          f, b, f + K                  super to change the Dash
                                                       Straights to Dash 
                                                       Uppers; even if K is 
                                                       held or pressed the 
                                                       first punch will always
                                                       be a Dash Upper while 
                                                       the last punch will 
                                                       always be a Dash 
                                                       Straight





*******************************************************************************
* 3.8 Sagat                                                                   *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (U, D, D, U)
```````````````````                              ```````````
LP - Bright Green costume w/ Yellow-Orange trim  LP - Purple costume w/ Red 
MP - Red costume w/ Green trim                        trim
HP - White costume w/ Red trim                   LP+LK - Blue costume w/
LK - Purple costume w/ White trim                        Orange trim
MK - Green costume w/ Orange trim
HK - Gray-Blue costume w/ Blue trim
Start - Dark Gray costume w/ Gray trim
Hold P or K - Yellow costume w/ Black trim



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

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

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


Special Moves
-------------
OS Tiger Shot           qcf + P                      LP=slow, MP=medium, 
                                                       HP=fast; will collide
                                                       with other projectiles
                                                       as both will be 
                                                       "destroyed" in the 
                                                       process
OS Ground Tiger Shot    qcf + K                      LK=slow, MK=medium, 
                                                       HK=fast; must be blocked
                                                       low; will collide with 
                                                       other projectiles as 
                                                       both will be "destroyed"
                                                       in the process
OS Tiger Knee Crush     qcf, uf + K                  LK=short, MK=medium, 
                                                       HK=far
 S Tiger Blow           f, d, df + P                 LP=short, MP=medium, 
                                                       HP=far
O  Tiger Uppercut       f, d, df + P                 LP=short, MP=medium, 
                                                       HP=far


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





*******************************************************************************
* 3.9 Ken Masters                                                             *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (L, L, L, R)
```````````````````                              ```````````
LP - White costume                               LP - Red costume
MP - Dark Gray costume                           LP+LK - Magenta costume
HP - Purple costume
LK - Bright Green costume
MK - Teal costume
HK - Beige costume
Start - Yellow costume
Hold P or K - Brown costume



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

                                                    
Basic Moves
-----------
 S Stretch Kick         ub/uf, MK                    good for crossing up 
                                                       opponent; overhead
 S Shin Kick            LK                           must be blocked low
 S Swipe Kick           HK
O  Shin Kick            LK close                     must be blocked low
O  Axe Kick             HK close                     2 hits
                                                       
                                                        
Command Move
------------
N/A


Special Moves
-------------
OS Hadou Ken            qcf + P                      LP=slow, MP=medium,
                                                       HP=fast; will collide 
                                                       with other projectiles
                                                       as both will be 
                                                       "destroyed" in the 
                                                       process
OS Shouryuu Ken         f, d, df + LP/MP             LP=short, MP=far
OS Fire Shouryuu Ken    f, d, df + HP
OS Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium, 
                                                       HK=long
OS Air Tatsumaki Kyaku  qcb + K in air               LK=short, MK=medium, 
                                                       HK=long
 S Nata Otoshi Geri     f, df, d + K
     Inazuma Kak. Wari  hold K from previous input   overhead
 S Kama Barai Geri      qcf + K
     Inazuma Kak. Wari  hold K from previous input   overhead
 S Oosoto Mawashi Geri  hcf + K                      kick knocks opponent down
     Inazuma Kak. Wari  hold K from previous input   overhead


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





*******************************************************************************
* 3.10 Chun-Li                                                                *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (D, D, D, U)
```````````````````                              ```````````
LP - Light Blue costume                          LP - Blue costume
MP - Red costume                                 LP+LK - Blue-Green costume
HP - Silver costume
LK - Dark Gray costume
MK - Gold costume
HK - Forest Green costume
Start - Pink costume
Hold P or K - Green costume 



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


Special Moves
-------------
OS Kikou Ken            Charge b for 2 seconds,      LP=long, MP=medium,
                          f + P                        HP=short; will collide
                                                       with other projectiles
                                                       as both will be 
                                                       "destroyed" in the 
                                                       process
OS Hyakuretsu Kyaku     tap K rapidly                LK=slow kicks, MK=medium 
                                                       kicks, HK=fast kicks
 S Tenshou Kyaku        Charge d for 2 seconds,      LK=short, MK=medium, 
                          u + K                        HK=far; can juggle with
                                                       another Tenshou Kyaku if
                                                       successful with the
                                                       first one (up to 3 hits)
 S Spinning Bird Kick   Charge b for 2 seconds,      LK=short, MK=medium, 
                          f + K                        HK=long
 S Air Spinning B. Kick Charge b for 2 seconds,
                          f + K in air
O  Spinning Bird Kick   Charge d for 2 seconds,      LK=short, MK=medium, 
                          u + K                        HK=long


Super
-----
 S Senretsu Kyaku       Charge b for 2 seconds,      you have the ability to 
                          f, b, f + K                  "store" the charge (to
                                                       do this, perform the 
                                                       directional portion of
                                                       the super, but when you
                                                       get to last f, hold it);
                                                       as long as you continue
                                                       to hold f or uf you will
                                                       continue to "store" the
                                                       charge (pressing K 
                                                       anytime after this will
                                                       activate the super); can
                                                       usually add a Tenshou 
                                                       Kyaku immediately after
                                                       the super to juggle for
                                                       extra damage; can 
                                                       usually add a Tenshou
                                                       Kyaku immediately after
                                                       the super to juggle for
                                                       extra damage





*******************************************************************************
* 3.11 Zangief                                                                *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (L, R, R, R)
```````````````````                              ```````````
LP - Orange costume                              LP - Red costume
MP - Green-Blue costume                          LP+LK - Orange costume
HP - Teal costume
LK - Light Gray costume
MK - Yellow costume
HK - Green costume
Start - Blue costume
Hold P or K - Black costume



Throws
------
OS Piledriver           f/b + MP close               the direction that's 
                                                       pressed after the throw
                                                       is activated will 
                                                       determine where Zangief
                                                       leaps during the 
                                                       Piledriver; for example,
                                                       activating the 
                                                       Piledriver with f + MP
                                                       close and then holding 
                                                       f will cause Zangief to
                                                       jump forward with the 
                                                       Piledriver; in contrast,
                                                       activating the throw 
                                                       with f + MP close and 
                                                       holding b immediately 
                                                       will cause Zangief to
                                                       jump back during the
                                                       Piledriver
OS Iron Claw            f/b + HP close               shake joystick and tap P
                                                       and K rapidly for more
                                                       face crushes
OS Stomach Claw         db/d/df + MP/HP close        shake joystick and tap P
                                                       and K rapidly for more
                                                       stomach crushes
OS Brain Buster         f/b + MK close               
OS Kamitsuki            f/b + HK close               shake joystick and tap P
                                                       and K rapidly for more
                                                       face bites
OS Kuuchuu Deadly Drive any direction except u +     if d/df/f/uf is used,
                          MP/HP close in air           opponent will end up
                                                       in front of Zangief; if
                                                       db/b/ub is used, 
                                                       opponent will end up 
                                                       behind Zangief
OS Kuuchuu Leg Throw    any direction except u +     if d/df/f/uf is used,
                          MK/HK close in air           opponent will end up
                                                       in front of Zangief; if
                                                       db/b/ub is used, 
                                                       opponent will end up 
                                                       behind Zangief

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


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


Super
-----
 S Final Atomic Buster  720 + P close                unblockable





*******************************************************************************
* 3.12 Dhalsim                                                                *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (D, U, U, U)
```````````````````                              ```````````
LP - Teal costume w/ Gold skin and Red face      LP - Yellow costume w/ Light
     paint                                            Brown skin and Red face
MP - Orange costume w/ Blue-Gray skin and Pink        paint
     face paint                                  LP+LK - Light Gold costume w/
HP - Gray costume w/ Tan skin and Dark Gray              Light Brown skin and
     face paint                                          Purple face paint
LK - Green costume w/ Black skin and Yellow 
     face paint
MK - Beige costume w/ Brown skin and Gray face 
     paint
HK - Blue costume w/ Gray skin and Red face 
     paint
Start - Yellow costume w/ Pale Blue skin and 
        Pink face paint
Hold P or K - Purple costume w/ Light Gray skin 
              and Blue face paint



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


Basic Moves
-----------
OS Stretch Punch        MP
OS Double Punch Stretch HP
OS Stretch Kick         MK
OS Stretch Roundhouse   HK
OS Extend Jump Kick     LK/MK in air                 LK=weak, MK=strong; 
                                                       overhead
OS Air S. Roundhouse    HK in air                    is unable to be used as 
                                                       an overhead
 S Down Stretch Punch   u, LP                        overhead
 S Straight Stretch P.  ub/uf, MP                    is unable to be used as 
                                                       an overhead
 S Diagonal Stretch P.  ub/uf, LP or u, MP or        LP=weak, MP=medium,
                          HP in air                    HP=strong; overhead
O  Chop                 LP close
O  Open Palm Uppercut   MP close
O  Yoga Headbutt        HP close                     2 hits
O  Stretch Punt         LK
O  Short Punt           LK close
O  High Kick            MK close
O  Strong Knee          HK close
O  Diagonal Stretch P.  P in air                     LP=weak, MP=medium, 
                                                       HP=strong; overhead


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


Special Moves
-------------
OS Yoga Fire            qcf + P                      LP=slow and stuns 
                                                       opponent, MP=medium and
                                                       knocks opponent down, 
                                                       HP=fast and knocks 
                                                       opponent down; will
                                                       collide with other 
                                                       projectiles as both 
                                                       will be "destroyed" in
                                                       the process
OS Yoga Flame           hcf + P                      LP=short time period, 
                                                       MP=medium time period,
                                                       HP=long time period;
                                                       absorbs projectiles
OS Yoga Teleport Zenpou f, d, df + all three         this move will make 
                          punches or all three         Dhalsim teleport behind
                          kicks                        the opponent; if you are
                                                       very close to the 
                                                       opponent, you will 
                                                       teleport behind them a 
                                                       considerable distance 
                                                       (with the three kick 
                                                       version having a longer
                                                       teleport distance than
                                                       the three punch 
                                                       counterpart); it is 
                                                       possible, depending on
                                                       where Dhalsim and his
                                                       opponent are located, 
                                                       to teleport stationary 
                                                       or backwards instead of
                                                       behind the opponent
OS 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 two 
                                                       sweep distances in front
                                                       of the opponent
 S Yoga Blast           hcf + K                      LK=short time period,
                                                       MP=medium time period,
                                                       HP=long time period


Super
-----
 S Yoga Inferno         hcf, hcf + P                 will absorb projectiles





*******************************************************************************
* 3.13 Cammy                                                                  *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (U, U, D, D)
```````````````````                              ```````````
LP - Green-Blue costume w/ Red trim              LP - Green costume w/ Red 
MP - Blue-Silver costume w/ Pink trim                 trim
HP - Pink costume w/ Red trim                    LP+LK - Green costume w/ 
LK - Light Teal costume w/ Orange trim                   Purple trim
MK - Teal costume w/ Red trim
HK - Dark Gray costume w/ Red trim
Start - Purple costume w/ Pink trim
Hold P or K - Green-Blue costume w/ Pink trim



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

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


Command Moves
-------------
OS Weak Low Punch       d + LP                       the following characters
                                                       must block this low: 
                                                       Blanka, Cammy, Dee Jay,
                                                       Dhalsim, Fei Long, 
                                                       Guile, T. Hawk, and 
                                                       Zangief
OS Medium Low Punch     d + MP                       the following characters
                                                       must block this low: 
                                                       Blanka, Cammy, Dee Jay,
                                                       Dhalsim, Fei Long, 
                                                       Guile, T. Hawk, and 
                                                       Zangief


Special Moves
-------------
OS Spiral Arrow         qcf + K                      LK=short, MK=medium, 
                                                       HK=long
OS Cannon Spike         f, d, df + K                 LK=short, MK=medium, 
                                                       HK=far
OS Axle Spin Knuckle    hcf + P                      LP=short, MP=medium, 
                                                       HP=long
 S Hooligan Combination hcf, uf + P                  LP=short, MP=medium, 
                                                       HP=far
     Hooligan Cancel    K
     Razor Edge Slicer  do nothing                   must be blocked low
     Fatal Leg Twister  b/f + K near opponent's      unblockable
                          head or when near
                          crouching opponent
     Cross Scissors P.  b/f + K near opponent's      unblockable
                          waist or when near
                          opponent in air
  

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





*******************************************************************************
* 3.14 Dee Jay                                                                *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (D, D, U, U)
```````````````````                              ```````````
LP - Yellow costume                              LP - Orange costume
MP - Blue costume                                LP+LK - Red costume
HP - Dark Green costume
LK - Neon Green costume
MK - Lavender costume
HK - Beige costume
Start - Dark Gray costume
Hold P or K - Purple costume



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


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


Special Moves
-------------
OS Air Slasher          Charge b for 2 seconds,      LP=slow, MP=medium, 
                          f + P                        HP=fast; will collide 
                                                       with other projectiles
                                                       as both will be 
                                                       "destroyed" in the 
                                                       process
OS Machine Gun Upper    Charge d for 2 seconds,      tapping P will produce
                          u + P, then tap P            more punches
OS Rolling Sobat        Charge b for 2 seconds,      LK=only first part comes
                          f + K                        out with short 
                                                       distance, MK=medium, 
                                                       HK=long
 S Jackknife Maximum    Charge d for 2 seconds,      LK=short, MK=medium, 
                          u + K                        HK=far; if you connect a
                                                       MK/HK Jackknife Maximum,
                                                       you can juggle another
                                                       MK/HK Jackknife Maximum
                                                       directly after (up to 3
                                                       hits) or you can try
                                                       juggling with the Sobat
                                                       Carnival


Super
-----
 S Sobat Carnival       Charge b for 2 seconds,      can usually add a MK/HK
                          f, b, f + K                  Jackknife Maximum 
                                                       immediately after the
                                                       super to juggle for
                                                       extra damage





*******************************************************************************
* 3.15 Vega                                                                   *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (L, R, R, L)
```````````````````                              ```````````
LP - Brown costume w/ Red sash                   LP - Purple costume w/ 
MP - Green costume w/ Yellow sash                     Red-Orange sash
HP - Black costume w/ Green sash                 LP+LK - Light Blue costume w/
LK - Red costume w/ Black sash                           Orange sash
MK - Pink costume w/ Orange sash
HK - Blue costume w/ Purple sash
Start - Light Gray costume w/ Black sash
Hold P or K - Mustard costume w/ Blue sash



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

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


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


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

                                       
Super
-----
 S Super Wall Bounce    Charge db for 2 seconds,     using uf will make Vega 
                          df, db, ub/u/uf + K,         jump from the wall in 
                          use b or f to guide          front of him, while 
                                                       using ub will make Vega
                                                       jump off the wall behind
                                                       him; if u is used, Vega
                                                       will jump off the wall
                                                       closest to him; using 
                                                       b/f will guide Vega's 
                                                       descent
     Barcelona Attack   P                            overhead; does not 
                                                       consume the Super Meter
     Rolling Izuna D.   any direction + P when       if ub/b/db is used, 
                          close                        opponent will end up 
                                                       behind Vega; if any 
                                                       other direction is used
                                                       opponent will end up in
                                                       front of Vega; 
                                                       unblockable





*******************************************************************************
* 3.16 Mike Bison                                                             *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (D, U, U, D)
```````````````````                              ```````````
LP - Blue costume w/ Gold trim                   LP - Red costume w/ Silver 
MP - Green costume w/ Orange trim                     trim
HP - Gray costume w/ Red trim                    LP+LK - Red costume w/ 
LK - Blue-Green costume w/ Red trim                      Gray-Blue trim
MK - Brown costume w/ Gray trim
HK - Pink costume w/ Light Green trim
Start - Dark Gray costume w/ Silver trim
Hold P or K - Light Brown costume w/ Peach trim



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


Basic Move
----------
 S Diagonal Punch       ub/uf, MP                    overhead; if you connect
                                                       this to an air opponent,
                                                       you can follow after
                                                       them with another
                                                       Diagonal Punch or use
                                                       the follow up to juggle
                                                       them (you can do this
                                                       until you rack up 3 
                                                       hits); you can also try
                                                       juggling with Bison's
                                                       Knee Press Nightmare
                                                       after a successful
                                                       Diagonal Punch or it's
                                                       follow up
     Second Punch       MP                           overhead; this can also
                                                       set up a juggle or
                                                       continue one; you can
                                                       also try juggling with
                                                       Bison's Knee Press 
                                                       Nightmare after a 
                                                       successful Second Punch


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


Special Moves
-------------
OS Psycho Crusher       Charge b for 2 seconds,      LP=short, MP=medium, 
                          f + P                        HP=long
OS Double Knee Press    Charge b for 2 seconds,      LK=short, MK=medium, 
                          f + K                        HK=long
OS Head Stomp           Charge d for 2 seconds,      overhead; using b/f after
                          u + K, then b or f           the Head Stomp is 
                          after head stomp to          performed will determine
                          guide                        how Bison will descend 
                                                       after jumping off the 
                                                       opponent
     Skull Diver        P                            overhead
 S Fake Head Stomp      Charge d for 2 seconds,      using ub will cause Bison 
                          ub/u/uf + P                  to jump backwards; using
                                                       uf will cause Bison to 
                                                       jump forward more (and
                                                       sometimes at a greater 
                                                       speed) then if you use u
     Devil Reverse      P, use b or f to guide       using b/f will guide 
                                                       Bison's descent
O  Devil Reverse        Charge d for 2 seconds,      LP=low leap, MP=medium 
                          u + P                        leap, HP high leap


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



 ---------------------------------------------------------------------------
  To use Akuma, at the character select screen highlight Ryu and stay there
  for 3 seconds, move to T.Hawk and stay there for 3 seconds, move to Guile 
  and stay there for 3 seconds, move to Cammy and stay there for 3 seconds, 
  move back to Ryu again and wait 3 seconds and finally press all 3 punches 
  and Start at the same time.
 ---------------------------------------------------------------------------


*******************************************************************************
* 3.17 Akuma                                                                  *
*******************************************************************************
Colors
------
Super Turbo Version                              Old Version (N/A)
```````````````````                              ```````````
1P - Black costume                               N/A
2P - Dark Gray costume



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


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


Special Moves
-------------
 S Gou Hadou Ken        qcf + P                      LP=slow, MP=medium,
                                                       HP=fast and knocks down
                                                       opponent; will collide
                                                       with other projectiles
                                                       as both will be 
                                                       "destroyed" in the 
                                                       process
 S 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
 S Shakunetsu Hadou Ken hcf + P                      LP=slow and stuns opponent,
                                                       MP=medium with 2 hits 
                                                       and knocks opponent 
                                                       down, HP=fast with 3 
                                                       hits and knocks 
                                                       opponent down; will
                                                       collide with other 
                                                       projectiles as both 
                                                       will be "destroyed" in
                                                       the process
 S Gou Shouryuu Ken     f, d, df + P                 LP=short, MP=medium,
                                                       HP=far
 S Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium,
                                                       HK=long; if you connect
                                                       the MK/HK versions, you
                                                       can juggle with another
                                                       MK/HK Tatsumaki Kyaku or
                                                       with a Gou Shouryuu Ken
                                                       (up to 3 hits)
 S Air Tatsumaki Kyaku  qcb + K in air               LK=1 spin, MK=few spins,
                                                       HK=many spins; if you
                                                       connect the MK/HK 
                                                       versions, you can juggle
                                                       with another MK/HK 
                                                       Tatsumaki Kyaku or with
                                                       a Gou Shouryuu Ken (up
                                                       to 3 hits)
 S 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
 S 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


Super
-----
N/A





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


******************************
* 4.1 Picking Old Characters *
******************************

Old versions are selected by first picking your character with a button, then
immediately entering the following code below and finishing it with either LP
or LP+LK (to determine your costume color):

Balrog       Right, Left, Left, Right
Blanka       Left, Right, Right, Right
Cammy        Up, Up, Down, Down
Chun-li      Down, Down, Down, Up
Dee Jay      Down, Down, Up, Up
Dhalsim      Down, Up, Up, Up
E.Honda      Up, Up, Up, Down
Fei Long     Left, Left, Right, Right
Guile        Up, Down, Down, Down
Ken          Left, Left, Left, Right
M. Bison     Down, Up, Up, Down
Ryu          Right, Right, Right, Left
Sagat        Up, Down, Down, Up
T. Hawk      Right, Right, Left, Left
Vega         Left, Right, Right, Left
Zangief      Left, Right, Right, Right.

If done correctly you will hear a sound clip of the character.  Old versions
cannot reduce throw damage and have no Supers.  The code for the old version
is abbreviated and located next to the color section for easy viewing.


************************
* 4.2 Fight/Play Akuma *
************************

Fight Akuma:
*Defeat all opponents in 20 minutes or less and do not use a continue.  If done
 right your last opponent will be Akuma instead of M. Bison.


Play As Akuma:
*At the character select screen highlight Ryu and stay there for 3 seconds, 
 move to T.Hawk and stay there for 3 seconds, move to Guile and stay there for
 3 seconds, move to Cammy and stay there for 3 seconds, move back to Ryu again
 and wait 3 seconds and finally press all 3 punches and Start at the same 
 time.


***************************
* 4.3 D + P And Basic LK? *
***************************

  The main reason some D + Ps and Basic attacks are listed are because they
are unique in that they hit low.  Meaning that the opponent also needs to 
block them low.  In general, most basic attacks and D + Ps do not hit low.
While D + Ks generally hit low by default.  The strange thing, however, is 
that many of the D + Ps and basics listed in this guide do not hit low on 
every character.  And some only hit low on certain characters when at precise
distances.  The move list details cover the characters that can be hit low 
reliably with the particular move. Even though some characters can still be
hit low, but only at certain distance, they are still omitted from the list
in the description.




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