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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