FAQ/Move List by striker64

Version Final, Last Updated 2011-04-11

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Introduction

Welcome! In this FAQ, you will find a complete movelist for all characters, as well as detailed explanations of the ISM and Groove Systems. If you have any questions, feel free to e-mail me. I hope you use this well!

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Version History

  • Final
    • 04/11/11 - Updated this to a formatted FAQ; minor changes elsewhere.
    • 10/10/02 - Added GC-ism moves for the SNK characters and added how to unlock and access the hidden modes of play.
  • Version 0.1 - 0.4
    • 10/09/02 - Added GC-ism moves for the Capcom characters.
    • 10/09/02 - Added how to unlock Shin Akuma and Ultimate Rugal and AC-ism moves for both. Will add GC-ism moves in the next update.
    • 9/29/02 - First release of this file. All Capcom character movelists complete, as well as the rest of the FAQ. I'll catch the SNK characters in the next update.

Control and Groove System

There are two types of control available for your use in this game: GC-ism and AC-ism.

GC-ism

GC stands for GameCube, and is made specifically for the GameCube controller. This control type is for beginners. Auto Guard is always on, meaning your character blocks automatically, in the air or on the ground. You can move with either the control stick or the control pad. The R button controls all three punches. The intensity with which you push the button determines the strength of the punch. The L button controls the three kicks and the same holds true for intensity. The yellow C-stick controls the special attacks. The direction and angle that you push the stick determines which super move is done and the strength of the move. The Z button taunts.

AC-ism

AC stands for Arcade, and is made for advanced players/people who have played this type of game before. Auto Guard is not on, meaning that you must push backwards to block. The control stick and control pad provide movement. The default controls are the B button is the Light Punch (LP), the A button is the Medium Punch (MP), the R button is the Hard Punch (HP), the X button is the Light Kick (LK), the Y button is the Medium Kick (MK), the L button is the Hard Kick (HK), and the Z button taunts. Super moves are done with a combination of a control stick movement and the appropriate punch or kick button. The harder the punch or kick the stronger the super moves. The button configuration is customizable. The groove system is what fighting style your fighter will have. There are six different groove systems.

C-Groove

Your character's super move gauge will build up as you attack. It can go as high as level 3. The intensity of the punch or kick that you choose to use with the movement combination determines what level of super move is done. This fighting style includes the following certain moves:

- Dash - Press and hold down back twice or forward twice.
- Tactical Recovery - When your character is down on the ground, press the B button in GS-ism or LP + MP + HP in AC-ism to delay your character's getting up.
- Counterattack - Press the A button during Guard in GC-ism or MP + MK while blocking in AC-ism to instantly counterattack.
- Air Block - In GC-ism, this is automatic. In AC-ism, while in the air, press the control stick/control pad away from the opponent.

S-Groove

Charge your character's gauge by holding down the HP + HK buttons. You can use a super move now. When your character's energy meter is low and blinking, you can use unlimited super moves. When the energy meter is low and blinking and your gauge is full, you can use a very powerful MAX super move. This fighting style includes the following moves:

- Dash - Press and hold down back twice or forward twice.
- Tactical Recovery - When your character is down on the ground, press the Y button in GS-ism or LP + MP + HP in AC-ism to delay your character's getting up.
- Dodge - Press the B button in GC-ism or LP + LK in AC-ism to quickly dodge an opponent's attack.
- Counterattack - Press the A button during Guard in GC-ism or MP + MK while blocking in AC-ism to instantly counterattack.
- Small Jump - Slightly tilt the control stick/control pad up.

A-Groove

Charge your character's gauge by attacking. You can perform a level 1 super combo by using 50% of the gauge. When the gauge is full, you can perform a custom combo by pressing X in GC-ism or HP + HK in AC-ism. This fighting style includes the following moves:

- Dash - Press and hold down back twice or forward twice.
- Ground Attack Dodge - Press the Y button in GC-ism or LP + MP + HP in AC-ism to dodge a ground attack before it hits you.
- Sidestep - Press the B button in GC-ism or LP + LK in AC-ism to quickly move around behind your opponent.
- Counterattack - Press the A button during Guard in GC-ism or MP + MK while blocking in AC-ism to instantly counterattack.

N-Groove

Charge your character's gauge by attacking. When the gauge is full, you gain one charge of a super move. You can accumulate a maximum of three charges. You can Power MAX your character by pressing X in GS-ism or HP + HK in AC-ism. Your character's attacks become more powerful and when you have accumulated charges you can do MAX super moves. This fighting style includes the following moves:

- Run - Press and hold down back twice or forward twice.
- Ground Attack Dodge - Press the Y button in GC-ism or LP + MP + HP in AC-ism to dodge a ground attack before it hits you.
- Sidestep - Press the B button in GC-ism or LP + LK in AC-ism to quickly move around behind your opponent.
- Counterattack - Press the A button during Guard in GC-ism or MP + MK while blocking in AC-ism to instantly counterattack.
- Guard Cancel - Press Left or Right + A while guarding in GC-ism or Left or Right + LP + LK while blocking in AC-ism to cancel your opponent's guard and move behind your opponent.
- Small Jump - Slightly tilt the control stick/control pad up.

P-Groove

Charge your character's gauge by attacking or performing a Parry. When the gauge is full, you can perform a level 3 super combo. The following moves are available with this fighting style:

- Parry - Press the control stick/control pad toward the opponent when he/she hits you if it is an upper attack, or press down if it is a lower attack. If you do it correctly, you'll get in a free hit. It can be done in the air as well by pressing toward the opponent right before you would normally attack.
- Dash - Press and hold down back twice or forward twice.
- Ground Attack Dodge - Press the Y button in GC-ism or LP + MP + HP in AC-ism to dodge a ground attack before it hits you.
- Small Jump - Slightly tilt the control stick/control pad up.

K-Groove

Charge your character's gauge by being attacked or performing Just Defense. When the gauge is full, your character will be in Rage MAX condition for a while, during which your character's attacks are more powerful and you can perform a MAX super move. The following moves are available with this fighting style:

- Just Defense - To perform this, wait to block just before the opponent's attack touches your character. If you do it right, your character will not be hit back, or take Guard or Guard Crash damage.
- Run - Press and hold down back twice or forward twice.
- Tactical Recovery - When your character is down on the ground, press the B button in GS-ism or LP + MP + HP in AC-ism to delay your character's getting up.
- Small Jump - Slightly tilt the control stick/control pad up.

Extra Modes

Much thanks to EmptyBed for providing this for me.

Unlock BOSS BATTLE MODE

  • Beat both Shin Akuma and Ultimate Rugal
  • Access Boss Battle by holding X and Y while selecting your "Arcade Mode" choice (Ratio, 3-on-3, Single).

Unlock EX OPTIONS

  • Beat Boss Battle Mode
  • Access in "Options", you get switches like unlimited health, etc., which is a great way to uncover Unlimited Groove Edit Points.

Unlock GROOVE EDIT MODE

  • Beat Akuma AND Rugal (normal versions NOT powered up versions)
  • Remember to go to "Game Options" and enable EX Grooves or else it won't show in-game.

Unlock UNLIMITED GROOVE EDIT POINTS

  • Beat Survival mode.
  • Use the "Unlimited Health" option in "Ex Options" for an easy way to get this.

Hidden Characters

Many thanks to EmptyBed from the Capcom vs. SNK 2 EO message boards on GameFAQs for helping me out with this.

There are two hidden characters in this game- one for the Capcom side, and one for the SNK side. They are Shin Akuma and Ultimate Rugal. To unlock them, you must first engage them in battle and defeat them. Here are the requirements to encounter them in battle:

1000+ Groove Points by end of "Final Battle"
DO NOT get hit with more than 5 FIRST HITS
Do 3 lvl.3/Max Supers or Custom Combo Finishers AND...
Try to make the Super finishes a "DRAMATIC KO FINISH"
A Dramatic KO occurs when you hit your opponent with a Super Finisher while he or she is doing an attack.

The taunts in this game actually serve a purpose. In addition to fulfilling those requirements, you must also do a certain number of taunts cumulatively in the first four battles. This will determine who you fight as a mini-boss and who you fight as the boss.

  • Taunt once to battle M. Bison and Akuma/Shin Akuma.
  • Taunt twice to battle Geese and Akuma/Shin Akuma.
  • Taunt three times to battle M. Bison and Rugal/Ultimate Rugal.
  • Taunt four times to battle Geese and Rugal/Ultimate Rugal.

For example, if you want to battle Ultimate Rugal, taunt either three or four times total in the first four rounds (depending on if you're more comfortable battling Bison or Geese) and fulfill all of the boss requirements to encounter him.

A NOTE ABOUT SHIN AKUMA AND ULTIMATE RUGAL

These two guys are -bosses-. They are hard because they are meant to be. In my opinion, Ultimate Rugal is the much more difficult of the two as he seems to be just a little bit quicker and a little bit stronger. However, Shin Akuma will hit you with incredible multi-hit combos. Both of these two have super moves that will drain over 50% of your health if it is done in its entirety, so avoid them at all costs. M. Bison is an excellent character to use because of the reach of his Roundhouse Kick (HK) and because of the power of his Level 3 Mega Psycho Crusher. Just use the Mega Psycho Crusher right after they finish teleporting or using a special move that they have missed with. Don't give up!

GC-ism

All moves are for the character facing right. If your character is facing left, reverse the directions.

The characters are in this order:

CAPCOM

Ryu
Chun-Li
Bison
Ken
Balrog
Akuma
Sakura
Cammy
Vega
Evil Ryu
Dhalsim
Eagle
Zangief
Dan
Blanka
Yun
Maki
Morrigan
E. Honda
Guile
Sagat
Kyosuke
Rolento
Shin Akuma

SNK

Haohmaru
Chang
Terry
Ryo
Rock
Todo
Athena
Hibiki
Nakoruru
Kim
King
Raiden
Joe
Yuri
Vice
Benimaru
Iori (evil)
Iori (human)
Yamazaki
Rugal
Kyo
Mai
Geese
Ultimate Rugal

CAPCOM

Ryu
1) Hadouken: East
2) Shakunetsu Hadouken: East-Northeast and East-Southeast
3) Shouryuken: North-Northeast, North, and North-Northwest
4) Tatsunaki Senpukyaku: West-Northwest, West, and West-Southwest
Super Moves:
1) Shinku Hadouken: Northeast and Southeast
2) Shinku Tatsunaki Senpukyaku: Northwest and Southwest
3) Shin Shouryuken: South-Southeast, South, and South-Southwest
Chun-Li
1) Kikouken: East-Northeast, East, and East-Southeast
2) Spinning Bird Kick: North-Northwest, North, North-Northeast, South-Southeast, South, and South-Southwest
3) Hyakuretsukyaku: Northwest, West-Northwest, West, West-Southwest, South-Southwest
Super Moves:
1) Houyokusen: Northeast
2) Kikoushou: Southeast
Bison
1) Psycho Crusher: East and East-Southeast
2) Psycho Vanish: West-Northwest
3) Head Press: North-Northwest, North, and North-Northeast
4) Double Knee Press: West and West-Southwest
5) Devil Reverse: South
6) Bison Warp: Southwest, South-Southwest, South-Southeast, and Southeast
Super Moves:
1) Mega Psycho Crusher: Northeast
2) Knee Press Nightmare: Northwest
Ken
1) Hadouken: West-Northwest, West, and West-Southwest
2) Shouryuken: North-Northeast, North, and North-Northwest
3) Ryusenkyaku: West-Northwest
4) Tatsunaki Senpukyaku: West and West-Southwest
5) Oosotonawashi Kick: South-Southwest
6) Kanabarai Kick: South
7) Nataotoshi Kick: South-Southeast
8) Front Rolling Move: Southeast
Super Moves:
1) Shouryureppa: Northeast
2) Shinryuken: Northwest
3) Shippu Jinaraikyaku: Southwest
Balrog
1) Dash Straight: East
2) Dash Uppercut: West
3) Dash Ground Straight: East-Northeast and East-Southeast
4) Dash Ground Uppercut: West-Northwest and West-Southwest
5) Turn Punch: South-Southeast, South, and South-Southwest
6) Buffalo Headbutt: North-Northeast, North, and North-Northwest
Super Moves:
1) Crazy Buffalo: Northeast and Southeast
2) Gigaton Blow (Level 3 or MAX only): Northwest and Southwest
Akuma
1) Gouhadouken: East
2) Zanku Hadouken: Jump, Range: South to East
3) Shakunetsu Hadouken: East-Northeast
4) Goushouryuken: North and North-Northeast
5) Tatsunaki Zankukyaku: West and West-Southwest
6) Hyakkishu: North-Northwest
7) Ashura Senku: Southwest, South-Southwest, South-Southeast, Southeast
8) Zenpou Tenshin: East-Southeast
Super Moves:
1) Messatsu Gouhadou: West-Northwest and Northwest
2) Messatsu Goushouryu: Northeast
3) Tenna Gouzanku: (in air) Range: North to East-Southeast
4) Shungokusatsu (Level 3 or MAX only): South
Sakura
1) Hadoushou: East-Northeast, East, and East-Southeast
2) Shououken: North-Northwest, North, and North-Northeast
3) Shunpu Renkyaku: West-Northwest, West, and West-Southwest
4) Shunpukyaku: (in air) Range: South-Southwest, North, to South-Southeast
5) Oukakyaku: (in air) Range: Southwest to Southeast
6) Sakura Otoshi: South-Southwest, South, and South-Southeast
Super Moves:
1) Shinku Hadouken: Southeast
2) Midarenzakura: Northwest and Northeast
3) Haruichiban: Southwest
Cammy
1) Spiral Arrow: East-Northeast, East, and East-Southeast
2) Cannon Spike: North-Northwest, North, and North-Northeast
3) Axel Spinning Knuckle: West-Northwest, West, and West-Southwest
4) Hooligan Combination: South-Southwest, South, and South-Southeast
Super Moves:
1) Spin Drive Smasher: Southwest and Southeast
2) Reverse Shaft Breaker: Northwest and Northeast
Vega
1) Rolling Crystal Flash: East-Northeast, East, and East-Southeast
2) Sky High Claw: South-Southwest, South, and South-Southeast
3) Flying Barcelona Attack: North-Northwest, North, and North-Northeast
4) Scarlet Terror: Northeast
5) Back Slash: West
6) Short Back Slash: West-Northwest and West-Southwest
7) Scarlet Mirage: Southeast
Super Moves:
1) Flying Barcelona Special: Northwest
2) Red Impact: Southwest
Evil Ryu
1) Hadouken: East
2) Shankunetsu Hadouken: East-Northeast and East-Southeast
3) Shouryuken: North-Northwest, North, and North-Northeast
4) Tatsunaki Senpukyaku: West
5) Ashura Senku: Southwest, South-Southwest, Southeast, and South-Southeast
Super Moves:
1) Shinku Hadouken: Northeast
2) Messatsu Goushouryu: Northwest
3) Shungokusatsu (Level 3 or MAX only): South
4) Metsu Hadouken (Level 3 or MAX only): West-Northwest and West-Southwest
Dhalsim
1) Yoga Fire: East-Northeast, East, and East-Southeast
2) Yoga Flame: West-Northwest, West, and West-Southwest
3) Yoga Blast: North-Northwest, North-Northeast, and Northeast
4) Yoga Teleport: Southwest, South-Southwest, South-Southeast, and Southeast
Super Moves:
1) Yoga Stream: South
2) Yoga Volcano: North
3) Yoga Tempest (Level 3 or MAX only): Northwest
Eagle
1) Manchester Black: South-Southwest, South, and South-Southeast
2) Canterbury Blue: West-Northwest, West, and West-Southwest
3) Oxford Red: East-Northeast, East, and East-Southeast
4) Liverpool White: Northwest, North-Northwest, and North
5) Saint Andrew's Green: North-Northeast and Northeast
Super Moves:
1) Manchester Gold: Southwest
2) Union Jack Platinum: Southeast
Zangief
1) Double Lariat: Northwest and North-Northwest
2) Quick Double Lariat: Southwest and South-Southwest
3) Vanishing Flat: Northeast and Southeast
4) Screw Pile Driver: East-Northeast, East, and East-Southeast
5) Atomic Suplex: West-Northwest, West, and West-Southwest (near an opponent)
6) Flying Power Bomb: Same as Atomic Suplex, away from opponent
Super Moves:
1) Final Atomic Buster: South and South-Southeast
2) Aerial Russian Slam: North and North-Northeast
Dan
1) Gadouken: East
2) Kouryuken: North-Northeast, North, North-Northwest
3) Dankukyaku: West-Northwest, West, and West-Southwest
4) Kouten Chohatsu: South-Southwest
5) Zenten Chohatsu: South-Southeast
Super Moves:
1) Shinku Gadouken: East-Northeast and East-Southeast
2) Kouryurekka: Northwest and Northeast
3) Hissyo Buraiken: South
4) Chohatsu Densetsu: Southwest and Southeast (drains entire gauge)
Blanka
1) Electric Thunder: South
2) Rolling Attack: East-Northeast, East, and East-Southeast
3) Back Step Rolling: West-Northwest, West, and West-Southwest
4) Vertical Rolling: North-Northwest, North, and North-Northeast
5) Surprise Forward: Southeast
6) Surprise Back: Southwest
Super Moves:
1) Direct Lightning: Northeast
2) Ground Shave Rolling: Northwest
3) Shout of Earth: South-Southwest and South-Southeast
Yun
1) Tetsuzankou: South-Southwest, South, and South-Southeast
2) Zesshou-hohou: East-Northeast, East, and East-Southeast
3) Senkyutai: North-Northeast, North, and North-Northwest
4) Kobokushi: West
5) Kobokushi Fake: West-Northwest and West-Southwest
6) Zenpou-tenshin: Southeast
Super Moves:
1) Soutai-rengeki: Northeast
2) Raishin-nahhaken: Northwest
3) You-hou (Level 3 and MAX only): Southwest
4) Kiten-souryujin (Level 3 and MAX only): (in air) Any direction
Maki
1) Genko: South-Southwest, South, and South-Southeast
2) Hayagake: East-Northeast, East, and East-Southeast
3) Saka Hayake: West-Southwest, West, and West-Northwest
4) Tengu Daoshi: (in air) North-Northwest, North, and North-Northeast
5) Hassoukyaku: (in air and near a wall) Range: Northwest, West, to Southwest
6) Reppukyaku: North-Northeast, North, and North-Northwest
Super Moves:
1) Bushin Gouraiha: Southeast
2) Tesshinhou: Northeast
3) Ajaratengu: Southwest and Southeast
Morrigan
1) Soul Fist: East-Northeast, East, and East-Southeast
2) Shadow Blade: North-Northwest, North, and North-Northeast
3) Vector Drain: West-Northwest, West, and West-Southwest
Super Moves:
1) Valkyrie Turn: Southwest
2) Soul Phoenix: Southeast
3) Cardinal Blade: Northeast and Northwest
4) Darkness Illusion: South-Southwest, South, and South-Southeast
E. Honda
1) Hyakuretsu Harite: East-Northeast, East, and East-Southeast
2) Super Zutsuki: West-Northwest, West, and West-Southwest
3) Super Hyakkan Otoshi: North-Northwest, North, and North-Northwest
4) Ooichou Nage: South-Southwest, South, and South-Southeast
Super Moves:
1) Oninusou: Northeast and Southeast
2) Orochi Kudaki (Level 3 or MAX only): Northwest and Southwest
Guile
1) Sonic Boom: East-Northeast, East, and East-Southeast
2) Somersault Kick: North-Northwest, North, and North-Northeast
Super Moves:
1) Total Wipeout: South-Southwest, South, and South-Southeast
2) Somersault Strike: Northeast, Northwest, Southeast, and Southwest
3) Sonic Hurricane (Level 3 only): East, East-Northeast, and East-Southeast
Sagat
1) Tiger Shot: East-Northeast, East, and East-Southeast
2) Ground Tiger Shot: South-Southeast, South, and South-Southwest
3) Tiger Uppercut: North-Northwest, North, and North-Northeast
4) Tiger Crush: West-Northwest, West, and West-Southwest
Super Moves:
1) Tiger Cannon: Northeast
2) Ground Tiger Cannon: Southeast
3) Tiger Destroyer: Northeast
4) Tiger Raid: Southeast
Kyosuke
1) Cross Cutter: East-Northeast, East, and East-Southeast
2) Lightning Upper: North-Northwest, North, and North-Northeast
3) Shadow Wave: (in air) East-Northeast, East, and East-Southeast
4) Shadow Breaker: West-Northwest, West, and West-Southwest
5) Shadow Cut Kick: South-Southwest, South, and South-Southeast
Super Moves:
1) Super Cross Cutter: Northeast
2) Super Lightning Upper: Northwest
3) Super Shadow Cut Kick: Southwest
4) Final Grade Remix (Level 3 or MAX only): Southeast
Rolento
1) Patriot Circle: East-Northeast, East, and East-Southeast
2) Stinger: North and North-Northwest
3) Mekong Delta Attack: Northwest, then Punch
4) Mekong Delta Air Raid: Southwest and West-Southwest, then Punch
5) Mekong Delta Escape: West and West-Northwest, then Punch or Kick
6) Scouter Jump: Northeast
Super Moves:
1) Take No Prisoner: South-Southeast and Southeast
2) Mine Sweeper: South and South-Southwest
3) Steel Rain: North-Northeast
Shin Akuma
1) Gouhadouken: East-Northeast and East
2) Zanku Hadouken: (in air) Range: East-Northeast to South-Southwest
3) Shakunetsu Hadouken: West-Northwest
4) Goushouryuken: North
5) Tatsunaki Zenkukyaku: West
6) Tenna Shurettou: North-Northeast and South-Southeast
7) Ashura Senku: West-Southwest, Southwest, South-Southeast, and Southeast
Super Moves:
1) Messatsu Gouhadou: Northwest
2) Messatsu Goushouryu: Northeast
3) Tenna Gouzenku: (in air) Range: Northwest to Northeast
4) Shungokusatsu (Level 3 or MAX only): South-Southwest and South
5) Misogi (Level 3 or MAX only): North-Northwest

SNK

Haohmaru
1) Secret Cyclone Slash: East-Northeast, East, and East-Southeast
2) Fake Cyclone Slash: South
3) Secret Crescent Moon Slash: North-Northwest, North, and North-Northeast
4) Secret Earthquake Slice: West-Northwest, West, and West-Southwest
Super Moves:
1) Slash of Supreme Judgment: Northeast, Southeast, and South-Southeast
2) Flame of the Conqueror: Northwest, Southwest, and South-Southwest
Chang
1) Spinning Iron Ball: North-Northwest, North, and North-Northeast
2) Breaking Iron Ball: East, East-Northeast, and East-Southeast
3) Big Destroyer Toss: South-Southwest, South, and South-Southeast
4) Hurricane Cutter: West-Northwest, West, and West-Southwest
5) Flying Slice Dash: Northeast
6) Hisho Kuretsu Zan: Southeast
Super Moves:
1) Wild Ball Attack: Southwest
2) Tornado Ripper: Northwest
Terry
1) Power Wave: East-Southeast and Southeast
2) Burning Knuckles: East-Northeast and East
3) Rising Tackle: North and North-Northwest
4) Crack Shot: West, West-Northwest, and Northwest
5) Power Dunk: North-Northeast and Northeast
Super Moves:
1) Power Geyser: South-Southwest, South, and South-Southeast
2) Buster Wolf: West-Southwest and Southwest
Ryo
1) Tiger Flame Punch: East
2) Koho: North-Northwest, North, and North-Northeast
3) Lightning Legs Knockout Kick: West-Northwest, West, and West-Southwest
4) Zan Retsu Ken: Northeast
5) Kyoku Gen Kick Dance: Southeast
6) Crazy Tiger Thunder Attack: Northwest
Super Moves:
1) Haoh Sho Koh Ken: West-Northwest and West-Southwest
2) Ryuko Ranbu: South-Southwest, South, and South-Southeast
3) Heaven Glaze Punch (Level 3 or MAX only): Southwest
Rock
1) Wind Slice: East-Northeast, East, and East-Southeast
2) Rising Tackle: North
3) Crack Counter: West-Northwest, West, and West-Southwest
4) Rage Run: North-Northwest and North-Northeast
5) Evac Toss: Southwest
6) Hard Edge: Southeast
Super Moves:
1) Raising Storm: South-Southwest, South, and South-Southeast
2) Shining Knuckles: Northwest
3) Neo Deadly Rage (Level 3 or MAX only): Northeast
Todo
1) Ecstasy Crunch: East-Northeast, East, and East-Southeast
2) Rising Ecstasy: Range: Northeast, North, to Northwest
3) Center of Gravity: West-Northwest, West, and West-Southwest
Super Moves:
1) Ultimate Ecstasy Crunch: South-Southeast and Southeast
2) Mind's Eye Slingshot: South, South-Southwest, and Southwest
Athena
1) Psycho Ball Attack: East-Northeast, East, and East-Southeast
2) Psycho Sword: North-Northwest, North, and North-Northeast
3) New Psycho Reflector: West and West-Northwest
4) Phoenix Arrow:(in air) Northeast, East-Northeast, East, and East-Southeast
5) Super Psychic Through: West-Southwest and Southwest
6) Psychic Teleport: Northwest and Northeast
Super Moves:
1) Shining Crystal Bit: South-Southwest, South, and South-Southeast
2) Crystal Shoot: (during Shining Crystal Bit) Southeast
3) Phoenix Fang Arrow: (in air) Range: Northwest, West, to Southwest
Hibiki
1) Distance Slash: East and East-Southeast
2) Beckoning Slash: West and West-Southwest
3) Piercing Moon Pounce: Southeast
4) Melding Being Blade: Northwest and West-Northwest
5) Narrow Escape: North-Northwest, North, and North-Northeast
Super Moves:
1) Heavenly Spirit of Victory: Southwest
2) No fear Feint (Level 3 or MAX only): Northeast and East-Northeast
3) Going My Way (ROOT-1) (Level 3 or MAX only): South-Southwest
4) Going My Way (ROOT-2) (Level 3 or MAX only): South
3) Going My Way (ROOT-3) (Level 3 or MAX only): South-Southeast
Nakoruru
1) Annu Mutsube: East and East-Southeast
2) Lela Mutsube: Northeast and East-Northeast
3) Anude Yatoro: South-Southwest, South, and South-Southeast
4) Kanui Risse: West-Northwest, West, and West-Southwest
5) Manahaha Grab: North-Northwest, North, and North-Northeast
6) Shichikapu Ai: (while grabbing the hawk): West-Southwest to East-Southeast
7) Kanui Mtsube: (while grabbing the hawk): Range: West, North to East
Super Moves:
1) Shinchikapu Kanui Irushika: Southeast
2) Elelyu Knaui Risse: Northwest
3) Shirikoro Kenuinoni (Level 3 and MAX only): Southwest
Kim
1) Crescent Moon Slice: West-Northwest, West, and West-Southwest
2) Flying Kick: (in air) Range: West-Southwest, North, to East-Southeast
3) Flying Slice: North, North-Northwest, and Northwest
4) Sand Blaster: North-Northeast and Northeast
5) Comet Cruncher: East-Northeast, East, and East-Southeast
6) Spirit of Conquest Kick: South
Super Moves:
1) Phoenix Flattener: Southwest and South-Southwest
2) Heavenly Phoenix Kick: (in air) Range: Southwest, South, to Southeast
3) Phoenix Kick Tornado: South-Southeast and Southeast
King
1) Venom Strike: East and East-Northeast
2) Double Strike: Southeast and East-Southeast
3) Surprise Rose: North-Northwest, North, and North-Northeast
4) Trap Shot: West and West-Southwest
5) Tornado Kick: West-Northwest and Northwest
6) Mirage Kick: South-Southwest, South, and South-Southeast
Super Moves:
1) Illusion Dance: Southwest
2) Silent Flash: Northeast
Raiden
1) Giant Bomb: East and East-Northeast
2) Poison Spray: West-Northwest, West, and West-Southwest
3) Super Drop Kick: North-Northwest, North, and North-Northeast
4) Thunder Crush Bomb: South
5) Jumping Lariat Drop: Northeast
6) Raiden Combination-Body Blow: Southwest
Super Moves:
1) Destruction Drop: South-Southwest
2) Flame Breath: Northwest
3) Crazy Train: Southeast and East-Southeast
Joe
1) Hurricane Upper: East-Northeast, East, and East-Southeast
2) Slash Kick: West and West-Southwest
3) Tiger Kick: North-Northwest, North, and North-Northeast
4) Golden Heel Hurter: West-Northwest and Northwest
5) Bakuretsuken: South-Southwest, South, and South-Southeast
Super Moves:
1) Screw Upper: Northeast
2) Exploding Hurricane Tiger Talon: Southeast
3) Double Cyclone Upper (Level 3 or MAX only): Southwest
Yuri
1) Tiger Flame Punch: East-Northeast, East, and East-Southeast
2) Rai Oh Ken: Northwest
3) Yuri Super Upper: North-Northwest, North, and North-Northeast
4) Saiha: West-Northwest, West, and West-Southwest
5) The 100 Blows: South-Southwest, South, and South-Southeast
Super Moves:
1) Haoh Sho Koh Ken: Southeast
2) Scalding Steam Blast: Northeast
3) Flying Phoenix Kick: Southwest
Vice
1) Nail Bomb: South-Southwest, South, and South-Southeast
2) Gore Fest: Southeast
3) Mayhem: North-Northwest, North, and North-Northeast
4) Da Cide: East and East-Southeast
5) Da Cide Slayer: Northeast and East-Northeast
6) Outrage: West-Northwest, West, and West-Southwest
7) Rave Fest: (in air) Any direction
Super Moves:
1) Negative Gain: Southwest
2) Withering Force: Northwest
Benimaru
1) Lightning Fist: East-Northeast, East, and East-Southeast
2) Lightning Fist (anti-air): Northeast
3) Iaido Kick: Northwest
4) Super Lightning Kick: North-Northwest, North, and North-Northeast
5) Shinku Katategona: West-Northwest, West, and West-Southwest
6) Beninaru Collider Crunch: South
Super Moves:
1) Heaven Blast Flash: Southeast
2) Discharge Spark: Southwest
3) Elec-Trigger: South-Southwest and South-Southeast
Iori (evil)
1) Dark Thrust: East-Northeast, East, and East-Southeast
2) Fire Ball: North-Northwest, North, and North-Northeast
3) Deadly Flower: West-Northwest, West, and West-Southwest
4) Dark Crescent Slice: Range: South-Southwest, to Southeast
Super Moves:
1) Hellfire Wave: Northeast
2) Maiden Masher: Northwest and Southwest
Iori (human)
1) Dark Thrust: East-Northeast, East, and East-Southeast
2) Fire Ball: North-Northwest, North, North-Northeast, and Northeast
3) Deadly Flower: West-Northwest, West, and West-Southwest
4) Dark Crescent Slice: Southeast
5) Dust Gale: Southwest
Super Moves:
1) "One-For-The-Road" Blast: South-Southwest, South, and South-Southeast
2) Maiden Masher: Northwest
Yamazaki
1) Hydra's Judgment: East-Southeast
2) Serpent Slash (Upper): West-Northwest
3) Serpent Slash (Middle): West
4) Serpent Slash (Lower): West-Southwest
5) Taunt & Counter: South-Southwest, South, and South-Southeast
6) Double Return: East
7) Sand Scattering: Southwest
8) Flight of Tempering: Northeast and East-Northeast
9) Bomb Bopper: Southeast
Super Moves:
1) Guillotine: North and North-Northeast
2) Drill: North-Northwest and Northwest
Rugal
1) Wind Slice: East-Northeast, East, and East-Southeast
2) Kaiser Wave: West, West-Northwest, and Northwest
3) Destroyer Cutter: North-Northwest, North, and North-Northeast
4) Dark Barrier: Southwest and West-Southwest
5) Dark Smash: (in air) Any direction
Super Moves:
1) Gigantic Pressure: Southeast
2) Total Annihilation: Northeast
Kyo
1) Fire Ball: North and North-Northeast
2) Crescent Slash: Southeast
3) R.E.D. Kick: Northwest and North-Northwest
4) Spinning Kick: West and West-Northwest
5) New Wave Smash: Northeast
6) Wicked Chew: East-Northeast, East, and East-Southeast
Super Moves:
1) Serpent Wave: South-Southwest, South, South-Southeast
2) Final Showdown: West-Southwest and Southwest
Mai
1) Kacho Sen: East-Northeast, East, and East-Southeast
2) Ryu En Bu: West-Northwest, West, and West-Southwest
3) Deadly Ninja Bees: South-Southwest, South, and South-Southeast
4) Flying Squirrel Dance: North-Northwest, North, and North-Northeast
5) Sun Fire Samba: Northwest and Northeast
Super Moves:
1) Super Deadly Ninja Bees: Southwest
2) Swan's Fandango: Southeast
3) Crimson Firebird Diver: (in air) Range: Southwest, South, to Southeast
Geese
1) Wind Slice: East-Northeast, East, and East-Southeast
2) Gale Slash: (in air) Any direction
3) Upper Body Blow: North, North-Northeast, and Northeast
4) Middle Body Blow: South-Southeast and Southeast
5) Lower Body Blow: South-Southwest and Southwest
6) Evil Shadow Smasher: West-Northwest, West, and West-Southwest
Super Moves:
1) Raising Storm: South
2) Deadly Rave (Level 3 or MAX only): Northwest and North-Northwest
Ultimate Rugal
1) Wind Slice: East
2) Kaiser Wave: West and West-Northwest
3) Destroyer Cutter: North and North-Northeast
4) Dark Barrier: West-Southwest
5) Super Press: South
6) Rugal Execution: East-Northeast
7) Ultimate Lane: Southwest, South-Southwest, South-Southeast, and Southeast
8) Dark Smash: (in air) Any direction
Super Moves:
1) Gigantic Pressure: East-Southeast
2) Total Annihilation: Northeast
3) Last Judgment (Level 3 or MAX only): Northwest
4) G-End (Level 3 or MAX only): North-Northwest

AC-ism

The level of intensity for all moves is determined by the intensity of the punch or kick you choose. This holds true for regular moves as well as super moves.

Remember that your character's super gauge must be at least somewhat full (depending on what fighting style you chose) to use super moves.

KeyNameMotions
HCFHalf Circle ForwardBack, Down-Back, Down, Down-Forward, Forward
QCFQuarter Circle ForwardDown, Down-Forward, Forward
HCBHalf Circle BackForward, Down-Forward, Down, Down-Back, Back
QCBQuarter Circle BackDown, Down-Back, Back
360360 Degree CircleComplete rotation on control stick/control pad
ChargeChargeHold for at least 2 seconds

The characters are in this order:

CAPCOM

Ryu
Chun-Li
Bison
Ken
Balrog
Akuma
Sakura
Cammy
Vega
Evil Ryu
Dhalsim
Eagle
Zangief
Dan
Blanka
Yun
Maki
Morrigan
E. Honda
Guile
Sagat
Rolento
Shin Akuma

SNK

Haohmaru
Chang
Terry
Ryo
Rock
Todo
Athena
Hibiki
Nakoruru
Kim
King
Raiden
Joe
Yuri
Vice
Benimaru
Iori (evil)
Iori (human)
Yamazaki
Rugal
Kyo
Mai
Geese
Ultimate Rugal

CAPCOM

Ryu
1) Hadouken: QCF + Punch
2) Shakunetsu Hadouken: HCF + Punch
3) Shouryuken: Forward, Down, Down-Forward + Punch
4) Tatsunaki Senpukyaku: QCB + Kick
5) Air Tatsunaki Senpukyaku: (in air) QCB + Kick
Super Moves:
1) Shinku Hadouken: QCF, QCF + Punch
2) Shinku Tatsunaki Senpukyaku: QCB, QCB + Kick
3) Shin Shouyuken (Level 3 or MAX only): QCF, Down, Down-Forward + Kick
Chun-Li
1) Hyakuretsukyaku: Press Kick rapidly
2) Kikouken: HCF + Punch
3) Spinning Bird Kick: Charge Down, Up + Kick
Super Moves:
1) Kikoushou: QCF, QCF + Punch
2) Houyokusen: QCF, QCF + Kick
Bison
1) Psycho Vanish: Forward, Down, Down-Forward + Punch
2) Psycho Crusher: Charge Back, Forward + Punch
3) Double Knee Press: Charge Back, Forward + Kick
4) Head Press*: Charge Down, Up + Kick
* Press Punch after the Head Press to perform the Somersault Skull Driver
5) Devil Reverse: Charge Down, Up + Punch, then press Punch after jumping
6) Bison Warp: Forward, Down, Down-Forward + all three Punches OR Back, Down, Down-Back + all three Kicks (or any combination thereof)
Super Moves:
1) Knee Press Nightmare: Charge Back, Forward, Back, Forward + Kick
2) Mega Psycho Crusher (Level 3 or MAX only): Charge Back, Forward, Back, Forward + Punch
Ken
1) Hadouken: QCF + Punch
2) Shouryuken: Forward, Down, Down-Forward + Punch (HP for Fire Shouryuken)
3) Tatsunaki Senpukyaku: QCB + Kick
4) Air Tatsunaki Senpukyaku: (in air) QCB + Kick
5) Ryusenkyaku: Back, Down, Down-Back + Kick
6) Nataotoshi Kick: HCF + LK
7) Kanabarai Kick: HCF + MK
8) Oosotonawashi Kick: HCF + HK
9) Inazuna Kakato Kick: After either of the 3 kicks, hold the button down
10) Zenpou Tenshin: QCB + Punch
Super Moves:
1) Shouryu Keppa: QCF, Down, Down-Forward + Punch
2) Shinryuken: QCF, Down, Down-Forward + Kick, then press Kick rapidly
3) Shippu Jinraikyaku (Level 3 or MAX only): QCB, QCB + Kick
Balrog
1) Dash Straight: Charge Back, Forward + Punch
2) Dash Uppercut: Charge Back, Forward + Kick
3) Dash Ground Straight: Charge Back, Down-Forward + Punch
4) Dash Ground Uppercut: Charge Back, Down-Forward + Kick
5) Turn Punch: Hold all 3 Punches or Kicks for 3 seconds and release
6) Buffalo Headbutt: Charge Down, Up + Punch
Super Moves:
1) Crazy Buffalo: Charge Back, Forward, Back, Forward + Punch, then Kick
2) Gigaton Blow (Level 3 or MAX only): Charge Back, Forward, Back, Forward + Kick
Akuma
1) Gouhadouken: QCF + Punch
2) Zanku Hadouken: (in air) QCF + Punch
3) Shakunetsu Hadouken: HCF + Punch
4) Goushouryuken: Forward, Down, Down-Forward + Punch
5) Tatsunaki Zankukyaku: QCB + Kick (can also do in air)
6) Hyakkishu: Forward, Down, Down-Forward + Kick
7) Hyakki Gouzan: Press nothing after Hyakkishu
8) Hyakki Goushou: Press Punch after Hyakkishu
9) Hyakki Gousai: Back + Punch after Hyakkishu (near opponent's head)
10) Hyakki Houdan: Press Kick after Hyakkishu
11) Hyakki Goutsui: Back + Kick after Hyakkishu (near opponent's head)
12) Ashura Senku: Forward, Down, Down-Forward + all three Punches OR Back, Down, Down-Back + all three Kicks (or any combination thereof)
13) Zenpou Tenshin: QCB + Punch
Super Moves:
1) Messatsu Gouhadou: HCB, HCB + Punch
2) Messatsu Goushourau: QCF, Down, Down-Forward + Punch
3) Tenna Gouzanku: (in air) QCF, QCF + Punch
4) Shungokusatsu (Level 3 or MAX only): LP, LP, Forward, LK, HK
Sakura
1) Hadoushou: QCF + Punch
2) Shououken: Forward, Down, Down-Forward + Punch
3) Shunpu Renkyaku: QCB + Kick, then QCB + Kick
4) Shunpukyaku: (in air) QCB + Kick
5) Oukakyaku: (in air) QCF + Kick
6) Sakura Otoshi: Forward, Down, Down-Forward + Kick, then Punch or Kick
Super Moves:
1) Shinku Hadouken: QCF, QCF + Punch
2) Midarenzakura: QCF, Down, Down-Forward + Kick
3) Haruichiban: QCB, QCB + Kick
Cammy
1) Spiral Arrow: QCF + Kick
2) Cannon Spike: Forward, Down, Down-Forward + Kick
3) Axel Spinning Knuckle: QCB + Punch
4) Hooligan Combination: Down-Back, QCF, Up-Forward + Punch
5) Fatal Leg Twister: After Hooligan Combination, Back + Punch near opponent's head or crouching opponent
6) Cross Scissors Pressure: After Hooligan Combination, Back + Punch near opponent's body or air opponent
7) Razor Edge Slicer: No input after Hooligan Combination
8) Cannon Strike: (in air) QCB + Kick OR Kick after Hooligan Combination
Super Moves:
1) Spin Drive Smasher: QCF, Down, Down-Forward + Kick
2) Reverse Shaft Breaker: QCB, QCB + Kick, then press Kick rapidly
Vega
1) Rolling Crystal Flash: Charge Back, Forward + Punch
2) Sky High Claw: Charge Down, Up + Punch, press Punch after wall-jump
3) Flying Barcelona Attack: Charge Down, Up + Kick, Punch after wall-jump
4) Izuna Drop: Charge Down, Up + Kick, press Up + Punch after wall-jump
5) Scarlet Terror: Charge Down-Back, Forward + Kick
6) Back Slash: Press all 3 Punches
7) Short Back Slash: Press all 3 Kicks
Super Moves:
1) Flying Barcelona Special: Charge Down-Back, Down-Forward, Down-Back, Up-Forward + Kick, then Punch after wall-jump
2) Rolling Izuna Drop: Charge Down-Back, Down-Forward, Down-Back, Up-Forward + Kick, then Up + Punch near opponent
Evil Ryu
1) Hadouken: QCF + Punch
2) Shankunetsu Hadouken: HCF + Punch
3) Shouryuken: Forward, Down, Down-Forward + Punch
4) Tatsunaki Senpukyaku: QCB + Kick (can be done in the air)
5) Ashura Senku: Forward, Down, Down-Forward + all three Punches OR Back, Down, Down-Back + all three Kicks (or any combination thereof)
Super Moves:
1) Shinku Hadouken: HCB, HCB + Punch
2) Messatsu Goushouryu: QCF, Down, Down-Forward + Punch
3) Shungokusatsu (Level 3 or MAX only): LP, LP, Forward, LK, HK
4) Ketsu Hadouken (Level 3 or MAX only): HCB, HCB + Kick
Dhalsim
1) Yoga Fire: QCF + Punch
2) Yoga Flame: HCB + Punch
3) Yoga Blast: HCB + Kick
4) Yoga Teleport: Forward, Down, Down-Forward + all three Punches OR Back, Down, Down-Back + all three Kicks (or any combination thereof, can be done in air)
Super Moves:
1) Yoga Stream: QCF, QCF + Punch
2) Yoga Volcano: QCF, QCF + Kick
3) Yoga Tempest (Level 3 or MAX only): HCB, KCB + Punch
Eagle
1) Manchester Black: QCB + Punch
2) Canterbury Blue: QCF + Punch (hold Punch to charge)
3) Oxford Red: HCF + Kick
4) Liverpool White: QCB + Kick
5) Saint Andrew's Green: Forward, Down, Down-Forward + Punch
Super Moves:
1) Manchester Gold: QCB, QCB + Punch
2) Union Jack Platinum: QCF, QCF + Punch
Zangief
1) Double Lariat: Press all 3 Punches
2) Quick Double Lariat: Press all 3 Kicks
3) Vanishing Flat: Forward, Down, Down-Forward + Punch
4) Screw Pile Driver: 360 + Punch
5) Atomic Suplex: 360 + Kick (near an opponent)
6) Flying Power Bomb: 360 + Kick (away from opponent)
Super Moves:
1) Final Atomic Buster: 360, 360 + Kick (basically, do a 720 + Kick)
2) Aerial Russian Slam: QCF, Down, Down-Forward + Kick
Dan
1) Gadouken: QCF + Punch
2) Kouryuken: Forward, Down, Down-Forward + Punch
3) Dankukyaku: QCB + Kick (can be done in the air)
4) Forward Taunt: QCF + Taunt
5) Back Taunt: QCB + Taunt
Super Moves:
1) Shinku Gadouken: QCF, QCF + Punch
2) Kouryurekka: QCF, Down, Down-Forward + Kick
3) Hissyo Buraiken: QCB, QCB + Kick
4) Chohatsu Densetsu: QCF, QCF + Taunt (drains entire gauge)
Blanka
1) Electric Thunder: Press Punch rapidly
2) Rolling Attack: Charge Back, Forward + Punch
3) Back Step Rolling: Charge Back, Forward + Kick
4) Vertical Rolling: Charge Down, Up + Kick
5) Surprise Forward: Press all 3 Kicks
6) Surprise Back: Back + all 3 Kicks
Super Moves:
1) Direct Lightening: Charge Back, Forward, Back, Forward + Punch
2) Ground Shave Rolling: Charge Back, Forward, Back, Forward + Kick
3) Shout of Earth: Charge Down-Back, Down-Forward, Down-Back, Up-Forward + Punch and press Punch rapidly
Yun
1) Tetsuzankou: Forward, Down, Down-Forward + Punch
2) Zesshou-hohou: QCF + Punch
3) Senkyutai: QCF + Kick
4) Kobokush: QCB + Punch (press all 3 Punches to feint in)
5) Zenpou-tenshin: HCB + Kick
Super Moves:
1) Soutai-rengeki: QCF, QCF + Punch
2) Raishin-nahhaken: QCF, QCF + Kick
3) You-hou (Level 3 and MAX only): QCB, QCB + Punch
4) Kiten-souryujin (Level 3 and MAX only): (in air) QCB, QCB + Kick
Maki
1) Genko: QCF + Punch
2) Hayagake: QCF + Kick, then Kick
3) Saka Hayake: QCB + Kick, then Kick
4) Tengu Daoshi: (in air) HCF + Punch
5) Hassoukyaku: (in air and near a wall) QCB + Punch (or Kick)
6) Reppukyaku: Press all 3 Kicks, consumes some of your energy
Super Moves:
1) Bushin Gouraiha: QCF, QCF + Punch
2) Tesshinhou: QCF, QCF + Kick, then Kick
3) Ajaratengu: (in air) 360, 360 + Punch
Morrigan
1) Soul Fist: QCF + Punch (can be done in the air)
2) Shadow Blade: Forward, Down, Down-Forward + Punch
3) Vector Drain: HCB + Punch
Super Moves:
1) Valkyrie Turn: HCB + Kick, then Kick (can be done in the air)
2) Soul Phoenix: QCF, QCF + Punch (can be done in the air)
3) Cardinal Blade: QCF, Down, Down-Forward + Kick
4) Darkness Illusion (Level 3 or MAX only): LP, LP, Forward, LK, HK (air too)
E. Honda
1) Hyakuretsu Harite: Press Punch rapidly
2) Super Zutsuki: Charge Back, Forward + Punch
3) Super Hyakkan Otoshi: Charge Down, Up + Kick
4) Ooichou Nage: 360 + Punch
Super Moves:
1) Oninusou: Charge Back, Forward, Back, Forward + Punch
2) Orochi Kudaki (Level 3 or MAX only): 360, 360 + Punch
Guile
1) Sonic Boom: Charge Back, Forward + Punch
2) Somersault Kick: Charge Down, Up + Kick
Super Moves:
1) Total Wipeout: Charge Back, Forward, Back, Forward + Punch
2) Somersault Strike: Charge Down-Back, Down-Forward, Down-Back, Up-Forward + Kick
3) Sonic Hurricane (Level 3 or MAX only): Charge Back, Forward, Back, Forward + Punch
Sagat
1) Tiger Shot: QCF + Punch
2) Ground Tiger Shot: QCF + Kick
3) Tiger Uppercut: Forward, Down, Down-Forward + Punch
4) Tiger Crush: Forward, Down, Down-Forward + Kick
Super Moves:
1) Tiger Cannon: QCF, QCF + Punch
2) Ground Tiger Cannon: QCB, QCB + Punch
3) Tiger Destroyer: QCF, Down, Down-Forward + Kick
4) Tiger Raid: QCB, QCB + Kick
Kyosuke
1) Cross Cutter: QCF + Punch
2) Lightning Upper: Forward, Down, Down-Forward + Punch
3) Shadow Wave: (in air) QCF + Punch
4) Shadow Breaker: QCB + Punch
5) Shadow Cut Kick: QCF + Kick (can be done in the air)
Super Moves:
1) Super Cross Cutter: QCF, QCF + Punch
2) Super Lightning Upper: QCB, QCB + Punch
3) Super Shadow Cut Kick: QCF, QCF + Kick (can be done in the air)
4) Final Grade Remix (Level 3 or MAX only): HCB, HCB + Kick
Rolento
1) Patriot Circle: QCF + Punch (chain up to 3 times)
2) Stinger: Forward, Down, Down-Forward + Kick, then Punch or Kick
3) Mekong Delta Attack: Press all 3 Punches, then Punch before you land
4) Mekong Delta Air Raid: QCB + Punch, then Punch
5) Mekong Delta Escape: QCB + Kick, then Punch or Kick
6) Scouter Jump: Press all 3 Kicks
Super Moves:
1) Take No Prisoner: QCF, QCF + Punch
2) Mine Sweeper: QCB, QCB + Punch
3) Steel Rain: QCF, QCF + Kick
Shin Akuma
1) Gouhadouken: HCF + Punch
2) Zanku Hadouken: (in air) HCF + Punch
3) Shakunetsu Hadouken: HCB + Punch
4) Goushouryuken: Forward, Down, Down-Forward + Punch
5) Tatsunaki Zenkukyaku: QCB + Kick (can also be done in the air)
6) Tenna Shurettou: Down, Down + all 3 Punches or Kicks
7) Ashura Senku: Forward, Down, Down-Forward + all three Punches OR Back, Down, Down-Back + all three Kicks (or any combination thereof)
Super Moves:
1) Messatsu Gouhadou: HCB, HCB + Punch
2) Messatsu Goushouryu: QCF, Down, Down-Forward + Punch
3) Tenna Gouzenku: (in air) QCF, QCF + Punch
4) Shungokusatsu (Level 3 or MAX only): LP, LP, Forward, LK, HP
5) Misogi (Level 3 or MAX only): HCB, HCB + Kick

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