FAQ/Move List by striker64

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    FAQ/Move List by striker64

    Version: Final | Updated: 04/11/11 | Search This Guide

    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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