STREET FIGHTER ALPHA 2 FAQ v1.6
for the Sega Saturn (domestic)
by Chris MacDonald

 Unpublished work Copyright 1996-2001 Chris MacDonald

 This document is protected by US Copyright Law, and the Berne Copyright
 Convention of 1976.  It is for private and personal use only--it cannot
 be reprinted in part or in whole, or reproduced in any way or in any
 form (written or otherwise).  It is a free document that cannot be used
 in any sort of commercial transaction, including selling it or giving
 it away as a gift.  This FAQ cannot be referenced, altered, or used by
 anybody (including webmasters, publishers, and magazine staff) without
 my express written permission.  This FAQ was created and is owned by
 me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
 exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
 acknowledged and respected that are not specifically mentioned herein.

 I expressly forbid the following publishers/publications from using this
 FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
 Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
 PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
 and Prima Games.  Remember, plagiarism is a crime and is punishable by
 law.
                  
 The Street Fighter game series and the Final Fight series are (c)
 Capcom of Japan and (c) Capcom of America.


 =================
 TABLE OF CONTENTS
 =================

 1.  INTRODUCTION
      - The Controls
      - FAQ Terminology
      - Basic Commands
 2.  CHARACTER MOVELIST
      - Adon
      - Akuma
      - Birdie
      - Charlie
      - Chun-Li
      - Dan Hibiki
      - Dhalsim
      - Gen
      - Guy
      - Ken
      - M. Bison
      - Rolento Schugerg
      - Rose
      - Ryu
      - Sagat
      - Sakura Kasugano
      - Sodom
      - Zangief
 3.  HIDDEN CHARACTER MOVELIST
      - Satsui no hadou mezame ta Ryu
      - SF2 Costumed Chun-Li
      - SF2 Original Series Dhalsim
      - SF2 Original Series Zangief
      - Shin Akuma
 4.  SECRETS AND TRICKS
      - Play as the Hidden Characters
      - Save the Hidden Characters to Memory
      - Fight your Mid-Boss
      - Fight Shin Akuma
      - Survival Mode Tricks
      - Infinite Custom Combo Time in Training Mode
      - Auto-Fire Buttons in Arcade / Training Mode
      - Chouhatsu Densetsu Glitch
      - Screw Piledriver Glitch
      - Alternate Credits
      - Select your Win Quote
      - Select your Winning Pose
      - Select your Colors
      - Alternate Costume Colors
      - Sodom's Stage Trick
 5.  MISCELLANEOUS
      - Super Combo Gauge
      - Custom Combos
      - Translations
 6.  AUTHOR'S NOTE
      - Special Thanks
      - Revision History


 ========================================================================
 1.  INTRODUCTION
 ========================================================================

 Alright, the final revision of this FAQ is done...finally :)  This guide
 isn't meant to be the end-all to SFA2.  It's just a moveslist, some
 comments, some tricks, and the translations--standard FAQ procedure for
 yours truly.  If you liked the old format with all the descriptions and
 funky ASCII notation and fluff, it's on the 'Net somewhere waiting to
 be read, I'm sure.  Personally, I couldn't stand the thing ^_^;


 ------------------------------------------------------------------------
 THE CONTROLS
 ------------------------------------------------------------------------

 This section outlines the basic controls for all characters:

 [ Controller Layout ]  -------------------------------------------------

  ub  u  uf      Jump Up-Back            Jump Up         Jump Up-Forward
    \ | /
 b -- n -- f     Walk Back / Block       Neutral         Walk Forward
    / | \
  db  d  df      Crouch / Low Block      Crouch          Offensive Crouch

 Obviously, when facing left, the controls are reversed. :)


 [ Button Layout ]  -----------------------------------------------------

 LP  MP  HP      Light Punch        Medium Punch        Hard Punch

 LK  MK  HK      Light Kick         Medium Kick         Hard Kick


 ------------------------------------------------------------------------
 FAQ TERMINOLOGY
 ------------------------------------------------------------------------

 The following terms / notation is used in this FAQ:

 P / K          -  Press any Punch or Kick button.
 PP / KK        -  Press two Punch or Kick buttons together.
 PPP / KKK      -  Press all three Punch or Kick buttons together.
 a-d            -  Press in any direction.
 a-d-u          -  Press in any direction but directly up.
 db~df          -  You can use any of the three downward directions.
 ub~uf          -  You can use any of the three upward directions.
 MP~HK          -  You can use MP, HP, MK, or HK.
 qcf / hcf      -  Input (d,df,f) or (b,db,d,df,f) on the controller.
 qcb / hcb      -  Input (d,db,b) or (f,df,d,db,b) on the controller.
 Charge         -  Hold in the first direction for 2 seconds, then press
                   in the next direction(s) before hitting the button.
 Rotate 360     -  Spin the controller in a full circle.  The shorthand
                   method is to input (f,df,d,db,b,ub,u) or the reverse.
 Rotate 720     -  Spin the controller in two full circles.
 tap d/p/k      -  Tap the d-pad in any direction rapidly while tapping
                   the Punch and Kick buttons.
 overhead       -  The move must be blocked low (use a down-back crouch).
 chouhatsu      -  Taunt  (use the "Chohatsu" button or L + R buttons).
 s / c / j      -  standing / crouching / jumping.
 SC / CC        -  Super Combo / Custom Combo

 
 ------------------------------------------------------------------------
 BASIC COMMANDS
 ------------------------------------------------------------------------

 Standing Block                 Hold b when attacked
 Crouching Block                Hold db when attacked
 Mid-Air Block                  Block an attack while airborne
 Escape Roll                    b,db,d + P when knocked to the ground
 Automatic Roll                 Occurs after certain attacks
 Alpha Counter                  b,db,d + P / K while blocking
 Custom Combo Activation        Press PP + K or KK + P (air)
 Throw Attempt                  Press b / f + MP / HP
 Throw / Hold Escape            Press b / f + MP~HK as you're grabbed
 Hold Recovery                  Tap d/p/k
 Dizzy Recovery                 Tap d/p/k
 Taunt (Chouhatsu)              Press the L + R shoulder buttons

 - When you block an attack, you take no damage from it.  Blocking
   special moves and Super Combos results in reduced damage.  The
   standing block protects you from mid-air, standing, and overhead
   attacks, while the crouching block works against standing attacks,
   low attacks, and sweeps, but not overhead or mid-air moves.  The
   mid-air block only works against attacks that are not touching
   the ground (for instance, you could block a projectile, or a
   Shouryuu Ken that has left the ground, but not a Shouryuu Ken that
   his while your attacker is still standing).
 - When you use the Escape Roll, you roll forwards.  The distance
   _is_ affected by the button used, unlike SFA (so LP is stationary).
 - The Automatic Roll makes you roll backwards upon touching the
   ground.  It happens after being hit with certain attacks, like
   Ryu's Shinkuu Tatsumaki Senpuu Kyaku, or Guy's Bushin Gokusa Ken.
 - An Alpha Counter can only be used while blocking on the ground.
   Furthermore, it costs one level of your Super Combo Gauge in order
   to use.
 - It costs at least 1.5 levels of your SC gauge in order to start a
   Custom Combo (which is done by pressing any two attack buttons,
   and one opposite one, like LP + MP + HK or LP + MK + HP).  You can
   start a CC with more power than this, though, which will make it
   last longer.  For more information on Custom Combos, check the
   Miscellaneous section (below).
 - Every character can throw their opponent by getting close and pressing
   back or forward plus MP or HP.  Some characters can also throw with
   MK and HK.  Throws are unblockable, but you can escape from them by
   pressing towards your enemy and MP, HP, MK, or HK just as you're
   thrown.  This prevents you from taking normal damage.  You can only
   escape normal throws and holds (special ones, like Birdie's Murderer
   Chain or Akuma's Hyakki Gou Sai, are inescapable).
 - Some characters have holds instead of throws.  They will grab you
   and hit you repeatedly before tossing you away.  When you're in a
   hold, you can get out of it sooner and take less damage by tapping
   the directional pad in any direction rapidly while tapping the
   Punch and Kick buttons.
 - A character is dizzied when they take too many hits in a short period
   of time.  When dizzied, they are left vulnerable for a brief moment.
   You can get out of a dizzy faster by entering the same command you
   use to escape from holds (tap the d-pad and buttons rapidly).
 - Each character can taunt once per round by pressing the L and R
   shoulder buttons together, or by setting one of the buttons to
   "Chohatsu".  While taunting, you are vulnerable to attack and cannot
   move.  Birdie, Chun-Li, Sakura, and Sodom's taunts can hit an enemy,
   while Dan can taunt as many times as you want during a round.
 - Some characters have more than one taunt that can be performed by
   pressing f while taunting; this includes Charlie, Ken, M. Bison,
   and Ryu.  Birdie can taunt while holding back or forward.
 

 ========================================================================
 2.  CHARACTER MOVELIST
 ========================================================================

 The moves are listed in this order: normal throws, then special moves,
 command attacks, and then finally, their Super Combos.  Afterwards are
 some notes on their special moves and abilities (if applicable).

 ------------------------------------------------------------------------
 ADON
 ------------------------------------------------------------------------

 Jaguar Carry                   b / f + MP / HP when close
 Jaguar Slam                    b / f + MK / HK when close

 Rising Jaguar                  f,d,df + K
 Jaguar Kick                    qcf + K
 Jaguar Tooth                   hcb + K

 Jaguar Crunch                  f + MP
 Jutting Kick                   df + MK

 Jaguar Revolver                qcf,qcf + K
 Jaguar Varied Assault          qcf,d,df + P
 Jaguar Thousand                Tap P during Lv. 3 Jaguar Varied Assault
 Jaguar Assassin                Tap K during Lv. 3 Jaguar Varied Assault

 - The Jaguar Crunch is an overhead attack.


 ------------------------------------------------------------------------
 AKUMA                                    (aka "Gouki" outside of the US)
 ------------------------------------------------------------------------

 Seoi Nage                      b / f + MP / HP when close
 Tomoe Nage                     b / f + MK / HK when close

 Gou Hadou Ken                  qcf + P
 Zankuu Hadou Ken               qcf + P in air
 Shakunetsu Hadou Ken           hcb + P
 Gou Shouryuu Ken               f,d,df + P
 Tatsumaki Zankuu Kyaku         qcb + K  (air)
 Hyakki Shuu                    qcf,uf + P, then...
 Hyakki Gou Zan                 ...do nothing
 Hyakki Gou Shou                ...press P
 Hyakki Gou Sen                 ...press K
 Hyakki Gou Sai                 ...a-d + P when close  (enemy on ground)
 Hyakki Gou Tsui                ...a-d + K when close  (ground or air)
 Zenpou Tenshin                 qcb + P
 Ashura Senkuu                  b,d,db / f,d,df + PPP / KKK

 Tenma Kuujin Kyaku             Jump uf, press db~df + MK at apex
 Zugai Hasatsu                  f + MP
 Senpuu Kyaku                   f + MK

 Messatsu Gou Hadou             hcb,hcb + P
 Messatsu Gou Shouryuu          qcf,d,df + P
 Tenma Gou Zankuu               qcf,qcf + P in air
 Shun Goku Satsu                LP,LP,f,LK,HP  (at Level 3)

 - You can juggle an opponent after the Tatsumaki Zankuu Kyaku (for
   example, follow with a Gou Shouryuu Ken).
 - The Zugai Hasatsu is an overhead attack.
 - The Gou Sai, Gou Tsui, and Shun Goku Satsu are unblockable.
 - During the Hyakki Shuu, doing nothing results in a sliding kick
   that must be blocked low.  Pressing P or K results in attacks
   that can be blocked crouching, strangely enough.  The other two
   moves (the Gou Sai and Gou Tsui) are throws.  They can't be used
   on an opponent in the corner of the screen, and the Gou Sai can't
   be used against an airborne opponent.
 - You can use the Zenpou Tenshin to roll under attacks and through
   your opponent.
 - Akuma can be hit during the start of the Ashura Senkuu, but while
   moving, he is immune to all attacks except throws.  Using "b,d,db"
   makes you warp backward, while "f,d,df" carries you forward.  PPP
   makes you teleport further than KKK does.


 ------------------------------------------------------------------------
 BIRDIE
 ------------------------------------------------------------------------

 Bull Spike                     b / f + MP / HP when close  (tap d/p/k)
 Bad Throw                      b / f + MK / HK when close
 
 Murderer Chain                 Rotate 360 + P
 Bandit Chain                   Rotate 360 + K
 Bull Head                      Charge b,f + P
 Bull Horn                      Hold PP / KK, then release

 Body Slam                      d + HP in air
 Bull Drop                      Press HK while standing

 The Birdie                     Charge b,f,b,f + P
 Bull Revenger                  qcf,d,df + P / K

 - The longer you charge the Bull Head, the more damage it does.  The
   buttons held affect the Bull Head's range:

        LP + MP / LK + MK          Short-range
        LP + HP / LK + HK          Medium-range
        MP + HP / MK + HK          Long-range

 - Note that when Birdie is turning around to do the Bull Head, he
   is invincible during that short period of time.  You can use this
   to pass through attacks and deliver an attack yourself, but it's
   difficult to time correctly.
 - Normally, you can charge two Bull Heads at once (hold PP + KK).
   However, there is a trick to charge 3 or 4 Bull Heads at once.  To
   do this, hold down five or six buttons, then release one button at
   a time.  You have to keep holding down at least one Punch and one
   Kick button, and once you've released every button but those two,
   they become useless (so holding down PPP + KK gives you three Bull
   Head charges, not five).
 - The Murderer Chain, Bandit Chain, and Bull Revenger are unblockable.
 - The Bull Drop can hit at two points; one, when Birdie first lifts
   his leg, or else when he is dropping it down.  The "dropping"
   animation is an overhead attack, if it hits.
 - During the Bull Revenger, using P makes Birdie hop forward, while
   using K makes him leap across the screen.


 ------------------------------------------------------------------------
 CHARLIE                                   (aka "Nash" outside of the US)
 ------------------------------------------------------------------------

 Dragon Suplex                  b / f + MP / HP when close
 Knee Gatling                   b / f + MK / HK when close  (tap d/p/k)
 Flying Buster Drop             a-d-u + MP / HP when close  (air only)

 Sonic Boom                     Charge b,f + P
 Somersault Shell               Charge d,u + K

 Jump Sobat                     b / f + MK
 Step Kick                      b / f + HK
 Spin Back Knuckle              f + HP

 Sonic Break                    Charge b,f,b,f + P, tap P rapidly
 Crossfire Blitz                Charge b,f,b,f + K
 Somersault Justice             Charge db,df,db,uf + K

 - The Jump Sobat is an overhead attack.
 - During the Sonic Break, you can press P for an extra Sonic Boom toss.
   At Level 1, you get one extra Sonic Boom.  At Level 2, you get two
   of them, and at Level 3, you get three extra Sonic Booms (for four
   attacks total).  All of the Sonic Booms are considered to be Super
   Combo projectiles, meaning that they can pass through standard
   projectiles.


 ------------------------------------------------------------------------
 CHUN-LI
 ------------------------------------------------------------------------

 Koshuu Tou                     b / f + MP / HP when close
 Ryuusei Raku                   a-d-u + MP / HP when close  (air only)

 Kikou Ken                      hcf + P
 Sen'en Shuu                    hcb + K
 Tenshou Kyaku                  Charge d,u + K
 Hyakuretsu Kyaku               Tap K rapidly

 Yousou Kyaku                   d + MK in air  (can repeat)
 Kaku Kyaku Raku                df + HK
 Sankaku Tobi                   Jump against a wall, press in opp. dir.

 Kikou Shou                     qcf,qcf + P
 Senretsu Kyaku                 Charge b,f,b,f + K
 Hazan Tenshou Kyaku            Charge db,df,db,uf + K

 - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks.


 ------------------------------------------------------------------------
 DAN HIBIKI
 ------------------------------------------------------------------------

 Seoi Nage                      b / f + MP / HP when close

 Gadou Ken                      qcf + P
 Kouryuu Ken                    f,d,df + P
 Dankuu Kyaku                   qcb + K
 Zenten Chouhatsu               qcf + Start
 Kouten Chouhatsu               qcb + Start

 Jump Chouhatsu                 Taunt while jumping
 Shagami Chouhatsu              Taunt while crouching

 Chouhatsu Densetsu             qcf,qcf + Start
 Shinkuu Gadou Ken              qcf,qcf + P
 Hisshou Burai Ken              qcb,qcb + K
 Kouryuu Rekka                  qcf,d,df + K

 - The Gadou Ken may have a limited range, but it can still negate
   other normal projectiles, like a Sonic Boom or Kikou Ken.
 - Dan may randomly flash during his Kouryuu Ken, in which case he
   is invincible until the flash ends.
 - The range of the Shinkuu Gadou Ken increases depending on what
   level of SC power you use.
 - Dan can taunt an infinite number of times.


 ------------------------------------------------------------------------
 DHALSIM
 ------------------------------------------------------------------------

 Yoga Smash                     b / f + MP when close
 Yoga Throw                     b / f + HP when close  (tap d/p/k)

 Yoga Fire                      qcf + P
 Yoga Flame                     hcb + P
 Yoga Blast                     hcb + K
 Yoga Teleport                  b,d,db / f,d,df + PPP / KKK  (air)
 Yoga Escape                    b,d,db + K when knocked down

 Kuuchuu Chouhatsu              Taunt while jumping
 Yoga Shock                     b + LP, hold LP until you attack
 Yoga Palm                      f + LP
 Drill Zutsuki                  d + HP in air
 Drill Kick                     d + K in air

 Yoga Inferno                   qcf,qcf + P
 Yoga Strike                    qcf,d,df + K

 - You can change Dhalsim's attacks by holding back or down-back while
   pressing P or K.
 - The Yoga Flame will dissipate after traveling far enough.  Only the
   MP and HP versions knock down an opponent.
 - The Yoga Shock is an overhead attack, as long as you hold LP until
   you attack.
 - The Yoga Strike is an anti-air throw, and is unblockable.
 - During the Yoga Teleport, "f,d,df" teleports you forward, and "b,d,db"
   teleports you backward.  PPP carries you further than KKK does.


 ------------------------------------------------------------------------
 GEN
 ------------------------------------------------------------------------

 Juraku                         When close, b / f + MP / HP
 Houzen                         When close, b / f + MK / HK

 Ansatsu Ken: Sou-ryuu          Press PPP at any time  (air)
  Hyakurenkou                    Tap P rapidly
  Gekirou                        f,d,df + K, tap K at a paced rate
  Zan'ei                         qcf,qcf + P
  Shitenshuu                     qcb,qcb + P
 
 Ansatsu Ken: Ki-ryuu           Press KKK at any time  (air)
  Jasen                          Charge b,f + P
  Ouga                           Charge d,ub~uf + K
  Satsujin                       Press LK while crouching
  Kyoutetsu                      Press MP
  Onkyou                         Press HP
  Kirou                          Press HP while crouching
  Saizu                          Jump over someone, press MK
  Uken > Shakudan                Quickly press HK,HK in air
  Kouga                          qcb,qcb + K in air
  Jakouha                        qcf,d,df + K

 - Gen has two different "styles" of play he can use by pressing PPP
   or KKK.  Once you've changed into a certain style, you can only
   use the moves in that style (for example, in Sou-ryuu style, you
   could use the Shitenshuu but not the Ouga).  Gen normally starts
   in his PPP style, but if you switch to his KKK style, he'll
   remain in it for the rest of the game.  You can switch Gen's
   styles at any time, while jumping, blocking, attacking, when
   knocked down, while dizzy, and so on.
 - In his Sou-ryuu style, Gen can chain together his normal attacks.
   The sequence is pretty loose--the only real restriction is that
   you can't chain a stronger attack into a weaker one (like HP into
   LK), and you can't chain a crouching HP or HK into anything.
   Otherwise, just about any chain combo is possible.
 - During the Gekirou, you need to tap the Kick button as your
   opponent goes higher and higher into the air if you want to get the
   full hits (you'll know if you did this correctly because he'll
   finish with a kick that knocks your foe away).
 - If hit by a Shitenshuu, a timer will appear over the head of Gen's
   opponent and count down.  When it reaches zero, Gen's foe falls to
   the ground and is dizzied.  You can increase the timer speed by
   hitting your foe with multiple Shitenshuus, but your opponent can
   stop the timer by hitting you with an attack.  Note that your
   opponent is damaged during the intitial hits, each time the counter
   goes down by one, and when it hits zero and he / she is dizzied.
   The higher level you use, the more damage the Shitenshuu does during
   the intial hits and for each timer countdown.
 - During the Ouga, you can:
      > Direct your initial leap left or right by charging d,ub / uf
        instead of charging d,u (which always takes you to the wall
        behind you).
      > Do nothing when you touch a wall for a jump kick
      > Press b when you touch a wall to abort the move
      > Press f when you touch a wall for a long kick toward your foe
      > Press u when you touch a wall to move to the ceiling
         > Do nothing when you touch the ceiling to do a head stomp
         > Press ub~uf when on the ceiling to abort the move and drop
           in either direction
         > Press b / f when on the ceiling to use a dive kick in either
           direction
 - The Kyoutetsu is an overhead attack.
 - The Onkyou hits low and must be crouch-blocked.
 - The Kirou will do more damage if it his someone while they're
   attacking you.  However, you'll take more damage if hit during
   this attack, too.
 - The Satsujin will knock an opponent up into the air.  You can
   follow it with a Jakouha, if you're fast enough.
 - Gen's jumping Ki-ryuu MK (the Saizu), works best as a cross-up
   attack.
 - During the Kouga you can:
      > Press LK for a jump kick off the left wall,
         - Then, press MK or do nothing instead for a long kick towards
           your enemy.
         - Or, press HK instead for a higher, faster long kick.
      > Press MK for a head stomp off the ceiling,
         - Then press LK instead to dive left.
         - Or, press HK instead to dive right.
      > Press HK for a jump kick off the right wall,
         - Then, press MK or do nothing instead for a long kick towards
         - your enemy.
         - Or, press LK for a higher, faster long kick.
   If you do nothing, Gen will just keep jumping off opposite walls
   and kicking.  Gen can perform one extra attack per level.
 - It's easy to accidentally tap a button too much so that if you "do
   nothing" after using LK or HK to go to a wall, you'll end up doing
   the following LK or HK move instead.  To prevent this, pressing MK
   has the same effect as "doing nothing".
 - The Jakouha is an anti-air throw and is unblockable.
 - Gen's taunt is faster in Ki-ryuu style than it is in So-ryuu style.
                 

 ------------------------------------------------------------------------
 GUY
 ------------------------------------------------------------------------

 Seoi Nage                      b / f + MP / HP when close
 Tsukami Nage                   b / f + MK / HK when close  (tap d/p/k)
 Bushin-ryuu Seoi Nage          f,uf,u,ub,b + MP / HP from Tsukami Nage
 Izuna Otoshi                   a-d-u + MP / HP when close  (air only)

 Bushin Izuna Otoshi            qcf + P, then press P when close
 Izuna no Hiji Otoshi           qcf + P, then press P from afar
 Hayagake                       qcf + K
 Hayagake: Kyuuteishi           qcf + LK, then press K
 Hayagake: Kage Sukui           qcf + MK, then press K
 Hayagake: Kubikari             qcf + HK, then press K
 Houzantou                      qcb + P
 Bushin Senpuu Kyaku            qcb + K
 Bushin Gokusa Ken              LP,MP,HP,HK when close

 Hiji Otoshi                    d + MP in air
 Kubi Kudaki                    f + MP
 Kamaitachi                     df + HK
 Sankaku Tobi                   Jump against a wall, press in opp. dir.

 Bushin Hassou Ken              qcf,d,df + P
 Bushin Gourai Kyaku            qcf,d,df + K

 - The Bushin-ryuu Seoi Nage is difficult to pull off.  If you did it
   correctly, Guy will do his normal Seoi Nage and throw his opponent
   behind him at the end of the Tsukami Nage.
 - The Bushin Izuna Otoshi is an unblockable throw.  However, it cannot
   grab people who are in the corner of the screen.
 - The Kubikari and Kubi Kudaki are overhead attacks.
 - The Kage Sukui must be blocked crouching.
 

 ------------------------------------------------------------------------
 KEN MASTERS
 ------------------------------------------------------------------------

 Jigoku Guruma                  b / f + MP / HP when close
 Tsukami Nage                   b / f + MK / HK when close  (tap d/p/k)
 Jigoku Fuusha                  a-d-u + MP / HP when close  (air only)

 Hadou Ken                      qcf + P
 Shouryuu Ken                   f,d,df + P
 Tatsumaki Senpuu Kyaku         qcb + K
 Zenpou Tenshin                 qcb + P
 Zentou                         qcf + Chouhatsu

 Inazuma Kakato Wari            f + MK

 Shouryuu Reppa                 qcf,d,df + P
 Shinryuu Ken                   qcf,d,df + K  (tap P / K at Lv. 2/3)

 - The Inazuma Kakato Wari is an overhead attack.
 - You can use the Zenpou Tenshin to roll under attacks and through
   your opponent.


 ------------------------------------------------------------------------
 M. BISON                                  (aka "Vega" outside of the US)
 ------------------------------------------------------------------------

 Deadly Throw                   b / f + MP / HP when close
 Psycho Fall                    a-d-u + MP / HP when close  (air only)

 Psycho Shot                    Charge b,f + P
 Double Knee Press              Charge b,f + K
 Head Press                     Charge d,u + K, then move b / f
 Somersault Skull Diver         Press P after Head Press
 Somersault Skull Diver         Charge d,u + P, move b / f, press P
 Vega Warp                      b,d,db / f,d,df + PPP / KKK

 Psycho Crusher                 Charge b,f,b,f + P
 Knee Press Nightmare           Charge b,f,b,f + K

 - During the Vega Warp, using "b,d,db" makes you warp away from your
   opponent, while, "f,d,df" teleports you behind them.  KKK makes you
   teleport closer to your opponent than PPP does.


 ------------------------------------------------------------------------
 ROLENTO SCHUGERG
 ------------------------------------------------------------------------

 Colonel Carrier                b / f + MP / HP when close
 Deadly Package                 b / f + MK / HK when close

 Patriot Circle                 qcf + P  (perform 3 times)
 Mekong Delta Air Raid          qcb + P  (then press P)
 Mekong Delta Escape            qcb + K  (move b / f, then press P / K)
 Mekong Delta Attack            Press PPP  (then press P)
 Stinger                        f,d,df + K  (then press P / K)
 Trick Landing                  Press (b / f +) KKK just before landing

 High Jump                      Tap db~df,ub~uf
 Spike Rod                      d + MK in air  (can repeat)
 Fake Rod                       f + MK

 Take no Prisoner               qcf,d,df + K
 Mine Sweeper                   qcb,qcb + P

 - Rolento's Stinger knives can be destroyed if they are hit with an
   attack (any attack will work, whether it's a standing LK or a
   fireball, etc.)  You have to time it right, though, or else you'll
   take the hit.
 - You can use the Spike Rod during the Mekong Delta Escape.
 - The Take no Prisoner is unblockable.


 ------------------------------------------------------------------------
 ROSE
 ------------------------------------------------------------------------

 Soul Drain                     b / f + MP / HP when close

 Soul Spark                     hcf + P
 Soul Throw                     f,d,df + P
 Soul Reflect                   qcb + P
 Soul Spiral                    qcf + K

 Sliding                        df + MK

 Aura Soul Spark                qcb,qcb + P
 Aura Soul Throw                qcf,d,df + P
 Soul Illusion                  qcf,d,df + K

 - The Soul Throw is an anti-air throw.  It is unblockable, but will
   not hit a character unless thy're airborne.  However, this will even
   work if they are just off the ground (such as when Ryu does a Senpuu
   Kyaku and is hopping).
 - The LP Soul Reflect will absorb projectiles and give a small amount
   of SC energy to Rose.  The MP version reflects them horizontally,
   and the HP version reflects them diagonally upward.  You cannot
   reflect Super Combo projectiles (like the Tiger Cannon), but you
   can reflect Dan's Shinkuu Gadou Ken.
 - Rolento's Stinger knives cannot be absorbed or reflected.
 - The Sliding must be blocked crouching.
 - The Level 3 Aura Soul Spark makes a aura appear in front of Rose
   while she is attacking.  This aura can horizontally reflect both
   normal and Super Combo projectiles.
 - During the Level 2 and 3 Aura Soul Throw, Rose will pop her enemy
   into the air before jumping up to throw them.
 - During the Soul Illusion, Rose is trailed by illusions who add to
   the number of hits that any of her attacks inflict.  This move
   will end once a certain amount of time has passed.
 - Rose's Punch-style Alpha Counter does no damage.  Instead, it makes
   her switch places with her opponent, and since she recovers faster
   than they do, you can attack your opponent immediately afterward.


 ------------------------------------------------------------------------
 RYU
 ------------------------------------------------------------------------

 Seoi Nage                        b / f + MP / HP when close
 Tomoe Nage                       b / f + MK / HK when close

 Hadou Ken                        qcf + P
 Hadou no Kamae                   qcf + Chouhatsu
 Shouryuu Ken                     f,d,df + P
 Tatsumaki Senpuu Kyaku           qcb + K  (air)
 Sakotsu Wari                     f + MP
 Senpuu Kyaku                     f + MK

 Shinkuu Hadou Ken                qcf,qcf + P
 Shinkuu Tatsumaki Senpuu Kyaku   qcb,qcb + K

 - When you throw a HP Hadou Ken from up close, it flashes red.  Hitting
   someone with the fireball while it's red will set them on fire and
   knock them to the ground.
 - The Sakotsu Wari is an overhead attack.
 - Ryu's jumping MP hits twice.  It also has the interesting property
   of being able to juggle opponents who could not normally be hit.
   For example, if your opponent is in the corner and you do the Shinkuu
   Tatsumaki Senpuu Kyaku, you could land, jump after them as they fall,
   and hit them with Ryu's jumping MP.  However, try it with any other
   jumping Punch or Kick, and the move will miss.


 ------------------------------------------------------------------------
 SAGAT
 ------------------------------------------------------------------------

 Tiger Carry                    b / f + MP / HP when close  (tap d/p/k)

 Tiger Shot                     qcf + P
 Ground Tiger Shot              qcf + K
 Tiger Blow                     f,d,df + P
 Tiger Crush                    f,d,df + K

 Tiger Cannon                   qcf,qcf + P
 Tiger Raid                     qcb,qcb + K
 Tiger Genocide                 qcf,d,df + K


 ------------------------------------------------------------------------
 SAKURA KASUGANO
 ------------------------------------------------------------------------

 Sakura Jime                    b / f + MP / HP when close  (tap d/p/k)
 Sailor Shoot                   b / f + MK / HK when close

 Hadou Ken                      qcf + P,(P),(P)
 Shou'ou Ken                    f,d,df + P
 Shunpuu Kyaku                  qcb + K

 Flower Kick                    f + MK

 Shinkuu Hadou Ken              qcf,qcf + P
 Haru Ichiban                   qcb,qcb + K
 Midare Zakura                  qcf,d,df + K

 - Tapping P as you throw a Hadou Ken increases it's size, but decreases
   it's range.
 - The Flower Kick is an overhead attack.
 - The Shinkuu Hadou Ken grows weaker as it travels across the screen.
 - The Haru Ichiban must be blocked low.


 ------------------------------------------------------------------------
 SODOM
 ------------------------------------------------------------------------

 Shogun Throw  (long)            b / f + MP / HP when close
 Shogun Throw  (short)           b / f + MK / HK when close

 Jigoku Scrape                  qcf + P
 Butsumetsu Buster              Rotate 360 + P
 Daikyou Burning                Rotate 360 + K
 Kouten Okiagari                f,df,d + P when knocked down
 Tengu Walking                  b,db,d + K when knocked down
 Shiraha Catch                  f,d,df + K

 Meido no Miyage                qcf,qcf + P
 Tenchuu Satsu                  Rotate 720 + P

 - If the Daikyou Burning hits, Sodom drags his opponent across the
   screen.  In certain situations (like when you hit an airborne
   opponent), they will merely bounce off Sodom's jitte instead of
   being grabbed.
 - When you are knocked down, you can use the Kouten Okiagari to roll
   backward upon touching the floor.  Alternately, you can use the
   Tengu Walking to perform a special attack that makes Sodom run into
   his opponent.
 - The Shiraha Catch will counter overhead attacks (like Sakura's
   Flower Kick).  It can also counter jumping attacks.
 - The Butsumetsu Buster, Daikyou Burning, and Tenchuu Satsu are
   unblockable.


 ------------------------------------------------------------------------
 ZANGIEF
 ------------------------------------------------------------------------

 Back Drop                      b / f + MP / HP when close
 Kamitsuki                      b / f + MK / HK when close  (tap d/p/k)
 Stomach Claw                   df + MP / HP when close  (tap d/p/k)

 Double Lariat                  Press PPP, move b / f
 Quick Double Lariat            Press KKK, move b / f
 Screw Piledriver               Rotate 360 + P
 Flying Powerbomb               Rotate 360 + K outside of throw range
 Atomic Suplex                  Rotate 360 + K when close
 Banishing Flat                 f,d,df + P

 Body Press                     Jump diagonally, d + HP
 Double Knee Drop               Jump diagonally, d + LK / MK
 Kuuchuu Headbutt               Jump up, press u + MP / HP
 Dynamite Kick                  db + MK
 Russian Kick                   db + HK

 Final Atomic Buster            Rotate 720 + P
 Aerial Russian Slam            qcf,d,df + K

 - The Screw Piledriver, Flying Powerbomb, Atomic Suplex, and Final
   Atomic Buster are unblockable.
 - You can pass through projectiles using the Lariat moves.
 - The Banishing Flat can negate normal projectiles.
 - The Kuuchuu Headbutt can dizzy an opponent in just a few hits.
 - The Aerial Russian Slam is an anti-air throw, and is unblockable.


 ========================================================================
 3.  HIDDEN CHARACTER MOVELIST
 ========================================================================

 ------------------------------------------------------------------------
 SATSUI NO HADOU NI MEZAME TA RYU
 ------------------------------------------------------------------------

 Seoi Nage                        b / f + MP / HP when close
 Tomoe Nage                       b / f + MK / HK when close

 Hadou Ken                        qcf + P
 Hadou no Kamae                   qcf + Chouhatsu
 Shouryuu Ken                     f,d,df + P
 Tatsumaki Senpuu Kyaku           qcb + K  (air)
 Ashura Senkuu                    b,d,db / f,d,df + PPP / KKK

 Sakotsu Wari                     f + MP
 Senpuu Kyaku                     f + MK

 Shinkuu Hadou Ken                qcf,qcf + P
 Shinkuu Tatsumaki Senpuu Kyaku   qcb,qcb + K
 Messatsu Gou Shouryuu            qcf,d,df + K
 Shun Goku Satsu                  LP,LP,f,LK,HP  (at Level 3)

 - This version of Ryu has been given several of Gouki's moves.  He can
   also juggle opponents off of his Tatsumaki Senpuu Kyaku, just like
   Gouki can.
 - When you throw a  Hadou Ken from up close, it flashes red.  Hitting
   someone with the fireball while it's red will set them on fire and
   knock them to the ground.


 ------------------------------------------------------------------------
 SF2-COSTUMED CHUN-LI
 ------------------------------------------------------------------------

 Koshuu Tou                     b / f + MP / HP when close
 Ryuusei Raku                   a-d-u + MP / HP when close  (air only)

 Kikou Ken                      Charge b,f + P
 Sen'en Shuu                    hcb + K
 Tenshou Kyaku                  Charge d,u + K
 Hyakuretsu Kyaku               Tap K rapidly

 Yousou Kyaku                   d + MK in air  (can repeat)
 Kaku Kyaku Raku                df + HK
 Sankaku Tobi                   Jump against a wall, press in opp. dir.

 Kikou Shou                     qcf,qcf + P
 Senretsu Kyaku                 Charge b,f,b,f + K
 Hazan Tenshou Kyaku            Charge db,df,db,uf + K

 - This version of Chun-Li has a different outfit and an altered
   command for her Kikou Ken.


 ------------------------------------------------------------------------
 SF2 ORIGINAL SERIES DHALSIM
 ------------------------------------------------------------------------

 Yoga Smash                     b / f + MP when close
 Yoga Throw                     b / f + HP when close  (tap d/p/k)

 Yoga Fire                      qcf + P
 Yoga Flame                     hcf + P

 Drill Zutsuki                  d + HP in air
 Drill Kick                     d + HK in air

 - The Yoga Fire won't fizzle out like it does for the normal version
   of Dhalsim.
 - This version of Dhalsim cannot adjust the length of his limbs by
   holding back or down-back when you press P or K.
 - He cannot use taunts, Alpha Counters, Custom Combos, Super Combos,
   Escape Rolls, Throw Escapes, or even mid-air blocking.


 ------------------------------------------------------------------------
 SF2 ORIGINAL SERIES ZANGIEF
 ------------------------------------------------------------------------

 Back Drop                      b / f + MP / HP when close
 Kamitsuki                      b / f + MK / HK when close  (tap d/p/k)
 Stomach Claw                   df + MP / HP when close  (tap d/p/k)

 Double Lariat                  Press PPP, move b / f
 Screw Piledriver               Rotate 360 + P

 Body Press                     Jump diagonally, d + HP
 Double Knee Drop               Jump diagonally, d + LK / MK
 Kuuchuu Headbutt               Jump up, press u + MP / HP
   
 - This version of Zangief cannot use taunts, Alpha Counters, Custom
   Combos, Super Combos, Escape Rolls, Throw Escapes, or even mid-air
   blocking.


 ------------------------------------------------------------------------
 SHIN AKUMA                          (aka "Shin Gouki" outside of the US)
 ------------------------------------------------------------------------

 Seoi Nage                      b / f + MP / HP when close
 Tomoe Nage                     b / f + MK / HK when close

 Gou Hadou Ken                  qcf + P
 Zankuu Hadou Ken               qcf + P in air
 Shakunetsu Hadou Ken           hcb + P
 Gou Shouryuu Ken               f,d,df + P
 Tatsumaki Zankuu Kyaku         qcb + K  (air)
 Hyakki Shuu                    qcf,uf + P, then...
 Hyakki Gou Zan                 ...do nothing
 Hyakki Gou Shou                ...press P
 Hyakki Gou Sen                 ...press K
 Hyakki Gou Sai                 ...a-d + P when close  (enemy on ground)
 Hyakki Gou Tsui                ...a-d + K when close  (ground or air)
 Zenpou Tenshin                 qcb + P
 Ashura Senkuu                  b,d,db / f,d,df + PPP / KKK

 Tenma Kuujin Kyaku             Jump uf, press db~df + MK at apex
 Zugai Hasatsu                  f + MP
 Senpuu Kyaku                   f + MK

 Messatsu Gou Hadou             hcb,hcb + P
 Messatsu Gou Shouryuu          qcf,d,df + P
 Tenma Gou Zankuu               qcf,qcf + P in air
 Shun Goku Satsu                LP,LP,f,LK,HP  (at Level 3)

 - Shin Akuma throws two air fireballs during the Zankuu Hadou Ken,
   and his Shun Goku Satsu moves faster and has a longer reach.


 ========================================================================
 4.  SECRETS AND TRICKS
 ========================================================================

 For the codes to play as the alternate versions of Dhalsim, Zangief,
 Ryu, and Gouki, you have to enter them on the normal Player Select
 screen (keep "Shortcut" turned off).  You can't use these characters
 if you're playing in Versus Mode and don't already have them saved
 to memory.

 ------------------------------------------------------------------------
 PLAY AS "SATSUI NO HADOU NI MEZAME TA RYU"
 ------------------------------------------------------------------------

 a)  Move to Ryu.
 b)  Press and hold Start for one second.
 c)  Move to Adon, Akuma, Adon, then back to Ryu.
 d)  Press and hold Start.
 e)  Then, press any Punch or Kick button.


 ------------------------------------------------------------------------
 PLAY AS "SF2 COSTUMED CHUN-LI"
 ------------------------------------------------------------------------

 a)  Move to Chun-Li.
 b)  Press and hold Start for 5 seconds.
 c)  Press and hold Start.
 d)  Then, press any Punch or Kick button.


 ------------------------------------------------------------------------
 PLAY AS "SF2 ORIGINAL SERIES DHALSIM"
 ------------------------------------------------------------------------

 a)  Move to Dhalsim.
 b)  Press and hold Start for one second.
 c)  Move to Zangief, Sagat, Charlie, then back to Dhalsim.
 d)  Press and hold Start.
 e)  Then, press any Punch or Kick button.


 ------------------------------------------------------------------------
 PLAY AS "SF2 ORIGINAL SERIES ZANGIEF"
 ------------------------------------------------------------------------

 a)  Move to Zangief.
 b)  Press and hold Start for one second.
 c)  Move to Sagat, Sodom, Rose, Birdie, Charlie, Dhalsim, Ryu, Adon,
     Chun-Li, Guy, Ken, then back to Zangief.
 d)  Press and hold Start
 e)  While holding Start, press any Punch or Kick button.


 ------------------------------------------------------------------------
 PLAY AS SHIN AKUMA
 ------------------------------------------------------------------------

 a)  Move to Akuma.
 b)  Press and hold Start for one second.
 c)  Press Down, Down, Right, Down, Right, Down, Down, Down, Left,
     Down, Left, and Down to move back to Akuma.
 d)  Press and hold Start.
 e)  Then, press any Punch or Kick button.


 ------------------------------------------------------------------------
 SAVE THE HIDDEN CHARACTERS TO MEMORY
 ------------------------------------------------------------------------

 a)  Use a code to play with a hidden character and lose the match, then
     save your game to memory.
 b)  When you want to play with a hidden character, go to the normal
     version (i.e. Ryu), and press and hold Start.
 c)  Then, press any punch or kick button.  If you've turned the
     "Shortcut" on, then pressing Start makes the name change to green.
     This simply means that you've chosen the hidden character.

 What's interesting about this is that SSF2T Chun-Li is already in
 the game's memory.  To see for yourself, start a new game (with
 no previous save file), turn "Shortcut" on, and hold Start when the
 cursor is over Chun-Li.  This doesn't work with the "Shortcut" off.
 This is because the code to play with Chun-Li (initially), is to
 hold down the Start button for 5 seconds.  But in "Shortcut" mode,
 holding down the button is supposed to show the alternate version
 of that character.


 ------------------------------------------------------------------------
 FIGHT YOUR MID-BOSS
 ------------------------------------------------------------------------

 a) Get five SC or CC wins, without continuing.  You can have all
    SC wins, all CC wins, or a mixture of both.
 b) When you do this, your next match will be interrupted by your
    mid-boss, who will talk with you before fighting.  After you
    kill your mid-boss, you'll fight that stage's actual warrior,
    and the game continues normally.
 c) It's possible to end up fighting your mid-boss and boss on the
    same stage, so just make sure you have enough wins by the time
    you reach your boss.  You don't have to have a certain number
    of wins by the time you reach a certain match.

 You can fight your mid-boss no matter how your rounds are configured.


 ------------------------------------------------------------------------
 FIGHT SHIN AKUMA
 ------------------------------------------------------------------------

 a)  If you are the first player, choose your color with a Punch button.
     If you are the second player, choose your color with a Kick button.
 b)  Get to your boss without losing a single round.
 c)  Along the way, make sure to get at least 3 Perfects and 5 SC or CC
     victories before the final match.
 d)  If done correctly, Shin Akuma will warp in, kill your boss with
     the Raging Demon SC, then challenge you.

 As in SSF2T, Akuma moves extremely fast, has superhuman AI, and can
 throw two air fireballs, etc.  Beating him does not award you with a
 special ending, just the one you would've gotten if you had killed
 your boss normally.


 ------------------------------------------------------------------------
 SSF2T-STYLE SURVIVAL MODE
 ------------------------------------------------------------------------

 a)  Hold L and Start while choosing your character in Survival Mode.
 b)  If you did it right, Chun-Li is replaced by her SSF2T version,
     and your final boss is always SSF2T (Super) Akuma.


 ------------------------------------------------------------------------
 ALTERNATE SURVIVAL MODE
 ------------------------------------------------------------------------

 a)  Hold R and Start while choosing your character in Survival Mode.
 b)  If you did it right, M. Bison will always be your last boss.


 ------------------------------------------------------------------------
 INFINITE CUSTOM COMBO TIME IN TRAINING MODE
 ------------------------------------------------------------------------

 a)  Go into Training Mode.
 b)  Press and hold the Left button and Start.
 c)  Pick your character, and your opponent.
 d)  Continue to hold down L and Start until the round actually begins
     (the announcer says 'Round 1, Fight!')  If you don't do this
     correctly you'll have to exit out to the Player Select screen and
     do it all over again.
 e)  When you do a Custom Combo, the time meter won't run out, but only
     until you pick another character or restart the match.


 ------------------------------------------------------------------------
 AUTO-FIRE BUTTONS IN ARCADE / TRAINING MODE
 ------------------------------------------------------------------------

 a)  Go into Arcade/Training Mode.
 b)  Press and hold the Right button and Start.
 c)  Pick your character.
 d)  Continue to hold down R and Start until the round actually begins
     (the announcer says 'Round 1, Fight!')  If you don't do this
     correctly you'll have to exit out to the Player Select screen and
     do it all over again.
 e)  When you press any button, holding it will cause you to punch or
     kick repeatedly, as if you were using an auto-fire controller.

 You can combine the Infinite CC Time and Auto-Fire codes by holding
 the L, R, and Start buttons when you pick your warrior in Training
 Mode.  This code doesn't work in any other mode.


 ------------------------------------------------------------------------
 CHOUHATSU DENSETSU GLITCH
 ------------------------------------------------------------------------

 Play as Dan vs. Rose and have Dan do his Chouhatsu Densetsu.  If you
 keep trying to do an LP or MP Soul Throw on him with Rose, it will
 randomly connect.  Normally, Rose can't grab people off of the ground,
 but then again, you'd expect Dan to have a weakness like this!


 ------------------------------------------------------------------------
 SCREW PILEDRIVER GLITCH
 ------------------------------------------------------------------------

 Play with Zangief and do a Custom Combo, then do a Screw Piledriver.
 Your victim will be trailed by Super Combo shadows as if you'd done
 the Final Atomic Buster.


 ------------------------------------------------------------------------
 ALTERNATE CREDITS
 ------------------------------------------------------------------------

 If you beat the game with Charlie, Akuma, or Super Akuma, you get a
 different screen for the credit roll than do the other characters.
 Likewise, if you win all 18 matches in Survival Mode, you get a
 different screen and different credits.  You can speed up the credits
 by pressing and holding any button except L or R.  Note that some
 characters have different music tracks for the credits than others.


 ------------------------------------------------------------------------
 SELECT YOUR WIN QUOTE
 ------------------------------------------------------------------------

 When you beat your opponent for the second time, immediately press
 Up, Down, Left, or Right and either all three Punches/Kicks, or
 any two Punch/Kick buttons of the same strength (like Jab and Short).
 You can also press the Start button, too.


 ------------------------------------------------------------------------
 SELECT YOUR WINNING POSE
 ------------------------------------------------------------------------

 Press and hold Start and any other button to choose your character's
 winning pose.  Some buttons don't have an effect because not all
 warriors have six winning poses; they'll just make the character do
 his first (X button) winning pose.


 ------------------------------------------------------------------------
 SELECT YOUR COLORS
 ------------------------------------------------------------------------

 Unlike the arcade version of SFA2, you can choose the 2P and 2K colors
 by pressing Y or B.  You can even choose the Auto colors (even if you're
 not using Auto) by pressing Z or C.  If your opponent tries to choose
 the same color, he'll get the opposite version (Choosing a color with
 A would give him the Z-button color if you'd already picked a warrior
 with the A button).

 
 ------------------------------------------------------------------------
 ALTERNATE COSTUME COLORS
 ------------------------------------------------------------------------

 This code only works in Survival Mode.

 a)  Move to Sakura.
 b)  Press and release the Start button.
 c)  Then press up, left, down, left, down, right, right, down, left,
     left, down, down, down, right, up, up, right.
 d)  You should have arrived on Ryu.
 e)  Hold Start and press any button.

 Instead of Ryu appearing, Sakura will appear in her SFZ2A colors.  If
 you look at her photo, it also has the newer colors, but at the VS.
 screen that shows you and your opponent's photos, Sakura's color will
 be the one you would've gotten had you not entered the code but pressed
 the same button.  You don't get a special ending if you beat Survival
 mode with Sakura in her new colors, and you can't combine this code
 with either 'alternate' Survival Mode codes.  Unlike other 'character'
 codes, you can't save this code to memory or use it in other modes by
 turning on the shortcut and holding Start.  It can only be used in
 Survival Mode.

 Her new colors are:

 X - Lavender/Gray       Y - Blue/Yellow         Z - Dark Green/White
 A - Orange/Blue         B - Pink/White          C - Pine Green/Yellow

 Note that you must be in Survival Mode for this code to work.  Also,
 you can't have the "Satsui no Hadou ni mezame ta Ryu" code saved to
 memory.  If you do, you will have to erase your SFA2 memory file in
 order to use this code.


 ------------------------------------------------------------------------
 SODOM'S STAGE TRICK
 ------------------------------------------------------------------------

 When playing a game at Sodom's stage, take a close look at the
 background.  Usually, it will be filled with Japanese writing/symbols,
 etc., but sometimes his car becomes 'Americanized'!  All the symbols
 will change into English, and some of the graphics will change (i.e.
 the bamboo on the front bumper becomes a buffalo skull, the fan near
 the antenna loses it's red dot, the face painted on the side gets
 sunglasses and a cigar, etc.)  This trick doesn't change gameplay in
 any way, and it is random, but it's fun to see.
             

 ========================================================================
 5.  MISCELLANEOUS
 ========================================================================

 ------------------------------------------------------------------------
 SUPER COMBO GAUGE
 ------------------------------------------------------------------------

 The Super Combo Gauge is found at the bottom of the screen.  You can
 fill up the SC gauge by making attacks that miss (except LP and LKs),
 having those attacks hit, throwing, and by getting damaged.  When you
 earn enough energy, you'll earn one level of SC power (up to three
 levels can be stored at a time).  Super Combo energy can be carried
 over from round to round, but not battle to battle.  So, what do you
 do with all those SC levels?  Expend them on Alpha Counters, Custom
 Combos, or Super Combos, of course :)

 Super Combos are souped-up special moves that have a number of neat
 properties, most notably higher damage than other moves, and the
 ability to juggle opponents (for example, you could throw an opponent
 using Sodom, then juggle them with a well-timed Meido no Miyage).

 Super Combos can be upgraded depending on how many SC levels you choose
 to expend when you perform them.  If you want to use more than one
 level for a Super Combo, just perform it with two or three buttons.
 For example, a level 3 Bull Revenger would be (qcf,d,df + PP / KK).  A
 Level 3 Crossfire Blitz would be performed as (Charge b,f,b,f + KKK).
 The more SC power you expend on a Super Combo, the stronger it becomes
 (more hits, damage, more startup invincibility, etc.)


 ------------------------------------------------------------------------
 CUSTOM COMBOS
 ------------------------------------------------------------------------

 Taking the place of chain combos are the all new Custom Combos, or CCs
 for short.  A Custom Combo is activated by pressing two punch buttons
 and one kick button (or vice versa), or by setting a button to display
 the message 'ORICOM'.  When you use a CC, in air or on the ground, your
 character will flash as if he was going to do a Super Combo, and then
 walk forward very quickly, a trail of purple shadows behind him.

 During this time, you can do any punch, kick, or special move without
 having to worry about multiple attacks (such as two fireballs), or lag
 time between moves.  Even hard attacks will come out as quickly as light
 ones.  Also, practically every attack will juggle with each hit, so you
 can link moves together in one combo that aren't possible to do
 normally.  Also, you don't need to charge during a CC.  You could, for
 example, throw repeated Psycho Shots.  You can also taunt for as long
 as time allows, even if you've already used your taunt.

 As powerful as this may seem, Custom Combos do have their downside.
 Most noticeable is that all standard attacks cause virtually no damage,
 and the damage that special moves inflict is reduced after the first
 hit.  Secondly, CCs use Super bar power, which is converted into a thin
 timer that appears over the Super bar.  The more Super power you have,
 the more time you have, but even at Level 3, you only have a few seconds
 of CC power before the combo ends and you are left with an empty meter.

 Not only can you not control how much power is drained in order to use
 a Custom Combo, but CCs will even use up your Super power if you, for
 example, are almost to Level 3 but not quite.  Instead of draining two
 levels and leaving you with almost enough power to reach Level 1, it
 will simply empty your whole Super bar.  Finally, you cannot do throw or
 grab attacks during a CC, and you can't block, Alpha Counter, or use
 Super Combos, either.  Special throws, like Birdie's Bandit Chain, do
 not gain any advantages such as extra damage or more hits.

 You cannot jump once a CC is activated, and you keep on walking forward,
 so if your opponent jumps or teleports behind you, you've not only
 wasted precious Super energy, but you're also a sitting duck.  Secondly,
 you can't cross-up an attack and then do a CC, or you'll just walk away
 in the wrong direction.  CCs do not make you invincible, and if you're
 hit out of one, the CC automatically ends.  However, you'll retain any
 unused Super power, as long as it is over a level (i.e. if you had
 1 1/2 levels of Super energy left when you were knocked out of a CC,
 you'd keep 1 level and lose the 1/2).  If you use a CC in air, and have
 a move that can be performed while jumping, it's possible to use it once
 (or even twice), and then land and continue the CC.

 If you use a CC to kill your opponent, you'll lose all of your CC power
 when the next round starts, even if you killed your challenger right at
 the beginning of the CC and still had lots of SC energy left.


 ------------------------------------------------------------------------
 TRANSLATIONS
 ------------------------------------------------------------------------

 All translations were done by yours truly.  My Japanese is not that
 great, so there are undoubtedly some mistakes.  Some translations were
 also based on information contributed by readers to my other FAQs.
 Moves are not listed more than once if more than one character has
 them.

 AKUMA
 ------------------------------------------------------------------------
 Seoi Nage                      Over-the-Shoulder Throw
 Tomoe Nage                     Overhead Judo Throw
 Gou Hadou Ken                  Great Surge Fist
 Zankuu Hadou Ken               Air-Slashing Surge Fist
 Shakunetsu Hadou Ken           Scorching Heat Surge Fist
 Gou Shouryuu Ken               Great Rising Dragon Fist
 Tatsumaki Zankuu Kyaku         Tornado Sky-Slashing Kick
 Hyakki Shuu                    Evil Pandemonium Attack
 Hyakki Gou Zan                 Evil Pandemonium Great Slash
 Hyakki Gou Shou                Evil Pandemonium Great Raid
 Hyakki Gou Sen                 Evil Pandemonium Great Edge
 Hyakki Gou Sai                 Evil Pandemonium Great Smash
 Hyakki Gou Tsui                Evil Pandemonium Great Crush
 Ashura Senkuu                  (a type of demon) Air Flash
 Tenma Kuujin Kyaku             Demonic Air Blade Kick
 Zugai Hasatsu                  Skull Destroyer
 Messatsu Gou Hadou             Great Surge Deadly Attack
 Messatsu Gou Shouryuu          Great Rising Dragon Deadly Attack
 Tenma Gou Zankuu               Demonic Great Sky Slashing
 Shun Goku Satsu                Imprisoning Death Flash


 CHUN-LI
 ------------------------------------------------------------------------
 Koshuu Tou                     Attacking Tiger Overthrow
 Ryuusei Raku                   Shooting Star Drop
 Kikou Ken                      Chi Fist
 Sen'en Shuu                    Spinning Circle Kick
 Tenshou Kyaku                  Ascension Kick
 Hyakuretsu Kyaku               Hundred Rending Kicks
 Yousou Kyaku                   Eagle's Talon Kick
 Kaku Kyaku Raku                Crane's Leg Drop
 Sankaku Tobi                   Triangle Hop
 Kikou Shou                     Chi Palm
 Senretsu Kyaku                 Thousand Rending Kicks
 Hazan Tenshou Kyaku            Supreme Mountain Ascension Kick


 DAN HIBIKI
 ------------------------------------------------------------------------
 Gadou Ken                      Self-Taught Fist
 Kouryuu Ken                    Shiny Dragon Fist
 Dankuu Kyaku                   Air-Cutting Kick
 Zenten Chouhatsu               Forward Rolling Taunt
 Kouten Chouhatsu               Backward Rolling Taunt
 Jump Chouhatsu                 Jump Taunt
 Shagami Chouhatsu              Crouching Taunt
 Chouhatsu Densetsu             Legendary Taunt
 Shinkuu Gadou Ken              Shaking Sky Self-Taught Fist
 Hisshou Burai Ken              Certain Victory Bandit Fist
 Kouryuu Rekka                  Shiny Dragon Conflageration


 DHALSIM
 ------------------------------------------------------------------------
 Kuuchuu Chouhatsu              Mid-Air Taunt
 Drill Zutsuki                  Drill Headbutt


 GEN
 ------------------------------------------------------------------------
 Juraku                         Arresting Graze
 Houzen                         Sealing Front
 Ansatsu Ken: Sou-ryuu          Assassin Fist: Mourning Style
 Hyakurenkou                    Hundred Rapid Capture
 Gekirou                        Reverse Cascade
 Zan'ei                         Cruel Phantom
 Shitenshuu                     Death Point Curse
 Ansatsu Ken: Ki-ryuu           Assassin Fist: Detestable Style
 Jasen                          Serpent Drill
 Ouga                           Wandering Fang
 Satsujin                       Quick Kill
 Kyoutetsu                      Cursed Chew
 Onkyou                         Dark Shout
 Kirou                          Playing Dangerously
 Saizu                          Head Smash
 Uken -> Shakudan               Evil Blade -> Stature Cutter
 Kouga                          Lunatic Fang
 Jakouha                        Snake Bite Opening


 GUY
 ------------------------------------------------------------------------
 Tsukami Nage                   Holding Throw
 Bushin-ryuu Seoi Nage          "Bushin"-style Over-the-Shoulder Throw
 Izuna Otoshi                   Izuna Drop
 Bushin Senpuu Kyaku            "Bushin" Whirlwind Kick
 Bushin Izuna Otoshi            "Bushin" Izuna Drop
 Izuna no Hiji Otoshi           Izuna Elbow Drop
 Hayagake                       Rapid Running
 Hayagake: Kyuuteishi           Rapid Running: Quick Stop
 Hayagake: Kage Sukui           Rapid Running: Shadow Scoop
 Hayagake: Kubikari             Rapid Running: Neck Cutter
 Bushin Gokusa Ken              "Bushin" Imprisoning Chain Fist
 Houzantou                      Mountain-Demolishing Dipper
 Hiji Otoshi                    Elbow Drop
 Kubi Kudaki                    Neck Crusher
 Kamaitachi                     Whirlwind Cut
 Bushin Hassou Ken              "Bushin" Eight Paired Fists
 Bushin Gourai Kyaku            "Bushin" Strong Lightning Kick

 - "Bushin" is the god of military arts.


 KEN MASTERS
 ------------------------------------------------------------------------
 Jigoku Guruma                  Hell Wheel
 Tsukami Nage                   Holding Throw
 Jigoku Fuusha                  Hell Windmill
 Hadou Ken                      Surge Fist
 Shouryuu Ken                   Rising Dragon Fist
 Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
 Zenpou Tenshin                 Forward Roll
 Zentou                         Front Collapse
 Inazuma Kakato Wari            "Flash of Lighting" Heel Splitter
 Shouryuu Reppa                 Rising Dragon Renderer
 Shinryuu Ken                   Divine Dragon Fist


 RYU
 ------------------------------------------------------------------------
 Hadou no Kamae                   Surge Stance
 Sakotsu Wari                     Collarbone Splitter
 Senpuu Kyaku                     Whirlwind Kick
 Shinkuu Hadou Ken                Vacuum Surge Fist
 Shinkuu Tatsumaki Senpuu Kyaku   Vacuum Tornado Whirlwind Kick


 SAKURA KASUGANO
 ------------------------------------------------------------------------
 Sakura Jime                    Sakura's Strangle
 Shou'ou Ken                    Cherry Blossom Fist
 Shunpuu Kyaku                  Spring Breeze Kick
 Haru Ichiban                   First Storm of Spring
 Midare Zakura                  Cherry Trees Blossoming in Profusion


 SODOM
 ------------------------------------------------------------------------
 Shogun Throw                   (emperor's follower) Throw
 Jigoku Scrape                  Hell Scrape
 Shiraha Catch                  Clashing Swords Catch
 Butsumetsu Buster              Unlucky Day Buster
 Daikyou Burning                Worst Luck Burning
 Kouten Okiagari                Roll Backwards while Getting Up
 Tengu Walking                  (a type of demon) Walking
 Meido no Miyage                A Present from Hades
 Tenchuu Satsu                  Death in the Midst of Heaven


 ZANGIEF
 ------------------------------------------------------------------------
 Kamitsuki                      Biting


 ========================================================================
 6.  AUTHOR'S NOTE
 ========================================================================

 ------------------------------------------------------------------------
 SPECIAL THANKS
 ------------------------------------------------------------------------

 Charles MacDonald
  - For the Rose vs. Dan glitch.

 Clarence
  - For general pointers and information.

 shinkuu@icrossroads.com
  - For the Sakura alternate costume color trick.

 Chris                                              <projectr@wizard.com>
  - Some of the move names and translations in this guide were taken from
    my other guides, which in turn, I had gotten from Chris' excellent
    site, Dash Taisen.  You can visit it at <www.dashtaisen.com>.

 Jeffrey's J<->E Dictionary       <http://www.linear.mv.com/cgi-bin/j-e/>
  - As usual, I relied on this site for translating some of the Japanese
    move names--this is a pretty cool dictionary.

 NJStar                                                 <www.njstar.com/>
  - Not only does NJStar offer great Japanese word processors, you can
    also look up the translation for single or multiple kanji.


 ------------------------------------------------------------------------
 REVISION HISTORY
 ------------------------------------------------------------------------

 Version 1.6  (February 18, 2001)
  - A complete rewrite using information from my other FAQs.  The FAQ
    was shortened for brevity's sake, and unneeded stuff was removed.

 Version 1.5
  - Various corrections.

 Version 1.4
  - Now found at www.gamefaqs.com too (thanks to CJayC).

 Version 1.3
  - Added Dhalsim's Yoga Escape and included information about Sodom and
    Dhalsim escaping during ACs.  Included more info on Gen's Hyakurenkou
    and Kouga SC, corrected a mistake concerning Birdie's standing HK,
    and added more tips about Sodom's Shiraha Catch.

 Version 1.2
  - Minor corrections; added the correct names for some characters'
    moves and Super Combos (taken from the SNES SFA2 manual).  Added
    info about being able to crouch-block against overhead hits while
    in Auto mode and Sodom's stage trick, as well as Sakura's SFZ2A
    color code.

 Version 1.1
  - Rearranged the layout slightly.  Added the Combat Strategies
    section as well as the text for the (mid)-boss battles and the boss
    battles, not to mention the endings.  Some moves added and corrected,
    new sections on game modes added, various stuff fixed up, etc.

 Version 1.0
  - The first version, containing most of the moves, a section on
    the game engine, some codes, and other stuff.  Still more to do.
                                                            
 Unpublished work Copyright 1996-2001 Chris MacDonald