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    FAQ/Move List by Kao Megura

    Version: 1.6 | Updated: 02/18/01 | Printable Version | Search Guide | Bookmark Guide

    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     Unpublished work Copyright 1996-2001 Chris MacDonald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