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    FAQ/Move List by Goh_Billy

    Version: 3.0 | Updated: 11/26/08 | Printable Version | Search This Guide

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                      Super Street Fighter II Turbo HD Remix
                  FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                                 Version #: 3.0
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
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                    X NOTE: THIS GUIDE COVERS REMIX MODE ONLY X
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    Sections
    --------
          1. Legend
          2. System
          3. Characters
             3.1  Ryu
             3.2  Edmond Honda
             3.3  Blanka
             3.4  Guile
             3.5  Balrog
             3.6  Ken Masters 
             3.7  Chun-Li 
             3.8  Zangief 
             3.9  Dhalsim
             3.10 Sagat
             3.11 Vega
             3.12 Thunder Hawk
             3.13 Fei Long
             3.14 Dee Jay
             3.15 Cammy
             3.16 Mike Bison
      `````````````````````````````````
             3.17 Akuma
          4. Misc. And Easter Eggs
             4.1  Fight/Play Akuma 
             4.2  Achievements
          5. Conclusion
             5.1  What's Missing/Needed
             5.2  Credits
    				
    	
    ===============================================================================
    1. Legend
    ===============================================================================
    
    
      ub  u  uf        f - Forward        LP - Light Punch     P - Any Punch
        \ | /          b - Back           MP - Medium Punch    K - Any Kick
      b--   --f        u - Up             HP - Heavy Punch     + - And  
        / | \          d - Down           LK - Light Kick      / - Or  
      db  d  df                           MK - Medium Kick     , - Then 
                                          HK - Heavy Kick
    
     qcf - quarter circle forward (d, df, f)
     qcb - quarter circle back (d, db, b)
     hcf - half circle forward (b, db, d, df, f)
     hcb - half circle back (f, df, d, db, b)
    
    
    
    ===============================================================================
    2. System
    ===============================================================================
    
    
    Standard Throw/Hold  f/b + HP close               refer to the character's 
                                                        movelist for an expansive
                                                        list of their throws/holds
    Throw Soften         f/b + MP/HP/MK/HK just       this works on both ground and
                           as you are being thrown      air throws; this does not
                                                        work on holds
    Hold Recovery        shake joystick and tap P     this only works on holds (ie
                           and K rapidly                Blanka's Wild Fang)
    
    
    Block High           b
    Block Low            db                           will not block overheads
    Dizzy Recovery       shake joystick and tap P
                           and K rapidly when 
                           dizzied
    
    
    Negative Edge        allows you to perform        an example would be
                           maneuvers by holding         performing a qcf + P
                           the attack button            maneuver by instead holding
                           down, performing             P, qcf, releasing P; this
                           the motion, then             works for specials and 
                           releasing the attack         supers
                           button  
    
    
    Super                refer to the character's     the Super Meter must be full
                           movelist for the             to perform the character's 
                           particular motion            super; the Super Meter
                                                        fills after performing
                                                        special moves or when a
                                                        normal/command move strikes
                                                        the opponent (blocked or 
                                                        not); the Super Meter's
                                                        status does NOT transfer to
                                                        the next round 
    
    
    
    
    ===============================================================================
    3. Characters
    ===============================================================================
    
    *******************************************************************************
    * 3.1 Ryu                                                                     *
    *******************************************************************************
    Colors
    ------
    LP - White costume w/ Red headband         
    MP - Gray costume w/ Blue headband               
    HP - Light Blue costume w/ Gray headband       
    LK - Orange costume w/ Blue headband                  
    MK - Blue costume w/ Red headband
    HK - Green costume w/ Yellow headband
    Start - Brown costume w/ Dark Gray headband
    Hold P - Black costume w/ Yellow headband   
    Hold K - Dark Green costume w/ Red headband
    
    
    
    Throws
    ------
    Seoi Nage            f/b + MP/HP close            f and b determine where 
                                                        opponent is thrown
    Tomoe Nage           f/b + MK/HK close            f and b determine where 
                                                        opponent is thrown
    
    
    Basic Moves
    -----------
    Air Uppercut         ub/uf, MP                    this will cause 2 hits if
                                                        connected to an air
                                                        opponent; if you connect
                                                        this to an air opponent,
                                                        you can follow after them
                                                        with another Air Uppercut
                                                        to juggle them; you can
                                                        also try striking them
                                                        with a Shinkuu Hadou Ken
                                                        after a successful Air
                                                        Uppercut
    Shin Kick            LK close                     must be blocked low by
                                                        every character EXCEPT
                                                        Balrog
    Axe Kick             HK close                     2 hits
    
      
    Command Moves
    -------------
    Sakotsu Wari         f + MP                       can hit twice with both hits
                                                        being overheads    
    Hatobi Kudaki        f + HP
    
    
    Special Moves
    -------------
    Hadou Ken            qcf + P                      LP=slow, MP=medium, HP=fast;
                                                        will collide with other 
                                                        projectiles as both will be
                                                        "destroyed" in the process
    Fire Hadou Ken       hcf + P                      LP=slow, MP=medium, HP=fast;
                                                        will collide with other
                                                        projectiles as both will be
                                                        "destroyed" in the process;
                                                        fireball stuns from far
                                                        away and knocks opponent
                                                        down when up close
    Shouryuu Ken         f, d, df + P                 LP=short, MP=medium, HP=far
    Fake Hadou Ken       qcf + LK
    Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium, HK=long
    Air Tatsumaki Kyaku  qcb + K in air               LK=1 spin, MK=few spins,
                                                        HK=many spins
    
    
    Super
    -----
    Shinkuu Hadou Ken    qcf, qcf + P                 will absorb other projectiles
    
    
    
    
    
    *******************************************************************************
    * 3.2 Edmond Honda                                                            *
    *******************************************************************************
    Colors
    ------
    LP - Blue costume w/ Red face paint        
    MP - Pink costume w/ Blue face paint                 
    HP - Orange costume w/ Green face paint         
    LK - Green costume w/ Pink face paint                    
    MK - Light Brown costume w/ Green face paint
    HK - Gray costume w/ Red face paint
    Start - Light Gray costume w/ Blue face paint
    Hold P - Purple costume w/ Purple face paint 
    Hold K - Yellow costume w/ Red face paint
    
    
    
    Throws
    ------
    Tawara Nage          f/b + MP close               f and b determine where 
                                                        opponent is thrown
    Saba Ori             f/b + HP close               shake joystick and tap P and
                                                        K rapidly for more squeezes
    Sekkan Kyaku         f/b + HK close               shake joystick and tap P and
                                                        K rapidly for more knee
                                                        strikes
    
    
    Basic Moves
    -----------
    Butt Drop            ub/uf, LK                    overhead 
    Rising Snap          HK close                     2 hits
    Kuuchuu Harite       u, HP, then guide move       overhead
                           with b and f
    
    
    Command Moves
    -------------
    Flying Sumo Press    ub/uf, d + MK                overhead
    Low Palm             d + MP                       the following characters must
                                                        block this low: Blanka,
                                                        Cammy, Dee Jay, Dhalsim,
                                                        Fei Long, Guile, T. Hawk,
                                                        and Zangief
    Double Palm Attack   d + HP                       2 hits
    Shiko Geri           b + MK close
    Hiza Geri            f + MK close
    Harai Geri           b/f + HK                     must be blocked low
    
    
    Special Moves
    -------------
    Super Zutsuki        Charge b for 2 seconds,      LP=short and will absorb 
                           f + P                        projectiles, MP=medium,
                                                        HP=long
    Super Hyakkan Otoshi Charge d for 2 seconds,      LK=short, MK=medium, HK=far;
                           u + K                        the butt drop portion is an
                                                        overhead
    Ooichou Nage         hcb + P close                unblockable; you have the
                                                        ability to "store" the 
                                                        Ooichou Nage command (to do
                                                        this, perform the hcb 
                                                        motion, and continue to 
                                                        hold b/ub/db); as long as
                                                        you continue to hold
                                                        b/ub/db, you will continue
                                                        to "store" the command
                                                        (pressing P anytime after
                                                        this will activate the
                                                        Ooichou Nage if you are
                                                        within range)
    Hyakuretsu Harite    tap P rapidly                LP=stationary with slow 
                                                        slaps, MP=short with medium
                                                        slaps, HP=far with fast
                                                        slaps
    
    
    Super
    -----
    Oni Musou            Charge b for 2 seconds,      absorbs projectiles
                           f, b, f + P                  
                                                        
    
    
    
    
    *******************************************************************************
    * 3.3 Blanka                                                                  *
    *******************************************************************************
    Colors
    ------
    LP - Green skin w/ Orange hair and Brown shorts        
    MP - Light Blue skin w/ Gold hair and Bronze shorts          
    HP - Gold skin w/ Blue hair and Dark Blue shorts          
    LK - Dark Gray skin w/ Red hair and Dark Red shorts              
    MK - Orange skin w/ Green hair and Dark Green shorts
    HK - Pale Cream skin w/ Light Green hair and Green shorts
    Start - Teal skin w/ Green hair and Dark Green shorts
    Hold P - Brown skin w/ Gray hair and Black shorts
    Hold K - Flax skin w/ Light Red hair and Red shorts
    
    
    
    Throw
    -----
    Wild Fang            f/b + HP close               shake joystick and tap P and
                                                        K rapidly for more bites
                                                        
    
    Basic Move
    ----------
    Hop Knee             MK close                     2 hits
    
    
    Command Moves
    -------------
    Low Swipe            d + LP                       must be blocked low
    Rock Crush           b/f + MP close               the move is actually 2 hits
                                                        with the second hit needing
                                                        to be blocked low
    Amazon River Run     df + HP                      must be blocked low
    
    
    Special Moves
    -------------
    Electric Thunder     tap P rapidly                LP=slow "bobs", MP=medium 
                                                        "bobs", HP=fast "bobs"
    Rolling Attack       Charge b for 2 seconds,      LP=short, MP=medium, HP=long
                           f + P                        
    Backstep Rolling     Charge b for 2 seconds,      LK=short, MK=medium, HK=long
                           f + K                       
    Vertical Rolling     Charge d for 2 seconds,      LK=short, MK=medium, HK=far
                           u + K                       
    Surprise Forward     f + LP+LK/MP+MK/HP+HK  /     can pass through opponent if
                           f + all three kicks          done close
    Surprise Back        b + LP+LK/MP+MK/HP+HK  /
                           b + all three kicks          
    
    
    Super
    -----
    Ground Shave Rolling Charge b for 2 seconds,      if the opponent runs into
                           f, b, f + P (hold P          Blanka's delay roll, he
                           to delay)                    will automatically perform
                                                        the rest of the super
    
    
    
    
    
    *******************************************************************************
    * 3.4 Guile                                                                   *
    *******************************************************************************
    Colors
    ------
    LP - Green costume                              
    MP - Brown costume                               
    HP - Blue costume
    LK - Red costume
    MK - Dark Gray costume
    HK - Mustard costume
    Start - Light Gray costume
    Hold P - Pink costume   
    Hold K - Blue-Gray costume
    
    
    
    Throws
    ------
    Shoulder Toss        f/b + MP close               f and b determine where 
                                                        opponent is thrown
    Suplex               f/b + HP close               f and b determine where 
                                                        opponent is thrown
    Flying Mayor         any direction except u +     if d/df/f/uf is used,
                           HP close in air              opponent will end up in
                                                        front of Guile; if db/b/ub
                                                        is used, opponent will end
                                                        up behind Guile
    Flying Buster Drop   any direction except u +     if d/df/f/uf is used,
                           HK close in air              opponent will end up behind
                                                        Guile; if db/b/ub is used,
                                                        opponent will end up in
                                                        front of Guile
    
                                                        
    Basic Move
    ----------
    Heavy Stub Kick      HK far
    
    
    Command Moves
    -------------
    Spinning Knuckle     f + HP
    Knee Bazooka         b/f + LK
    Rolling Sobat        f + MK
    Rolling Sobat Back   b + MK
    Reverse Spin Kick    f + HK                       overhead
    Double Sweep         d + HK                       both parts must be blocked
                                                        low
    
    
    Special Moves
    -------------
    Sonic Boom           Charge b for 2 seconds,      LP=slow, MP=medium, HP=fast;
                           f + P                        will collide with other
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Somersault Kick      Charge d for 2 seconds,      LK=short, MK=medium, HK=very
                           u + K                        far
    
    
    Super
    -----
    Double Somer. Kick   Charge db for 2 seconds,
                           qcf, uf + K  /  Charge
                           db for 2 seconds, df,
                           db, ub/u/uf + K
    
    
    
    
    
    *******************************************************************************
    * 3.5 Balrog                                                                  *
    *******************************************************************************
    Colors
    ------
    LP - Blue costume w/ Red gloves       
    MP - Yellow costume w/ Orange gloves                  
    HP - Orange costume w/ Green gloves             
    LK - Green costume w/ Red gloves                         
    MK - Red costume w/ Black gloves
    HK - Purple costume w/ Red gloves
    Start - Brown costume w/ Red gloves
    Hold P - Dark Blue costume w/ Magenta gloves 
    Hold K - Dark Gray costume w/ Red gloves
    
    
    
    Throw
    -----
    Head Bomber          f/b + HP close               shake joystick and tap P and
                                                        K rapidly for more 
                                                        headbutts
              
              
    Basic Move
    ----------
    Impact Punch         u, HP, then guide move       overhead
                           with b and f
    
    
    Command Move
    ------------
    N/A
    
    
    Special Moves
    -------------
    Dash Straight        Charge b for 2 seconds,      LP=short, MP=medium, HP=long
                           f + P                        
    Dash Upper           Charge b for 2 seconds,      LK=short, MK=medium, HK=long
                           f + K                        
    Buffalo Headbutt     Charge d for 2 seconds,      LP=short, MP=medium, HP=far;
                           u + P                        can go through some 
                                                        fireballs
    Turn Punch           Charge two punches or two    the longer the charge, the
                           kicks, release               more damage and range when
                                                        released; since the Turn
                                                        Punch can be charged with
                                                        two kicks or two punches,
                                                        it is possible to charge
                                                        for 2 Turn Punches at the
                                                        same time; Charge for:
                                                           1-2 seconds = Level 1
                                                           3-4 seconds = Level 2
                                                           5-8 seconds = Level 3
                                                           9-17 seconds = Level 4
                                                           18-24 seconds = Level 5
                                                           25-32 seconds = Level 6
                                                           33-39 seconds = Level 7
                                                           40+ seconds = Final
    Dash Ground Straight Charge b for 2 seconds,      LP=short, MP=medium, HP=long;
                           df + P                       must be blocked low
    Dash Ground Upper    Charge b for 2 seconds,      LK=short, MK=medium, HK=long;
                           df + K                       unlike the regular Dash
                                                        Upper, this knocks the
                                                        opponent down
    
    
    Supers
    ------
    Crazy Buffalo        Charge b for 2 seconds,      hold K or press K during
                           f, b, f + P                  super to change the Dash
                                                        Straights to Dash Uppers;
                                                        even if K is held or
                                                        pressed, the first and last
                                                        punch will always be a Dash
                                                        Straight    
    Crazy Bufalo Upper   Charge b for 2 seconds,      hold K or press K during
                           f, b, f + K                  super to change the Dash
                                                        Straights to Dash Uppers;
                                                        even if K is held or
                                                        pressed the first punch
                                                        will always be a Dash Upper
                                                        while the last punch will 
                                                        always be a Dash Straight
    
    
    
    
    
    *******************************************************************************
    * 3.6 Ken Masters                                                             *
    *******************************************************************************
    Colors
    ------
    LP - Red costume                             
    MP - Dark Gray costume                          
    HP - Purple costume
    LK - Bright Green costume
    MK - Teal costume
    HK - Beige costume
    Start - Yellow costume
    Hold P - White costume  
    Hold K - Brown costume
    
    
    
    Throws
    ------
    Seoi Nage            f/b + MP/HP close            f and b determine where 
                                                        opponent is thrown
    Tsukami Hiza Geri    f/b + MK close               shake joystick and tap P and
                                                        K rapidly for more knee
                                                        strikes
    Jigoku Guruma        f/b + HK close               f and b determine where 
                                                        opponent is thrown
    Jigoku Fuusha        any direction except u +     if you throw from a ub/u jump
                           HK close in air              then the opponent will end
                                                        up behind Ken; if you throw
                                                        from a uf jump then the
                                                        opponent will end up in
                                                        front of Ken  
    
                                                        
    Basic Moves
    -----------
    Stretch Kick         ub/uf, MK                    good for crossing up 
                                                        opponent; overhead
    Shin Kick            LK                           must be blocked low
    Swipe Kick           HK
                                                           
                                                            
    Command Move
    ------------
    N/A
    
    
    Special Moves
    -------------
    Hadou Ken            qcf + P                      LP=slow, MP=medium, HP=fast;
                                                        will collide with other
                                                        projectiles as both will be
                                                        "destroyed" in the process
    Shouryuu Ken         f, d, df + LP/MP             LP=short, MP=far
    Fire Shouryuu Ken    f, d, df + HP                if you hit an air opponent
                                                        with this, you have the
                                                        ability to juggle them
                                                        with another Fire Shouryuu
                                                        Ken
    Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium, HK=long
    Air Tatsumaki Kyaku  qcb + K in air               LK=short, MK=medium, HK=long
    Nata Otoshi Geri     qcf + LK
      Inazuma Kak. Wari  hold K from previous input   overhead
    Kama Barai Geri      qcf + MK
      Inazuma Kak. Wari  hold K from previous input   overhead
    Oosoto Mawashi Geri  qcf + HK                     kick knocks opponent down
      Inazuma Kak. Wari  hold K from previous input   overhead
    
    
    Super
    -----
    Shouryuu Reppa       qcf, qcf + P
    
    
    
    
    
    *******************************************************************************
    * 3.7 Chun-Li                                                                 *
    *******************************************************************************
    Colors
    ------
    LP - Blue costume                      
    MP - Red costume                                
    HP - Silver costume
    LK - Dark Gray costume
    MK - Gold costume
    HK - Forest Green costume
    Start - Pink costume
    Hold P - Light Blue costume
    Hold K - Green costume 
    
    
    
    Throws
    ------
    Koshuu Tou           f/b + MP/HP close            f and b determine where 
                                                        opponent is thrown
    Ryuusei Raku         any direction except u +     if df/f/uf is used,
                           HP close in air              opponent will end up in 
                                                        front of Chun-Li; if 
                                                        d/db/b/ub is used, opponent
                                                        will end up behind Chun-Li
          
                                                        
    Basic Moves
    -----------
    Triangle Jump        jump towards wall, then
                           away
    Air Kouhou K. Kyaku  u, HK                        this is NOT an overhead; 
                                                        knocks opponent down
                                                           
                                                            
    Command Moves
    -------------
    Yousou Kyaku         d + MK in air                can perform another air 
                                                        attack after move; overhead
    Kaku Kyaku Raku      df + HK
    
    
    Special Moves
    -------------
    Kikou Ken            Charge b for 2 seconds,      LP=long, MP=medium, HP=short;
                           f + P                        will collide with other
                                                        projectiles as both will be
                                                        "destroyed" in the process
    Hyakuretsu Kyaku     tap K rapidly                LK=slow kicks, MK=medium 
                                                        kicks, HK=fast kicks
    Tenshou Kyaku        Charge d for 2 seconds,      LK=short, MK=medium,  HK=far;
                           u + K                        can juggle with another
                                                        Tenshou Kyaku if successful
                                                        with the first one (up to
                                                        3 hits)
    Spinning Bird Hop    Charge b for 2 seconds,      if you hit the opponent with
                           f + K                        this while they are in air,
                                                        you can juggle with the
                                                        Tenshou Kyaku for more 
                                                        damage
    Short Spinning Bird  Charge db/df for 2 seconds,  delay the last part of the
                           u + K                        command to have Chun-Li
                                                        perform the move slightly
                                                        higher off the ground
    Spinning Bird Kick   Charge db/df for 2 seconds,  delay the last part of the
                           uf + K                       command to have Chun-Li
                                                        perform the move slightly
                                                        higher off the ground
    Spinning B. Retreat  Charge db/df for 2 seconds,  delay the last part of the
                           ub + K                       command to have Chun-Li
                                                        perform the move slightly
                                                        higher off the ground
    Air Spinning B. Kick Charge b for 2 seconds,      try performing the Charge d,
                           f + K in air / Charge        u + K motion after a Yousou
                           d for 2 seconds, u + K       Kyaku
                           in air
    
    
    Super
    -----
    Senretsu Kyaku       Charge b for 2 seconds,      you have the ability to
                           f, b, f + K                  "store" the charge (to do
                                                        this, perform the 
                                                        directional portion of the
                                                        super, but when you get to
                                                        last f, hold it); as long
                                                        as you continue to hold f
                                                        or uf you will continue to
                                                        "store" the charge 
                                                        (pressing K anytime after
                                                        this will activate the
                                                        super); can usually add a
                                                        Tenshou Kyaku immediately
                                                        after the super to juggle
                                                        for extra damage
    
    
    
    
    
    *******************************************************************************
    * 3.8 Zangief                                                                 *
    *******************************************************************************
    Colors
    ------
    LP - Red costume                           
    MP - Green-Blue costume                        
    HP - Teal costume
    LK - Light Gray costume
    MK - Yellow costume
    HK - Green costume
    Start - Blue costume
    Hold P - Orange costume
    Hold K - Black costume
    
    
    
    Throws
    ------
    Piledriver           f/b + MP close               the direction that's pressed
                                                        after the throw is
                                                        activated will determine
                                                        where Zangief leaps during
                                                        the Piledriver; for 
                                                        example, activating the 
                                                        Piledriver with f + MP 
                                                        close and then holding f
                                                        will cause Zangief to jump
                                                        forward with the 
                                                        Piledriver; in contrast,
                                                        activating the throw with 
                                                        f + MP close and holding b
                                                        immediately will cause
                                                        Zangief to jump back during
                                                        the Piledriver
    Iron Claw            f/b + HP close               shake joystick and tap P and
                                                        K rapidly for more face 
                                                        crushes
    Stomach Claw         db/d/df + MP/HP close        shake joystick and tap P and
                                                        K rapidly for more stomach
                                                        crushes
    Brain Buster         f/b + MK close               
    Kamitsuki            f/b + HK close               shake joystick and tap P and
                                                        K rapidly for more face
                                                        bites
    Kuuchuu Deadly Drive any direction except u +     if d/df/f/uf is used,
                           MP/HP close in air           opponent will end up in
                                                        front of Zangief; if 
                                                        db/b/ub is used, opponent
                                                        will end up behind Zangief
    Kuuchuu Leg Throw    any direction except u +     if d/df/f/uf is used,
                           MK/HK close in air           opponent will end up in
                                                        front of Zangief; if
                                                        db/b/ub is used, opponent
                                                        will end up behind Zangief
    
                                                        
    Basic Moves
    -----------
    Shin Kick            LK far                       must be blocked low
    Roundhouse Tumble    HK close                     2 hits
                                                           
                                                            
    Command Moves
    -------------
    Flying Body Press    ub/uf, d + HP                overhead
    Double Knee Drop     ub/uf, d + LK/MK             overhead
    Kuuchuu Headbutt     u, u + MP/HP
    Headbutt             f + HP
    
    
    Special Moves
    -------------
    Double Lariat        MP+MK/HP+HK  /  press all    will pass through projectiles
                           three punches,  then
                           use b and f to guide        
    Quick Double Lariat  LP+LK  /  press all three    will pass through projectiles
                           kicks, then use b and f
                           to guide         
    Banishing Flat       qcf + P                      will absorb projectiles
    Spinning Piledriver  hcf, b + P  /  hcb,          connects close; unblockable
                           f + P  / 360 + P          
    Atomic Suplex        hcf + K close  /  hcb + K    unblockable
                           close  /  360 + K close  
    Flying Powerbomb     hcf + K far  / hcb + K       Zangief will walk forward to
                           far  /  360 + K far          grab the opponent; he must
                                                        grab them in order to
                                                        perform the entire move;
                                                        the grab is unblockable
    
    
    Super
    -----
    Final Atomic Buster  hcf, hcf, b + P close  /     unblockable
                           hcb, hcb, f + P close      
    
    
    
    
    
    *******************************************************************************
    * 3.9 Dhalsim                                                                 *
    *******************************************************************************
    Colors
    ------
    LP - Yellow costume w/ Light Brown skin and Red face paint  
    MP - Orange costume w/ Blue-Gray skin and Pink face paint 
    HP - Gray costume w/ Tan skin and Dark Gray face paint  
    LK - Green costume w/ Black skin and Yellow face paint
    MK - Beige costume w/ Brown skin and Gray face paint
    HK - Blue costume w/ Gray skin and Red face paint
    Start - Yellow costume w/ Pale Blue skin and Pink face paint
    Hold P - Teal costume w/ Gold skin and Red face paint 
    Hold K - Purple costume w/ Light Gray skin and Blue face paint
    
    
    
    Throws
    ------
    Yoga Smash           f/b + MP close               shake joystick and tap P and
                                                        K rapidly for more punches
    Yoga Throw           f/b + HP close               f and b determine where 
                                                        opponent is thrown
    
    
    Basic Moves
    -----------
    Stretch Punch        MP
    Double Punch Stretch HP
    Stretch Kick         MK
    Stretch Roundhouse   HK
    Extend Jump Kick     LK/MK in air                 LK=weak, MK=strong; overhead
    Air S. Roundhouse    HK in air                    is unable to be used as an
                                                        overhead
    Down Stretch Punch   u, LP                        overhead
    Straight Stretch P.  ub/uf, MP                    is unable to be used as an
                                                        overhead
    Diagonal Stretch P.  ub/uf, LP or u, MP or        LP=weak, MP=medium,
                           HP in air                    HP=strong; overhead
    
    
    Command Moves
    -------------
    Drill Zutsuki        d + HP in air
    Drill Kick           d + K in air                 LK=far, MK=medium, HK=short
                                                        with steepest angle
    Chop                 b + LP
    Open Palm Uppercut   b + MP
    Yoga Headbutt        b + HP
    Short Punch          db + P                       LP=weak, MP=medium, HP=strong
    Low Stretch Punch    d + P                        LP=weak, MP=medium, 
                                                        HP=strong; must be blocked
                                                        low
    Stretch Punt         f + LK
    High Kick            b + MK
    Strong Knee          b + HK
    Low Front Kick       db + LK                      must be blocked low
    Short Kick           db + MK/HK                   MK=weak, HK=strong; must be
                                                        blocked low
    Slide                d + K                        LK=short, MK=medium, HK=long
                                                        and will knock opponent
                                                        down; must be blocked low
    
    
    Special Moves
    -------------
    Yoga Fire            qcf + P                      LP=slow and stuns opponent,
                                                        MP=medium and knocks
                                                        opponent down, HP=fast and
                                                        knocks opponent down; will
                                                        collide with other 
                                                        projectiles as both will be
                                                        "destroyed" in the process
    Yoga Flame           qcb + P                      LP=short time period, 
                                                        MP=medium time period, 
                                                        HP=long time period; 
                                                        absorbs projectiles
    Yoga Teleport Zenpou f, d, df + two punches       this move will make Dhalsim
                           or two kicks                 teleport behind the
                                                        opponent; if you are very
                                                        close to the opponent, you
                                                        will teleport behind them a
                                                        considerable distance (with
                                                        the three kick version
                                                        having a longer teleport
                                                        distance than the three
                                                        punch counterpart); it is
                                                        possible, depending on
                                                        where Dhalsim and his
                                                        opponent are located, to
                                                        teleport stationary or
                                                        backwards instead of behind
                                                        the opponent
    Yoga Teleport Kouhou b, d, db + two punches       if all three punches are
                           or two kicks                 used, Dhalsim will teleport
                                                        about a sweep distance in
                                                        front of the opponent; if
                                                        all three kicks are used,
                                                        Dhalsim will teleport about
                                                        two sweep distances in
                                                        front of the opponent
    Yoga Blast           qcb + K                      LK=short time period and low,
                                                         MP=medium time period and
                                                         medium height, HP=long
                                                         time period and reaches
                                                         high up
    
    
    Super
    -----
    Yoga Inferno         hcb, hcb + P                 will absorb projectiles
    
    
    
    
    
    *******************************************************************************
    * 3.10 Sagat                                                                  *
    *******************************************************************************
    Colors
    ------
    LP - Purple costume w/ Red trim
    MP - Red costume w/ Green trim                       
    HP - White costume w/ Red trim                   
    LK - Purple costume w/ White trim                      
    MK - Green costume w/ Orange trim
    HK - Gray-Blue costume w/ Blue trim
    Start - Dark Gray costume w/ Gray trim
    Hold P - Bright Green costume w/ Yellow-Orange trim  
    Hold K - Yellow costume w/ Black trim
    
    
    
    Throw
    ------
    Tiger Carry          f/b + MP/HP close            f and b determine where 
                                                        opponent is thrown
    
                                                             
    Basic Moves
    -----------
    Shin Kick            LK close                     the move is actually two hits
                                                        with both hits needing to
                                                        be blocked low by every
                                                        character EXCEPT Balrog
    Snap Mid             MK close                     2 hits
     
    
    Command Move
    ------------
    N/A
    
    
    Special Moves
    -------------
    Tiger Shot           qcf + P                      LP=slow, MP=medium, HP=fast;
                                                        will collide with other
                                                        projectiles as both will be
                                                        "destroyed" in the process
    Tiger Uppercut       f, d, df + P                 LP=short, MP=medium, HP=far
    Ground Tiger Shot    qcf + K                      LK=slow, MK=medium, HK=fast;
                                                        must be blocked low; will
                                                        collide with other 
                                                        projectiles as both will be
                                                        "destroyed" in the process
    Tiger Knee Crush     f, d, df + K                 LK=short, MK=medium, HK=far;
                                                        you can juggle with another
                                                        Tiger Knee Crush if you
                                                        connect this
    
    
    Super
    -----
    Tiger Genocide       qcf, qcf + P
    
    
    
    
    
    *******************************************************************************
    * 3.11 Vega                                                                   *
    *******************************************************************************
    Colors
    ------
    LP - Purple costume w/ Red-Orange sash   
    MP - Green costume w/ Yellow sash                    
    HP - Black costume w/ Green sash                
    LK - Red costume w/ Black sash                          
    MK - Pink costume w/ Orange sash
    HK - Blue costume w/ Purple sash
    Start - Light Gray costume w/ Black sash
    Hold P - Brown costume w/ Red sash 
    Hold K - Mustard costume w/ Blue sash
    
    
    
    Throws
    ------
    Rainbow Suplex       f/b + MP/HP close            f and b determine where 
                                                        opponent is thrown
    Stardust Drop        any direction except u +     if d/df/f/uf is used,
                           MP/HP close in air           opponent will end up in 
                                                        front of Vega; if db/b/ub
                                                        is used, opponent will end
                                                        up behind Vega    
    
                                                     
    Basic Move
    ----------
    Triangle Jump        jump towards wall, then
                           away
    
    
    Command Move
    ------------
    Slide                d + HK                       must be blocked low
    
    
    Special Moves
    -------------
    Rolling C. Flash     Charge b for 2 seconds,      LP=1 roll, MP=2 rolls, MP=3
                           f + P                        rolls
    Sky High Claw        Charge d for 2 seconds,      the LP version flies across
                           ub/u/uf + P                  the screen higher off the
                                                        ground; using uf will make
                                                        Vega jump from the wall in
                                                        front of him, while using
                                                        ub willmake Vega jump off
                                                        the wall behind him; if u
                                                        is used, Vega will jump off
                                                        the wall closest to him
    Wall Bounce          Charge d for 2 seconds,      using uf will make Vega jump
                           ub/u/uf + K, use b or f      from the wall in front of
                           to guide                     him, while using ub will
                                                        make Vega jump off the wall
                                                        behind him; if u is used,
                                                        Vega will jump off the wall
                                                        closest to him; using b/f
                                                        will guide Vega's descent
      Barcelona Attack   P                            overhead
      Dive Fake          K
      Izuna Drop         any direction + P when       if ub/b/db is used, opponent
                           close                        will end up behind Vega; if
                                                        any other direction is used
                                                        opponent will end up in 
                                                        front of Vega; unblockable
    Backflip             MP+MK  /  HP+HK  /  press    invulnerable for a short 
                           all three punches            while
    Short Backflip       LP+LK  /  press all          invulnerable for a short 
                           three kicks                  while
    Scarlet Terror       Charge db for 2 seconds,     LK=short, MK=medium, HK=far
                           f + K                       
    
                                           
    Super
    -----
    Super Wall Bounce    Charge db for 2 seconds,     using uf will make Vega jump
                           df, db, ub/u/uf + K,         from the wall in front of
                           use b or f to guide          him, while using ub will
                                                        make Vega jump off the wall
                                                        behind him; if u is used,
                                                        Vega will jump off the wall
                                                        closest to him; using b/f
                                                        will guide Vega's descent
      Barcelona Attack   P                            overhead; does not consume
                                                        the Super Meter
      Dive Fake          K
      Rolling Izuna D.   any direction + P when       if ub/b/db is used, opponent
                           close                        will end up behind Vega; if
                                                        any other direction is used
                                                        opponent will end up in 
                                                        front of Vega; unblockable
    
    
    
    
    
    *******************************************************************************
    * 3.12 Thunder Hawk                                                           *
    *******************************************************************************
    Colors
    ------
    LP - Blue costume    
    MP - Light Gray costume                         
    HP - Green costume
    LK - Pink costume
    MK - Orange-Red costume
    HK - Gray costume
    Start - Dark Gold costume
    Hold P - Maroon costume 
    Hold K - Cream costume
    
    
    
    Throws
    ------
    One Hand Toss        f/b + MP close               f and b determine where 
                                                        opponent is thrown
    Hanging Three        f/b + HP close               shake joystick and tap P and
                                                        K rapidly for more chokes
    Elbow Massacre       f/b + HK close               shake joystick and tap P and
                                                        K rapidly for more elbow 
                                                        strikes
    
                                                        
    Basic Move
    ----------
    Eagle Chop           HP close                     2 hits
    
    
    Command Moves
    -------------
    Heavy Shoulder       ub/uf, d + MP                overhead
    Heavy Body Press     ub/uf, d + HP                overhead
    Thrust Beak          b/f + LP
    Low Chop             d + HP                       the move is actually two hits
                                                        with the second hit needing
                                                        to be blocked low by every 
                                                        character EXCEPT Balrog
    Double Sweep         d + HK                       both parts must be blocked
                                                        low
    
    
    Special Moves
    -------------
    Tomahawk Buster      f, d, df + P                 LP=short, MP=medium, HP=far
    Mexican Typhoon      hcf, b + P  /  hcb,          connects close; unblockable
                           f + P  /  360 + P close  
    Condor Dive          LP+LK/MP+MK/HP+HK in         once T. Hawk starts to 
                         air  /  all three              descend from his jump, this
                         punches in air                 special move will not be
                                                        able to be activated
    
    
    Super
    -----
    Double Typhoon      hcf, hcf, b + P close  /      unblockable
                          hcb, hcb, f + P close  /
                          720 + P close  
    
    
    
    
    
    *******************************************************************************
    * 3.13 Fei Long                                                               *
    *******************************************************************************
    Colors
    ------
    LP - Dark Gray costume                             
    MP - Purple costume                             
    HP - Green costume
    LK - Light Blue costume
    MK - Orange costume
    HK - Silver costume
    Start - Dark Gold costume
    Hold P - Blue costume   
    Hold K - Red costume
    
    
    
    Throws
    ------
    Gankai Hou           f/b + MP/HP close            f and b determine where 
                                                        opponent is thrown
    Ryuushu Kai          f/b + MK/HK close            f and b determine where 
                                                        opponent is thrown
    Ryuushu Raku         any direction except u +     if you throw from a u/uf jump
                           MP/HP close in air           then the opponent will end
                                                        up in front of Fei Long; if
                                                        you throw from a ub jump
                                                        then the opponent will end
                                                        up behind Fei Long     
              
                                                   
    Basic Move
    ----------
    Snap Roundhouse      HK close                     2 hits
    
    
    Command Moves
    -------------
    Double Palm Thrust   d + HP                       must be blocked low by every
                                                        character EXCEPT Balrog and
                                                        M. Bison
    Engeki Shuu          f + HK
    Chokka Rakushou      b + MK                       overhead
    Chokka Raku. Leap    f + MK                       overhead
    
    
    Special Moves
    -------------
    Rekka Ken            qcf + P                      LP=short, MP=medium, HP=long
      Second Charge      qcf + P                      LP=short, MP=medium, HP=long
        Finish           qcf + P                      LP=short, MP=medium, HP=long
    Rekkuu Kyaku         qcf + K                      LK=short and can go through
                                                        most projectiles (not 
                                                        Sagat's high Tiger Shot), 
                                                        MK=medium, HK=long; 
                                                        overhead; if you land this
                                                        on an air opponent, you can
                                                        follow with a Shien Kyaku
                                                        or another Rekkuu Kyaku to
                                                        juggle (up to 4 hits), and
                                                        you can also try juggling
                                                        with the Rekka Shin Ken
    Shien Kyaku          b, d, db + K                 LK=short, MK=medium, HK=far
    
    
    Super
    -----
    Rekka Shin Ken       qcf, qcf + P
    
    
    
    
    
    *******************************************************************************
    * 3.14 Dee Jay                                                                *
    *******************************************************************************
    Colors
    ------
    LP - Orange costume                            
    MP - Blue costume                                
    HP - Dark Green costume
    LK - Neon Green costume
    MK - Lavender costume
    HK - Beige costume
    Start - Dark Gray costume
    Hold P - Yellow costume 
    Hold K - Purple costume
    
    
    
    Throws
    ------
    Funky Shout Throw    f/b + MP/HP close            f and b determine where 
                                                        opponent is thrown
    Monkey Flip          f/b + MK/HK close            f and b determine where 
                                                        opponent is thrown
     
                                                     
    Basic Moves
    -----------
    Punch Beat           HP close                     2 hits
    Push Kick            MK far                       2 hits
    Shin Kick            LK far                       must be blocked low by every
                                                        character EXCEPT Balrog and
                                                        M. Bison
    
    
    Command Moves
    -------------
    Knee Shot            ub/uf, d + LK                overhead
    Quick Trip           d + MK                       must be blocked low
    Slide                d + HK                       must be blocked low
    
    
    Special Moves
    -------------
    Air Slasher          Charge b for 2 seconds,      LP=slow, MP=medium, HP=fast;
                           f + P                        will collide with other
                                                        projectiles as both will be
                                                        "destroyed" in the process
    Machine Gun Upper    Charge d for 2 seconds,      tapping P will produce more 
                           u + P, then tap P            punches; absorbs 
                                                        projectiles
    Rolling Sobat        Charge b for 2 seconds,      LK=only first part comes out
                           f + K                        with short distance, 
                                                        MK=medium, HK=long
    Jackknife Maximum    Charge d for 2 seconds,      LK=short, MK=medium, HK=far;
                           u + K                        if you connect a MK/HK 
                                                        Jackknife Maximum, you can
                                                        juggle another MK/HK
                                                        Jackknife Maximum directly
                                                        after (up to 3 hits) or you
                                                        can try juggling with the
                                                        Sobat Carnival
    
    
    Super
    -----
    Sobat Carnival       Charge b for 2 seconds,      can usually add a MK/HK
                           f, b, f + K                  Jackknife Maximum 
                                                        immediately after the super
                                                        to juggle for extra damage
    
    
    
    
    
    *******************************************************************************
    * 3.15 Cammy                                                                  *
    *******************************************************************************
    Colors
    ------
    LP - Green costume w/ Red trim       
    MP - Blue-Silver costume w/ Pink trim                 
    HP - Pink costume w/ Red trim                    
    LK - Light Teal costume w/ Orange trim                  
    MK - Teal costume w/ Red trim
    HK - Dark Gray costume w/ Red trim
    Start - Purple costume w/ Pink trim
    Hold P - Green-Blue costume w/ Red trim   
    Hold K - Green-Blue costume w/ Pink trim
    
    
    
    Throws
    ------
    Hooligan Suplex      f/b + MP/HP close            f and b determine where 
                                                        opponent is thrown
    Frankensteiner       f/b + MK/HK close            f and b determine where 
                                                        opponent is thrown
    Flying Neck Hunt     any direction except u +     if d/df/f/uf is used,
                           MP/HP close in air           opponent will end up in
                                                        front of Cammy; if db/b/ub
                                                        is used, opponent will end
                                                        up behind Cammy
    Air Frankensteiner   any direction except u +     if d/df/f/uf is used, 
                           MK/HK close in air           opponent will end up behind
                                                        Cammy; if db/b/ub is used, 
                                                        opponent will end up in 
                                                        front of Cammy
    
                                                        
    Basic Move
    ----------
    N/A
    
    
    Command Moves
    -------------
    Weak Low Punch       d + LP                       the following characters must
                                                        block this low: Blanka,
                                                        Cammy, Dee Jay, Dhalsim,
                                                        Fei Long, Guile, T. Hawk,
                                                        and Zangief
    Medium Low Punch     d + MP                       the following characters must
                                                        block this low: Blanka,
                                                        Cammy, Dee Jay, Dhalsim,
                                                        Fei Long, Guile, T. Hawk,
                                                        and Zangief
    
    
    Special Moves
    -------------
    Spiral Arrow         qcf + K                      LK=short, MK=medium, HK=long
    Cannon Spike         f, d, df + K                 LK=short, MK=medium, HK=far
    Axle Spin Knuckle    qcb + P                      LP=short, MP=medium, HP=long;
                                                        the start up can go through
                                                        most fireballs (not Sagat's
                                                        high Tiger Shot)
    Hooligan Combination qcf + P                      LP=short, MP=medium, HP=far
      Hooligan Cancel    K
      Razor Edge Slicer  do nothing                   must be blocked low
      Fatal Leg Twister  b/f + K near opponent's      unblockable
                           head or when near
                           crouching opponent
      Cross Scissors P.  b/f + K near opponent's      unblockable
                           waist or when near
                           opponent in air
      
    
    Super
    -----
    Spin Drive Smasher   qcf, qcf + K
    
    
    
    
    
    *******************************************************************************
    * 3.16 Mike Bison                                                             *
    *******************************************************************************
    Colors
    ------
    LP - Red costume w/ Silver trim                
    MP - Green costume w/ Orange trim                    
    HP - Gray costume w/ Red trim                    
    LK - Blue-Green costume w/ Red trim                      
    MK - Brown costume w/ Gray trim
    HK - Pink costume w/ Light Green trim
    Start - Dark Gray costume w/ Silver trim
    Hold P - Blue costume w/ Gold trim  
    Hold K - Light Brown costume w/ Peach trim
    
    
    
    Throw
    -----
    Deadly Throw         f/b + MP/HP close            f and b determine where 
                                                        opponent is thrown
    
    
    Basic Move
    ----------
    Diagonal Punch       ub/uf, MP                    overhead; if you connect this
                                                        to an air opponent, you can
                                                        follow after them with
                                                        another Diagonal Punch or
                                                        use the follow up to juggle
                                                        them (you can do this until
                                                        you rack up 3 hits); you
                                                        can also try juggling with
                                                        Bison's Knee Press 
                                                        Nightmare after a 
                                                        successful Diagonal Punch
                                                        or it's follow up
      Second Punch       MP                           overhead; this can also set
                                                        up a juggle or continue
                                                        one; you can also try 
                                                        juggling with Bison's Knee
                                                        Press Nightmare after a 
                                                        successful Second Punch
    Up Diagonal Punch    u, MP                        overhead; unlike the ub/uf,
                                                        MP motion, this one does
                                                        not have a follow up; it
                                                        can however, be used in 
                                                        the same way to juggle
    
    
    Command Moves
    -------------
    Fake Slide           df + HK
    Slide                d + HK                       must be blocked low
    
    
    Special Moves
    -------------
    Psycho Crusher       Charge b for 2 seconds,      LP=short, MP=medium, HP=long
                           f + P                        
    Double Knee Press    Charge b for 2 seconds,      LK=short, MK=medium, HK=long
                           f + K                       
    Head Stomp           Charge d for 2 seconds,      overhead; using b/f after the
                           u + K, then b or f           Head Stomp is performed
                           after head stomp to          will determine how Bison
                           guide                        will descend after jumping
                                                        off the opponent
      Skull Diver        P                            overhead
    Fake Head Stomp      Charge d for 2 seconds,      using ub will cause Bison to
                           ub/u/uf + P                  jump backwards; using uf
                                                        will cause Bison to jump
                                                        forward more (and sometimes
                                                        at a greater speed) then if
                                                        you use u
      Devil Reverse      P, use b or f to guide       using b/f will guide Bison's 
                                                        descent
    
    
    Super
    -----
    Knee Press Nightmare Charge b for 2 seconds,      if this connects you can try
                           f, b, f + K                  jumping after the opponent
                                                        immediately after the super
                                                        ends to juggle them with 
                                                        the Diagonal Punch
    
    
    
    ```````````````````````````````````````````````````````````````````````````````
    
    
     --To select Akuma in Training or Versus, highlight E. Honda and press up.--
       -----To select Akuma in Arcade Mode, highlight Guile and press up.-----
    
    
    *******************************************************************************
    * 3.17 Akuma                                                                  *
    *******************************************************************************
    Colors
    ------
    P (Arcade Mode) or P/K (All Other Modes) - Black costume w/ Red hair
    K (Arcade Mode) or Hold P+K (All Other Modes)- Dark Gray costume w/ White hair
    
    
    
    Throws
    ------
    Seoi Nage            f/b + MP/HP close            f and b determine where
                                                         opponent is thrown
    Tomoe Nage           f/b + MK/HK close            f and b determine where
                                                         opponent is thrown
    
    
    Basic Moves
    -----------
    Shin Kick            LK                           must be blocked low
    Axe Kick             HK close                     2 hits
                                                           
                                                            
    Command Move
    ------------
    N/A
    
    
    Special Moves
    -------------
    Gou Hadou Ken        qcf + P                      LP=slow, MP=medium, HP=fast
                                                        and knocks down opponent
                                                        when close; will collide
                                                        with other projectiles as
                                                        both will be "destroyed" in
                                                        the process
    Zankuu Hadou Ken     qcf + P in air               LP=slow, MP=medium, HP=fast;
                                                        will collide with other
                                                        projectiles as both will be
                                                        "destroyed" in the process
    Instant Zankuu H. K. qcf, uf + P                  LP=slow, MP=medium, HP=fast;
                                                        will collide with other
                                                        projectiles as both will be
                                                        "destroyed" in the process
    Shakunetsu Hadou Ken qcb + P                      LP=slow and stuns opponent,
                                                        MP=medium with 2 hits and
                                                        knocks opponent down, 
                                                        HP=fast with 3 hits and
                                                        knocks opponent down; will
                                                        collide with other 
                                                        projectiles as both will be
                                                        "destroyed" in the process
    Gou Shouryuu Ken     f, d, df + P                 LP=short, MP=medium, HP=far
    Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium, HK=long;
                                                        if you connect the MK/HK
                                                        versions, you can juggle
                                                        with another MK/HK 
                                                        Tatsumaki Kyaku or with a
                                                        Gou Shouryuu Ken (up to 3
                                                        hits)
    Air Tatsumaki Kyaku  qcb + K in air               LK=1 spin, MK=few spins, 
                                                        HK=many spins; if you
                                                        connect the MK/HK versions,
                                                        you can juggle with another
                                                        MK/HK Tatsumaki Kyaku or
                                                        with a Gou Shouryuu Ken (up
                                                        to 3 hits)
    Ashura Sen. Zenpou   f, d, df + two punches       using all three punches
                           or two kicks                 shifts Akuma further
                                                        forward than if using all
                                                        three kicks; is slightly
                                                        invulnerable during the
                                                        move (can be hit near the
                                                        head)
    Ashura Sen. Kouhou   b, d, db + two punches       using all three punches
                           or two kicks                 shifts Akuma further back
                                                        than if using all three
                                                        kicks; is slightly
                                                        invulnerable during the
                                                        move (can be hit near the
                                                        head)
    
    
    Super
    -----
    Raging Demon         LP, LP, f, LK, HP            dash in must connect to 
                                                        perform the entire super;
                                                        dash in is unblockable
    
    
    
    
    
    ===============================================================================
    4. Misc. And Easter Eggs
    ===============================================================================
    
    ************************
    * 4.1 Fight/Play Akuma *
    ************************
    
    Fight Akuma:
    *Defeat all opponents in 20 minutes or less and do not use a continue.  If done
     right your last opponent will be Akuma instead of M. Bison.
    
    Play As Akuma:
    *If you are in Training or Versus Mode, highlight E. Honda at the character 
     select screen and press up.
    *If you are in Arcade mode, highlight Guile at the character select screen and
     press up.
    
    
    ********************
    * 4.2 Achievements *
    ********************
    
    -------------------------------------------------------------------------------
    |            Achievement           |          How To Unlock        |  Points  |
    ===============================================================================
    | Playing To Win                   | Win 100 Ranked Matches online | 30       |
    -------------------------------------------------------------------------------
    | Master Of All Things             | Win with every character in an| 30       |
    |                                  | online Ranked Match.          |          |
    -------------------------------------------------------------------------------
    | Sheng Long Is In Another Castle  | Beat Akuma in Arcade Mode     | 25       |
    -------------------------------------------------------------------------------
    | Vanquish The Computer            | Beat Arcade Mode              | 20       |
    -------------------------------------------------------------------------------
    | SF 20th Anniversary!             | Win 20 Ranked Matches online  | 20       |
    -------------------------------------------------------------------------------
    | Blinding Speed                   | Defeat an opponent in under   | 15       |
    |                                  | 15 seconds in single player   |          |
    |                                  | Arcade Mode                   |          |
    -------------------------------------------------------------------------------
    | Combomaniac                      | Perform a combo of 7 hits or  | 15       |
    |                                  | more (*1)                     |          |
    -------------------------------------------------------------------------------
    | Here Comes A New Challenger      | Play 5 Ranked Matches online  | 10       |
    -------------------------------------------------------------------------------
    | Training For Perfection          | 5 Perfect rounds in Arcade    | 10       |
    |                                  | Mode (any difficulty level, no|          |
    |                                  | challengers)                  |          |
    -------------------------------------------------------------------------------
    | Super Finisher                   | Get one Super Finish in Arcade| 10       |
    |                                  | Mode                          |          |
    -------------------------------------------------------------------------------
    | Sagat's Scar                     | Defeat Sagat with Ryu's fierce| 10       |
    |                                  | (HP) Shoryuken                |          |
    -------------------------------------------------------------------------------
    | Throwing Is Cheap                | Throw your opponent ten times | 5        |
    |                                  | in a single game (*2)         |          |
    -------------------------------------------------------------------------------
    
    *1: There are tons of ways to do this.  An easy way to get this achievement is
        to use Classic Mode Chun-Li.  Perform her Senretsu Kyaku super (Charge b,
        f, b, f + K), and finish the super off with the HK version of her Tenshou
        Kyaku (Charge d, u + HK).  This achievement must be done in either Arcade
        or Versus Mode.  It will NOT unlock if done in Training Mode.
    
    
    *2: Throw your opponent 10 times during a match.  If you are short your goal
        and you are about to finish off your opponent, lose the round, and continue
        to go for throws on the next round.  The amount of throws is accumulated
        during the entire match, so even throws done on a lost round will count
        toward the overall goal. 
    
    
    ===============================================================================
    5. Conclusion
    ===============================================================================
    
    5.1 What's Missing/Needed
    -Clean up and corrections
    -If you have anything to add, any corrections I need to make, please email me
    at billy_kane_32@hotmail.com.  Credit will be given for your contribution.
    
    
    5.2 Credits
    -Capcom
    -Backbone Entertainment
    -Udon
    -Gamefaqs
    -punisherbv for the method of selecting Akuma's second color
    -RoyalFlush for Honda's super details
    -And me for writing this FAQ