Super Street Fighter IV
                               
                                      FAQ by MJ





--------------------------------------------------------------------------------



- Updates
- Joystick / Button Abbreviations
- General Moves / Basic Gameplay
- Tags / Terminology
- Move List
- Combos / Ultra setups




--------------------------------------------------------------------------------




Updates: May 28: more Combos added - Fixed Juri move typos.





--------------------------------------------------------------------------------




Joystick / Button Abbreviations:
--------------------------------


                                                            Punches
                            Motions

UB      U      UF        UB = Up-Back                    (LP) (MP) (HP)
  \     |     /          U  = Up
                         UF = Up-Forward                 (LK) (MK) (HK)
B <---     ---> F        B  = Back
                         F  = Foward
  /     |     \          DB = Down-Back                      Kicks
DB      D      DF        D  = Down
                         DF = Down-Forward




--------------------------------------------------------------------------------




General Moves / Basic Gameplay:
-------------------------------



_____________
             \
Focus Attacks |
_____________/

Charging a Focus Attack grants "Hyper Armor" which allows 1 hit to be absorbed
and countered with no penalties. It can also be "Dash Cancelled", cancelled
into a Forward or Backward Dash, to extend combos or escape to safety. Most
importantly, successful Focus Attacks can leave the opponent in a "crumple"
state, granting the opportunity for a free combo follow-up!

A Focus Attack can be charged to 3 different levels:

Level 1 - Press MP + MK:
-----------------------

Does the less damage of the 3. Level 1 Focus Attack crumples ONLY on counter
hit, and is blockable.


Level 2 - Hold MP + MK for a half a second:
-------------------------------------------

Your character will flash white during a level 2. Level 2 Focus Attack crumples
on any succesful hit, and is blockable.


Level 3 - Hold MP + MK for a second:
------------------------------------

A level 3 Focus Attack can be confirmed by an "ink splatter" effect appearing
on-screen. A Level 3 Focus always crumples the opponent, and is unblockable.

** Absorbing a hit with a Focus Attack also builds Revenge Meter, used for
executing an Ultra move **


___________________________
                           \
Focus Attack Dash Canceling |
___________________________/

Hold Focus attack, Forward Dash or Back Dash, release.

Also known as FADC. This will cancel certain special moves at the cost of 2
blue bars. Use this to extend combos. Perform it in the middle of any special,
super cancelable normal, or special attack. You can also do this and backdash
with no extra meter cost.

On the move list these moves are tagged as [-FADC-]


___________
           \
Armor Break |
___________/

Certain special attacks in the game have an natural "Armor-Breaking" property.
These moves will break any focus charge cleanly. Armor breaking is confirmed by
a glass-shattering effect on-screen, and a glass breaking sound effect.

On the move list these moves are tagged as [-Armor Breaker-]


_______
       \
Dashing |
_______/

Tap Forward twice or Back twice.

Backwards dash has limited invincibility frames, meaning you can dodge attacks
for a brief moment. This also works when backdashing in the corner. Use this
on wakeup often to avoid certain attacks. Forward dash speed, backward dash
speed, and the invincibility / airborne frames for backdashing vary by
character.


______________________
                      \
Throws and Tech Throws |
______________________/

To throw: Press LP + LK near opponent

To tech:  You can break your opponent's throw attempt by pressing the Light
          Punch and Kick buttons at the moment they try to throw you.


__________
          \
Quick Rise |
__________/

Press Down When you're being knocked down.

This will make your character rise up faster than they normally would, but this
doesn't work with throws and some special moves like ultras or supers. Use this
to mix up your opponents offense.


______
      \
Taunts |
______/

Press HP + HK

Taunt your opponent. The game has many taunts to choose from.


________
        \
EX Moves |
________/

A Souped-up version of a Special move. Sometimes a EX move will have special
properties that a normal Special doesn't have. To perform them press 2 buttons
of a special move instead of 1. Take note that you need one blue bar to do it.

On the move list these moves are tagged as [-EX-]


______
      \
Supers |
______/

When you fill up all 4 blue bars you can perform the characters Super Move.
Doing special moves or taking damage will fill up the bars.


______
      \
Ultras |
______/

When you absorb attacks with focus or take damage you will fill up your Revenge
meter a.k.a Ultra meter. When it fills up half way you can execute the move
for big damage. Take note that the higher the bar fills up the more damage it
does to your opponent. Your Revenge Meter does not transfer over to the next
round.




--------------------------------------------------------------------------------




Tags:
-----

Tags on the move list:


[-EX-]            Denotes a EX move, press 2 Kicks or Punches

[-FADC-]          Denotes a Focus Attack Dash Cancelable move

[-Air-]           Denotes a move that can be done in the air

[-Kara-]          Denotes a Kara move. Which extends throws and move distances

[-Juggle-]        Denotes a move that can juggle for combo possibilities

[-Overhead-]      Denotes a Overhead attack, which must be blocked high

[-Armor Breaker-] Denotes a move that breaks Focus armor attacks



Terminology:
------------

Buttons:

LP - Light Punch.  Known as Jab on older Street Fighter games
MP - Medium Punch. Known as Strong on older Street Fighter games
HP - Hard Punch.   Known as Fierce on older Street Fighter games

LK - Light Kick.   Known as Short on older Street Fighter games
MK - Medium Kick.  Known as Forward on older Street Fighter games
HK - Hard Kick.    Known as Roundhouse on older Street Fighter games

PPP - Press all Punches
KKK - Press all Kicks


Joystick motions:

360 - 360 motion on the joystick.      Motions are B, DB, D, DF, F, UF, U
720 - Two 360 motions on the joystick. Motions are B, DB, D, DF, F, UF, U x 2

+   - means press both buttons at the same time
x 2 - means do that motion or button press 2 times in a row
x 3 - means do that motion or button press 3 times in a row

Other terms:

Wallbounce - a move that wall splats the opponent and sends them off the wall
             for juggle opportunities.

Anti air   - moves that punish jump in attacks



--------------------------------------------------------------------------------




Move List:
----------




R Y U
-----

-------------
Special Moves
-------------


Fireball       - D, DF, F + any Punch [-EX-] [-FADC-]

                 *EX Fireball can juggle into other moves in corner


Hurricane Kick - D, DB, B + any Kick  [-EX-] [-Air-] [-Armor Breaker-]

                 *EX Hurricane can juggle into other moves in the corner


Shoryuken      - F, D, DF + any Punch [-EX-] [-FADC-]


---------------
Special Normals
---------------


Overhead       - F + MP (2 hits)
Solar Plexus   - F + HP (2 hits)
Jump MP        - 2 hit [-Juggle-]


----------------
Super and Ultras
----------------


Super:           Shinkuu Hadoken - D, DF, F x 2 + any Punch

Ultras:       I. Metsu Hadouken  - D, DF, F x 2 + PPP

             II. Metsu Shoryuken - D, DF, F x 2 + KKK [-Armor Breaker-]

---
Ryu


--------------------------------------------------------------------------------




K E N
-----

-------------
Special Moves
-------------


Fireball       - D, DF, F + any Punch [-EX-] [-FADC-]

Hurricane Kick - D, DB, B + any Kick  [-EX-] [-Air-] [-Armor Breaker-]

Shoryuken      - F, D, DF + any Punch [-EX-] [-FADC-]


---------------
Special Normals
---------------


Forward Kick   - F + MK [-Kara-]
Overhead Kick  - B + MK

Thunder Kick / - F + HK (Hold HK to cancel kick and move forward)
Overhead


-------------
Target Combos
-------------


1. MP, HP


----------------
Super and Ultras
----------------


Super:           Shoryureppa      - D, DF, F x 2 + any Punch

Ultras:       I. Shinryuken       - D, DF, F x 2 + PPP

             II. Guren Senpukyaku - D, DF, F x 2 + KKK

---
Ken


--------------------------------------------------------------------------------




E. H O N D A
------------

-------------
Special Moves
-------------


Headbutt        - Charge Back for 2 secs, Forward + Any Punch [-EX-]
                                                              [-Armor Breaker-]

Hand Slaps      - Press Punch button Rapidly, Two Punch Buttons for EX [-EX-]
                                                                       [-FADC-]

Butt Slam       - Charge Down for 2 secs, Up + any Kick [-EX-]

Oicho Throw     - F, DF, D, DB, B + any Punch [-EX-]


---------------
Special Normals
---------------


Overhead Attack - DF + HK


-------------
Target Combos
-------------


1. MP, DF + HK


----------------
Super and Ultras
----------------


Super:           Super Killer Head Ram - Charge Back for 2 secs, Forward, Back,
                                         Forward + any Punch

Ultras:       I. Ultimate Killer Head Ram - Charge Back for 2 secs,
                                            Forward, Back, Forward + PPP

                                            [-Armor Breaker-]

             II. Ultra Oicho Throw - 720 + PPP

--------
E. Honda


--------------------------------------------------------------------------------




J U R I
-------

-------------
Special Moves
-------------


Counter         - D, DB, B + any Punch [-EX-]
                  --------------------
                  LP - makes her dash back
                  MP - she'll go behind you
                  HP - she jumps straight up


Fireball Kick   - D, DF, F + any Kick  [-EX-] [-FADC-]
                  -------------------
                  This is a multipart move. The first part is a kick move, the
                  second part will send out a fireball.

                  For the kicks:
                  -------------
                  LK - low strike
                  MK - mid-level kick
                  HK - High (overhead?)

                  For the fireballs:
                  -----------------
                  LK - travels along the ground
                  MK - straight up
                  HK - travels diagonally up-right


Pinwheel        - D, DB, B + any Kick [-EX-] [-FADC-]

                  *EX version goes through projectiles


Dive Kick       - In air: D, DB, B + press Kick 3 x [-EX-] [-Armor Breaker-]

                  *EX version Wallbounces


---------------
Special Normals
---------------


Sekku           - F + MK [-Overhead-]


----------------
Super and Ultras
----------------


Super:           Fuharenjin        - D, DB, B x 2 + Kick

Ultras:       I. Feng Shui Engine  - D, DF, F x 2 + PPP

             II. Kaisen Dankairaku - D, DF, F x 2 + KKK

----
Juri


--------------------------------------------------------------------------------




C H U N - L I
-------------

-------------
Special Moves
-------------


Fireball       - Charge Back for 2 secs, Forward + Any Punch [-EX-] [-FADC-]

Lightning Kick - Press Kick Button Rapidly, 2 Kick buttons for EX [-EX-]

                 *EX Lightning Kicks can juggle into Ultras or EX Bird Kick


Flip Kick      - F, DF, D, DB, B + any Kick [-EX-] [-FADC-] [-Overhead-]

                 *Only combos on counter hit


Spinning Bird Kick - Charge Down for 2 secs, Up + any Kick [-EX-]
                                                           [-Armor Breaker-]

                     *EX has combo possibilities


---------------
Special Normals
---------------


Flip Cross Up Kick - DF + HK
Head Stomp         - In air: D + MK, you can combo some of these together
Rear Spin Kick     - DF + LK
Hop Kick           - F + MK
Air Throw          - In air: LP + LK
Wall Jump          - In air and near a corner: press in the opposite direction
Jump HP            - 2 hits in the air, land for ultras or combo possibilities


-------------
Target Combos
-------------


1. This is done in 3 sequences and must be done one after the other:
  - B + MK
  - MK
  - Down, Up + MK (not a charge move)


----------------
Super and Ultras
----------------


Super:           Hyper Lightning Legs - Charge Back for 2 secs, Forward, Back,
                                        Forward + any Kick

Ultras:       I. Ultra Lightning Legs - Charge Back for 2 secs, Forward, Back,
                                        Forward + KKK [-Armor Breaker-]

             II. Kikosho              - D, DF, F x 2 + PPP [-Armor Breaker-]

-------
Chun-Li


--------------------------------------------------------------------------------




D H A L S I M
-------------

-------------
Special Moves
-------------


Yoga Fire      - D, DF, F + any Punch [-EX-] [-FADC-]

Yoga Flame     - F, DF, D, DB, B + any Punch [-EX-] [-Armor Breaker-]

Yoga Blast     - F, DF, D, DB, B + any Kick  [-EX-]

Yoga Teleport  - F, D, DF or B, D, DB + PPP or KKK [-Air-]

Foot Drill     - In air: D + any Kick

Head Drill     - In air: D + any Punch

Yoga Tower     - D + PPP - This is a dodge move


---------------
Special Normals
---------------


Chop           - B + LP [-Overhead-]
Slides         - DF + any Kick
Air Hook Punch - B + MP
High Knee      - B + HK
Jump HP        - Can be a overhead


----------------
Super and Ultras
----------------


Super:           Yoga Inferno     - D, DF, F x 2 + any Punch

Ultras:       I. Yoga Catastrophe - D, DF, F x 2 + PPP

             II. Yoga Shangri-la  - In air: D, DF, F x 2 + PPP

                                    Must grab grounded opponent. Also works
                                    after a teleport.

-------
Dhalsim


--------------------------------------------------------------------------------




G U I L E
---------

-------------
Special Moves
-------------


Sonic Boom - Charge Back for 1.5 secs, Forward + Any Punch [-EX-] [-FADC-]

Flash Kick - Charge Down for 2 secs, Up + any Kick [-EX-] [-FADC-]
                                                   [-Armor Breaker-]


---------------
Special Normals
---------------


Air Throw          - In air: LP + LK
Sunglasses         - D + HP + HK
High Kick          - DF + HK [-Juggle-]
Knee Bazooka       - B or F + LK
Rolling Sobat      - B or F + MK
Reverse Spin Kick  - B or F + HK
Straight Chop      - F + MP [-Overhead-]
Spinning Back Fist - F + HP


-------------
Target Combos
-------------


1. D + MK, F + MP


----------------
Super and Ultras
----------------


Super:           Double Flash    - Charge DB for 2 secs, DF, DB, UF + any Kick

Ultras:       I. Flash Explosion - Charge DB for 2 secs, DF, DB, UF + KKK

             II. Sonic Hurricane - Charge Back for 2 secs, Forward, Back,
                                   Forward + PPP

-----
Guile


--------------------------------------------------------------------------------




B L A N K A
-----------

-------------
Special Moves
-------------


Horizontal Ball - Charge Back for 2 secs, Forward + Any Punch [-EX-] [-FADC-]
                                                              [-Armor Breaker-]

                  *EX version goes through projectiles


Vertical Ball   - Charge Down for 2 secs, Up + any Kick [-EX-]

Backstep Roll   - Charge Back for 2 secs, Forward + any Kick [-EX-]

                  *EX version is a great escape move in the corner on wakeup


Electricity     - Press any Punch Button Rapidly, 2 buttons for EX [-EX-]

Hop             - Back or Forward + KKK


---------------
Special Normals
---------------


Beast Slide   - DF + HP
Coward Crouch - D + PPP - Dodge move
Rockcrusher   - Back or Forward + MP [-Overhead-]


----------------
Super and Ultras
----------------


Super:           Grand Shave Roll     - Charge Back for 2 secs, Forward, Back,
                                        Forward + any Punch

Ultras:       I. Lightning Cannonball - Charge Back for 2 secs, Forward, Back,
                                        Forward + PPP

             II. Shout of Earth       - Charge DB for 2 secs, DF, DB, UF + PPP
                                        or KKK

                                        PPP is for is for anti-air
                                        KKK is for ground based attacks

------
Blanka


--------------------------------------------------------------------------------




Z A N G I E F
-------------

-------------
Special Moves
-------------


Spinning Piledriver - 360 + any Punch [-EX-]

Lariat              - PPP or KKK - KKK version is shorter version

Banishing Flat      - F, D, DF + any Punch [-EX-] [-FADC-]

Flying Powerbomb    - 360 + any Kick [-EX-]

                      *EX Absorbs one hit


Atomic Suplex       - Close, 360 + any Kick [-EX-]


---------------
Special Normals
---------------


Body Splash      - D + HP in the air
Double Knee Drop - D + LK in the air
Long Kick        - DF + HK
Headbutt         - Up + MP or HP in the air


----------------
Super and Ultras
----------------


Super:           Final Atomic Buster    - 720 + any Punch

Ultras:       I. Ultimate Atomic Buster - 720 + PPP

             II. Siberian Blizzard      - In air, 720 + KKK

                                          Opponent must be jumping

-------
Zangief


--------------------------------------------------------------------------------




I B U K I
---------

-------------
Special Moves
-------------


Kunai               - D, DF, F + any Punch [-EX-]

Jump Flip           - F, D, DF + any Punch

Neck Breaker        - B, DB, D, DF, F + any Punch [-EX-] [-Armor Breaker-]

Energy Grab         - F, DF, D, DB, B + any Punch [-EX-] [-Armor Breaker-]

Illusion Dash       - D, DF, F + any Kick

Dragon Kick         - F, D, DF + any Kick [-EX-] [-FADC-]

                      *EX can juggle


Spin Kicks          - D, DB, B + any Kick, D + any Kick [-EX-] [-FADC-]

                      *Down part must be blocked low


Jumping Double Kick - B, D, DB + any Kick [-EX-]

Super Jump          - D, U

                      You can also press diagonally up-forward or up-back to
                      Super Jump in those directions


---------------
Special Normals
---------------


Air Throw          - LP + LK, in the air
Hammer Kick        - F + MK [-Overhead-]
Rising Palm        - B + MP
Backhand Punch     - HP, HP
Spin Kick          - F + LK
Reverse Spin Kick  - B + MK
Slide              - DF + MK
Jumping Split Kick - F + HK


-------------
Target Combos
-------------


1. In the air, HP, F + MK
2. Back or Forward Jump, LP, F + HP
3. Back or Forward Jump, LK, F + MK
4. Close, LP, MP, HP
5. Outside of close range, LP, MP, F + LK
6. LP, MP, D + HK, HK
7. B + MK, F + MK
8. Close, HP, D + HK, HK
9. LP, MK, HK


----------------
Super and Ultras
----------------


Super:           Hyper Dagger Toss - In the air, D, DF, F x 2 + any Punch

Ultras:       I. Super Energy Grab - F, DF, D, DB, B x 2 + PPP

             II. Hashinsho         - D, DF, F x 2 + any KKK

                                     [-Armor Breaker-]

-----
Ibuki


--------------------------------------------------------------------------------




M A K O T O
-----------

-------------
Special Moves
-------------


Dash Punch - D, DF, F + any Punch [-EX-] [-FADC-]

Karakusa   - F, DF, D, DB, B + any Kick [-EX-]
             
             *EX Karakusa absorbs 1 hit


Oroshi     - D, DB, B + any Punch [-EX-] [-FADC-] [-Armor Breaker-]

Fukiage    - F, D, DF + any Punch [-EX-] [-FADC-]

             *EX Fukiage can juggle


Tsurugi    - In the air, D, DB, B + any Kick [-EX-]

             *Regular Tsurugi can combo. Ground and air-to-air.


---------------
Special Normals
---------------


Lunge Punches - F + HP, HP


-------------
Target Combos
-------------


1. LK, MK
2. F + MK, HK


----------------
Super and Ultras
----------------


Super:           Tanden Renki         - D, DF, F x 2 + any Punch

                                        Increased damage for a short while.


Ultras:       I. Seichusen Godanzuki  - D, DF, F x 2 + PPP [-Armor Breaker-]

             II. Abare Tosanami       - D, DF, F x 2 + KKK [-Armor Breaker-]

                                        [-Juggle-]

------
Makoto


--------------------------------------------------------------------------------




D U D L E Y
-----------

-------------
Special Moves
-------------


Uppercut         - F, D, DF + any Punch [-EX-] [-FADC-]

                   *You can juggle LP Uppercut into another Uppercut


Machine Gun Blow - B, DB, D, DF, F + any Punch [-EX-]

                   *EX MGB is jugglable


Cross Counter    - F, DF, D, DB, B + any Punch [-EX-]

Short Swing Blow - F, DF, D, DB, B + any Kick  [-EX-]

Thunderbolt      - Charge Down for 2 secs, Up + any Kick [-EX-] [-FADC-]

Duck into Straight or Upper - B, DB, D, DF, F + any Kick

                              Punch for Straight
                              Kick for Upper


Rose             - D + HP + HK


---------------
Special Normals
---------------


Slipping Jab  - F + LP
Stomach Blow  - F + MP
Step Straight - F + HP
Kidney Blow   - F + MK
Dart Shot     - F + HK
Scoop Sweep   - D + HK [-Juggle-]


-------------
Target Combos
-------------


1. F + LP, MP
2. D + LP, MK
3. F + HK, MK
4. LP, MP, MK
5. MP or F + MK, MK, HP
6. D + LK, D + MP, D + HP
7. MK, HK, HP
8. LK, MK, MP, HP


----------------
Super and Ultras
----------------


Super:           Rocket Upper    - D, DF, F x 2 + any Punch

Ultras:       I. Rolling Thunder - D, DF, F x 2 + KKK

             II. Corkscrew Cross - D, DF, F x 2 + PPP [-Armor Breaker-]

------
Dudley


--------------------------------------------------------------------------------




A B E L
-------

-------------
Special Moves
-------------


Change of Direction - D, DF, F + any Punch, followed by F + Punch or Kick x 2
                      [-EX-] [-FADC-]

                      *EX CoD can absorb 1 hit


Wheel Kick          - D, DB, B + any Kick [-EX-] [-FADC-] [-Armor Breaker-]
                                          [-Overhead-]

Marseilles Roll     - D, DF, F + any Kick [-EX-]

Tornado Throw       - F, DF, D, DB, B + any Punch [-EX-]

Sky Fall            - F, D, DF + any Punch [-EX-]


---------------
Special Normals
---------------


Forward Kick - F + MK
Elbow        - D + HP [-Juggle-]
Standing HK  - [-Overhead-]


-------------
Target Combos
-------------


1. F + MK, HP


----------------
Super and Ultras
----------------


Super:           Heartless  - D, DF, F x 2 + any Punch

Ultras:       I. Soulless   - D, DF, F x 2 + PPP [-Armor Breaker-]

             II. Breathless - D, DF, F x 2 + KKK

                              This is a grab move so it cannot be blocked, plus
                              it can absorb 1 hit and you can delay it or cancel
                              it entirely. Any armor breaking move can stop this
                              ultra.

----
Abel


--------------------------------------------------------------------------------




C. V I P E R
------------

-------------
Special Moves
-------------


Thunder Knuckle     - D, DB, B + any Punch [-EX-] [-FADC-] [-Armor Breaker-]

                      *HP version can juggle
                      *EX has some combo possibilities

Thunder Knuckle     - Right when you do a Thunder Knuckle press two punch
Feint                 buttons almost immediately after doing the move


Burning Kick        - D, DB, B + any Kick [-EX-] [-Air-]

Seismic Hammer      - F, D, DF + any Punch [-EX-]

                      *You can stop the animation by pressing two punch buttons
                       almost immediately after doing this move.
                      *EX Seismo has combo possibilities


Super Jump          - D, U

                      You can also press diagonally up-forward or up-back to
                      Super Jump in those directions


---------------
Special Normals
---------------


Elbow Drop  - F + MP [-Overhead-]
Double Kick - F + HK


----------------
Super and Ultras
----------------


Super:           Emergency Combination  - D, DF, F x 2 + any Punch

Ultras:       I. Burst Time             - D, DF, F x 2 + PPP [-Armor Breaker-]

             II. Burning Dance          - In the air, D, DF, F x 2 + KKK

--------
C. Viper


--------------------------------------------------------------------------------




M. B I S O N
------------

-------------
Special Moves
-------------


Psycho Crusher - Charge Back for 2 secs, Forward + any Punch [-EX-]
                                                             [-Armor Breaker-]
                                                             [-FADC-]

Scissor Kicks  - Charge Back for 2 secs, Forward + any Kick  [-EX-] [-FADC-]

Head Press / Skull Diver - Charge Down for 2 secs, Up + any Kick  [-EX-]
                           Any Punch for Skull Diver

Devil's Reverse - Charge Down for 2 secs, Up + any Punch, any Punch [-EX-]

Teleport        - F, D, DF + PPP or KKK


---------------
Special Normals
---------------


Double Air Punch - In air, MP x 2
Slide            - Down + HK - This is now FADC-able


----------------
Super and Ultras
----------------


Super:           Knee Press Nightmare  - Charge Back for 2 secs, Forward, Back,
                                         Forward + any Kick

Ultras:       I. Nightmare Booster     - Charge Back for 2 secs, Forward, Back,
                                         Forward + KKK

             II. Psycho Punisher       - D, DF, F x 2 + KKK [-Overhead-]

                                         You can steer this to hit from the
                                         front or behind the opponent while in
                                         the air.

--------
M. Bison


--------------------------------------------------------------------------------




R U F U S
---------

-------------
Special Moves
-------------


Messiah Kick     - D, DF, F + any Kick, any Kick [-EX-] [-FADC-]

Galactic Tornado - D, DF, F + any Punch [-EX-] [-Armor Breaker-]

                   *HP version in corner can combo into LP Tornado
                   *EX version has vacuum ability, can corner combo


Snake Strike     - F, D, DF + any Punch [-EX-]

Dive Kick        - In air, DF + MK

                   *Can juggle during air-to-air


---------------
Special Normals
---------------


Vulture Kick   - F + MK [-Overhead-]
Glory Kick     - DF + MK - Must be blocked low
Fragrance Palm - F + HP [-Juggle-]
Jump HK        - 2 hits, [-Juggle-]


-------------
Target Combos
-------------


1. LK, HK [-Juggle-]


----------------
Super and Ultras
----------------


Super:           Spectacular Romance  - D, DF, F x 2 + any Punch

Ultras:       I. Space Opera Symphony - D, DF, F x 2 + PPP

             II. Big Bang Typhoon     - D, DB, B x 2 + PPP

                 Both ultras have vacuum like properties.

-----
Rufus


--------------------------------------------------------------------------------




E L  F U E R T E
----------------

-------------
Special Moves
-------------


Habanero Dash     - D, DF, F + any Punch [-EX-]

                    Pressing another button will result in this:

                    LP - Stops dash
                    MP - Body Splash. Control the range by moving the stick
                         back or forth.
                    HP - Flying Throw. Control the range by moving the stick
                         back or forth.

                    LK - Stops run and does a back dash
                    MK - Jump Kick, can be overhead sometimes
                    HK - Slide Kick. You can do a Habanero Back Dash while
                                     doing this move.

                      * EX Habanero can absorb 2 hits


Habanero Back Dash - D, DB, B + any Punch [-EX-]

                     You can also do the Habanero Dash move to stop running
                     backwards and run forwards.

                     Pressing another button will result in this:

                     LP - Stops dash
                     MP - Body Splash towards your opponent. Control the range
                          by moving the stick back or forth.
                     HP - Flying Throw towards your opponent. Control the range
                          by moving the stick back or forth.

                     Any Kick near the wall will make him wall jump.

                     * EX Habanero can absorb 2 hits


Quesadilla Bomb    - Hold any Kick button and release. [-EX-]

                     Level 1 - hold button for 3 seconds.
                     Level 2 - hold button for 6 seconds.
                     Level 3 - hold button for 8 seconds.

Guacamole Leg Throw - F, D, DF + any Kick [-EX-]

Wall Jump           - In the air, Forward. Pressing HP goes into in the
                      Flying Throw

                     
---------------
Special Normals
---------------


Shower Kick - F + MK [-Overhead-]
Dropkick    - Far HK - this can be a overhead
Leg Launch  - Close HK - [-Juggle-]


-------------
Target Combos
-------------


1. near opponent: MK, MK


----------------
Super and Ultras
----------------


Super:           Dynamite          - D, DF, F x 2 + any Kick

Ultras:       I. Flying Gigabuster - D, DF, F x 2 + KKK

             II. Ultra Spark       - D, DB, B x 2 + PPP

                                     This Ultra is considered to be a throw,
                                     so it cannot be blocked.

---------
El Fuerte


--------------------------------------------------------------------------------




V E G A
-------

-------------
Special Moves
-------------


Rolling Crystal Flash - Charge Back for 2 secs, Forward + any Punch [-EX-]
                                                                    [-FADC-]

Flying Barcelona Attack / - Charge Down for 2 secs, Up + any Kick,  [-EX-]
Izuna Drop                  Press any Punch when close

Sky High Claw             - Charge Down for 2 secs, Up + any Punch  [-EX-]

Scarlet Terror            - Charge DB for 2 secs, F + any Kick      [-EX-]
                                                              [-Armor Breaker-]
                                                                  [-Juggle-]

Back Flip                 - PPP or KKK

                            *PPP backflips further back


Claw Throw                - F, D, DF + any Punch

Mask Throw                - F, D, DF + 2 Punches - Takes 2 meters


---------------
Special Normals
---------------


Cosmic Heel      - DF + HK [-Juggle-]
Piece of Mercury - DF + MK [-Overhead-]
Air Throw        - In the air, LP + LK
Kara Throw       - HK quickly into LP + LK


----------------
Super and Ultras
----------------


Super:   Flying Barcelona Special / - Charge DB for 2 secs, DF, DB, UF + any K
         Rolling Izuna Drop           Press any Punch when close

Ultras:       I. Bloody High Claw - Charge DB for 2 secs, DF, DB, UF + KKK
                                    [-Armor Breaker-]

             II. Splendid Claw    - Charge DB for 2 secs, F, B, F + KKK

----
Vega


--------------------------------------------------------------------------------




S E T H
-------

-------------
Special Moves
-------------


Sonic Boom       - D, DF, F + any Punch [-EX-] [-FADC-]

Shoryuken        - F, D, DF + any Punch x 3 [-EX-] [-FADC-]

                   *EX you can do 6 motions


Multi Kicks      - D, DB, B + any Kick  [-EX-] [-Armor Breaker-]

                   *EX goes through projectiles


Tanden Engine    - D, DB, B + any Punch [-EX-]

                   *EX requires two blue bars
                   *EX also has juggle properties, catch opponents when falling


Teleport         - F, D, DF or B, D, DB + PPP or KKK

Spinning Pile Driver - 360 + any Punch [-EX-]

Dive Kick        - In the air, Down + HK

Head Stomp       - In the air, Down + MK

                   *This can hit multiple times and Dive Kick can follow


Wall Jump        - In the air, Forward


---------------
Special Normals
---------------


Elbow            - D + HP - 2 hits [-Juggle-]
Jump MP          - [-Juggle-]


----------------
Super and Ultras
----------------


Super:           Tanden Storm   - D, DF, F x 2 + any Punch

Ultras:       I. Tanden Stream  - D, DF, F x 2 + PPP [-Armor Breaker-]

             II. Tanden Typhoon - D, DB, B x 2 + PPP

----
Seth


--------------------------------------------------------------------------------




G O U K E N
-----------

-------------
Special Moves
-------------


Fireball         - D, DF, F + any Punch [-EX-] [-FADC-] [-Juggle-]

                   *Hold Punch to charge up 2 hits.
                   *LP - shoots straight. MP - diagonally up. HP - vertically


Running Palm     - F, D, DF + any Punch [-EX-] [-FADC-] [-Armor Breaker-]

                   *EX juggles


Hurricane Kick   - D, DB, B + any Kick  [-EX-] [-FADC-] [-Air-]

                   *EX Air Hurricane you can steer left or right


Counter Move     - B, D, DB + Punch or Kick [-EX-] [-FADC-]

                   Punch for mid/high attacks
                   Kick for low attacks

                   *EX Counter parries all attacks


Demon Flip       - F, D, DF + any Kick  [-EX-]

                   The following can be performed:

                   LP + LK - throw when close
                   Kicks   - Dive kick
                   Punches - Counter attempt. Opponent must attack.
                   Nothing - will result in a slide when he lands

                   *EX tracks opponent


Dive Kick        - In the air, jump forward: D + MK

Back Throw       - Back + LP + LK [-Juggle-]


---------------
Special Normals
---------------


Overhead         - F + MP


----------------
Super and Ultras
----------------


Super:           Forbidden Shoryuken - D, DF, F x 2 + any Punch

                                       [-Armor Breaker-]

Ultras:       I. Shin Shoryuken - D, DF, F x 2 + PPP [-Armor Breaker-]

             II. Denjin Hadoken - D, DF, F x 2 + KKK

                                  This can be charged up by holding the Kick
                                  buttons for even more damage. It also has
                                  wallbounce properties.

------
Gouken


--------------------------------------------------------------------------------




A K U M A
---------

-------------
Special Moves
-------------


Fireball         - D, DF, F + any Punch [-EX-] [-FADC-] [-Air-]

                   *EX in the corner can lead to HP Shoryuken


Red Fireball     - F, DF, D, DB, B + any Punch [-EX-] [-FADC-]

Hurricane Kick   - D, DB, B + any Kick  [-EX-] [-Air-]

                   *EX ground Hurricane has vacuum properties


Shoryuken        - F, D, DF + any Punches [-EX-] [-FADC-]

Teleport         - F, D, DF + PPP or KKK

Dive Kick        - In the air, jump forward: D + MK

Demon Flip       - F, D, DF + any Kick  [-EX-]

                   The following can be performed:

                   LP + LK - throw when close
                   Kicks   - Dive kick
                   Punches - Hammer fist
                   Nothing - will result in a slide when he lands

                   *EX tracks opponent


---------------
Special Normals
---------------


Overhead Chop    - F + MP


----------------
Super and Ultras
----------------


Super:           Raging Demon - LP, LP, Forward, LK, HP

Ultras:       I. Wrath of the Raging Demon - LP, LP, Back, LK, HP

             II. Tornado Kick - Up, Up + KKK

-----
Akuma


--------------------------------------------------------------------------------




S A G A T
---------

-------------
Special Moves
-------------


High Tiger Shot  - D, DF, F + any Punch [-EX-] [-FADC-]

Low Tiger Shot   - D, DF, F + any Kick  [-EX-] [-FADC-]

                   *EX shot in the corner can lead to Ultra


Tiger Uppercut   - F, D, DF + any Punches [-EX-] [-FADC-]

                   *EX Uppercut can lead to Ultra


Tiger Knee       - F, D, DF + K [-EX-] [-FADC-] [-Armor Breaker-]

                   *Anti-air Tiger Knee can juggle twice in corner


Angry Scar       - D, DB, B x 2 + any Punch

                   *Need 1 meter. Powers up 1 uppercut.


---------------
Special Normals
---------------


High Step Kick   - F + HK [-Juggle-]
Elbow            - F + HP [-Overhead-]
Low Step Kick    - F + LK [-Kara-]
Fake Kick        - HK, HK - must be done fast


----------------
Super and Ultras
----------------


Super:           Tiger Genocide    - D, DF, F x 2 + any Kick

Ultras:       I. Tiger Destruction - D, DF, F x 2 + KKK

             II. Tiger Cannon      - D, DF, F x 2 + PPP

-----
Sagat


--------------------------------------------------------------------------------




C A M M Y
---------

-------------
Special Moves
-------------


Spiral Arrow     - D, DF, F + any Kick [-EX-] [-FADC-]

                   *EX travels through all projectiles


Cannon Spike     - F, D, DF + any Kick  [-EX-] [-FADC-]

Spin Knuckle     - F, DF, D, DB, B + any Punches [-EX-] [-Armor Breaker-]

Hooligan Combination - DB, D, DF, F, UF + any Punches, LP + LK to throw [-EX-]

                       *EX has a higher arc, travels faster and will track


Cannon Strike    - In the air, jump forward: D, DB, B + any Kick [-EX-]
                   
                   *For instant EX Strikes - add a UB in the end, must be fast


----------------
Super and Ultras
----------------


Super:           Spin Drive Smasher      - D, DF, F x 2 + any Kick

Ultras:       I. Gyro Drive Smasher      - D, DF, F x 2 + KKK

             II. Cammy Quick Combination - D, DB, B x 2 + PPP - Counter Ultra

-----
Cammy


--------------------------------------------------------------------------------




D E E  J A Y
------------

-------------
Special Moves
-------------


Slasher              - Charge Back for 2 secs, Forward + any Punch [-EX-]
                                                                   [-FADC-]

Double Rolling Sobat - Charge Back for 2 secs, Forward + any Kick  [-EX-]
                                                                   [-FADC-]
                                                             [-Armor Breaker-]

                       *EX version can pass through projectiles


Upkicks              - Charge Down for 2 secs, Up + any Kick  [-EX-]

                       *You can chain 2 anti-air HK Upkicks


Machinegun Upper     - Charge Down for 2 secs, Up + any Punch [-EX-]
                       Mash Punch for more hits

                       *EX has juggle properties


----------------
Super and Ultras
----------------


Super:           Sobat Carnival   - Charge Back for 2 secs, Forward, Back,
                                       Forward + any Kick

Ultras:       I. Sobat Festival   - Charge Back for 2 secs, Forward, Back,
                                       Forward + KKK

             II. Climax Beat      - Charge DB for 2 secs, DF, DB, UF + PPP

                                    [-Armor Breaker-]

-------
Dee Jay


--------------------------------------------------------------------------------




B A L R O G
-----------

-------------
Special Moves
-------------

*All EX Dashes will absorb one hit.


Dashing Punch     - Charge Back for 2 secs, Forward + any Punch [-EX-] [-FADC-]

Dashing Low Punch - Charge Back for 2 secs, DF + any Punch      [-EX-] [-FADC-]

Dashing Overhead Punch - Charge Back for 2 secs, DF + any Punch [-EX-]
                         (Hold Punch)                         [-Armor Breaker-]

                         *This can lead to combos


Dashing Uppercut       - Charge Back for 2 secs, Forward + any Kick [-EX-]
                                                                    [-FADC-]

                         *EX version can lead to combos


Dashing Low Uppercut   - Charge Back for 2 secs, DF + any Kick [-EX-] [-FADC-]
                                                              [-Armor Breaker-]

Buffalo Headbutt       - Charge Down for 2 secs, Up + any Punch [-EX-]
                                                              [-Armor Breaker-]

                         *Both versions can lead to Ultra 1


Turn Around Punch      - Hold PPP or KKK for 2 secs. Longer hold = more damage
                                                                   [-FADC-]
                                                              [-Armor Breaker-]


----------------
Super and Ultras
----------------


Super:           Crazy Buffalo   - Charge Back for 2 secs, Forward, Back,
                                       Forward + any Punch

                                   [-Armor Breaker-]

Ultras:       I. Violent Buffalo - Charge Back for 2 secs, Forward, Back,
                                       Forward + PPP or KKK

                                   [-Armor Breaker-]

             II. Dirty Bull      - 720 + PPP - Does 700 stun points

------
Balrog


--------------------------------------------------------------------------------




F E I  L O N G
--------------

-------------
Special Moves
-------------


Rekka Ken   - D, DF, F + any Punch x 3       [-EX-] [-FADC-]

              *EX version will eat 1 projectile


Flame Kick  - B, D, DB + any Kick            [-EX-] [-FADC-]

Flying Kick - B, DB, D, DF, F, UF + any Kick [-EX-] [-Armor Breaker-]

              *First hit is Armor Breaking, Regular and EX
              *EX travels completely through projectiles


Flip Grab   - F, DF, D, DB, B + any Kick     [-EX-]


---------------
Special Normals
---------------


Hop Kick    - F + MK [-Overhead-]
Engekishu   - F + HK


----------------
Super and Ultras
----------------


Super:           Rekka Shin Ken   - D, DF, F x 2 + any Punch

Ultras:       I. Rekka Shin Geki  - D, DF, F x 2 + PPP

             II. Gekirinken       - B, DB, D, DF, F x 2 + KKK - Counter Ultra

--------
Fei-Long


--------------------------------------------------------------------------------




T. H A W K
----------

-------------
Special Moves
-------------


Mexican Typhoon - 360 + any Punch [-EX-]

Condor Spire    - B, D, DB + any Punch [-EX-]
                  
                  *EX version is Armor Breaker


Condor Dive     - Jump straight up or forward, PPP [-EX-] [-Armor Breaker-]

Tomahawk Buster - F, D, DF + any Punch [-EX-]

                  *EX Tomahawk can be followed with EX Condor Dive


---------------
Special Normals
---------------


Heavy Body Press - In air, jump forward or back: D + HP
Heavy Shoulder   - In air, jump forward or back: D + MP
Thrust Peak      - DF + LP


----------------
Super and Ultras
----------------


Super:           Double Typhoon   - 720 + any Punch

Ultras:       I. Raging Typhoon   - 720 + PPP

             II. Raging Slash     - F, DF, D, DB, B x 2 + PPP

-------
T. Hawk


--------------------------------------------------------------------------------




G E N
-----

-------------
Special Moves
-------------


Mantis Style - PPP

Mantis Moves
------------

Rapid Slaps - Press Punch button Rapidly [-EX-] [-FADC-]

Air Kicks   - F, D, DF + any Kick, Press Kicks [-EX-]

              *You can cancel this to Jyakoha when high in the air


Crane Style - KKK

Crane Moves
-----------

Rolling Attack - Charge Back for 2 secs, Forward + any Kick [-EX-] [-FADC-]

                 *EX travels through projectiles


Wall Jump      - Charge Down for 2 secs, Up + any Kick [-EX-] [-Armor Breaker-]

                 From wall hop: Forward - Dive Kick [-Juggle-]
                                Back    - Gen jumps to the ground
                                Up      - Gen goes to the ceiling

                 From ceiling:  Down    - Dive Kick on top of opponents head
                                          [-Juggle-]

                                Left    - Dive Kick to the left [-Juggle-]
                                Right   - Dive Kick to the right [-Juggle-]

                 *EX Wall Jump is a great escape move


---------------
Special Normals
---------------


Air Double Kicks - in air: HK, HK - combo possibilities
Overhead         - In Crane Stance: MP
Low Kick         - In Crane Stance: D + LK [-Juggle-]


-----------------
Supers and Ultras
-----------------


Supers:          Mantis - Zan'ei - D, DF, F x 2 + any Punch [-Armor Breaker-]
                                                            [-Juggle-]

                 Crane  - Jyakoha - D, DF, F x 2 + any Kick

Ultras:       I. Mantis - Zetsuei - D, DF, F x 2 + PPP [-Armor Breaker-]

                 Crane  - Ryukoha - D, DF, F x 2 + KKK

             II. Mantis - Shitenketsu - D, DB, B x 2 + PPP

                 Crane  - Teiga       - In air, D, DF, F x 2 + KKK

                                        [-Armor Breaker-]

---
Gen


--------------------------------------------------------------------------------




D A N
-----

-------------
Special Moves
-------------


Fireball     - D, DF, F + any Punch [-EX-] [-FADC-]

Dragon Punch - F, D, DF + any Punch [-EX-] [-FADC-]

Hop Kicks    - D, DB, B + any Kick  [-EX-] [-Air-] [-Armor Breaker-]

Air Taunt    - In air, HP + HK


----------------
Super and Ultras
----------------


Super:           Hissho Buraiken - D, DF, F x 2 + any Punch

                 Super Taunt     - D, DF, F x 2 + HP + HK

Ultras:       I. Shisso Buraiken - D, DF, F x 2 + PPP

             II. Haoh Gadouken   - D, DF, F x 2 + KKK

---
Dan


--------------------------------------------------------------------------------




S A K U R A
-----------

-------------
Special Moves
-------------


Fireball       - D, DF, F + any Punch [-EX-] [-FADC-]
                 Big Fireball: Hold Punch

Dragon Punch   - F, D, DF + any Punch [-EX-] [-FADC-]

                 *LP Dragon punch can juggle into HP Dragon punch
                 *EX can go through a few projectiles


Hurricane Kick - D, DB, B + any Kick  [-EX-] [-Air-] [-Armor Breaker-]

                 *EX leads to juggle


Otoshi         - F, D, DF + any Kick, Press any Punch when near [-EX-]

                 *EX Tracks opponent


---------------
Special Normals
---------------


Overhead Kick  - F + MK


----------------
Super and Ultras
----------------


Super:           Karu Ichiban   - D, DB, B x 2 + any Kick

Ultras:       I. Haru Ranman    - D, DB, B x 2 + PPP [-Armor Breaker-]

             II. Shinku Hadoken - D, DF, F x 2 + PPP or KKK

                                  PPP for straight
                                  KKK for up angle

------
Sakura


--------------------------------------------------------------------------------




C O D Y
-------

-------------
Special Moves
-------------


Knife Grab        - Stand on knife, D + PPP

                    *Knife does chip damage when opponent blocks


Stone/Knife Throw - D, DF, F + any Punch [-EX-] [-FADC-]

Ruffian Kick      - D, DF, F + any Kick  [-EX-] [-FADC-] [-Armor Breaker-]

                    *HK Ruffian anti-air can juggle
                    *EX Low slide can go through projectiles


Criminal Upper    - D, DB, B + any Punch [-EX-] [-FADC-]

Zonk Knuckle      - Hold Punch for 2 secs - Longer hold = more damage

                    [-EX-] [-FADC-] [-Armor Breaker-]

                    *Goes through fireballs
                    *EX has lots of invincibility


Bad Spray         - Up + any Punch while Quick Rise

Fake Stone        - Down + HP + HK


---------------
Special Normals
---------------


Stomach Blow - F + MP
Crack Kick   - F + HK. Anti-air can combo into Ultra 1 or Criminal in corner
Jaw Crusher  - B + MP
Hammer Hook  - F + HP [-Overhead-]


----------------
Super and Ultras
----------------


Super:           Dead End Irony    - D, DF, F x 2 + any Punch

Ultras:       I. Final Destruction - D, DF, F x 2 + PPP [-Armor Breaker-]

             II. Last Dread Dust   - D, DB, B x 2 + PPP

----
Cody


--------------------------------------------------------------------------------




G U Y
-----

-------------
Special Moves
-------------


Dashing Elbow     - D, DB, B + any Punch [-EX-] [-FADC-] [-Armor Breaker-]

                    *EX can juggle
                    *Regular LP can juggle in corner


Hurricane Kick    - D, DB, B + any Kick  [-EX-]

Flying Elbow Drop - D, DF, F + any Punch [-EX-]

Flip Throw        - After Flying Elbow Drop: Press any Punch by opponent [-EX-]

Run               - D, DF, F + any Kick, Press any Kick [-EX-]

                    After the initial run you can do:

                    LK - Stop run
                    MK - Do a slide kick [-FADC-]
                    HK - Do a jumping kick [-Overhead-]


Air Throw         - Both in air, D, DF, F + any Kick [-EX-]

Wall Jump         - Near corner, Forward


---------------
Special Normals
---------------


Elbow Drop   - In air, Down + MP
Neck Breaker - F + MP [-Overhead-]
Ninja Sickle - DF + HK [-Juggle-]


-------------
Target Combos
-------------


1. LP, MP, HP, HK or Down + HK
2. MP, HP

You can juggle and FADC Bushin enders


----------------
Super and Ultras
----------------


Super:           Bushin Hasoken       - D, DF, F x 2 + any Punch

Ultras:       I. Bushin Goraisenpujin - D, DF, F x 2 + KKK [-Armor Breaker-]

             II. Bushin Muso Renge    - F, DF, D, DB, B x 2 + PPP

---
Guy


--------------------------------------------------------------------------------




H A K A N
---------

-------------
Special Moves
-------------


Oil Up!           - F, D, DF + any Kick [-EX-]

                    *Oiling will enhance moves and Focus range
                    *EX Oil goes through projectiles


Oil Slide /       - D, DF, F + any Punch [-EX-] [-FADC-] [-Armor Breaker-]
Body Press          Press any Punch rapidly for Body press

Oil Rocket        - 360 + any Punch [-EX-]

Oil Dive          - 360 + any Kick  [-EX-]

Coward Crouch     - Down + PPP - dodge move


---------------
Special Normals
---------------


Air Throw    - In air, LP + LK
Smash        - F + LP
Tackle       - F + MP
Spear        - F + HP
Step Low     - F + LK
Front Kick   - F + MK
Step Knee    - F + HK
Jump MP      - [-Juggle-]


----------------
Super and Ultras
----------------


Super:           Flying Oil Spin      - D, DF, F x 2 + any Punch

Ultras:       I. Oil Coaster          - 720 + PPP

             II. Oil Combination Hold - Down x 3 + KKK

-----
Hakan


--------------------------------------------------------------------------------




A D O N
-------

-------------
Special Moves
-------------


Rising Jaguar     - F, D, DF + any Kick [-EX-] [-FADC-]

                    *LK can juggle


Jaguar Kick       - B, D, DB + any Kick [-EX-] [-Air-] [-Armor Breaker-]

                    *EX can juggle into Avalanche
                    *Regular Air Kick can start combos


Jaguar Tooth      - F, DF, D, DB, B + any Kick [-EX-] [-Armor Breaker-]

                    *HK tooth can start combos
                    *EX Tooth can be juggled in corner, also in anti-air


---------------
Special Normals
---------------


Jaguar Crunch - F + MP [-Overhead-]
                *Can start combos


----------------
Super and Ultras
----------------


Super:           Jaguar Varied Assault - D, DF, F x 2 + any Punch. then P or K

                                         Punches for Thousand Jaguars
                                         Kicks for Jaguar Assassin

Ultras:       I. Jaguar Revolver       - D, DB, B x 2 + KKK [-Armor Breaker-]

             II. Jaguar Avalanche      - D, DF, F x 2 + KKK [-Armor Breaker-]

----
Adon


--------------------------------------------------------------------------------




R O S E
-------

-------------
Special Moves
-------------


Soul Spark        - B, DB, D, DF, F + any Punch [-EX-] [-FADC-]

Soul Spiral       - D, DF, F + any Kick [-EX-] [-FADC-] [-Armor Breaker-]

Soul Reflect      - D, DB, B + any Punch [-EX-]

                    LP - absorbs the projectile, giving you half a blue block
                    MP - bounces the projectile back horizontally
                    HP - bounces the projectile back diagonally. HP has juggle
                         ability up close.

Soul Throw        - F, D, DF + any Punch [-EX-]


---------------
Special Normals
---------------


Slide      - DF + MK
Soul Piede - F + HK [-Juggle-] (in air)


----------------
Super and Ultras
----------------


Super:           Aura Soul Spark - D, DF, F x 2 + any Punch

Ultras:       I. Illusion Spark  - D, DF, F x 2 + PPP [-Armor Breaker-]

             II. Soul Satellite  - D, DB, B x 2 + PPP [-Juggle-]

----
Rose


--------------------------------------------------------------------------------




Combos:
-------

These are practical combos that can be used in matches. None of that trial
combos junk! Even though some useful ones appear on the list..

--------------------------------------------------------------

Legend:

j.      - Jump in
c.      - crouch (hold down)
st.     - standing
FA      - Focus attack
FADC    - Focus Attack Dash Cancel
xx      - cancel into
crossup - jump over opponent to hit them on the other side

--------------------------------------------------------------


Ryu
___

1. j.HK, c.HK
2. c.LP x 2, st.LP, c.HK
3. c.MP x 2, c.HK
4. c.LP x 3, c.MK, Fireball or EX Fireball
5. F + HP, D + HP, Shoryuken
6. j.HP, c.MK, Fireball or Hurricane Kick
7. c.MK xx Fireball or Super
8. air-to-air: j.MP, land, Super
9. any anti-air Shoryuken trade and Ryu is on the ground, EX Fireball


Ultra setups:
------------
1. Level 3 FA, F + HP, Shoryuken xx FADC, Ultra 1
2. opponent in corner: EX Fireball, Ultra 1
3. opponent in corner: EX Hurricane, Ultra 1
4. c.MK, Fireball xx FADC, Ultra 2
5. air-to-air: j.MP, land, Ultra 1

                                  ----

Ken
___

1. Crossup j.MK, c.LP x 3, Shoryuken
2. j.HK, c.HK
3. c.MK xx Fireball
4. c.LP x 2, st.LP, EX Hurricane
5. j.HK, c.MK, EX Hurricane
6. MP, HP xx Shoryuken (use on standing opponents)
7. any anti-air Shoryuken trade and Ken is on the ground,
   EX Fireball or Shoryuken


Ultra setups:
------------
1. 2nd or 3rd hit of HP Shoryuken xx FADC, Ultra 1
2. Fireball xx FADC, Ultra 2
3. c.LP x 2, st.LP, Ultra 2

                                  ----

E. Honda
________

1. j.HK, c.MK, Headbutt
2. ground or anti-air: Headbutt xx Super
3. j.HP, c.LP, Hand Slap

                                  ----

Juri
____

1. c.LK x 2, st.LK, Pinwheel or EX Pinwheel
2. c.LK, st.LP, c.MK, Pinwheel or EX Pinwheel
3. air-to-air: j.MP, j.MP, LK Dive Kick
4. EX Dive Kick, EX Pinwheel


Ultra setups:
------------
1. EX Dive Kick, Ultra 2
2. Activate Ultra 1: c.LK, c.MK, c.HK
3. Activate Ultra 1: st.LP, st.LK, st.MK, st.MP, st.HP, EX Pinwheel
4. Activate Ultra 1: Hold Light Fireball, c.MK, Release xx FADC, st.LP, st.LK,
                     st.MK, st.MP, st.HP, EX Pinwheel

                                  ----

Chun-Li
_______

1. c.LK x 2, EX Lightning Kick
2. c.LP x 2, st.LP, st.HP
3. j.HP, c.HP (1st hit) xx Spinning Bird Kick
4. c.MK xx Super
5. air-to-air: j.HP, land, EX Lightning or Spinning Bird Kick


Ultra setups:
------------
1. c.LK x 2, EX Lightning Kick, Ultra 2
2. opponent near wall: c.LK x 2, EX Lightning Kick, Ultra 1
3. j.HP, Ultra 1 or 2
4. opponent near wall: EX Spinning Bird Kick, Ultra 1 or 2

                                  ----

Dhalsim
_______

1. B + MK xx LP Flame
2. B + HP (1 hit) xx MP Flame or EX Flame
3. B + MK, LP Flame xx Super
4. close: MP or HP Flame, Super
5. air-to-air: Head Drill, land, Super
6. LK Slide xx Super


Ultra setups:
------------
1. Activate Ultra 1, Teleport and use overheads to fool opponent
2. Level 2 or 3 Focus, Ultra 2

                                  ----

Guile
_____

1. c.MP, Flash Kick
2. j.HP, st.HP, Sonic Boom
3. j.HP, Target combo
4. j.HP, High Kick, EX Flash Kick
5. j.HK, c.HK
6. c.LK, c.LP, c.MP, Sonic Boom
7. c.LP x 2, c.MP, Sonic Boom
8. crossup j.LK, any combo


Ultra setups:
------------
1. anti-air LK Flash Kick, Ultra 1

                                  ----

Blanka
______

1. c.MK, Blanka Ball
2. c.LK x 2, c.LP, Blanka Ball
3. j.HK, c.MK, Blanka Ball xx Super
4. j.HP, c.LP, Electricity
5. st.LP, Electricity
6. close: st.MK, st.LP, Blanka Ball
7. crossup j.MK, any combo


Ultra setups:
------------
1. j.MK, c.MK xx Ultra 1

                                  ----

Zangief
_______

1. c.LK, Lariat
2. anti-air Quick Lariat, EX Banishing Flat
3. c.LP x 2, st.LP, EX Banishing Flat
4. st.LK x 3, EX Banishing Flat
5. crossup D + HP, c.LK, Lariat
6. c.LP x 3, st.LK, EX Banishing Flat
7. c.LK x 4, EX Banishing Flat

                                  ----

Ibuki
_____

1. st.HP, Energy Grab
2. Jumping Double Kick, Super
3. j.HP, st.MK, Spin Kick
4. opponent in corner: EX Spin Kick, Energy Grab
5. c.LK, c.LP, st.LP, c.MP, Neck Breaker
6. knockdown opponent: Crossup Kunai into any combo
7. Jump Flip xx Kunai or Super


Ultra setups:
------------
1. c.LK, c.LP, st.LK, st.MK, Super Jump xx Ultra

                                  ----

Makoto
______

1. st.HP, Hayate (Dash Punch)
2. c.LK, Hayate
3. opponent in air: EX Fukiage x 2
4. opponent in air: LP Fukiage xx FADC, LP Fukiage
5. opponent in air: LP Fukiage, Tsurugi
6. MK Tsurugi, c.LP, LP Hayate
7. Karakusa, st.HP, Hayate
8. st.HK xx Super
9. c.LP x 3, LP Hayate


Ultra setups:
------------
1. Karakusa, Ultra 1
2. Karakusa, st.HP, Hayate xx Super, Ultra 1

                                  ----

Dudley
______

1. LP Uppercut, HP Uppercut
2. st.HK, EX Machine Gun Blow, Duck Upper
3. c.LP x 2, st.HK, EX Machine Gun Blow, any ender
4. j.HP, c.MP, Uppercut
5. LP Uppercut, Super
6. c.HK, Super
7. c.HK, Duck, Super


Ultra setups:
------------
1. opponent in corner: c.HK, Ultra 2
2. LP Uppercut, Ultra 2
3. Short Swing Blow, Ultra 2

                                  ----

Abel
____

1. c.HP, Falling Sky
2. c.MP, Change of Direction
3. F + MK, Dash, st.HP, Change of Direction
4. F + MK, Dash, c.MP xx FADC, c.HP, LK Roll, Falling Sky
5. anti-air c.HP, Roll, Falling Sky
6. crossup: j.MK, any combo


Ultra setups:
------------
1. c.HP, Ultra 1
2. c.MP, LP Change of Direction xx FADC, c.HP, Ultra 1
3. F + MK, Dash, st.HP, Change of Direction xx FADC, c.HP, Ultra 1

                                  ----

C. Viper
________

1. c.LK, st.LK, c.MP, LP or MP Thunder Knuckle
2. st.MP, c.MP, LP or MP Thunder
3. c.MK, MP Thunder
4. anti-air: HP Thunder x 2
5. LP or EX Seismo Hammer, Flame Kick
6. crossup j.HK, any combo
7. close: c.HP, Thunder Knuckle Cancel, c.HP, any ender
8. opponent in corner: Flame Kick, MP Thunder, HP Thunder


Ultra setups:
------------
1. st.LK, st.LP, High Jump, Ultra 1
2. EX Seismo Hammer, Super Jump, Ultra 2
3. close st.HP, Super Jump, Ultra 2
4. EX Seismo Hammer, Ultra 1
5. HP Thunder xx FADC, Ultra 1
6. anti-air HP Thunder, Ultra 1
7. anti-air HP Thunder, Super Jump, Ultra 2
8. opponent in corner: Flame Kick, Ultra 1

                                  ----

M. Bison
________

1. c.LK x 3, LK Scissor Kick
2. c.MK, Scissor Kick or Psycho Crusher
3. air-to-air: j.MP x 2, land, st.HP or st.HK
4. j.HP, st.HP, HP Psycho Crusher
5. c.MP, st.MK
6. crossup j.HK, st.LK x 2, st.HK
7. j.HK, st.HP, c.LK, Psycho Crusher
8. j.MK, c.LK, c.LP, c.MK, Psycho Crusher
9. crossup j.MK, any combo


Ultra setups:
------------
1. air-to-air: j.MP x 2, land, Ultra 1 or 2

                                  ----

Rufus
_____

1. j.HP, st.HP, Galactic Tornado
2. Dive Kick, st.LK x 2, st.HP, Galactic Tornado
3. opponent in corner: st.HP, HP Galactic Tornado, LP Galactic Tornado
4. c.LP, EX Galactic Tornado
5. crossup Dive, any combo
6. air-to-air: j.HK (2-hits), EX Snake Strikes
7. Target combo, EX Snake Strikes
8. crossup j.MK, any combo


Ultra setups:
------------
1. Messiah Kick xx FADC, Ultra 1
2. air-to-air: j.HK (2-hits), land, Ultra 1
3. Target combo, Ultra 1
4. opponent in corner: any combo that ends with HP Galactic Tornado, Ultra 1

                                  ----

El Fuerte
_________

1. The Infinite: close st.HP, Habanero Dash, stop with LP, close st.HP, Repeat
                 Yes it's hard to do!

2. F + MK, st.LP x 4
3. close HK, Guacamole Leg Throw or Body Splash
4. c.MK xx Super
5. st.LP x 3, st.LK, c.MK

                                  ----

Vega
____

1. j.HP, st.HP (2-hits), c.MP
2. anti-air or ground: LK Scarlet Terror, EX Scarlet Terror
3. c.MP, EX Flying Barcelona Attack > Izuna Drop
4. Cosmic Heel, EX Scarlet Terror
5. Cosmic Heel, D + HK

                                  ----

Seth
____

1. c.HP (2-hits), LP Shoryuken, Head Stomps into Dive Kick
2. c.LP X 2, c.MP, Multi Kicks
3. j.HK, st.HP, Multi Kicks
4. c.HP (2-hits), Multi Kicks
5. opponent in corner: c.MP or st.HP, Multi Kicks, Head Stomps into Dive Kick
6. air-to-air: j.MP (2-hits), Head Stomps into Dive Kick


Ultra setups:
------------
1. opponent in corner: any combo that ends with Multi Kicks, Ultra 2
2. air-to-air: j.MP (2-hits), Ultra 2
3. Shoryuken xx FADC, Ultra 2

                                  ----

Gouken
______

1. c.MP, Fireball
2. close, st.HP, EX Running Palm, Dash, Hurricane
3. Back Throw, j.MP, land, EX Hurricane
4. Back Throw, Super
5. Land a High counter xx Super
6. anti-air: air Fireball, Running Palm
7. opponent in corner: anti-air: air Fireball, EX Running Palm, any ender


Ultra setups:
------------
1. Back Throw, Ultra 1 or 2
2. air-to-air: j.MP, land, Ultra 1
3. opponent near wall: EX Running Palm, Ultra 1 or 2
4. opponent in corner: anti-air: air Fireball, Ultra 1 or 2
5. opponent in corner: any Counter xx FADC, Ultra 1

                                  ----

Akuma
_____

1. c.LP x 2, c.LK, c.MK, Fireball
2. c.MK, LK Hurricane Kick, Shoryuken
3. c.LP x 2, st.LP, c.HK
4. c.MK, Fireball
5. Dive Kick, any combo
6. Crossup air Hurricane, c.HK
7. Crossup air LP Fireball, if it hits -> any combo

                                  ----

Sagat
_____

1. c.MK, Low Tiger Shot
2. c.LK x 2, c.LP, Uppercut
3. anti-air: F + HK x 2
4. j.HK, c.MK, Uppercut
5. opponent in corner: anti-air: LK Tiger Knee x 2


Ultra setups:
------------
1. EX Uppercut, Ultra 1
2. anti-air: F + HK, Ultra 1 or 2
3. opponent in corner: EX Low Tiger Shot, Ultra 1 or 2
4. any FADC combo with Uppercut, Ultra 1 or 2
5. anti-air: any Uppercut trade while your in the ground, F + HK, Ultra 1 or 2

                                  ----

Cammy
_____

1. c.MK, Spiral Arrow
2. j.HP, st.HP, Cannon Spike
3. Cannon Strike, c.LK, c.LP x 2, Spiral Arrow
4. Cannon Spike xx FADC, Cannon Spike
5. Far D + HP, c.MK, Spiral Arrow
6. Crossup j.LK, st.MP, c.MK, Spiral Arrow


Ultra setups:
------------
1. Cannon Spike xx FADC (Backwards), Ultra 1
2. Jump in HP or HK, Ultra 1
3. LP Spin Knuckle, Ultra 1

                                  ----

Dee Jay
_______

1. c.LP x 3, c.MK
2. crossup j.MK, any combo
3. c.LP x 2, c.MP, MK Double Rolling Sobat
4. j.HK, c.MP, Upkicks
5. anti-air: HK Upkicks x 2
6. opponent in corner: EX Machine Gun Upper, EX Upkicks
7. c.LP, c.MP, EX Machine Gun Upper, EX Slasher


Ultra setups:
------------
1. opponent in corner: EX Machine Gun Upper, Ultra 2
2. anti-air: D + HK, Ultra 2

                                  ----

Balrog
______

1. c.LP x 2, st.LP, c.HK
2. j.HP, c.HK
3. c.LP x 2, st.LP, LP Straight Dash
4. c.LP x 2, c.LK, Headbutt
5. c.MP, Straight Dash
6. EX Dash Upper, c.LP, c.LK, Headbutt


Ultra setups:
------------
1. any combo that ends with Headbutt, Ultra 1

*To land the Ultra after the Buffalo Headbutt, charge down, then go to up-back
to hold the charge, and when you land from the Buffalo Headbutt input the
command for the Ultra. By holding up-back during the Buffalo Headbutt the game
will see this as you never losing a charge that is required for the Ultra.

2. anti-air Turn Around Punch, Ultra 1

                                  ----

Fei Long
________

1. st.HP, Rekka Ken
2. st.HP, Flame Kick
3. Flying Kick, st.HP, Rekka Ken
4. Flying Kick, st.HP, Flame Kick xx FADC, Flying Kick
5. c.LK x 2, st.LP, c.LP, Rekka Ken


Ultra setups:
------------
1. Flame Kick xx FADC, Ultra 1 - It juggles at least 2 or 3 hits

                                  ----

T. Hawk
_______

1. st.LP, c.MP
2. Crossup D + HP, any combo
3. st.MK, EX Condor Spire
4. EX Condor Spire, EX Tomahawk Buster
5. st.LP x 2, st.MP

                                  ----

Gen
___

1. (Mantis) st.MK, Rapid Slaps
2. st.MP (Mantis), c.LK (Crane), Zan'ei or Sweep
3. j.MK, st.HP, Rapid Slaps
4. Dive Kick, Air Kicks
5. Air Double Kicks, c.LP (Crane), Rolling Attack
6. Crossup MK (Crane), any combo


Ultra setups:
------------
1. Dive Kick, Ryukoha
2. Air Kicks, Jyakoha when high in the air
3. Zan'ei, Zetsuei

                                  ----

Dan
___

1. j.HK, c.HP, Hop Kicks
2. c.MP, Fireball
3. Shoryuken xx FADC, Hop Kicks
4. LK Hop Kick, EX Shoryuken
5. EX Fireball xx FADC, st.HP, HK Hop Kick
6. crossup j.MK, any combo


Ultra setups:
------------
1. near corner / anti-air: LK Hop Kick or LP Shoryuken, Ultra 2
2. Shoryuken xx FADC, Ultra 2
3. st.HK, Super Taunt, Ultra 1
4. c.MP, Fireball xx Super Taunt, Ultra 1
5. not too near: EX Fireball, Ultra 1

                                  ----

Sakura
______

1. j.HP, st.HP, Dragon Punch
2. c.LP, c.HP, EX Hurricane, Otoshi
3. c.MK, EX Dragon Punch
4. crossup j.MK, any combo
5. LP Dragon Punch, MP Dragon Punch
6. LK Hurricane, c.HP, EX Hurricane, any ender or mixup
7. st.HP, LK Hurricane, st.LK, EX Hurricane, any ender or mixup
8. c.LK, c.LP, c.LK, EX Hurricane, any ender or mixup

EX Hurricane resets and mixups. Land a EX Hurricane and do one of the following:

    * Walk up then Standing LP
    * Jumping LK
    * Jumping HK
    * Jumping HP
    * Walk up then F + MK
    * Walk up then Crouching HK (Sweep)
    * Walk up then Crouching LK

You can dash under most of these to trick your opponent!


Ultra setups:
------------
1. EX Hurricane, Ultra 1 or 2

                                  ----

Cody
____

1. c.LP x 2, c.MP, Criminal Upper
2. j.HK, c.HP, Criminal Upper
3. c.LP, B + MP, Criminal Upper
4. crossup j.MK, any combo
5. anti-air: HK Ruffian xx FADC, MK Ruffian
6. Silly corner combo: Throw Knife, EX Ruffian, EX Criminal Upper
7. c.MP, HK Ruffian xx FADC, F + HK, EX Criminal Upper


Ultra setups:
------------
1. HK Ruffian xx FADC, Ultra 1
2. Zonk Knuckle xx FADC, Ultra 1
3. not near: Bad Stone, Ultra 2

                                  ----

Guy
___

1. 
2. 
3. 
4. 
5. 
6. 
7. 


Ultra setups:
------------
1. 
2. 
3. 

                                  ----

Hakan
_____

1. 
2. 
3. 
4. 
5. 
6. 
7. 


Ultra setups:
------------
1. 
2. 
3. 

                                  ----

Adon
____

1. 
2. 
3. 
4. 
5. 
6. 
7. 


Ultra setups:
------------
1. 
2. 
3. 

                                  ----

Rose
____

1. 
2. 
3. 
4. 
5. 
6. 
7. 


Ultra setups:
------------
1. 
2. 
3. 


--------------------------------------------------------------------------------
Copyright 2010 - MJ (goforbrokehub@yahoo.com)

This FAQ was created by MJ. It may freely be saved to your hard
drive, or printed, if it is not used for monetary transactions. You may post
it on a Website if you e-mail me first to inform me of this, no changes are
made, and that I am given credit for this FAQ. I reserve the right to
require any website hosting this work to remove it.

Super Street Fighter IV Developed by Dimps/Capcom 2008-10. All Rights Reserved.