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    FAQ/Move List by Goh_Billy

    Version: 3.0 | Updated: 11/26/08 | Search Guide | Bookmark 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
                                as you are being         and air throws; this does
                                thrown                   not work on holds
    Hold Recovery             shake joystick and tap   this only works on holds (ie
                                P 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 
                                down, performing         holding P, qcf, releasing
                                the motion, then         P; this works for specials
                                releasing the attack     and supers
                                button  
    
    
    Super                     refer to the             the Super Meter must be full
                                character's movelist     to perform the character's 
                                for the particular       super; the Super Meter
                                motion                   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        overhead
                                move 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     if d/df/f/uf is used,
                                u + 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     if d/df/f/uf is used,
                                u + 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 Somersault 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    the longer the charge, the
                                two 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,
                                df + P                    HP=long; must be blocked 
                                                          low
    Dash Ground Upper         Charge b for 2 seconds,  LK=short, MK=medium,
                                df + K                   HK=long; 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     if you throw from a ub/u
                                u + HK close in air      jump 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 Kakato Wari     hold K from previous     overhead
                                 input
    Kama Barai Geri           qcf + MK
      Inazuma Kakato Wari     hold K from previous     overhead
                                 input
    Oosoto Mawashi Geri       qcf + HK                 kick knocks opponent down
      Inazuma Kakato Wari     hold K from previous     overhead
                                input 
    
    
    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    if df/f/uf is used,
                                u + 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 Kaiten 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, 
                                f + P                    HP=short; 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       delay the last part of the
                                seconds, u + K           command to have Chun-Li
                                                         perform the move slightly
                                                         higher off the ground
    Spinning Bird Kick        Charge db/df for 2       delay the last part of the
                                seconds, uf + K          command to have Chun-Li
                                                         perform the move slightly
                                                         higher off the ground
    Spinning Bird Retreat     Charge db/df for 2       delay the last part of the
                                seconds, ub + K          command to have Chun-Li
                                                         perform the move slightly
                                                         higher off the ground
    Air Spinning Bird Kick    Charge b for 2 seconds,  try performing the Charge d,
                                f + K in air / Charge    u + K motion after a 
                                d for 2 seconds,         Yousou Kyaku
                                u + K 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     if d/df/f/uf is used,
                                u + MP/HP close in       opponent will end up in
                                 air                     front of Zangief; if 
                                                         db/b/ub is used, opponent
                                                         will end up behind Zangief
    Kuuchuu Leg Throw         any direction except     if d/df/f/uf is used,
                                u + MK/HK close in       opponent will end up in
                                 air                     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
                                three punches, then      projectiles
                                use b and f to guide        
    Quick Double Lariat       LP+LK / press all three  will pass through 
                                kicks, then use b and    projectiles
                                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 Stretch Roundhouse    HK in air                is unable to be used as an
                                                         overhead
    Down Stretch Punch        u, LP                    overhead
    Straight Stretch Punch    ub/uf, MP                is unable to be used as an
                                                         overhead
    Diagonal Stretch Punch    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     if d/df/f/uf is used,
                                u + MP/HP close in       opponent will end up in 
                                 air                     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 Crystal 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    from the wall in front of
                                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
      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 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
    
    
    
    
    
    *******************************************************************************
    * 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,
                                punches in air           this 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     if you throw from a u/uf 
                                u + MP/HP close in       jump then the opponent
                                 air                     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 Rakushou 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     if d/df/f/uf is used,
                                u + MP/HP close in       opponent will end up in
                                 air                     front of Cammy; if db/b/ub
                                                         is used, opponent will end
                                                         up behind Cammy
    Air Frankensteiner        any direction except     if d/df/f/uf is used, 
                                u + MK/HK close in       opponent will end up
                                air                      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 Pressure 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
                                u + K, then b or f       the Head Stomp is 
                                after head stomp to      performed will determine
                                guide                    how Bison 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 Hadou Ken  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 Senkuu 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 Senkuu 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
    
    

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