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