/------------------------------\ rolentorosesodomnash | s t r e e t f i g h t e r | sakuraadonkenchun-li \------------------------------/ genbirdieguygoukidan /-----------------------------------------------------\ | | | 8888888 88 888888 888 88 888 88 | | 88 88 88 88 88 88888 88 | | 88 88 88 888 88 88 88 | | 88 88 88 88 88 88888 88 | | 88 88 88 88 88 88 88 | | 8888888 88888 888 88888 88888 88888 | | | \-----------------------------------------------------/ balrogzangiefmikebisonsagat /-----------------------\ ehondadhlasimguilevegacammy | c o l l e c t i o n | deejaythawkfeilongblankaryu \-----------------------/ STREET FIGHTER COLLECTION FAQ v0.7 for the Sega Saturn (import) by K. Megura Unpublished work Copyright 1997-1998 Kao Megura This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me, Kao Megura . All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. The Street Fighter game series and the Final Fight series are (c) Capcom of Japan and (c) Capcom of America. This FAQ can be found at: GameFAQs www.gamefaqs.com Kao Megura's Home Page www.geocities.com/Tokyo/Pagoda/4610/ -------- CONTENTS -------- 1. INTRODUCTION 2. REVISION HISTORY 3. HOW TO PLAY 4. THE WORLD WARRIORS - Balrog - Blanka - Cammy - Chun-Li - Dee Jay - Dhalsim - Edmond Honda - Fei Long - Gouki - Guile - Ken - Mike Bison - Ryu - Sagat - Thunderhawk - Vega - Zangief 5. THE ALPHA WARRIORS - Adon - Birdie - Dan Hibiki - Gen - Guy - Nash - Rolento - Rose - Sakura Kasugano - Sodom 6. EXTRA PLAYERS - CE Chun-Li - CE Dhalsim - CE Ken - CE Ryu - CE Sagat - CE Vega - CE Zangief - 'Satsui no Hado' Ryu - Shin Gouki - Special Sakura - SF2 Costumed Chun-Li - X-Men vs. SF Cammy 7. SECRETS AND TRICKS 8. ADVANCED TACTICS - Tactics Key - Blocking - Automatic Mode - Two-In-Ones - Two-In-Ones Using Charge Moves - Buffering - Buffering With Charge Moves - Juggling - Cross-ups - Combos - Chain Combos - Original Combos - Super Combos - Alpha Counters - Overhead Hits - Double-Hits - Rolling - Retreat Rolls - Throws and Grabs - Taunts 9. APPENDIX 10. SPECIAL THANKS / AUTHOR'S NOTE _________________________________________________________________________ 1. INTRODUCTION _________________________________________________________________________ Street Fighter Collection is a 2-disc set, containing both SSF2 and SSF2X on one disc, and SFZ2 DASH on the other. Both games are faithfully reproduced on the Saturn, and while neither of them are arcade-perfect, any Capcom fan will want to own this set of classic fighting games. This FAQ covers all three games as well as the Saturn extras. While it's undoubtedly not needed, there's a section on the game mechanics of each game as well :) Hopefully this FAQ will give you all the information you need to enjoy your SF experience, especially if you don't know Japanese. FYI, this collection is based on the Japanese versions of these games, so there are some differences, as listed below: SSF2 (Super Street Fighter II: The New Challengers) When you lose, there are tips displayed at the bottom of the screen during the countdown (how to escape a throw, your character's special move motion, etc.) SSF2X (Super Street Fighter II X: Grandmaster Challenge) This may be more familiar to you as Super Street Fighter II: Turbo. In addition to the differences found in SSF2, Gouki (Akuma) also has winning quotes. He has an ending too (!) which I don't believe was in the US version. SFZ2 DASH (Street Fighter Zero 2: Dash) This is based on the Japanese upgrade to Street Fighter Alpha 2, called 'Street Fighter Zero 2 Alpha'. It is in all respect the same as that game, minus a few things. There are a few bonus options as well. It's not too different from Street Fighter Alpha 2, but you will have to get adjusted to the way the game plays. Note that for all three of these games, the names of moves, characters, etc. are not the same as their 'outside of Japan' counterpart. Most characters/techniques will be referred to by their original Japanese names, but the 'alternate' name will be given at different points in the FAQ. _________________________________________________________________________ 2. REVISION HISTORY _________________________________________________________________________ VERSION 0.7 Storylines and other needless info. removed, some corrections made. VERSION 0.6 Translation and general corrections made throughout the FAQ. VERSION 0.5 Corrections for Birdie's Bullhorn were added, as well as some storyline corrections, and minor fix-ups. VERSION 0.4 Added notes on the costume colors and corrected the method to fighting Shin Gouki in SSF2X. Also added more notes on the character moves, and added Chun-Li's Air Spinning Bird Kick to her moves list. VERSION 0.3 More corrections and additions--the translations of Gen's moves have also been completed, and I added the comments for the rest of the characters. Also, some of the tricks and cheats have been weeded out, as they worked in SFA2 but not SFZ2 DASH. VERSION 0.2 More sections added and completed, for SSF2X in particular. VERSION 0.1 Moves list/number of hits completed, Advanced Tactics (primarily for SFZ2 DASH) added, various codes and tricks added. Began construction of VERSION 0.0 on October 2, 1997 _________________________________________________________________________ 3. HOW TO PLAY _________________________________________________________________________ All joystick commands are represented using letters; all button presses are written as text. Familiarizing yourself with these basic commands if you are unsure of how to read each warrior's moves. CONTROLLER LAYOUT ub u uf JUMP BACKWARD JUMP UP JUMP FORWARD \ | / b-- N --f WALK BACKWARD NEUTRAL WALK FORWARD / | \ db d df DEFENSIVE CROUCH CROUCH OFFENSIVE CROUCH This diagram shows the joystick functions for a player facing right. If you are facing left, reverse the left/right controls. L R PUNCH x3 KICK x3 X Y Z LIGHT PUNCH MEDIUM PUNCH HEAVY PUNCH A B C LIGHT KICK MEDIUM KICK HEAVY KICK The top two buttons are usually referred to as the 'L' and 'R' buttons instead of 'Punch x3' and 'Kick x3' The following notation is used in conjunction with the ASCII art diagrams of the controller positions: LP = Light Punch MP = Medium Punch HP = Hard Punch LK = Light Kick MK = Medium Kick HK = Hard Kick Punch = Any Punch 2P = Any 2 Punches 3P = Any 3 Punches Kick = Any Kick 2K = Any 2 Kicks 3K = Any 3 Kicks SC = Super Combo OC = Original Combo ZC = Zero Counter L1 = Level 1 SC L2 = Level 2 SC L3 = Level 3 SC s = Standing c = Crouching j = Jumping (air) = the move can/must be performed while jumping. SSF2 = Super Street Fighter II: The New Challengers SSF2X = Super Street Fighter II X: Grandmaster Challenge SFZ2 DASH = Street Fighter Zero 2 Dash _________________________________________________________________________ 4. THE WORLD WARRIORS (Super Street Fighter II / X) _________________________________________________________________________ Each warrior's name, profile, moves, and Super Combos (if any) are listed below. The moves are listed in this order; the Japanese name, the direct translation of the name or general meaning of that name, the motion used to perform that move, and the number of hits that move will inflict (3 numbers are given for the three strengths of punches and kicks, or in the case of Super Combos, for the three levels of SC gauge power. If a move uses less buttons, or all three Punch or Kick buttons, the set of numbers may change). Also, if there is some special use for that move or note on performing it, that is listed in the 'Notes:' entry. A Super Combo is denoted by the word 'SUPER COMBO' in the upper-right corner of the special move box; if a certain move is only available in a particular version of Street Fighter (i.e. Zangief's Final Atomic Buster is only found in SSF2X and SFZ2 DASH but not SSF2), then the name of the game it can be used in will also be listed. Links for the SFZ2 DASH characters are also listed; note that these are not true 'chain combos' like the kind found in SFZ but simply normal attacks that can connect (usually in the corner against a large opponent). Also, note that a move is listed as (no name) if it's name isn't in the instruction booklet. I'll add names as people send them to me/I can figure them out. ========================================================================= BALROG (called VEGA outside of Japan) ========================================================================= ------------------------------------------------------------------------- Japanese: Rooringu Kurisutaru Furasshu English: Rolling Crystal Flash Command: Charge b,f + Punch Hits: 3,4,4 Notes: ------------------------------------------------------------------------- Japanese: Sukai Hai Kuroo English: Sky High Claw Command: Charge d,u + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Furaingu Baruserona Attaku English: Flying Barcelona Attack Command: Charge d,u + Kick (then press Punch) Hits: 0,0,0 initially, then 1,1,1 Notes: You can charge d,ub/uf to change how you move. You can also control your flight by pressing Left or Right while diving. ------------------------------------------------------------------------- Japanese: Izuna Doroppu English: Izuna Drop Command: Charge d,u + Kick, then press Back or forward + Punch Hits: 0,0,0 initially, then 1,1,1 Notes: You can charge d,ub/uf to change how you move. You can also control your flight by pressing Left or Right while diving. ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Charge db,f + Kick Hits: 1,1,1 (1,1,2 against jumping opponents) Notes: Works well as a wake-up attack. ------------------------------------------------------------------------- Japanese: Bakku Surasshu English: Back Slash Command: Press two Punch buttons Hits: 2 Notes: This move can be used to pass through projectiles. ------------------------------------------------------------------------- Japanese: Shooto Bakku Surasshu English: Short Back Slash Command: Press two Punch buttons Hits: 1 Notes: This move can be used to pass through projectiles. ------------------------------------------------------------------------- Japanese: (no name) SSF2X English: (no name) Command: Get as close as you can to your claw; you're not required to walk towards it as you can jump atop it, too. Hits: 0 Notes: Since all of Vega's attacks that involve his claw do less damage when his claw flies off (via 12 blocked hits), it's in your best interest to get the claw back as soon as you can. ------------------------------------------------------------------------- Japanese: Rooringu Izuna Doroppu SUPER COMBO English: Rolling Izuna Drop SSF2X Command: Charge db,f,b,uf + Kick, then press back or forward + Punch Hits: 1,1,1 Notes: You will not lose your Super Combo Gauge charge unless you actually connect with your opponent and do the triple slams. This move is similar in use/performance as the Izuna Drop. ------------------------------------------------------------------------- ========================================================================= BLANKA ========================================================================= ------------------------------------------------------------------------- Japanese: Erekutorikku Sandaa English: Electric Thunder Command: Tap Punch repeatedly Hits: 1,1,1 Notes: This move has higher priority than _most_ normal attacks. ------------------------------------------------------------------------- Japanese: Rooringu Attaku English: Rolling Attack Command: Charge b,f + Punch Hits: 1,1,1 Notes: The strength used determines speed and distance traveled. ------------------------------------------------------------------------- Japanese: Bakkusuteppu Rooringu English: Back-step Rolling Command: Charge b,f + Kick Hits: 1,1,1 Notes: This move is okay as a 'fake-out' tactic, but it's easy to misuse it. ------------------------------------------------------------------------- Japanese: Baadikaru Rooringu English: Vertical Rolling Command: Charge d,u + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Rokku Kurasshu English: Rock Crush Command: Back or forward + Medium Punch Hits: 2 Notes: This move must be done from up close. ------------------------------------------------------------------------- Japanese: Sapuraizu Bakku SSF2X English: Surprise Back Command: Back + all three Kick buttons Hits: 0 Notes: Can be used to pass through projectiles. ------------------------------------------------------------------------- Japanese: Sapuraizu Fowaado SSF2X English: Surprise Forward Command: Forward + all three Kick buttons Hits: 0 Notes: Can be used to pass through projectiles. ------------------------------------------------------------------------- Japanese: Amazon Ribaaran SSF2X English: Amazon River Run Command: Down-forward + Hard Punch Hits: 1 Notes: When used, Blanka is close enough to the ground to avoid most attacks and some special moves. ------------------------------------------------------------------------- Japanese: Gurando Sheibu Rooringu SUPER COMBO English: Grand Shave Rolling SSF2X Command: Charge b,f,b,f + Punch Hits: 5,5,5 Notes: You can hold the Punch button used to keep Blanka rolling in place for a moment as a timing tactic. ------------------------------------------------------------------------- ========================================================================= CAMMY ========================================================================= ------------------------------------------------------------------------- Japanese: Akuseru Supin Nakkuru English: Axle Spin Knuckle Command: b,db,d,f + Punch Hits: 2,2,2 Notes: This move can pass through projectiles as it begins. ------------------------------------------------------------------------- Japanese: Kanon Supaiku English: Cannon Spike (Thrust Kick outside of Japan in SSF2/SSF2X) Command: f,d,df + Kick Hits: 1,1,2 Notes: ------------------------------------------------------------------------- Japanese: Supairaru Aroo English: Spiral Arrow Command: d,df,f + Kick Hits: 1,1,2 Notes: ------------------------------------------------------------------------- Japanese: Huurigan Konbineeshon SSF2X English: Hooligan Combination Command: b,db,d,df,f,uf + Punch (press Kick when close) Hits: 0,0,0 initially, then 1 (Kick) or 1 (nothing) Notes: The Punch button used determines the speed and distance travelled. Not pressing Kick results in a slide attack. For the Kick attack to connect, your opponent must be in the air or be attacking. (?) ------------------------------------------------------------------------- Japanese: Supin Doraibu Sumasshaa SUPER COMBO English: Spin Drive Smasher SSF2X Command: d,df,f,d,df + Kick Hits: 5,5,5 (5,7,9 in SFZ2 DASH) Notes: ------------------------------------------------------------------------- ========================================================================= CHUN-LI ========================================================================= ------------------------------------------------------------------------- Japanese: Kikou Ken English: Chi Fist Command: Charge b,f + Punch (SSF2 and SSF2X) or b,db,d,df,f + Punch (SFZ2 DASH) Hits: 1,1,1 Notes: Does not dissapate in SSF2X. ------------------------------------------------------------------------- Japanese: Hyaku Retsu Kyaku English: Hundred Rending Legs Command: Tap Kick repeatedly Hits: 3,3,4 (2,3,5 in SFZ2 DASH) Notes: ------------------------------------------------------------------------- Japanese: Supiningu Baado Kikku SSF2 English: Spinning Bird Kick SSF2X Command: Charge d,u + Kick (SSF2) Charge b,f + Kick (SSF2X) Hits: 2,3,3 Notes: The ending part of this move will hit a crouching opponent. ------------------------------------------------------------------------- Japanese: Kuchu Supiningu Baado Kikku SSF2X English: Mid-Air Spinning Bird Kick Command: Charge b,f + Kick (SSF2X) Hits: 1,1,1 Notes: Best when used after a triangle jump. ------------------------------------------------------------------------- Japanese: Ten Sho Kyaku SSF2X English: Heavenly Rising Leg SFZ2 DASH Command: Charge d,u + Kick Hits: 1,2,3 Notes: ------------------------------------------------------------------------- Japanese: Sen'en Shu SFZ2 DASH English: Rotating Circle Kick Command: f,df,d,db,b + Kick Hits: 1,1,1 Notes: Can pass through some projectiles. Also works as an overhead attack. ------------------------------------------------------------------------- Japanese: Yo So Kyaku English: Sparrow-Hawk Talon Leg Command: Jump, then press down + Medium Kick Hits: 1 (but you can repeat this move for up to four hits) Notes: You can make a second kick attack after performing this move, or you can perform another Eagle Talon Leg. ------------------------------------------------------------------------- Japanese: Kaku Kyaku Raku SSF2X English: Crane Leg Drop SFZ2 DASH Command: Down-forward + Hard Kick Hits: 1 Notes: This move is best used as a confusion tactic as it will switch positions with your opponent when used up close. ------------------------------------------------------------------------- Japanese: Koho Kaiten Kyaku SSF2X English: Backward Revolving Leg Command: Back or forward + Medium Kick Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Kiko Sho SUPER COMBO English: Chi Palm SFZ2 DASH Command: d,df,f,d,df,f + Punch Hits: 5,7,10 Notes: ------------------------------------------------------------------------- Japanese: Sen Retsu Kyaku SUPER COMBO English: Thousand Rending Legs SSF2X Command: Charge b,f,b,f + Kick SFZ2 DASH Hits: 6,6,6 (5,6,7 in SFZ2 DASH) Notes: In SSF2X, you can hold the last forward and walk forward. You can jump too, but pressing any button aside from Kick while on the ground will negate your charge. ------------------------------------------------------------------------- Japanese: Ha Zan Ten Sho Kyaku SUPER COMBO English: Supreme Mountain Rising Heaven Leg SFZ2 DASH Command: Charge db,f,b,uf + Kick Hits: 5,6,7 Notes: ------------------------------------------------------------------------- Links: s LP, s LP, s LK s LP, s LP, c LP s LP, c LP s LP, s LP, s LP, s LK ========================================================================= DEE JAY ========================================================================= ------------------------------------------------------------------------- Japanese: Ea Surasshaa English: Air Slasher Command: Charge b,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Mashin Gan Appaa English: Machine Gun Upper Command: Charge d,u + Punch (tap Punch repeatedly) Hits: 1,1,2 initially, then 2,3,4 + 1,1,1 (for 4,5,6 total) Notes: Tap all 3 Punch buttons at once or one after the other in order to score all the hits easier. ------------------------------------------------------------------------- Japanese: Daburu Rooringu Sobatto English: Double Rolling Sobat Command: Charge b,f + Kick Hits: 1,2,2 Notes: ------------------------------------------------------------------------- Japanese: Shakku Naifu Makishimamu SSF2X English: Shark Knife Maximum Command: Charge d,u + Kick Hits: 1,2,3 Notes: ------------------------------------------------------------------------- Japanese: Nii Shotto English: Knee Shot Command: Jump, then down + Light Kick Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Sobatto Kaanibaru SUPER COMBO English: Sobat Carnival SSF2X Command: Charge b,f,b,f + Kick Hits: 4,4,4 Notes: ------------------------------------------------------------------------- ========================================================================= DHALSIM ========================================================================= ------------------------------------------------------------------------- Japanese: Yoga Faiyaa English: Yoga Fire Command: d,df,f + Punch Hits: 1,1,1 Notes: The LP version will stun an opponent. ------------------------------------------------------------------------- Japanese: Yoga Fureimu English: Yoga Flame Command: b,db,d,df,f + Punch (SSF2X) or f,df,d,db,b + Punch (SFZ2 DASH) Hits: 1,1,1 Notes: Will negate projectiles. ------------------------------------------------------------------------- Japanese: Yoga Burasuto SSF2X English: Yoga Blast SFX2 DASH Command: b,db,d,df,f + Kick (SSF2X) or f,df,d,db,b + Kick (SFZ2 DASH) Hits: 1,1,1 Notes: Doesn't hit standing opponents (except for T. Hawk), so it is best used as an aerial defense. ------------------------------------------------------------------------- Japanese: Yoga Terepooto English: Yoga Teleport Command: f,d,df or b,d,db + 2 Punch buttons or 2 Kick buttons Hits: 0,0 Notes: In SFZ2 DASH, this move can be done in mid-air. ------------------------------------------------------------------------- Japanese: Yoga Shokku SFZ2 DASH English: Yoga Shock Command: Back + Light Punch (hold Light Punch until Dhalsim attacks) Hits: 1 Notes: An overhead attack, and probably the slowest one in the game. ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Forward + Light Punch Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: b,db,d + Kick (when you are knocked off your feet) Hits: 0,0,0 Notes: ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Back + Hard Punch Hits: 2 Notes: Use when up close. ------------------------------------------------------------------------- Japanese: Doriru Zutsuki English: Drill Head Thrust Command: Jump, then Down + Hard Punch Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Doriru Kikku English: Drill Kick Command: Jump, then Down + Hard Kick (SSF2) or Jump, then Down + Kick (SSF2X),(SFZ2 Dash) Hits: 1,1,1 Notes: The Kick button used changes the angle of Dhalsim's body. ------------------------------------------------------------------------- Japanese: Yoga Inferuno SUPER COMBO English: Yoga Inferno SSF2X Command: b,db,d,df,f,b,db,d,df,f + Punch (SSF2X) SFZ2 DASH or d,df,f,d,df,f + Punch (SFZ2 DASH) Hits: 5,5,5 (3,8,13 in SFZ2 DASH) Notes: One of the few Super Combos that will juggle a foe easily. ------------------------------------------------------------------------- Japanese: Yoga Sutoraiku SUPER COMBO English: Yoga Strike SFZ2 DASH Command: d,df,f,d,df + Kick Hits: 1,1,1 Notes: Used as an aerial defense. ------------------------------------------------------------------------- Japanese: Yoga Tempesuto SUPER COMBO English: Yoga Tempest SFZ2 DASH Command: f,df,d,db,b,d,db,b + Punch Hits: 3,4,5 Notes: Causes _incredible_ damage. ------------------------------------------------------------------------- ========================================================================= EDMOND HONDA (E. Honda) ========================================================================= ------------------------------------------------------------------------- Japanese: Hyaku Retsu Hari Te English: Hundred Rending Stretched Hands Command: Tap Punch repeatedly Hits: 3,3,4 Notes: In SSF2, you can press Back or Forward to make E. Honda move in the desired direction. In SSF2X, using LP results in a short burst of attacks, while MP and HP make E.Honda lunge forward a short or far distance. ------------------------------------------------------------------------- Japanese: Suupaa Zutsuki English: Super Head Thrust Command: Charge b,f + Punch Hits: 1,1,1 Notes: Honda is invincible during the beginning animation frames of this attack. ------------------------------------------------------------------------- Japanese: Suupaa Hyakkan Otoshi English: Super Hundred Piercing Drop Command: Charge d,u + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Ooicho Nage SSF2X English: Large Gingko Tree Throw Command: f,df,d,db,b + Punch Hits: 1,1,1 Notes: This move must be done from up close. ------------------------------------------------------------------------- Japanese: Furaingu Sumou Puresu English: Flying Sumo Press Command: Jump, then Down + Medium Kick Hits: 1 Notes: Has high priority over most moves. ------------------------------------------------------------------------- Japanese: Hiza Geri English: Knee Kick Command: Back or forward + Medium Kick Hits: 1 Notes: This move must be done from up close. ------------------------------------------------------------------------- Japanese: Harai Geri SSF2X English: Sweeping Kick Command: Back or forward + Hard Kick Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Oni Musou SUPER COMBO English: Unparalleled Demon SSF2X Command: Charge b,f,b,f + Punch Hits: 4,4,4 Notes: You can hold the last forward press and walk forward. You can jump too, but pressing any button aside from Punch while on the ground will negate your charge. ------------------------------------------------------------------------- ========================================================================= FEI LONG ========================================================================= ------------------------------------------------------------------------- Japanese: Rekka-ken English: Violent Fire Fist Command: d,df,f + Punch (repeat 3 times in succession) Hits: 1,1,1 / 1,1,1 / 1,1,1 Notes: You can change the strength of the buttons used for each attack. ------------------------------------------------------------------------- Japanese: Shi En Kyaku English: Fire Starting Blaze Leg Command: b,d,db + Kick Hits: 1,2,2 Notes: ------------------------------------------------------------------------- Japanese: Rekku-kyaku SSF2X English: Violent Sky Leg Command: b,db,d,df,f,uf + Kick Hits: 3,3,3 Notes: This move can juggle airborne opponents. ------------------------------------------------------------------------- Japanese: Chokka Raku Sho English: Fall Underneath Kick Command: Back or forward + Medium Kick Hits: 1 Notes: This attack is an overhead. ------------------------------------------------------------------------- Japanese: En Geki Shu English: Distant Attack Kick Command: Forward + Hard Kick Hits: 2 Notes: One of the best moves in Fei Long's arsenal. Use this to pressure opponents and try following it with a standing close Hard Punch or a ducking Hard Kick afterwards. ------------------------------------------------------------------------- Japanese: Rekka Shin Ken SUPER COMBO English: True Violent Fire Fist SSF2X Command: d,df,f,d,df,f + Punch Hits: 5,5,5 Notes: Best used from up close, as this Super Combo lacks range. ------------------------------------------------------------------------- ========================================================================= GOUKI (called AKUMA outside of Japan) ========================================================================= ------------------------------------------------------------------------- Japanese: Go Hado Ken English: Great Surge Fist Command: d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Zan Ku Hado Ken English: Air Slashing Surge Fist Command: Jump, then d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Shakunetsu Hado Ken English: Scorching Heat Surge Fist Command: b,db,d,df,f + Punch (SSF2X) or f,df,d,db,b + Punch (SFZ2 DASH) Hits: 1,2,3 Notes: ------------------------------------------------------------------------- Japanese: Go Sho Ryu Ken English: Great Rising Dragon Fist Command: f,d,df + Punch Hits: 3,3,3 (1,2,3 for SFZ2 DASH) Notes: ------------------------------------------------------------------------- Japanese: Tatsumaki Zan Ku Kyaku English: Tornado Air Slashing Leg Command: d,db,b + Kick Hits: 1,2,3 (1,3,3 for SFZ2 DASH) Notes: Gouki can juggle opponents after the Light version of this move, preferrably with a Go-Sho RyuKen. ------------------------------------------------------------------------- Japanese: Kuchu Tatsumaki Zan Ku Kyaku English: Mid-Air Tornado Air Slashing Leg Command: Jump, then d,db,b + Kick or d,db,b,ub + Kick Hits: 2,2,2 Notes: ------------------------------------------------------------------------- Japanese: Ashura Sen Ku English: Ashura Sky Flash Command: f,d,df or b,d,db + all three Punches or all three Kicks Hits: 0,0 Notes: Gouki is invincible while doing this move. Using the Punch buttons will carry you further in the desired direction than the Kick buttons will. ------------------------------------------------------------------------- Japanese: Hyakki-shu SFZ2 DASH English: Thousand Demons Attack Command: d,df,f,uf + Punch (then press Punch or Kick while in air) Hits: 0,0,0 initially, then 1 (Punch) 1 (Kick) or 1 (nothing) Notes: The Punch button used initally determines Gouki's speed and range. If nothing is pressed, he does a slide attack. If Punch is pressed from far away, he'll do a palm press attack. From up close, it's a slam attack. If Kick is pressed from far away, he does a drop-kick attack. From up close, he does an inverse pile-driver. ------------------------------------------------------------------------- Japanese: Zenpo Tenshin SFZ2 DASH English: Forward Body Roll Command: d,db,b + Punch Hits: 0,0,0 Notes: This roll can pass through attacks and opponents. It lasts longer than Ken's Zenpo Tenshin. ------------------------------------------------------------------------- Japanese: Tenma Ku Jin Kyaku SFZ2 DASH English: Demon Air Blade Leg Command: Jump forward, then down-forward + Medium Kick at peak of jump Hits: 1 Notes: Not only is this kick fast, but you can combo after it the moment you land. ------------------------------------------------------------------------- Japanese: Zugai Hassatsu English: Skull Destroyer Command: Forward + Medium Punch Hits: 2 Notes: This move is an overhead. ------------------------------------------------------------------------- Japanese: Senpu Kyaku English: Whirlwind Leg Command: Forward + Medium Kick Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Messatsu Go Hado SUPER COMBO English: Great Surge of Murder and Destruction SFZ2 DASH Command: f,df,d,db,b,d,db,b + Punch Hits: 4,6,8 Notes: The Level 3 version causes more damage than a Shun Goku Satsu! ------------------------------------------------------------------------- Japanese: Messatsu Go Sho Ryu SUPER COMBO English: Great Rising Dragon of Murder and Destruction SFZ2 DASH Command: d,df,f,d,df + Punch Hits: 4,6,8 Notes: ------------------------------------------------------------------------- Japanese: Tenma Go Zan Ku SUPER COMBO English: Demon Great Slashing Air SFZ2 DASH Command: Jump, then d,df,f,d,df + Punch Hits: 4,6,8 Notes: ------------------------------------------------------------------------- Japanese: Shun Goku Satsu SUPER COMBO English: Instant Hell Murder SSF2X (see below) Command: LP, LP, forward, LK, HP (requires a Level 3 gauge) SFZ2 DASH Hits: 15 Notes: The CPU Gouki could use this prior to the battle against him in SSF2X, but Capcom didn't make this attack into an actual move until Street Fighter Zero. In SFZ2 DASH, it's required that you have a Level 3 (fully-filled) Super Combo Gauge in order to do this move. When Shin Gouki uses this move, he warps forward at double speed. ------------------------------------------------------------------------- Links: s LP, s LP, s LK s LP, s LP, c LK s LP, c LP, s LK s LP, c LP, c LK c LP, c LP, c LK c LP, c LP, s LK c LP, s LP, s LK c LP, s LP, c LK s LP, s LP, s LP s LP, s LP, c LP s LP, c LP, s LP s LP, c LP, c LP c LP, c LP, c LP c LP, c LP, s LP c LP, s LP, c LP c LP, s LP, s LP s LP, c LK, s LP s LP, c LK, c LP c LP, c LK, c LP c LP, c LK, s LP c LK, c LP, c LP c LK, c LP, s LP c LK, c LK, c LP c LK, c LK, s LP c LK, s LP, s LK c LK, s LP, c LK c LK, c LP, s LK c LK, c LP, c LK c LK, c LK, s LK c LK, c LK, c LK c MP, c MK ========================================================================= GUILE ========================================================================= ------------------------------------------------------------------------- Japanese: Sonikku Buumu English: Sonic Boom Command: Charge b,f + Punch Hits: 1,1,1 Notes: You can follow up the Light Punch version with a Spinning Back Knuckle. ------------------------------------------------------------------------- Japanese: Samaasoruto Kikku English: Somersault Kick Command: Charge d,u + Kick Hits: 1,1,1 Notes: A hit enemy is knocked down. ------------------------------------------------------------------------- Japanese: Supiningu Bakku Nakkuru SSF2X English: Spinning Back Knuckle Command: Forward + Hard Punch Hits: 1 Notes: Can hit an enemy out of their projectile attack. ------------------------------------------------------------------------- Japanese: Ribaasu Supin Kikku SSF2X English: Reverse Spin Kick Command: Back or forward + Hard Kick Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Nii Bazuuka English: Knee Bazooka Command: Back or Forward + Medium Kick (SSF2) Back or Forward + Light Kick (SSF2X) Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Rooringu Sobatto SSF2X English: Rolling Sobat Command: Back or Forward + Medium Kick Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Daburu Samaasoruto Kikku SUPER COMBO English: Double Somersault Kick SSF2X Command: Charge db,f,b,uf + Kick Hits: 6,6,6 Notes: ------------------------------------------------------------------------- ========================================================================= KEN ========================================================================= ------------------------------------------------------------------------- Japanese: Hado Ken English: Surge Fist Command: d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Sho Ryu Ken English: Rising Dragon Fist Command: f,d,df + Punch Hits: 1,3,3 (1,1,3 in SFZ2 DASH) Notes: ------------------------------------------------------------------------- Japanese: Tatsumaki Senpu Kyaku English: Tornado Whirlwind Kick Command: d,db,b + Kick Hits: 2,3,4 (3,4,5 in SFZ2 DASH) Notes: Won't knock an opponent down like Ryu's Tornado Whirlwind Kick. ------------------------------------------------------------------------- Japanese: Kuchu Tatsumaki Senpu Kyaku English: Mid-Air Tornado Whirlwind Kick Command: jump, then d,db,b + Kick or d,db,b,ub + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Zenpo Tenshin SFZ2 DASH English: Forward Body Roll Command: d,db,b + Punch Hits: 0,0,0 Notes: ------------------------------------------------------------------------- Japanese: Zen To SFZ2 DASH English: Front Drop Command: d,df,f + Chohatsu Hits: 0 Notes: A fake roll. You can be hit while on the ground. ------------------------------------------------------------------------- Japanese: Kama Harai Keri SSF2X English: Sweeping Scythe Kick Command: d,df,f + tap Kick Hits: 2,2,2 Notes: Can be comboed from a crouching Light or Medium Kick. ------------------------------------------------------------------------- Japanese: Nata Otoshi Keri SSF2X English: Hatchet Drop Kick Command: f,df,d + tap Kick Hits: 2,2,2 Notes: ------------------------------------------------------------------------- Japanese: Oosoto Mawashi Keri SSF2X English: Big Outside Revolve Kick Command: b,db,d,df,f + tap Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Inazuma Kakato Wari SSF2X English: Lightning Flash Heel Cut SFZ2 DASH Command: Perform Kama Harai Keri, Nata Otoshi Keri, or Oosoto Mawashi Keri but hold Kick instead of tapping it (SSFX2) or press forward + Medium Kick (SFZ2 DASH) Hits: 2,2,2 Notes: In SSF2X, this move can be comboed from a crouching Kick. It can cancel from a crouching Hard Kick, but won't hit. ------------------------------------------------------------------------- Japanese: Sho Ryu Reppa SUPER COMBO English: Rising Dragon Render SSF2X Command: d,df,f,d,df + Punch SFZ2 DASH Hits: 5,5,5 (4,6,7 in SFZ2 DASH) Notes: ------------------------------------------------------------------------- Japanese: Shin Ryu Ken SUPER COMBO English: Godly Dragon Fist SFZ2 DASH Command: d,df,f,d,df + Kick (then tap any button for more hits) Hits: 6,7,8 initially, then 0,2,5 (for 6,9,13 total) Notes: Remember that you can get lots of hits easily by tapping all the buttons at once. ------------------------------------------------------------------------- Links: s LP, s LP, s LK s LP, s LP, c LK s LP, c LP, s LK s LP, c LP, c LK c LP, c LP, c LK c LP, c LP, s LK c LP, s LP, s LK c LP, s LP, c LK s LP, s LP, s LP s LP, s LP, c LP s LP, c LP, s LP s LP, c LP, c LP c LP, c LP, c LP c LP, c LP, s LP c LP, s LP, c LP c LP, s LP, s LP s LP, c LK, s LP s LP, c LK, c LP c LP, c LK, c LP c LP, c LK, s LP c LK, c LP, c LP c LK, c LP, s LP c LK, c LK, c LP c LK, c LK, s LP c LK, s LP, s LK c LK, s LP, c LK c LK, c LP, s LK c LK, c LP, c LK c LK, c LK, s LK c LK, c LK, c LK c MP, c MK ========================================================================= MIKE BISON (M. Bison, called BALROG outside of Japan) ========================================================================= ------------------------------------------------------------------------- Japanese: Dasshu Sutoreeto English: Dash Straight Command: Charge b,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Dasshu Gurando Sutoreeto SSF2X English: Dash Ground Straight Command: Charge b,df + Punch Hits: 1,1,1 Notes: Hits low. ------------------------------------------------------------------------- Japanese: Dasshu Appaa English: Dash Upper Command: Charge b,f + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Dasshu Gurando Appaa SSF2X English: Dash Ground Upper Command: Charge b,df + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Taan Panchi English: Turn Punch Command: Hold all three Punches or all three Kicks, then release. Hits: 1,1 Notes: The longer you hold the buttons, the more powerful the hit becomes: 01-03 timer counts : Level 1 Punch 04-06 timer counts : Level 2 Punch 07-12 timer counts : Level 3 Punch 14-24 timer counts : Level 4 Punch 25-36 timer counts : Level 5 Punch 37-48 timer counts : Level 6 Punch 49-60 timer counts : Level 7 Punch 61-inf. timer counts : Final Punch Note that this is the only move in SSF2X that requires you to hold _all three_ buttons. You can also charge two of these attacks at the same time, and release them one after the other, or at different points during the round. The Final Punch causes a little over 50% damage (say, 58%). ------------------------------------------------------------------------- Japanese: Baffaroo Heddobatto English: Buffalo Headbutt Command: Charge d,u + Punch Hits: 1,1,1 Notes: Can pass through projectiles. ------------------------------------------------------------------------- Japanese: Kureizii Baffaroo SUPER COMBO English: Crazy Buffalo SSF2X Command: Charge b,f,b,f + Punch Hits: 5,5,5 Notes: ------------------------------------------------------------------------- ========================================================================= RYU ========================================================================= ------------------------------------------------------------------------- Japanese: Hado Ken English: Surge Fist Command: d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Faiyaa Hado Ken SSF2X English: Fire Surge Fist Command: b,db,d,df,f + Punch Hits: 1,1,1 Notes: Stuns from far away; knocks down from up close. ------------------------------------------------------------------------- Japanese: Shakunetsu Hado Ken SFZ2 DASH English: Scorching Heat Surge Fist Command: b,db,d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Hado no Kamae SFZ2 DASH English: Pretend Surge Command: d,df,f + Chohatsu Hits: 0 Notes: A fake fireball attack. ------------------------------------------------------------------------- Japanese: Sho Ryu Ken English: Rising Dragon Fist Command: f,d,df + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Tatsumaki Senpu Kyaku English: Tornado Whirlwind Kick Command: d,db,b + Kick Hits: 1,1,1 Notes: Knocks down on first hit. ------------------------------------------------------------------------- Japanese: Kuchu Tatsumaki Senpu Kyaku English: Mid-Air Tornado Whirlwind Kick Command: jump, then d,db,b + Kick or d,db,b,ub + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Sa Kotsu Wari SSF2X English: Collar Bone Cut SFZ2 DASH Command: Forward + Medium Punch Hits: 2 Notes: This move is an overhead. ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Forward + Hard Punch Hits: 2 Notes: You can follow with a crouching Medium Kick if this move hits once. ------------------------------------------------------------------------- Japanese: Senpu Kyaku SFZ2 DASH English: Whirlwind Kick Command: Forward + Medium Kick Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Shinku Hado Ken SUPER COMBO English: Vacuum Surge Fist SSF2X Command: d,df,f,d,df,f + Punch SFZ2 DASH Hits: 5,5,5 (or 3,4,5 for SFZ2 DASH) Notes: Loses 1 hit for each fireball passed through. ------------------------------------------------------------------------- Japanese: Shinku Tatsumaki Senpu Kyaku SUPER COMBO English: Vacuum Tornado Whirlwind Kick SFZ2 DASH Command: d,db,b,d,db,b + Kick Hits: 4,9,13 Notes: In the corner, you can follow this move with Ryu's jumping Medium Punch for an added two hits. ------------------------------------------------------------------------- Links: s LP, s LP, s LK s LP, s LP, c LK s LP, c LP, s LK s LP, c LP, c LK c LP, c LP, c LK c LP, c LP, s LK c LP, s LP, s LK c LP, s LP, c LK s LP, s LP, s LP s LP, s LP, c LP s LP, c LP, s LP s LP, c LP, c LP c LP, c LP, c LP c LP, c LP, s LP c LP, s LP, c LP c LP, s LP, s LP s LP, c LK, s LP s LP, c LK, c LP c LP, c LK, c LP c LP, c LK, s LP c LK, c LP, c LP c LK, c LP, s LP c LK, c LK, c LP c LK, c LK, s LP c LK, s LP, s LK c LK, s LP, c LK c LK, c LP, s LK c LK, c LP, c LK c LK, c LK, s LK c LK, c LK, c LK c MP, c MK ========================================================================= SAGAT ========================================================================= ------------------------------------------------------------------------- Japanese: Taigaa Shotto English: Tiger Shot Command: d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Gurando Taigaa Shotto English: Ground Tiger Shot Command: d,df,f + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Taigaa Appaakatto English: Tiger Uppercut Command: f,d,df + Punch Hits: 1,1,5 Notes: Lacks the invincibility of Ryu or Ken's Sho Ryuken. ------------------------------------------------------------------------- Japanese: Taigaa Burou SFZ2 DASH English: Tiger Blow Command: f,d,df + Punch Hits: 1,3,7 Notes: ------------------------------------------------------------------------- Japanese: Taigaa Nii Kurasshu English: Tiger Knee Crush Command: d,f,uf + Kick Hits: 2,2,2 Notes: ------------------------------------------------------------------------- Japanese: Taigaa Kurasshu SFZ2 DASH English: Tiger Crush Command: f,d,df + Kick Hits: 2,2,2 Notes: ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Press Light Kick or Medium Kick twice rapidly Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Taigaa Kanon SUPER COMBO English: Tiger Cannon SFZ2 DASH Command: d,df,f,d,df,f + Punch Hits: 4,5,6 Notes: ------------------------------------------------------------------------- Japanese: Taigaa Jenosaido SUPER COMBO English: Tiger Genocide SSF2X Command: d,df,f,d,df + Punch (Kick in SFZ2 DASH) SFZ2 DASH Hits: 4,4,4 (5,9,12 in SFZ2 DASH) Notes: ------------------------------------------------------------------------- Japanese: Taigaa Reido SUPER COMBO English: Tiger Raid SFZ2 DASH Command: d,db,b,d,db,b + Kick Hits: 6,7,7 Notes: You can follow this attack with a HP Tiger Blow if you're in the corner. ------------------------------------------------------------------------- Japanese: (no name) SUPER COMBO English: (no name) SFZ2 DASH Command: d,df,f + Chohatsu Hits: 0 Notes: Hmm...I still haven't figured out the use of this move. According to Ultima, it makes you momentarily invincible. If so, huh, my timing is off. ------------------------------------------------------------------------- ========================================================================= THUNDERHAWK (T. Hawk) ========================================================================= ------------------------------------------------------------------------- Japanese: Tomahooku Basutaa English: Tomahawk Buster Command: f,d,df + Punch Hits: 2,2,2 Notes: ------------------------------------------------------------------------- Japanese: Kondoru Daibu English: Condor Dive Command: Jump, then press all three Punches Hits: 1 Notes: Can't be used after T. Hawk reaches the peak of his jump, but you can do it just as he begins jumping for an off the ground Condor Dive (even though it's sorta useless unless your enemy is nearby). ------------------------------------------------------------------------- Japanese: Mekishikan Taifuun English: Mexican Typhoon Command: Rotate controller 360 degrees (counter) clockwise + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Back or forward + Light Punch Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Hebii Bodii Puresu English: Heavy Body Press Command: Jump, then down + Hard Punch Hits: 1,1,1 Notes: Works great as a cross-up attack. ------------------------------------------------------------------------- Japanese: Hebii Shorudaa English: Heavy Shoulder Command: Jump, then down + Medium Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Daburu Taifuun SUPER COMBO English: Double Typhoon SSF2X Command: Rotate joystick 720 degrees (counter) clockwise + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- ========================================================================= VEGA (called M. BISON outside of Japan) ========================================================================= ------------------------------------------------------------------------- Japanese: Saiko Shotto SFZ2 DASH English: Psycho Shot Command: Charge b,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Daburu Nii Puresu English: Double Knee Press Command: Charge b,f + Kick Hits: 2,2,2 Notes: ------------------------------------------------------------------------- Japanese: Heddo Puresu English: Head Press Command: Charge d,u + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Samaasoruto Sukaru Daibaa English: Somersault Skull Diver Command: Press Punch after connecting with Head Press Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Debiru Ribaasu (Samaasoruto Sukaru Daibaa in SFZ2 DASH) English: Devil Reverse (Somersault Skull Diver in SFZ2 DASH) Command: Charge d,u + Punch (SSF2) then press Punch again while in mid-air (SSF2X),(SFZ2 DASH) Hits: 1,1,1 Notes: You can control this move in SSF2X and to a lesser degree in SFZ2 DASH by holding Back or Forward after pressing Punch again. ------------------------------------------------------------------------- Japanese: Vega Waapu SFZ2 DASH English: Vega Warp Command: f,d,df or b,d,db + all three Punches or all three Kicks Hits: 0,0 Notes: This move can be comboed from the first hit of Vega's close standing Hard Kick. ------------------------------------------------------------------------- Japanese: Saiko Kurasshaa SUPER COMBO (SFZ2 DASH ONLY) English: Psycho Crusher Command: Charge b,f + Punch (SSF2T) or charge b,f,b,f + Punch (SFZ2 DASH) Hits: 1,1,1 (3,4,6 in SFZ2 DASH) Notes: ------------------------------------------------------------------------- Japanese: Nii Puresu Naitomea SUPER COMBO English: Knee Press Nightmare Command: Charge b,f,b,f + Kick Hits: 4,4,4 (4,6,8 in SFZ2 DASH) Notes: ------------------------------------------------------------------------- ========================================================================= ZANGIEF ========================================================================= ------------------------------------------------------------------------- Japanese: Banishingu Furatto SSF2X English: Banishing Flat Command: f,df,d + Punch (SSF2X) or f,d,df + Punch (SFZ2 DASH) Hits: 1,1,1 Notes: Will negate fireballs. Works nicely as a tick since it sets up Zangief for a Screw Piledriver. ------------------------------------------------------------------------- Japanese: Daburu Rariatto English: Double Lariat Command: Press all three Punch buttons or all three Kick buttons Hits: 1,1,1 Notes: Can pass through fireballs. The 3K version makes Zangief immune to crouching attacks, but doesn't last as long. You can move backward or forward during either move. ------------------------------------------------------------------------- Japanese: Sukuruu Pairudoraibaa English: Screw Piledriver (Spinning Pile Driver outside of Japan) Command: Rotate controller 360 degrees (counter) clockwise + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Atomikku Suupurekkusu English: Atomic Suplex Command: Rotate controller 360 degrees (counter) clockwise + Kick Hits: 1,1,1 Notes: You must be close to your opponent when performing this move, or you'll end up with a Flying Powerbomb instead. ------------------------------------------------------------------------- Japanese: Furaingu Pawaabomu English: Flying Powerbomb Command: Rotate controller 360 degrees (counter) clockwise + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Down-forward + Medium Punch (when close) Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Furaingu Bodii Atakku (Bodi Puresu in SFZ2 DASH) English: Flying Body Attack (Body Press in SFZ2 DASH) Command: Jump, then Down + Hard Punch Hits: 1 Notes: Works great as a cross-up attack. ------------------------------------------------------------------------- Japanese: Heddobatto SSF2 English: Headbutt SSF2X Command: Jump, then Up + Medium or Hard Punch (SSF2) and/or back or forward + Medium Punch (SSF2X) Hits: 1,1 Notes: In SFZ2 DASH, this move will dizzy in 2-3 hits. ------------------------------------------------------------------------- Japanese: Daburu Nii Doroppu English: Double Knee Drop Command: Jump, then Down + Light or Medium Kick Hits: 1,1 Notes: ------------------------------------------------------------------------- Japanese: (no name) SFZ2 DASH English: (no name) Command: Down-back + Medium or Hard Kick Hits: 1,1 Notes: ------------------------------------------------------------------------- Japanese: Fainaru Atomikku Basutaa SUPER COMBO English: Final Atomic Buster SSF2X Command: Rotate controller 720 degrees (counter) clockwise + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Eriaru Roshian Suramu SUPER COMBO English: Aerial Russian Slam SFZ2 DASH Command: d,df,f,d,df + Kick Hits: 1,1,1 Notes: Only works if your opponent is close to you in the air. ------------------------------------------------------------------------- Links: c JAB, c JAB, c JAB, c SHORT c JAB, c JAB, c JAB, s SHORT _________________________________________________________________________ 5. THE ALPHA WARRIORS (Street Fighter Zero 2 Dash) _________________________________________________________________________ ========================================================================= ADON ========================================================================= ------------------------------------------------------------------------- Japanese: Raijingu Jagaa English: Rising Jaguar Command: f,d,df + Kick Hits: 1,1,2 Notes: ------------------------------------------------------------------------- Japanese: Jagaa Tuusu English: Jaguar Tooth Command: f,df,d,db,b + Kick Hits: 1,1,1 Notes: The button you use affects the angle of Adon's dive; LK results in a steeply-angled dive, while HK will hit the far end of the screen. ------------------------------------------------------------------------- Japanese: Jagaa Kikku English: Jaguar Kick Command: d,df,f + Kick Hits: 1,1,1 Notes: The HK version can pass over most projectiles. ------------------------------------------------------------------------- Japanese: Jattingu Kikku English: Jutting Kick Command: Down-Forward + Medium Kick Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Forward + Medium Punch Hits: 2 Notes: An overhead attack. ------------------------------------------------------------------------- Japanese: Jagaa Bariido Asaruto SUPER COMBO English: Jaguar Varied Assault Command: d,df,f,d,df + Punch (then press Punch or Kick if Level 3) Hits: 4,6,6 (if at Level 3, 9 hits for Punch, 7 for Kick) Notes: On Level 3, tapping Punch before this move ends results in a flurry of punches. Tapping Kick results in a series of Rising Jaguar attacks. ------------------------------------------------------------------------- Japanese: Jagaa Riborubaa SUPER COMBO English: Jaguar Revolver Command: d,df,f,d,df,f + Kick Hits: 3,4,6 Notes: Make sure there's some range between you and your enemy or you'll pass right over them with the first hop. ------------------------------------------------------------------------- Links: c LP, c LP ========================================================================= BIRDIE ========================================================================= ------------------------------------------------------------------------- Japanese: Buru Heddo English: Bull Head Command: Charge b,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Buru Hoon English: Bull Horn Command: Hold any two Punch or Kick buttons, then release Hits: 1,1 to 5,5 Notes: The longer you hold down two Punch or Kick buttons, the more powerful the Bull Horn becomes, hitting more times (once per lvel, so a Level 3 Punch hits three times). 01-02 timer counts : Level 1 Punch 03-04 timer counts : Level 2 Punch 05-08 timer counts : Level 3 Punch 09-16 timer counts : Level 4 Punch 17-inf. timer counts : Final Punch While holding down the buttons used, you can only use the other type of attack (if you're charging the Bull Horn with two Kicks, you can only use Punch buttons and special moves/SCs using Punch, and vice versa). You can charge up to four Bull Horns at once by holding down all 6 buttons; release one Punch or Kick for two Bull Horns and then another Punch or Kick for up to two more (you can't release the third button because you have to have been holding that the entire time so as to keep up the charge). ------------------------------------------------------------------------- Japanese: Maadaraa Cheen English: Murderer Chain Command: Rotate controller 360 degrees (counter) clockwise + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Banditto Cheen English: Bandit Chain Command: Rotate controller 360 degrees (counter) clockwise + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Jump, then down + Hard Punch Hits: 1 Notes: Works nicely as a cross-up attack. ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Press Hard Kick Hits: 2 Notes: Only hits twice on certain characters. It works as an overhead, too (on any character). ------------------------------------------------------------------------- Japanese: Za Baadi SUPER COMBO English: The Birdie Command: Charge b,f,b,f + Punch Hits: 3,4,(3 hits, then 2 hits) Notes: For the Level 3 version, Birdie will hit three times, comb his hair, then add two more headbutts. ------------------------------------------------------------------------- Japanese: Buru Ribenjaa SUPER COMBO English: Bull Revenger Command: d,df,f,d,df + Punch or Kick Hits: 1,1,1 Notes: The Punch buttons make Birdie hop forward a short distance, while the Kick buttons make him hop all the way across the screen. ------------------------------------------------------------------------- ========================================================================= DAN HIBIKI (Dan) ========================================================================= ------------------------------------------------------------------------- Japanese: Ga Do Ken English: Self Taught Fist Command: d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Ko Ryu Ken English: Shiny Dragon Fist Command: f,d,df + Punch Hits: 1,1,1 Notes: There's a 1-in-8 chance that dan will flash when doing this attack, and if that happens, he gains total invicibility until the flash ends. ------------------------------------------------------------------------- Japanese: Dan Ku Kyaku English: Sky Cutting Leg Command: d,db,b + Kick Hits: 1,2,3 Notes: This move can be ducked under. ------------------------------------------------------------------------- Japanese: Zenten Chohatsu English: Forward Revolve Provoke Command: d,df,f + Chohatsu Hits: 0 Notes: ------------------------------------------------------------------------- Japanese: Koten Chohatsu English: Back Revolve Provoke Command: d,db,b + Chohatsu Hits: 0 Notes: ------------------------------------------------------------------------- Japanese: Shin Ku Ga Do Ken SUPER COMBO English: Quaking Sky Self Taught Fist Command: d,df,f,d,df,f + Punch Hits: 3,4,5 Notes: The range and duration of the projectile increases depending on what Level you use. ------------------------------------------------------------------------- Japanese: Ko Ryu Rekka SUPER COMBO English: Clear Dragon Violent Fire Command: d,df,f,d,df + Kick Hits: 4,5,6 Notes: ------------------------------------------------------------------------- Japanese: Hissho Bu Rai Ken SUPER COMBO English: Certain Victory No Trust Fist Command: d,db,b,d,db,b + Kick Hits: 5,7,11 Notes: This move has the tendency to suck in an opponent if they haven't been pushed away by the first few hits. ------------------------------------------------------------------------- Japanese: Chohatsu Densetsu SUPER COMBO English: Traditional Provocation (or, Legendary Provoke) Command: d,df,f,d,df,f + Chohatsu Hits: 0 Notes: This move doesn't cause any damage, and Dan can be hit out of it easily. In other words, a classic Dan move ^_^; ------------------------------------------------------------------------- Links: c LP, c LP c LP, c LK c LP, s LK c LP, c LP, s LK c LP, c LP, c LK ========================================================================= GEN ========================================================================= ------------------------------------------------------------------------- Japanese: An Satsu Ken: So-ryu or An Satsu Ken: Ki-ryu English: Dark Death Fist: Mourning Style Dark Death Fist: Death Anniversary*/Detestable Style Command: At any time, press all three Punch buttons for Mourning Style At any time, press all three Kick buttons for Detestable Style Hits: 0,0 Notes: ------------------------------------------------------------------------- Japanese: So-ryu: Hyaku Ren Ko English: Mourning Style: Hundred Connect Capture Command: Tap Punch repeatedly Hits: 3,4,5 Notes: ------------------------------------------------------------------------- Japanese: So-ryu: Geki Ro English: Mourning Style: Reverse Cascade Command: f,d,df + Kick (tap Kick at an increasing pace during the move) Hits: 1,1,1 intially, then 5,6,7 (for 6,7,8 total) Notes: The timing is very tricky; mess up and you'll fall to the ground or hang in the air, leaving you open to attack. If you succeed in getting all the kicks, the last one will knock Gen's opponent across the screen. My suggestion is to start by tapping Kick slowly, but then increasing speed as you go along. For best results, start tapping Kick at the very end of the GekiRo's initial animation, just as Gen hangs in the air with his leg extended, before he starts falling down again. You can simply spaz on the buttons immediately after the move initiates, but you won't get all the hits in. ------------------------------------------------------------------------- Japanese: So-ryu: Zan Ei SUPER COMBO English: Mourning Style: Cruel Phantom Command: d,df,f,d,df,f + Punch Hits: 4,5,6 Notes: Can be blocked high. Gotta love that little clutching motion at the end :) ------------------------------------------------------------------------- Japanese: So-ryu: Shi Ten Shu SUPER COMBO English: Mourning Style: Death Point Curse Command: d,db,b,d,db,b + Punch Hits: 3,5,7 Notes: A hit oppoenent will flash, and a counter will appear above them that counts down from 9 to 0. Every time it ticks, the character takes a small amount of damage. Once it reaches zero, Gen's foe is knocked to the ground and when they stand up, they become dizzy. The only way to get out of this move is to hit Gen with an attack (it won't work if he blocks it), which makes the counter vanish. You can hit an opponent with this move again during the counter countdown, and if you do so, it not only causes added initial damage but makes the timer count down faster. For that reason, 3 Level 1 Shitenshu SCs are (IMO) better than one Level 3 Shitenshu hitting. ------------------------------------------------------------------------- Japanese: Ki-ryu: Ja Sen English: Detestable Style: Serpent Drill Command: Charge b,f + Punch Hits: 3,4,5 Notes: The button used affects the distance travelled, as well as the number of hits. ------------------------------------------------------------------------- Japanese: Ki-ryu: O-Ga English: Detestable Style: Wandering Fang Command: Charge d,u + Kick Hits: 1,1,1 Notes: Is this move fun or what? Here's how it works: - You can charge d,u + Kick to jump to the wall nearest you. - You can also charge d,ub/uf + Kick to jump to either the left or right walls. - Once on a wall, Gen will make a diving kick attack. You can press Back to make him abort the attack and drop to the ground, or press Forward to make his kick attack have more reach. - Or, you can press Up. This makes Gen jump up to the ceiling, usually right over your opponent's head. - From here, doing nothing makes him perform a head stomp. Or, press Back or Forward to make him attack with a steeply angled kick in that direction. Or, press Up-Back or Up- Forward to make him jump away in those directions without attacking. ------------------------------------------------------------------------- Japanese: Ki-ryu: (no name) English: Detestable Style: (no name) Command: Jump forward, then press Hard Kick, Hard Kick Hits: 2 Notes: A double-hit air attack. Timing is crucial. ------------------------------------------------------------------------- Japanese: Ki-ryu: (no name) English: Detestable Style: (no name) Command: Down + Light Kick Hits: 1 Notes: This move will knock Gen's opponent into the air. It's also a perfect set-up for his JaKoHa SC. ------------------------------------------------------------------------- Japanese: Ki-ryu: Ja Ko Ha SUPER COMBO English: Detestable Style: Snake Bite Open Command: d,df,f,d,df + Kick Hits: 1,1,1 Notes: An air throw attack. Your opponent must be in the air and be close to you or it won't connect. ------------------------------------------------------------------------- Japanese: Ki-ryu : Ko Ga SUPER COMBO English: Detestable Style: Lunatic Fang Command: Jump, then d,db,b,d,db,b + Kick Hits: Normally 1, but you can manage 2 from a kick cross-up. Notes: Heh, heh, heh.... - Performing this move at: L1 results in a jump kick and a wall rebound. L2 results in a jump kick and two wall rebounds. L3 results in a jump kick and three wall rebounds. - Pressing a button during a rebound results in: LK makes him jump to the wall in front of him and perform an angled kick. MK makes him jump to the corner in front of him and perform a head stomp. HK makes him jump to the wall behind him and perform an angled kick. You can do the same attack for each rebound, or mix them up. Otherwise, not pressing anything just makes Gen bound off the walls and automatically perform a near or far diving kick in order to (try) and hit your opponent. ------------------------------------------------------------------------- Chain Combos: s LP, s MP c LP, c MP s LP, c MP c LP, s MP s LP, s HP c LP, c HP s LP, c HP c LP, s HP s MP, s HP c MP, c HP s MP, c HP c MP, s HP s LP, s MP, s HP c LP, c MP, c HP s LP, c MP, s HP c LP, s MP, c HP s LP, c MP, c HP c LP, s HP, s HP s LP, s LK c LP, c LK s LP, c LK c LP, s LK s LP, s MK c LP, c MK s LP, c MK c LP, s MK s LP, s HK s LP, c HK c LP, s HK s MP, s MK c MP, c MK c MP, s HK s HP, s HK c HP, s HK s LK, s MK c LK, c MK s LK, c MK c LK, s MK s LK, s HK c LK, s HK s MK, s HK c MK, s HK s LK, s MK, s HK s LK, c MK, s HK c LK, c MK, s HK s LK, s LP c LK, c LP s LK, c LP c LK, s LP s LK, s MP c LK, c MP s LK, c MP c LK, s MP s LK, s HP c LK, c HP s LK, c HP c LK, s HP s MK, s MP c MK, c MP s MK, c MP c MK, c MP s MK, s HP c MK, c HP s MK, c HP c MK, s HP s HK, s HP s HK, c HP s LP, s MP, s MK, s HK (only when using So-ryu style; this is a partial listing only) Links: s LP, s LP, s LP s LP, s LP, s LK s LP, s LP, c LK (only when using Ki-ryu style) * There really isn't a good translation for this; 'Death Anniversary' is referring to remembering the date when someone died. If someone has a better translation for the kanji, I'd love to hear it, since I don't think 'detestable' is the implied meaning, even though it is one of the possible meanings. ========================================================================= GUY ========================================================================= ------------------------------------------------------------------------- Japanese: Bushin Izuna Otoshi English: God of Military Arts' Izuna Drop Command: d,df,f + Punch (then press Punch when close) Hits: 0,0,0 initally, then 1,1,1 Notes: If you press Punch but are not in range to perform a throw, Guy will perform an elbow smash instead. ------------------------------------------------------------------------- Japanese: Bushin Senpu Kyaku English: God of Military Arts' Whirlwind Leg Command: d,db,b + Kick Hits: 1,2,3 Notes: You can pass over some projectiles with this move. ------------------------------------------------------------------------- Japanese: Haya Gake English: Rapid Run Command: d,df,f + Kick (then press Kick) Hits: 0,0,0 intially, then 0,1,2 Notes: The button used initially determines the result of this attack. If nothing is pressed, Guy will stop when he reaches his foe. If LK was used initially, pressing any Kick makes him stop running. If MK was used initially, pressing any Kick makes him perform a sliding kick. If HK was used, pressing any kick makes him stop running and perform a jumping double-hit flying leg attack. ------------------------------------------------------------------------- Japanese: Ho Zan To English: Mountain-Demolishing Dipper Command: d,db,b + Punch Hits: 1,1,1 Notes: The initial frames can be used to pass through some attacks. ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Forward + Medium Punch Hits: 2 Notes: An overhead attack. ------------------------------------------------------------------------- Japanese: Chu Otoshi English: Elbow Drop Command: Jump, then down + Medium Punch Hits: 1 Notes: A falling elbow attack that is useful if you want to stop your path in mid-jump. ------------------------------------------------------------------------- Japanese: Ren Sukui English: Scythe Scoop Command: Down-forward + Hard Kick Hits: 2 Notes: ------------------------------------------------------------------------- Japanese: English: Command: Down + Hard Kick Hits: 1 Notes: Can hit some foes out of their attack if timed correctly. ------------------------------------------------------------------------- Japanese: Bushin Go Rai Kyaku SUPER COMBO English: God of Military Arts' Strong Lightning Leg Command: d,df,f,d,df + Kick Hits: 4,6,7 Notes: Guy can be hit out of this attack during the pause between hits. ------------------------------------------------------------------------- Japanese: Bushin Hasso Ken SUPER COMBO English: God of Military Arts' Eight Pair Fist Command: d,df,f,d,df + Punch Hits: 4,5,6 Notes: You no longer need to press Punch twice for a L2 or L3 Bushin HassoKen like you had to in SFZ2. ------------------------------------------------------------------------- Japanese: Bushin Muso Ren Ge SUPER COMBO English: God of Military Arts' Unparalleled Rapid Reap Command: f,df,d,db,b,d,db,b + Punch Hits: 10,10,10 Notes: This move can only be done with a full (Level 3) Super Combo gauge. Note that the Punch button used does _not_ change the move's range, damage, etc. ------------------------------------------------------------------------- Chain Combos: s LP, s MP s MP, s HP s LP, s MP, s HP s LP, s MP, s HP, s HK (notice that the s HP looks different; this is Guy's combination attack from Final Fight). s LP, s LP, s MP, s HP, s HK s LP, s LP, s LP, s MP, s HP, s HK Links: c LP, c LP s LP, s LP, s LP s LP, s LP, c LP c LP, s LP, s LK s LP, s LP, s LP, s LK s LP, s LP, s LP, c LK ========================================================================= NASH (called CHARLIE outside of Japan) ========================================================================= ------------------------------------------------------------------------- Japanese: Sonikku Buumu English: Sonic Boom Command: Charge b,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Samasoruto Sheru English: Somersault Shell Command: Charge d,u + Kick Hits: 1,1,2 Notes: Seems different from SFA2...sometimes the LK version won't hit an opponent on the ground. Anyone know why? ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Forward + Hard Punch Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Back or forward + Medium Kick Hits: 1 Notes: An overhead attack. ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Back or forward + Hard Kick Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Sonikku Bureiku SUPER COMBO English: Sonic Break Command: Charge b,f,b,f + Punch (then press Punch repeatedly) Hits: 1,1,1 initially, then 1,2,3 (for 2,3,4 total) Notes: Tapping Punch results in Charlie throwing more Sonic Booms. You can throw an extra Boom (or two or three extra if using L2 or L3) as long as one of the Sonic Booms is still on the screen. A SC Sonic Boom does just as much damage as a normal Sonic Boom. ------------------------------------------------------------------------- Japanese: Kurosufaia Burittsu SUPER COMBO English: Crossfire Blitz Command: Charge b,f,b,f + Kick Hits: 4,5,6 Notes: ------------------------------------------------------------------------- Japanese: Samaasoruto Jasutisu SUPER COMBO English: Somersault Justice Command: Charge db,f,b,uf + Kick Hits: 6,6,9 Notes: ------------------------------------------------------------------------- Links: s LP, s LP, s LK s LP, s LP, c LK s LP, c LP, c LK s LP, c LP, s LK c LP, c LP, c LK c LP, c LP, s LK c LP, s LP, c LK c LP, s LP, s LK s LP, s LP, c LP s LP, c LP, s LP c LP, s LP, c LP ========================================================================= ROLENTO ========================================================================= ------------------------------------------------------------------------- Japanese: Patoriotto Saakuru English: Patriot Circle Command: d,df,f + Punch (repeat once or twice in addition) Hits: 4,8,11 Notes: ------------------------------------------------------------------------- Japanese: Sutingaa English: Stinger Command: f,d,df + Kick (press Punch or Kick while in mid-air) Hits: 0,0,0 intially, then 1,1,1 Notes: The Kick button used determines the height of Rolento's jump. Thereafter, the strength of the Punch or Kick button used determines the angle at which he throws the knife. ------------------------------------------------------------------------- Japanese: Mekon Deruta Ea Reido English: Mekong Delta Air Raid Command: d,db,b + Punch (press Punch again while rolling backward) Hits: 0,0,0 initially, then 1,1,1 Notes: You can use the first part of this move as an easy retreat roll. ------------------------------------------------------------------------- Japanese: Mekon Deruta Esukeipu English: Mekong Delta Escape Command: d,db,b + Kick (press Punch or Kick while in mid-air) Hits: 0,0,0 initially, then 1,1,1 Notes: You can press Back or Forward during this move to alter your landing. You cannot use the (Down + MK) move while in the air. ------------------------------------------------------------------------- Japanese: Mekon Deruta Attaku English: Mekong Delta Attack Command: Press all three Punch buttons (press any Punch while flipping) Hits: 0,0,0 initially, then 1,1,1 Notes: The backflip isn't invincible, but makes a nice retreat tactic. The button used for the roll determines the distance Rolento moves forward. ------------------------------------------------------------------------- Japanese: Torikku Randingu English: Trick Landing Command: Press all three Kick buttons as you land from the air. Hits: 0,0,0 Notes: This can be done after the (down + MK) special move. ------------------------------------------------------------------------- Japanese: Hai Janpu English: High Jump Command: Tap d,ub~uf Hits: 0 Notes: You must do this move very quickly. I suggest sliding your thumb across the pad as if you were doing a Somersault Shell without charging, instead of tapping Down, then Up. You can attack while jumping and can do the (down + MK) special move as well. ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Jump, then down + Medium Kick Hits: 1 Notes: This move is not the same as it was in SFA2. You cannot do it during the Mekong Delta Escape, only during a normal jump or High Jump. However, Rolento will stay in the last frame of animation until he reaches the ground, at which point he'll flip a la the Trick Landing, but will move forward instead of backward. You can do this move repeatedly to hop around the screen, and can use the Trick Landing after hopping, too, or even throw a Punch or Kick, although you have to be close if you want the hit to connect. ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Forward + Medium Kick Hits: 1 Notes: This will hit if done from extremely close. It works best after throwing your opponent, since you'll probably end up doing Rolento's Kick throw otherwise. I suppose this move could also be used to fake the Trick Landing or (Down + MK) move, but that's useless.... ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Down + Hard Kick Hits: 1 Notes: Like other slides, this is useful for hitting an enemy out of their attack. ------------------------------------------------------------------------- Japanese: Main Suiipaa SUPER COMBO English: Mine Sweeper Command: d,db,b,d,db,b + Punch Hits: 2,3,4 Notes: ------------------------------------------------------------------------- Japanese: Teiku Noo Purisonaa SUPER COMBO English: Take no Prisoner (Take no Prisoners in the US) Command: d,df,f,d,df,f + Kick Hits: 1,1,1 Notes: The distance the tripwire travels depends on the Level used. ------------------------------------------------------------------------- ========================================================================= ROSE ========================================================================= ------------------------------------------------------------------------- Japanese: Souru Supaaku English: Soul Spark Command: b,db,d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Souru Suruu English: Soul Throw Command: f,d,df + Punch Hits: 1,1,1 Notes: Your opponent must be in the air in order for this move to connect. ------------------------------------------------------------------------- Japanese: Souru Rifurekuto English: Soul Reflect Command: d,db,b + Punch Hits: 1,1,1 Notes: Using LP make Rose absorb a thrown projectile and she gets a set amount of SC energy for it. Using MP makes her reflect a thrown projectile straight forward, and using HP makes her reflect it up at an angle. The Soul Reflect DOESN'T work on any SC projectile except Dan's Shinku Gadoken. If you try to reflect Dan's Gadoken or Shinku Gadoken, the range will still remain short, instead of becoming a normal fireball like in SFA. ------------------------------------------------------------------------- Japanese: Souru Supairaru English: Soul Spiral Command: d,df,f + Kick Hits: 1,2,3 Notes: ------------------------------------------------------------------------- Japanese: Suraidingu English: Sliding Command: Down-forward + Medium Kick Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Forward + Hard Kick Hits: 1 Notes: Just like Rose's HK, but she moves forward a bit. Has too long a recovery time to be very useful. ------------------------------------------------------------------------- Japanese: Oora Souru Supaaku SUPER COMBO English: Aura Soul Spark Command: d,db,b,d,db,b + Punch Hits: 3,6,4 Notes: The Level 3 version of this move creates a small wave of aura- like force. Any projectile or SC projectile that hits this wave of force will be reflected straight backward like a SC Soul Reflect. See the notes for the 'Soul Reflect' for details. One difference is that afterwards, the Soul Spark that she fires is (of course) an SC projectile, and so can trade hits or negate other projectiles/SC projectiles. ------------------------------------------------------------------------- Japanese: Oora Souru Suruu SUPER COMBO English: Aura Soul Throw Command: d,df,f,d,df + Punch Hits: 1,2,4 Notes: The L2 and L3 versions of this move are preceeded by several attacks made by Rose, meaning that her opponent does not have to be airborne in order to be hit. ------------------------------------------------------------------------- Japanese: Souru Iruujon SUPER COMBO English: Soul Illusion Command: d,df,f,d,df + Kick Hits: 0,0,0 Notes: When used, shadows trail Rose that increase the number of times any attack hits by four. These aren't guaranteed hits, because Rose is easily pushed out of range by her own attacks. This move only affects physical attacks, not projectiles. The L1 version lasts 5 seconds, the L2 version lasts 7 seconds, and the L3 version lasts 10 seconds. ------------------------------------------------------------------------- Links: c LP, c LP, c LP c LP, c LP, s LP c LP, c LP, c LK ========================================================================= SAKURA KASUGANO ========================================================================= ------------------------------------------------------------------------- Japanese: Hado Ken English: Surge Fist Command: d,df,f + Punch (then press Punch once or twice in addition) Hits: 1,1,1 Notes: Pressing Punch rapidly will increase the size and hit range of the fireball, but decreases it's flying range and duration. You have to use the same Punch button to increase the fireball that you used to initiate the move originally. ------------------------------------------------------------------------- Japanese: Sho-O Ken English: Cherry Blossom Fist Command: f,d,df + Punch Hits: 1,4,6 Notes: ------------------------------------------------------------------------- Japanese: Shun Pu Kyaku English: Spring Breeze Leg Command: d,db,b + Kick Hits: 1,1,1 Notes: This kick acts as an overhead. It will knock an opponent off their feet, but won't floor them unless they were crouch- blocking at the time. ------------------------------------------------------------------------- Japanese: Sakura Otoshi English: Cherry Drop Command: f,d,df + Kick, (then press Punch while in mid-air) Hits: 1,1,1 Notes: The Kick button used determines how high Sakura jumps. ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Forward + Medium Kick Hits: 1 Notes: An overhead attack. ------------------------------------------------------------------------- Japanese: Shin Ku Hado Ken SUPER COMBO English: Vacuum Surge Fist Command: d,df,f,d,df,f + Punch Hits: 3,4,5 Notes: Has a limited duration. ------------------------------------------------------------------------- Japanese: Midare Zakura SUPER COMBO English: Cherry Riot Command: d,df,f,d,df + Kick Hits: 4,6,7 Notes: ------------------------------------------------------------------------- Japanese: Haru Ichi Ban SUPER COMBO English: First Storm of Spring Command: d,db,b,d,db,b + Kick Hits: 5,6,7 Notes: ------------------------------------------------------------------------- Links: c LP, c LP, c LK, s LK s LP, s LP, s LP, s LK s LP, c LP, s LP, s LK s LP, c LP, c LP, s LK c LP, c LP, c LP, s LK c LP, c LK, c LP, s LK s LP, c LK, s LP, c LK, s LK c LP, c LK, c LP, c LK, s LK c LK, s LP, c LK, s LK c LK, c LK, c LP, s LK c LK, c LK, c LK, s LK ========================================================================= SODOM ========================================================================= ------------------------------------------------------------------------- Japanese: Jigoku Sukureipu English: Hell Scrape Command: d,df,f + Punch Hits: 1,2,1 Notes: ------------------------------------------------------------------------- Japanese: Butsumetsu Basutaa English: Unlucky Day Buster Command: Rotate controller 360 degrees (counter) clockwise + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Daikyo Baaningu English: Worst Luck Burning Command: Rotate controller 360 degrees (counter) clockwise + Kick Hits: 1,1,1 Notes: If Sodom hits with this move when his opponent is in the air or not entirely on the ground, he'll knock them with his jitte only, and not grab them and go into the rest of the move. ------------------------------------------------------------------------- Japanese: Shiraha Kacchi English: White Sword Catch Command: f,d,df + Kick Hits: 1,1,1 Notes: Hard to time, but this move will reverse any overhead attack and make Sodom toss them instead. Yes, you can Tech. Hit if you're reversed by this move. ------------------------------------------------------------------------- Japanese: Tengu Wookingu English: Ten-Gu Walking (a tengu is a bird-like, long-nosed demon) Command: f,df,d + Kick (when you are knocked off your feet) Hits: 3,3,3 Notes: Very fun to use :) ------------------------------------------------------------------------- Japanese: Koten Okiagari English: Get Up Backward Command: b,db,d + Punch (when you are knocked off your feet) Hits: 0,0,0 Notes: Few people know about this, but it rolls Sodom _backward_ instead of forward. ------------------------------------------------------------------------- Japanese: Suraidingu English: Sliding Command: Down + Hard Kick Hits: 1 Notes: Still as useful as ever. Use this to poke at your enemy and to pressure them. ------------------------------------------------------------------------- Japanese: Meido no Miyage SUPER COMBO English: Hell Souvenir / Present of Hades Command: d,df,f,d,df,f + Punch Hits: 3,6,7 Notes: The Level 3 version ends in a leaping HP attack that will sometimes miss. Only the Level 1 version can juggle an airborne opponent for all 3 hits. ------------------------------------------------------------------------- Japanese: Tenchu Satsu SUPER COMBO English: Destruction of the Pillars of Heaven Command: Rotate controller 720 degrees (counter) clockwise + Punch Hits: 1,1,1 Notes: A very damaging move that looks incredibly humiliating :) ------------------------------------------------------------------------- Links: c LP, c LP, c LP, c LK c LP, c LP, c LP, s LK _________________________________________________________________________ 6. EXTRA PLAYERS _________________________________________________________________________ In SFZ2 DASH, there are different 'versions' of characters that you can select from, as well as new hidden characters. They are all listed below, and are only available in SFZ2 DASH. ========================================================================= CE CHUN-LI ========================================================================= ------------------------------------------------------------------------- Japanese: Hyaku Retsu Kyaku English: Hundred Rending Legs Command: Tap Kick repeatedly Hits: 2,3,5 Notes: ------------------------------------------------------------------------- Japanese: Sen'en Shu English: Rotating Circle Kick Command: Charge d,u + Kick Hits: 1,1,1 Notes: Can pass through projectiles. Also an overhead attack. ------------------------------------------------------------------------- Japanese: Yo So Kyaku English: Sparrow-Hawk Talon Leg Command: Jump, then press down + Medium Kick Hits: 1 (but you can repeat this move for up to four hits) Notes: You can make a second kick attack after performing this move, or you can perform another Eagle Talon Leg. ------------------------------------------------------------------------- Japanese: Kaku Kyaku Raku English: Crane Leg Drop Command: Forard + Hard Kick from up close Hits: 1 Notes: This move is best used as a confusion tactic as it will switch positions with your opponent when used up close. ------------------------------------------------------------------------- Links: s LP, s LP, s LK s LP, s LP, c LP s LP, c LP s LP, s LP, s LP, s LK ========================================================================= CE DHALSIM ========================================================================= ------------------------------------------------------------------------- Japanese: Yoga Faiyaa English: Yoga Fire Command: d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Yoga Fureimu English: Yoga Flame Command: b,db,d,df,f + Punch) Hits: 1,1,1 Notes: Will negate projectiles. ------------------------------------------------------------------------- Japanese: Doriru Zutsuki English: Drill Head Thrust Command: Jump, then Down + Hard Punch Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Doriru Kikku English: Drill Kick Command: Jump, then Down + Hard Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- ========================================================================= CE KEN ========================================================================= ------------------------------------------------------------------------- Japanese: Hado Ken English: Surge Fist Command: d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Sho Ryu Ken English: Rising Dragon Fist Command: f,d,df + Punch Hits: 1,1,2 Notes: ------------------------------------------------------------------------- Japanese: Tatsumaki Senpu Kyaku English: Tornado Whirlwind Kick Command: d,db,b + Kick Hits: 3,4,5 Notes: ------------------------------------------------------------------------- Links: s LP, s LP, s LK s LP, s LP, c LK s LP, c LP, s LK s LP, c LP, c LK c LP, c LP, c LK c LP, c LP, s LK c LP, s LP, s LK c LP, s LP, c LK s LP, s LP, s LP s LP, s LP, c LP s LP, c LP, s LP s LP, c LP, c LP c LP, c LP, c LP c LP, c LP, s LP c LP, s LP, c LP c LP, s LP, s LP s LP, c LK, s LP s LP, c LK, c LP c LP, c LK, c LP c LP, c LK, s LP c LK, c LP, c LP c LK, c LP, s LP c LK, c LK, c LP c LK, c LK, s LP c LK, s LP, s LK c LK, s LP, c LK c LK, c LP, s LK c LK, c LP, c LK c LK, c LK, s LK c LK, c LK, c LK c MP, c MK ========================================================================= CE RYU ========================================================================= ------------------------------------------------------------------------- Japanese: Hado Ken English: Surge Fist Command: d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Sho Ryu Ken English: Rising Dragon Fist Command: f,d,df + Punch Hits: 1,1,2 Notes: ------------------------------------------------------------------------- Japanese: Tatsumaki Senpu Kyaku English: Tornado Whirlwind Kick Command: d,db,b + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Links: s LP, s LP, s LK s LP, s LP, c LK s LP, c LP, s LK s LP, c LP, c LK c LP, c LP, c LK c LP, c LP, s LK c LP, s LP, s LK c LP, s LP, c LK s LP, s LP, s LP s LP, s LP, c LP s LP, c LP, s LP s LP, c LP, c LP c LP, c LP, c LP c LP, c LP, s LP c LP, s LP, c LP c LP, s LP, s LP s LP, c LK, s LP s LP, c LK, c LP c LP, c LK, c LP c LP, c LK, s LP c LK, c LP, c LP c LK, c LP, s LP c LK, c LK, c LP c LK, c LK, s LP c LK, s LP, s LK c LK, s LP, c LK c LK, c LP, s LK c LK, c LP, c LK c LK, c LK, s LK c LK, c LK, c LK c MP, c MK ========================================================================= CE SAGAT ========================================================================= ------------------------------------------------------------------------- Japanese: Taigaa Shotto English: Tiger Shot Command: d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Gurando Taigaa Shotto English: Ground Tiger Shot Command: d,df,f + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Taigaa Burou English: Tiger Blow Command: f,d,df + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Taigaa Kurasshu English: Tiger Crush Command: d,f,uf + Kick Hits: 2,2,2 Notes: ------------------------------------------------------------------------- ========================================================================= CE VEGA ========================================================================= ------------------------------------------------------------------------- Japanese: Saiko Kurasshaa English: Psycho Crusher Command: Charge b,f + Punch Hits: 1,1,1 Notes: Although this move uses Vega's Psycho Crusher SC animation, it does standard damage and hits. ------------------------------------------------------------------------- Japanese: Daburu Nii Puresu English: Double Knee Press Command: Charge b,f + Kick Hits: 2,2,2 Notes: ------------------------------------------------------------------------- Japanese: Heddo Puresu English: Head Press Command: Charge d,u + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- ========================================================================= CE ZANGIEF ========================================================================= ------------------------------------------------------------------------- Japanese: Daburu Rariatto English: Double Lariat Command: Press all three Punch buttons Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Sukuruu Pairudoraibaa English: Screw Piledriver Command: Rotate controller 360 degrees (counter) clockwise + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Down-forward + Medium Punch (when close) Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Furaingu Bodii Atakku English: Flying Body Attack Command: Jump, then Down + Hard Punch Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Heddobatto English: Headbutt Command: Jump, then Up + Medium or Hard Punch Hits: 1,1 Notes: This move will dizzy in 2-3 hits. ------------------------------------------------------------------------- Japanese: Daburu Nii Doroppu English: Double Knee Drop Command: Jump, then Down + Light or Medium Kick Hits: 1,1 Notes: ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Down-back + Medium or Hard Kick Hits: 1,1 Notes: ------------------------------------------------------------------------- Links: c LP, c LP, c LP, c LK c LP, c LP, c LP, s LK ========================================================================= 'SATSUI NO HADO MEZAME' TA RYU ('Knowledge of Murderous Intent Surge Awakened' Ryu) ========================================================================= ------------------------------------------------------------------------- Japanese: Hado Ken English: Surge Fist Command: d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Shakunetsu Hado Ken English: Scorching Heat Surge Fist Command: b,db,d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Hado no Kamae English: Pretend Surge Command: d,df,f + Chohatsu Hits: 0 Notes: ------------------------------------------------------------------------- Japanese: Sho Ryu Ken English: Rising Dragon Fist Command: f,d,df + Punch Hits: 1,2,3 Notes: ------------------------------------------------------------------------- Japanese: Tatsumaki Senpu Kyaku English: Tornado Whirlwind Kick Command: d,db,b + Kick Hits: 2,3,4 Notes: ------------------------------------------------------------------------- Japanese: Kuchu Tatsumaki Senpu Kyaku English: Mid-Air Tornado Whirlwind Kick Command: jump, then d,db,b + Kick or d,db,b,ub + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Ashura Sen Ku English: Ashura Sky Flash Command: f,d,df or b,d,db + all three Punches or all three Kicks Hits: 0,0 Notes: Ryu is invincible while doing this move. Using the Punch buttons will carry you further in the desired direction than the Kick buttons will. ------------------------------------------------------------------------- Japanese: Sa Kotsu Wari English: Collar Bone Cut Command: Forward + Medium Punch Hits: 2 Notes: ------------------------------------------------------------------------- Japanese: Senpu Kyaku English: Whirlwind Kick Command: Forward + Medium Kick Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Shinku Hado Ken SUPER COMBO English: Vacuum Surge Fist Command: d,df,f,d,df,f + Punch Hits: 3,4,5 Notes: Loses 1 hit for each fireball passed through. ------------------------------------------------------------------------- Japanese: Messatsu Go Sho Ryu SUPER COMBO English: Deadly Great Rising Dragon Command: d,df,f,d,df + Punch Hits: 4,6,8 Notes: ------------------------------------------------------------------------- Japanese: Shinku Tatsumaki Senpu Kyaku SUPER COMBO English: Vacuum Tornado Whirlwind Kick Command: d,db,b,d,db,b + Kick Hits: 4,9,13 Notes: ------------------------------------------------------------------------- Japanese: Shun Goku Satsu SUPER COMBO English: Instant Hell Murder Command: LP, LP, forward, LK, HP (requires a Level 3 gauge) Hits: 15 Notes: It's required that you have a Level 3 (fully-filled) Super Combo Gauge in order to do this move. ------------------------------------------------------------------------- Links: s LP, s LP, s LK s LP, s LP, c LK s LP, c LP, s LK s LP, c LP, c LK c LP, c LP, c LK c LP, c LP, s LK c LP, s LP, s LK c LP, s LP, c LK s LP, s LP, s LP s LP, s LP, c LP s LP, c LP, s LP s LP, c LP, c LP c LP, c LP, c LP c LP, c LP, s LP c LP, s LP, c LP c LP, s LP, s LP s LP, c LK, s LP s LP, c LK, c LP c LP, c LK, c LP c LP, c LK, s LP c LK, c LP, c LP c LK, c LP, s LP c LK, c LK, c LP c LK, c LK, s LP c LK, s LP, s LK c LK, s LP, c LK c LK, c LP, s LK c LK, c LP, c LK c LK, c LK, s LK c LK, c LK, c LK c MP, c MK ========================================================================= SHIN GOUKI ('True Gouki' or 'True Great Devil') ========================================================================= ------------------------------------------------------------------------- Japanese: Go Hado Ken English: Great Surge Fist Command: d,df,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Zan Ku Hado Ken English: Air Slashing Surge Fist Command: Jump, then d,df,f + Punch Hits: 2,2,2 Notes: Shin Gouki throws two fireballs with this attack. The LP version is so slow that you can combo both of them into a combo. ------------------------------------------------------------------------- Japanese: Shakunetsu Hado Ken English: Scorching Heat Surge Fist Command: f,df,d,db,b + Punch Hits: 1,2,3 Notes: ------------------------------------------------------------------------- Japanese: Go Sho Ryu Ken English: Great Rising Dragon Fist Command: f,d,df + Punch Hits: 1,2,3 Notes: ------------------------------------------------------------------------- Japanese: Tatsumaki Zan Ku Kyaku English: Tornado Air Slashing Leg Command: d,db,b + Kick Hits: 1,2,3 Notes: Gouki can juggle opponents after the Light version of this move, preferrably with a Go Sho Ryu Ken. ------------------------------------------------------------------------- Japanese: Kuchu Tatsumaki Zan Ku Kyaku English: Mid-Air Tornado Air Slashing Leg Command: Jump, then d,db,b + Kick or d,db,b,ub + Kick Hits: 2,2,2 Notes: ------------------------------------------------------------------------- Japanese: Ashura Sen Ku English: Ashura Sky Flash Command: f,d,df or b,d,db + all three Punches or all three Kicks Hits: 0,0 Notes: Gouki is invincible while doing this move. Using the Punch buttons will carry you further in the desired direction than the Kick buttons will. ------------------------------------------------------------------------- Japanese: Hyakki-shu English: Thousand Demons Attack Command: d,df,f,uf + Punch (then press Punch or Kick while in air) Hits: 0,0,0 initially, then 1 (Punch) 1 (Kick) or 1 (nothing) Notes: The Punch button used initally determines Gouki's speed and range. If nothing is pressed, he does a slide attack. If Punch is pressed from far away, he'll do a palm press attack. From up close, it's a slam attack. If Kick is pressed from far away, he does a drop-kick attack. From up close, he does an inverse pile-driver. ------------------------------------------------------------------------- Japanese: Zenpo Tenshin English: Forward Body Roll Command: d,db,b + Punch Hits: 0,0,0 Notes: This roll can pass through attacks and opponents. It lasts longer than Ken's Zenpo Tenshin. ------------------------------------------------------------------------- Japanese: Tenma Ku Jin Kyaku English: Demon Air Blade Leg Command: Jump forward, then down-forward + Medium Kick at peak of jump Hits: 1 Notes: Not only is this kick fast, but you can combo after it the moment you land. ------------------------------------------------------------------------- Japanese: Zugai Hassatsu English: Skull Destroyer Command: Forward + Medium Punch Hits: 2 Notes: This move is an overhead. ------------------------------------------------------------------------- Japanese: Senpu Kyaku English: Whirlwind Leg Command: Forward + Medium Kick Hits: 1 Notes: ------------------------------------------------------------------------- Japanese: Messatsu Go Hado SUPER COMBO English: Great Surge of Murder and Destruction Command: f,df,d,db,b,d,db,b + Punch Hits: 4,6,8 Notes: ------------------------------------------------------------------------- Japanese: Messatsu Go Sho Ryu SUPER COMBO English: Great Rising Dragon of Murder and Destruction Command: d,df,f,d,df + Punch Hits: 4,6,8 Notes: ------------------------------------------------------------------------- Japanese: Tenma Go Zan Ku SUPER COMBO English: Demon Great Slashing Air Command: Jump, then d,df,f,d,df + Punch Hits: 4,6,8 Notes: ------------------------------------------------------------------------- Japanese: Shun Goku Satsu SUPER COMBO English: Instant Hell Murder Command: LP, LP, forward, LK, HP (requires a Level 3 gauge) Hits: 15 Notes: It's required that you have a Level 3 (fully-filled) Super Combo Gauge in order to do this move. When Shin Gouki uses this move, he warps forward at double speed. ------------------------------------------------------------------------- Links: s LP, s LP, s LK s LP, s LP, c LK s LP, c LP, s LK s LP, c LP, c LK c LP, c LP, c LK c LP, c LP, s LK c LP, s LP, s LK c LP, s LP, c LK s LP, s LP, s LP s LP, s LP, c LP s LP, c LP, s LP s LP, c LP, c LP c LP, c LP, c LP c LP, c LP, s LP c LP, s LP, c LP c LP, s LP, s LP s LP, c LK, s LP s LP, c LK, c LP c LP, c LK, c LP c LP, c LK, s LP c LK, c LP, c LP c LK, c LP, s LP c LK, c LK, c LP c LK, c LK, s LP c LK, s LP, s LK c LK, s LP, c LK c LK, c LP, s LK c LK, c LP, c LK c LK, c LK, s LK c LK, c LK, c LK c MP, c MK ========================================================================= SPECIAL SAKURA ========================================================================= ------------------------------------------------------------------------- Japanese: Hado Ken English: Surge Fist Command: d,df,f + Punch (then press Punch once or twice in addition) Hits: 1,1,1 Notes: You can press Punch to increase the size of the fireball, but it's forward range and duration are reduced. You have to use the same button to increase the fireball's size that you used to initiate the move. ------------------------------------------------------------------------- Japanese: Sho-O Ken English: Cherry Blossom Fist Command: f,d,df + Punch Hits: 1,4,6 Notes: ------------------------------------------------------------------------- Japanese: Shun Pu Kyaku English: Spring Breeze Leg Command: d,db,b + Kick Hits: 1,1,1 Notes: Works as an overhead kick. Won't floor an opponent unless they are crouch-blocking. ------------------------------------------------------------------------- Japanese: Sakura Otoshi English: Cherry Drop Command: f,d,df + Kick, (then press Punch while in mid-air) Hits: 1,1,1 Notes: The Kick button used determines the height of her jump. ------------------------------------------------------------------------- Japanese: (no name) English: (no name) Command: Forward + Medium Kick Hits: 1 Notes: An overhead attack. ------------------------------------------------------------------------- Japanese: Shinku Hado Ken SUPER COMBO English: Vacuum Surge Fist Command: d,df,f,d,df,f + Punch Hits: 3,4,5 Notes: Has a limited duration. ------------------------------------------------------------------------- Japanese: Midare Zakura SUPER COMBO English: Cherry Riot Command: d,df,f,d,df + Kick Hits: 4,6,7 Notes: ------------------------------------------------------------------------- Japanese: Haru Ichi Ban SUPER COMBO English: First Storm of Spring Command: d,db,b,d,db,b + Kick Hits: 5,6,7 Notes: ------------------------------------------------------------------------- Links: c LP, c LP, c LK, s LK s LP, s LP, s LP, s LK s LP, c LP, s LP, s LK s LP, c LP, c LP, s LK c LP, c LP, c LP, s LK c LP, c LK, c LP, s LK s LP, c LK, s LP, c LK, s LK c LP, c LK, c LP, c LK, s LK c LK, s LP, c LK, s LK c LK, c LK, c LP, s LK c LK, c LK, c LK, s LK ========================================================================= SF2-COSTUMED CHUN-LI ========================================================================= ------------------------------------------------------------------------- Japanese: Kiko Ken English: Chi Fist Command: Charge b,f + Punch Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Hyaku Retsu Kyaku English: Hundred Rending Legs Command: Tap Kick repeatedly Hits: 2,3,5 Notes: ------------------------------------------------------------------------- Japanese: Ten Sho Kyaku English: Heavenly Rising Leg Command: Charge d,u + Kick Hits: 1,2,3 Notes: ------------------------------------------------------------------------- Japanese: Sen'en Shu English: Rotating Circle Kick Command: f,df,d,db,b + Kick Hits: 1,1,1 Notes: Can pass through some projectiles. Works as an overhead. ------------------------------------------------------------------------- Japanese: Yo So Kyaku English: Sparrow-Hawk Talon Leg Command: Jump, then press down + Medium Kick Hits: 1 (but you can repeat this move for up to four hits) Notes: You can make a second kick attack after performing this move, or you can perform another Eagle Talon Leg. ------------------------------------------------------------------------- Japanese: Kaku Kyaku Raku English: Crane Leg Drop Command: Down-forward + Hard Kick Hits: 1 Notes: This move is best used as a confusion tactic as it will switch positions with your opponent when used up close. ------------------------------------------------------------------------- Japanese: Kiko Sho SUPER COMBO English: Chi Palm Command: d,df,f,d,df,f + Punch Hits: 5,7,10 Notes: ------------------------------------------------------------------------- Japanese: Sen Retsu Kyaku SUPER COMBO English: Thousand Rending Legs Command: Charge b,f,b,f + Kick Hits: 6,6,6 (5,6,7 in SFZ2 DASH) Notes: ------------------------------------------------------------------------- Japanese: Ha Zan Ten Sho Kyaku SUPER COMBO English: Supreme Mountain Rising Heaven Leg Command: Charge db,f,b,uf + Kick Hits: 5,6,7 Notes: ------------------------------------------------------------------------- Links: s LP, s LP, s LK s LP, s LP, c LP s LP, c LP s LP, s LP, s LP, s LK ========================================================================= X-Men vs Street Fighter's CAMMY ========================================================================= ------------------------------------------------------------------------- Japanese: Akuseru Supin Nakkuru English: Axle Spin Knuckle Command: f,df,d,db,b + Punch Hits: 2,2,2 Notes: This move can pass through projectiles as it begins. ------------------------------------------------------------------------- Japanese: Kanon Supaiku English: Cannon Spike Command: f,d,df + Kick Hits: 1,1,1 Notes: ------------------------------------------------------------------------- Japanese: Kanon Doriru English: Cannon Drill Command: d,df,f + Kick Hits: 1,1,2 Notes: ------------------------------------------------------------------------- Japanese: Huurigan Konbineeshon English: Hooligan Combination Command: b,db,d,df,f,uf + Punch (press Kick when close) Hits: 0,0,0 initially, then 1 (Kick) or 1 (nothing) Notes: The Punch button used determines the speed and distance travelled. Not pressing Kick results in a slide attack. Your opponent has to be attacking or be in air for the Kick attack to connect. (?) ------------------------------------------------------------------------- Japanese: Supin Doraibu Kauntaa SUPER COMBO English: Spin Drive Counter Command: d,df,f,d,df + Kick Hits: 5,7,9 Notes: ------------------------------------------------------------------------- Japanese: (no name) SUPER COMBO English: (no name) Command: Charge b,f,b,f + Punch Hits: 3,4,5 Notes: ------------------------------------------------------------------------- Links: s LP s LP s LP s LP s LK s LP s LP s LP s LK s LP s LK s LK s LK s LK s LK s LK s LK s LP s LK s LP s LP s LK s LP s LK s LP s LP c LP s LP c LP c LP s LP c LP s LP s LK s LK c LK s LK c LK c LK s LK c LK s LK s LP s LP c LK s LP c LK c LK s LP c LK c LP s LP c LK s LP s LP c LP s LK s LP s LK c LP s LP s LK c LK c LP c LP c LP c LK c LK c LK c LP c LP c LK c LP c LK c LK c LK c LK c LP c LK c LP c LP c LP c LK c LP c LK c LP c LK c LP s LP c LP c LK s LK c LK c LP s LP s LP c LP s LP s LK c LP s LK s LP c LK s LP s LP c LK s LP s LK _________________________________________________________________________ 7. SECRETS AND TRICKS _________________________________________________________________________ ------------------------------------------------------------------------- CODES AND TRICKS - SUPER STREET FIGHTER II: THE NEW CHALLENGERS ------------------------------------------------------------------------- DE-SELECT THE CHOSEN CHARACTER - Press the L and R button together at once. COSTUME COLORS - You can also get a 7th color for your character by pressing Start, an 8th color by pressing and hold any P or K button, and a 9th color by pressing PP or KK. ------------------------------------------------------------------------- CODES AND TRICKS - SUPER STREET FIGHTER II X: GRANDMASTER CHALLENGE ------------------------------------------------------------------------- DE-SELECT THE CHOSEN CHARACTER - Press the L and R button together at once. PLAY AS GOUKI - Choose TURBO 3 speed using HP. Leave the cursor on Ryu for 3 seconds, then move to T. Hawk, Cammy, Guile, and back to Ryu, pausing on each one for 3 seconds. Finally, press PPP + Start. If it doesn't work, quickly tap PPP + Start again. PLAY AS GOUKI (SHORT METHOD) - Put the cursor on Ryu and press L and R at the same time. PLAY AS THE SSF2 VERSION OF ANY CHARACTER BUT GOUKI - Highlight the character you want, and pick them with LP. Keep holding LP and enter the following combination: Balrog - D,U,U,D Guile - U,D,D,D Blanka - R,L,L,L Ken - L,L,L,R Cammy - U,U,D,D M. Bison - L,R,R,L Chun-Li - D,D,D,U T. Hawk - R,R,L,L Dee Jay - D,D,U,U Ryu - R,R,R,L Dhalsim - D,U,U,U Sagat - U,D,D,U E. Honda - U,U,U,D Vega - R,L,R,L Fei Long - L,L,R,R Zangief - L,R,R,R If you did it correctly, that character will say their 'continue' quote and they will appear in their original colors. Oh, and that's (L)eft and (R)ight, the directions, not the buttons. PLAY AS THE SSF2 VERSION OF ANY CHARACTER BUT GOUKI (SHORT METHOD) - Highlight the character you want to use, hold down the R button, and press any other button. If you did it correctly, that character will say their 'continue' quote and they will appear in their original colors. COSTUME COLORS - You can also get a 7th color for your character by pressing Start, an 8th color by pressing and hold any P or K button, and a 9th color by pressing PP or KK. CHALLENGE SHIN GOUKI - Play a game in Arcade Mode, and don't lose more than three rounds throughout. You can't continue, either. ------------------------------------------------------------------------- CODES AND TRICKS - STREET FIGHTER ZERO 2' ------------------------------------------------------------------------- PLAY AS THE "STREET FIGHTER II SERIES" ORIGINAL CHARACTERS: - To play with one of these characters, highlight someone who was in any SF2 game and press Start once (or press Start twice for Chun-Li). SPECIAL VERSIONS OF NORMAL CHARACTERS - Highlight the following characters and do this: Satsui no Hado Mezame ta Ryu - Press Start twice. SF2-Costumed Chun-Li - Press Start once. Special Sakura - Press Start five times. Shin Gouki - Press Start five times. PLAY WITH X-MEN vs. STREET FIGHTER'S CAMMY - Play an Arcade Mode game with Vega or Street Fighter Series Original Character Vega. Get a score high enough to put you in 1st place--you don't even have to beat the game. At the score entry screen, input your name as CAM. Now, go into Training Mode or VS. Mode and highlight Vega. Press Start twice, then press any button. RANDOM SELECT (IN ARCADE MODE ONLY) - If you're the first player, press Up when highlighting Ryu or Down when highlighting Nash. If you're the second player, substitute Ryu with Ken and Nash with Sagat. MANUAL SELECT OF HIDDEN STAGES (IN ARCADE AND TRAINING MODES) - Highlight Sagat or Vega, and hold Start for five seconds, then release it and pick any character. SURVIVAL MODE - SSF2X STYLE SET-UP - Hold down the shoulder L button, then select your character, etc. and keep holding L. If you did it correctly, Chun-Li will be replaced by SF2-costumed Chun-Li, and your last boss will be Shin Gouki. SURVIVAL MODE - ALTERNATE SET-UP - Hold down the shoulder R button, then select your character, etc. and keep holding R. If you did it correctly, the lineup will change, and your last boss will be Vega. INFINITE OC TIME IN TRAINING MODE - Go into TRAINING MODE and hold down the shoulder L button _and_ START. While holding both these buttons, choose your character with another button, and then hold all three buttons down. Use a fourth button to start up the actual battle. Keep holding all the buttons until the round actually begins, and you'll have an Original Combo meter that empties and disappears while you stay in 'OC' mode. Exiting back to the menu is the only way to stop the Original Combo (don't worry, the trick will still be working), but if you exit out back to the main menu (to select another character), the trick will end. You can combine this code with the AUTO-FIRE code below by holding both L, R, and START at the same time when doing the code. AUTO-FIRE BUTTONS IN ARCADE AND TRAINING MODE - Go into TRAINING MODE and hold down the shoulder R button _and_ START. While holding both these buttons, choose your character with another button, and then hold all three buttons down. Use a fourth button to start up the actual battle. Keep holding all the buttons until the round actually begins, and you'll find that pressing any button makes your character peform that Punch or Kick repeatedly. This is quite useful when you're using a character like Gen or Chun-Li. Like the INFINITE OC TIME code, you can exit into the Training Mode menu and this trick will still work, but if you exit out back to the main menu, the trick will end. _________________________________________________________________________ 8. ADVANCED TACTICS _________________________________________________________________________ Note that these tactics were written with SFZ2 DASH in mind. This means that not everything in here is applicable to SSF2 or SSF2X. However, the reason why I haven't written a strategy for those two games is because (a) just about everyone knows how to play the game by now, and (b) even if you didn't, everything that _is_ about SSF2(X), such as escaping from a throw, etc. can be found in this section. TACTICS KEY ------------------------------------------------------------------------- Note that ASCII art is used to represent the controller motions for this section (I think people have an easier time understanding it). Please keep this diagram in mind when reading the combo examples and other illustrations involving the buttons and controller: O O O JUMP BACKWARD JUMP UP JUMP FORWARD \ | / O-- O --O WALK BACKWARD NEUTRAL WALK FORWARD / | \ O O O DEFENSIVE CROUCH CROUCH OFFENSIVE CROUCH This diagram shows the joystick functions for a player facing right. If you are facing left, reverse the left/right controls. BLOCKING ------------------------------------------------------------------------- The most fundamental part of any fighting game, blocking is a skill that must be learned in order to fight well. To block, hold back when you are attacked. Your character will go into a defensive posture, protecting you from aerial attacks and standing attacks. You can also block while crouching by holding down-back, which can protect you from low attacks, such as sweeps. In the Zero series, 'distance blocking' has been added to the SF game engine. This means that if you hold back, you will walk backward until the attack is close enough to cause damage, had you not been blocking. In previous Street Fighter games, an opponent on the other side of the screen could throw a punch or a fireball, and you'd block. Now, you can put more distance between yourself and your challenger before needing to block. Also new to SFZ (it remains unchanged in SFZ2 DASH), is the ability to air block. Simply hold back while you are jumping in any direction, and you will block if you are close enough to be hit by an attack. Air blocking does not affect the arc or speed of your jump, although if you successfully block an attack, you'll bounce backward and land on the ground. You can air block the following attacks: - Any normal punch or kick. - Air or ground fireballs. - Projectile-type SCs. - Some SCs, such as Ken's Shin Ryu Ken or Nash's Cross Fire Blitz - A few special moves and SCs, like Gouki's Go Sho Ryu Ken or Dan's Hissho Bu Rai Ken (but not often). You can air block projectiles with little worry, so don't fret about jumping backward and colliding with a fireball. But if you have the choice of either air blocking a special move or trying to hit first with your own attack, it's best to go on the offensive since air blocking can be a little unreliable when used to defend yourself against most other special moves and Super Combos. AUTOMATIC MODE ------------------------------------------------------------------------- Auto-Blocking is the major feature of using the Automatic mode, which bestows a variety of benefits (and hindrances) to the person who uses it. When you use Automatic mode, your life bar is blue in color, and a symbol with the word 'AUTO' will appear next to your portrait during battle. With the automatic mode on, you gain the following abilities: - Auto-Blocking. Unless you are making an attack, the computer will automatically make your character block, crouch block, or if you are in the air, air block. You can tell the difference between a normal block and an auto-block because you flash when an auto-block is used. Unlike SFZ, you have an unlimited number of auto-blocks.* - Auto Super Combos. By pressing two buttons of the same strength together, such as LP + LK or MP + MK (HP + HK no longer works, you'll do a Super Combo. Either set of buttons causes you to do a specific SC. However, because there are only two sets of buttons, you can only do two SCs automatically. The drawback to having automatic Super Combos is that you have to fill the entire Super Combo gauge to get it to Level 1 strength, and you cannot go any higher than that. Listed in the instruction booklet is an 'A' or 'B' next to the Super Combos; the 'A' Super Combo is performed by pressing LP + LK and the 'B' Super Combo is done by pressing MP + MK. Note however, that it takes an _entire_ Super Combo Gauge (i.e. Level 1 strength) in order to perform a Zero Counter. As you can see, using the Automatic mode is a mixed bag of good and bad things. It is most useful for beginners who are still mastering the basics, since it makes SCs easier to do and can help to protect you more, but experience players will find that playing manually allows for more freedom during the game. * Some SCs will still override your automatic air-block. Obviously, you cannot air-block unblockable attacks like the Tenchu Satsu or the Aerial Russian Slam, either. Interestingly enough, you can also _block_ overhead hits while crouching when using Automatic Mode. TWO-IN-ONES ------------------------------------------------------------------------- Learning each character's special moves is definitely an advantage in any SF game, but to really become a good player, it is essential to learn how to combo. Two-in-ones are the most basic part of gameplay in any SF game, and mastery of them is necessary before a person can learn how to create combos. A two-in-one is a normal move, like a Medium Punch or Light Kick, whose frames of animation are 'interrupted' by a special move or Super Combo, such as a Hado Ken or a Sho Ryu Reppa. Despite what beginners may think, there is more to using combos than just pressing a few buttons and executing a move. Below is an simple illustration that shows how to combo Guy's crouching MK into a LK Bushin Senpu Kyaku. |, Medium Kick, / O-- + Light Kick O O By looking at the illustration, you see that the Medium Kick is placed 'inside' the Bushin Senpu Kyaku's motions. This means that you hold down, press MK, then quickly roll the control pad to the back position and tap LK. The result is that Guy does the first strike of his two-hit MK, and interrupts the second hit with a hit from the Senpu Kyaku. While it takes practice to get the speed and timing required for a two-in-one, the result is higher damage than just a simple crouching Medium Kick. A general rule when using two-in-ones is to press the button for a punch or kick after you've performed the first one or two motions for a special move. If you were doing a Sho Ryu Ken, which is performed by pressing forward, down, down-forward, and punch, you could interrupt with an attack after pressing forward or down. Remember that in most cases, any punch or kick can be used, from either the standing or crouching position, and the special move can be any strength. Some normal punches and kicks are too slow to be interrupted, though, and in some cases you can only use a special move if you are standing or crouching. And some special attacks may not hit as many times or even connect depending on the strength used. In this case, Guy could not combo with a HK Senpu Kyaku unless he was fighting a large character that was a big enough target, like Birdie or Zangief. Some special moves (and all Super Combos) require you to time a two-in- one a little differently. Because there are more directions that have to be pressed, it isn't possible to tap down, attack, and then try to two- in-one into a Shinku Hado Ken, for example. There are just too many motions to do it fast enough. Following this paragraph is a diagram of Gouki's Messatsu Go Sho Ryu Super Combo. Examine it to see how you'd use it in a two-in-one. | \ --O |, Hard Punch, \ + any Punch O O O O By placing the attack halfway through the motions for this attack, you are given enough time to finish off the remaining motions and button presses. Notice that HP is pressed after moving down, instead of after moving forward. If you pressed it then, Gouki would throw a Go Hado Ken (since the motion is down, down-forward, forward, punch). By moving to down, you prevent Gouki from doing a special move. The result is a quick Hard Punch that is interrupted by the hits of the Messatsu Go Sho Ryu SC. An important thing to remember is that you don't have to use the same attack that corresponds with the special move (like using a Punch and then comboing into a Punch special move). You could just as easily use LP or MK and then finish doing the Messatsu Go Sho Ryu. If you use a medium or hard-strength attack, like MP or HK, make sure you're not too close or you may throw your opponent instead! As a last note, don't forget that there are some exceptions to the rule of interrupting a special move with a normal attack. It's possible to do certain moves, like Ryu or Gouki's standing MK, and then do the complete motion for a fireball, etc., and the two moves will connect. There are only a few moves like these, though. Another example would be Guy's standing LK into the Bushin Senpu Kyaku, or Ken's standing MK into any of his special moves (except the Inazuma Kakato Wari). TWO-IN-ONES USING CHARGE MOVES ------------------------------------------------------------------------- Charge moves are attacks like Vega's Double Knee Press or Chun-Li's Ten Sho Kyaku. These require you to tap the interrupting button and then complete the charge motion in order to two-in-one. Look below for an example of how to combo Nash's Sonic Boom: Charge /, Medium Punch, --O + Punch O First off, notice that down-back is used to charge instead of back. This prevents you from walking away from your opponent, since you need to remain close to combo. Once you've charged long enough, simply tap MP and push forward while pressing any Punch at the same time. Speed is especially important when doing charge two-in- ones, since it's very easy to "buffer" your first attack into the special move. Buffering is discussed in detail later on in this section. Charging down-up special moves works the same way: Charge |, Light Kick, O + Hard Kick O | This illustration shows how to two-in-one Chun-Li's crouching LK into a Ten Sho Kyaku. There's not much to explain here, but remember that if you were using a Punch instead of a Kick attack, like LK, that you'd have to press HK very quickly or you'd end up buffering an attack that Chun-Li doesn't have and wasting the charge. Using two-in-ones in horizontal charge SCs, like Chun-Li's Sen Retsu Kyaku, are relatively simple. Here, we see how to combo a crouching LP into the Sen Retsu Kyaku Super Combo: Charge / --O /, LP, --O + Kick O O It may be easier for some to replace the second down-back command with back, making the interrupting move a standing LP instead of a crouching one. Either way, keep in mind that even though tapping back and forward seems fast, you can only combo a charge SC if you two-in-one near the end, or you'll run out of time. Now that I found a better way to use Nash's Somersault Justice SC and Chun-Li's Ha Zan Ten Sho Kyaku, I can include a section on how to two-in- one these moves. The motion is done like this: Charge / --O O--, Light Punch, O + Kick O / Before sliding your thumb from down-back to up-forward, insert the attack of your choice. It's very tricky at first, but becomes easier with practice. The easiest way to do either of these moves, by the way, is to quickly tap down-forward after charging, then roll your thumb to down- back and slide it quickly upwards and across the controller, pressing the button at the same time as you reach up-forward. BUFFERING ------------------------------------------------------------------------- Now that you've learned how to two-in-one, you need to learn how to buffer special attacks. This seems complicated at first, but is actually very simple. It can be used to pull off combos quicker and is simpler than normal two-in-ones. Buffering is used mostly with projectiles, but works well for just about any special move. The following diagram shows how to buffer a Medium Kick into a Tatsumaki Senpu Kyaku with Ken: |, Medium Kick (hold), / O-- + (release Medium Kick) O O Read correctly, this means that you press down, tap and hold MK, then roll the control pad to the back position and release MK. This causes Ken to perform a crouching Medium Kick and then cancel into a Tatsumaki Senpu Kyaku of the same strength. The only rule to buffering is that you HAVE to remember to let go of the button when you finish the controller motion, and that you can only buffer using the same type of attack (Punch to Punch, Kick to Kick), that is also of the same strength. Remember Gouki's Messatsu Go Sho Ryu? Now, it looks like this: | \ --O |, Hard Punch (hold), \ + (release Hard Punch O O O O This probably looks confusing, but it makes sense once you actually try it. According to the diagram, you roll the control pad from down to forward, then smoothly roll it back to down again, then press and hold HP. Without stopping, roll the pad from down to forward, and release HP Gouki will throw a crouching Hard Punch and then execute a Level 1 Messatsu Go Sho Ryu SC. This is where the PUNCHX2 (X3) and KICK X2 (X3) buttons come in handy because they work like weak attacks, allowing you to buffer a Light Punch or Light Kick into a Level 2 or 3 SC, depending on how much Super Combo power you have. BUFFERING WITH CHARGE MOVES ------------------------------------------------------------------------- It's far simpler to buffer a charge move than it is with other types of special attacks. To demonstrate this, look at how Birdie's Bull Head is buffered by a crouching Medium Punch: Charge /, Medium Punch (hold), --O + (release Medium Punch) O All you have to do is charge down-back (to prevent from moving back), hit and hold MP, then slide your thumb across the pad to forward and release MP. You'll get an instantaneous buffer into the Bullhead. 'Vertical' charge moves are also easy to buffer. Recall what I said about doing Chun-Li's Ten Sho Kyaku? Just charge down, press and hold LK, then press up and release LK. It's that simple. Remember, you can charge down-back to use either a horizontal or vertical charge move, which is useful if you're unsure of what attack to buffer when you have a chance to combo. Buffering charge SCs is not very complicated. Shown below is the method used to buffer Chun-Li's Sen Retsu Kyaku SC with a crouching Light Kick: Charge / --O /, Light Kick (hold), --O + (release Light Kick) O O Perform the attack just as if you were going to two-in-one it, but hold LK after the second down-back press and release it after sliding to forward. This makes Chun-Li kick her challenger then break into the Sen Retsu Kyaku SC for some heavy damage. Just like with Birdie, you can switch the second down-back press with back if you want to do a standing attack. To buffer a 'vertical' SC, you may want to refer to the section on two- in-ones using vertical SCs to understand how the move is done and when the normal attack is inserted. Below is an illustration of how one of these SCs is buffered: Charge / --O O--, Light Kick (hold), O + Kick O / It's easier to buffer Chun-Li's SC with a crouching Medium Kick, but the LK will work for Nash's Somersault Justice, too. When doing either move, just perform it normally, but hold down the Kick button while sliding the pad from down-back to up-forward. It's much easier than it seems once you've tried it a couple of times. JUGGLING ------------------------------------------------------------------------- Juggling first showed up in SF games after SSF2 came out. The idea is that you use normal attacks, special moves, or even SCs to 'juggle' your opponent in the air and hit repeatedly without fear of retaliation, since juggling leaves your opponent defenseless if they don't air-block the hit that juggles them. For example, Gouki can do a LK Tatsumaki Zan Ku Kyaku and then immediately follow with a Go-Sho Ryu Ken. Not only do the special moves connect to each other, but it keeps his opponent in the air, hence, a 'juggle'. In most cases, only a certain type of attack, (like Ryu's jumping MP), or a certain special move (Gouki's Tatsumaki Zan Ku Kyaku) can juggle. A noticeable exception to this are most Super Combos, which can juggle an opponent (usually for less hits than normal) in most cases. For instance, Ryu can two-in-one a crouching HK into the Shinku Hado Ken, which will juggle his foe after he is tripped by the kick. While, in this case, the juggle causes less damage and hits than a normal two-in- one, some juggles are very damaging. Guy can do his Kick grab in the corner and then do a Level 3 Bushin Hasso Ken for immense damage, but timing is critical. Custom Combos, which are described in a separate section, are really nothing more than ways to repeatedly juggle your opponent with moves that normally wouldn't allow for juggles. Experiment with different characters to see what moves can juggle your opponents and which ones cannot. CROSS-UPS ------------------------------------------------------------------------- Cross-ups are jumping attacks that look like they could be blocked normally but must be blocked in reverse (by holding forward) because they cross to the opposite side and switch the direction both characters are facing. Cross-ups are extremely useful for starting combos because they are hard to block correctly. Unless otherwise stated, all characters can cross-up using a jumping Medium Kick. Some characters can cross-up using other attacks as well: Birdie - jumping HK or jump, then down + HP Chun-Li - down-forward + HK Vega - jumping LK only Rolento - jumping MP Sagat - jumping LK only Sodom - jumping LK only Zangief - jump, then down + HP, or jump, then down + LK/MK Some characters, like Vega, Guy, and Rolento require you to be further away from your opponent than normal before trying to do a jumping cross- up attack. Gen can cross-up with Medium Kick when using either style and Dhalsim cannot cross-up at all. Unlike all other characters, Chun-Li's Kaku Raku Kyaku is an actual move (not just a normal attack or a variation of a normal attack), but it cannot be used to start a combo. COMBOS ------------------------------------------------------------------------- Combos have remained relatively the same throughout the SF series. Even in SFZ2 DASH, they are virtually unchanged from the previous games. Like in SFZ, doing a combo will reward you with an on-screen point tally, as well as a count of the number of hits, and a congratulations, such as "Good" or "Marvelous". A combo can be basically summed up in the following illustration: Jump attack - Standing/crouching attack x# - Special Move or SC Combos can follow this layout, or they may be completely different: Adon - cross-up MK, c LP, L3 Jaguar Variable Assault Gouki - j MK, c LK, LK Tatsumaki Zan Ku Kyaku, HP Go Sho Ryu Ken Birdie - cross-up jumping down + HP, c HP Chun-Li - L1 Sen Retsu Kyaku, L1 Kiko Sho, HK Ten Sho Kyaku Dan - cross-up MK, c HP, HP Ga Do Ken Dhalsim - LP Yoga Fire, s HP (full-screen distance) Gen - j HK, c LP, L3 Zan Ei (So-ryu) - j (HK, HK), s LP, s LP, s LK, L3 Ja Ho Ka (Ki-ryu) Guy - s LP, s LP, s LP c LK, HK Bushin Senpu Kyaku Ken - j MK, s MK (1 hit), HP Sho Ryu Ken Nash - j HK, c LP, c LK, HP Sonic Boom Rolento - j MP, Patriot Circle (x3) Rose - L1 Soul Illusion, j HP, c HP, HK Soul Spiral Ryu - j MP, s MK (1 hit), HP Shakunetsu Hado Ken Sagat - c LK, L1 Tiger Raid, MP Tiger Blow (in corner) Sakura - j HP, c LK, c LK, L3 Midare Zakura Sodom - j HP, s LK, L3 Meido no Miyage Vega - j LK, s HK (1 hit), Vega Warp (vs. certain foes) Zangief - cross-up Body Splash, s LP, Double Lariat Shin Gouki - Zan Ku Hado Ken (from far away), Shun Goku Satsu 'Satsui no Hado' Ryu - j MP, Shun Goku Satsu SF2 Costumed Chun-Li - c LK, Sen Retsu Kyaku, Hazan Ten Sho Kyaku CE Dhalsim - LK Drill Kick, s HP (1 hit), HP Yoga Fire (corner) CE Zangief - cross-up Body Splash, c LK, Double Lariat X-Men Cammy - s LP, c LK, c LP, L3 Spin Drive Counter The jump attack is usually a deep hitting punch or kick that enables someone to proceed with a few normal attacks, the last of which is two-in-oned (and/or buffered) into a special move or even a Super Combo. Even if the first attack is not a jump attack, it has to be an 'initializer', a move that allows that warrior to hit with a consecutive attack, or it is impossible to combo. The reason why this section doesn't need much explanation is because once you've learned how to two-in-one and buffer, combos are nothing more than getting in close and proceeding your two-in-one or buffer with a few normal attacks. CHAIN COMBOS ------------------------------------------------------------------------- A new and prominent feature in SFZ, Chain Combos have been all but eliminated in SFZ2 DASH. Although Custom Combos somewhat fill up the void caused by this, the loss of chains has severely weakened some characters, like Rose and Sagat. As of this writing, the only warriors who have kept some of their chains are Ryu, Ken, Gouki, Guy and Gen. Guy has only one chain, his combination attack from Final Fight, and Gen has several chains, albeit short ones, that he can wield when using the So-ryu style of attack. Ryu, Ken, and Gouki still have their c MP, c MK chain. For the most part, though, chain combos are gone for good. Players who are new to SFZ2 DASH need to know how to use chains; they are done simply by pressing the attack buttons in a sequence from least to strongest strength, and can move freely between Punch and Kick. A combo like LK, MK, HP would be one such example. Chains violate the normal rules of comboing (usually, normal attacks can't be used more than once in a combo, unless they are weak attacks), but are similar in the respect that it's possible to two-in-one the end of a chain into a special move. Gen's chains have more freedom than the chains found in SFZ; they are listed in detail in his profile section. Most (but not all) warriors can link together LP and LK attacks (sometimes only in the corner). They're not real chains, but that's about all the other warriors have left now. These are listed in the character profiles in sections 3 and 4. For example, look at Sakura's links: c LP, c LP, c LK, s LK s LP, s LP, s LP, s LK s LP, c LP, s LP, s LK s LP, c LP, c LP, s LK c LP, c LP, c LP, s LK c LP, c LK, c LP, s LK s LP, c LK, s LP, c LK, s LK c LP, c LK, c LP, c LK, s LK c LK, s LP, c LK, s LK c LK, c LK, c LP, s LK c LK, c LK, c LK, s LK These attacks are really nothing more than quick-hitting LP and LK attacks, but considering that Chain Combos are gone for good, they're about as close as the other characters can get to guys like Gen, who has real chains. Also, the majority of these 'fake' chains only work in the corner of the screen, and some only hit bigger characters. ORIGINAL COMBOS ------------------------------------------------------------------------- Taking the place of chain combos are the all new Original Combos, or OCs for short. An Original Combo is activated by pressing two punch buttons and one kick button (or vice versa), or by setting a button to display the message 'OriCom'. When you use an OC, in air or on the ground, your character will flash as if he was going to do a Super Combo, and then walk forward very quickly, a trail of purple shadows behind him. During this time, you can do any punch, kick, or special move without having to worry about multiple attacks (such as two fireballs), or lag time between moves. Even hard attacks will come out as quickly as light ones. Also, practically every attack will juggle with each hit, so you can link moves together in one combo that aren't possible to do normally. Another important fact is that you don't need to charge during an OC. You could, for example, throw repeated Psycho Shots. You can also taunt for as long as time allows, even if you've already used your taunt. Remember that you can't combo a taunt and that the damage that they cause remains the same (it is possible to juggle them though :)). As powerful as they may seem, Original Combos do have their downside. Most noticeable is that all standard attacks cause considerably less damage, and the damage that special moves inflict is reduced after the first hit. Secondly, OCs use Super Combo gauge power, which is converted into a thin timer that appears over the Super Combo Gauge. The more Super power you have, the more time you have, but even at Level 3, you only have a few seconds of OC power before the combo ends and you are left with an empty meter. Not only can you not control how much power is drained in order to use an Original Combo, but OCs will even use up your Super power if you (for example), are almost to Level 3 but not quite. Instead of draining two levels and leaving you with almost enough power to reach Level 1, it will simply empty your whole Super bar. Finally, you cannot do throw or grab attacks during an OC, and you can't block, Zero Counter, or use Super Combos, either. Special throws, like Birdie's Bandit Chain, do not gain any advantages such as extra damage or more hits. Overhead attacks, like Sakura's f+MK move, retain their lag time and cannot be comboed, although they can still break the guard of a opponent. Another aspect of using OCs is timing. You cannot jump once an OC is activated, and you keep on walking forward, so if your opponent jumps or teleports behind you, you've not only wasted precious Super energy, but you're also a sitting duck. Secondly, you can't cross-up an attack and then do an OC, or you'll just walk away in the wrong direction. OCs do not make you invincible, and if you're hit out of one, the combo automatically ends. However, you'll retain any unused Super power, as long as it is over a level (i.e. if you had 1 1/2 levels of Super energy left when you were knocked out of an OC, you'd keep 1 level and lose the 1/2). If you use an OC in air, and have a move that can be performed while jumping, it's possible to use it once (or even twice), and then land and continue the OC. The damage is, of course, minimal, and your character falls very quickly after starting an OC so it's not too easy in the first place. If you want to be flashy, though, it can be quite amusing to see Shin Gouki throw four air fireballs on screen at once! When using an Original Combo, more damage is inflicted by using special moves and by continuous juggling, rather than just doing a barrage of Strong Punches and the occasional special move. This makes OCs very effective in the corners of the screen, where the opponent is pinned against the wall and can only escape damage by blocking or using an ZC. A good tactic to avoid being attacked or hit by an Zero Counter is to switch between special moves and low attacks, like crouching HK kicks, to make yourself less of a target. Also, crouching attacks have the tendency to knock an opponent up in the air (remember that they cannot attack while being juggled). If you use an OC to kill your opponent, you'll lose all of your OC power when the next round starts, even if you killed your challenger right at the beginning of the OC and still had lots of Super power left. SUPER COMBOS ------------------------------------------------------------------------- Super Combos, the 'trademark' of the Zero series, are back and remain, for the most part, unchanged. They still require 1, 2, or 3 levels of power from the Super Combo gauge to perform, and the motions are still double fireball, hurricane kick, or charge motions. To fill the Super Como Gauge, located at the bottom of the screen, you can do any of the following things: - Throw a medium/hard punch or kick. - Throw a punch or kick that hits. - Get damaged by an attack. - Perform a special move. - Have your attack or special move blocked by an opponent (excluding light attacks). - Taunt while standing or crouching (only in Dan's case). Even special moves that can miss, like Zangief's Screw Piledriver, still increase the amount of Super Combo power you have. The only special move that doesn't increase SC power is Ken's roll. Also, 'fake' moves, like Ryu's HaDo no Kamae, won't increase the SC gauge. Finally, taunts that hit don't increase Super power even if they do connect. After enough power has been acquired, a portion of the Super Gauge will begin to flash, indicating that you've gained a level. You can tell that the power you gain is filling up the next level because the color will change. It changes again when you're filling up the third level. Once the Super bar is completely full, a bar with the word 'MAX' appears above the bar. This power can be used for Zero Counters, Original Combos, or in this case, Super Combos. Once you have at least one level of Super Combo power, do the motion listed under the character profile and press the required button (punch or kick). Pressing one of the required buttons will drain one level of Super energy and will make your character perform a Level 1 SC. Pressing two of the required buttons will drain two levels of Super energy and causes your character to do a Level 2 SC. Pressing all three buttons (like 3 kicks), makes your warrior do a Level 3 Super Combo. You cannot do a Level 2 or 3 Super Combo if you only have one or two levels in your Super bar, and you must have a full level, not an almost-full one. Generally, the more power used for a Super Combo makes it stronger. A Level 3 SC is nearly impervious to projectiles, and it moves faster, hits more times, and causes more damage than a Level 1 SC, which usually would have a short range, no invulnerability, and would inflict less hits. The tradeoff here is that if you miss with a Level 3 SC, then you've just wasted a whole Super bar, but if you miss with a Level 1 or 2 SC, you still retain extra Super power, although if you do hit, you're causing less damage. The player's style determines how he or she uses SCs; in other words, it's all up to you. When you do a Super Combo, your inner energy will collect and swarm around you for a second while the screen darkens. All action pauses during this time, but your opponent (or you) can still charge up or do the motions for a move during this period of inactivity. Also, if your opponent was doing a move that was about to hit, and you do the SC, the frames of animation will skip ahead just a little to let you know whether your SC really came out fast enough, or if your enemy got the upper hand. This prevents people from doing a Level 1 every time they get attacked and knocking away the attack with the SC, which almost always has priority over normal attacks. During the SC itself, colored shadows follow you. These don't have any purpose aside from looking cool and letting you know that you're doing an SC (as if the power-up before the SC didn't clue you in). ZERO COUNTERS ------------------------------------------------------------------------- The famous (or infamous) addition to SFZ, Zero Counters have been improved somewhat since then. To do an Zero Counter, you need to have one full level of Super power, _and_ half a level more (in other words, half of the whole meter [1.5 + 1.5 = 3 levels]). Block your opponent's attack while standing or crouching, (whether their attack is a punch, kick, special move, Super Combo or Original Combo), then immediately do the following motion: O-- / | + Punch or Kick O O Your character will interrupt the block with a special animation frame and will then perform a special move or normal attack designed to knock the enemy far away (although not all the way across the screen). The hit opponent will turn around and around, surrounded by twisting blue lines. He/she cannot throw soften, roll, or try to ZC the Zero Counter during this time. The only exceptions are Dhalsim and Sodom. Dhalsim can perform his escape while spinning, and Sodom can use the Ten-Gu Walking (but not his roll escape) as he lands from the ZC. Unlike SFA, a character can use any punch OR kick to trigger an ZC. Punch ZCs, in general, are slow but are good for hitting jumping attacks or standing attacks, and hit high. Kick ZCs hit low but move quickly and work best against crouching attacks or close fireball attacks. Since they are fast, they are also better at stopping SCs and ZCs. Most punch ZCs are so slow that you'll ZC your enemy's Super Combo but be too slow to do the special move, and end up getting hit by the rest of Super Combo anyway. Some SCs, like Vega's Knee Press Nightmare, can easily override a low Kick ZC and are therefore more susceptible to Punch ZCs. Note that the strength of the button pressed doesn't affect the damage or appearance of the Zero Counter, and that all ZCs cause little damage in the first place. OVERHEAD HITS ------------------------------------------------------------------------- Overhead hits will automatically break the guard of your opponent if he is crouching while blocking and will inflict minor damage. They are designed to prevent people from 'turtling up' and blocking for the entire round. However, overhead attacks are notorious for their slow speed. Even worse, they are easily recognizable because the hit is often preceeded by a yell, grunt, or extra frames of animation, allowing the blocking person to switch to a standing block, which will defend him or her from the overhead hit. Luckily, some special moves have overhead hit capabilities, so they aren't too hard to use freely. The following is a list of each character's overhead hit: Adon - forward + MP Gouki - forward + MP Birdie - standing HK Chun-Li - hcb + K Dhalsim - hold backward + LP Guy - forward + MP Ken - forward + MK Nash - back/forward + MK Ryu - forward + MP Sakura - forward + MK Birdie's standing HK only acts as an overhead hit on the way down. Also, Dhalsim's attack will only act as an overhead hit if the move is allowed to complete it's course; letting go of LP early makes it act like a simple standing Light Punch. DOUBLE-HITS ------------------------------------------------------------------------- This section lists each character's double-hit attack. Remember that most double-hit attacks can be interrupted into a special move after the first hit, and that some double-hits also work as overhead attacks. Keep in mind that the size and position of your opponent may affect whether or not the move hits twice. Adon - forward + MP Birdie - s HK, s HP, c HP Chun-Li - j MK, j HK Dhalsim - back + MP Gen - s MP, s HK (Ki-ryu style) Gouki - forward + MP, s MK Guy - forward + MP, down-forward + HK, c MK Ken - forward + MK, s MK Rolento - s HP, c MP, j MP (hits 3 times) Ryu - forward + MP, j MP, s MK Sagat - s HK Vega - s HK Zangief - s HK Cammy - s HP (not too close) Excluding Chun-Li's jumping MK, which only hits during a vertical jump, all jumping attacks are assumed to be done while leaping forward. Remember that some of Chun-Li, Vega, Sagat, and Zangief's attacks only work against certain characters. Also, Birdie's standing HP will usually only hit once, either on the way up or on the way down, it can hit some characters twice if used from up close (like Nash or Zangief) ROLLING ------------------------------------------------------------------------- Rolling hasn't changed much since it's incarnation in SFA. It allows you to tuck into a ball and roll toward (and sometimes through) your enemy, so you won't be floored by an attack or be left in a compromising position (like in a corner). You can only roll after being thrown, knocked out of the air by an attack, or after air blocking. When you are in such a situation, perform the following motion: O-- / | + Punch O O Doing so will make you roll forward. Note that the strength of the button used doesn't affect the amount of time you spend rolling, nor does it add to the distance you cover. Some characters, like Gouki, Shin Gouki, and Ken have rolls that can be done manually (while on the ground), and Ken even has a fake roll. RETREAT ROLLS ------------------------------------------------------------------------- I'm a little unsure about this, but here goes: after a combo, SC, or OC, your character may roll _backward_ when he lands. This, as far as I can tell, is automatic. The two moves that seem to cause a 'retreat roll' the most often are Ryu's Vacuum Hurricane Kick SC and Guy's combination attack chain combo. Aside from putting more distance between you and your enemy, these rolls have no other benefit. Also notice that if you kill a CPU-controlled opponent, he may do the 'retreat roll', even though he's dead when he stops. Sodom has a manual 'retreat roll' that he can use in place of the 'Ten-Gu Walking' attack (either move can only be done while falling in air, similar to the 'Rolling' situation described in the previous section). THROWS AND GRABS ------------------------------------------------------------------------- Throwing and grabbing are useful ways to drain life quickly without complicated joystick motions or button presses. Every character has at least one throw or one grab, but most have more. To do such an attack, hold forward or backward and press the medium or heavy punch/kick button. Throws take off damage in one clean sweep, while grabs take off only moderate damage unless the buttons are pressed repeatedly and the controller is shaken, causing the grab attack to go faster and take off more life. The person being grabbed can do the same thing to escape from a grab faster and take less damage. Throws and grabs cannot be blocked, but they can be 'softened' by pressing towards your opponent just after the throw or grab ends (but before you hit the ground), and pressing a medium/heavy punch or kick button. If done correctly, you will land on your feet and take less damage. This is also known as Throw Recovery or Throw Teching, because you get a Tech. bonus for softening a throw or grab. Note that you cannot soften a 'special' throw, like the Choke Chain or the Final Atomic Buster SC. It's possible to shorten the length of a grab and soften it as well for minimal damage, too. If you press away from your opponent when doing a throw, you'll do the throw backwards, which is useful if you want to trade places with your victim if you're trapped in the corner. You can reverse air throws as well, which is done by pressing forward or back and the medium or hard punch button. Air throws are often easier to do if you come up from underneath your opponent while he/she is jumping. You cannot reverse grabs, though, and no character has an air grab. TAUNTS ------------------------------------------------------------------------- Taunts are accomplished by pressing L and R together. Alternately, you can taunt by setting any button to Chohatsu ('provoke'). Taunting makes your character tease his opponent, pull on his jacket, do a winning pose, etc. While it can be fun to infuriate an opponent by taunting after a comeback or big combo, it can be dangerous, since you are defenseless when taunting and can't block or attack until the taunt animation is finished. Some characters' taunts can actually hurt their opponents, but the damage inflicted is never more than one pixel-width. Taunts don't cause block damage, and they can never do more than push the opponent away, not knock him or her down. Also, you can only taunt once per round (or as many times as you want during a OC). Note that Dan can taunt an infinite number of times. Not only does he gain Super bar power while taunting (not from jump taunts), but his taunts differ in appearance depending on whether he is standing, crouching, or jumping. Dan has a rolling move that ends in a taunt, not to mention both an ZC and a SC that use taunts (whatta guy!) - Birdie, Chun-Li, Gouki, Sakura, Sodom, Shin Gouki, Special Sakura, and SSF2X Chun-Li can hurt opponents with their taunts. - In addition to taunting with L+R or Chohatsu, the following characters can use a second taunt by holding forward and pressing L+R or Chohatsu: Nash, Ken, Vega, and Ryu. - Birdie has three taunts that he can use by holding Back and pressing L+R or Chohatsu in addition to the other two methods. - Dhalsim can taunt on the ground, or while jumping. - Gen's taunt is faster in Ki-ryu style than it is in So-ryu style. Taunts that hit lack tactical value, although it is possible to hit someone out of an air attack with them or even nail them with one while they're getting up to push them away. Although taunts are too slow to two-in-one (although they can interrupt a normal attack), you can juggle with them during an Original Combo. Get your opponent into a corner and when he jumps, hit him with a weak attack, land, and juggle with the taunt. My current best is a 5-hit combo 'taunt juggle' with Chun-Li. _________________________________________________________________________ 9. APPENDIX _________________________________________________________________________ STREET FIGHTER ZERO 2 DASH'S "S-COMBO" MODE ------------------------------------------------------------------------- This especially cool mode allows you to use Super Combos without wasting SC gauge energy. Even better, it uses simplified moves, and you can choose the level of Super power (1, 2, or 3), by using the light, medium, or heavy button. The only bad news is that in many cases, the simplified command for a Super Combo will replace that of a normal mode. For instance, with S-Combo activated, Ken does a Sho RyuReppa when you press f,d,df + Punch. This means that you can't do a Sho RyuKen normally unless you're in the middle of an Original Combo (since Super Combos can't be used during an OC). Listed below are the new motions for each character. Keep in mind that some characters' arsenal becomes quite limited (like Sakura), when the command for their Super Combo overrides the command for a normal move (in her case, all of Sakura's moves are replaced with SC motions). ADON _____________________________________________________________ f,d,df + K,(P/K at L3) Jaguar Varied Assault d,df,f + Kick Jaguar Revolver BIRDIE ___________________________________________________________ Rotate controller 360 + Punch/Kick Bull Revenger Charge back, forward + Punch The Birdie CHUN-LI __________________________________________________________ b,db,d,df,f + Punch Kiko Sho Charge back, forward + Kick Sen Retsu Kyaku Charge down, up + Kick Ha Zan Ten Sho Kyaku DAN ______________________________________________________________ d,df,f + Punch Shin Ku Ga Do Ken f,d,df + Punch Ko Ryu Rekka d,db,b + Kick Hissho Bu Rai Ken d,df,f,d,df,f + Chohatsu Chohatsu Densetsu DHALSIM __________________________________________________________ d,df,f + Punch Yoga Inferno f,df,d,db,b + Punch Yoga Tempest f,df,d,db,b + Kick Yoga Strike GEN ______________________________________________________________ f,d,df + Punch Zan Ei (So-ryu) f,d,df + Kick Shi Ten Shu (So-ryu) charge down, up + Kick Ja Ko Ha (Ki-ryu) jump, then d,db,b + Kick Ko Ga (Ki-ryu) GOUKI ____________________________________________________________ f,df,d,db,b + Punch Messatsu Go Hado f,d,df + Punch Messatsu Go Sho Ryu jump, then d,df,f + Punch Tenma Go Zanku LP, LP, f, LK, HP (L3) Shun Goku Satsu GUY ______________________________________________________________ d,df,f + Kick Bushin Go Rai Kyaku d,df,f + Punch Bushin Hasso Ken* f,df,d,db,b,d,db,b + P (L3) Bushin Muso Ren Ge * In this mode, all levels of the Bushin HassoKen will hit without you having to press Punch a second time on L2 or L3. KEN ______________________________________________________________ f,d,df + Punch Sho Ryu Reppa d,db,b + K, tap P/Kick Shin Ryu Ken NASH _____________________________________________________________ Charge back, forward + Punch Sonic Break Charge back, forward + Kick Cross Fire Blitz Charge down, up + Kick Somersault Justice ROLENTO __________________________________________________________ d,df,f + Punch Mine Sweeper f,d,df + Kick Take no Prisoner ROSE _____________________________________________________________ b,db,d,df,f + Punch Aura Soul Spark f,d,df + Punch Aura Soul Throw d,db,b + Punch Soul Illusion RYU ______________________________________________________________ d,df,f + Punch Shinku Hado Ken d,db,b + Kick Shinku Tatsumaki Senpu Kyaku SAGAT ____________________________________________________________ d,df,f + Punch Tiger Cannon f,d,df + Punch Tiger Genocide f,d,df + Kick Tiger Raid d,df,f + Chohatsu (no name) SAKURA ___________________________________________________________ d,df,f + Punch Shinku Hado Ken f,d,df + Punch Haru Ichi Ban d,db,b + Kick Midare Zakura SODOM ____________________________________________________________ d,df,f + Punch Meido no Miyage Rotate controller 360 + Punch Ten-chu-satsu VEGA _____________________________________________________________ Charge back, forward + Punch Psycho Crusher Charge back, forward + Kick Knee Press Nightmare ZANGIEF __________________________________________________________ Rotate controller 360 + Punch Final Atomic Buster f,d,df + Punch Aerial Russian Slam 'SATSUI NO HADO' RYU _____________________________________________ d,df,f + Punch Shinku Hado Ken d,db,b + Kick Shinku Tatsumaki Senpu Kyaku f,d,df + Punch Messatsu Go Sho Ryu LP, LP, f, LK, HP (L3) Shun Goku Satsu SF2-COSTUMED CHUN-LI _____________________________________________ Charge back, forward + Punch Kiko Sho Charge back, forward + Kick Sen Retsu Kyaku Charge down, up + Kick Ha Zan Ten Sho Kyaku X-MEN vs. SF CAMMY _______________________________________________ d,df,f + Kick Spin Drive Counter f,df,d,db,b + Punch (no name) CHARACTER POSES ------------------------------------------------------------------------- Compiled here is a list of each character's winning poses. Their taunts, draw/time out poses, beginning animations, and throws are included. For the throws, the first one is done with the appropriate Punch button, and the second (if any) is done with the appropriate Kick button, in most cases. The buttons (X, Y, Z, or A, B, C) listed next to each win indicated the button to hold down along with Start if you want to choose your winning pose: ADON ------------------------------------------------------------------------- Win X: Adon crosses his arms and laughs. Win Y: Adon gives his opponent a thumbs-down, laughing. Win Z: Adon turns his back to the screen, flexes his arms, and grins. Win A: Adon holds his arms near his head, rocks back and forth, and then gets on the floor and holds his arms out while looking up. Win B: Adon flips back and takes off his head-ring; he then holds it above his head and says, "Yeah!" Taunt: Adon gives his opponent a thumbs-down and says, "Yeah!" Begin: Adon bobs his head and points his arm at his opponent. Draw: He looks as if he had been dizzied. Throw: Adon leaps up and grabs his opponent's head, then kicks his foe away from him. Throw: Adon grabs his opponent with his arm and leg, turns, and throws him or her. GOUKI ------------------------------------------------------------------------- Win X: Gouki slams his foot down and stands with his legs apart and his left arm bent at the elbow. Win Y: Gouki stands his legs apart and his left arm bent at the elbow. Except for one leg, his whole body is shaking. Win Z: Gouki turns away, and a blood-red Kanji symbol appears on the back of his gi (it's 'ten' and means 'heaven'). Taunt: Gouki slams his foot down and stands with his legs apart and his left arm bent at the elbow. His stomp shakes the whole screen. Begin: He stands with his back to the screen, turns, and then gathers his power as if he was going to throw a fireball. Draw: He turns away. Throw: Gouki grabs his foe and flips him/her over his shoulder. Throw: Gouki grabs his foe, rolls back, and flips him or her with his leg. BIRDIE ------------------------------------------------------------------------- Win X: Birdie licks his chains. Win Y: Birdie combs his hair with his switchblade comb. Win Z: Birdie combs his hair; it loses its shape and Birdie groans. Win A: Birdie flicks out his switchblade. Win B: Birdie licks his chains and says "I'm number one!" Taunt: He flicks out his switchblade. Taunt: He licks his chains. Taunt: Birdie yawns and scratches his stomach. Begin: Birdie yawns and scratches his stomach. Draw: Birdie sneezes. Throw: He headbutts his opponent repeatedly. Throw: Birdie grabs his challenger and tosses him over his back. CHUN-LI ------------------------------------------------------------------------- Win X: Chun-Li stands up straight, looks at the screen, and crosses her arms. Win Y: She does a series of kicks, pulls her leg up, and says "Hoooh!" Win Z: Chun-Li leaps up and down, laughs, and makes a peace sign with one hand while saying, "Yattai!" (I did it!) Win P: Chun-Li stands up straight, then taunts her opponent. This only happens when she gets a Perfect victory. Taunt: She bends one foot back, smiles, holds out an arm, and says, "Gomen ne!" (Sorry!) Begin: She pulls on her shoe and taps it against the ground. Draw: Chun-Li sucks on her thumb. Throw: She grabs her opponent and throws him/her with her arm. DAN ------------------------------------------------------------------------- Win X: Dan sticks out his arm, bends his forearm, clenches his fist and says "Huh!", his arm shaking. Win Y: Dan takes his gi half off and bends his forearm, his whole arm shaking. Win Z: Dan does his taunt stance while crying. Win A: Dan turns towards the screen with his legs together and one arm stretched out behind him. He is giving a thumbs-up with the other hand. This only happens when he gets a Perfect victory. Taunt: Dan sticks out his arm, bends his forearm, clenches his fist and shakes his arm while saying, "Oshaa oshaa!" Taunt: Dan sticks out his arm, bends his forearm, clenches his fist and shakes his arm. Taunt: Dan sticks out his arm with the forearm bent while yelling "Yahooey!" in a high voice. Begin: Dan quickly rolls on-screen and taunts his opponent, yelling "Oshaa!" as he does so. Draw: Dan sits down in a roll-like position, crying. Throw: He grabs his foe and throws him or her over his shoulder. (When fighting Sagat, Dan will always replace his Begin stance with Win Z before the battle begins.) DHALSIM ------------------------------------------------------------------------- Win X: Dhalsim stands with his hands clasped. Win Y: He stands with his hands clasped and says "Yoga!" Win Z: He gets in a meditative position and floats in the air. Win A: Like Win Z, but Dhalsim is mumbling to himself. Win B: Like his second taunt, but he is floating up and down. Taunt: Dhalsim stands with his hands clasped and says, "Yoga!" Taunt: He gets in a meditative position and mumbles to himself. Begin: Standing with his hands clasped, Dhalsim takes off his turban and says "Yoga!" Draw: He looks as if he'd been dizzied. Throw: Dhalsim hits his opponent in the head repeatedly. Throw: He grabs his opponent and throws him over his shoulder. GEN ------------------------------------------------------------------------- Win X: Gen stands straight and puts his hands together beneath his sleeves. He chuckles and says, "You are weak, fool!" Win Y: He stands straight with his hands beneath his sleeves and laughs, his arms shaking. Taunt: Holding one arm behind his back, Gen beckons at his enemy with his other hand, very slowly (Soryu). Taunt: Same as Soryu-style taunt, but he beckons much faster (Kiryu). Begin: Does his Kiryu-style taunt. Draw: Looks as if he'd been dizzied. Throw: Gen grabs his foe and knocks him away with a double-hit Hard Punch. Throw: Gen grabs his enemy's neck and spins behind him, attacking him with a standing Light Kick. GUY ------------------------------------------------------------------------- Win X: Guy crosses his arms. Win Y: Guy holds his other hand in front of him, with his index finger pointing up. Win Z: He turns away and makes a two-fingered gesture. Taunt: Guy turns away and makes a two-fingered gesture. Begin: He leaps forward with a Light Kick and breaks some oil drums. Draw: Guy looks as if he'd been hit. Throw: He grabs his foe and throws him/her over his shoulder. Throw: Guy bashes his opponent's head against his knee many times. KEN ------------------------------------------------------------------------- Win X: Ken smiles and holds up one arm. Win Y: Ken tousles his hair and gives a thumbs-up. Win Z: He throws a 'peace' sign with one hand. Taunt: Ken tousles his hair and gives a thumbs-up. Taunt: Ken gestures at his opponent with his index finger. Begin: Ken does a series of quick punches, then gestures at his foe. Draw: He holds his head with one hand. Throw: Ken grabs his opponent, rolls back, and throws him or her with his leg. Throw: Ken gets close and knees his foe repeatedly. NASH ------------------------------------------------------------------------- Win X: Nash crosses off a name on his list and says "Hmmph!" Win Y: Nash pulls on his jacket and says "Hmmph!" Win Z: Nash puts on his glasses and says "Hmmph!" Win A: Nash turns away, brushes his hair, and says, "Too easy!" Taunt: Nash crosses off a name on his list of victims. Taunt: He pulls on his jacket and says "Hmmph!" Begin: Nash takes off his glasses. Draw: Nash turns toward the screen and shakes his forearm. Throw: Nash does a backbreaker. Throw: He knees his opponent over and over. ROLENTO ------------------------------------------------------------------------- Win X: Rolento throws a grenade to blow up his senseless opponent, then turns to the screen and laughs. Win Y: Rolento turns, snaps his fingers, and says, "Mission completed!" Then, five El Gatos hang from the ceiling and thrust their knives up and down. Win Z: Same as Win Y, but the fourth El Gato drops down a second later and thrusts his knife out of sync with the rest of them. Win A: Same as Win Y, but the El Gatos drop down in a 'wave' motion and then go back up, only to drop down again and again. Win B: Same as Win Y, but the fourth El Gato comes down on the hook used for the Take No Prisoner SC. He pops off-screen and doesn't come back down. Win C: Rolento turns, snaps his fingers, and says, "Mission completed!" Taunt: Rolento throws a grenade, but it doesn't blow up. Begin: He drops down from the sky upside-down. When he lands, he says, "Ready?" Draw: Rolento blows himself up with a grenade. Throw: He grabs his opponent with his baton and hurls them forward. Throw: He hooks grenades onto his enemy and leaps away, yelling "Fire!" as they explode. ROSE ------------------------------------------------------------------------- Win X: Rose steps forward and waves a finger. Win Y: Rose holds out her scarf and a ball of Soul Power swirls around it. Win Z: Rose makes two illusions of herself and moves her finger back and forth. Win A: Rose makes an illusion of herself and they stand against each other, holding their chins. Win B: She makes a large Fool's Card appears and it spins; when it disappears, Rose is wearing a purple gown and is holding a card and a fan. Another card is sticking out of the top of her dress. (She only does this pose if she gets a Perfect Victory in the same round.) Win C: Wind whipping her hair, Rose looks at a purple tarot card in her hand and then tosses it aside. Taunt: Rose steps forward and waves a finger. Begin: Rose floats to the ground, two orbs of Soul Power on either side of her. Draw: She looks away, the wind whipping her clothes and scarf. Throw: Rose flies over her opponent's head, using her Soul Power to draw life from him/her. She then dismounts to the opposite side of her foe. RYU ------------------------------------------------------------------------- Win X: Ryu smiles and raises one arm. Win Y: Ryu crosses his arms; wind blows his hair and headband. Win Z: As wind blows through Ryu's hair, he closes his eyes while a leaf blows by his legs before continuing to look away. Taunt: Ryu adjusts his armguards. Taunt: Ryu tightens his headband. Begin: Ryu tightens his headband and adjusts his armguards. Draw: Ryu looks stunned, as if he had been hit. Throw: He grabs his foe and flips him/her over his shoulder. Throw: He grabs his foe, lies down, and flips him/her with his leg. SAGAT ------------------------------------------------------------------------- Win X: Sagat rubs his chin with his hand as if he were contemplating something, and then grins. Win Y: Sagat looks toward the screen, crosses his arms, and laughs maniacally. Taunt: Sagat rubs his chin with his hand as if he were contemplating something, and then grins. Begin: Sagat laughs, his arms at his side. Begin: Sagat's scar glows. He chuckles and grips his chest. This only occurs when you're fighting against Ryu as Sagat in Arcade Mode. Begin: Sagat is standing near Ryu, holding Dan by his head. He tosses Dan aside, whose geta fly to the floor. Sagat then jumps back, chuckling. This only occurs when you fight Sagat using 'Satsui no Hadou' Ryu or normal Ryu in Arcade Mode. Draw: Sagat looks toward the screen and shuts his eye. Throw: He grabs his challenger's head and knees him or her repeatedly. SAKURA ------------------------------------------------------------------------- Win X: Sakura rubs her noise and gestures at her fallen opponent. Win Y: Laughing, Sakura raises her fist and plants her legs apart as wind brushes her clothes. Win Z: Sakura throws two kicks and then gives a triumphant yell. Win A: Like Win Z, but one of Sakura's shoes flies off during the second kick and bounces off her head. Win B: Sakura smiles, slowly dancing and swaying from side to side. Taunt: She points at her opponent and laughs, covering her mouth. Begin: Sakura runs on screen and screeches to a halt, waving her arms. Draw: Sakura falls on the ground with her legs out, a disappointed look on her face. Throw: She gets her challenger in a neck hold and hits them with her elbow after a few neck squeezes. Throw: She plants her feet on the chest of her opponent and leaps away, landing in a crouch. SODOM ------------------------------------------------------------------------- Win Y: Sodom takes out his fan, waves it, and butterflies come out. Win X: Sodom takes out his fan, waves it, and a fountain of water comes out. Win A: Sodom crouches and spins his jitte in either hand. Win B: Sodom crouches and spins his jitte in either hand. They slip out of his hands and disappear, while Sodom looks from side to side. Win Z: He bows with his arms at his side. Taunt: He bows with his arms at his side. Begin: Sodom takes off his straw hat and cape. Draw: Sodom falls to the ground and weeps. Throw: Sodom grapples his foe with his jitte and throws them. Throw: Sodom grapples his foe with his jitte and throws them. VEGA ------------------------------------------------------------------------- Win X: He stands up straight and smiles, his cape billowing behind him. Win Y: He turns toward the screen and draws his thumb across his neck. Win Z: Vega warps out, reappears in mid-air, and smiles, laughing. Taunt: Vega stands upright with his arms folded, his cape billowing behind him. Taunt: Vega turns to the screen and draws his thumb across his neck. Begin: Vega floats down to the ground, his arms crossed while he laughs menacingly. Draw: Vega looks as if he'd been dizzied. Throw: He grabs his foe and throws them while turning. ZANGIEF ------------------------------------------------------------------------- Win X: Zangief stands up and lifts his hands over his head, pointing his fingers upward. Win Y: Like Win X, but Zangief's quote is different. Win Z: Zangief flexes his chest muscles and grins. Win A: Same as Win Z, but he says "Bolschoy Tavieda!" Taunt: He flexes his arms and bares his teeth. Begin: He takes off his cape and tosses it aside. Draw: Zangief looks like he'd been dizzied. Throw: He does a backbreaker. Throw: Zangief bites his opponent repeatedly. SHIN GOUKI ------------------------------------------------------------------------- Begin: Same as Gouki's stance, but Super Gouki's body is darkened, and his OC sign appears over his head while he says, "Messatsu!" 'SATSUI NO HADO' RYU ------------------------------------------------------------------------- Begin: Ryu quickly crosses his arms and looks away while wind whips at his clothes. Win X: As wind blows through Ryu's hair, he closes his eyes while a leaf goes by his feet before continuing to look away. SF2-COSTUMED CHUN-LI ------------------------------------------------------------------------- (same as SFZ2 Chun-Li, but her outfit is different) CE DHALSIM ------------------------------------------------------------------------- Win X: Dhalsim gets in a meditative position and floats in the air. CE ZANGIEF ------------------------------------------------------------------------- Win X: Zangief stands up and lifts his hands over his head, pointing his fingers upward. Win Y: Zangief flexes his chest muscles and grins, saying "Bolschoy Tavieda!" Neither CE Dhalsim or CE Zangief have beginning stances, but aside from their winning poses, all their other throw and end-of-round animation frames are the same. CHARACTER COLORS To choose your character's color, highlight him at the Player Select screen and press one of the following buttons: ADON X - Blue Y - Black Z - Light Blue A - Charcoal B - Purple C - Light Gray GOUKI X - Charcoal Y - White Z - Gray A - Blood Red B - Slate Blue C - Gold BIRDIE X - Gray Y - White Z - Light Gray A - Blue B - Raspberry C - Light Purple CHUN-LI X - Aqua Blue Y - Gray Z - Blue A - Green B - Pink C - Olive Green DAN X - Pink Y - Orange Z - Dark Pink A - Mint Green B - Yellow C - Turquoise DHALSIM X - Yellow Y - Pine Green Z - Mint Green A - Orange B - Peach C - Pumpkin GEN X - Purple Y - Black Z - Dark Blue A - Mustard B - Burgundy C - Yellow GUY X - Red Y - White Z - Ruby Red A - Charcoal B - Emerald C - Purple KEN X - Red Y - White Z - Light Orange A - Purple B - Pine Green C - Light Purple NASH X - Orange Y - White Z - Dark Orange A - Red B - Yellow C - Neon Red ROLENTO X - Yellow Y - Light Red Z - Mustard A - Dark Gray B - Pine Green C - Neon Green ROSE X - Red Y - Light Pink Z - Light Red A - Purple B - Charcoal C - Light Purple RYU X - White Y - Cream Z - Cream White A - Navy Blue B - Charcoal C - Turquoise SAGAT X - Purple Y - Tomato Red Z - Dark Blue A - Cream B - Charcoal C - White SAKURA X - Navy Blue Y - Ruby Red Z - Purple A - Green B - Black C - Emerald SODOM X - Red Y - Pine Green Z - Neon Pink A - Purple B - Tomato Red C - Neon Blue VEGA X - Red Y - Violet Z - Tomato Red A - Black B - Dark Green C - Dark Blue ZANGIEF X - Ruby Red Y - Dark Blue Z - Rust Brown A - Black B - Yellow C - Pine Green SHIN GOUKI X - Purple Y - Lt. Purple Z - Dark Purple A - Slate Green B - Brown C - Blue-Green 'SATSUI NO HADO' RYU X - Black Y - Dark Cream Z - Light Gray A - Blood Red B - Gray C - Gold SF2-COSTUMED CHUN-LI X - Blue Y - Turquoise Z - Lavender A - Pink B - Dk. Gray C - Dark Pink CE DHALSIM X - Lt. Orange Y - Blue-Green Z - Yellow-Orange A - Senna B - Neon Red C - Light Purple CE ZANGIEF X - Burgundy Y - Purple Z - Tan A - Gray B - Orange C - Pine Green SPECIAL SAKURA X - Lavender/Gray Y - Blue/Yellow Z - Dark Green/White A - Orange/Blue B - Pink/White C - Pine Green/Yellow X-MEN vs. SF CAMMY X - Green Y - Green Z - Green A - Blue B - Blue C - Blue _________________________________________________________________________ 10. SPECIAL THANKS / AUTHOR'S NOTE _________________________________________________________________________ Special thanks goes to.... _________________________________________________________________________ Himura Kenshin Info. on Birdie's Bullhorn. _________________________________________________________________________ Senio Rotondi Storyline corrections. _________________________________________________________________________ Zachary Keene Some minor corrections. _________________________________________________________________________ Ultima Info. on Rose's f+HK and Sagat's qcf+START moves. www.concentric.net/~Ultima1/ _________________________________________________________________________ Eurocom Developments Ltd. For the SSF2 character codes. _________________________________________________________________________ Charles Mac Donald How to control Gen during his KoGa Super Combo. _________________________________________________________________________ Patrick Beja Some name translations taken from his Original Japanese Names FAQ for SFZ v2.0. _________________________________________________________________________ Nick Des Barres 'Stop laughing!' First posted the SFZ2 DASH Cammy code to Usenet. _________________________________________________________________________ Red Herring Various comments and notes. Another diehard SF fan like me! _________________________________________________________________________ What this FAQ needs: - Move names. All of the names in here were taken from the SFC manual, but that manual doesn't list all the moves (so they are written as 'no name' instead). If you have any of the official Capcom names for these moves (preferrably in Japanese), I could really use them. - Corrections on the character stories. Practically every one of them was based on several different sources, and so I really have no way of knowing if something is incorrect/missing from them. - Any other tricks/codes/various stuff that you can think of. Too bad there's no Team Battle mode in this game, isn't it? All we get is the crappy Gouki Mode. Can't win 'em all, I guess. ^_^; Well, that's that! Unpublished work Copyright 1997-1998 Kao Megura