/------------------------------\    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 Unpublished work Copyright 1997-1998 Kao Megura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