Street Fighter: The Movie for PSX FAQ v.1.0 by Law667@aol.com Copyright 1995. All Rights Reserved. Please feel free to distribute this FAQ within the AOL/Internet community, but do not reauthor or modify the original contents. Also, do not print or publish any portion of this FAQ without written consent from the author. If you have any questions, comments or suggestions regarding this FAQ, please feel free to e-mail me at Law667@aol.com. I'll try to answer as many questions as possible. :) TABLE OF CONTENTS 1) INTRODUCTION 2) GAME MODES 3) SF:TM: ARCADE VS. HOME 4) CONTROLS/TERMINLOGY 5) CHARACTER PROFILES Ryu Ken Chun Li Guile E. Honda Blanka Balrog Cammy DeeJay Vega Zangief Sawada Sagat M. Bison Akuma (Akuma code included!) 6) CODES/SECRETS 7) CREDITS SECTION 1: INTRODUCTION It seemed like a match made in heaven; the Sony PlayStation, the best system gaming has to offer, and Street Fighter, arguably the most popular fighting series of all time. Yet of all the fighting games available for the PlayStation, Street Fighter: The Movie is probably the one that has left gamers the most underwhelmed. AOL and Internet postings about SF:TM PSX seem to indicate that fighting fans are disappointed with the game's choppy graphics and old-style SFII gameplay. And with fighters like Toshinden, Tekken, MK3 out there, why even bother with a SF:TM PSX FAQ? I'll give you a few reasons: 1) Maybe you bought this game the day it came out (like me), excited about a 32-bit version of Street Fighter, and now you're stuck with it. 2) Maybe you're considering buying it (always rent first!) and would like to know more. 3) Maybe you're a fan of the whole SFII series (like me), and really just enjoy this game. Actually, if you're a fan of previous SFII games and want more of the same, then SF:TM PSX is for you. The digitized characters and backgrounds provide a new environment for the fighters, and the gameplay is your standard (yet reliable) SFII fare. SECTION 2: GAME MODES There are several modes of play for SF:TM, and they are as follows: MOVIE BATTLE: Slug it out as Guile (and Guile only), as you fight your way through Bison's Lair and several FMV scenes. Beat the game in Movie Battle Mode and you'll be treated to one of the worst music videos in recent memory. In this mode, Cammy will appear to ask you which paths would like to take to reach Bison, and your answer determines the order and number of foes you'll face. Once I've figured out the quickest way to Bison, I'll include it in the next FAQ. Your first fight in Movie Battle Mode will be against M. Bison. As far as I can tell, he is impossible to defeat here. The best I've done is to deplete half his life bar by turtling up in a corner and throwing repeated Sonic Booms. If anyone has actually beaten Bison here (I'm not the best Guile player), I'd like to know about it! STREET BATTLE: In this mode you can choose from any of the fifteen (yes, fifteen!) fighters and duke it out in regular SFII fashion, fighting your way to Bison. It's interesting to note that for the first time since Street Fighter II, the boss assignments have changed. They are now as follows: 4) Zangief 3) DeeJay 2) Sagat 1) M. Bison This is obviously in keeping with the storyline of the movie. VS. MODE: You and a friend go at it head-to-head. TRIAL MODE: Battle all the different fighters, saving your best scores and times to your PSX memory card. SECTION 3: SF:TM: ARCADE VS. HOME Let me say something before we get too far into this FAQ: SF:TM for PSX is NOT the arcade game. If you're expecting the Red Supers, button-release moves and juggle-me-'til-I-die combos of the arcade, forget it. This game is basically SSFII Turbo with new graphics (with the exception of mini-supers, which I will go into detail later). Some gamers (like myself) actually prefer the old SSFII Turbo engine to the newer SF:TM arcade engine, as it appeals more to the fighting purist. One new addition to this game are "mini-supers", moves that let you execute enhanced versions of some of your specials when your Super Meter turns blue. These moves are usually doubled (such as fireballs) or shadowed (such as Dragon Punches) and usually do multiple hits. These new moves are a powerful new addition to SF:TM. SECTION 4: CONTROLS/TERMINOLOGY I'm going to assume that you're at least vaguely familiar with the standard controls and techniques of Street Fighter II (it hasn't changed much in five years!). If you're not, refer to your instruction manual for details. Listed are below are some of the abbreviations I'll be using throughout this FAQ: Jab: A fast, weak punch (Square button by default) Strong: A medium punch (Triangle button by default) Fierce: A slow, strong punch (L1 by default) Short: A fast, weak kick (X button by default) Forward: (Circle button by default) Roundhouse: (R1 by default) D = Down DT = Down-Towards T = Towards UT = Up-Towards U = Up UB = Up-Back B = Back DB = Down-Back A standard fireball controller motion would look like this: D, DT, T (or QCT) FB: fireball DP: Dragon Punch Ch: Charge briefly QCT: 1/4 circle Towards HCT: 1/2 circle Towards QCB: 1/4 circle back HCB: 1/2 circle back Ever since SSFII Turbo, all Capcom fighting games have included a Super Meter, which (when fully charged), gives you access to powerful Super Combo moves, which do multiple hits and lots of damage. There are three ways to build up your Super Meter: 1) Connect with a hit. 2) Execute a special move. 3) Take a hit. In SF:TM for the PSX, you have all of the standard punches and kicks from SFII, plus three different types of enhanced moves: 1) Special Moves: A standard special move (i.e. a fireball or Flash Kick). 2) Mini-Supers: An enhanced special move, done by executing a Special Move with two attack buttons (i.e. Ryu's fireball with the Strong & Fierce buttons = Double Hadoken). These moves can only be done when your Super Meter is blue or full. When the meter is blue, you lose half of it when you do a mini-super. When your meter is full, you have unlimited mini-supers. 3) Super Combos: Special moves that do a lot of damage. Supers are usually executed with a double-controller motion (i.e. Two FB motions + Punch = Ryu's Super Hadoken). SECTION 5: CHARACTER PROFILES Below are the listings of each character's special moves, mini-supers and super combos. Please note that all the characters' mini-supers may not have been discovered yet. Let me know if I'm missing anything. ***RYU*** Hadoken (fireball): D, DT, T + any Punch Red Hadoken: HCT + any Punch Shoryuken (Dragon Punch): T, D, DT + any Punch Hurricane: D, DB, B, + any Kick (can be executed in mid-air) Mini-Supers Double Hadoken: D, DT, T + any two Punches (2 hits) Shadow Hurricane: D, DB, B + any two Kicks Dashing Shoryuken: T, D, DT + any two Punches (3 hits) Super Combo (Super Hadoken): D, DT, T, D, DT, T + any Punch Comments: Ryu is just as strong as he ever was, always among the top of the World Warriors. The old fireball/dragon punch keepout patterns still work here. ***KEN*** Hadoken (fireball): D, DT, T + any Punch Shoryuken (Dragon Punch): T, D, DT + any Punch Hurricane: D, DB, B, + any Kick (can be executed in mid-air) Air Throw: In mid-air, T or B + Forward or Roundhouse Power Spin Kick: HCT + any Kick Mid-Double Kick: T, DT, D + any Kick High Chop Kick: D, DT, T + any Kick Low Crescent Kick: Do the Power Spin, Mid-Double or High Chop Kick, but hold down Kick Mini-Supers Double Hadoken: D, DT, T + any two Punches (2 hits) Shadow Hurricane: D, DB, B + any two Kicks Dashing Shoryuken: T, D, DT + any two Punches (5 hits) Super Combo (Super Shoryuken): D, DT, T, D, DT, T + any Punch Comments: Just like Ryu, Ken is still very powerful. His mini-super Shoryuken rushes through projectiles to deliver a strong DP blow, and his many kicks add to his arsenal. ***GUILE*** Flash Kick: Ch D, U + any Kick Sonic Boom: Ch B, T + any Punch Air Throw: in mid-air, T or B + Strong or Fierce Mini-Supers Double Sonic Boom: Ch B, T + any two Punches (2 hits) Shadow Flash Kick: Ch D, U + any two Kicks (3 hits) Super Combo (Super Flash Kick): Ch DB, DT, DB, UT + Kick Comments: Is it just me, or are charge-motion characters at a disadvantage in this game? Playing Guile (unless you're really good at him) means playing defensive, waiting for an unsuspecting victim to walk into a Flash Kick or something. ***CHUN LI*** Kikkoken: Ch B, T + any Punch Spinning Bird Kick: Ch B, T + any Kick (can be done in mid-air) Vertical Kick: Ch D, U + any Kick Head Stomp, D + Forward Kick (in mid-air while over opponent's head) Lightning Kick: Press any Kick button repeatedly Air Throw: in mid-air, T or B + Strong or Fierce Mini-Supers Red Kikkoken (knocks opponent down): Ch B, T + any two Punches (1 hit) Leaping Bird Kick: Ch B, T + any two Kicks (1 hit) Super Combo (Super Lightning Leg): Ch B, T, B, T + any Kick Comments: One the few charge characters I can actually use offensively, Chun is a good fighter. She still has excellent air priority, so use this to your advantage. Use her Lightning Leg Kick against a blocking opponent to rapidly build up your Super Meter. ***E. HONDA*** Hundred Hand Slap: Press any Punch button repeatedly Sumo Headbutt: Ch B, T + any Punch Sumo Smash: Ch D, U + any Kick Body Throw: HCB + any Punch Mini-Supers Super Sumo Slam (cool move!): HCB + any two Punches (3 hits) Flaming Headbutt: Ch B, T + any two Punches (3 hits) Super Combo (Super Hand Slap): Ch B, T, B, T + any Punch Comments: I really can't say much about Honda, except that I used to use him a lot when I first started playing SFII (only because his Hundred Hand Slap is so easy). Use the Hundred Hand Slap against a blocking opponent to rapidly build up your Super Meter. ***BALROG*** Dashing Punch: Ch B, T + any Punch Dashing Shoulder: Ch D, U + any Punch Turn Punch: Ch any two Punches, then release (the longer you charge, the more damage it does) Low Dash Punch: Ch B, DT + any Punch Low Dash Uppercut: Ch B, DT + any Kick Mini-Supers Shadow Shoulder Rush: Ch D, U + any two Punches (2 hits) Triple Dash Straight: Ch B, T + any two Punches (3 hits) Super Combo #1 (Super Dash Combo): Ch B, T, B, T + any Punch (5 hits) Super Combo #2 (Super Turn Combo): Ch B, T, B, T + any Kick (5 hits) Comments: Balrog isn't a boss in this game, he's actually one of the good guys! Some of his dashes are temporarily invincible to projectiles. Use his two low dashing attacks to catch high-blocking turtle-meisters off-guard. ***VEGA*** Claw Roll: Ch B, T + any Punch Wall Leap: Ch D, UT or UB + any Kick Claw Thrust: Ch D, UT or UB + any Punch Pick Up Claw: Press D while near claw Roll Flip: Ch DB, T + any Kick Backflip: All three Punches (2 flips) or all three Kicks (1 flip) Mini-Supers Shadow Claw Roll: Ch B, T + any two Punches (4 hits) Shadow Suplex: Ch D, UT or UB + any two Punches (1 hit) Super Combo (Rolling Izna Drop): Ch DB, DT, DB, UT + any Kick, then, press T + Strong or Fierce in mid-air to finish the super Comments: Yes, Vega is here and he's more annoying than ever. He seems to have twice the reach of the other fighters, and now he can pick up his claw if he loses it! When playing against him, take the defensive, popping him with a DP or Flash Kick when he jumps in. ***SAWADA*** Sawada Special '95: D, DT, T + any Kick (can be chained up to three times) Slicing Hand: D, DT, T + any Punch (Keep tapping Punch for multiple hits) Hari Kari: HCB + any Punch Teleport: DP motion Towards(in front)/Back(behind) + any two Punches(short)/Kicks(far) Mini-Supers Flaming Hari Kari: HCB + any two Punches (1 hit) Shadow Triple Special: D, DT, T + any two Kicks (3 hits) Super Combo (Super Sawada Attack): D, DT, T, D, DT, T + any Punch Comments: Sawada, the only really new character in this game (Blanka and DeeJay were missing from the arcade version), seems to have a lot in common with one of the missing fighters in this game, Fei Long. His Special '95 is reminiscent of Fei's Triple Rekka Ken. His Hari Kari attack may well be the stupidest Special Move ever created for a fighting game. ***CAMMY*** Cannon Drill: HCT + any Kick Thrust Kick: T, D, DT + any Kick Spinning Knuckle: D, DB, T + any Punch Air Somersault: DB, D, DT. T, UT + any Punch After the Air Somersault, you have four options: A) Press T + Forward or Roundhouse near the opponent's head to do a High Throw. B) Press T + Forward or Roundhouse near the opponent's torso to do a Low Throw. C) Don't press any buttons to do a Slide Attack. D) Release the D-Pad and press Kick to cancel the move. Mini-Supers Sliding Thrust Kick (sets opponent on fire): T, D, DT + any two Kicks (3 hits) Blue Flame Cannon Drill: D, DT, T + any two Kicks (3 hits) Super Combo (Super Spin Smash): D, DT, T, D, DT, T + any Kick Comments: She's fast, and her Air Somersault can be very deceiving. Other than that, I can't think of much to say about Cammy. ***BLANKA*** Beast Roll: Ch B, T + any Punch Sliding Kick: DT + Fierce Backwards Beast Roll: Ch B, T + any Kick Electric Shock: Press any Punch button repeatedly Mini-Supers Shadow Beast Roll: Ch B, T + any two Punches (1 hit) Shadow Vertical Beast Roll: Ch D, U + any two Kicks (1 hit) Super Combo (Grand Shave Roll): Ch B, T, B, T + any Punch Comments: Wow, that's the worst makeup job I've ever seen! Seriously though, Capcom should have spent a little more time on this guy, it's obvious he was rushed in this game. Anyway, he's the same old Blanka from SSFII Turbo. ***ZANGIEF*** Spinning Pile Driver: 360 degree D-Pad rotation + any Punch Bear Crusher: (far away) 360 degree D-Pad rotation + any Kick Bear Suplex: (in close) 360 degree D-Pad rotation + any Kick High Clothesline: Press any two Punches Low Clothesline: Press any two Kicks Spinning Green Glove (can reflect projectiles): T, DT, D + any Punch Mini-Supers Spinning Purple Glove: T, DT, D + any two Punches Shadow Piledriver: 360 degree D-Pad rotation + any two Punches Super Combo (Super Spinning Pile Driver): 720 degree D-Pad rotation + any Punch Comments: Zangief is the first boss in this game. His many improvements in SSFII Turbo make him a force to be reckoned with. ***DEEJAY*** Dread Kick: Ch B, T + any Kick Max Out: Ch B, T + any Punch Vertical Kick: Ch D, U + any Kick Hyper Fist: Ch D, U + any Punch (press Punch repeatedly for multiple hits) Mini-Supers Double Max Out: Ch B, T + any two Punches (2 hits) Psycho Hyper Fist: Ch D, U + any two Punches Super Combo (Super Carnival Hook Kick): Ch B, T, B, T + any Kick Comments: Same as SSFII Turbo. 'Nuff said. ***SAGAT*** High Tiger Shot: D, DT, T + any Punch Low Tiger Shot: D, DT, T + any Kick Tiger Uppercut: T, D, DT + any Punch Tiger Knee: D, DT, T, UT + any Kick Mini-Supers High/Low Tiger Shot: D, DT, T + any two Punches (2 hits) Low/High Tiger Shot: D, DT, T + any two Kicks (2 hits) Dashing Tiger Uppercut: T, D, DT + any two Punches (5 hits) Super Combo (Tiger Genocide): D, DT, T, D, DT, T + any Punch Comments: Definitely one of the more powerful characters in the game. His mini-super Tiger Shot is a high/low (or low/high) fireball combination that is hard to avoid. His only weakness is his slow fireball recovery time. Experienced fighters can place a well-timed jump kick over Sagat's fireballs and land huge combos. ***M. BISON*** Psycho Crusher: Ch B, T + any Punch Scissor Kick: Ch B, T + any Kick Head Stomp: Ch D, U + any Kick, press Punch in mid-air next to opponent to follow with a punch Devil Reverse: Ch D, U + any Punch, press Punch in mid-air next to opponent to follow with a punch Mini-Supers Shadow Scissor: Ch B, T + any two Kicks (2 hits) Shadow Head Stomp: Ch D, U + any two Kicks Super Combo (Knee Press Nightmare): Ch B, T, B, T + any Kick Comments: Yep, Bison's the same cheap, throw-crazy fighter he was in all previous SF incarnations. So go ahead and play him, cheater! :) ***AKUMA*** Hadoken (fireball): D, DT, T + any Punch (can be done in mid-air) Red Hadoken: HCT + any Punch Shoryuken (Dragon Punch): T, D, DT + any Punch Hurricane: D, DB, B, + any Kick (can be executed in mid-air) Teleport: DP motion Towards(in front)/Back(behind) + all three Punches(short)/Kicks(far) Mini-Supers Double Hadoken: D, DT, T, + any two Punches Shadow Hurricane: D, DB, B + any two Kicks (Note: Akuma does not have a dashing Shoryuken mini-super as that controller move is already used for his Teleport.) Super Combo #1 (Super Hadoken): D, DT, T, D, DT, T + any punch (7 hits) Super Combo #2 (Super Dragon Punch): D, DB, B, D, DB, B + any Punch (6 hits) Comments: Some players consider Akuma to be the consummate Capcom fighter, and it's no wonder. He's easily the best fighter in this game. Of course, you can't play as Akuma unless you have the code, so here it is: In Street, Versus or Trial Mode, highlight Guile and enter the following code: Up, R1, Down, L2, Right, L1, Left, R2 You'll see a garbled picture of Akuma if the code worked. If not, keep trying! If you lose a match as Akuma you will not have to reenter the code. However, if you move the selection cursor to any other fighter, you will have to reenter it. When playing as Akuma, your priority should be building up your Super Meter to use your Super Hadoken, which does incredible damage. You can also juggle your opponent with two consecutive Hurricane Kicks. Also, note that Akuma CANNOT be dizzied, he always recovers. As a side note, I've heard that you can reach Akuma in 1P Street Battle Mode by setting the difficulty to six stars or higher, scoring more than 700,000 points and not using a continue. Akuma should appear after you defeat Bison. This, however, is unconfirmed. SECTION 6: CODES/SECRETS Unfortunately, I've been informed that there are no codes in this game other than the Akuma code. It's too bad, really. A speed-up code would have been nice. Also, don't bother looking for secret characters such as Arkane or Khyber, rumored to be in the arcade version. I've scanned the CD directory in my Mac and they simply don't exist. SECTION 7: CREDITS Special Thanks to: Capcom & Gamepro Magazine (SSFII Official Player's Guide) for help with some of the characters' special moves Actually, since this is my first version, I don't have anyone in the AOL/Internet community to thank, but send in your additions to future revisions of this FAQ and you will be credited! Enjoy!!!