FAQ - Guide for Street Fighter: The Movie
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###### #### ######### ### ####### #### ######## ##### ### ## ###### #### ############## ## ##### ############## # ####### ######### ###### ### ########### ## ### ########## ##### ## ## ## ############# ##### ### ## ##### #### ## ### #### ## ## ## ## ## ## #### ### ############# ## ###### ## ### ##### ## #### ##### #### ### ## ## ## ##### ##### ## ## ## ## ## ## ## ### ## ######### ## ## ## ## ### ## ### ## ## ## ## ##### ## ## ####### ## ### ## ##### # # # ## ## ________ ________ ###_ ______ _ ____________ /_ __/ / / / ____/ / |/ / __ \| | / / _/ ____/ / / / /_/ / __/ / /|_/ / / / /| | / // // __/ / / / __ / /___ / / / / /_/ / | |/ // // /___ /_/ /_/ /_/_____/ /_/ /_/\____/ |___/___/_____/ Street Fighter: The Movie Sony PlayStation, by Capcom & Acclaim (1995) FAQ v1.0 Last Updated on August 12 2001 By Ryouga ([email protected]) _______________________________________________________________________________ _______________________________________________________________________________ [Legal Disclaimer] This document is Copyright 2001, Ryouga ([email protected]) and may not be reproduced in any form without permission. Furthermore, this document may not be altered, edited, or sold without approval. If these terms are violated, proper legal action will be taken. Webmasters: If you want to use this document on your site, e-mail me and ask. I'm always happy to let people use my work, so long as they've been given permission. Any site found to be using this document without consent will be asked to remove it or suffer legal consequences. This document is unofficial and is in no way affiliated with any company. _______________________________________________________________________________ _______________________________________________________________________________ [Index] (I) [Introduction] (II) [Controls] (III) [Rules] (IV) [Menus] (V) [Characters] (VI) [Secrets] (VII) [FAQ] (VIII) [Acknowledgments] _______________________________________________________________________________ _______________________________________________________________________________ (I) [Introduction] - Story - Colonel Guile and his army have fought the Shadaloo organization to a standstill. Following their activites closely, Guile was finally able, after a terrific battle, to destroy their drug connections, capture many of the leaders, and liberate the city. However, the battle is not over yet. Bison has taken his revenge by kidnapping members of Guile's army and is demanding a huge ransom for their safe return. Guile knows he has only one chance to rescue the hostages and end the Shadaloo menace for good, and that is by destroying Bison himself. The Street Fighter championships are neing held shortly. General Bison will be in the contest. And so will Guile... _______________________________________________________________________________ _______________________________________________________________________________ (II) [Controls] - Basics - LP: Light Punch LK: Light Kick MP: Medium Punch MK: Medium Kick SP: Strong Punch SK: Strong Kick 2P: Press any two Punch buttons simultaneously 2K: Press any two Kick buttons simultaneously 3P: Press all three Punch buttons simultaneously 3K: Press all three Kick buttons simultaneously D: Down DF: Down-Forward U: Up DB: Down-Back F: Forward UF: Up-Forward B: Back UB: Up-Back QCF: Quarter-Circle Forward control pad motion. (Down, Down-Forward, Forward) HCF: Half-Circle Forward control pad motion. (Back, Down-Back, Down, Down-Forward, Forward) QCB: Quarter-Circle Forward control pad motion. (Down, Down-Back, Back) HCB: Half-Circle Forward control pad motion. (Forward, Down-Forward, Down, Down-Back, Back) CB: Charge Back by holding Back for two seconds. CD: Charge Down by holding Down for two seconds. CDB: Charge Down-Back by holding Down-Back for two seconds. 360º Motion: Rotate the control pad in a full circle, starting from any direction. 720º Motion: Rotate the control pad in two full circles, starting from any direction. - Basic Special Moves - - Blocking - -Hold Back to block high and mid-range attacks, or hold Down-Back to block low attacks. -Blocking Special Attacks will cause a minimal amount of damage to the blocker. -Throws cannot be blocked, but can be escaped. - Throw - - Press (F/B)+(MP/MK/SP/SK) to grab or throw a nearby opponent. - Throws and grabs vary from character to character. - Some grabs can inflict extra damage by rapidly pressing the control pad left and right during the attack. These are marked with a star (*). - Air Throw - - Some characters have the ability to throws opponents while in the air. These are marked under their [Throws] with the (air) symbol. - While in the air with an opponent, press any direction except Up + the specified attack button. - Throw Escape - - Escape a throw by immediately pressing (F/B)+(SP/SK) when an opponent grabs your character. - Throw Escapes will not work against Air Throws or Special Move throws. - Dizzy - - If a character is hit multiple times without dealing damage themselves, they risk getting dizzied. In this state, they are defenseless and unable to move. - Recover from dizziness by pressing the Punch and Kick buttons rapidly. - Special Move - - Special Moves are unique to each character and are performed by a control pad motion with a button press. - Special Moves deal a minimal amount of damage when blocked. - Super Attacks - - Accumulate energy in the Super Combo Gauge (located below a character's Vitality Gauge) to at least 50% to be able to perform a Super Attack. - To perform a Super Attack, perform a normal Special Move but press two of the specified attack button at the end. Example: Ryu's Hadouken is QCF+Punch To perform a Super Attack Hadouken, use QCF+2P - If your Super Combo gauge is not full and you perform a Super Attack, it will remove half of your Super Combo gauge. If it is full and you perform the attack, it will remain full. - Super Attacks deal a minimal amount of damage when blocked. - Super Combo - - Accumulate energy in the Super Combo Gauge (located below a character's Vitality Gauge) to be able to perform a Super Combo. - Super Combos are unique to each character and are performed by a control pad motion with a button press. - Super Combos deal a minimal amount of damage when blocked. _______________________________________________________________________________ _______________________________________________________________________________ (III) [Rules] - Match Configuration - - There are three rounds of 99 seconds each. The time limit may be turned off in the Option Mode. - Winning a Round - - If a character's Vitality Gauge is reduced to nothing, that then character is knocked out. - If the Timer reaches zero, then the character with more vitality in their Vitality Gauge is the winner. - Draw Game - - A Draw Game occurs when both characters reach zero vitality at the same time. In such a case, both characters win the match, unless it is the final match of the fight, in which case it ends as a Draw. _______________________________________________________________________________ _______________________________________________________________________________ (IV) [Menus] - Movie Battle - This mode (loosely) follows the storyline of the Street Fighter movie. You play as Guile, communicating with Cammy as you search for Bison's hideout and guide the Allied Army to victory. During the game, you will have to choose your path which determines which opponents you will fight. There is a time limit to beat all the opponents and find Bison's base. Taking too long will mean game over. - Street Battle - Select a character and fight against 12 opponents, always ending with M.Bison. Each character has their own ending in this mode. - Versus Battle - A two-player versus mode. Players can both select the same character, plus use handicaps and select the background. - Trial Battle - Select a character and fight against 14 opponents. Losing once will end the game and give you a rank on how well you used and mastered your character. - Option - Difficulty: Set the difficulty of the computer opponents. (1-8) Time Limit: Set the time of the fights On or Off. Sound: Set between Monaural and Stereo. Button Config: Change the configuration of the controller. - Back-up - Street Mode Score: view the top five scores from Street Battle mode Versus Mode Score: view battle data from Versus Battle mode Trial Mode Score: view each character's top score in Trial Battle mode Clear Data: clear Versus Battle data from memory Reset all Data: clear all stored data from memory _______________________________________________________________________________ _______________________________________________________________________________ (V) [Characters] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Akuma - "Evil Intent" [Stand Attacks] [Crouch Attacks] [Air Attacks] Jab: LP Jab: LP Jab: LP Straight: MP Straight: MP Straight: MP Strong Straight: SP Uppercut: SP Strong Straight: SP Low Kick: LK Short Kick: LK Punt Kick (up): LK/MK/SK High Kick: MK Long Kick: MK Knee Drop (side): LK Roundhouse: SK Sweep Kick: SK Thrust Kick (side): MK Strong Thrust (side): SK [Close Attacks] [Throws] Elbow Jab: LP Shoulder Toss: F/B + MP/SP/MK/SK Elbow Smash: MP Uppercut: SP Axe Kick: SK [Special Moves] Gou Hadoken: QCF+Punch -Akuma throws a dark fireball that travels horizontally across the screen. The stronger the Punch button used, the faster the fireball travels. Zanku Hadoken (air): QCF+Punch -Akuma throws a dark fireball at a downward angle while jumping. The stronger the Punch button used, the faster the fireball travels to the ground. Shakunetsu Hadoken: HCF+Punch -Akuma throws a red fireball similar to the Hadoken, except that it burns the opponent when it hits them and will knock them down. The stronger the Punch button used, the fast the fireball travels and the more hits it deals, to a maximum of three hits. Gou Shoryuken: F,D,DF+Punch -Akuma will rise into the air with an uppercut that can hit up to three times up close. The stronger the Punch button used, the higher Akuma rises into the air. Tatsumaki Zankukyaku: QCB+Kick (air) -Akuma will spin forward with a kick. If performed on the ground, Akuma can score an extra hit as he leaps into the air by hitting with his knee. If performed in the air, the kick will arc up or down according to the time performed during his jump. The stronger the Kick button used, the more times Akuma will spin and hit. Ashura Senku: F,D,DF or B,D,DB + (2P or 2K) -Akuma will teleport either forward or backward, corresponding to if (F,D,DF) or (B,D,DB) is used. Using (2K) will teleport Akuma halfway across the screen, while (2P) travels all the way across. Akuma cannot be attacked while he is teleporting. [Super Combos] Messatsu Gou Hadou: QCF,QCF+Punch -A more powerful version of the Hadouken, Akuma throws a multi-hitting burning fireball across the screen. This can be used to cancel an oncoming projectile, removing one hit from the total. Hits: 7 Messatsu Gou Shoryu: QCB,QCB+Punch -A more powerful version of the Goushouryuken, Akuma will perform three uppercuts in a row. Hits: 7 [Notes] -Akuma can only Super Attack the following Special Moves: Hadoken: throws two fireballs in a row Tatsumaki Zankukyaku: spins Akuma in place, and he can move forward or backward while he spins -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Balrog - "Legendary Champion" [Stand Attacks] [Crouch Attacks] [Air Attacks] Jab: LP Jab: LP Drop Jab (up): LP Uppercut: MP Straight: MP Drop Hook (side): LP Straight: SP Uppercut: SP Glove Shove (up): MP Elbow Jab: LK Jab: LK Hook (side): MP Body Blow: MK Downward Punch: MK Strong Shove (up): SP High Elbow: SK Lunging Down Punch: SK Down Punch (side): SP Downward Punch: LK/MK/SK [Close Attacks] [Throws] Body Blow: SK *Headbutt: F/B + MP/SP [Special Moves] Dash Straight: CB,F+Punch -Balrog will dash forward and punch straight out with great reach. The stronger the Punch button used, the farther Balrog will dash before punching. Dash Uppercut: CB,F+Kick -Balrog will dash forward and uppercut at his opponent's head. The stronger the Kick button used, the farther Balrog will dash before punching. Dash Ground Straight: CB,DF+Punch -Balrog will dash forward and punch at his opponent's legs. The stronger the Punch button used, the farther Balrog will dash before punching. Dash Ground Uppercut: CB,DF+Kick -Balrog will dash forward, then quickly crouch and uppercut. The stronger the Kick button used, the farther Balrog will dash before punching. Unlike the Dash Uppercut, though, this will knock standing opponents down. Turn Punch: Charge 3P or 3K, release -Balrog accumulates power for this punch as long as all three of the same type of attack button are being held down. At any moment on the ground, release the buttons and Balrog will turn around, then dash forward with a straight punch. The power of the punch and the distance of the dash depend on how long the buttons are charged. Final Punch: Charge 3P or 3K for 60 seconds, release -Balrog's fully-charged Turn Punch for 60 seconds or more, this attack will deal a lot of damage. Buffalo Headbutt: CD,U+Punch -Balrog will quickly crouch down, and leap slightly forward into the air with a headbutt. This attack will pass through projectiles if timed correctly, and the stronger the Punch button used, the higher Balrog will leap into the air. [Super Combos] Crazy Buffalo: CB,F,B,F+Punch/Kick (Press Punch or Kick) -A more powerful variation of the Dash Straight and Uppercut, Balrog will punch many times in rapid succession. The punches are by default all Straights, but holding a Kick button during the attack will turn them all into Uppercuts. Hits: 5 [Notes] -Balrog can only Super Attack the following Special Moves: Dash Straight: dashes forward and punches three times Buffalo Headbutt: does two headbutts in a row -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Blanka - "The Ultimate Biological Weapon" [Stand Attacks] [Crouch Attacks] [Air Attacks] Scratch: LP Scratch: LP Scratch: LP Downward Rake: MP Upward Rake: MP Strong Scratch: MP Overhead Rake: SP Lunge Punch: SP Side Scratch (up): SP Short Kick: LK Short Kick: LK Under Scratch (side): SP Mid Kick: MK Strong Kick: MK Downward Kick: LK Backflip Kick: SK Sweep Kick: SK Downward Thrust: MK Stretch Kick: SK [Close Attacks] [Throws] Slap: LP/MP *Grab & Bite: F/B+SP Headbutt: F/B+MP Knee Jab: LK Double Knee: MK [Misc. Techniques] Rock Crush (close): F/B+MP -A double-hit headbutt. Amazon River Run: DF+SP -Blanka lies on his back and slides forward a short distance. This can travel under most projectiles. Surprise Forward: F+2K -Blanka dashes forward a step. He can still be hit during this move, and he can pass through opponents if done close enough. Surprise Backward: B+2K -Blanka dashes back a step. He cannot be hit during this move. [Special Moves] Electric Thunder: Punch rapidly -Blanka will hunch down and create an blast of electricity around himself. Blanka will keep the electricity pulsating as long as a Punch button is being pressed rapidly. Rolling Attack: CB,F+Punch -Blanka will roll into a ball and fly forward. The stronger the Punch button used, the farther and faster Blanka rolls. Vertical Rolling: CD,U+Kick -Blanka rolls into a ball and flips into the air, where he backflips out of the ball and falls down. The stronger the Kick button used, the higher and faster Blanka rolls. Back Step Rolling: CB,F+Kick -Blanka will backflip, then flips himself forward in a ball into the air and arc downward. The stronger the Kick button used, the faster, higher, and farther Blanka rolls. [Super Combos] Ground Shave Rolling: CB,F,B,F+Punch -Blanka rolls into a ball and spins forward along the ground to hit his opponent multiple times. Holding Punch will make Blanka spin in place, and he will roll forward when the button is released or after a couple seconds have passed. Hits: 4 [Notes] -Blanka can only Super Attack the following Special Moves: Rolling Attack: rolls forward with an arcing motion Vertical Rolling: rolls into the air and back down again -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Cammy - "The British Intelligence Agent" [Stand Attacks] [Crouch Attacks] [Air Attacks] Jab: LP Jab: LP Downward Chop: LP Straight: MP Straight: MP Strong Chop: MP Backfist: SP Reach Straight: SP Downward Punch: SP High Kick: LK Short Kick: LK Thrust Kick: LK Back Kick: MK Thrust Kick: MK Splits Kick: MK Handstand Roundhouse: SK Leg Sweep: SK Roundhouse Kick: SK [Close Attacks] [Throws] Elbow Jab: LP Suplex: F/B + MP/SP Uppercut: MP Frankensteiner: F/B + MK/SK Double Arm Smash: SP Air Steiner (air): (any direction but Up) + MK/SK Knee Strike: LK High Kick: MK Handstand Kick: SK [Special Moves] Spiral Arrow: QCF+Kick -Cammy will spin herself forward low along the ground feet-first. The stronger the Kick button used, the faster and farther Cammy spins. This attack can be used to pass under some projectile attacks. Using SK will hit twice up close. Cannon Spike: F,D,DF+Kick -Cammy performs a high rising kick into the air. The stronger the Kick button used, the higher and farther Cammy kicks. Hooligan Combination: DB,D,DF,F,UF+Punch -Cammy will roll into a ball and jump forward. This can be cancelled by pressing any Kick button, or followed into one of these attacks: -Fatal Leg Twister: (any direction but Up)+Kick (near opponent's head) -Cammy performs a Frankensteiner throw attack. Press the button when Cammy is near her opponent's head. -Cross Scissors Pressure: (any direction but Up)+Kick (near opponent's body) -Cammy will grab her opponent and spin them into the air, then land on them with a stomp. Press the button when Cammy is near her opponent's body. -Razor Edge Slicer: Neutral -Cammy will perform a sliding kick upon hitting the ground if nothing is done during the Hooligan Combination roll. Axel Spinning Knuckle: B,DB,F+Punch -Cammy will spin forward and perform a double-hit backfist. The spin before the attack is able to dodge oncoming attacks if the timing is right. The stronger the Punch used, the farther Cammy will spin. [Super Combos] Spin Drive Smasher: QCF,D,DF+Kick -A more powerful version of the Spiral Arrow and Cannon Spike, Cammy will perform a multi-hitting Spiral Arrow, followed by a multi-hitting Cannon Spike. Hits: 5 [Notes] -Cammy can only Super Attack the following Special Moves: Spiral Arrow: spins in a fireball and hits three times Cannon Spike: slides along the ground, then does a flaming Cannon Spike -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Chun-Li - "The Glamorous Avenger" [Stand Attacks] [Crouch Attacks] [Air Attacks] Slap: LP Jab: LP Chop: LP Spear Hand: MP Straight: MP Strong Chop: MP Power Punch: SP Long Punch: SP Fierce Chop: SP Thrust Kick: LK Short Kick: LK High Kick (up): LK High Kick: MK Side Kick: MK Side Kick (side): LK Roundhouse Kick: SK Handstand Sweep: SK Slash Kick (up): MK Side Kick (side): MK [Close Attacks] [Throws] Backflip Kick (up): SK Elbow Jab: LP Ground Slam: F/B + MP/SP Thrust Kick (side): SK Face Punch: MP Body Shove: SP Knee Jab: LK Front Kick: MK Face Kick: SK [Misc. Techniques] Triangle Jump (air): Up+opposite direction -Chun-Li can perform a second jump in mid-air by pushing off the side of the screen if she is close enough to it. Kaku Kyaku Raku: DF+SK -Chun-Li flips forward, turning in mid-air and landing in her knee. Yosou Kyaku (air): D+MK -Chun-Li stomps below her with her heel. This can be repeated multiple times. Kohou Kiten Kyaku: DF+MK -Chun-Li kicks forward, then does a backflip. [Special Moves] Kikoken: CB,F+Punch -Chun-Li throws a blue energy bubble across the screen. The stronger the Punch button used, the faster the projectile travels, but the sooner it dissipiates. Tenshokyaku: CD,U+Kick -Chun-Li will leap into the air with spinning high kicks. The stronger the Kick button used, the higher Chun-Li will leap and the more times she will spin and kicks. Hyakuretsukyaku: Kick rapidly -Chun-Li will kick rapidly in front of her, covering a wide radius. Chun-Li will continue the attack until the button-pressing stops. Spinning Bird Kick: CB,F+Kick (air) -Chun-Li will flip upside-down and spin forward with her legs split apart. The stronger the Kick button used, the farther Chun-Li will spin. If performed in the air, the kick will arc up or down according with her jump. [Super Combos] Senretsukyaku: CB,F,B,F+Kick -A more powerful variation of the Hyakuretsukyaku, Chun-Li will dash forward with a series of normal kicks ending with a Hyakuretsukyaku. Hits: 6 [Notes] -Chun-Li can only Super Attack the following Special Moves: Kikoken: throws a red bubble that deals more damage but dissipiates quicker Spinning Bird Kick: arcs through the air while kicking -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Dee Jay - "Unstoppable Reggae Dancer" [Stand Attacks] [Crouch Attacks] [Air Attacks] Jab: LP Jab: LP Jab: LP Uppercut: MP Low Elbow Drop: MP Uppercut: MP Long Uppercut: SP High Elbow Drop: SP Double Punch: SP Short Kick: LK Short Kick: LK High Kick: LK High Kick: MK Sweep Kick: MK Straight Kick: MK Roundhouse: SK Sliding Kick: SK Side Kick (up): SK Downward Kick (side): SK [Close Attacks] [Throws] Elbow & Punch: SP Overhead Toss: F/B + MP/SP Knee Jab: LK Flip Toss: F/B + MK/SK Side Kick: MK Knee Axe: SK [Misc. Techniques] Knee Shot (air): D+LK -A mid-air knee strike. This cannot be done while jumping straight up, only forward or backward. [Special Moves] Air Slasher: CB,F+Punch -Dee Jay uppercuts and tosses a thin wave of energy across the screen. The stronger the Punch button used, the faster the projectile goes. Machine Gun Uppercut: CD,U+Punch (Punch rapidly) -Dee Jay punches many times with extreme speed, then uppercuts. Pressing Punch buttons rapidly while Dee Jay is punching will score more hits. Double Rolling Sobat: CB,F+Kick -Dee Jay hops forward and kicks, then turns and kicks with the other leg. Using LK will only kick only, and the stronger the Kick button used, the faster and farther Dee Jay will kick. Jackknife Maximum: CD,U+Kick -Dee Jay leaps into the air while spinning and kicking. The stronger the Kick button used, the higher Dee Jay will leap and the more times he will kick. [Super Combos] Sobat Carnival: CB,F,B,F+Kick -A more powerful version of the Double Rolling Sobat, Dee Jay hops forward while spinning and kicking multiple times. Hits: 4 [Notes] -Dee Jay can only Super Attack the following Special Moves: Wave Slasher: throws two projectiles in a row Machine Gun Uppercut: automatically does maximum hits without pressing Punch rapidly -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - E.Honda - "The Raging Sumo Wrestler" [Stand Attacks] [Crouch Attacks] [Air Attacks] Slap: LP Slap: LP Chop: LP Long Slap: MP Long Slap: MP Overhead Chop: MP Low Hook Arm: SP Double Slap: SP Arm Swipe: SP Short Kick: LK Short Kick: LK Side Kick (up): LK Side Kick: MK Side Kick: MK Bum Drop (side): LK High Kick: SK Sweep Kick: SK Side Kick: MK Thrust Kick: SK [Close Attacks] [Throws] Hook Punch: LP/MP Body Toss: F/B + MP Overhead Chop: SP *Bear Hug: F/B + SP Knee Jab: LK/MK *Knee Bash: F/B + MK/SK Knee & Kick: SK [Misc. Techniques] Harai Geri: F/B+SK -A long-range low kick Sumo Press (air): D+MK -E.Honda stretches out and falls downward on his belly. [Special Moves] Hyakuretsu Harite: Punch rapidly -E.Honda will slap furiously in front of himself with his arms as blurs. Pressing LP rapidly will continue to slap until the button is neutral, while MP or SP rapidly will make E.Honda dash forward quickly with one quick flurry of slaps. Super Zutsuki: CB,F+Punch -E.Honda will shoot himself across the screen with a quick headbutt. The stronger the Punch button used, the faster and farther E.Honda will headbutt. Super Hyakkan Otoshi: CD,U+Kick -E.Honda leaps into the air with a Sumo Press attack, then drops straight down will a Bum Drop. The stronger the Kick button used, the higher and faster E.Honda leaps in the air. Up close, using LK or MK will hit twice, but SK will hit only once. Ooichou Nage (throw): HCB+Punch -E.Honda will slam his opponent into the ground with one arm, then somersault into the air and land on them with his bum. This throwing attack must be done right next to the opponent. [Super Combos] Oni Musou: CB,F,B,F+Punch -A more powerful version of the Super Zutsuki, E.Honda will perform two headbutts in a row. Hits: 3 [Notes] -E.Honda can only Super Attack the following Special Moves: Super Zutsuki: does a flaming headbutt that hits three times -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Guile - "Hero of the Allies" [Stand Attacks] [Crouch Attacks] [Air Attacks] Jab: LP Jab: LP Downward Jab: LP Uppercut: MP Straight: MP Downward Punch (up): MP Straight: SP Uppercut: SP Overhead Chop (side): MP Short Kick: LK Short Kick: LK Fierce Punch (up): SP Sobat Kick: MK Long Kick: MK Fierce Chop (side): SP Stepping Roundhouse: SK Double Sweep: SK Punt Kick (up): LK Knee Drop (side): LK Spin Kick (up): MK [Close Attacks] [Throws] Thrust Kick (side): MK Jab: MP Body Toss: F/B + MP Roundhouse Kick: SK Uppercut: SP Suplex: F/B + SP High Kick: MK Backbreaker (air): (any direction but Up) + MP/SP/ Back Kick: SK MK/SK [Misc. Techniques] Reverse Spin Kick (close): F/B+SK -Guile flips upside-down and kicks his opponent in the head. Spinning Backfist: F+SP -A long-range backfist attack. Rolling Sobat: F/B+MK -Guile's standard MK, but he can move slightly forward or backward while kicking if a direction is held. Knee Bazooka: F/B+LK -Guile leaps forward with a quick knee strike. [Special Moves] Sonic Boom: CB,F+Punch -Guile tosses a twisting wave of energy horizontally across the screen. The stronger the Punch button used, the faster the projectile moves. Somersault Kick: CD,U+Kick -Guile leaps into the air and somersault backwards while kicking, slashing with his leg. The stronger the Kick button used, the higher Guile will kick. [Super Combos] Somersault Strike: CDB,DF,DF,UF+Kick -A more powerful version of the Somersault Kick, Guile kicks multiple times in a row. Hits: 4 [Notes] -Guile can only Super Attack the following Special Moves: Sonic Boom: throws two projectiles in a row Flash Kick: does a leaping knee followed by a Flash Kick -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Ken - "The Wandering Warrior" [Stand Attacks] [Crouch Attacks] [Air Attacks] Jab: LP Jab: LP Jab: LP Straight: MP Straight: MP Downward Straight: MP Strong Straight: SP Uppercut: SP Downward Punch: SP Short Kick: LK Short Kick: LK Punt Kick (up): LK Front Kick: MK Long Kick: MK Knee Drop (side): LK Roundhouse Kick: SK Sweep Kick: SK Punt Kick (up): MK Front Kick (side): MK [Close Attacks] [Throws] Roundhouse Kick (up): SK Elbow Jab: LP Shoulder Toss: F/B+MP/SP Thrust Kick (side): SK High Elbow: MP *Knee Smash: F/B + MK Uppercut: SP Rolling Leg Toss: F/B + SK Axe Kick: MK Air Leg Toss (air): (any direction but Up) + MK/SK [Special Moves] Hadoken: QCF+Punch -Ken throws a blue fireball that travels horizontally across the screen. The stronger the Punch button used, the faster the projectile goes. Shouryuken: F,D,DF+Punch -Ken will rise into the air with an uppercut. The stronger the Punch button used, the higher and faster Ken will punch. Using SP, Ken's arm will become flaming and hit three times up close. Tatsumakei Senpukyaku: QCB+Kick (air) -Ken will spin forward with a kick. If performed in the air, the kick will arc up or down according to the time performed during his jump. The stronger the Kick button used, the more times Ken will spin and hit. Nataotoshi Geri: F,DF,D+Kick -Ken performs a quick inside roundhouse that attacks high. Kamabarai Geri: QCF+Kick -Ken performs a quick outdoor roundhouse that attacks high. Oosotomawashi Geri: HCF+Kick -Ken performs a high roundhouse kick that knocks down the opponent when hit. Inazuma Kakato Wari: (during Nataotoshi/Kamabarai/Oosotomawashi Geri) hold Kick -Ken will perform a second axe kick after any of the above listed kicks by holding any Kick button during the attack. [Super Combos] Shoryu Reppa: QCF,D,DF+Punch -A more powerful version of the Shoryuken that performs the attack twice in a row rapidly. Hits: 5 [Notes] -Ken can only Super Attack the following Special Moves: Hadoken: throws two fireballs in a row Shoryuken: slides forward and does a four-hit uppercut Tatsumaki Senpukyaku: spins Ken in place, and he can move forward or backward while he spins -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - M.Bison - "The Cold-Blooded Dictator" [Stand Attacks] [Crouch Attacks] [Air Attacks] Psycho Jab: LP Psycho Jab: LP Psycho Jab (up): LP Psycho Body Blow: MP Psycho Straight: MP Fist Dive (side): LP Psycho Hook: SP Psycho Power Straight: SP Psycho Down Punch: MP Knee Jab: LK Short Kick: LK Psycho Smash (up): SP Front Kick: MK Strong Kick: MK Psycho Dive (side): SP High Kick: SK Slide Kick: SK Punt Kick (up): LK Knee Drop (side): LK [Close Attacks] [Throws] Side Kick (up): MK none Body Toss: F/B + MP/SP Flying Knee (side): MK Side Kick (up): SK Thrust Kick (side): SK [Special Moves] Psycho Crusher: CB,F+Punch -M.Bison will torpedo himself across the screen head-first, his body charged with Psycho Energy. The stronger the Punch button used, the faster and farther he torpedos. Double Knee Press: CB,F+Kick -M.Bison somersaults forward and hits twice as he brings his legs down. The stronger the Kick button used, the farther the somersault. Head Press: CD,U+Kick (Punch) -M. Bison will leap and stomp on his opponent's head, then jump off of them. After the stomp, use Left and Right to control Bison's descent and press any Punch button to drop with a Somersault Skull Diver punch. Somersault Skull Diver: CD,U+Punch (Punch) -M.Bison will leap over his opponent's head. Press any Punch button during the leap and he will dive down upside-down and do a Psycho punch to the side. [Super Combos] Knee Press Nightmare: CB,F,B,B+K -A more powerful version of the Double Knee Press, M.Bison somersaults forward twice. Hits: 4 [Notes] - M.Bison can only Super Attack the following Special Moves: Double Knee Press: does a Double Knee Press followed by a slide kick Head Press: hits the opponent twice when stomping on them -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Ryu - "Eternal Fighter" [Stand Attacks] [Crouch Attacks] [Air Attacks] Jab: LP Jab: LP Downward Jab: LP Straight: MP Straight: MP Straight (up): MP Strong Straight: SP Uppercut: SP Uppercut (side): MP Short Kick: LK Short Kick: LK Downward Punch: SP High Kick: MK Long Kick: MK Punt Kick (up): LK Roundhouse Kick: SK Sweep Kick: SK Knee Drop (side): LK High Kick (up): MK [Close Attacks] [Throws] Thrust Kick (side): MK Elbow Jab: LP Shoulder Toss: F/B+MP/SP Roundhouse (up): SK High Elbow: MP Leg Roll: F/B + MK/SK Thrust Kick (side): SK Uppercut: SP Axe Kick: SK [Misc. Techniques] Sakotsu Wari: F+MP -Ryu winds up and punches downward for two hits. Seichu Nidan Tsuki: F+SP -Ryu slides forward with a punch. [Special Moves] Hadoken: QCF+Punch -Ryu throws a blue fireball that travels horizontally across the screen. The stronger the Punch button used, the faster the projectile goes. Shakunetsu Hadouken: HCF+Punch -Ryu throws a red fireball similar to the Hadoken, except that it burns the opponent when it hits them. The stronger the Punch button used, the faster the projectile goes. Shouryuken: F,D,DF+Punch -Ryu will rise into the air with an uppercut. The stronger the Punch button used, the higher and faster Ryu will punch. Tatsumaki Senpukyaku: QCB+Kick (air) -Ryu will spin forward with a kick. If performed in the air, the kick will arc up or down according to the time performed during his jump. The stronger the Kick button used, the more times Ryu will spin and hit. [Super Combos] Shinku Hadoken: QCF,QCF+Punch -A more powerful version of the Hadoken, Ryu tosses a multi-hitting fireball across the screen. This can be used to cancel an oncoming projectile, removing one hit from the total. Hits: 5 [Notes] -Ryu can only Super Attack the following Special Moves: Hadoken: throws two fireballs in a row Shoryuken: slides forward and uppercuts for three hits Tatsumaki Senpukyaku: spins Ryu in place, and he can move forward or backward while he spins -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Sagat - "The Invincible Street Fighter" [Stand Attacks] [Crouch Attacks] [Air Attacks] Elbow Jab: LP Jab: LP Straight Jab: LP Straight: MP Strong Jab: MP Straight: MP Strong Straight: SP Straight: SP Downward Punch: SP Low Kick: LK Short Kick: LK Side Kick (up): LK Front Kick: MK Side Kick: MK Knee Drop (side): LK High Kick: SK Sweep Kick: SK Downward Kick: MK Downward Thrust: SK [Close Attacks] [Throws] Elbow Hook: LP Overhead Toss: F/B + MP/SP Hook Punch: MP Elbow Smash: SP [Special Moves] Tiger Shot: QCF+Punch -Sagat tosses a wave-shaped fireball high across the screen. The stronger the Punch button used, the faster the projectile travels. Ground Tiger Shot: QCF+Kick -Sagat crouches down and tosses a wave-shaped fireball low across the screen. The stronger the Kick button used, the faster the projectile travels. Tiger Crush: QCF,UF+Kick -Sagat hops forward with a quick high knee strike. The stronger the Kick button used, the farther Sagat will leap. Note that this attack has a different motion in A-Ism and V-Ism. Tiger Uppercut: F,D,DF+Punch -Sagat will rise into the air with an uppercut. The stronger the Punch button used, the higher and faster Sagat will punch. Using SP, the uppercut will hit 5 times. [Super Combos] Tiger Genocide: QCF,D,DF+Punch -A more powerful version of the Tiger Crush and Tiger Blow/Uppercut, Sagat hops forward with a multi-hitting Tiger Crush knee strike, then follows with a multi-hitting Tiger Blow/Uppercut. Hits: 5 [Notes] -Sagat can only Super Attack the following Special Moves: Tiger Shot: throws a high fireball, then a low fireball Ground Tiger Shot: throws a low fireball, then a high fireball Tiger Uppercut: slides forward then uppercuts for 5 hits -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Sawada - "The Mysterious Samurai" [Stand Attacks] [Crouch Attacks] [Air Attacks] Jab: LP Jab: LP Elbow Drop: LP Straight: MP Straight: MP Palm Drop: MP Overhead Chop: SP Upper Palm: SP Palm & Punch: SP Knee Jab: LK High Kick: LK Punt Kick (up): LK/MK High Kick: MK Thrust Kick: MK Side Kick (side): LK/MK Side Kick: SK Sweep Kick: SK Thrust Kick: SK [Close Attacks] [Throws] Elbow Jab: LP Shoulder Toss: F/B + MP/SP High Elbow: MP Face Kick: LK/MK Back Kick: SK [Special Moves] Hyakuretsu Izungiri: QCF+Punch (Punch rapidly) -Sawada chops forward rapidly. The stronger the Punch button used, the faster he will chop. He will continue to chop as long as a Punch button is being pressed rapidly. Gokusatsu Jibakujin: HCB+Punch -Sawada kneels down and stabs himself, spraying an arc of blood around and over top of him. The stronger the Punch button used, the longer Sawada will be stunned after the blood-arc disappears. This attack doesn't damage Sawada, oddly. Sawada Special '95: QCF+Kick (then QCF+Kick; then QCF,UF+Kick) -Sawada leaps forward with a flying axe kick. Perform a second QCF+Kick during the first hit for a second hit, then QCF,UF+Kick during the second hit for a rising kick. Ninpo Kamikakushi: F,D,DF or B,D,DB + (2P or 2K) -Sawada will teleport either forward or backward, corresponding to if (F,D,DF) or (B,D,DB) is used. Using (2K) will teleport Sawada halfway across the screen, while (2P) travels all the way across. Sawada cannot be attacked while he is teleporting. [Super Combos] Kamikaze Banzai: QCF,QCF+Punch -Perhaps the lamest attack I've ever seen in a fighting game, Sawada slides forward with his arms in the air. If he runs into his opponent, he will hit them. Hits: 5 - Sawada can only Super Attack the following Special Moves: Gokusatsu Jibakujin: sprays flaming blood for more damage Sawada Special '95: does a flying axe kick followed by a rising kick -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Vega - "The Arrogant Warrior" [Stand Attacks] [Crouch Attacks] [Air Attacks] Claw Jab: LP Claw Jab: LP Claw Jab: LP Claw Slash: MP Claw Stab: MP Claw Stab: MP Low Claw Stab: SP Upper Claw Stab: SP Side Claw Stab (up): SP Knee Strike: LK Short Kick: LK Low Claw Stab (side): SP Front Kick: MK Long Kick: MK Down Kick (up): LK/MK High Kick: SK Slide Kick: SK Side Kick (side): LK/MK Backdoor Roundhouse: SK [Close Attacks] [Throws] Claw Stab: LP/MP/SP Suplex: 2P Low Kick: LK/MK Claw Toss (air): 2P Roundhouse: SK Leg Flip (air): 2K [Misc. Techniques] Triangle Jump (air): Up+opposite direction -Vega can perform a second jump in mid-air by pushing off the side of the screen if he is close enough to it. Back Slash: 2P -Vega will backflip twice. This is an evasive move, and Vega cannot be hit while performing it. Short Back Slash: 2K -Vega will quickly backflip onto his feet. This evasive move is like the Back Slash except quicker, and Vega cannot be hit while performing it. [Special Moves] Rolling Crystal Flash: CB,F+Punch -Vega will roll forward and finish with an upper claw stab. The stronger the Punch button used, the more times Vega will roll and hit. Sky High Claw: CD,U+Punch (Punch) -Vega will leap back and push himself off the wall, claw first. Pressing a Punch button during the attack will stretch out Vega's arm for a slightly longer range. The weaker the Punch button used, the higher Vega will shoot across the screen. Vega will always try to jump to the wall behind him for this attack, but pressing (UF) instead of (U) will make him leap to the opposite wall and perform the attack. Wall Leap: CD,U+Kick -Vega will leap back and push himself off the side of the screen towards his opponent. Vega will always leap to whichever side of the screen he is closest to, unless (UF) or (UB) is used at the end of the motion. After Vega has pushed off the wall, hold Left or Right to slightly move him in the air. The following attacks can be used after the Wall Leap: []Flying Barcelona Attack: Punch -Vega will slash his arms out below him, hitting opponents on both sides, but not directly below him. []Izuna Drop (throw): (any direction but Up)+Punch -Vega will grab them and perform a powerful suplex. This can only be done if Vega is very close to his opponent. Scarlet Terror: CDB,F+Kick -Vega will backflip and kick while moving slightly forward. The stronger the Kick button used, the higher and farther Vega will flip. [Super Combos] Super Wall Leap: CDB,DF,DB,UF+Kick -This starts out as a normal Wall Leap, as Vega will leap forward and push himself off the side of the screen towards his opponent. Vega will always leap towards the opposite side of the screen, unless (UB) is used at the end of the motion instead of (UF). After Vega has pushed off the wall, hold Left or Right to slightly move him in the air. The Super Wall Leap itself will not deplete Vega's Super Combo Gauge; only performing the Rolling Izuna Drop afterwards will. []Rolling Izuna Drop (throw): (any direction but Up)+Punch -This is a more powerful version of the Izuna Drop that will perform multiple suplexes in a row. Hits: 3 [Notes] -If he is hit repeatedly, Vega will drop his claw. To retrieve it, have Vega walk over it. Vega will also regain his claw between rounds. -Vega can only Super Attack the following Special Moves: Rolling Crystal Flash: leaps and arcs forward in a ball, then continues rolling along the ground as normal Sky High Claw: stabs with claw, then grabs the opponent and performs an Izuna Drop suplex. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Zangief - "Superpowered Wrestler" [Stand Attacks] [Crouch Attacks] [Air Attacks] Jab: LP Chop: LP Straight Chop: LP Backhand: MP Straight: MP Overhead Chop: MP Smash Punch: SP Smash Punch: SP Down Straight (up): SP Shin Kick: LK Short Kick: LK Flat Straight (side): SP Front Kick: MK Straight Kick: MK Drop Kick: LK/MK/SK High Kick: SK Sweep Kick: SK [Close Attacks] [Throws] Face Jab: LP Piledriver: F/B + MP Knee Jab: LK *Iron Claw: F/B + SP Stomach Kick: MK Suplex: F/B + MK Back Roundhouse: SK *Head Bite: F/B + SK [Misc. Techniques] Body Press (air): D+SP -Zangief stretches out and falls downward on his stomach. Headbutt: F/B + MP/SP -Zangief leaps forward with a headbutt. [Special Moves] Double Lariat: 2P -Zangief will spin around twice with his arms out, knocking down opponents that he hits. Zangief will pass through oncoming attacks if performed at the right time, and can move left and right while spinning. Quick Double Lariat: 2K -Zangief will quickly spin around once with his arms out, knocking down opponents that he hits. Zangief will pass through oncoming attacks if performed at the right time, and can move left and right while spinning. Banishing Flat: F,DF,D+Punch -Zangief will step forward and perform a fiery backhanded slap that can cancel projectiles. SP holds his arm out longer than LP. Note that this attack has a different motion in A-Ism and V-Ism. Screw Piledriver (throw): 360º motion+Punch -Zangief spins with his opponent into the air and descends with a spinning piledriver. This attack must be done very close to the opponent, and cannot be blocked. The stronger the Punch button used, the higher Zangief spins and the more damage the piledriver does. Atomic Suplex (throw): 360º motion+Kick -Zangief will grab them and perform a suplex, then leap into the air and do a second suplex. If this attack is not done right next to an opponent, it becomes the Flying Power Bomb (seen below). Flying Power Bomb (throw): 360º motion+Kick -Zangief will take a couple steps forward and attempt a grab. If it is successful, he will hoist them high into the air and powerbomb them into the ground. The stronger the Kick button used, the farther Zangief will walk while attempting to grab. This is the alternative to the Atomic Suplex, if the attack is performed at a distance from the opponent. [Super Combos] Final Atomic Buster (throw): 720º motion+Punch -A more powerful variation of both the Atomic Suplex and Screw Piledriver, and must be performed right next to an opponent. Zangief will do a series of suplexes, followed by a series of spinning piledrivers. Hits: 3 [Notes] -Zangief can only Super Attack the following Special Moves: Banishing Flat: reflects projectiles _______________________________________________________________________________ _______________________________________________________________________________ (VI) [Secrets] - Pause Config Menu - Pause the game during a fight and press Select to open a configuration menu to change the sound setting or controller configurations. - Play as Akuma - On the character select screen, press Up, R1, Down, L2, Right, L1, Left, R2. Akuma will appear over Guile's face, but will disappear if you move to a different character. _______________________________________________________________________________ _______________________________________________________________________________ (VII) [FAQ] - Is this REALLY a Street Fighter game? Yes. - No, really. Is it? Yeah, it is. It's a terrible game based on a terrible movie, which was based on a superb game. Kinda ironic, isn't it? - Who is Sawada? Sawada isn't a normal Street Fighter character; he was a member of Guile's army in the movie. - Are there any hidden characters? Yes, Akuma is the only hidden character. - Where is Blade? He isn't in the PlayStation version of the game. - What differences are there with the arcade game? For starters, Blade (a generic Shadaloo soldier) can only be found in the arcade version. Secondly, Dee Jay and Blanka are PlayStation-exclusive and not in the arcade version. Lastly, Akuma is a normally-selectable character in the arcade game, but is a hidden character in this version. The graphics are also a lot nicer in the arcade version, for some reason. _______________________________________________________________________________ _______________________________________________________________________________ (VIII) [Acknowledgments] -Capcom and Acclaim, for having the guts to bring out such a bad game. -CJayC, for his devotion to GameFAQs. _______________________________________________________________________________ _______________________________________________________________________________