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



