=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Super Street Fighter II Turbo HD Remix FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 3.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X NOTE: THIS GUIDE COVERS REMIX MODE ONLY X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 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 as you are being and air throws; this does thrown not work on holds Hold Recovery shake joystick and tap this only works on holds (ie P 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 down, performing holding P, qcf, releasing the motion, then P; this works for specials releasing the attack and supers button Super refer to the the Super Meter must be full character's movelist to perform the character's for the particular super; the Super Meter motion 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 overhead move 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 if d/df/f/uf is used, u + 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 if d/df/f/uf is used, u + 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 Somersault 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 the longer the charge, the two 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, df + P HP=long; must be blocked low Dash Ground Upper Charge b for 2 seconds, LK=short, MK=medium, df + K HK=long; 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 if you throw from a ub/u u + HK close in air jump 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 Kakato Wari hold K from previous overhead input Kama Barai Geri qcf + MK Inazuma Kakato Wari hold K from previous overhead input Oosoto Mawashi Geri qcf + HK kick knocks opponent down Inazuma Kakato Wari hold K from previous overhead input 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 if df/f/uf is used, u + 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 Kaiten 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, f + P HP=short; 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 delay the last part of the seconds, u + K command to have Chun-Li perform the move slightly higher off the ground Spinning Bird Kick Charge db/df for 2 delay the last part of the seconds, uf + K command to have Chun-Li perform the move slightly higher off the ground Spinning Bird Retreat Charge db/df for 2 delay the last part of the seconds, ub + K command to have Chun-Li perform the move slightly higher off the ground Air Spinning Bird Kick Charge b for 2 seconds, try performing the Charge d, f + K in air / Charge u + K motion after a d for 2 seconds, Yousou Kyaku u + K 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 if d/df/f/uf is used, u + MP/HP close in opponent will end up in air front of Zangief; if db/b/ub is used, opponent will end up behind Zangief Kuuchuu Leg Throw any direction except if d/df/f/uf is used, u + MK/HK close in opponent will end up in air 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 three punches, then projectiles use b and f to guide Quick Double Lariat LP+LK / press all three will pass through kicks, then use b and projectiles 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 Stretch Roundhouse HK in air is unable to be used as an overhead Down Stretch Punch u, LP overhead Straight Stretch Punch ub/uf, MP is unable to be used as an overhead Diagonal Stretch Punch 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 if d/df/f/uf is used, u + MP/HP close in opponent will end up in air 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 Crystal 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 from the wall in front of 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 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 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





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* 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,
                            punches in air           this 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 





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* 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     if you throw from a u/uf 
                            u + MP/HP close in       jump then the opponent
                             air                     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 Rakushou 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





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* 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     if d/df/f/uf is used,
                            u + MP/HP close in       opponent will end up in
                             air                     front of Cammy; if db/b/ub
                                                     is used, opponent will end
                                                     up behind Cammy
Air Frankensteiner        any direction except     if d/df/f/uf is used, 
                            u + MK/HK close in       opponent will end up
                            air                      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 Pressure 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
                            u + K, then b or f       the Head Stomp is 
                            after head stomp to      performed will determine
                            guide                    how Bison 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 Hadou Ken  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 Senkuu 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 Senkuu 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 billy_kane_32@hotmail.com.  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