
       /------------------------------\    rolentorosesodomnash
       | s t r e e t   f i g h t e r  |    sakuraadonkenchun-li
       \------------------------------/    genbirdieguygoukidan
        /-----------------------------------------------------\
        |                                                     |
        |  8888888  88       888888  888  88         888  88  |
        |       88  88      88   88       88  88888       88  |
        |       88  88           88  888  88     88       88  |
        |       88  88   88      88       88  88888       88  |
        |       88  88  88      88       88      88      88   |
        |  8888888  88888     888    88888    88888  88888    |
        |                                                     |
        \-----------------------------------------------------/
        balrogzangiefmikebisonsagat    /-----------------------\
        ehondadhlasimguilevegacammy    |  c o l l e c t i o n  |
        deejaythawkfeilongblankaryu    \-----------------------/


                   STREET FIGHTER COLLECTION FAQ v0.9
                      for the Sega Saturn  (import)
                   by Chris MacDonald (aka K. Megura)
                           <kmegura@yahoo.com>

 Unpublished work Copyright 1997-2000 Chris MacDonald

 This FAQ and everything included within this file cannot be reproduced
 in any way, shape or form (physical, electronical, or otherwise) aside
 from being placed on a freely-accessible, non-commercial web page in
 it's original, unedited and unaltered format.  This FAQ cannot be used
 for profitable purposes (even if no money would be made from selling it)
 or promotional purposes.  It cannot be used in any sort of commercial
 transaction.  It cannot be given away as some sort of bonus, gift, etc.,
 with a purchase as this creates incentive to buy and is therefore
 prohibited.  Furthermore, this FAQ cannot be used by the publishers,
 editors, employees or associates, etc. of any company, group, business,
 or association, etc., nor can it be used by game sites and the like.
 It cannot be used in magazines, guides, books, etc. or in any other
 form of printed or electronic media (including mediums not specifically
 mentioned) in ANY way, shape, or form (including reprinting, reference
 or inclusion), without the express written permission of the author,
 myself.  This FAQ was created and is owned by me, Chris MacDonald.  All
 copyrights and trademarks are acknowledged and respected that are not
 specifically mentioned in this FAQ.

 This FAQ was written for GameFAQs (www.gamefaqs.com) only.  I don't want
 it to be put up on any other web site and am not above explaining this
 to your ad banner guys or whoever else I can get ahold of if you decide
 to violate this disclaimer.

 To continue, this FAQ and everything included herein is protected by
 the Berne Copyright Convention of 1976, not to mention International
 Copyright Law.  Remember that plagiarism is a crime, and that this is a
 copyrighted work--stealing from this guide is putting yourself at risk,
 plain and simple, because the law is on my side.  I feel the need to
 mention that the following publishers/publications have ripped from me
 in the past, namely: the Ziff-Davis Video Game Group (publishers of
 EGM, Expert Gamer, etc.), Future Publishing, Ltd. (publishers of
 PlayStation Power, Official UK PlayStation Magazine, etc.), IDG Media,
 Tips & Tricks Magazine, and Game 13th.  If you want to show your
 appreciation for having this nice free FAQ to read, please do so by
 not reading any of these rags (if I sound like a bastard, it's because
 I am).  The same applies to the jerks at Game Cave for selling my FF7
 FAQ.  These guys are overpriced and have bad service anyway, there are
 much better places to shop online.

 God, I sound so rude... ;)  Anyway, the Street Fighter series is (c)
 Capcom Co., Ltd.
 
 The latest version of this FAQ can be found at:
 -----------------------------------------------------------------------
 my homepage                       i.am/kao
 GameFAQs                          www.gamefaqs.com


 =================
 TABLE OF CONTENTS
 =================

 1.  INTRODUCTION
 2.  HOW TO PLAY
 3.  CHARACTER MOVELISTS  (SSF2X)
      - Balrog
      - Blanka
      - Cammy
      - Chun-Li
      - Dee Jay
      - Dhalsim
      - E. Honda
      - Fei Long
      - Gouki
      - Guile
      - Ken Masters
      - M. Bison
      - Ryu
      - Sagat
      - T. Hawk
      - Vega
      - Zangief
 4.  CHARACTER MOVELISTS  (SFZ2')
      - Adon
      - Birdie
      - Chun-Li
      - Dan Hibiki
      - Dhalsim
      - Gen
      - Gouki
      - Guy
      - Ken Masters
      - Nash
      - Rolento Schugerg
      - Rose
      - Ryu
      - Sagat
      - Sakura Kasugano
      - Sodom
      - Vega
      - Zangief
 5.  HIDDEN CHARACTERS  (SFZ2')
      - X-Men vs. Street Fighter's Cammy
      - 'Satsui no Hadou ni Mezameta Ryu'
      - Shin Gouki
      - SF2-Costumed Chun-Li
      - Special Sakura
 6.  "SF2 ORIGINAL SERIES" CHARACTERS  (SFZ2')
      - Chun-Li
      - Dhalsim
      - Ken Masters
      - Ryu
      - Sagat
      - Vega
      - Zangief
 7.  SECRETS AND TRICKS
 8.  MISCELLANEOUS
      - S-Combo Mode
      - Translations
 9.  AUTHOR'S NOTE
      - Special Thanks
      - Author's Note


 ========================================================================
 1.  INTRODUCTION
 ========================================================================

 Street Fighter Collection is a 2-disc set, containing both SSF2 and
 SSF2X on one disc, and SFZ2 DASH on the other.  Both games are
 faithfully reproduced on the Saturn, and while neither of them are
 arcade-perfect, they come close enough.

 This FAQ covers all three games as well as the Saturn extras.  While
 it's undoubtedly not needed, there's a section on the game mechanics
 of each game as well :)  Hopefully this FAQ will give you all the
 information you need to enjoy your SF experience, especially if you
 don't know Japanese.

 FYI, this collection is based on the Japanese versions of these games,
 so there are some differences, as listed below:

 SSF2 (Super Street Fighter II: The New Challengers)
 When you lose, there are tips displayed at the bottom of the screen
 during the countdown (how to escape a throw, your character's special
 move motion, etc.)

 SSF2X (Super Street Fighter II X: Grandmaster Challenge)
 This may be more familiar to you as Super Street Fighter II: Turbo.
 In addition to the differences found in SSF2, Gouki (Akuma) also has
 winning quotes.  He has an ending too (!) which I don't believe was
 in the US version.

 SFZ2 DASH (Street Fighter Zero 2: Dash)
 This is based on the Japanese upgrade to Street Fighter Alpha 2, called
 'Street Fighter Zero 2 Alpha'.  It is in all respects the same as that
 game, minus a few things.  There are a few bonus options as well.  It's
 not too different from Street Fighter Alpha 2, but you will have to
 get adjusted to the way the game plays.

 Note that for all three of these games, the names of moves, characters,
 etc. are not the same as their 'outside of Japan' counterparts.  Most
 characters/techniques will be referred to by their original Japanese
 names, but the 'alternate' name will be given at different points in
 the FAQ.


 ========================================================================
 2.  HOW TO PLAY
 ========================================================================

 This section outlines the basic controls for all characters:
 
 (controller directions and results)

  ub  u  uf      Jump Up-Back            Jump Up         Jump Up-Forward
    \ | /
 b -- n -- f     Walk Back / Block       Neutral         Walk Forward
    / | \
  db  d  df      Crouch / Low Block      Crouch          Offensive Crouch

 Remember to reverse the commands if on the left side of the screen.


 (button layout and effects)

    L   R                    Punch x3          Kick x3

  X   Y   Z       Light Punch       Medium Punch       Heavy Punch

  A   B   C       Light Kick        Medium Kick        Heavy Kick
 

 ------------------------------------------------------------------------
 FAQ NOTATION
 ------------------------------------------------------------------------

 LP     - Light Punch     MP  - Medium Punch      HP  - Hard Punch
 LK     - Light Kick      MK  - Medium Kick       HK  - Hard Kick
 Punch  - Any Punch       2P  - Any 2 Punches     3P  - Any 3 Punches
 Kick   - Any Kick        2K  - Any 2 Kicks       3K  - Any 3 Kicks
 SC     - Super Combo     OC  - Original Combo    ZC  - Zero Counter
 L1     - Level 1 SC      L2  - Level 2 SC        L3  - Level 3 SC
 s      - Standing        c   - Crouching         j   - Jumping

 (air)  - the move can be performed while jumping.
 a-u    - This means you can use any direction but up (although ub-back
          or up-forward is still okay) when performing this move.
 a-d    - This means you can use any direction for this move.
 MP~HK  - You can use MP, MK, HP, or HK for this move.
 *      - This move is only available in SSF2X.  It can't be used if
          you're playing SSF2, or are using an SSF2-style character
          in SSF2X.
 ...    - there is more information on the move in the line(s) below.
 SSF2   - Super Street Fighter II: The New Challengers
 SSF2X  - Super Street Fighter II X: Grandmaster Challenge
 SFZ2'  - Street Fighter Zero 2 Dash

 qcf / hcf           -  Input (d,df,f) or (b,db,d,df) on the controller.
 qcb / hcb           -  Input (d,db,b) or (f,df,d,db) on the controller.
 Rotate 360 / 720    -  Rotate the controller in a full circle or two
                        full circles.  The shorthand method to do this
                        is to input (f,df,d,db,b,ub,u) or the reverse.
                        There is no shorthand method for a 720, though.
 Charge b,f / d,u    -  Hold in one direction for two seconds, then press
                        in the second direction and press the button
                        listed (P or K).
 overhead             - The attack will hit you if you are crouch-
                        blocking and so must be blocked high (standing).
 (at Level 3)         - You have to have all 3 levels of SC gauge power
                        in order to perform this move.

 Note that in SSF2 and SSF2X, any move that must be performed with
 three Punch or Kick buttons (PPP / KKK), can be performed with only
 two buttons (PP or KK), except M. Bison's Turn Punch.  In SFZ2', a
 move that can be done with PPP or KKK must be done with all three of
 those buttons.


 ------------------------------------------------------------------------
 BASIC COMMANDS
 ------------------------------------------------------------------------

 Jump                           Press ub / uf
 Walk Back / Forward            Hold b / f
 Standing Block (High)          Hold b while your opponent is attacking
 Crouching Block (Low)          Hold db while your opponent is attacking
 Throw / Holds                  When close, press b / f + HP
 Throw Escape                   Press b / f + MP~HK as you are thrown
 Hold Escape                    Tap a-d + tap P / K rapidly when held
 Dizzy Recovery                 Tap a-d + tap P / K rapidly when dizzied 
 Reversal                       Do a move as you get up off the floor

 - Some characters can perform throws or holds with any button.  Other
   characters also have air throws--see the movelists for more details.
 - During a hold, you can tap the directions rapidly and tap the buttons
   to do more hits and damage.  Your opponent can do the same thing to
   reduce damage and try to escape sooner.
 - Throw Escapes are only available to SSF2X and SFZ2' characters.  They
   are not usable if you're using a SSF2-style character, or a 'Street
   Fighter II Original Series' character in SFZ2'.


 ========================================================================
 3.  CHARACTER MOVELISTS  (SSF2X)
 ========================================================================

 All characters are listed alphabetically.  Moves are listed in this
 order, normal throws and holds, special moves and command attacks,
 then that character's Super Combo.  Note that Gouki doesn't have a
 Super Combo.

 Once again, moves marked with a * are not available in SSF2, or when
 playing SSF2X but using an SSF2-style character.
                                   
 ------------------------------------------------------------------------
 BALROG                                    (called VEGA outside of Japan)
 ------------------------------------------------------------------------

 Rainbow Suplex                 When close, b / f + MP / HP

 Rolling Crystal Flash          Charge b,f + P
 Sky High Claw                  Charge d,ub~uf + P
 Flying Barcelona Attack        Charge d,ub~uf + K, move b / f, press P
 Izuna Drop                     Charge d,ub~uf + K, move b / f...
 ...                            ...then press a-d + P when close
 Scarlet Terror               * Charge db,f + K
 Backslash                      Press PPP
 Short Backslash                Press KKK
 Sankaku Tobi                   Jump against a wall, press uf~df

 Rolling Izuna Drop           * Charge db,df,db,ub~uf + K, move b / f...
 ...                            ...then press a-d + P when close

 - You can use the Backslash and Short Backslash to pass through
   projectiles and physical attacks.
 - When you use any of Balrog's vertical charge moves, ending them with
   ub makes him go to the wall behind him, while uf makes him go to the
   wall in front of him.  Just using charge d,u makes him go to whatever
   wall is closest.
 - During the Rolling Izuna Drop, you can still do a Flying Barcelona
   Attack by pressing P when in mid-air.  Doing so will not make you
   empty your Super Combo gauge either--it's just a normal attack.
 - The Izuna Drop and Rolling Izuna Drop are unblockable.
 - If Balrog blocks enough hits, he can lose his claw, but doing so
   doesn't affect his attack power.  He can regain his weapon by walking
   over it.
 - You can't climb the fence on Balrog's stage, sadly.


 ------------------------------------------------------------------------
 BLANKA
 ------------------------------------------------------------------------

 Wild Fang                      When close, b / f + HP

 Electric Thunder               Tap P rapidly
 Rolling Attack                 Charge b,f + P
 Backstep Rolling               Charge b,f + K
 Vertical Rolling               Charge d,u + K
 Surprise Forward             * Any forward direction + KKK
 Surprise Back                * Any backward direction + KKK
 Rock Crush                     When close, b / f + MP
 Amazon River Run             * df + HP

 Ground Shave Rolling         * Charge b,f,b,f + P, hold P to delay

 - You can use the Surprise Forward and Surprise Back to pass through
   projectiles, attacks, or even your opponent.  It's also a fast way
   to max out your Super Comgo gauge.
 - The second hit of the Rock Crush hits low.
 - The Amazon River run must be blocked low.  You can use it to slide
   under projectiles, too.
 - Delaying the Ground Shave Rolling doesn't increase the damage done.
   If someone touches you while you're spinning in place, Blanka will
   automatically perform the rest of the move.


 ------------------------------------------------------------------------
 CAMMY
 ------------------------------------------------------------------------

 Hooligan Suplex                When close, b / f + MP / HP
 Frankensteiner                 When close, b / f + MK / HK
 Flying Neck Hunt               When close, a-u + MP / HP in air
 Air Frankensteiner             When close, a-u + MK / HK in air

 Spiral Arrow                   qcf + K
 Cannon Spike                   f,d,df + K
 Axle Spin Knuckle              b,db,f + P
 Hooligan Combination         * hcf,uf + P, then...  (press K to cancel)
 Razor Edge Slicer              ...do nothing and allow yourself to land
 Fatal Leg Twister              ...b / f + K when near enemy's head
 Cross Scissors Pressure        ...b / f + K when near enemy's waist

 Spin Drive Smasher           * qcf,d,df + K

 - You can use the starting animation of the Axle Spin Knuckle to pass
   through projectiles.
 - When you perform the Hooligan Combination, you can cancel the move
   by pressing K when in air (you can't do anything else until you land,
   though), or do nothing and allow Cammy to land, where she will do a
   slide kick that must be blocked crouching.
 - The two throw follow-ups to the Hooligan Combination are unblockable.
   Which one you get depends on whether or not your opponent is in the
   air or is crouching.  If you grab them by their head or while they're
   crouching, you get the Cross Scissors Pressure.  If you grab them
   below their midsection or while they're in mid-air, you get the Fatal
   Leg Twister.


 ------------------------------------------------------------------------
 CHUN-LI
 ------------------------------------------------------------------------

 Koshuu Tou                     When close, b / f + MP / HP
 Ryuusei Raku                   When close, a-u + HP in air

 Hyakuretsu Kyaku               Tap K rapidly
 Kikou Ken                      Charge b,f + P
 Kaiten-teki Kaku Kyakushuu     Charge b,f + K  (aka Spinning Bird Kick)
 Kuuchuu K.T.K. Kyakushuu     * Charge b,f + K in air
 Tenshou Kyaku                * Charge d,u + K
 Yousou Kyaku                   In air, d + MK  (can repeat)
 Kouhou Kaiten Kyaku            df + MK
 Kaku Kyaku Raku                df + HK
 Sankaku Tobi                   Jump against a wall, press uf~df

 Senretsu Kyaku               * Charge b,f,b,f + K

 (When playing SSF2 or as an SSF2-style character, the following moves
 are performed differently):

 Kaiten-teki Kaku Kyakushuu     Charge d,u + K
 Kouhou Kaiten Kyaku            When close, b / f + MK
 Kaku Kyaku Raku                When close, b / f + HK

 - Chun-Li's Kikou Ken will dissapate after travelling for a while (LP
   makes it go slower but last longer, HP makes it go faster but
   dissapate quickly).
 - Chun-Li's Spinning Bird Kick can be done in the air in SSF2X.
   You can even do it off of a triangle jump (Sankaku Tobi)!
 - After the Yousou Kyaku, you can make any mid-air attack, or even
   perform another Yousou Kyaku.
 - You can use the Kaku Kyaku Raku to jump over an opponent.  This
   move is not an overhead, though.
 - The starting animation of the Senretsu Kyaku will go through
   projectiles.  This move has a glitch in it; you can walk forward
   after tapping b,f,b,f, and even jump, as long as you keep holding
   in a forward direction, and you still keep the "charge".  This
   means you can tap b,f,b,f, then walk or jump over to your opponent
   and press K to begin the move.  You can even make a Punch attack
   and then press K afterward to do the move.  Pressing in any direction
   other than forward or up-forward makes the charge end.


 ------------------------------------------------------------------------
 DEE JAY
 ------------------------------------------------------------------------

 Funky Shout Throw              When close, b / f + MP / HP
 Monkey Flip                    When close, b / f + MK / HK

 Air Slasher                    Charge b,f + P
 Double Rolling Sobat           Charge b,f + K
 Machine Gun Upper              Charge d,u + P, tap P rapidly
 Jackknife Maximum            * Charge d,u + K 
 Knee Shot                      Jump ub / uf, d + LK

 Sobat Carnival               * Charge b,f,b,f + K

 - You can try tapping PPP or tapping the Punch buttons one after another
   in order to get more hits off of the Machine Gun Upper.

                                   
 ------------------------------------------------------------------------
 DHALSIM
 ------------------------------------------------------------------------

 Yoga Smash                     When close, b / f + MP
 Yoga Throw                     When close, b / f + HP

 Yoga Fire                      qcf + P
 Yoga Flame                     hcf + P
 Yoga Blast                   * hcf + K
 Yoga Teleport                  f,d,df / b,d,db + PPP / KKK
 Drill Zutsuki                  In air, d + HP
 Drill Kick                     In air, d + K

 Yoga Inferno                 * hcf,hcf + P

 (When playing SSF2 or as an SSF2-style character, the following move
 is performed differently):

 Drill Kick                     In air, d + HK

 - The LP Yoga Fire stuns an opponent instead of knocking them down.
 - The Yoga Blast will only hit characters who are in mid-air.
 - In SSF2X, you can control the length of your Punch and Kick attacks
   by holding back or down-back when attacking to make them short-ranged,
   or leaving the controller in neutral when attacking to make them long
   ranged.  This won't work while jumping, though.  The only drawback is
   that this means you'll do the long-ranged attacks even when close to
   your opponent, unlike as in SSF2.
 - When playing SSF2 or using SSF2-style Dhalsim, you can't control his
   limbs, but they will automatically come out at a short or long range
   depending on his opponent's location.


 ------------------------------------------------------------------------
 E. HONDA                                                  (EDMOND HONDA)
 ------------------------------------------------------------------------

 Tawara Nage                    When close, b / f + MP
 Saba Ori                       When close, b / f + HP
 Sekkan Kyaku                   When close, b / f + HK

 Hyakuretsu Harite              Tap P rapidly
 Super Zutsuki                  Charge b,f + P
 Super Hyakkan Otoshi           Charge d,u + K
 Ooichou Nage                 * When close, hcb + P 
 Hiza Geri                      When close, f + MK
 Harai Geri                   * b / f + HK
 Flying Sumo Press              In air, d + MK

 Oni Musou                    * Charge b,f,b,f + P

 (When playing SSF2 or as an SSF2-style character, the following move
 is performed differently):

 Hyakuretsu Harite              Tap P rapidly, move b / f

 - In SSF2X, you cannot move during the Hyakuretsu Harite.  Instead,
   tapping LP makes you stay in place, while tapping MP or HP makes
   you step forward, then start to attack.
 - The Super Hyakkan Otoshi is an overhead attack.
 - The Ooichou Nage is unblockable.  This move has no 'missed'
   animation, so if you do it from out of range, Honda will just do a
   standing Punch attack.
 - The Harai Geri must be blocked crouching.
 - The starting animation of the Oni Musou will go through projectiles.
   This move has a glitch in it; you can walk forward after tapping
   b,f,b,f, and even jump, as long as you keep holding in a forward
   direction, and you still keep the "charge".  This means you can tap
   b,f,b,f, then walk or jump over to your opponent and press P to begin
   the move.  You can even make a Kick attack and then press P afterward
   to do the move.  Pressing in any direction other than forward or
   up-forward makes the charge end.


 ------------------------------------------------------------------------
 FEI LONG
 ------------------------------------------------------------------------

 Gankai Hou                     When close, b / f + MP / HP
 Ryuushu Kai                    When close, b / f + MK / HK
 Ryuushu Raku                 * When close, a-u + MP / HP in air

 Rekka Ken                      qcf + P  (perform 3 times)
 Rekkuu Kyaku                 * hcf,uf + K
 Shien Kyaku                    b,d,db + K
 Chokka Raku Shou               b / f + MK
 Engeki Shuu                    f + HK

 Rekka Shin Ken               * qcf,qcf + P

 - The Rekkuu Kyaku is an overhead attack.  So is the Chokka Raku Shou,
   but only in SSF2X.  In SSF2, it can be blocked crouching.
 - In SSF2X, you'll move forward when you do the f + MK version of the
   Chokka Raku Shou.  In SSF2, either version makes you stay in place.


 ------------------------------------------------------------------------
 GOUKI                                    (called AKUMA outside of Japan)
 ------------------------------------------------------------------------

 Seoi Nage                        When close, b / f + MP / HP
 Tomoe Nage                       When close, b / f + MK / HK

 Gou Hadou Ken                    qcf + P
 Zankuu Hadou Ken                 In air, qcf + P
 Shakunetsu Hadou Ken             hcf + P
 Gou Shouryuu Ken                 f,d,df + P
 Tatsumaki Zankuu Kyaku           qcb + K
 Kuuchuu Tatsumaki Zankuu Kyaku   In air, qcb + K
 Ashura Senkuu                    f,d,df / b,d,db + PPP / KKK

 (Gouki has no Super Combo)

 - After the Tatsumaki Zankuu Kyaku, you can juggle your opponent with
   an attack, such as a Gou Shouryuu Ken.
 - Gouki is invincible during the Ashura Senkuu but can still be hit
   by any kind of throw.  The Kick buttons won't carry you as far as
   the Punch buttons will.


 ------------------------------------------------------------------------
 GUILE
 ------------------------------------------------------------------------

 Judo Throw                     When close, b / f + MP
 Dragon Suplex                  When close, b / f + HP
 Flying Mayor                   When close, a-u + HP in air
 Flying Buster Drop             When close, a-u + HK in air

 Sonic Boom                     Charge b,f + P
 Somersault Kick                Charge d,u + K
 Knee Bazooka                   b / f + LK
 Rolling Sobat                * b / f + MK
 Reverse Spin Kick              When close, b / f + HK
 Spinning Back Knuckle          f + HP

 Double Somersault Kick       * Charge db,df,db,uf + K

 (When playing SSF2 or as an SSF2-style character, the following move
 is performed differently):

 Knee Bazooka                   b / f + MK


 ------------------------------------------------------------------------
 KEN MASTERS
 ------------------------------------------------------------------------

 Seoi Nage                        When close, b / f + MP / HP
 Tsukami Hiza Geri                When close, b / f + MK
 Jigoku Guruma                    When close, b / f + HK
 Jigoku Fuusha                    When close, a-u + MK / HK in air

 Hadou Ken                        qcf + P
 Shouryuu Ken                     f,d,df + P
 Tatsumaki Senpuu Kyaku           qcb + K
 Kuuchuu Tatsumaki Senpuu Kyaku   In air, qcb + K
 Kami Barai Geri                * qcf + tap K lightly
 Nata Otoshi Geri               * f,df,d + tap K lightly
 Oosoto Mawashi Geri            * hcf + tap K lightly
 Inazuma Kakato Wari            * Hold K during any 'Geri' move

 Shouryuu Reppa                 * qcf,d,df + P

 - The Inazuma Kakato Wari is an overhead attack.


 ------------------------------------------------------------------------
 M. BISON  (MIKE BISON)                  (called BALROG outside of Japan)
 ------------------------------------------------------------------------

 Head Bomber                    When close, b / f + HP

 Dash Straight                  Charge b,f + P
 Dash Upper                     Charge b,f + K
 Dash Ground Straight         * Charge b,df + P
 Dash Ground Upper            * Charge b,df + K
 Buffalo Headbutt               Charge d,u + P
 Turn Punch                     Hold PPP / KKK, then release
 Terrible Waving              * Jump u, press HP, move b / f

 Crazy Buffalo                * Charge b,f,b,f + P

 - The Dash Ground Straight must be blocked crouching.
 - The Buffalo Headbutt can pass through projectiles.
 - The longer your delay the Turn Punch, the more damage it does.
   The chart below tells you when the Turn Punch's damage increases:

            01-03   timer counts  :  Level 1 Punch
            04-06   timer counts  :  Level 2 Punch
            07-12   timer counts  :  Level 3 Punch
            14-24   timer counts  :  Level 4 Punch
            25-36   timer counts  :  Level 5 Punch
            37-48   timer counts  :  Level 6 Punch
            49-60   timer counts  :  Level 7 Punch
            61-inf. timer counts  :  Final Punch

 - Note that this is the only move in SSF2X that requires you to hold
   _all three_ buttons.  You can also charge two of these attacks at
   the same time, and release them one after the other, or at different
   points during the round.  The Final Punch causes a little over 50%
   damage (say, 58%).


 ------------------------------------------------------------------------
 RYU
 ------------------------------------------------------------------------

 Seoi Nage                        When close, b / f + MP / HP
 Tomoe Nage                       When close, b / f + MK / HK

 Hadou Ken                        qcf + P
 Fire Hadou Ken                   hcf + P
 Shouryuu Ken                     f,d,df + P
 Tatsumaki Senpuu Kyaku           qcb + K
 Kuuchuu Tatsumaki Senpuu Kyaku   In air, qcb + K
 Sakotsu Wari                   * f + MP
 Kyuubi Kudaki                  * f + HP

 Shinkuu Hadou Ken              * qcf,qcf + P

 - The Fire Hadou Ken stuns an opponent from far away and knocks them
   down when used up close.
 - The Sakotsu Wari is an overhead attack.
 - You can follow the Kyuubi Kudaki with a crouching MK.
 - The Shinkuu Hadou Ken can negate and go through other projectiles.


 ------------------------------------------------------------------------
 SAGAT
 ------------------------------------------------------------------------

 Tiger Carry                    When close, b / f + MP / HP

 Tiger Shot                     qcf + P
 Ground Tiger Shot              qcf + K
 Tiger Uppercut                 f,d,df + P
 Tiger Knee Crush               d,df,uf + K

 Tiger Genocide               * qcf,d,df + P


 ------------------------------------------------------------------------
 T. HAWK                                                   (THUNDER HAWK)
 ------------------------------------------------------------------------
 
 Mexican Throw                  When close, b / f + MP
 Neck Hanging Three             When close, b / f + HP
 Elbow Stomping                 When close, b / f + HK

 Tomahawk Buster                f,d,df + P
 Condor Dive                    In air, press PPP
 Mexican Typhoon                Rotate 360 + P
 Heavy Shoulder                 Jump ub / uf, d + MP
 Heavy Body Press               Jump ub / uf, d + HP
 Thrust Beak                    b / f + LP

 Double Typhoon               * Rotate 720 + P

 - The Condor Dive can be done any time after you start jumping until
   just after reaching the apex of your jump.  Once you start falling,
   you can't use it anymore.
 - The Mexican Typhoon and Double Typhoon are unblockable.


 ------------------------------------------------------------------------
 VEGA                                  (called M. BISON outside of Japan)
 ------------------------------------------------------------------------

 Deadly Throw                   When close, b / f + MP / HP

 Psycho Crusher Attack          Charge b,f + P
 Double Knee Press              Charge b,f + K
 Head Press                     Charge d,u + K, then move b / f
 Somersault Skull Diver         Press P after Head Press
 Devil Reverse                  Charge d,u + P,P  (then move b / f)

 Knee Press Nightmare         * Charge b,f,b,f + K
                                   
 (When playing SSF2 or as an SSF2-style character, the following move
 is performed differently):

 Devil Reverse                  Charge d,u + P
          
 - When you use the Head Press or SSF2X-version Devil Reverse, you can
   direct your flight by pressing back or forward.  The SSF2 version
   automatically homes in on an opponent.
                                           

 ------------------------------------------------------------------------
 ZANGIEF
 ------------------------------------------------------------------------

 Pile Driver                    When close, b / f + MP
 Brain Buster                   When close, b / f + MK
 Iron Claw                      When close, b / f + HP
 Kamitsuki                      When close, b / f + HK
 Stomach Claw                   When close, db / df + MP / HP
 Kuuchuu Deadly Drive           When close, a-u + MP / HP in air
 Kuuchuu Leg Throw              When close, a-u + MK / HK in air

 Double Lariat                  (b / f +) PPP, move b / f
 Quick Double Lariat            (b / f +) KKK, move b / f
 Banishing Flat               * f,df,d + P
 Screw Pile Driver              Rotate 360 + P
 Flying Powerbomb               Rotate 360 + K from afar
 Atomic Suplex                  Rotate 360 + K when close
 Flying Body Attack             Jump ub / uf, d + HP
 Double Knee Drop               Jump ub / uf, d + LK / MK
 Kuuchuu Headbutt               Jump u, u + MP / HP
 Headbutt                     * b / f + MP / HP

 Final Atomic Buster          * Rotate 720 + P

 - The Banishing Flat can negate non-SC projectiles.
 - When you input 360 + K from afar, Zangief dashes forward.  If his
   opponent is close enough, he does the Flying Powerbomb.  If you're
   right next to your opponent when you input 360 + K, you get the
   Atomic Suplex.
 - The Spinning Pile Driver, Flying Powerbomb, Atomic Suplex, and Final
   Atomic Buster are unblockable.


 ========================================================================
 4.  CHARACTER MOVELISTS  (SFZ2')
 ========================================================================

 ------------------------------------------------------------------------
 ADON
 ------------------------------------------------------------------------

 Jaguar Carry                   When close, b / f + MP / HP
 Jaguar Slam                    When close, b / f + MK / HK

 Jaguar Kick                    qcf + K
 Jaguar Tooth                   hcb + K
 Rising Jaguar                  f,d,df + K
 Jutting Kick                   df + MK
 Jaguar Crunch                  f + MP

 Jaguar Varied Assault          qcf,d,df + P
 Jaguar Thousand                Tap P rapidly during Level 3 J.V.A.
 Jaguar Assassin                Tap K rapidly during Level 3 J.V.A.
 Jaguar Revolver                qcf,qcf + K

 - The Jaguar Tooth and Jaguar Crunch are overhead attacks.
 - The Jaguar Revolver can be used to leap over projectiles, but if
   you're not careful, you could end up leaping over your opponent.


 ------------------------------------------------------------------------
 BIRDIE
 ------------------------------------------------------------------------

 Bull Spike                     When close, b / f + MP / HP
 Bad Throw                      When close, b / f + MK / HK

 Murderer Chain                 Rotate 360 + P
 Bandit Chain                   Rotate 360 + K
 Bull Head                      Charge b,f + P
 Bull Horn                      Hold PP / KK, then release
 Bull Drop                      Press HK while standing
 Body Slam                      In air, d + HP

 The Birdie                     Charge b,f,b,f + P
 Bull Revenger                  qcf,d,df + P / K

 - The Murderer Chain, Bandit Chain, and Bull Revenger are unblockable.
 - The buttons you hold down for the Bull Horn determines the distance
   travelled.  LP + MP gives you a short-range Bull Horn, LP + HP gives
   you a medium-range Bull Horn, and MP + HP gives you a full-screen Bull
   Horn (the same applies to using the Kick buttons).  This only affects
   the range--damage is still the same.  If you're charging a Bull Horn
   with, say, LP + HP, you can still use MP to attack, and so on.  If you
   set a button to PP / KK, then you get the short-range style Bull Horn
   (you can still use HP / HK to attack your enemies).
 - While Birdie is turning around for the Bull Horn, he is invincible.
   You can use the Bull Horn to pass through fireballs, normal attacks,
   or anything else you want, as long as you get the timing right (the
   attack / fireball / etc. usually has to be right next to Birdie before
   you start the Bull Horn).  The speed of the attack is also important
   (it's harder to pass through, say, slow fireballs, compared to fast
   ones).
 - The longer you hold down two Punch or Kick buttons, the more powerful
   the Bull Horn becomes, hitting more times (once per level, so a Level
   3 Punch hits three times).  See the chart below:

                01-02   timer counts  :  Level 1 Punch
                03-04   timer counts  :  Level 2 Punch
                05-08   timer counts  :  Level 3 Punch
                09-16   timer counts  :  Level 4 Punch
                17-inf. timer counts  :  Final Punch

 - When charging, you don't have to release both PP and KK; you can still
   hold down one while releasing the other.  There's no real point to
   this normally, although you can then start another Bull Horn charge by
   pressing and holding another button of the same type (Punch or Kick).
   However, there is a trick you can do with this.  If you hold down five
   buttons (PP + KKK, or whatever you like), you can release them one at
   a time for three Bull Horn attacks (releasing the remaining two
   buttons has no effect).  You can get four Bull Horns by holding down
   all six buttons, then releasing them one at a time (again, the last
   two buttons held have no effect if released).
 - You can even press the other buttons later on (such as holding PP,
   then later adding PKK for the triple Bull Horn charge), to add more
   variety to the Bull Heads (as they grow in power over time).  Just keep
   in mind that those two unused buttons have to be a Punch and a Kick
   button (i.e., if you were holding PPPKKK and released P, then P, then
   K, then P, you'd get a Bull Horn on the first three releases, but not
   the last).
 - The Bull Drop is an overhead attack.  
 - When you perform the Bull Revenger, using P makes Birdie hop a short
   distance, while using K makes him leap across the screen.
                  

 ------------------------------------------------------------------------
 CHUN-LI
 ------------------------------------------------------------------------

 Koshuu Tou                     When close, b / f + MP / HP
 Ryuusei Raku                   When close, a-u + MP / HP in air

 Kikou Ken                      hcf + P
 Sen'en Shuu                    hcb + K
 Hyakuretsu Kyaku               Tap K rapidly
 Tenshou Kyaku                  Charge d,u + K
 Kaku Raku Kyaku                df + HK
 Yousou Kyaku                   In air, d + MK  (can repeat)
 Sankaku Tobi                   Jump against a wall, press uf~df

 Kikou Shou                     qcf,qcf + P
 Senretsu Kyaku                 Charge b,f,b,f + K
 Hazan Tenshou Kyaku            Charge db,df,db,uf + K

 - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks.
 - After the Yousou Kyaku, you can make any mid-air attack, or even
   perform another Yousou Kyaku.


 ------------------------------------------------------------------------
 DAN HIBIKI
 ------------------------------------------------------------------------

 Seoi Nage                      When close, b / f + MP / HP

 Gadou Ken                      qcf + P
 Kouryuu Ken                    f,d,df + P
 Dankuu Kyaku                   qcb + K
 Zenten Chouhatsu               qcf + Chouhatsu
 Kouten Chouhatsu               qcb + Chouhatsu
 Jump Chouhatsu                 Press Chouhatsu while in air
 Shagami Chouhatsu              Press Chouhatsu while crouching

 Shinkuu Gadou Ken              qcf,qcf + P
 Hisshou Burai Ken              qcb,qcb + K
 Kouryuu Rekka                  qcf,d,df + K
 Chouhatsu Densetsu             qcf,qcf + Chouhatsu

 - Dan can flash during his Kouryuu Ken, and when he does so, he
   becomes totally invincible.  When Dan flashes is determined by how
   many actions he's made so far.  At the start of each round, Dan's
   23rd action, if it's a Kouryuu Ken, will be the flashing kind.
   Afterwards, every 15th action is a potential flashing Kouryuu Ken.
   "Actions" include throwing punches or kicks (whether they miss or
   are bocked), making attacks during an Original Combo, taunting or
   using any Super Combo (including the Chouhatsu Densetsu), using
   Zero Counters, and throws.  Actions do not include initiating
   Original Combos, any type of movement (jumping, etc.), getting hit
   or blocking attacks.
 - So, for example, I could throw 22 standing LPs with Dan, and if I
   then did a Kouryuu Ken, it would flash.  If my next 14 moves were a
   combination of taunts, attacks, special moves, and Super Combos, and
   I then did a Kouryuu Ken for my 15th action, it would flash.  A big
   thanks to Paul Williams for this info.
 - None of Dan's 'Chouhatsu' moves can hit an opponent.  They're really
   only useful for insulting your opposition. :)  Unlike the other
   characters, Dan can taunt as many times as he wants.
 - Anytime you fight Sagat (CPU or as a 2nd player opponent), and
   perform a Level 3 Hisshou Burai Ken (whether it hits or misses), Dan
   will say "Yatta ze!" instead of "Kouryuu Ken!" at the end of the move
   instead.


 ------------------------------------------------------------------------
 DHALSIM
 ------------------------------------------------------------------------

 Yoga Smash                     When close, b / f + MP
 Yoga Throw                     When close, b / f + HP

 Yoga Fire                      qcf + P
 Yoga Flame                     hcb + P
 Yoga Blast                     hcb + K
 Yoga Escape                    b,db,d + K when knocked to the floor
 Yoga Teleport                  f,d,df / b,d,db + PPP / KKK  (air)
 Kuuchuu Fuyuu                  In air, press Chouhatsu
 Drill Zutsuki                  In air, d + HP
 Drill Kick                     In air, d + K
 Yoga Palm                      f + LP
 Yoga Shock                     b + LP, hold LP until you attack

 Yoga Inferno                   qcf,d,df + P
 Yoga Strike                    qcf,d,df + K
 Yoga Tempest                   hcb,hcb + P
 
 - The LP Yoga Fire stuns an opponent instead of knocking them down.
   It also has the longest range, since the Yoga Fire dissapates after
   traveling for a while, and the MP and HP versions end sooner than
   the LP version does.
 - The Yoga Shock is an overhead attack, but only if you wait until
   Dhalsim actually attacks.
 - The Yoga Strike is an anti-air throw.  It's unblockable, but will
   only catch someone who's in mid-air.  However, this means that it
   can catch someone even if they are just off the ground (like Ryu
   during his Tatsumaki Senpuu Kyaku).
 - Normally, Dhalsim's limbs stretch out quite far.  However, you can
   make them shorter by holding b (when standing or in air), or db
   (when crouching) while pressing Punch or Kick.
   

 ------------------------------------------------------------------------
 GEN
 ------------------------------------------------------------------------

 Ansatsu Ken: Souryuu         Press PPP at any time  (air)
   Juraku                       When close, b / f + MP / HP
   Houzen                       When close, b / f + MK / HK
   Hyakuren Kou                 Tap P rapidly
   Gekirou                      f,d,df + K, can tap K  (see notes)
   Zan'ei                       qcf,qcf + P
   Shitenshuu                   qcb,qcb + P

 Ansatsu Ken: Kiryuu          Press KKK at any time  (air)
   Juraku                       When close, b / f + MP / HP
   Houzen                       When close, b / f + MK / HK
   Jasen                        Charge b,f + P
   Ouga                         Charge d,ub~uf + K
   Kyoutetsu                    Press MP while standing
   Onkyou                       Press HP while standing
   Kirou                        Press HP while crouching
   Satsu Jin                    Press LK while crouching
   Saizu                        Jump over someone, press MK
   Uken > Shakudan              In air, press HK,HK quickly
   Kouga                        In air, qcb,qcb + K
   Jakouha                      qcf,d,df + K

 - Gen has two different "styles" of play he can use by pressing PPP or
   KKK.  Once you've changed into a certain style, you can only use the
   moves in that style (for example, in Sou-ryuu style, you could use the
   Shitenshuu but not the Ouga).  Gen normally starts in his PPP style,
   but if you switch to his KKK style, he'll remain in it for the rest of
   the game.  You can switch Gen's styles at any time, while jumping,
   blocking, attacking, when knocked down, while dizzy, and so on.
 - Which style you use determines all kinds of things; what normal
   attacks you have, what special moves and Super Combos are available
   to you; even what kind of jump you have (Soryuu's is faster, but
   Kiryuu's covers more distance), and what your taunt is.
 - In his Souryuu style, Gen can chain together his normal punches and
   kicks.  The rules are pretty simple: you can chain into a stronger
   attack (say, LK -> MP), and you can chain into your own strength only
   if it's Punch to Kick (so you could do HP -> HK but not HK -> HP).
   This means that you could technically do a chain combo like so:
   LP -> LK -> MP -> MK -> HP -> HK.  You can chain attacks while
   standing or crouching, but not in the air.
 - During the Gekirou, you need to tap the Kick button as your opponent
   goes higher and higher into the air if you want to get the full hits
   (you'll know if you did this correctly because he'll finish with a
   kick that knocks your foe away).  Simply tapping Kick at random will
   not get you many hits.
 - If hit by the Shitenshuu, a timer will appear over the head of Gen's
   opponent and count down.  When it reaches zero, Gen's foe falls to
   the ground and is dizzied.  You can increase the timer speed by
   hitting your foe with multiple Shitenshuus, but your opponent can
   stop the timer by hitting you with an attack.  Note that your
   opponent is damaged during the intitial hits, each time the counter
   goes down by one, and when it hits zero and he or she is dizzied.
   The higher level you use, the more damage the Shitenshuu does during
   the intial hits and for each timer countdown.
 - During the Ouga, you can:
      - Direct your initial leap left or right by charging d,ub / uf
        instead of charging d,u (which always takes you to the wall
        behind you).
      - Do nothing when you touch a wall for a jump kick
      - Press b when you touch a wall to abort the move
      - Press f when you touch a wall for a long kick toward your foe
      - Press u when you touch a wall to move to the ceiling
         > Do nothing when you touch the ceiling to do a head stomp
         > Press ub~uf when on the ceiling to abort the move and drop
           in either direction
         > Press b / f when on the ceiling to use a dive kick in either
           direction
 - The Kyoutetsu is an overhead attack.
 - The Onkyou hits low and must be crouch-blocked.
 - The Kirou causes huge amounts of damage if it hits someone who is in
   the middle of an attack (3.5-4.0 times more damage).  However, if you
   are hit out of it, you may take lots of damage yourself.  The move
   also has a considerable delay.
 - The Satsu Jin will knock an opponent up into the air.  You can
   follow it with a Jakouha easily.  You can link into the Satsu Jin
   with a standing LP, too.
 - Gen's jumping Ki-ryuu MK (the Saizu), works best as a cross-up
   attack.
 - During the Kouga you can:
      - Press LK for a jump kick off the left wall,
         > Then, press MK or do nothing instead for a long kick towards
           your enemy.
         > Or, press HK instead for a higher, faster long kick.
      - Press MK for a head stomp off the ceiling,
         > Then press LK instead to dive left.
         > Or, press HK instead to dive right.
      - Press HK for a jump kick off the right wall,
         > Then, press MK or do nothing instead for a long kick towards
           your enemy.
         > Or, press LK for a higher, faster long kick.
   If you do nothing, Gen will just keep jumping off opposite walls
   and kicking.  Gen can perform one extra attack per level.
 - It's easy to accidentally tap a button too much so that if you "do
   nothing" after using LK or HK to go to a wall, you'll end up doing
   the following LK or HK move instead.  To prevent this, pressing MK
   has the same effect as "doing nothing".
 - The Jakouha is an anti-air throw.  It's unblockable, but will only
   catch someone who's in mid-air.  However, this means that it can
   catch someone even if they are just off the ground (like Ryu during
   his Tatsumaki Senpuu Kyaku).


 ------------------------------------------------------------------------
 GOUKI
 ------------------------------------------------------------------------

 Seoi Nage                      When close, b / f + MP / HP
 Tomoe Nage                     When close, b / f + MK / HK

 Gou Hadou Ken                  qcf + P
 Zankuu Hadou Ken               In air, qcf + P
 Shakunetsu Hadou Ken           hcb + P
 Gou Shouryuu Ken               f,d,df + P
 Tatsumaki Zankuu Kyaku         qcb + K  (air)
 Zenpou Tenshin                 qcb + P
 Ashura Senkuu                  f,d,df / b,d,db + PPP / KKK
 Hyakki Shuu                    qcf,uf + P, then...
 Hyakki Gou Zan                 ...do nothing and allow yourself to land
 Hyakki Gou Shou                ...then press P
 Hyakki Gou Sen                 ...then press K
 Hyakki Gou Sai                 ...a-d + P when close
 Hyakki Gou Tsui                ...a-d + K when close
 Zugai Hasatsu                  f + MP
 Senpuu Kyaku                   f + MK
 Tenma Kuujin Kyaku             Jump uf, at apex of jump, df + MK

 Messatsu Gou Shouryuu          qcf,d,df + P
 Messatsu Gou Hadou             hcb,hcb + P
 Tenma Gou Zankuu               In air, qcf,qcf + P
 Shun Goku Satsu                LP,LP,f,LK,HP  (at Level 3)

 - After the Tatsumaki Zankuu Kyaku, you can juggle your opponent with
   an attack, such as a Gou Shouryuu Ken.
 - Gouki is invincible during the Ashura Senkuu but can still be hit
   by any kind of throw.  The Kick buttons won't carry you as far as
   the Punch buttons will.
 - When you use the Hyakki Shuu, Gouki will leap into the air.  Not
   doing anything makes him land with a low kick (which must be
   blocked crouching).  The Gou Shou and Gou Sen (press P or K while
   in the air) are nothing special--and they're not overheads, either.
   If you get close enough to your opponent, you can grab them with
   the Gou Sai or Gou Tsui, as both moves are unblockable throws.
   However, they won't connect if your opponent is crouching, jumping,
   or is in the corner of the screen.
 - The Zugai Hasatsu, Gou Shou, and Gou Sen are overhead attacks.
 - The Shun Goku Satsu is an unblockable attack.


 ------------------------------------------------------------------------
 GUY
 ------------------------------------------------------------------------

 Seoi Nage                      When close, b / f + MP / HP
 Tsukami Nage                   When close, b / f + MK / HK
 Izuna Drop                     When close, a-u + MP / HP in air

 Bushin Izuna Otoshi            qcf + P, press P when close
 Izuna no Hiji Otoshi           qcf + P, press P outside of throw range
 Houzan Tou                     qcb + P
 Bushin Senpuu Kyaku            qcb + K
 Hayagake                       qcf + K
 Hayagake: Kyuuteishi           qcf + LK, then press K
 Hayagake: Kage Sukui           qcf + MK, then press K
 Hayagake: Kubikari             qcf + HK, then press K
 Hiji Otoshi                    In air, d + MP
 Kubi Kudaki                    f + MP
 Kamaitachi                     df + HK
 Bushin Gokusa Ken              When close, tap LP,LP,HP,HK
 Sankaku Tobi                   Jump against a wall, press uf

 Bushin Hassou Ken              qcf,d,df + P
 Bushin Gourai Kyaku            qcf,d,df + K
 Bushin Musou Renge             hcb,hcb + P  (at Level 3)

 - You can use the starting animation of the Houzan Tou to pass through
   projectiles.
 - The Hayagake: Kage Sukui must be blocked crouching.
 - The Hayagake: Kubikari and Kubi Kudaki are overhead attacks.
 - The Bushin Izuna Otoshi and Bushin Musou Renge are unblockable.


 ------------------------------------------------------------------------
 KEN MASTERS
 ------------------------------------------------------------------------

 Jigoku Guruma                  When close, b / f + MP / HP
 Tsukami Nage                   When close, b / f + MK / HK
 Jigoku Fuusha                  When close, a-u + MP / HP in air

 Hadou Ken                      qcf + P
 Shouryuu Ken                   f,d,df + P
 Tatsumaki Senpuu Kyaku         qcb + K  (air)
 Zenpou Tenshin                 qcb + P
 Zentou                         qcf + Chouhatsu
 Inazuma Kakato Wari            f + MK
 Hiza Geri                      When close, press HK  (cancelable)

 Shouryuu Reppa                 qcf,d,df + P
 Shinryuu Ken                   qcf,d,df + K, tap P / K rapidly

 - The Inazuma Kakato Wari is an overhead attack.
 - The Zenpou Tenshin can be used to move through your opponent.
 - At Level 2 or 3, you can get more hits out of the Shinryuu Ken
   by tapping P or K rapidly.  This has no effect on a Level 1
   Shinryuu Ken.


 ------------------------------------------------------------------------
 NASH
 ------------------------------------------------------------------------

 Dragon Suplex                  When close, b / f + MP / HP
 Knee Gatling                   When close, b / f + MK / HK
 Flying Buster Drop             When close, a-u + MP / HP in air

 Sonic Boom                     Charge b,f + P
 Somersault Shell               Charge d,u + K
 Jump Sobat                     b / f + MK
 Step Kick                      b / f + HK
 Spin Back Knuckle              f + HP

 Sonic Break                    Charge b,f,b,f + P, then tap P rapidly
 Crossfire Blitz                Charge b,f,b,f + K
 Somersault Justice             Charge db,df,db,uf + K

 - The Jump Sobat is an overhead attack.
 - During the Sonic Break, you can tap P to fire an extra Sonic Boom
   (at Level 1), two extra Sonic Booms (at Level 2), or three extra
   Sonic Booms (at Level 3).


 ------------------------------------------------------------------------
 ROLENTO SCHUGERG
 ------------------------------------------------------------------------

 Colonel Carrier                When close, b / f + MP / HP
 Deadly Package                 When close, b / f + MK / HK

 Patriot Circle                 qcf + P  (perform 3 times)
 Stinger                        f,d,df + K, then press P / K
 Mekong Delta Air Raid          qcb + P,P
 Mekong Delta Escape            qcb + K, then move b / f + P / K
 Mekong Delta Attack            Press PPP, then press P as you land
 Trick Landing                  Just before you land, (b / f +) KKK
 High Jump                      Tap db~df,ub~uf
 Spike Rod                      In air, db~df + MK
 Fake Rod                       f + MK

 Mine Sweeper                   qcb,qcb + P
 Take No Prisoner               qcf,d,df + K

 - Rolento's Stinger knives can be destroyed if they are hit with an
   attack (any attack will work, whether it's a standing LK or a
   fireball, etc.)  If you use a normal attack, you have to time it
   right, though, or else you'll take the hit.
 - The Spike Rod can be used repeatedly to keep Rolento bouncing.  It can
   be used during a jump or High Jump, but not during the Mekong Delta
   Escape.  Much like the Trick Landing, you can control the direction in
   which you bounce by performing it with df or db (to move forward or
   backward).  If you're doing this move repeatedly, then you can even
   hop back and forth ;)
 - The Take no Prisoner must be blocked crouching.
          

 ------------------------------------------------------------------------
 ROSE
 ------------------------------------------------------------------------

 Soul Drain                     When close, b / f + MP / HP

 Soul Spark                     hcf + P
 Soul Throw                     f,d,df + P
 Soul Reflect                   qcb + P
 Soul Spiral                    qcf + K
 Sliding                        df + MK
 Soul-piette                    f + HK

 Aura Soul Spark                qcb,qcb + P
 Aura Soul Throw                qcf,d,df + P
 Soul Illusion                  qcf,d,df + K
                  
 - In addition to causing damage, the Soul Reflect can also be used
   against projectiles.  The LP version absorbs a projectile, giving
   Rose a small amount of SC power.  The MP version reflects a
   projectile directly forward.  And the HP version reflects a
   projectile at an up-forward angle.  Note that you cannot absorb or
   reflect Rolento's Stinger knives (they just fall to the floor).
 - While Rose cannot use the Soul Reflect against an SC projectile,
   Dan's Shinkuu Gadou Ken is an exception to this rule.
 - Rose can reflect any SC projectile during the Level 3 Aura Soul
   Spark.
 - During the Soul Illusion, Rose is trailed by illusions who add to
   the number of hits that any of her attacks inflict.  This move only
   ends once a certain amount of time has passed; Rose can be hit
   without having this SC end.


 ------------------------------------------------------------------------
 RYU
 ------------------------------------------------------------------------

 Seoi Nage                        When close, b / f + MP / HP
 Tomoe Nage                       When close, b / f + MK / HK

 Hadou Ken                        qcf + P
 Hadou no Kamae                   qcf + Chouhatsu
 Shakunetsu Hadou Ken             hcf + P
 Shouryuu Ken                     f,d,df + P
 Tatsumaki Senpuu Kyaku           qcb + K  (air)
 Sakotsu Wari                     f + MP
 Senpuu Kyaku                     f + MK

 Shinkuu Hadou Ken                qcf,qcf + P
 Shinkuu Tatsumaki Senpuu Kyaku   qcb,qcb + K

 - The Sakotsu Wari is an overhead attack.
 - From up close, the Shakunetsu Hadou Ken is a knockdown attack.  From
   further away, it simply stuns an opponent.


 ------------------------------------------------------------------------
 SAGAT
 ------------------------------------------------------------------------

 Tiger Carry                    When close, b / f + MP / HP

 Tiger Shot                     qcf + P
 Ground Tiger Shot              qcf + K
 Tiger Blow                     f,d,df + P
 Tiger Crush                    f,d,df + K
 Fake Kick                      Quickly press MK twice

 Tiger Cannon                   qcf,qcf + P
 Tiger Raid                     qcb,qcb + K
 Tiger Genocide                 qcf,d,df + K
 Angry Charge                   qcf + Chouhatsu

 - After using the Angry Charge, the next Tiger Blow that you perform
   will do increased damage if it hits.  This only lasts for one use
   of the Tiger Blow, though.


 ------------------------------------------------------------------------
 SAKURA KASUGANO
 ------------------------------------------------------------------------

 Sakura-jime                    When close, b / f + MP / HP
 Sailor Shoot                   When close, b / f + MK / HK

 Hadou Ken                      qcf + P,P,P
 Shou'ou Ken                    f,d,df + P
 Sakura Otoshi                  f,d,df + K, then press P
 Shunpuu Kyaku                  qcb + K
 Flower Kick                    f + MK

 Shinkuu Hadou Ken              qcf,qcf + P
 Haru Ichiban                   qcb,qcb + K
 Midare Zakura                  qcf,d,df + K
 
 - During Sakura's Hadou Ken, tapping P makes her delay the throwing of
   the fireball and it shortens the overall range, but it does make the
   fireball larger.  (qcf + P) gets you a small, long-range fireball;
   (qcf + P,P) makes Sakura throw a larger fireball that goes about
   half-screen, and (qcf + P,P,P) is for a large fireball that
   dissapates almost as soon as it is thrown.
 - The Shunpuu Kyaku is an overhead attack.
 - The Sakura Otoshi can be used not only to hit people, but also to
   bounce of of normal and Super Combo projectiles.  While in the air,
   simply press P to "attack" the projectile and you'll bounce off of
   it.
 - The Haru Ichiban hits low and must be crouch-blocked.


 ------------------------------------------------------------------------
 SODOM
 ------------------------------------------------------------------------

 Shogun Throw (high)            When close, b / f + MP / HP
 Shogun Throw (low)             When close, b / f + MK / HK

 Jigoku Scrape                  qcf + P
 Shiraha Catch                  f,d,df + K
 Butsumetsu Buster              Rotate 360 + P
 Daikyou Burning                Rotate 360 + K
 Kouten Okiagari                f,df,d + P when knocked to the floor
 Tengu Walking                  b,db,d + K when knocked to the floor
 Tengu Walking 2                qcf + K while getting up
 Sliding                        d + HK

 Meido no Miyage                qcf,qcf + P
 Tenchuu Satsu                  Rotate 720 + P

 - When the Daikyou Burning is performed, Sodom rushes forward with his
   jitte out.  If his opponent is on the ground, he'll grab them and
   ram them into the wall (if he's closer to the wall than the distance
   he could cover during this move, he'll turn and do it instead).
   However, if his opponent is airborne, and in other circumstances,
   Sodom's foe will simply bounce off the jitte and take less damage.
 - The Shiraha Catch is a counterattack move that can be used against
   overhead attacks or against jumping attacks.  If Sodom connects,
   he'll perform a throw.  However, this can be Tech. Hit out of.
 - You can follow the low Shogun Throw with the Meido no Miyage.
   

 ------------------------------------------------------------------------
 VEGA
 ------------------------------------------------------------------------

 Deadly Throw                   When close, b / f + MP / HP

 Psycho Shot                    Charge b,f + P
 Double Knee Press              Charge b,f + K
 Head Press                     Charge d,u + K, move b / f
 Somersault Skull Diver         Press P after Head Press, move b / f
 Somersault Skull Diver         Charge d,u + P,P, move b / f
 Vega Warp                      f,d,df / b,d,db + PPP / KKK

 Psycho Crusher                 Charge b,f,b,f + P
 Knee Press Nightmare           Charge b,f,b,f + K

 - After the Head Press, you can move back or forward.  You can then
   press b / f + P for the Somersault Skull Diver, and then direct
   yourself back or forward a third time!
 - Similarily, you can press b / f + P during the 'charge d,u + P'
   version of the Skull Diver to direct the diving part, then press
   b / f while diving to direct yourself a second time.
 - When using the Vega Warp, KKK takes you to the far corners of the
   screen (depending on which direction you use, f,d,df or b,d,db),
   while PPP moves you to the left or right but keeps you near the
   middle of the screen.


 ------------------------------------------------------------------------
 ZANGIEF
 ------------------------------------------------------------------------

 Brain Buster                   When close, b / f + MP
 Back Drop                      When close, b / f + HP
 Kamitsuki                      When close, b / f + MK / HK
 Iron Claw                      When close, db / df + MP / HP

 Double Lariat                  (b / f +) PPP, move b / f
 Quick Double Lariat            (b / f +) KKK, move b / f
 Banishing Flat                 f,d,df + P
 Screw Pile Driver              Rotate 360 + P
 Flying Powerbomb               Rotate 360 + K from afar
 Atomic Suplex                  Rotate 360 + K when close
 Body Press                     Jump ub / uf, d + HP
 Double Knee Drop               Jump ub / uf, d + LK / MK
 Kuuchuu Headbutt               Jump u, u + MP / HP
 Dynamite Kick                  db + MK
 Russian Kick                   db + HK

 Final Atomic Buster            Rotate 720 + P
 Aerial Russian Slam            qcf,d,df + K

 - Either Double Lariat move can be used to avoid projectiles.
   The KKK version has a shorter duration, though.
 - The Banishing Flat can negate non-SC projectiles.
 - When you input 360 + K from afar, Zangief dashes forward.  If his
   opponent is close enough, he does the Flying Powerbomb.  If you're
   right next to your opponent when you input 360 + K, you get the
   Atomic Suplex.
 - The Spinning Pile Driver, Flying Powerbomb, Atomic Suplex, Final
   Atomic Buster, and Aerial Russian Slam are unblockable.
 - The Aerial Russian Slam is an anti-air throw.  It's unblockable, but
   will only catch someone who's in mid-air.  However, this means that
   it can catch someone even if they are just off the ground (like Ryu
   during his Tatsumaki Senpuu Kyaku).


 ========================================================================
 5.  HIDDEN CHARACTERS  (SFZ2')
 ========================================================================

 To select any of these hidden characters, see the 'Secrets and Tricks'
 section, below.

 ------------------------------------------------------------------------
 X-MEN VS. STREET FIGHTER'S CAMMY
 ------------------------------------------------------------------------

 Hooligan Suplex                When close, b / f + MP / HP
 Frankensteiner                 When close, b / f + MK / HK
 Flying Neck Hunt               When close, a-u + MP / HP in air
 Air Frankensteiner             When close, a-u + MK / HK in air

 Spiral Arrow                   qcf + K
 Cannon Spike                   f,d,df + K
 Axle Spin Knuckle              hcb + P
 Hooligan Combination           hcf,uf + P, then...  (press K to cancel)
 Razor Edge Slicer              ...do nothing and allow yourself to land
 Fatal Leg Twister              ...b / f + K when near enemy's head
 Cross Scissors Pressure        ...b / f + K when near enemy's waist

 Spin Drive Smasher             qcf,d,df + K
 Psycho Streak                  Charge b,f,b,f + P

 - You can use the starting animation of the Axle Spin Knuckle to pass
   through projectiles.
 - When you perform the Hooligan Combination, you can cancel the move
   by pressing K when in air (you can't do anything else until you land,
   though), or do nothing and allow Cammy to land, where she will do a
   slide kick that must be blocked crouching.
 - The two throw follow-ups to the Hooligan Combination are unblockable.
   Which one you get depends on whether or not your opponent is in the
   air or is crouching.  If you grab them by their head or while they're
   crouching, you get the Cross Scissors Pressure.  If you grab them
   below their midsection or while they're in mid-air, you get the Fatal
   Leg Twister.
 - The Psycho Streak can go through projectiles.


 ------------------------------------------------------------------------
 SATSUI NO HADOU NI MEZAMETA RYU
 ------------------------------------------------------------------------

 Seoi Nage                        When close, b / f + MP / HP
 Tomoe Nage                       When close, b / f + MK / HK

 Hadou Ken                        qcf + P
 Hadou no Kamae                   qcf + Chouhatsu
 Shakunetsu Hadou Ken             hcf + P
 Shouryuu Ken                     f,d,df + P
 Ashura Senkuu                    f,d,df / b,d,db + PPP / KKK
 Tatsumaki Senpuu Kyaku           qcb + K  (air)
 Sakotsu Wari                     f + MP
 Senpuu Kyaku                     f + MK

 Shinkuu Hadou Ken                qcf,qcf + P
 Shinkuu Tatsumaki Senpuu Kyaku   qcb,qcb + K
 Messatsu Gou Shouryuu            qcf,d,df + K
 Shun Goku Satsu                  LP,LP,f,LK,HP  (at Level 3)

 - After the Tatsumaki Senpuu Kyaku, you can juggle your opponent with
   an attack, such as a Shouryuu Ken.
 - Ryu is invincible during the Ashura Senkuu but can still be hit
   by any kind of throw.  The Punch buttons won't carry you as far as
   the Kick buttons will.
 - The Sakotsu Wari is an overhead attack.
 - The Shun Goku Satsu is an unblockable attack.


 ------------------------------------------------------------------------
 SHIN GOUKI
 ------------------------------------------------------------------------

 Shin Gouki is just like Akuma, except for his different outfit colors,
 and the ability to throw two fireballs during his Zankuu Hadou Ken.
 Also, his Shun Goku Satsu is somewhat faster and has a longer range.


 ------------------------------------------------------------------------
 SF2-COSTUMED CHUN-LI
 ------------------------------------------------------------------------

 SF2-Costumed Chun-Li plays just like the normal Chun-Li, except her
 Kikou Ken is performed like so:

 Kikou Ken                      Charge b,f + P

 Aside from her appearance and that move change, there are no other
 differences.


 ------------------------------------------------------------------------
 SPECIAL SAKURA
 ------------------------------------------------------------------------

 Special Sakura plays just like normal Sakura, except that she has
 different colors for her outfits.
 

 ========================================================================
 6.  "SF2 ORIGINAL SERIES" CHARACTERS  (SFZ2')
 ========================================================================

 ------------------------------------------------------------------------
 CHUN-LI
 ------------------------------------------------------------------------

 Koshuu Tou                     When close, b / f + MP / HP
 Ryuusei Raku                   When close, a-u + MP / HP in air

 Hyakuretsu Kyaku               Tap K rapidly
 Sen'en Shuu                    Charge d,u + K
 Kaku Raku Kyaku                When close, b / f + HK
 Yousou Kyaku                   In air, d + MK  (can repeat)
 Sankaku Tobi                   Jump against a wall, press uf~df

 - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks.
 - After the Yousou Kyaku, you can make any mid-air attack, or even
   perform another Yousou Kyaku.


 ------------------------------------------------------------------------
 DHALSIM
 ------------------------------------------------------------------------

 Yoga Smash                     When close, b / f + MP
 Yoga Throw                     When close, b / f + HP

 Yoga Fire                      qcf + P
 Yoga Flame                     hcf + P
 Drill Zutsuki                  In air, d + HP
 Drill Kick                     In air, d + HK
 Yoga Palm                      Press LP

 - This version of Dhalsim has a full-screen Yoga Fire.  Any strength
   will knock an opponent down.
 - You can't control the length of Dhalsim's limbs--when standing or
   crouching, they automatically shorten when you attack from up
   close, in most cases.


 ------------------------------------------------------------------------
 KEN MASTERS
 ------------------------------------------------------------------------

 Jigoku Guruma                  When close, b / f + MP / HP
 Tsukami Nage                   When close, b / f + MK / HK

 Hadou Ken                      qcf + P
 Shouryuu Ken                   f,d,df + P
 Tatsumaki Senpuu Kyaku         qcb + K
 Hiza Geri                      When close, press HK  (cancelable)


 ------------------------------------------------------------------------
 RYU
 ------------------------------------------------------------------------

 Seoi Nage                        When close, b / f + MP / HP
 Tomoe Nage                       When close, b / f + MK / HK

 Hadou Ken                        qcf + P
 Shouryuu Ken                     f,d,df + P
 Tatsumaki Senpuu Kyaku           qcb + K


 ------------------------------------------------------------------------
 SAGAT
 ------------------------------------------------------------------------

 Tiger Carry                    When close, b / f + MP / HP

 Tiger Shot                     qcf + P
 Ground Tiger Shot              qcf + K
 Tiger Blow                     f,d,df + P
 Tiger Crush                    d,df,uf + K


 ------------------------------------------------------------------------
 VEGA
 ------------------------------------------------------------------------

 Deadly Throw                   When close, b / f + MP / HP

 Psycho Crusher                 Charge b,f + P
 Double Knee Press              Charge b,f + K
 Head Press                     Charge d,u + K, move b / f
 Somersault Skull Diver         Press P after Head Press, move b / f

 - After the Head Press, you can move back or forward.  You can then
   press b / f + P for the Somersault Skull Diver, and then direct
   yourself back or forward a third time.


 ------------------------------------------------------------------------
 ZANGIEF
 ------------------------------------------------------------------------

 Brain Buster                   When close, b / f + MP
 Back Drop                      When close, b / f + HP
 Kamitsuki                      When close, b / f + MK / HK
 Iron Claw                      When close, db / df + MP / HP

 Double Lariat                  (b / f +) PPP, move b / f
 Screw Pile Driver              Rotate 360 + P
 Body Press                     Jump ub / uf, d + HP
 Double Knee Drop               Jump ub / uf, d + LK / MK
 Kuuchuu Headbutt               Jump u, u + MP / HP
 Dynamite Kick                  Press MK while crouching
 Russian Kick                   Press HK while crouching

 - The Double Lariat move can be used to avoid projectiles.
 - The Spinning Pile Driver is unblockable.
 

 ========================================================================
 7.  SECRETS AND TRICKS
 ========================================================================

 Since there are tricks for every game, I have used "SSF2 only", "SSF2X
 only", and "SFZ2' only" to denote which tricks work on which games.


 PLAY AS GOUKI  (LONG METHOD)                                (SSF2X only)
 ------------------------------------------------------------------------
 Choose TURBO 3 speed using HP.  Leave the cursor on Ryu or Ken for 3
 seconds, then move to T. Hawk, Guile, Cammy, and back to Ryu or Ken,
 pausing on each one for 3 seconds.  Finally, press PPP + Start.  If it
 doesn't work, quickly tap PPP + Start again.


 PLAY AS GOUKI  (SHORT METHOD)                               (SSF2X only)
 ------------------------------------------------------------------------
 Put the cursor on Ryu and press L and R at the same time.


 PLAY AS THE SSF2 VERSION OF ANY CHARACTER BUT GOUKI         (SSF2X only)
 ------------------------------------------------------------------------
 Highlight the character you want, and pick them with LP.  Keep holding
 LP and enter the following combination:

       Balrog   - D,U,U,D                 Guile    - U,D,D,D
       Blanka   - R,L,L,L                 Ken      - L,L,L,R
       Cammy    - U,U,D,D                 M. Bison - L,R,R,L
       Chun-Li  - D,D,D,U                 T. Hawk  - R,R,L,L
       Dee Jay  - D,D,U,U                 Ryu      - R,R,R,L
       Dhalsim  - D,U,U,U                 Sagat    - U,D,D,U
       E. Honda - U,U,U,D                 Vega     - R,L,R,L
       Fei Long - L,L,R,R                 Zangief  - L,R,R,R

 If you did it correctly, that character will say their 'continue' quote
 and they will appear in their original colors.  Oh, and that's (L)eft
 and (R)ight, the directions, not the L / R shoulder buttons.

 The other, much faster method is to highlight the character you want to
 use, hold down the R button, and press any other button.  If you did it
 correctly, that character will say their 'continue' quote and they will
 appear in their original colors.


 FIGHT SHIN GOUKI                                            (SSF2X only)
 ------------------------------------------------------------------------
 Play a game in Arcade Mode, and don't lose more than three rounds by
 the time you reach the last boss (Vega).  You can't continue, either.


 DE-SELECT THE CHOSEN CHARACTER                       (SSF2 / SSF2X only)
 ------------------------------------------------------------------------
 Press the L and R button together at once.


 COSTUME COLORS                                       (SSF2 / SSF2X only)
 ------------------------------------------------------------------------
 You can also get a 7th color for your character by pressing Start, an
 8th color by pressing and hold any P or K button, and a 9th color by
 pressing PP or KK.
 

 PLAY AS THE "SF2 SERIES" ORIGINAL CHARACTERS               (SFZ2' only)
 -----------------------------------------------------------------------
 To play with one of these characters, highlight someone who was in
 any SF2 game and press Start once (or press Start twice for Chun-Li).


 PLAY AS THE HIDDEN CHARACTERS                              (SFZ2' only)
 -----------------------------------------------------------------------
 Highlight the following characters and press Start the listed number
 of times:

  To play as:   Satsui no Hado Mezame ta Ryu - Press Start twice
                SF2-Costumed Chun-Li         - Press Start once
                Special Sakura               - Press Start five times
                Shin Gouki                   - Press Start five times


 PLAY WITH X-MEN vs. STREET FIGHTER'S CAMMY                 (SFZ2' only)
 -----------------------------------------------------------------------
 Play an Arcade Mode game with Vega or the SF2 Original versin of Vega.
 Get a score high enough to put you in 1st place--you don't even have to
 beat the game to do so.  At the score entry screen, input your name as
 CAM.  Now, go into Training Mode or VS. Mode and highlight Vega.  Press
 Start twice, then press any button.


 RANDOM SELECT  (IN ARCADE MODE ONLY)                       (SFZ2' only)
 -----------------------------------------------------------------------
 If you're the first player, press Up when highlighting Ryu or Down when
 highlighting Nash.  If you're the second player, substitute Ryu with
 Ken and Nash with Sagat.


 PICK THE HIDDEN STAGES  (IN ARCADE AND TRAINING MODE)      (SFZ2' only)
 -----------------------------------------------------------------------
 Highlight Sagat or Vega, and hold Start for five seconds, then release
 it and pick any character.


 SURVIVAL MODE - SSF2X STYLE SET-UP                         (SFZ2' only)
 -----------------------------------------------------------------------
 Hold down the shoulder L button, then select your character, etc. and
 keep holding L.  If you did it correctly, Chun-Li will be replaced by
 SF2-costumed Chun-Li, and your last boss will be Shin Gouki.


 SURVIVAL MODE - ALTERNATE SET-UP                           (SFZ2' only)
 -----------------------------------------------------------------------
 Hold down the shoulder R button, then select your character, etc. and
 keep holding R.  If you did it correctly, the lineup will change, and
 your last boss will be Vega.


 INFINITE OC TIME IN TRAINING MODE                          (SFZ2' only)
 -----------------------------------------------------------------------
 Go into TRAINING MODE and hold down the shoulder L button _and_ START.
 While holding both these buttons, choose your character with another
 button, and then hold all three buttons down.  Use a fourth button to
 start up the actual battle.  Keep holding all the buttons until the
 round actually begins, and you'll have an Original Combo meter that
 empties and disappears while you stay in 'OC' mode.  Exiting back to
 the menu is the only way to stop the Original Combo (don't worry, the
 trick will still be working), but if you exit out back to the main
 menu (to select another character), the trick will end.  You can
 combine this code with the AUTO-FIRE code below by holding both L, R,
 and START at the same time when doing the code.


 AUTO-FIRE BUTTONS IN ARCADE AND TRAINING MODE              (SFZ2' only)
 -----------------------------------------------------------------------
 Go into TRAINING MODE and hold down the shoulder R button _and_ START.
 While holding both these buttons, choose your character with another
 button, and then hold all three buttons down.  Use a fourth button to
 start up the actual battle.  Keep holding all the buttons until the
 round actually begins, and you'll find that pressing any button makes
 your character peform that Punch or Kick repeatedly.  This is quite
 useful when you're using a character like Gen or Chun-Li.  Like the
 INFINITE OC TIME code, you can exit into the Training Mode menu and
 this trick will still work, but if you exit out back to the main menu,
 the trick will end.


 ========================================================================
 8.  MISCELLANEOUS
 ========================================================================

 ------------------------------------------------------------------------
 STREET FIGHTER ZERO 2 DASH'S "S-COMBO" MODE
 ------------------------------------------------------------------------

 This especially cool mode allows you to use Super Combos without wasting
 SC gauge energy.  Even better, it uses simplified moves, and you can
 choose the level of Super power (1, 2, or 3), by using the light,
 medium, or heavy button.

 The only bad news is that in many cases, the simplified command for a
 Super Combo will replace that of a normal mode.  For instance, with S-
 Combo activated, Ken does a Shouryuu Reppa when you press f,d,df +
 Punch.  This means that you can't do a Shouryuu Ken normally unless
 you're in the middle of an Original Combo (since Super Combos can't be
 used during an OC).

 Listed below are the new motions for each character.  Keep in mind that
 some characters' arsenal becomes quite limited (like Sakura), when the
 command for their Super Combo overrides the command for a normal move
 (in her case, all of Sakura's moves are replaced with SC motions).

 [ ADON ]  --------------------------------------------------------------

 Jaguar Varied Assault          f,d,df + K
 Jaguar Thousand                Tap P rapidly during Level 3 J.V.A.
 Jaguar Assassin                Tap K rapidly during Level 3 J.V.A.
 Jaguar Revolver                qcf + K

 [ BIRDIE ]  ------------------------------------------------------------

 The Birdie                     Charge b,f + P
 Bull Revenger                  Rotate 360 + P / K

 [ CHUN-LI ]  -----------------------------------------------------------

 Kikou Shou                      hcf + P
 Senretsu Kyaku                  Charge b,f + K
 Hazan Tenshou Kyaku             Charge d,u + K

 [ DAN HIBIKI ]  --------------------------------------------------------

 Shinkuu Gadou Ken              qcf + P
 Kouryuu Rekka                  f,d,df + K
 Hisshou Burai Ken              qcb + K
 Chouhatsu Densetsu             qcf,qcf + Chouhatsu

 [ DHALSIM ]  -----------------------------------------------------------

 Yoga Inferno                   qcf + P
 Yoga Strike                    hcb + K
 Yoga Tempest                   hcb + P

 [ GEN ]  ---------------------------------------------------------------

 Zan'ei                         f,d,df + P       (in Souryuu style)
 Shitenshuu                     f,d,df + K       (in Souryuu style)
 Kouga                          In air, qcb + K  (in Kiryuu style)
 Jakouha                        Charge d,u + K   (in Kiryuu style)

 [ GOUKI ]  -------------------------------------------------------------

 Messatsu Gou Hadou             hcb + P
 Messatsu Gou Shouryuu          f,d,df + P
 Tenma Gou Zanku                In air, qcf + P
 Shun Goku Satsu                LP,LP,f,LK,HP  (at Level 3)

 [ GUY ]  ---------------------------------------------------------------

 Bushin Hassou Ken              qcf + P
 Bushin Gourai Kyaku            qcf + K
 Bushin Musou Renge             hcb,hcb + P  (at Level 3)

 [ KEN MASTERS ]  -------------------------------------------------------

 Shouryuu Reppa                 f,d,df + P
 Shinryuu Ken                   qcb + K, tap P / K rapidly

 [ NASH ]  --------------------------------------------------------------

 Sonic Break                    Charge b,f + P
 Crossfire Blitz                Charge b,f + K
 Somersault Justice             Charge d,u + K

 [ ROLENTO ]  -----------------------------------------------------------

 Mine Sweeper                   qcf + P
 Take no Prisoner               f,d,df + K

 [ ROSE ]  --------------------------------------------------------------

 Aura Soul Spark                hcf + P
 Aura Soul Throw                f,d,df + P
 Soul Illusion                  qcb + P

 [ RYU ]  ---------------------------------------------------------------

 Shinkuu Hadou Ken                qcf + P
 Shinkuu Tatsumaki Senpuu Kyaku   qcb + K

 [ SAGAT ]  -------------------------------------------------------------

 Tiger Cannon                   qcf + P
 Tiger Genocide                 f,d,df + P
 Tiger Raid                     f,d,df + K
 Angry Charge                   qcf + Chouhatsu

 [ SAKURA KASUGANO ]  ---------------------------------------------------

 Shinkuu Hadou Ken              qcf + P
 Haru Ichiban                   f,d,df + P
 Midare Zakura                  qcb + K

 [ SODOM ]  -------------------------------------------------------------

 Meido no Miyage                qcf + P
 Tenchuu Satsu                  Rotate 360 + P

 [ VEGA ]  --------------------------------------------------------------

 Psycho Crusher                 Charge b,f + P
 Knee Press Nightmare           Charge b,f + K

 [ ZANGIEF ]  -----------------------------------------------------------

 Final Atomic Buster            Rotate 360 + P
 Banishing Flat                 f,d,df + P

 [ 'SATSUI NO HADOU NI MEZAMETA RYU' ]  ---------------------------------

 Shinkuu Hadou Ken                qcf + P
 Shinkuu Tatsumaki Senpuu Kyaku   qcb + K
 Messatsu Gou Shouryuu            f,d,df + P
 Shun Goku Satsu                  LP,LP,f,LK,HP  (at Level 3)

 [ SF2-COSTUMED CHUN-LI ]  ----------------------------------------------

 Kikou Shou                     Charge b,f + P
 Senretsu Kyaku                 Charge b,f + K
 Hazan Tenshou Kyaku            Charge d,u + K

 [ X-MEN vs. SF CAMMY ]  ------------------------------------------------

 Spin Drive Smasher             qcf + K
 Psycho Streak                  hcb + P


 ------------------------------------------------------------------------
 TRANSLATIONS
 ------------------------------------------------------------------------

 Some characters have two lists of translations; the first is for their
 SSF2X incarnation; the second is for their SFZ2' incarnation.  If a
 move repeats in the list (for example, both SSF2X and SFZ2' Ryu have
 a Hadou Ken), then it's only listed once.  The names for the SFZ2
 characters were taken from both the instruction booklet and my SFZ3:PP
 FAQ, btw.

 All translations were done by me, so there may be some mistakes.
 However, accuracy was strived for ;)


 [ CHUN-LI ]  -----------------------------------------------------------

 Koshuu Tou                     Attacking Tiger Overthrow
 Ryuusei Raku                   Shooting Star Drop
 Hyakuretsu Kyaku               Hundred Rending Kicks
 Kikou Ken                      Chi Fist
 Kaiten-teki Kaku Kyakushuu     Spinning Crane Leg Kick
 Kuuchuu K.T.K. Kyakushuu       Mid-Air Spinning Crane Leg Kick
 Tenshou Kyaku                  Ascension Kick
 Yousou Kyaku                   Hawk Talon Kick
 Kouhou Kaiten Kyaku            Backward Spinning Kick
 Kaku Kyaku Raku                Crane Leg Drop
 Sankaku Tobi                   Triangle Hop
 Senretsu Kyaku                 Thousand Rending Kicks

 Sen'en Shuu                    Spinning Circle Kick
 Kikou Shou                     Chi Palm
 Hazan Tenshou Kyaku            Surpeme Mountain Ascension Kick


 [ DHALSIM ]  -----------------------------------------------------------

 Drill Zutsuki                  Drill Headbutt

 Kuuchuu Fuyuu                  Mid-Air Floating


 [ E. HONDA ]  ----------------------------------------------------------

 Tawara Nage                    Straw Bag Throw
 Saba Ori                       Mackerel Snapper
 Sekkan Kyaku                   Chastising Kick
 Hyakuretsu Harite              Hundred Rending Reaching Hands
 Super Zutsuki                  Super Headbutt
 Super Hyakkan Otoshi           Super Hundred-weight Drop
 Ooichou Nage                   Great Gingko Tree Throw
 Hiza Geri                      Knee Kick
 Harai Geri                     Sweeping Kick
 Oni Musou                      Unparalleled Demon


 [ FEI LONG ]  ---------------------------------------------------------

 Gankai Hou                     Rock Cluster Hold
 Ryuushu Kai                    Dragon Neck Cutter
 Ryuushu Raku                   Dragon Neck Drop
 Rekka Ken                      Conflageration Fist
 Rekkuu Kyaku                   Violent Sky Kick
 Shien Kyaku                    Fire-Starting Kick
 Chokka Raku Shou               Falling Underneath Heel
 Engeki Shuu                    Distant Attack Kick
 Rekka Shin Ken                 True Conflageration Fist

 - 'Fei Long' means 'flying dragon'.


 [ GOUKI ]  -------------------------------------------------------------

 Seoi Nage                        Over-the-Shoulder Throw
 Tomoe Nage                       Overhead Judo Throw
 Gou Hadou Ken                    Great Surge Fist
 Zankuu Hadou Ken                 Sky-Slashing Surge Fist
 Shakunetsu Hadou Ken             Scorching Heat Surge Fist
 Gou Shouryuu Ken                 Great Rising Dragon Fist
 Tatsumaki Zankuu Kyaku           Sky-Slashing Tornado Kick
 Kuuchuu Tatsumaki Zankuu Kyaku   Mid-Air Sky-Slashing Tornado Kick
 Ashura Senkuu                    (demonic warrior) Air Flash

 Zenpou Tenshin                   Forward Roll
 Hyakki Shuu                      Evil Pandemonium Raid
 Hyakki Gou Zan                   Evil Pandemonium Great Slash
 Hyakki Gou Shou                  Evil Pandemonium Great Thrust
 Hyakki Gou Sen                   Evil Pandemonium Great Edge
 Hyakki Gou Sai                   Evil Pandemonium Great Smash
 Hyakki Gou Tsui                  Evil Pandemonium Great Crash
 Zugai Hasatsu                    Skull Destroyer
 Senpuu Kyaku                     Whirlwind Kick
 Tenma Kuujin Kyaku               Demonic Air Blade Kick
 Messatsu Gou Shouryuu            Great Rising Dragon Deadly Attack
 Messatsu Gou Hadou               Great Surge Deadly Attack
 Tenma Gou Zankuu                 Great Demonic Sky Slasher
 Shun Goku Satsu                  Imprisoning Death Flash


 [ KEN MASTERS ]  -------------------------------------------------------

 Seoi Nage                        Over-the-Shoulder Throw
 Tsukami Hiza Geri                Knee Kick Hold
 Jigoku Guruma                    Hell Wheel
 Jigoku Fuusha                    Hell Windmill
 Hadou Ken                        Surge Fist
 Shouryuu Ken                     Rising Dragon Fist
 Tatsumaki Senpuu Kyaku           Tornado Whirlwind Kick
 Kuuchuu Tatsumaki Senpuu Kyaku   Mid-Air Tornado Whirlwind Kick
 Kami Barai Geri                  Sweeping Scythe Kick
 Nata Otoshi Geri                 Falling Hatchet Kick
 Oosoto Mawashi Geri              Great Outer Spinning Kick
 Inazuma Kakato Wari              Lightning Flash Splitting Heel
 Shouryuu Reppa                   Rising Dragon Renderer

 Tsukami Nage                     Holding Throw
 Zenpou Tenshin                   Forward Roll
 Zentou                           Front Collapse
 Shinryuu Ken                     Divine Dragon Fist


 [ RYU ]  ---------------------------------------------------------------

 Seoi Nage                        Over-the-Shoulder Throw
 Tomoe Nage                       Overhead Judo Throw
 Hadou Ken                        Surge Fist
 Fire Hadou Ken                   Fire Surge Fist
 Shouryuu Ken                     Rising Dragon Fist
 Tatsumaki Senpuu Kyaku           Tornado Whirlwind Kick
 Kuuchuu Tatsumaki Senpuu Kyaku   Mid-Air Tornado Whirlwind Kick
 Sakotsu Wari                     Collarbone Splitter
 Kyuubi Kudaki                    Solarplexus Smasher
 Shinkuu Hadou Ken                Vacuum Surge Fist

 Hadou no Kamae                   Fake Surge
 Shakunetsu Hadou Ken             Scorching Hot Surge Fist
 Senpuu Kyaku                     Whirlwind Kick
 Shinkuu Tatsumaki Senpuu Kyaku   Vacuum Tornado Whirlwind Kick


 [ ZANGIEF ]  -----------------------------------------------------------

 Kamitsuki                      Biting
 Kuuchuu Deadly Drive           Mid-Air Deadly Drive
 Kuuchuu Leg Throw              Mid-Air Leg Throw
 Kuuchuu Headbutt               Mid-Air Headbutt


 [ DAN HIBIKI ]  --------------------------------------------------------

 Seoi Nage                      Over-the-Shoulder Throw
 Gadou Ken                      Self-Taught Fist
 Kouryuu Ken                    Shiny Dragon Fist
 Dankuu Kyaku                   Sky-Cutting Kicks
 Zenten Chouhatsu               Forward Rolling Taunt
 Kouten Chouhatsu               Backward Rolling Taunt
 Jump Chouhatsu                 Jumping Taunt
 Shagami Chouhatsu              Crouching Taunt
 Shinkuu Gadou Ken              Sky-Quaking Self-Taught Fist
 Hisshou Burai Ken              Certain Victory Bandit Fist
 Kouryuu Rekka                  Shiny Dragon Conflageration
 Chouhatsu Densetsu             Legendary Taunt


 [ GEN ]  ---------------------------------------------------------------

 Ansatsu Ken: Souryuu           Assasin Fist: Mourning Style
 Juraku                         Arresting Graze
 Houzen                         Sealing Front
 Hyakuren Kou                   Hundred Rapid Bent Fingers
 Gekirou                        Reverse Cascade
 Zan'ei                         Cruel Phantom
 Shitenshuu                     Death Point Curse
 Ansatsu Ken: Kiryuu            Assassin Fist: Detestable Style
 Jasen                          Serpent Drill
 Ouga                           Wandering Fang
 Kyoutetsu                      Cursed Chew
 Onkyou                         Dark Shout
 Kirou                          Dangerous Play
 Satsu Jin                      Quick Kill
 Saizu                          Head Smash
 Uken > Shakudan                Evil Blade > Stature Cutter
 Kouga                          Lunatic Fang
 Jakouha                        Open Snakebite

 [ GUY ]  ---------------------------------------------------------------

 Seoi Nage                      Over-the-Shoulder Throw
 Tsukami Nage                   Holding Throw
 Bushin Izuna Otoshi            Bushin Izuna Drop
 Izuna no Hiji Otoshi           Izuna Elbow Drop
 Houzan Tou                     Mountain-Demolishing Dipper
 Bushin Senpuu Kyaku            Bushin Whirlwind Kick
 Hayagake                       Rapid Running
 Hayagake: Kyuuteishi           Rapid Running: Sudden Stop
 Hayagake: Kage Sukui           Rapid Running: Shadow Scoop
 Hayagake: Kubikari             Rapid Running: Neck Cutter
 Hiji Otoshi                    Elbow Drop
 Kubi Kudaki                    Neck Crusher
 Kamaitachi                     Whirlwind Cut
 Bushin Gokusa Ken              Bushin Imprisoning Chain Fist
 Sankaku Tobi                   Triangle Hop
 Bushin Hassou Ken              Bushin Eight Paired Fists
 Bushin Gourai Kyaku            Bushin Strong Lightning Kick
 Bushin Musou Renge             Bushin Unequaled Rapid Reaping

 - 'Bushin' is the god of military arts.


 [ SAKURA KASUGANO  ]  --------------------------------------------------

 Sakura-jime                    Sakura Strangle
 Hadou Ken                      Surge Fist
 Shou'ou Ken                    Cherry Blossom Fist
 Sakura Otoshi                  Sakura Drop
 Shunpuu Kyaku                  Spring Breeze Kick
 Shinkuu Hadou Ken              Vacuum Surge Fist
 Haru Ichiban                   First Storm of Spring
 Midare Zakura                  Cherry Trees Blossoming in Profusion
       

 [ SODOM ]  -------------------------------------------------------------

 Shogun Throw                   (emperor's follower) Throw
 Jigoku Scrape                  Hell Scrape
 Shiraha Catch                  Whiteblade Catch
 Butsumetsu Buster              Unlucky Day Buster
 Daikyou Burning                Worst Luck Burning
 Kouten Okiagari                Roll Backwards while Getting Up
 Tengu Walking                  (a type of demon) walking
 Meido no Miyage                Present from Hades
 Tenchuu Satsu                  Destruction of the Pillars of Heaven


 ========================================================================
 9.  AUTHOR'S NOTE
 ========================================================================

 ------------------------------------------------------------------------
 SPECIAL THANKS
 ------------------------------------------------------------------------

 I couldn't have written this FAQ without help from the following people:

 Joh Higashi                      <page.freett.com/johhigashi/ssf2x.html>
  - I got the SSF2X move names not mentioned in the instruction booklet
    from this site.

 Himura Kenshin
  - For some info. on Birdie's Bullhorn.

 Senio Rotondi
  - For some storyline corrections.

 Zachary Keene
  - For some minor corrections.

 Ultima                                    <www.concentric.net/~Ultima1/>
  - For information on Rose's Soul-piette and Sagat's Angry Charge.

 Capcom of Japan                                       <www.capcom.co.jp>
  - For the SSF2 character codes, and the code to play as Cammy in
    SFZ2' (not to mention her move names).

 Charles MacDonald
  - For discovering how to control Gen during his Kouga Super Combo.

 Patrick Beja
  - Some name translations had originally been taken from his Original
    Japanese Names FAQ for SFZ, v2.0.

 Team Red Herring
  - For various comments and notes.


 ------------------------------------------------------------------------
 REVISION HISTORY
 ------------------------------------------------------------------------

 VERSION 0.9  (July 11, 2000)
  - The entire FAQ was rehauled for simplicity's sake--official movenames
    added throughout and other corrections have been made.

 VERSION 0.8
  - More quick corrections.

 VERSION 0.7
  - Storylines and other needless info. removed, some corrections made.

 VERSION 0.6
  - Translation and general corrections made throughout the FAQ.

 VERSION 0.5
  - Corrections for Birdie's Bullhorn were added, as well as some
    storyline corrections, and minor fix-ups.

 VERSION 0.4
  - Added notes on the costume colors and corrected the method to
    fight Shin Gouki in SSF2X.  Also added more notes on the character
    moves, and added Chun-Li's Air Spinning Bird Kick to her moveslist.

 VERSION 0.3
  - More corrections and additions--the translations of Gen's moves have
    also been completed, and I added the comments for the rest of the
    characters.  Also, some of the tricks and cheats have been weeded
    out, as they worked in SFA2 but not SFZ2 DASH.

 VERSION 0.2
  - More sections added and completed, for SSF2X in particular.

 VERSION 0.1
  - Moves list/number of hits completed, Advanced Tactics (primarily for
    SFZ2 DASH) added, various codes and tricks added.

  Began construction of VERSION 0.0 on October 2, 1997

 That's all!

 Unpublished work Copyright 1997-2000 Chris MacDonald
