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| desc=Blanka is a beastman from the jungles of Brazil. He was once a young boy named Jimmy who was raised by animals after surviving a plane crash. After climbing onto a poacher's truck to eat a melon, he unwittingly travels back to civilization.
| desc=Blanka is a beastman from the jungles of Brazil. He was once a young boy named Jimmy who was raised by animals after surviving a plane crash. After climbing onto a poacher's truck to eat a melon, he unwittingly travels back to civilization.
{{MoveListTable | desc=Special moves |
{{MoveListTable | desc=Special moves |
−
{{MoveListRow | Electricity | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{repeat|{{punch}}}} | charges his body with electricity, zapping his opponent on contact.}}
+
{{MoveListRow | Electric Thunder | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{repeat|{{punch}}}} | Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when a stronger button is used.}}
−
{{MoveListRow | Rolling Attack | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Blanka curls into a ball and rolls straight ahead, knocking the opponent over on impact. The move travels farther when a stronger button is used.}}
+
{{MoveListRow | Rolling Attack | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Blanka curls into a ball and rolls straight ahead. The move travels farther when a stronger button is used.}}
{{MoveListRow | Backstep Rolling Attack | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Blanka does a handstand, then leaps high into the air for a rolling attack. He leaps higher when a stronger button is used.}}
{{MoveListRow | Backstep Rolling Attack | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Blanka does a handstand, then leaps high into the air for a rolling attack. He leaps higher when a stronger button is used.}}
{{MoveListRow | Vertical Rolling Attack | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Blanka launches upwards to hit an airborne opponent (or drop on them from above). The move travels higher and further forward when a stronger button is used.}}
{{MoveListRow | Vertical Rolling Attack | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Blanka launches upwards to hit an airborne opponent (or drop on them from above). The move travels higher and further forward when a stronger button is used.}}
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| portrait={{sprite | Street Fighter Zero 3, Characters, Victory.png | crop_width=224 | crop_height=160 | crop_x=945 | crop_y=0}}
| portrait={{sprite | Street Fighter Zero 3, Characters, Victory.png | crop_width=224 | crop_height=160 | crop_x=945 | crop_y=0}}
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Chun-Li.gif}}
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Chun-Li.gif}}
+
| sprite2={{sprite | Street Fighter Alpha 2, Sprites, Classic Chun-Li.gif}}
| info1name=Originally appeared in
| info1name=Originally appeared in
| info1=''Street Fighter II''
| info1=''Street Fighter II''
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| desc=Dhalsim is an Indian Yogi who has left his village to investigate the disturbance caused by the Psycho Drive.
| desc=Dhalsim is an Indian Yogi who has left his village to investigate the disturbance caused by the Psycho Drive.
{{MoveListTable | desc=Special moves |
{{MoveListTable | desc=Special moves |
−
{{MoveListRow | Yoga Fire | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{punch}} | Dhalsim spews a fireball across the screen. It travels the full width of the screen with X-ism, but it stops slightly shorter with Z-ism and V-ism. The projectile moves faster when a stronger button is used.}}
+
{{MoveListRow | Yoga Fire | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{punch}} | Dhalsim spews a fireball across the screen. It travels the full width of the screen with X-ism, but it stops slightly shorter with Z-ism and V-ism. The projectile moves faster when a stronger button is used. It knocks the opponent over on impact when the move is performed with any button in X-ism but only when the move is performed with {{MP}} or {{HP}} in Z-ism and V-ism.}}
−
{{MoveListRow | Yoga Flame | {{Ism|X}} {{Ism|z}} {{Ism|v}} {{HCF}} {{punch}}<br>{{Ism|x}} {{Ism|Z}} {{Ism|V}} {{HCB}} {{punch}} | Dhalsim breathes a large mass of flame in front of him. He holds the flame for longer when a stronger button is used.}}
+
{{MoveListRow | Yoga Flame | {{Ism|X}} {{Ism|z}} {{Ism|v}} {{HCF}} {{punch}}<br>{{Ism|x}} {{Ism|Z}} {{Ism|V}} {{HCB}} {{punch}} | Dhalsim breathes a large mass of flame in front of him, which knocks the opponent over on impact. He holds the flame for longer when a stronger button is used.}}
−
{{MoveListRow | Yoga Blast | {{Ism|X}} {{Ism|z}} {{Ism|v}} {{HCF}} {{kick}}<br>{{Ism|x}} {{Ism|Z}} {{Ism|V}} {{HCB}} {{kick}} | Dhalsim breathes a large mass of flame at a diagonal angle in front of him. He holds the flame for longer when a stronger button is used.}}
+
{{MoveListRow | Yoga Blast | {{Ism|X}} {{Ism|z}} {{Ism|v}} {{HCF}} {{kick}}<br>{{Ism|x}} {{Ism|Z}} {{Ism|V}} {{HCB}} {{kick}} | Dhalsim breathes a large mass of flame at a diagonal angle in front of him, which knocks the opponent over on impact. He holds the flame for longer when a stronger button is used.}}
{{MoveListRow | Yoga Teleport Forward | {{Ism|x}} {{Ism|Z}} {{Ism|V}} {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Dhalsim disappears and reappears the entire screen ahead with {{punch}} or half the screen ahead with {{kick}}.}}
{{MoveListRow | Yoga Teleport Forward | {{Ism|x}} {{Ism|Z}} {{Ism|V}} {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Dhalsim disappears and reappears the entire screen ahead with {{punch}} or half the screen ahead with {{kick}}.}}
{{MoveListRow | Yoga Teleport Backward | {{Ism|x}} {{Ism|Z}} {{Ism|V}} {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Dhalsim disappears and reappears the entire screen back with {{punch}} or half the screen back with {{kick}}.}}
{{MoveListRow | Yoga Teleport Backward | {{Ism|x}} {{Ism|Z}} {{Ism|V}} {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Dhalsim disappears and reappears the entire screen back with {{punch}} or half the screen back with {{kick}}.}}
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{{MoveListTable | desc=Special moves |
{{MoveListTable | desc=Special moves |
{{MoveListRow | Sonic Boom | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Nash fires a circular energy wave across the screen by swinging his arm. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Sonic Boom | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Nash fires a circular energy wave across the screen by swinging his arm. The projectile moves faster when a stronger button is used.}}
−
{{MoveListRow | Somersault Shell | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Nash somersaults upward while kicking in an arc. He somersaults higher when a stronger button is used. The move can hit twice when it is performed with {{HK}}.}}
+
{{MoveListRow | Somersault Shell | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Nash somersaults upward while kicking in an arc, which knocks his opponent over on impact. He somersaults higher when a stronger button is used. The move can hit twice when it is performed with {{HK}}.}}
}}
}}
{{MoveListTable | desc=Command normals |
{{MoveListTable | desc=Command normals |
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{{MoveListRow | Dash Straight or Upper | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}} | M. Bison dashes forward while standing and smashes his opponent with a straight punch if performed with {{punch}} or an uppercut if performed with {{kick}}. He dashes farther when a stronger button is used.}}
{{MoveListRow | Dash Straight or Upper | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}} | M. Bison dashes forward while standing and smashes his opponent with a straight punch if performed with {{punch}} or an uppercut if performed with {{kick}}. He dashes farther when a stronger button is used.}}
{{MoveListRow | Dash Ground Straight or Upper | {{Ism|x}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{downright}}+{{punch}} or {{kick}} | M. Bison dashes forward low to the ground and smashes his opponent with a straight punch if performed with {{punch}} or an uppercut if performed with {{kick}}. He dashes farther when a stronger button is used.}}
{{MoveListRow | Dash Ground Straight or Upper | {{Ism|x}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{downright}}+{{punch}} or {{kick}} | M. Bison dashes forward low to the ground and smashes his opponent with a straight punch if performed with {{punch}} or an uppercut if performed with {{kick}}. He dashes farther when a stronger button is used.}}
−
{{MoveListRow | Buffalo Headbutt | {{Ism|x}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | M. Bison jumps up with a shoulder smash, which knocks his opponent over on impact. In X-ism, this move can only be performed as a reversal.}}
+
{{MoveListRow | Buffalo Headbutt | {{Ism|x}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | M. Bison jumps up with a flying headbutt, which knocks his opponent over on impact. In X-ism, this move can only be performed as a reversal.}}
{{MoveListRow | Turn Punch | Hold all three {{punch}} or {{kick}} simultaneously, then release | M. Bison turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.}}
{{MoveListRow | Turn Punch | Hold all three {{punch}} or {{kick}} simultaneously, then release | M. Bison turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.}}
}}
}}
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{{MoveListRow | Rolling Crystal Flash | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Balrog rolls along the ground, ending with a claw thrust. He rolls further when a stronger button is used.}}
{{MoveListRow | Rolling Crystal Flash | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Balrog rolls along the ground, ending with a claw thrust. He rolls further when a stronger button is used.}}
{{MoveListRow | Sky High Claw | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Balrog jumps to the edge of the screen and then thrusts himself forward while stabbing with his claw. He thrusts straight ahead when the move is performed with {{LP}} or {{MP}} and at a slight angle downward when the move is performed with {{HP}}.}}
{{MoveListRow | Sky High Claw | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Balrog jumps to the edge of the screen and then thrusts himself forward while stabbing with his claw. He thrusts straight ahead when the move is performed with {{LP}} or {{MP}} and at a slight angle downward when the move is performed with {{HP}}.}}
−
{{MoveListRow | Flying Barcelona Attack | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{punch}} | Balrog jumps to the edge of the screen, then dives onto his opponent with his arms spread when the player presses {{punch}}.}}
+
{{MoveListRow | Flying Barcelona Attack | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{punch}} | Balrog jumps to the edge of the screen. If the player presses {{punch}} while he is airborne, Vega dives onto his opponent with his arms spread, which knocks his opponent down on impact.}}
{{MoveListRow | Izuna Drop | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Balrog jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex if the player presses {{left}}+{{punch}} or {{right}}+{{punch}} when near the opponent.}}
{{MoveListRow | Izuna Drop | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Balrog jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex if the player presses {{left}}+{{punch}} or {{right}}+{{punch}} when near the opponent.}}
{{MoveListRow | Kabe Hari Tsuki | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}} + all three {{kick}} simultaneously (in Balrog's stage) | Balrog climbs onto the fence in the background, then jumps off. He can perform a claw dive after jumping with {{punch}} or an air suplex with {{left}}+{{punch}} or {{right}}+{{punch}} when near the opponent.}}
{{MoveListRow | Kabe Hari Tsuki | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}} + all three {{kick}} simultaneously (in Balrog's stage) | Balrog climbs onto the fence in the background, then jumps off. He can perform a claw dive after jumping with {{punch}} or an air suplex with {{left}}+{{punch}} or {{right}}+{{punch}} when near the opponent.}}
{{MoveListRow | Backslash | {{Ism|X}} {{Ism|Z}} {{Ism|V}} All three {{punch}} or {{kick}} simultaneously | Balrog performs a backflip. He does a full backflip with {{punch}} and half a backflip with {{kick}}. He is invulnerable while performing this move.}}
{{MoveListRow | Backslash | {{Ism|X}} {{Ism|Z}} {{Ism|V}} All three {{punch}} or {{kick}} simultaneously | Balrog performs a backflip. He does a full backflip with {{punch}} and half a backflip with {{kick}}. He is invulnerable while performing this move.}}
−
{{MoveListRow | Scarlet Terror | {{Ism|x}} {{Ism|z}} {{Ism|V}} Hold {{downleft}} for 2 seconds, then {{right}}+{{kick}} | Balrog does a backflip kick into the air.}}
+
{{MoveListRow | Scarlet Terror | {{Ism|x}} {{Ism|z}} {{Ism|V}} Hold {{downleft}} for 2 seconds, then {{right}}+{{kick}} | Balrog does a backflip kick into the air, which knocks his opponent over on impact.}}
}}
}}
{{MoveListTable | desc=Command normals |
{{MoveListTable | desc=Command normals |
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{{MoveListRow | Tiger Uppercut | {{Ism|X}} {{Ism|z}} {{Ism|v}} {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, hitting up to two times and knocking his opponent over. He ascends higher when a stronger button is used.}}
{{MoveListRow | Tiger Uppercut | {{Ism|X}} {{Ism|z}} {{Ism|v}} {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, hitting up to two times and knocking his opponent over. He ascends higher when a stronger button is used.}}
{{MoveListRow | Tiger Blow | {{Ism|x}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.}}
{{MoveListRow | Tiger Blow | {{Ism|x}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.}}
−
{{MoveListRow | Tiger Knee | {{Ism|X}} {{Ism|z}} {{Ism|v}} {{QCF}} {{upright}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, knocking his opponent over. The move covers more horizontal distance when a stronger button is used.}}
+
{{MoveListRow | Tiger Knee Crush | {{Ism|X}} {{Ism|z}} {{Ism|v}} {{QCF}} {{upright}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, knocking his opponent over. The move covers more horizontal distance when a stronger button is used.}}
{{MoveListRow | Tiger Crush | {{Ism|x}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over. The move covers more horizontal distance when a stronger button is used.}}
{{MoveListRow | Tiger Crush | {{Ism|x}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over. The move covers more horizontal distance when a stronger button is used.}}
}}
}}
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| name=Gen
| name=Gen
| portrait={{sprite | Street Fighter Zero 3, Characters, Victory.png | crop_width=224 | crop_height=160 | crop_x=1247 | crop_y=320}}
| portrait={{sprite | Street Fighter Zero 3, Characters, Victory.png | crop_width=224 | crop_height=160 | crop_x=1247 | crop_y=320}}
−
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Gen.gif}}
{{MoveListRow | Ansatsu Ken: Ki-ryuu | {{Ism|X}} {{Ism|Z}} {{Ism|V}} All three {{kick}} simultaneously | Gen changes to his Crane stance.}}
{{MoveListRow | Ansatsu Ken: Ki-ryuu | {{Ism|X}} {{Ism|Z}} {{Ism|V}} All three {{kick}} simultaneously | Gen changes to his Crane stance.}}
{{MoveListRow | Hyakurenkou | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{repeat|{{punch}}}} | Gen chops his hand furiously in front of him. He chops faster when a stronger button is used.}}
{{MoveListRow | Hyakurenkou | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{repeat|{{punch}}}} | Gen chops his hand furiously in front of him. He chops faster when a stronger button is used.}}
−
{{MoveListRow | Gekirou | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{kick}} | Gen jumps into the air while kicking diagonally upward. He jumps slightly higher when a stronger button is used.}}
+
{{MoveListRow | Gekirou | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{kick}} | Gen jumps into the air while kicking diagonally upward, which knocks his opponent over on impact. He jumps slightly higher when a stronger button is used.}}
| desc=Birdie is an overweight British punk rocker and Shadaloo member who fights using chains. He is trying to find the Psycho Drive in order to overthrow Vega and become the new lord of Shadaloo.
| desc=Birdie is an overweight British punk rocker and Shadaloo member who fights using chains. He is trying to find the Psycho Drive in order to overthrow Vega and become the new lord of Shadaloo.
{{MoveListTable | desc=Special moves |
{{MoveListTable | desc=Special moves |
−
{{MoveListRow | Bullhead | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Birdie dashes forward and headbutts his opponent. He dashes further when a stronger button is used. The move does more damage if the button is held for longer.}}
+
{{MoveListRow | Bullhead | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Birdie dashes forward with a headbutt that knocks his opponent over on impact. He dashes further when a stronger button is used.}}
{{MoveListRow | Bullhorn | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold any two {{punch}} or {{kick}} buttons for 1 second, then release | Birdie turns around and headbutts his opponent. It does more damage if the buttons are held for longer.}}
{{MoveListRow | Bullhorn | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold any two {{punch}} or {{kick}} buttons for 1 second, then release | Birdie turns around and headbutts his opponent. It does more damage if the buttons are held for longer.}}
{{MoveListRow | Murderer Chain | {{Ism|X}} {{Ism|Z}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (close) | Birdie grabs his opponent and whips them to the ground two times with his chain.}}
{{MoveListRow | Murderer Chain | {{Ism|X}} {{Ism|Z}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (close) | Birdie grabs his opponent and whips them to the ground two times with his chain.}}
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{{MoveListRow | Fake Throw | {{Ism|x}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{Taunt}} | Cody crouches and pretends to pick something off the ground (when not holding a knife) or plays with the knife in his hand (when holding a knife), without throwing anything. The purpose of this move is to confuse opponents.}}
{{MoveListRow | Fake Throw | {{Ism|x}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{Taunt}} | Cody crouches and pretends to pick something off the ground (when not holding a knife) or plays with the knife in his hand (when holding a knife), without throwing anything. The purpose of this move is to confuse opponents.}}
{{MoveListRow | Ruffian Kick | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{kick}} | Cody skids forward while kicking, which knocks his opponent over on impact. He kicks low with {{LK}}, mid with {{MK}}, and high with {{HK}}.}}
{{MoveListRow | Ruffian Kick | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{kick}} | Cody skids forward while kicking, which knocks his opponent over on impact. He kicks low with {{LK}}, mid with {{MK}}, and high with {{HK}}.}}
−
{{MoveListRow | Criminal Upper | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{punch}} | Cody steps forward slightly and throws an uppercut that creates a tall cyclone in front of him. The cyclone spins for longer when a stronger button is used.}}
+
{{MoveListRow | Criminal Upper | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{punch}} | Cody steps forward slightly and throws an uppercut that creates a tall cyclone in front of him, which knocks the opponent over on impact. The cyclone spins for longer when a stronger button is used.}}
{{MoveListRow | Bad Spray | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCBD}} {{punch}} when knocked down | Cody tosses a handful of dirt at his opponent after being knocked down.}}
{{MoveListRow | Bad Spray | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCBD}} {{punch}} when knocked down | Cody tosses a handful of dirt at his opponent after being knocked down.}}
}}
}}
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| desc=Guy is a sneaker-wearing "urban ninja" who lives in Metro City. He is a master of the Bushin form of ninjutsu. Sensing a disturbance in the balance of the world, he speaks to his old friend Mike Haggar and learns about a mysterious organization called Shadaloo that Haggar has been investigating for drug trafficking.
| desc=Guy is a sneaker-wearing "urban ninja" who lives in Metro City. He is a master of the Bushin form of ninjutsu. Sensing a disturbance in the balance of the world, he speaks to his old friend Mike Haggar and learns about a mysterious organization called Shadaloo that Haggar has been investigating for drug trafficking.
{{MoveListTable | desc=Special moves |
{{MoveListTable | desc=Special moves |
−
{{MoveListRow | Bushin Izuna Drop | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{punch}} | Guy curls into a ball and leaps across the screen in an arc, with stronger punches traveling further. This maneuver can be interrupted at any time by pressing {{punch}}: if he is next to his opponent, he performs a body slam (Bushin Izuna Otoshi); otherwise, he performs an elbow drop (Izuna no Hiji Otoshi).}}
+
{{MoveListRow | Bushin Izuna Drop | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{punch}} | Guy curls into a ball and leaps across the screen in an arc. He leaps farther when a stronger button is used. This maneuver can be interrupted at any time by pressing {{punch}}: if he is next to his opponent, he performs a body slam (Bushin Izuna Otoshi); otherwise, he performs an elbow drop (Izuna no Hiji Otoshi).}}
−
{{MoveListRow | Hayagake | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{kick}} | Guy runs towards his opponent. While running, he can stop short by pressing {{LK}} (Kyuuteishi), do a sweep kick by pressing {{MK}} (Kage Sukui), or do a jumping turnaround kick by pressing {{HK}} (Kubikari).}}
+
{{MoveListRow | Hayagake | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{kick}} | Guy runs towards his opponent, which can be followed up with another {{kick}}. The effect of the follow-up depends on the initial button used: Guy stops short with {{LK}} (Kyuuteishi), does a sweep kick with {{MK}} (Kage Sukui), or does a jumping turnaround kick with {{HK}} (Kubikari).}}
−
{{MoveListRow | Bushin Senpuu Kyaku | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{kick}} | Guy jumps into the air and spins around an axis with his leg extended. It is similar to the Tatsumaki Senpuukyaku performed by Ryu and Ken but has more vertical jump height (with stronger kicks flying higher).}}
+
{{MoveListRow | Bushin Senpuu Kyaku | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{kick}} | Guy jumps into the air at a diagonal angle and spins around an axis with his leg extended, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.}}
−
{{MoveListRow | Houzantou | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{punch}} | Guy crouches and spins around, then charges at his opponent with his shoulder. He charges further when a stronger button is used.}}
+
{{MoveListRow | Houzantou | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{punch}} | Guy crouches and spins forward, then stands with a backfist that knocks his opponent far back. He travels further when a stronger button is used.}}
}}
}}
{{MoveListTable | desc=Command normals |
{{MoveListTable | desc=Command normals |
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| portrait={{sprite | Street Fighter Zero 3, Characters, Select.png | crop_width=224 | crop_height=160 | crop_x=288 | crop_y=640}}
| portrait={{sprite | Street Fighter Zero 3, Characters, Select.png | crop_width=224 | crop_height=160 | crop_x=288 | crop_y=640}}
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Sodom.gif}}
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Sodom.gif}}
+
| sprite2={{sprite | Street Fighter Zero 3, Sprites, Classic Sodom.gif}}
| info1name=Originally appeared in
| info1name=Originally appeared in
| info1=''Final Fight''
| info1=''Final Fight''
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In X-ism, he fights with a pair of katana, recalling his original appearance in ''[[Final Fight]]''. In Z-ism and V-ism, he fights with a pair of jitte.
In X-ism, he fights with a pair of katana, recalling his original appearance in ''[[Final Fight]]''. In Z-ism and V-ism, he fights with a pair of jitte.
{{MoveListTable | desc=Special moves |
{{MoveListTable | desc=Special moves |
−
{{MoveListRow | Jigoku Scrape | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{punch}} | Sodom charges forward and performs a strike with his weapon. He performs a different strike, each traveling slightly further, depending on the strength of the punch used. He slashes inward with {{LP}}, at an upward angle with {{MP}}, or downward with {{HP}}.}}
+
{{MoveListRow | Jigoku Scrape | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{punch}} | Sodom charges forward and performs a strike with his weapon. He performs a different strike, each traveling slightly further, depending on the strength of the punch used. He slashes inward with {{LP}}, at an upward angle with {{MP}}, or downward with {{HP}}. The move knocks over the opponent when it is performed with {{HP}}.}}
{{MoveListRow | Butsumetsu Buster | {{Ism|X}} {{Ism|Z}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (close) | Sodom grabs his opponent, jumps up, and slams them into the ground. He jumps higher when a stronger button is used.}}
{{MoveListRow | Butsumetsu Buster | {{Ism|X}} {{Ism|Z}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (close) | Sodom grabs his opponent, jumps up, and slams them into the ground. He jumps higher when a stronger button is used.}}
{{MoveListRow | Daikyou Burning | {{Ism|X}} {{Ism|Z}} {{Ism|V}} D-Pad in a 360° rotation, then {{kick}} (close) | Sodom grabs his opponent, then runs across the screen while dragging them into the ground.}}
{{MoveListRow | Daikyou Burning | {{Ism|X}} {{Ism|Z}} {{Ism|V}} D-Pad in a 360° rotation, then {{kick}} (close) | Sodom grabs his opponent, then runs across the screen while dragging them into the ground.}}
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| desc=Rose is an Italian fortuneteller who wields a mysterious energy known as Soul Power. She has learned that she shares some of her soul with Vega and now seeks the dictator to destroy him.
| desc=Rose is an Italian fortuneteller who wields a mysterious energy known as Soul Power. She has learned that she shares some of her soul with Vega and now seeks the dictator to destroy him.
{{MoveListTable | desc=Special moves |
{{MoveListTable | desc=Special moves |
−
{{MoveListRow | Soul Reflect | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{punch}} | Rose whips her scarf down in front of her. If it hits an opponent, it does damage directly, but it can also be used to absorb projectiles with {{LP}} or reflect them back toward her opponent with {{MP}} or {{HP}}. Absorbed projectiles increase Rose's Super Combo gauge and increase the damage of her next Soul Spark.}}
+
{{MoveListRow | Soul Reflect | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{punch}} | Rose whips her scarf down in front of her. If it hits an opponent, it directly damages and knocks over the opponent, but it can also be used to absorb projectiles with {{LP}} or reflect them back toward her opponent with {{MP}} or {{HP}}. Absorbed projectiles increase Rose's Super Combo gauge and increase the damage of her next Soul Spark.}}
{{MoveListRow | Soul Spark | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{HCF}} {{punch}} | Rose lashes her scarf straight out as a soul sphere shoots down it. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Soul Spark | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{HCF}} {{punch}} | Rose lashes her scarf straight out as a soul sphere shoots down it. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Soul Throw | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{punch}} | Rose jumps upward at a diagonal angle. If she intercepts an airborne opponent, she grabs and throws them down to the ground.}}
{{MoveListRow | Soul Throw | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{punch}} | Rose jumps upward at a diagonal angle. If she intercepts an airborne opponent, she grabs and throws them down to the ground.}}
−
{{MoveListRow | Soul Spiral | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{kick}} | Rose steps forward and spins her scarf like a drill.}}
+
{{MoveListRow | Soul Spiral | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{kick}} | Rose steps forward and spins her scarf like a drill, which knocks her opponent over on impact. She steps slightly further when a stronger button is used.}}
}}
}}
{{MoveListTable | desc=Command normals |
{{MoveListTable | desc=Command normals |
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{{MoveListRow | Hadouken | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{punch}} | Sakura shoots a fireball that travels most of the width of the screen.}}
{{MoveListRow | Hadouken | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{punch}} | Sakura shoots a fireball that travels most of the width of the screen.}}
{{MoveListRow | Shouoken | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{punch}} | Sakura runs forward, then jumps in the air with a spinning uppercut that knocks her opponent over. She dashes a longer distance when a stronger button is used.}}
{{MoveListRow | Shouoken | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{punch}} | Sakura runs forward, then jumps in the air with a spinning uppercut that knocks her opponent over. She dashes a longer distance when a stronger button is used.}}
−
{{MoveListRow | Shunpuu Kyaku | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{kick}} | Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc. The move covers more distance when a stronger button is used.}}
+
{{MoveListRow | Shunpuu Kyaku | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{kick}} | Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc and knocking her opponent over on impact. The move covers more distance when a stronger button is used.}}
−
{{MoveListRow | Sakura Otoshi | {{Ism|x}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{kick}} | Sakura leaps high into the air with her arms and legs back. She jumps higher when a stronger button is used. This move can be followed up with {{punch}} to perform a knifehand strike with both hands as she is landing.}}
+
{{MoveListRow | Sakura Otoshi | {{Ism|x}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{kick}} | Sakura leaps high into the air with her arms and legs back. She jumps higher when a stronger button is used. This move can be followed up with {{punch}} to perform a knifehand strike with both hands as she is landing, which knocks her opponent over on impact.}}
}}
}}
{{MoveListTable | desc=Command normals |
{{MoveListTable | desc=Command normals |
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| desc=Karin Kanzuki is a wealthy and elitist Japanese schoolgirl and a friend and rival of Sakura (in an analogue to the relationship between Ryu and Ken). She is the only daughter and heir of the Kanzuki Zaibatsu. When Shadaloo threatens her family's corporate interests, she decides to use the family fortune to investigate the organization (bringing the family butler, Ishizaki, along with her). She fights in a style of her own design, called Kanzuki-ryuu.
| desc=Karin Kanzuki is a wealthy and elitist Japanese schoolgirl and a friend and rival of Sakura (in an analogue to the relationship between Ryu and Ken). She is the only daughter and heir of the Kanzuki Zaibatsu. When Shadaloo threatens her family's corporate interests, she decides to use the family fortune to investigate the organization (bringing the family butler, Ishizaki, along with her). She fights in a style of her own design, called Kanzuki-ryuu.
{{MoveListTable | desc=Special moves |
{{MoveListTable | desc=Special moves |
−
{{MoveListRow | Guren Ken | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{punch}} | Karin advances with a palm strike, which can be followed by at most two other moves (advancing more with each attack). She can follow up with a palm strike with the other hand with {{punch}} again, then the Guren Hou Shou (a final palm strike that knocks her opponent over) with {{punch}} a final time. She can perform the Guren Hou Shou as the second (and final) move with {{right}}+{{punch}} after the first strike. Or she can follow the first or second strikes with the Guren Chuu (elbow strike) with {{downright}}+{{punch}}, then {{punch}} for a final elbow strike with the opposite arm. Or she can follow up the first or second strikes with the Guren Mujin Kyaku (a rising kick that hits twice) with {{kick}}, the Guren Daisoku Barai (a sliding sweep) with {{down}}+{{kick}}, or the Guren Sen Ha (a forward leap with two hand swipes)} with {{up}}+{{kick}}. Or can can follow up the first or second strikes with the Guren Yasha (standing) with {{left}}+{{punch}} or Guren Yasha (crouching) with {{left}}+{{kick}} (both counters if her opponent hits back).}}
+
{{MoveListRow | Guren Ken | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{punch}} | Karin advances with a palm strike, which can be followed by at most two other moves (advancing more with each attack). She can follow up with a palm strike with the other hand with {{punch}} again, then the Guren Hou Shou (a final palm strike that knocks her opponent over) with {{punch}} a final time. She can perform the Guren Hou Shou as the second (and final) move with {{right}}+{{punch}} after the first strike. Or she can follow the first or second strikes with the Guren Chuu (elbow strike) with {{downright}}+{{punch}}, then {{punch}} for a final elbow strike with the opposite arm. Or she can follow up the first or second strikes with the Guren Mujin Kyaku (a rising kick that hits twice) with {{kick}}, the Guren Daisoku Barai (a sliding sweep) with {{down}}+{{kick}}, or the Guren Sen Ha (a forward leap with two hand swipes) with {{up}}+{{kick}}. Or can can follow up the first or second strikes with the Guren Yasha (standing) with {{left}}+{{punch}} or Guren Yasha (crouching) with {{left}}+{{kick}} (both counters if her opponent hits back).}}
{{MoveListRow | Hou Shou | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{punch}} | Karin does a quick palm strike that can knock her opponent over.}}
{{MoveListRow | Hou Shou | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{punch}} | Karin does a quick palm strike that can knock her opponent over.}}
{{MoveListRow | Mujin Kyaku | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{kick}} | Karin steps forward with a high kick that potentially hits twice and knocks her opponent over.}}
{{MoveListRow | Mujin Kyaku | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{kick}} | Karin steps forward with a high kick that potentially hits twice and knocks her opponent over.}}
{{MoveListRow | Ressen Chou | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{RDP}} {{punch}} | Karin dashes forward with an elbow strike. This can be followed up with {{punch}} for an elbow strike with the opposite arm.}}
{{MoveListRow | Ressen Chou | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{RDP}} {{punch}} | Karin dashes forward with an elbow strike. This can be followed up with {{punch}} for an elbow strike with the opposite arm.}}
−
{{MoveListRow | Ressen Ha | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{upright}} {{kick}} | Karin leaps forward with two hand swipes. She leaps farther when a stronger button is used.}}
+
{{MoveListRow | Ressen Ha | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{upright}} {{kick}} | Karin leaps forward with two hand swipes that knock her opponent over on impact. She leaps farther when a stronger button is used.}}
{{MoveListRow | Yasha Gaeshi | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{punch}} or {{kick}} | Karin holds her arms in a V while standing with {{punch}} or while crouching with {{kick}}. If her opponent attacks her while she is doing this, she closes her arms, then opens them again, throwing her opponent backward.}}
{{MoveListRow | Yasha Gaeshi | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{punch}} or {{kick}} | Karin holds her arms in a V while standing with {{punch}} or while crouching with {{kick}}. If her opponent attacks her while she is doing this, she closes her arms, then opens them again, throwing her opponent backward.}}
{{MoveListRow | Arakuma Inashi | {{Ism|X}} {{Ism|Z}} {{Ism|V}} D-Pad in a 360° rotation, then {{kick}} (close) | Karin grabs her opponent, hits them twice with her knee, then drops them to the ground.}}
{{MoveListRow | Arakuma Inashi | {{Ism|X}} {{Ism|Z}} {{Ism|V}} D-Pad in a 360° rotation, then {{kick}} (close) | Karin grabs her opponent, hits them twice with her knee, then drops them to the ground.}}
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| name=Dan
| name=Dan
| portrait={{sprite | Street Fighter Zero 3, Characters, Select.png | crop_width=224 | crop_height=160 | crop_x=288 | crop_y=800}}
| portrait={{sprite | Street Fighter Zero 3, Characters, Select.png | crop_width=224 | crop_height=160 | crop_x=288 | crop_y=800}}
−
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Dan.gif}}
+
| sprite={{sprite | Street Fighter Zero 3, Sprites, Dan.gif}}
| info1name=Originally appeared in
| info1name=Originally appeared in
| info1=''Street Fighter Zero''
| info1=''Street Fighter Zero''
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{{MoveListRow | Gadouken | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{punch}} | Dan focuses his energy and throws a very short-ranged fireball directly in front of him with a single hand. The projectile travels slightly farther when a stronger button is used.}}
{{MoveListRow | Gadouken | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{punch}} | Dan focuses his energy and throws a very short-ranged fireball directly in front of him with a single hand. The projectile travels slightly farther when a stronger button is used.}}
{{MoveListRow | Kouryuuken | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{punch}} | Dan rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.}}
{{MoveListRow | Kouryuuken | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{DPF}} {{punch}} | Dan rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.}}
−
{{MoveListRow | Dankuukyaku | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of kicks in midair. He performs a knee strike with {{LK}}, a knee strike and a kick with {{MK}}, and a knee strike and two kicks with {{HK}}. This move can be performed in midair.}}
+
{{MoveListRow | Dankuukyaku | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of kicks in midair that knock his opponent over on impact. He performs a knee strike with {{LK}}, a knee strike and a kick with {{MK}}, and a knee strike and two kicks with {{HK}}. This move can be performed in midair.}}
{{MoveListRow | Zenten Chouhatsu | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{Taunt}} | Dan rolls forward, then performs his taunt.}}
{{MoveListRow | Zenten Chouhatsu | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCF}} {{Taunt}} | Dan rolls forward, then performs his taunt.}}
{{MoveListRow | Kouten Chouhatsu | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{Taunt}} | Dan rolls backwards, then performs his taunt.}}
{{MoveListRow | Kouten Chouhatsu | {{Ism|X}} {{Ism|Z}} {{Ism|V}} {{QCB}} {{Taunt}} | Dan rolls backwards, then performs his taunt.}}
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{{MoveListRow | Air Slasher | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Dee Jay thrusts his fist upwards to launch a projectile. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Air Slasher | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Dee Jay thrusts his fist upwards to launch a projectile. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Machine Gun Upper | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{repeat|{{punch}}}} | Dee Jay performs a series of rapid uppercuts. He performs more punches and can knock down an opponent if the player continues to press {{punch}} repeatedly.}}
{{MoveListRow | Machine Gun Upper | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{repeat|{{punch}}}} | Dee Jay performs a series of rapid uppercuts. He performs more punches and can knock down an opponent if the player continues to press {{punch}} repeatedly.}}
−
{{MoveListRow | Double Rolling Sobat | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Dee Jay hops forward on one foot, then performs a roundhouse kick followed by a backwards kick. He follows up with a backwards kick when the move is performed with {{MK}} or {{HK}}.}}
+
{{MoveListRow | Double Rolling Sobat | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Dee Jay hops forward on one foot, then performs a roundhouse kick that knocks his opponent over. He follows up with a backwards kick when the move is performed with {{MK}} or {{HK}}.}}
−
{{MoveListRow | Jackknife Maximum | {{Ism|X}} {{Ism|z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Dee Jay jumps into the air while delivering a single spinning kick with {{LK}} or two spinning kicks with {{MK}} or {{HK}}.}}
+
{{MoveListRow | Jackknife Maximum | {{Ism|X}} {{Ism|z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Dee Jay jumps and kicks his opponent into the air. He delivers a single spinning kick with {{LK}} or two spinning kicks with {{MK}} or {{HK}}.}}
}}
}}
{{MoveListTable | desc=Command normals |
{{MoveListTable | desc=Command normals |
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{{MoveListTable | desc=Special moves |
{{MoveListTable | desc=Special moves |
{{MoveListRow | Sonic Boom | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Sonic Boom | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when a stronger button is used.}}
−
{{MoveListRow | Somersault Kick | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Guile jumps high into the air while performing a backflip kick. He jumps higher when a stronger button is used.}}
+
{{MoveListRow | Somersault Kick | {{Ism|X}} {{Ism|Z}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Guile jumps high into the air while performing a backflip kick, which knocks his opponent over on impact. He jumps higher when a stronger button is used.}}
}}
}}
{{MoveListTable | desc=Command normals |
{{MoveListTable | desc=Command normals |
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{{MoveListRow | Knee Press Nightmare | {{Ism|Shadaloo}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Vega does two consecutive Double Knee Press maneuvers, then finishes with a sliding sweep.}}
{{MoveListRow | Knee Press Nightmare | {{Ism|Shadaloo}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Vega does two consecutive Double Knee Press maneuvers, then finishes with a sliding sweep.}}
{{MoveListRow | Final Psycho Crusher | {{Ism|Shadaloo}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Vega spirals toward his opponent while radiating with intense psycho energy. This is a much more powerful version of the Psycho Crusher that covers the entire screen and inflicts severe damage, even when blocked. It cannot be air blocked.}}
{{MoveListRow | Final Psycho Crusher | {{Ism|Shadaloo}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Vega spirals toward his opponent while radiating with intense psycho energy. This is a much more powerful version of the Psycho Crusher that covers the entire screen and inflicts severe damage, even when blocked. It cannot be air blocked.}}
+
{{MoveListRow | Zero Counter | {{Ism|Shadaloo}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Vega warps behind them.}}
Street Fighter Zero 3 (ストリートファイターZERO 3) is a 1998 fighting game by Capcom originally released for Capcom CPS-2 arcade hardware. It is the third and final game in the Street Fighter Zero (Street Fighter Alpha in the West) series, following Street Fighter Zero and Street Fighter Zero 2.
The megalomaniacal dictator Vega, leader of the crime syndicate Shadaloo, has infused his body with a dark energy called Psycho Power in order to dominate the world and rule over mankind. His insatiable thirst for power has weakened his body, so he has ordered his scientists to transfer his mind into the body of Cammy, a genetically engineered assassin created using his own DNA as a template. However, Cammy has developed self-awareness and gone rogue, so Vega instead turns his sights to Ryu, one of the strongest fighters in the world and the personal nemesis of his right-hand man Sagat.
Shadaloo scientists have also created a diabolical machine called the Psycho Drive, whose purpose is to channel psychic energies to Vega. The Psycho Drive can be used as an ultimate weapon to shoots beams of deadly psychic energy anywhere in the world, and it can also be used to regenerate Vega and make him essentially invincible. The evil energy emitted by the Psycho Drive and the encroaching threat of Shadaloo has drawn a diverse group of warriors into each other's paths.
Like the previous Zero games, the story serves as a prelude to the events of Street Fighter II, but it presents a more focused narrative rather than the sparingly interconnected story threads of the earlier games. The story takes inspiration from the 1994 anime Street Fighter II: The Animated Movie.
Gameplay
Character select
Gameplay
The gameplay system from the previous Zero games was given a complete overhaul with the addition of three selectable fighting styles known as "Isms" (X-ism, Z-ism, and V-ism), a greatly expanded roster of characters, and for the first time since Street Fighter II, new theme music for all of the returning characters.
The controls for some actions has been modified from previous games. The level of a Super Combo move in Z-ism is now determined by the strength of the attack button pressed (for example, medium punch or kick for a level 2 Super Combo), rather than the number of buttons pushed. The button combinations for throwing, ground recoveries, and Zero Counters have also been changed. Several new mechanics have been added, such as air recoveries, Counter Hits, and the Guard Power gauge.
Characters move with and and crouch with . They jump with and flip back and forth with and . Punches are done with (jab), (medium), and (fierce), and is equivalent to holding all three punch buttons at once. Kicks are done with (short), (medium), and (roundhouse). Light attacks are faster and hard attacks deal more damage. Characters have a wide selection of attacks depending on which button is used and whether they are standing away from the opponent, standing near the opponent (proximity normals), crouching, jumping forwards or backwards, or jumping neutral. Interrupting an opponent's attack with another attack performs a Counter Hit, which does additional damage (and knocks the opponent back if the counter attack is a hard punch or kick). Special moves for each character are done by pairing specific directional combinations with an attack button. Fireballs have been significantly weakened and now do less damage when they travel a longer distance. Characters can perform a taunt once per round with (except in X-ism), which is a short animation during which the character is vulnerable to attack.
Throws and grabs are done by holding or when near an opponent and pressing two punch or two kick buttons simultaneously. The character can "whiff" a grab by attempting it outside of range, leaving the character vulnerable to counterattack. Different characters have different throws available to them, and characters can throw in midair as well. Grapple moves cannot be blocked (including special moves involving grappling), but a player can reduce the damage taken from a fall by likewise holding or and pressing two punch or two kick buttons simultaneously. In Z-ism and V-ism, after being hit or blocking in the air, it is possible to roll toward the opponent after landing by pressing two kick buttons simultaneously. After being knocked into the air from the ground, characters can recover by pressing two punch buttons simultaneously (optionally paired with or to flip out of the way).
Blocking is done by holding the D-Pad away from the opponent. Characters can block while standing, which blocks against high and mid attacks but not low attacks (such as sweeps), or crouching, which blocks against mid and low attacks but not high attacks (such as jumping attacks and overhead strikes). Blocking can also be done in midair (except in X-ism), but characters cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. Special moves still do a small amount of "chip damage" if blocked. The game introduces a Guard Power gauge that depletes each time the character blocks. The gauge starts to replenish after not blocking for a moment. If the gauge is completely depleted, then the character is vulnerable to attacks and cannot block. When broken, the bar shrinks, and it is refilled to its new maximum. It can be shrunk a number of times. The initial size of the Guard Power gauge varies depending on the Ism and the character being played. The Guard Power gauge does not exist in the Survival and Dramatic Battle modes. Blocking an attack right when it is about to hit rather than in advance reduces the amount of Guard Power lost (the character flashes blue when this is successful). Characters can also reduce damage taken by pressing any direction and an attack button simultaneously when being hit (the character flashes red when this is successful). In Z-ism and V-ism, characters can perform Zero Counters, special counterattacks that interrupt the opponent's attack while blocking at the expense of some of the Super Combo gauge. Each character has a different Zero Counter for each Ism.
Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way.
Characters have a Super Combo gauge (or an Original Combo gauge in V-ism) that fills as the character performs regular and special techniques or takes damage. The Super Combo gauge is used in different ways depending on which Ism is being played. The Super Combo gauge carries over between rounds (but not between battles). Each character starts the match with a fully filled gauge (though this can be changed to empty in the options).
Fighting styles
After selecting a character, the player is presented with the choice of three fighting styles, called "Isms." Characters often have slightly different normal and special moves depending on the chosen Ism. Some special moves are performed with different button combinations. Characters have different color schemes depending on the selected Ism (and Chun-Li and Sodom have unique sprites when played in X-ism).
Boss characters such as Juli, Juni, and Final Vega use a special "Shadaloo-ism" when fought, which gives them access to special moves unavailable in standard play.
Additional Isms called "Ism-Pluses" can be unlocked in the World Tour mode.
X-ism
X-ism is a simple style based on Super Street Fighter II X. X-ism has the highest attack power but least defense. All attacks do more damage, and characters have single-level Super Combo gauges with access to a single but powerful Super Combo move (equivalent to the level 3 move in Z-ism). However, characters cannot air block, perform ground recovery rolls or air recoveries, reduce damage taken from hits or blocks, or use Zero Counters. They also take slightly more damage from attacks, though the Guard Power gauge is longer so they can block more. Characters also cannot taunt in this style, with the exception of Dan.
Z-ism
Z-ism is the standard playing style, based on the previous Zero games. Characters have three-level Super Combo gauges with access to multiple Super Combo moves. Characters have access to air blocking, ground and air recoveries, and Zero Counters. Performing a Zero Counter costs one level of the Super Combo gauge and one notch of the Guard Power gauge. Damage done per hit is average (in between the other two styles).
Each Super Combo technique has three levels, chosen based on the strength of the punch or kick button used to execute the move. Some Super Combos can only be performed at max level. The Super Combo gauge recharges faster than in X-ism, and characters have access to every Super Combo move in Z-ism but one (Dhalsim's Yoga Tempest is exclusive to X-ism).
V-ism
V-ism (for "variable" style) is a unique style that allows the player to perform Original Combos, similar to Street Fighter Zero 2. Characters have a single-level Original Combo gauge and cannot perform Super Combo techniques in this style. Proximity normals are only available by holding away from the opponent while pressing a punch or kick button, which gives the player more control over which attacks are used. Characters have access to air blocking, ground and air recoveries, and Zero Counters. Performing a Zero Counter costs half of the Original Combo gauge and one notch of the Guard Power gauge. Damage done per hit is the lowest of the three styles.
Original Combos can be started by pressing a punch and kick button of the same strength simultaneously when the gauge is at least half full. This causes the character to move more quickly and attack with much less recovery time, making it easier to chain moves together. There is a moment of invulnerability after initiating an Original Combo. The Original Combo gauge drains while it is active, and the combo ends when the gauge is empty or if the character is hit out of it. The Original Combo gauge recharges quickly, faster than in the other styles. Characters cannot block while performing an Original Combo, but unlike the previous game, they can move backwards. Charge moves can be performed without charging (for example, the player only needs to press P for a Sonic Boom).
Modes
Survival Mode, 10 Battle
Dramatic Battle
The game has multiple modes:
Arcade Mode: The single-player mode consists of ten matches against computer-controlled opponents, mostly against randomly chosen characters with random Isms. The fifth and ninth battles are against predetermined opponents depending on the character being played, and they are preceded by brief dialogue scenes between the two characters, similar to the rival battles of the previous Zero games. The final battle is also against a predetermined opponent, which is Final Vega for almost every character (except the hidden character Evil Ryu, who faces Shin Gouki, and Vega himself, who faces Ryu). The final battle is sometimes preceded by a fight against the Shadaloo enforcer M. Bison or a two-on-one fight against the Shadaloo Dolls Juli & Juni. The game can be continued an unlimited number of times, though changing to a different character when continuing starts the player back at the first opponent. A second player can join the game to challenge the other player to a fight by pressing START , with the victor continuing in the tournament. There are eight different difficulty levels for computer-controlled opponents and two game speeds.
Vs Mode: A dedicated two-player mode. Players choose a character, an Ism, the game speed, and a handicap. The stage is chosen based on the first player's character. The game keeps track of wins and finishers for each player.
Training Mode: A single-player mode where the player can practice playing a character against a non-hostile opponent. Both characters have vitality and Super Combo gauges that stay fully replenished. The player can select some options with START , such as whether the opponent blocks attacks or whether the opponent stands, blocks, jumps, or can be controlled manually (using a second control pad).
World Tour: A single-player mode where the player chooses a character and travels to 19 different locations around the world. Each location consists of one to three stages, which are matches against characters there with different conditions. The player earns experience for the selected character and Ism whenever a stage is completed. Clearing all of the stages in a location unlocks a new location. Each Ism can be leveled up to level 6, and the character can be leveled up to level 32. As the character levels up, the player unlocks Power Balance points, which can be spent on increasing the character's attack or defense, and additional Isms called "Ism-Pluses." Ism-Pluses modify the gameplay in various ways, such as adding back the chain combos from Street Fighter Zero, giving characters unlimited Guard Power, or allowing characters to perform Original Combos outside of V-ism. Characters created in World Tour mode can saved to Entry Slots for use in the other game modes.
Team Battle: A two-player mode where each player selects two characters and plays a single match against each other. The first round pits each player's first character against each other. The winner continues with the same character in the next round, while the loser loses their first character and continues the fight with their second. The match ends when one player has lost both of their characters.
Survival Mode: A single-player mode where the player chooses any character and fights a series of opponents in one-round matches. The character's vitality gauge is restored by a certain amount after each match depending on the player's performance: time remaining, vitality remaining, the biggest combo performed, and the finisher used (with Super Combo or Original Combo finishes awarding the most health). The player only has one chance to succeed; the game ends and cannot be continued if the player loses a match. There are multiple courses available. Three of the courses are against single opponents: Arcade (against all of the characters from the original arcade game), Original (against every character in the home version), and Boss (against M. Bison, Balrog, Sagat, Juli & Juni, Gouki, Final Vega, Evil Ryu, and Shin Gouki). The remaining courses are against multiple opponents per match, with one or two in battle at a time and the others entering the match when another is defeated: 10 Battle, 20 Battle, 30 Battle, 50 Battle, and ∞ Battle (which determines the number of total opponents fought). The game keeps track of the best playthroughs for each course (determined by completion time and score). There are no Guard Power gauges in this mode, so characters have unlimited blocking.
Dramatic Battle: A two-on-one fighting mode that can be played by one player or by two players (if the second player presses START on the menus or the character select screen). In single-player games, each character is assigned a predetermined partner (for example, Ryu is partnered with Ken, and Sakura is partnered with Karin). In two-player games, each player can choose any character. Players face a series of opponents in two-on-one fights, with all characters present simultaneously. Characters have separate vitality and Super Combo gauges, and the computer controls the partner character in one-player games. Matches are played to the best of three rounds, and a round is only lost if both characters are defeated. There are no Guard Power gauges in this mode, so characters have unlimited blocking. Players can choose between Arcade Dramatic Battle (six boss fights culminating in a battle against Final Vega) and Original Dramatic Battle (a series of matches against every character in the game). When played by a single player, there is also a Reverse Dramatic Battle mode, where the player chooses a single character and fights matches against every Dramatic Battle team. For any mode, players can choose between the Normal or Survival courses, with the latter following rules similar to the Survival Mode.
Final Battle: A single-player mode where the player can choose any character and skip straight to the final battle (which is against Final Vega for most characters and not including the fights against M. Bison or Juli & Juni when applicable). The match is not preceded by dialogue as it would be in the Arcade Mode, but the player is rewarded with the character's ending if the battle is won. Like the final battle in the original arcade version, the game cannot be continued if the player loses; instead, the game ends with a bad ending where Vega succeeds in taking over the world (or with Ryu's good ending when playing as Vega).
Records, including high scores and the player's progress in the World Tour mode are saved to the Saturn's internal memory.
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P
Any punch button
LP
Light punch
MP
Medium punch
HP
Hard punch
K
Any kick button
LK
Light kick
MK
Medium kick
HK
Hard kick
TAUNT
Taunt
Playable
All 21 characters from Street Fighter Zero 2 return (including Cammy from Street Fighter Zero 2 Dash and the hidden characters Evil Ryu and Shin Gouki). E. Honda, Blanka, M. Bison, Balrog, Fei Long, Dee Jay, T. Hawk, and Guile return from Super Street Fighter II, completing the roster from that series, and Cody returns from Final Fight. The characters Karin, R. Mika, and the Shadaloo "Dolls," Juli & Juni, debut in this game.
Evil Ryu, Shin Gouki, Dee Jay, Fei Long, T. Hawk, and Guile were all exclusive to the console releases of the game. Additionally, M. Bison, Juli, and Juni, who were playable in the arcade version but had no storylines, have been made part of the default roster and given individual stories and endings.
Originally appeared in:
Street Fighter
Fifth battle:
Rose
Ninth battle:
Ken
Final battle:
Final Vega
Dramatic Battle partner:
Ken
Ryu
Ryu is a wandering warrior who tours the world in search of new fighters to challenge in order to improve his skill. He is disciplined in his training, and in his journey to become stronger, he often struggles to resist the temptation of dark power. This inner conflict is outwardly represented by his two counterparts: Ken Masters, his high-spirited training partner and best friend, and Gouki, his cold-blooded rival who represents what Ryu could become if he succumbed to evil. Ryu is being hunted by Vega and his Shadaloo forces, who are seeking a new body for Vega's mind.
Move list (Special moves)
Name
Command
Description
Hadouken
X-ismZ-ismV-ismP
Ryu focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.
Shakunetsu Hadouken
X-ismZ-ismV-ismP
Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when a stronger button is used.
Shouryuuken
X-ismZ-ismV-ismP
Ryu rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.
Tatsumaki Senpuukyaku
X-ismZ-ismV-ismK
Ryu moves forward through the air while spinning around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.
Hadou no Kamae
X-ismZ-ismV-ism TAUNT
Ryu performs the motion for a fireball but does not fire one. The purpose of this move is to confuse opponents. The recovery time for this move is much faster than a real fireball.
Move list (Command normals)
Name
Command
Description
Sakotsu Wari
X-ismZ-ismV-ism+ MP
Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Seichuu Nidan Tsuki
X-ismZ-ismV-ism+ HP
Ryu slides forward with an elbow strike, potentially hitting twice.
Senpuu Kyaku
X-ismZ-ismV-ism+ MK
Ryu hops forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
Kakato Otoshi
X-ismZ-ismV-ism+ HK
Ryu does an axe kick, potentially hitting twice.
Move list (Super Combos)
Name
Command
Description
Shinkuu Hadouken
X-ismZ-ismV-ismP
Ryu fires a version of the Hadouken that can hit his opponent multiple times. It has a fire effect at level 3.
Shinkuu Tatsumaki Senpuukyaku
X-ismZ-ismV-ismK
Ryu performs a version of the Tatsumaki Senpuukyaku that draws his opponent in and potentially hits multiple times. The distance of the vacuum effect is larger at higher levels.
Metsu Shouryuuken
X-ismZ-ismV-ismK (at max level)
Ryu slides forward with an elbow strike, then follows it up with a Shouryuuken. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Ryu performs a Shouryuuken.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Ryu performs a sweep kick.
Originally appeared in:
Street Fighter II
Fifth battle:
Ryu
Ninth battle:
Sodom
Final battle:
Final Vega
Dramatic Battle partner:
Sodom
E. Honda
E. Honda is a sumo wrestler who is hoping to someday become the greatest sumo wrestler in the world. He has achieved the second-highest rank of Ozeki. He is searching for tough opponents to show the world the strength of sumo wrestling.
Move list (Special moves)
Name
Command
Description
Hyakuretsu Harite
X-ismZ-ismV-ismPPPPP
E. Honda unleashes a flurry of hand slaps. He slaps faster when a stronger button is used.
Super Zutsuki
X-ismZ-ismV-ism Hold for 2 seconds, then +P
E. Honda propels himself forward head first like a torpedo, which knocks his opponent over on impact. He shoots himself further when a stronger button is used.
Super Hyakkan Otoshi
X-ismZ-ismV-ism Hold for 2 seconds, then +K
E. Honda leaps high into the air and drops himself down like a cannonball, which knocks his opponent over on impact. He leaps higher when a stronger button is used.
Ooichou Nage
X-ismZ-ismV-ism D-Pad in a 360° rotation, then P (close)
E. Honda grabs and slams his opponent against the ground, then flattens his opponent with a Super Hyakkan Otoshi.
Move list (Command normals)
Name
Command
Description
Hiza Geri
X-ismZ-ismV-ism+ MK or + MK X-ismZ-ismV-ism+ MK
E. Honda performs a knee strike that can hit up to two times.
Harai Geri
X-ismZ-ismV-ism+ HK or + HK X-ismZ-ismV-ism+ HK
E. Honda does a low kick.
Flying Sumo Press
X-ismZ-ismV-ism+ MK while jumping diagonally X-ismZ-ismV-ism MK in midair
E. Honda drops with a body press.
Move list (Super Combos)
Name
Command
Description
Oni Musou
X-ismZ-ismV-ism Hold for 2 seconds, then +P
E. Honda performs two consecutive Super Zutsukis followed by an advancing Hyakuretsu Harite. He performs a third Super Zutsuki at level 2 or an advancing Hyakuretsu Harite at level 3.
Fuji Oroshi
X-ismZ-ismV-ism Hold for 2 seconds, then +K
E. Honda does a low leaping headbutt and an upward claw attack, knocking his opponent into the air, finishing with a Super Hyakkan Otoshi. The move covers more horizontal distance at higher levels.
Orochi Kudaki
X-ismZ-ismV-ism D-Pad in a 360° rotation twice, then P (close, at max level)
E. Honda throws his opponent into the ground twice, followed by a Super Hyakkan Otoshi. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, E. Honda performs a downward hand chop.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, E. Honda performs a sweep kick.
Originally appeared in:
Street Fighter II
Fifth battle:
Dan
Ninth battle:
Zangief
Final battle:
M. Bison, Final Vega
Dramatic Battle partner:
Dan
Blanka
Blanka is a beastman from the jungles of Brazil. He was once a young boy named Jimmy who was raised by animals after surviving a plane crash. After climbing onto a poacher's truck to eat a melon, he unwittingly travels back to civilization.
Move list (Special moves)
Name
Command
Description
Electric Thunder
X-ismZ-ismV-ismPPPPP
Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when a stronger button is used.
Rolling Attack
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Blanka curls into a ball and rolls straight ahead. The move travels farther when a stronger button is used.
Backstep Rolling Attack
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Blanka does a handstand, then leaps high into the air for a rolling attack. He leaps higher when a stronger button is used.
Vertical Rolling Attack
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Blanka launches upwards to hit an airborne opponent (or drop on them from above). The move travels higher and further forward when a stronger button is used.
Move list (Command normals)
Name
Command
Description
Handslap
X-ismZ-ismV-ism+ LP or + LP (close) X-ismZ-ismV-ism+ LP
Blanka does a handslap.
Rock Crush
X-ismZ-ismV-ism+ MP or + MP (close) X-ismZ-ismV-ism+ MP
Blanka does a headbutt, hitting up to two times.
Knee Strike
X-ismZ-ismV-ism+ LK or MK or + LK or MK (close) X-ismZ-ismV-ism+ LK or MK
Blanka does a knee strike.
Amazon River Run
X-ismZ-ismV-ism+ HP
Blanka slides along the ground on his back, knocking opponents over.
Surprise Forward
X-ismZ-ismV-ism All three K simultaneously
Blanka leaps forward. This move can pass through opponents (if close enough) but not attacks.
Surprise Back
X-ismZ-ismV-ism + all three K simultaneously
Blanka leaps back. This move can pass through opponents (if close enough) but not attacks.
Move list (Super Combos)
Name
Command
Description
Ground Shave Rolling
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Blanka rolls into the air, then rolls along the ground toward his opponent. If the player continues to hold P, he spins in place for a duration before launching forward. He rolls higher and farther at higher levels.
Tropical Hazard
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Blanka jumps to the corner of the screen and shakes the scenery for fruits (mostly watermelons) to fall randomly if the player presses P or K rapidly. He then dives toward his opponent.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Blanka performs a Rolling Attack.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Blanka does a low kick.
Originally appeared in:
Street Fighter II
Fifth battle:
Birdie
Ninth battle:
Cammy
Final battle:
Juli & Juni, Final Vega
Dramatic Battle partner:
Fei Long
Chun-Li
Chun-Li is an expert martial artist and a young new Interpol officer who seeks revenge for the death of her father at the hands of Vega. She has teamed up with the American soldiers Nash and Guile against Shadaloo.
In X-ism, she uses her classic sprite, where she wears her qipao from Street Fighter II.
Move list (Special moves)
Name
Command
Description
Hyakuretsu Kyaku
X-ismZ-ismV-ismKKKKK
Chun-Li unleashes a flurry of rapid kicks. She kicks faster when a stronger button is used.
Tenshou Kyaku
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Chun-Li jumps high into the air while spinning her legs around in kicks, which knocks her opponent over on impact. The move hits more times when a stronger button is used. In X-ism, this move can only be performed as a reversal.
Kikouken
X-ismZ-ismV-ismP
Chun-Li shoots an energy ball across the screen. The projectile moves faster when a stronger button is used.
Sen'en Shuu
X-ismZ-ismV-ismK
Chun-Li does a handstand and then kicks downward with a straight leg. This is an overhead strike that can hit characters who are crouch blocking. The move covers more horizontal distance when a stronger button is used.
Spinning Bird Kick
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Chun-Li flips upside down and spins her legs while moving forward. This move can also be performed in midair. She moves further when a stronger button is used.
Sou Hakkei
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Chun-Li thrusts her palms out and shoves her opponent away.
Move list (Command normals)
Name
Command
Description
Sankaku Tobi
X-ismZ-ismV-ism D-Pad in the opposite direction when jumping onto the edge of the screen
Chun-Li can jump off the edges of the screen.
Yousou Kyaku
X-ismZ-ismV-ism+ MK in midair
Chun-Li holds a straight leg in a head stomp.
Kouhou Kaiten Kyaku
X-ismZ-ismV-ism+ MK
Chun-Li flips backwards high into the air, coming down with a kick.
Kaku Kyaku Raku
X-ismZ-ismV-ism+ HK
Chun-Li flips forwards high into the air, coming down with a kick.
Move list (Super Combos)
Name
Command
Description
Senretsu Kyaku
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Chun-Li moves forward quickly while performing a series of Hyakuretsu Kyakus. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles). The move covers more horizontal distance at higher levels.
Kikoushou
X-ismZ-ismV-ismP
Chun-Li gathers a large ball of ki in front of her using both palms, which hits multiple times and knocks her opponent over.
Hazan Tenshou Kyaku
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Chun-Li performs a more powerful version of her Tenshou Kyaku that can hit more times.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Chun-Li thrusts both hands out.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Chun-Li performs a sweep kick.
Originally appeared in:
Street Fighter II
Fifth battle:
Rolento
Ninth battle:
Chun-Li
Final battle:
Final Vega
Dramatic Battle partner:
R. Mika
Zangief
Zangief is a Soviet wrestler and national hero. He has been sent by the Russian President to combat the looming danger of Shadaloo.
Move list (Special moves)
Name
Command
Description
Double Lariat
X-ismZ-ismV-ism All three P simultaneously
Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with and while spinning.
Quick Double Lariat
X-ismZ-ismV-ism All three K simultaneously
Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with and while spinning.
Screw Piledriver
X-ismZ-ismV-ism D-Pad in a 360° rotation, then P (close)
Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning. He ascends higher when a stronger button is used.
Flying Powerbomb
X-ismZ-ismV-ism D-Pad in a 360° rotation, then K (far away)
Zangief grabs his opponent, jumps, and slams them into the ground.
Atomic Suplex
X-ismZ-ismV-ism D-Pad in a 360° rotation, then K (close)
Zangief grabs his opponent and performs a grounded suplex followed by an aerial suplex.
Banishing Fist
X-ismZ-ismV-ismP X-ismZ-ismV-ismP
Zangief takes a step forward and does a low back hand slap. This move can neutralize projectiles.
Move list (Command normals)
Name
Command
Description
Flying Body Press
X-ismZ-ismV-ism+ HP while jumping diagonally
Zangief drops with a body press.
Double Knee Drop
X-ismZ-ismV-ism+ LK or + MK while jumping diagonally
Zangief falls with his knees forward.
Dynamite Kick
X-ismZ-ismV-ism+ MK
Zangief does a low kick.
Russian Kick
X-ismZ-ismV-ism+ HK
Zangief does a low kick that sweeps his opponent.
Headbutt
X-ismZ-ismV-ism+ HP X-ismZ-ismV-ism+ MP
Zangief hops into the air and does a headbutt.
Kuuchuu Headbutt
X-ismZ-ismV-ism+ MP or + HP during neutral jump
Zangief performs a headbutt in midair.
Move list (Super Combos)
Name
Command
Description
Final Atomic Buster
X-ismZ-ismV-ism D-Pad in a 360° rotation twice, then P (close)
Zangief grabs his opponent and performs a rolling suplex followed by a Screw Piledriver. He performs an additional rolling suplex at levels 2 and 3 and an additional Screw Piledriver at level 3.
Aerial Russian Slam
X-ismZ-ismV-ismK
Zangief jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground. He performs a throw at level 1, a piledriver at level 2, and a powerbomb at level 3.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Zangief performs a standing kick.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Zangief performs a standing punch.
Originally appeared in:
Street Fighter II
Fifth battle:
Rose
Ninth battle:
Birdie
Final battle:
Juli & Juni, Final Vega
Dramatic Battle partner:
Rose
Dhalsim
Dhalsim is an Indian Yogi who has left his village to investigate the disturbance caused by the Psycho Drive.
Move list (Special moves)
Name
Command
Description
Yoga Fire
X-ismZ-ismV-ismP
Dhalsim spews a fireball across the screen. It travels the full width of the screen with X-ism, but it stops slightly shorter with Z-ism and V-ism. The projectile moves faster when a stronger button is used. It knocks the opponent over on impact when the move is performed with any button in X-ism but only when the move is performed with MP or HP in Z-ism and V-ism.
Yoga Flame
X-ismZ-ismV-ismP X-ismZ-ismV-ismP
Dhalsim breathes a large mass of flame in front of him, which knocks the opponent over on impact. He holds the flame for longer when a stronger button is used.
Yoga Blast
X-ismZ-ismV-ismK X-ismZ-ismV-ismK
Dhalsim breathes a large mass of flame at a diagonal angle in front of him, which knocks the opponent over on impact. He holds the flame for longer when a stronger button is used.
Yoga Teleport Forward
X-ismZ-ismV-ism + all three P or K simultaneously
Dhalsim disappears and reappears the entire screen ahead with P or half the screen ahead with K.
Yoga Teleport Backward
X-ismZ-ismV-ism + all three P or K simultaneously
Dhalsim disappears and reappears the entire screen back with P or half the screen back with K.
Yoga Escape
X-ismZ-ismV-ismK when knocked down
Dhalsim teleports away after being knocked down.
Move list (Command normals)
Name
Command
Description
Kuuchuu Chouhatsu
X-ismZ-ismV-ism TAUNT in midair
Dhalsim can perform his taunt in midair.
Short Attacks
X-ismZ-ismV-ism+P or K
Dhalsim can perform shorter, quicker attacks without stretching his arms by holding . This works while standing, crouching, or jumping.
Forward Chop
X-ismZ-ismV-ism+ LP
Dhalsim quickly jabs his open hand forward.
Downward Chop
X-ismZ-ismV-ism+ LP
Dhalsim chops his hand downward. He holds his hand up while the button is held and chops when it is released, allowing the player to time the attack (though he chops eventually even if the button is still held). If held for at least a second, it is an overhead strike that can hit characters who are crouch blocking.
Headbutt
X-ismZ-ismV-ism+ HP
Dhalsim headbutts his opponent, hitting up to two times.
Yoga Mummy
X-ismZ-ismV-ism+ HP in midair
Dhalsim spins downward head first like a drill.
Yoga Spear
X-ismZ-ismV-ism+K in midair
Dhalsim spins downward feet first like a drill. The angle depends on the button used, with LK falling closer to horizontal, MK at a 45° angle, and HK falling closer to vertical.
Move list (Super Combos)
Name
Command
Description
Yoga Tempest
X-ismZ-ismV-ismP
Dhalsim breathes a large mass of flame in front of him, similar to the Yoga Flame but lasting longer and potentially hitting more times.
Yoga Inferno
X-ismZ-ismV-ismP
Dhalsim belches a chain of fireballs in front of him. The flames draw his opponent inward.
Yoga Strike
X-ismZ-ismV-ismK
Dhalsim jumps diagonally upward and tries to grab his opponent (if airborne) to slam them into the ground with his legs.
Yoga Stream
X-ismZ-ismV-ismP
Dhalsim sets the ground in front of him on fire with his breath, which can hit opponents who are blocking high.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Dhalsim performs a knee strike followed by an upward hand chop.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Dhalsim performs a knee strike followed by a ground slide.
Originally appeared in:
Street Fighter
Fifth battle:
Karin
Ninth battle:
Sakura
Final battle:
Final Vega
Dramatic Battle partner:
Ryu
Ken
Ken Masters studied karate under the master Gouken, along with his best friend and rival Ryu. Ken is a foil to Ryu: while Ryu is serious and stoic, has no family, and has no possessions, Ken is brash and stylish, has a girlfriend, and comes from a wealthy family. Ken traveled to the United States to compete in martial arts tournaments while Ryu traveled to Thailand to defeat Sagat, the Emperor of Muay Thai. While searching for his old friend, Ken is captured by Shadaloo and brainwashed in order to lure Ryu to them.
Move list (Special moves)
Name
Command
Description
Hadouken
X-ismZ-ismV-ismP
Ken focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.
Shouryuuken
X-ismZ-ismV-ismP
Ken rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used, and Ken has a flaming fist when the move is performed with HP .
Tatsumaki Senpuukyaku
X-ismZ-ismV-ismK
Ken moves forward through the air while spinning around an axis with his leg extended, potentially hitting multiple times since it does not knock the opponent down. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.
Zenpou Tenshin
X-ismZ-ismV-ismP
Ken rolls forward. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.
Zentou
X-ismZ-ismV-ism TAUNT
Ken rolls a short distance forward, falls, then flips back to a standing position. The purpose of this move is to confuse opponents. He is vulnerable while doing this.
Move list (Command normals)
Name
Command
Description
Inazuma Kakato Wari
X-ismZ-ismV-ism+ MK
Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Izumu Kakato Wari
X-ismZ-ismV-ism+ MK
Ken performs a roundhouse kick, hitting up to two times.
Ushiro Mawashi-geri
X-ismZ-ismV-ism+ HK
Ken turns around with a heel kick that knocks down opponents.
Move list (Super Combos)
Name
Command
Description
Shouryuu Reppa
X-ismZ-ismV-ismP
Ken performs a low Shouryuuken, then a high Shouryuuken. He does two low Shouryuukens and has a flaming fist for the high Shouryuuken at level 3.
Shinryuuken
X-ismZ-ismV-ismK
Ken performs a powerful spinning Shouryuuken that ascends upward, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.
Shippuujinrai Kyaku
X-ismZ-ismV-ismK (at max level)
Ken moves forward while delivering a series of fast kicks before launching his opponent into the air with a rising Tatsumaki Senpuukyaku. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Ken performs a Shouryuuken.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Ken performs a roundhouse kick.
Originally appeared in:
Super Street Fighter II X
Fifth battle:
Adon
Ninth battle:
Guy
Final battle:
Final Vega
Dramatic Battle partner:
Gen
Gouki (Akuma)
Gouki is a cold and emotionless warrior who has mastered the dark and violent art of the Satsui no Hadou. He wants only to obtain as much power as possible and has been completely consumed by darkness as a result. He is searching for Ryu, hoping to tempt him to embrace the Satsui no Hadou.
Move list (Special moves)
Name
Command
Description
Gou Hadouken
X-ismZ-ismV-ismP
Gouki focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.
Zankuu Hadouken
X-ismZ-ismV-ismP in midair
Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when a stronger button is used.
Shakunetsu Hadouken
X-ismZ-ismV-ismP
Gouki shoots a flaming variant of the Hadouken, which hits multiple times and knocks down opponents on impact. The projectile moves faster and hits more times when a stronger button is used.
Gou Shouryuuken
X-ismZ-ismV-ismP
Gouki rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.
Tatsumaki Zankuukyaku
X-ismZ-ismV-ismK
Gouki moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.
Hyakki Shuu
X-ismZ-ismV-ismP
Gouki somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with P for a palm strike or K for a falling kick. When Gouki is near his opponent, he can throw them with +P or K or +P or K instead. He somersaults further when a stronger button is used.
Zenpou Tenshin
X-ismZ-ismV-ismP
Gouki jumps forward, then rolls along the ground. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.
Ashura Senkuu Forward
X-ismZ-ismV-ism + all three P or K simultaneously
Gouki glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Ashura Senkuu Backward
X-ismZ-ismV-ism + all three P or K simultaneously
Gouki glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Move list (Command normals)
Name
Command
Description
Tenma Kuujin Kyaku
X-ismZ-ismV-ism+ MK before the apex of the jump while flipping forward in the air
Gouki dive kicks diagonally downward.
Zugai Hasatsu
X-ismZ-ismV-ism+ MP
Gouki performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku
X-ismZ-ismV-ism+ MK
Gouki hops forward, doing a single spinning kick similar to a Tatsumaki Zankuukyaku.
Move list (Super Combos)
Name
Command
Description
Shun Goku Satsu
X-ismZ-ismV-ism LP LP LK HP (at max level)
Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move. This move is treated as a grab and cannot be blocked.
Messatsu Gou Hadou
X-ismZ-ismV-ismP
Gouki fires a version of the Gou Hadouken that can hit his opponent multiple times.
Messatsu Gou Shouryuu
X-ismZ-ismV-ismP
Gouki performs a low Gou Shouryuuken, then a high Gou Shouryuuken. He does two low Gou Shouryuukens at level 3.
Tenma Gou Zankuu
X-ismZ-ismV-ismP in midair
Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Gouki performs a sweep kick.
Originally appeared in:
Street Fighter Zero
Fifth battle:
Cammy
Ninth battle:
Rolento
Final battle:
Final Vega
Dramatic Battle partner:
Guile
Nash (Charlie)
Charlie Nash is a Captain in the United States Air Force. He has been investigating Shadaloo and their connections to the military. He is tracking Vega with the intention of finding and destroying Shadaloo's secret base.
Move list (Special moves)
Name
Command
Description
Sonic Boom
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Nash fires a circular energy wave across the screen by swinging his arm. The projectile moves faster when a stronger button is used.
Somersault Shell
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Nash somersaults upward while kicking in an arc, which knocks his opponent over on impact. He somersaults higher when a stronger button is used. The move can hit twice when it is performed with HK .
Move list (Command normals)
Name
Command
Description
Dash
X-ismZ-ismV-ism
Nash dashes forward.
Knee Bazooka
X-ismZ-ismV-ism+ LK or + LK X-ismZ-ismV-ismK while dashing
Nash hops forward with a knee strike.
Jump Sobat
X-ismZ-ismV-ism+ MK or + MK
Nash hops with a turning kick.
Step Kick
X-ismZ-ismV-ism+ HK or + HK
Nash takes a step forward and kicks.
Move list (Super Combos)
Name
Command
Description
Somersault Justice
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Nash performs two Somersault Shells in a row at level 1 and 2 or three Somersault Shells in a row at level 3.
Sonic Barrage
X-ismZ-ismV-ism Hold for 2 seconds, then +PPPPP
Nash fires a Sonic Boom. He can launch multiple Sonic Booms in a row (up to two at level 1, three at level 2, and four at level 3) by continuing to press P.
Crossfire Blitz
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Nash dashes forward while performing a series of fast kicks. He finishes with a backhand at level 2 and a backhand and an uppercut at level 3.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Nash performs a Spin Back Knuckle.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Nash performs a sweep kick.
Originally appeared in:
Super Street Fighter II
Fifth battle:
Dhalsim
Ninth battle:
Balrog
Final battle:
Juli & Juni, Final Vega
Dramatic Battle partner:
Vega
Cammy
Cammy is a Shadaloo Doll, a genetically engineered assassin for Vega. However, Dhalsim used his spiritual powers to break Shadaloo's mental control over her after she was sent to assassinate him. Newly self-aware, she is resolved to free the other Dolls and confront Vega with them.
Move list (Special moves)
Name
Command
Description
Spiral Arrow
X-ismZ-ismV-ismK
Cammy spirals forward feet first like a spinning arrow, which knocks her opponent over on impact. The move travels further when a stronger button is used.
Cannon Spike
X-ismZ-ismV-ismK
Cammy leaps into the air with a front kick, which knocks her opponent over on impact. She leaps higher when a stronger button is used.
Axle Spin Knuckle
X-ismZ-ismV-ismP
Cammy hops forward and does an elbow smash and a backfist, which knocks her opponent over on impact. This move passes through projectiles. She hops further when a stronger button is used.
Cannon Revenge
X-ismZ-ismV-ismP
Cammy holds her arm up and taunts her opponent. If she is attacked from above while holding her arm up, she counters with a Cannon Spike.
Cannon Strike
X-ismZ-ismV-ismK before the apex of the jump while flipping forward in the air
Cammy dive kicks diagonally downward.
Hooligan Combination
X-ismZ-ismV-ismP
Cammy curls into a ball and hurls herself at her opponent. If no button is pressed, she ends with a sweep when she lands. When Cammy is near the opponent's neck or waist, the player can perform a takedown by pressing K while holding a direction toward the opponent.
Move list (Super Combos)
Name
Command
Description
Spin Drive Smasher
X-ismZ-ismV-ismK
Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.
Reverse Shaft Breaker
X-ismZ-ismV-ismK
Cammy performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward.
Killer Bee Assault
X-ismZ-ismV-ism Hold for 2 seconds, then +K (at max level)
Cammy jumps to the corner of the screen, then performs four side-to-side flying kicks and finishes with a stomp. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Cammy performs a backfist.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Cammy performs a Cannon Spike.
Originally appeared in:
Street Fighter II
Fifth battle:
Gen
Ninth battle:
Birdie
Final battle:
Final Vega
Dramatic Battle partner:
Birdie
M. Bison (Balrog)
M. Bison is a former heavyweight boxing champion, barred from fighting after killing someone in the ring. He worked his way up the ranks in Shadaloo and became Vega's personal bodyguard. He has been sent to investigate Gen and to apprehend Birdie. All of his attacks are performed with his upper body (punches, elbow strikes, headbutts, and so forth), including those executed with the kick buttons.
Move list (Special moves)
Name
Command
Description
Dash Straight or Upper
X-ismZ-ismV-ism Hold for 2 seconds, then +P or K
M. Bison dashes forward while standing and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when a stronger button is used.
Dash Ground Straight or Upper
X-ismZ-ismV-ism Hold for 2 seconds, then +P or K
M. Bison dashes forward low to the ground and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when a stronger button is used.
Buffalo Headbutt
X-ismZ-ismV-ism Hold for 2 seconds, then +P
M. Bison jumps up with a flying headbutt, which knocks his opponent over on impact. In X-ism, this move can only be performed as a reversal.
Turn Punch
Hold all three P or K simultaneously, then release
M. Bison turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.
Move list (Super Combos)
Name
Command
Description
Crazy Buffalo
X-ismZ-ismV-ism Hold for 2 seconds, then +P or K X-ismZ-ismV-ism Hold for 2 seconds, then +P
M. Bison performs a series of five dashes and punches. He performs uppercuts if the player holds K (regardless of which button started the move). The move covers more horizontal distance at higher levels.
Gigaton Blow
X-ismZ-ismV-ism Hold for 2 seconds, then +K (at max level)
M. Bison performs a single powerful Turn Punch that hits multiple times and throws his opponent spinning backward. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, M. Bison performs a Buffalo Headbutt.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, M. Bison performs a sweep punch.
Originally appeared in:
Street Fighter II
Fifth battle:
Zangief
Ninth battle:
Cammy
Final battle:
Final Vega
Dramatic Battle partner:
Rolento
Balrog (Vega)
Balrog is a narcissistic Shadaloo enforcer who manages the assassin group, the Dolls. He fights with a claw and wears a mask to protect his face. He has been sent to apprehend a rogue Doll named Cammy. His claw can be broken from blocking too many attacks, reducing the damage of his punches, but he can collect his claw after it breaks off and reattach it.
Move list (Special moves)
Name
Command
Description
Rolling Crystal Flash
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Balrog rolls along the ground, ending with a claw thrust. He rolls further when a stronger button is used.
Sky High Claw
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Balrog jumps to the edge of the screen and then thrusts himself forward while stabbing with his claw. He thrusts straight ahead when the move is performed with LP or MP and at a slight angle downward when the move is performed with HP .
Flying Barcelona Attack
X-ismZ-ismV-ism Hold for 2 seconds, then +K, then P
Balrog jumps to the edge of the screen. If the player presses P while he is airborne, Vega dives onto his opponent with his arms spread, which knocks his opponent down on impact.
Izuna Drop
X-ismZ-ismV-ism Hold for 2 seconds, then +K, then +P or +P
Balrog jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex if the player presses +P or +P when near the opponent.
Kabe Hari Tsuki
X-ismZ-ismV-ism Hold for 2 seconds, then + all three K simultaneously (in Balrog's stage)
Balrog climbs onto the fence in the background, then jumps off. He can perform a claw dive after jumping with P or an air suplex with +P or +P when near the opponent.
Backslash
X-ismZ-ismV-ism All three P or K simultaneously
Balrog performs a backflip. He does a full backflip with P and half a backflip with K. He is invulnerable while performing this move.
Scarlet Terror
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Balrog does a backflip kick into the air, which knocks his opponent over on impact.
Move list (Command normals)
Name
Command
Description
Sankaku Tobi
X-ismZ-ismV-ism D-Pad in the opposite direction when jumping onto the edge of the screen
Balrog can jump off the edges of the screen.
Cosmic Smart
X-ismZ-ismV-ism+ HK
Balrog does a leaping turnaround kick.
Move list (Super Combos)
Name
Command
Description
Flying Barcelona Special
X-ismZ-ismV-ism Hold for 2 seconds, then +K, then P
Balrog jumps to the edge of the screen and somersaults back to the ground, which can be followed by a claw dive that hits multiple times with P.
Rolling Izuna Drop
X-ismZ-ismV-ism Hold for 2 seconds, then +K, then +P or +P
Balrog jumps to the edge of the screen and somersaults back to the ground, then grabs his opponent and slams them in a series of rolling suplexes.
Kabe Hari Tsuki
X-ismZ-ismV-ism Hold for 2 seconds, then + all three K simultaneously (in Balrog's stage)
Balrog climbs onto the fence in the background, then jumps off. He can perform the Flying Barcelona Special after jumping with P or the Rolling Izuna Drop with +P or +P when near the opponent.
Scarlet Mirage
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Balrog advances on his opponent with a series of backflips.
Red Impact
X-ismZ-ismV-ism Hold for 2 seconds, then +P (close, at max level)
Balrog stabs his opponent with his claw, throws them into the air, and impales them with his claw as they land. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Balrog performs a standing claw swipe.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Balrog performs a sliding sweep.
Originally appeared in:
Street Fighter
Fifth battle:
Dan
Ninth battle:
Ryu
Final battle:
Final Vega
Dramatic Battle partner:
Adon
Sagat
Sagat is the "Emperor of Muay Thai" and Vega's right-hand man. After being scarred and defeated by Ryu, he seeks him out again for a rematch.
Move list (Special moves)
Name
Command
Description
Tiger Shot
X-ismZ-ismV-ismP or K
Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with P, he shoots a high shot while standing; if performed with K, he shoots a low shot while kneeling. The projectile moves faster when a stronger button is used.
Tiger Uppercut
X-ismZ-ismV-ismP
Sagat rises off the ground while punching upwards, hitting up to two times and knocking his opponent over. He ascends higher when a stronger button is used.
Tiger Blow
X-ismZ-ismV-ismP
Sagat rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.
Tiger Knee Crush
X-ismZ-ismV-ismK
Sagat jumps forward, ramming his opponent with his knee, knocking his opponent over. The move covers more horizontal distance when a stronger button is used.
Tiger Crush
X-ismZ-ismV-ismK
Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over. The move covers more horizontal distance when a stronger button is used.
Move list (Super Combos)
Name
Command
Description
Tiger Genocide
X-ismZ-ismV-ismK
Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Blow. He performs two Tiger Blows at level 3.
Tiger Cannon
X-ismZ-ismV-ismP
Sagat fires a large Tiger Shot that can hit multiple times.
Tiger Raid
X-ismZ-ismV-ismK
Sagat performs a barrage of kicks, finishing with a flying side kick. The final kick is flaming at level 3.
Angry Charge
X-ismZ-ismV-ism TAUNT
The scar on Sagat's chest glows, momentarily pausing gameplay, and he clutches it, which empowers his next Tiger Blow.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Sagat performs a standing kick.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Sagat performs a Tiger Blow.
Originally appeared in:
Street Fighter II
Fifth battle:
Gouki
Ninth battle:
Sagat
Final battle:
Ryu
Dramatic Battle partner:
Cammy
Vega (M. Bison)
Vega is the dictatorial leader of the criminal organization Shadaloo. In his quest for limitless power, he has been infusing his body with a dark energy called Psycho Power. As his body can no longer withstand this, he has been searching for a new body to use as a host, with the aid of his Psycho Drive.
Move list (Special moves)
Name
Command
Description
Psycho Crusher
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Vega spirals toward his opponent while infused with psycho energy, which knocks down his opponent on impact. He travels further when a stronger button is used.
Psycho Shot
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Vega throws a fireball across the screen. The projectile travels slightly farther when a stronger button is used.
Double Knee Press
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Vega leaps forward while kicking down with each leg, which knocks down his opponent on impact. The move covers more horizontal distance when a stronger button is used.
Head Press
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing P, which can be aimed with and .
Skull Diver
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Vega flies into the air toward his opponent. This move can be followed by P to dive his opponent with a fist infused with psycho power, which can be aimed with and .
Warp Forward
X-ismZ-ismV-ism + all three P or K simultaneously
Vega disappears and reappears the entire screen ahead with P or half the screen ahead with K.
Warp Backward
X-ismZ-ismV-ism + all three P or K simultaneously
Vega disappears and reappears the entire screen back with P or half the screen back with K.
Move list (Super Combos)
Name
Command
Description
Knee Press Nightmare
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Vega does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 3.
Psycho Crusher
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Vega spirals toward his opponent while infused with psycho energy. He travels farther at levels 2 and 3.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Vega warps behind them.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Vega performs a standing punch.
Originally appeared in:
Street Fighter
Fifth battle:
Ken
Ninth battle:
Rose
Final battle:
Final Vega
Dramatic Battle partner:
Sagat
Adon
Adon is a Muay Thai master. After defeating his former master Sagat, Adon is now seeking to challenge Gouki, hoping to incorporate the Shun Goku Satsu and perfect the Muay Thai fighting style.
Move list (Special moves)
Name
Command
Description
Rising Jaguar
X-ismZ-ismV-ismK
Adon leaps diagonally into the air with a knee strike, which hits up to two times and knocks his opponent down. He leaps higher when a stronger button is used.
Jaguar Tooth
X-ismZ-ismV-ismK
Adon somersaults forward while swinging his leg around. He jumps higher when a stronger button is used (which reduces the horizontal distance covered).
Jaguar Kick
X-ismZ-ismV-ismK in midair X-ismZ-ismV-ismK
Adon jumps high into the air and thrusts downward toward his opponent with a kick. He drops at a wider angle when a stronger button is used.
Move list (Command normals)
Name
Command
Description
Jaguar Crunch
X-ismZ-ismV-ism+ MP
Adon takes a step forward and strikes with his elbow, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Combos)
Name
Command
Description
Jaguar Variable Assault
X-ismZ-ismV-ismP
Adon dashes forward and hits his opponent with a series of quick strikes, ending in the air. He knocks the opponent into the air for a final strike at level 3.
Jaguar Revolver
X-ismZ-ismV-ismK
Adon performs two Jaguar Kicks in quick succession. He does a third Jaguar Kick at level 3.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Adon performs a Rising Jaguar.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Adon performs multiple quick hand strikes.
Originally appeared in:
Street Fighter
Fifth battle:
Ryu
Ninth battle:
Gouki
Final battle:
Final Vega
Dramatic Battle partner:
Gouki
Gen
Gen is an aging Chinese martial arts master. He is searching for a worthy opponent to fight in a "Death Match." Gouki is among those he has deemed worthy, and Gen is wishing to encounter him again.
Gen has two fighting stances with entirely different movesets that he can switch between at any time.
The Mantis stance is a more defensive stance with faster but lighter attacks. He can chain light attacks into hard attacks in this stance.
Move list (Special moves (Mantis stance))
Name
Command
Description
Ansatsu Ken: Ki-ryuu
X-ismZ-ismV-ism All three K simultaneously
Gen changes to his Crane stance.
Hyakurenkou
X-ismZ-ismV-ismPPPPP
Gen chops his hand furiously in front of him. He chops faster when a stronger button is used.
Gekirou
X-ismZ-ismV-ismK
Gen jumps into the air while kicking diagonally upward, which knocks his opponent over on impact. He jumps slightly higher when a stronger button is used.
Move list (Super Combos (Mantis stance))
Name
Command
Description
Zan'ei
X-ismZ-ismV-ismP
Gen charges through his opponent, continuing to cause injury even after he has moved through them.
Shitenshuu
X-ismZ-ismV-ismP
Gen unleashes a fury of hand chops before poking his opponent with a single finger. If the finger jab connects, a counter begins counting down above the opponent's head, causing damage on every second. The timer can be ended by attacking Gen. If the timer reaches zero without the opponent interrupting it, the opponent is knocked out and dizzied.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Gen performs a rising kick.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Gen performs a palm thrust.
The Crane stance is a more offensive stance with slower but stronger attacks. His normals are complex but generally have superior reach and often can hit multiple times.
Move list (Special moves (Crane stance))
Name
Command
Description
Ansatsu Ken: Sou-ryuu
X-ismZ-ismV-ism All three P simultaneously
Gen changes to his Mantis stance.
Jyasen
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Gen rolls along the ground, then unravels with an open-handed strike. He rolls further when a stronger button is used.
Ouga
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Gen jumps to the corner of the screen. If no direction is held, he drops a short distance down with a kick. If is held, he drops down to the ground. If is held, he kicks downward across the screen. If is held, he jumps off the screen and darts across the screen over his opponent, and the player can again hold a direction to determine Gen's next action. If no direction is held, he flies over to the other side of the opponent. If is held (or the opponent is at the end of the stage and cannot move further back), Gen falls with a downward kick. If or is held, Gen does a diagonal kick in either direction.
Move list (Super Combos (Crane stance))
Name
Command
Description
Kouga
X-ismZ-ismV-ismK in midair
Gen does multiple wall jumps and diving kicks.
Jakouha
X-ismZ-ismV-ismK
Gen jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground. He slams the opponent twice at level 3.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Gen performs a jumping kick.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Gen performs a shoulder charge.
Originally appeared in:
Street Fighter
Fifth battle:
E. Honda
Ninth battle:
Blanka
Final battle:
M. Bison, Final Vega
Dramatic Battle partner:
M. Bison
Birdie
Birdie is an overweight British punk rocker and Shadaloo member who fights using chains. He is trying to find the Psycho Drive in order to overthrow Vega and become the new lord of Shadaloo.
Move list (Special moves)
Name
Command
Description
Bullhead
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Birdie dashes forward with a headbutt that knocks his opponent over on impact. He dashes further when a stronger button is used.
Bullhorn
X-ismZ-ismV-ism Hold any two P or K buttons for 1 second, then release
Birdie turns around and headbutts his opponent. It does more damage if the buttons are held for longer.
Murderer Chain
X-ismZ-ismV-ism D-Pad in a 360° rotation, then P (close)
Birdie grabs his opponent and whips them to the ground two times with his chain.
Bandit Chain
X-ismZ-ismV-ism D-Pad in a 360° rotation, then K (close)
Birdie grabs his opponent and swings them to the ground with his chain. He slams them one time with LK , two times with MK , and three times with HK .
Move list (Command normals)
Name
Command
Description
Body Press
X-ismZ-ismV-ism+ HP
Birdie drops with a body press.
Bull Drop
X-ismZ-ismV-ism+ HK
Birdie kicks downward.
Bad Hammer
X-ismZ-ismV-ism Hold while hitting opponent with standing HP
After hitting his opponent with his standing HP , which knocks them into the air, Birdie jumps and bashes them with both fists.
Move list (Super Combos)
Name
Command
Description
The Birdie
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Birdie dashes forward and headbutts his opponent multiple times.
Bull Revenger
X-ismZ-ismV-ismP or K
Birdie leaps into the air from across the screen, grabs his opponent, and slams them into the ground with his chain. He slams the opponent one time at level 1 and 2 and two times at level 3, and he also follows up with a headbutt at level 3. He leaps close with P and far with K.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Birdie performs a headbutt.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Birdie does a front kick.
Originally appeared in:
Final Fight
Fifth battle:
Birdie
Ninth battle:
Guy
Final battle:
Final Vega
Dramatic Battle partner:
Guy
Cody
Cody is a former vigilante who became incarcerated after his addiction to street fighting spiraled out of control. He breaks out during a prison riot and looks for new competitors to fight.
Move list (Special moves)
Name
Command
Description
Knife Hiroi
X-ismZ-ismV-ism + any two P simultaneously when standing over a knife
A knife appears in between the two fighters at the start of any round when Cody is present. Cody can pick up the knife, which changes all of his P normals. The knife does chip damage when blocked. He loses the knife if he throws it or if he is knocked down.
Bad Stone
X-ismZ-ismV-ismP when not holding a knife
Cody picks a clump of rocks off the ground and throws them at his opponent. He throws the rocks further when a stronger button is used.
Knife Nage
X-ismZ-ismV-ismP when holding a knife
Cody plays with the knife in his hand, then throws it across the screen. It bounces off his opponent (if it hits) or the side of the screen (if it misses) and must be collected again to use. The projectile moves faster when a stronger button is used.
Fake Throw
X-ismZ-ismV-ism TAUNT
Cody crouches and pretends to pick something off the ground (when not holding a knife) or plays with the knife in his hand (when holding a knife), without throwing anything. The purpose of this move is to confuse opponents.
Ruffian Kick
X-ismZ-ismV-ismK
Cody skids forward while kicking, which knocks his opponent over on impact. He kicks low with LK , mid with MK , and high with HK .
Criminal Upper
X-ismZ-ismV-ismP
Cody steps forward slightly and throws an uppercut that creates a tall cyclone in front of him, which knocks the opponent over on impact. The cyclone spins for longer when a stronger button is used.
Bad Spray
X-ismZ-ismV-ismP when knocked down
Cody tosses a handful of dirt at his opponent after being knocked down.
Move list (Command normals)
Name
Command
Description
Stomach Blow
X-ismZ-ismV-ism+ MP when not holding a knife
Cody does a stomach punch.
Crack Kick
X-ismZ-ismV-ism+ HK
Cody does a jumping kick that knocks his opponent over on impact.
Yoke
X-ismZ-ismV-ism Hold or when attacked
Cody can dodge moves, including projectiles (but not low attacks such as sweeps, overheads, or jumping attacks). Dodging does not cost any Guard Power.
Move list (Super Combos)
Name
Command
Description
Final Destruction
X-ismZ-ismV-ismP
Cody moves forward with a series of rapid jabs, then alternating punches, and finally an uppercut. If he is holding a knife, he drops it before starting this move.
Dead End Irony
X-ismZ-ismV-ismK
Cody performs a series of quick kicks. At levels 1 and 2, he starts with a Ruffian Kick. At level 3, he starts with a Crack Kick and launches his opponent into the air.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Cody does a shoulder throw.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Cody does a crouching kick.
Originally appeared in:
Final Fight
Fifth battle:
Karin
Ninth battle:
Gen
Final battle:
Final Vega
Dramatic Battle partner:
Cody
Guy
Guy is a sneaker-wearing "urban ninja" who lives in Metro City. He is a master of the Bushin form of ninjutsu. Sensing a disturbance in the balance of the world, he speaks to his old friend Mike Haggar and learns about a mysterious organization called Shadaloo that Haggar has been investigating for drug trafficking.
Move list (Special moves)
Name
Command
Description
Bushin Izuna Drop
X-ismZ-ismV-ismP
Guy curls into a ball and leaps across the screen in an arc. He leaps farther when a stronger button is used. This maneuver can be interrupted at any time by pressing P: if he is next to his opponent, he performs a body slam (Bushin Izuna Otoshi); otherwise, he performs an elbow drop (Izuna no Hiji Otoshi).
Hayagake
X-ismZ-ismV-ismK
Guy runs towards his opponent, which can be followed up with another K. The effect of the follow-up depends on the initial button used: Guy stops short with LK (Kyuuteishi), does a sweep kick with MK (Kage Sukui), or does a jumping turnaround kick with HK (Kubikari).
Bushin Senpuu Kyaku
X-ismZ-ismV-ismK
Guy jumps into the air at a diagonal angle and spins around an axis with his leg extended, which knocks his opponent over on impact. The move ascends higher and hits more times when a stronger button is used.
Houzantou
X-ismZ-ismV-ismP
Guy crouches and spins forward, then stands with a backfist that knocks his opponent far back. He travels further when a stronger button is used.
Move list (Command normals)
Name
Command
Description
Sankaku Tobi
X-ismZ-ismV-ism D-Pad in the opposite direction when jumping onto the edge of the screen
Guy can jump off the edges of the screen.
Bushin Gokusaken
X-ismZ-ismV-ism LP MP HP HK
Guy performs his multi-hit combo from Final Fight: a backfist, an underhand punch, an elbow strike, and a hop kick that knocks the opponent away.
Hiji Otoshi
X-ismZ-ismV-ism+ MP in midair
Guy thrusts downward with an elbow.
Kubi Kudaki
X-ismZ-ismV-ism+ MP
Guy smashes downward with an elbow, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Kamaitachi
X-ismZ-ismV-ism+ HK
Guy does a backflip kick.
Move list (Super Combos)
Name
Command
Description
Bushin Muso Renge
X-ismZ-ismV-ismP
Guy performs a barrage of punches and kicks, with the screen flashing on each attack.
Bushin Hassou Ken
X-ismZ-ismV-ismP
Guy jumps diagonally upward and pummels his opponent high into the air with a series of strikes.
Bushin Gourai Kyaku
X-ismZ-ismV-ismK
Guy dashes toward his opponent and performs a series of punches, ending with a reverse hook kick.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Guy performs an elbow strike.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Guy performs a sweep kick.
Originally appeared in:
Final Fight
Fifth battle:
Sodom
Ninth battle:
Cody
Final battle:
M. Bison, Final Vega
Dramatic Battle partner:
Balrog
Rolento
Rolento is former member of the Mad Gear Gang who is now building an army in order to establish a military utopian nation. Remembering his encounters with Cody in the past, he now wants to try to recruit him into his army.
Move list (Special moves)
Name
Command
Description
Patriot Circle
X-ismZ-ismV-ismP (up to 3 times)
Rolento slides forward while twirling his staff around in his hand. This move can be performed up to three times in quick succession, and the third hit knocks the opponent over.
Mekon Delta Air Raid
X-ismZ-ismV-ismP
Rolento rolls backwards. He rolls farther when a stronger button is used. If the player presses P again before he finishes his roll, he launches himself across the screen while swinging his staff downward. He launches himself further when a stronger button is used.
Mekon Delta Escape
X-ismZ-ismV-ismK
Rolento jumps back to the corner of the screen and then drops back down. He can attack on his way down.
Mekon Delta Attack
X-ismZ-ismV-ism All three K simultaneously
Rolento performs a backflip. If the player presses P again before the backflip is over, he rolls forward in a ball (with the distance depending on the strength of the punch used), which hurts opponents that he rolls into.
Stinger
X-ismZ-ismV-ismK
Rolento jumps high into the air. Pressing P or K before he lands throws a knife at an angle. The angle depends on the button used, with LP and LK being the closest to horizontal, LP and LK being the closest to 45°, and HP and HK being the closest to vertical.
Move list (Command normals)
Name
Command
Description
High Jump
X-ismZ-ismV-ism
Rolento flips high into the air forward (potentially leaping over his opponent).
Spike Rod
X-ismZ-ismV-ism+ MK in midair
Rolento jabs his staff downward, which can be used to hit his opponent or bounce slightly off the ground.
Fake Rod
X-ismZ-ismV-ism+ MK
Rolento jabs his staff into the ground and uses it to support his weight.
Move list (Super Combos)
Name
Command
Description
Take No Prisoners
X-ismZ-ismV-ismP
Rolento pulls a tripwire from the ground, which moves a short distance forward. If the wire catches the opponent, Rolento pulls the opponent onto a hook that appears overhead and drops them onto the ground. This move cannot be blocked by Cody.
Mine Sweeper
X-ismZ-ismV-ismP
Rolento rolls backwards while dropping several grenades. The grenades draw the opponent into each other as they explode.
Steel Rain
X-ismZ-ismV-ismK
Rolento throws a bundle of knives into the air, which rain down wherever his opponent is standing.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Rolento performs a baton strike.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Rolento leaps to the other side of his opponent.
Originally appeared in:
Final Fight
Fifth battle:
Rolento
Ninth battle:
Chun-Li
Final battle:
Final Vega
Dramatic Battle partner:
E. Honda
Sodom
Sodom is an American Japanophile and trucker. He is trying to revive the Mad Gear Gang and travels the world seeking out potential recruits.
In X-ism, he fights with a pair of katana, recalling his original appearance in Final Fight. In Z-ism and V-ism, he fights with a pair of jitte.
Move list (Special moves)
Name
Command
Description
Jigoku Scrape
X-ismZ-ismV-ismP
Sodom charges forward and performs a strike with his weapon. He performs a different strike, each traveling slightly further, depending on the strength of the punch used. He slashes inward with LP , at an upward angle with MP , or downward with HP . The move knocks over the opponent when it is performed with HP .
Butsumetsu Buster
X-ismZ-ismV-ism D-Pad in a 360° rotation, then P (close)
Sodom grabs his opponent, jumps up, and slams them into the ground. He jumps higher when a stronger button is used.
Daikyou Burning
X-ismZ-ismV-ism D-Pad in a 360° rotation, then K (close)
Sodom grabs his opponent, then runs across the screen while dragging them into the ground.
Shiraha Catch
X-ismZ-ismV-ismK
Sodom closes his arms together. If his opponent attacks him while he is doing this, Sodom catches the opponent and throws them across the screen.
Kouten Okiagari
X-ismZ-ismV-ismP when knocked down
Sodom rolls away from his opponent.
Tengu Walking
X-ismZ-ismV-ismK when knocked down
Sodom catches himself by sticking his weapons into the ground, then uses them to walk forward.
Yagura Reverse
X-ismZ-ismV-ismK
Sodom stands on his weapons. This is a fake version of Tengu Walking, meant to confuse opponents, and cannot do damage unless the opponent is performing a low attack at the same time.
Move list (Super Combos)
Name
Command
Description
Meido no Miyage
X-ismZ-ismV-ismP
Sodom performs a series of weapon strikes in succession, with multiple hits. He jumps into the air for a final strike at level 3.
Tenchuu Satsu
X-ismZ-ismV-ism D-Pad in a 360° rotation twice, then P (close)
Sodom grabs his opponent, jumps into the air, and slams them into the ground twice. He drags the opponent along the ground after slamming them at level 3.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Sodom performs a Jigoku Scrape.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Sodom performs a low sliding kick.
Originally appeared in:
Street Fighter Zero
Fifth battle:
Guy
Ninth battle:
Balrog
Final battle:
Juli & Juni, Final Vega
Dramatic Battle partner:
Dhalsim
Rose
Rose is an Italian fortuneteller who wields a mysterious energy known as Soul Power. She has learned that she shares some of her soul with Vega and now seeks the dictator to destroy him.
Move list (Special moves)
Name
Command
Description
Soul Reflect
X-ismZ-ismV-ismP
Rose whips her scarf down in front of her. If it hits an opponent, it directly damages and knocks over the opponent, but it can also be used to absorb projectiles with LP or reflect them back toward her opponent with MP or HP . Absorbed projectiles increase Rose's Super Combo gauge and increase the damage of her next Soul Spark.
Soul Spark
X-ismZ-ismV-ismP
Rose lashes her scarf straight out as a soul sphere shoots down it. The projectile moves faster when a stronger button is used.
Soul Throw
X-ismZ-ismV-ismP
Rose jumps upward at a diagonal angle. If she intercepts an airborne opponent, she grabs and throws them down to the ground.
Soul Spiral
X-ismZ-ismV-ismK
Rose steps forward and spins her scarf like a drill, which knocks her opponent over on impact. She steps slightly further when a stronger button is used.
Move list (Command normals)
Name
Command
Description
Slide Kick
X-ismZ-ismV-ism+ MK
Rose does a slide kick forward.
Soul-piette
X-ismZ-ismV-ism+ HK
Rose does a rotating high kick while leaning on a hand.
Move list (Super Combos)
Name
Command
Description
Aura Soul Throw
X-ismZ-ismV-ismP
Rose does a more powerful version of her Air Throw. She has to catch an airborne opponent to connect with this move at level 1, but she pummels her opponent into the air with grounded strikes at levels 2 and 3.
Aura Soul Spark
X-ismZ-ismV-ismP
Rose does a version of her Soul Spark that can hit multiple times. She precedes it with a rolling kick at level 2 or a scarf swipe at level 3.
Soul Illusion
X-ismZ-ismV-ismK
Rose creates afterimages of herself that mimic her normal attacks. Lasts for a timed duration or until Rose is hit.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Rose grabs and switches positions with them.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Rose performs a sweep kick.
Originally appeared in:
Street Fighter Zero 2
Fifth battle:
E. Honda
Ninth battle:
Ryu
Final battle:
Final Vega
Dramatic Battle partner:
Karin
Sakura
Sakura Kasugano is a Japanese schoolgirl with an intense fixation on Ryu. She has copied many of his techniques and travels the world hoping to encounter and prove herself to him.
Move list (Special moves)
Name
Command
Description
Hadouken
X-ismZ-ismV-ismP
Sakura shoots a fireball that travels most of the width of the screen.
Shouoken
X-ismZ-ismV-ismP
Sakura runs forward, then jumps in the air with a spinning uppercut that knocks her opponent over. She dashes a longer distance when a stronger button is used.
Shunpuu Kyaku
X-ismZ-ismV-ismK
Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc and knocking her opponent over on impact. The move covers more distance when a stronger button is used.
Sakura Otoshi
X-ismZ-ismV-ismK
Sakura leaps high into the air with her arms and legs back. She jumps higher when a stronger button is used. This move can be followed up with P to perform a knifehand strike with both hands as she is landing, which knocks her opponent over on impact.
Move list (Command normals)
Name
Command
Description
Flower Kick
X-ismZ-ismV-ism+ MK
Sakura performs a wide overhead kick. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Combos)
Name
Command
Description
Midare Zakura
X-ismZ-ismV-ismK
Sakura performs a series of low Shouokens while moving across the screen, culminating in a high Shouoken. The move covers more distance when a stronger button is used.
Shinkuu Hadouken
X-ismZ-ismV-ismP
Sakura shoots a large fireball that can hit her opponent multiple times. The fireball shrinks as it travels the screen, dissipating completely before it reaches the end. It hits more times and does more damage when it is larger, so the move is most effective when performed near Sakura's opponent.
Haru Ichiban
X-ismZ-ismV-ismK
Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Sakura performs a jumping uppercut.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Sakura performs a sweep kick.
Originally appeared in:
Street Fighter Zero 3
Fifth battle:
Blanka
Ninth battle:
Sakura
Final battle:
Juli & Juni, Final Vega
Dramatic Battle partner:
Sakura
Karin
Karin Kanzuki is a wealthy and elitist Japanese schoolgirl and a friend and rival of Sakura (in an analogue to the relationship between Ryu and Ken). She is the only daughter and heir of the Kanzuki Zaibatsu. When Shadaloo threatens her family's corporate interests, she decides to use the family fortune to investigate the organization (bringing the family butler, Ishizaki, along with her). She fights in a style of her own design, called Kanzuki-ryuu.
Move list (Special moves)
Name
Command
Description
Guren Ken
X-ismZ-ismV-ismP
Karin advances with a palm strike, which can be followed by at most two other moves (advancing more with each attack). She can follow up with a palm strike with the other hand with P again, then the Guren Hou Shou (a final palm strike that knocks her opponent over) with P a final time. She can perform the Guren Hou Shou as the second (and final) move with +P after the first strike. Or she can follow the first or second strikes with the Guren Chuu (elbow strike) with +P, then P for a final elbow strike with the opposite arm. Or she can follow up the first or second strikes with the Guren Mujin Kyaku (a rising kick that hits twice) with K, the Guren Daisoku Barai (a sliding sweep) with +K, or the Guren Sen Ha (a forward leap with two hand swipes) with +K. Or can can follow up the first or second strikes with the Guren Yasha (standing) with +P or Guren Yasha (crouching) with +K (both counters if her opponent hits back).
Hou Shou
X-ismZ-ismV-ismP
Karin does a quick palm strike that can knock her opponent over.
Mujin Kyaku
X-ismZ-ismV-ismK
Karin steps forward with a high kick that potentially hits twice and knocks her opponent over.
Ressen Chou
X-ismZ-ismV-ismP
Karin dashes forward with an elbow strike. This can be followed up with P for an elbow strike with the opposite arm.
Ressen Ha
X-ismZ-ismV-ismK
Karin leaps forward with two hand swipes that knock her opponent over on impact. She leaps farther when a stronger button is used.
Yasha Gaeshi
X-ismZ-ismV-ismP or K
Karin holds her arms in a V while standing with P or while crouching with K. If her opponent attacks her while she is doing this, she closes her arms, then opens them again, throwing her opponent backward.
Arakuma Inashi
X-ismZ-ismV-ism D-Pad in a 360° rotation, then K (close)
Karin grabs her opponent, hits them twice with her knee, then drops them to the ground.
Move list (Command normals)
Name
Command
Description
Tsumujigari
X-ismZ-ismV-ism+ MK
Karin hops up and does a rotating kick. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Combos)
Name
Command
Description
Kanzuki-ryuu Shinpikaibyaku
X-ismZ-ismV-ismP
Karin advances on her opponent with a series of rapid palm strikes, ending with a Hou Shou at levels 1 and 3 or a Mujin Kyaku at level 2.
Kanzuki-ryuu Kou'ou Ken
X-ismZ-ismV-ismK
Karin jumps into the air with multiple hand swipes.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Karin performs a standing punch.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Karin performs a sweep kick.
Originally appeared in:
Street Fighter Zero
Fifth battle:
Chun-Li
Ninth battle:
Sagat
Final battle:
M. Bison, Final Vega
Dramatic Battle partner:
Blanka
Dan
Dan Hibiki is an arrogant, self-taught martial artist. He created the fighting style Saikyou-ryuu ("Strongest Style"). After avenging his father's death at the hands of Sagat, he now travels in search of new students for his dojo and to prove that Saikyou-ryuu is the best fighting style in the world.
Move list (Special moves)
Name
Command
Description
Gadouken
X-ismZ-ismV-ismP
Dan focuses his energy and throws a very short-ranged fireball directly in front of him with a single hand. The projectile travels slightly farther when a stronger button is used.
Kouryuuken
X-ismZ-ismV-ismP
Dan rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.
Dankuukyaku
X-ismZ-ismV-ismK
Dan leaps forward and performs a sequence of kicks in midair that knock his opponent over on impact. He performs a knee strike with LK , a knee strike and a kick with MK , and a knee strike and two kicks with HK . This move can be performed in midair.
Zenten Chouhatsu
X-ismZ-ismV-ism TAUNT
Dan rolls forward, then performs his taunt.
Kouten Chouhatsu
X-ismZ-ismV-ism TAUNT
Dan rolls backwards, then performs his taunt.
Saikyou-ryuu Bougyo
X-ismZ-ismV-ism + all three P simultaneously
Dan pushes his opponent back (but does no damage). This move can be performed in midair.
Move list (Command normals)
Name
Command
Description
Chouhatsu
X-ismZ-ismV-ism TAUNT
Dan's taunt uniquely can be performed multiple times per round and increases the power in his Super Combo gauge.
Kuuchuu Chouhatsu
X-ismZ-ismV-ism TAUNT in midair
Dan can perform his taunt in midair.
Shami Chouhatsu
X-ismZ-ismV-ism+ TAUNT
Dan can perform his taunt while crouching.
Move list (Super Combos)
Name
Command
Description
Hisshou Buraiken
X-ismZ-ismV-ismK
Dan performs a barrage of kicks at level 1, a barrage of punches ending with a Gadouken and a Kouryuuken at level 2, and combination of both at level 3.
Chouhatsu Densetsu
X-ismZ-ismV-ism TAUNT
Dan rolls forward multiple times, stopping each time to taunt.
Chouhatsu Shinwa
X-ismZ-ismV-ism TAUNT (at max level)
All of Dan's attacks are replaced by taunts. He can roll along the ground with +K or +K while this effect is active. Similar to an Original Combo, the taunts cancel into each other so they can be performed more quickly. The Super Combo gauge must be at level 3 to perform this move.
Shinkuu Gadouken
X-ismZ-ismV-ismP
Dan fires a version of the Gadouken that can hit his opponent multiple times.
Kouryuu Rekka
X-ismZ-ismV-ismK
Dan performs a single low Kouryuuken, followed by a high Kouryuuken.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Dan knocks his opponent away by flexing his bicep.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Dan performs a sweep kick.
Originally appeared in:
Street Fighter Zero 3
Fifth battle:
Karin
Ninth battle:
Zangief
Final battle:
M. Bison, Final Vega
Dramatic Battle partner:
Zangief
R. Mika
Rainbow Mika is a rookie wrestler who admires Zangief. She wants to make a name for herself to go pro.
Move list (Special moves)
Name
Command
Description
Flying Peach
X-ismZ-ismV-ismP
R. Mika turns around, then launches herself across the screen with her rear, knocking her opponent over on impact. This move has a short delay at the beginning but none at the end. She leaps farther when a stronger button is used.
Shooting Peach
X-ismZ-ismV-ismK
R. Mika turns around, then launches herself across the screen with her rear, knocking her opponent over on impact. This move has a short delay at the end but none at the beginning. She leaps farther when a stronger button is used.
Paradise Hold
X-ismZ-ismV-ism D-Pad in a 360° rotation, then P (close)
R. Mika does a front flip and grabs her opponent between her legs, then slams them to the ground, and rolls over for another slam.
Daydream Headlock
X-ismZ-ismV-ism D-Pad in a 360° rotation, then K (close)
R. Mika grabs her opponent in a headlock, then leaps and slams the opponent into the ground. Pressing P and K during the hold does more damage.
Wingless Airplane
X-ismZ-ismV-ismK in midair (close)
R. Mika wraps her legs around her opponent's head and suplexes them to the ground.
Move list (Command normals)
Name
Command
Description
Flying Body Press
X-ismZ-ismV-ism+ HP while jumping diagonally
R. Mika drops with a body press.
Knee Drop
X-ismZ-ismV-ism+ LK while jumping diagonally
R. Mika falls with her knees forwawrd.
Rainbow Sobat
X-ismZ-ismV-ism+ MK or + MK X-ismZ-ismV-ism+ MK
R. Mika hops into the air with a spinning kick.
Move list (Super Combos)
Name
Command
Description
Heavenly Dynamite
X-ismZ-ismV-ism D-Pad in a 360° rotation twice, then P (close)
R. Mika grabs her opponent and does a series of headbutts, dizzying her opponent, and following with a finishing move. She finishes with a leaping slam, a back toss at level 2, and a leaping backbreaker off her wrestling ring at level 3. Pressing P and K during the hold does more damage.
Rainbow Hip Rush
X-ismZ-ismV-ismP
R. Mika throws a series of backhands, followed by a Shooting Peach. She does an additional Shooting Peach at levels 2 and 3.
Sardine's Beach Special
X-ismZ-ismV-ismK
R. Mika runs toward her opponent. While running, she can perform a dropkick with LP , a sliding sweep with MP , a clothesline with HK , or a front flip with K. If she knocks over her opponent, she jumps to the edge of the screen, where a wrestling ring slides into view, and rebounds off the rope for an unblockable backflip drop. Otherwise, she vaults over her opponent and runs to the end of the screen before turning around and running to the other side, and the player can again attempt to knock the opponent over or vault over them. The move ends when R. Mika drops on her opponent or if time runs out or her opponent hits her.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, R. Mika performs an elbow smash.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, R. Mika performs a sliding sweep.
Originally appeared in:
Street Fighter Zero 3
Fifth battle:
T. Hawk
Ninth battle:
Cammy
Final battle:
Final Vega
Dramatic Battle partner:
Juni
Juli
Juli is a Shadaloo Doll who has been sent on a mission to assassinate the rogue Cammy. In her travels, she learns that she was once a member of T. Hawk's tribe before being brainwashed to serve Shadaloo. She is fought simultaneously with Juni as a sub-boss in the stories of several characters.
Move list (Special moves)
Name
Command
Description
Sniping Arrow
X-ismZ-ismV-ismK
Juli leaps forward with a flying kick, which knocks her opponent over on impact. She leaps farther when a stronger button is used.
Cannon Spike
X-ismZ-ismV-ismK
Juli leaps into the air with a front kick, which knocks her opponent over on impact. She leaps higher when a stronger button is used.
Axle Spin Knuckle
X-ismZ-ismV-ismP
Juli hops forward and does an elbow smash and a backfist, which knocks her opponent over on impact. This move passes through projectiles. She hops further when a stronger button is used.
Psycho Charge Beta (Dramatic Battle only)
All three P simultaneously
Juli infuses herself with psycho power and replenishes part of her Super Combo gauge. She is vulnerable while doing this.
Move list (Command normals)
Name
Command
Description
Falling Arc
X-ismZ-ismV-ism+ MK
Juli kicks downward in a semicircle, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Combos)
Name
Command
Description
Reverse Shaft Breaker
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Juli performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward.
Spin Drive Smasher
X-ismZ-ismV-ismK
Juli performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.
Psycho Roll (Dramatic Battle only)
X-ismZ-ismV-ismP
Juli & Juni roll into a ball and launch themselves forward in an arc.
Death Cross Dance (Dramatic Battle only)
X-ismZ-ismV-ism LP LP LK HP (at max level)
Juli slides forward with a backhand. If it connects, Juli & Juni hit their opponent with a barrage of attacks on each side, finishing with double flying kicks. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Juli warps behind them.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Juli performs a Cannon Spike.
Originally appeared in:
Street Fighter Zero 3
Fifth battle:
E. Honda
Ninth battle:
Ryu
Final battle:
Final Vega
Dramatic Battle partner:
Juli
Juni
Juni is a Shadaloo doll who has been assigned to find Ryu so that Shadaloo can obtain more information about him. She is fought simultaneously with Juli as a sub-boss in the stories of several characters.
Move list (Special moves)
Name
Command
Description
Spiral Arrow
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Juni spirals forward feet first like a spinning arrow, which knocks her opponent over on impact. This move can be performed in midair. The move travels further when a stronger button is used.
Cannon Spike
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Juni leaps into the air with a front kick, which knocks her opponent over on impact. She leaps higher when a stronger button is used.
Mach Slide
X-ismZ-ismV-ismK
Juni disappears. She reappears in the same place with LK , a short distance forward with MK , and a farther distance forward with HK .
Cannon Strike
X-ismZ-ismV-ismK before the apex of the jump while flipping forward in the air
Juni dive kicks diagonally downward.
Psycho Shield
X-ismZ-ismV-ism + all three P simultaneously while blocking
Juni generates an energy shield that pushes her opponent away (but does no damage). In Z-ism and V-ism, this move can be performed in midair.
Hooligan Combination
X-ismZ-ismV-ismP
Juni curls into a ball and hurls herself at her opponent. If no button is pressed, she ends with a sweep when she lands. When Juni is near the opponent's neck or waist, the player can perform a takedown by pressing K while holding a direction toward the opponent.
Earth Direct
X-ismZ-ismV-ism D-Pad in a 360° rotation, then P (close)
Juni grabs her opponent, takes them into the air while spinning into a ball, then slams them into the ground with a knee strike.
Psycho Charge Alpha (Dramatic Battle only)
All three K simultaneously
Juni infuses herself with psycho power and replenishes part of her vitality gauge. She is vulnerable while doing this.
Move list (Command normals)
Name
Command
Description
Falling Arc
X-ismZ-ismV-ism+ MK
Juni kicks downward in a semicircle, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super Combos)
Name
Command
Description
Psycho Streak
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Vega warps in front of Juni and performs a Psycho Crusher.
Spin Drive Smasher
X-ismZ-ismV-ismK
Juni performs a Spiral Arrow followed by a Cannon Spike.
Psycho Roll (Dramatic Battle only)
X-ismZ-ismV-ismP
Juli & Juni roll into a ball and launch themselves forward in an arc.
Death Cross Dance (Dramatic Battle only)
X-ismZ-ismV-ism LP LP LK HP (at max level)
Juni slides forward with a backhand. If it connects, Juli & Juni hit their opponent with a barrage of attacks on each side, finishing with double flying kicks. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Juni warps behind them.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting her opponent's attack, Juni performs a Cannon Spike.
Originally appeared in:
Street Fighter Zero 2
Fifth battle:
Sagat
Ninth battle:
Vega
Final battle:
Shin Gouki
Dramatic Battle partner:
Shin Gouki
Evil Ryu
Evil Ryu is a hypothetical form of Ryu if he ever succumbed to the evil spirit of the Satsui no Hadou. He seeks to challenge Shin Gouki to determine which of them is the "supreme master of the fist."
Move list (Special moves)
Name
Command
Description
Hadouken
X-ismZ-ismV-ismP
Ryu focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.
Shakunetsu Hadouken
X-ismZ-ismV-ismP
Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when a stronger button is used.
Shouryuuken
X-ismZ-ismV-ismP
Ryu rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.
Tatsumaki Senpuukyaku
X-ismZ-ismV-ismK
Ryu moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.
Ashura Senkuu Forward
X-ismZ-ismV-ism + all three P or K simultaneously
Ryu glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Ashura Senkuu Backward
X-ismZ-ismV-ism + all three P or K simultaneously
Ryu glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Move list (Command normals)
Name
Command
Description
Sakotsu Wari
X-ismZ-ismV-ism+ MP
Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Seichuu Nidan Tsuki
X-ismZ-ismV-ism+ HP
Ryu slides forward with an elbow strike, potentially hitting twice.
Senpuu Kyaku
X-ismZ-ismV-ism+ MK
Ryu hops forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
Move list (Super Combos)
Name
Command
Description
Shun Goku Satsu
X-ismZ-ismV-ism LP LP LK HP (at max level)
Ryu glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move. This move is treated as a grab and cannot be blocked.
Shinkuu Hadouken
X-ismZ-ismV-ismP
Ryu fires a version of the Hadouken that can hit his opponent multiple times. It has a fire effect at level 3.
Shinkuu Tatsumaki Senpuukyaku
X-ismZ-ismV-ismK
Ryu performs a version of the Tatsumaki Senpuukyaku that draws his opponent in and potentially hits multiple times. The distance of the vacuum effect is larger at higher levels.
Messatsu Gou Shouryuu
X-ismZ-ismV-ismK
Ryu performs a low Shouryuuken, then a high Shouryuuken. He does two low Shouryuukens at level 3.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Ryu performs a Gou Shouryuuken.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Ryu performs a sweep kick.
Originally appeared in:
Super Street Fighter II
Fifth battle:
M. Bison
Ninth battle:
Balrog
Final battle:
Final Vega
Dramatic Battle partner:
Chun-Li
Fei Long
Fei Long is a kung fu practitioner from Hong Kong. He fought in the streets to develop his skills, attracting the attention of Shadaloo.
Move list (Special moves)
Name
Command
Description
Rekka Ken
X-ismZ-ismV-ismP (up to 3 times)
Fei Long slides forward and punches his opponent. This move can be performed up to three times in quick succession, and the third hit knocks the opponent over. He slides further when a stronger button is used.
Rising Dragon Kick
X-ismZ-ismV-ismK
Fei Long unleashes a flaming kick that spirals upwards and knocks his opponent over on impact. He ascends higher when a stronger button is used.
Rekku Kyaku
X-ismZ-ismV-ismK
Fei Long jumps into the air with a rolling kick. The move covers more horizontal distance when a stronger button is used.
Move list (Command normals)
Name
Command
Description
Chokka Raku Shou
X-ismZ-ismV-ism+ MK or + MK X-ismZ-ismV-ism+ MK
Fei Long jumps into the air and performs an axe kick.
En Geki Shuu
X-ismZ-ismV-ism+ HK
Fei Long steps forward and performs a kick that can hit two times.
Move list (Super Combos)
Name
Command
Description
Rekka Shinken
X-ismZ-ismV-ismP
Fei Long performs a rapid series of Rekka Kens.
Shien Renkyaku
X-ismZ-ismV-ismK
Fei Long spins high into the air with multiple Rising Dragon Kicks.
Ryuu Yassai
X-ismZ-ismV-ismP (close, at max level)
Fei Long does a flaming punch and an uppercut, throwing his opponent into the air, then finishes with a flaming flying kick. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Fei Long does a version of his Rising Dragon Kick without the fire effect.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Fei Long performs a sweep kick.
Originally appeared in:
Super Street Fighter II
Fifth battle:
Adon
Ninth battle:
Sagat
Final battle:
Final Vega
Dramatic Battle partner:
T. Hawk
Dee Jay
Dee Jay is a Jamaican kickboxer who combines fighting and dancing. After rising to the top of his division, he begins traveling the world looking for new challengers.
Move list (Special moves)
Name
Command
Description
Air Slasher
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Dee Jay thrusts his fist upwards to launch a projectile. The projectile moves faster when a stronger button is used.
Machine Gun Upper
X-ismZ-ismV-ism Hold for 2 seconds, then +PPPPP
Dee Jay performs a series of rapid uppercuts. He performs more punches and can knock down an opponent if the player continues to press P repeatedly.
Double Rolling Sobat
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Dee Jay hops forward on one foot, then performs a roundhouse kick that knocks his opponent over. He follows up with a backwards kick when the move is performed with MK or HK .
Jackknife Maximum
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Dee Jay jumps and kicks his opponent into the air. He delivers a single spinning kick with LK or two spinning kicks with MK or HK .
Move list (Command normals)
Name
Command
Description
Knee Shot
X-ismZ-ismV-ism+ LK while jumping diagonally
Dee Jay attacks with his knee.
Move list (Super Combos)
Name
Command
Description
Sobat Carnival
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Dee Jay hops forward while performing a series of kicks. The move covers more horizontal distance at higher levels.
Climax Break
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Dee Jay punches his opponent high into the air, then performs a Machine Gun Upper when they land.
Theme of Sunrise
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Dee Jay does a series of spinning kicks while rising diagonally upward.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Dee Jay performs a Jackknife Maximum.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Dee Jay performs a crouching kick.
Originally appeared in:
Super Street Fighter II
Fifth battle:
Nash
Ninth battle:
Juli
Final battle:
Final Vega
Dramatic Battle partner:
Dee Jay
T. Hawk
T. Hawk is a member of the Thunderfoot tribe, who have fallen on hard times as villagers have started disappearing under mysterious circumstances. Believing that Shadaloo, which forcefully relocated his tribe from their homeland, is responsible, T. Hawk begins his search for its leader, Vega.
Move list (Special moves)
Name
Command
Description
Condor Dive
X-ismZ-ismV-ism All three P simultaneously in midair
T. Hawk dives down onto his opponent from the air.
Tomahawk Buster
X-ismZ-ismV-ismP
T. Hawk launches upward to strike his opponent head first. He ascends higher when a stronger button is used.
Condor Spire
X-ismZ-ismV-ismP
T. Hawk leaps forward with a two-handed chop. He leaps farther when a stronger button is used.
Mexican Typhoon
X-ismZ-ismV-ism D-Pad in a 360° rotation, then P (close)
T. Hawk swings his opponent high into the air, then slams them into the ground. He ascends higher when a stronger button is used.
Move list (Command normals)
Name
Command
Description
Heavy Body Press
X-ismZ-ismV-ism+ HP while jumping diagonally
T. Hawk drops with a body press.
Move list (Super Combos)
Name
Command
Description
Raging Typhoon
X-ismZ-ismV-ism D-Pad in a 360° rotation twice, then P (close)
T. Hawk performs two successive Mexican Typhoons. He finishes with a third Mexican Typhoon at level 3.
Canyon Splitter
X-ismZ-ismV-ismP (close)
T. Hawk does a Condor Spire followed by a Tomahawk Buster.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, T. Hawk performs a standing kick.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, T. Hawk performs a sweep kick.
Originally appeared in:
Street Fighter II
Fifth battle:
Chun-Li
Ninth battle:
Nash
Final battle:
Final Vega
Dramatic Battle partner:
Nash
Guile
Guile is a Commander in the United States Air Force. He has been sent to retrieve his superior and friend Nash, who has supposedly gone AWOL.
Move list (Special moves)
Name
Command
Description
Sonic Boom
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when a stronger button is used.
Somersault Kick
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Guile jumps high into the air while performing a backflip kick, which knocks his opponent over on impact. He jumps higher when a stronger button is used.
Move list (Command normals)
Name
Command
Description
Knee Bazooka
X-ismZ-ismV-ism+ LK or + LK X-ismZ-ismV-ism+ MK or + MK
Guile hops forward with a knee strike.
Jump Sobat
X-ismZ-ismV-ism+ MK or + MK
Guile hops with a turning kick.
Reverse Spin Kick
X-ismZ-ismV-ism+ HK or + HK (close)
Guile does an upside-down spin kick.
High Kick
X-ismZ-ismV-ism HK (close) X-ismZ-ismV-ism+ HK
Guile does a high kick toward his opponent's head.
Spin Back Knuckle
X-ismZ-ismV-ism+ HP
Guile rotates around and swings his fist like a club.
Move list (Super Combos)
Name
Command
Description
Somersault Strike
X-ismZ-ismV-ism Hold for 2 seconds, then +K
Guile performs two Somersault Kicks in a row at level 1 and 2 or three Somersault Kicks in a row at level 3.
Sonic Hurricane
X-ismZ-ismV-ism Hold for 2 seconds, then +P
Guile shoots a massive Sonic Boom that whirls in place in front of him. It covers a wider area at higher levels.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Guile performs a Spin Back Knuckle.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Guile performs a standing kick.
Shin Gouki is Gouki when he is using the full extent of his power rather than holding back as he usually does to avoid ending fights prematurely. He moves more quickly than regular Gouki and can fire Zankuu Hadouken two at a time, more closely resembling his original appearance as a secret boss character in Super Street Fighter II X.
Move list (Special moves)
Name
Command
Description
Gou Hadouken
X-ismZ-ismV-ismP
Gouki focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.
Zankuu Hadouken
X-ismZ-ismV-ismP in midair
Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair. He can fire a second fireball by pressing P again in quick succession. The projectiles move faster when a stronger button is used.
Shakunetsu Hadouken
X-ismZ-ismV-ismP
Gouki shoots a flaming variant of the Hadouken, which hits multiple times and knocks down opponents on impact. The projectile moves faster and hits more times when a stronger button is used.
Gou Shouryuuken
X-ismZ-ismV-ismP
Gouki rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.
Tatsumaki Zankuukyaku
X-ismZ-ismV-ismK
Gouki moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.
Hyakki Shuu
X-ismZ-ismV-ismP
Gouki somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with P for a palm strike or K for a falling kick. When Gouki is near his opponent, he can throw them with +P or K or +P or K instead. He somersaults further when a stronger button is used.
Zenpou Tenshin
X-ismZ-ismV-ismP
Gouki jumps forward, then rolls along the ground. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.
Ashura Senkuu Forward
X-ismZ-ismV-ism + all three P or K simultaneously
Gouki glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Ashura Senkuu Backward
X-ismZ-ismV-ism + all three P or K simultaneously
Gouki glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Hadou no Kamae
X-ismZ-ismV-ism TAUNT
Gouki performs the motion for a fireball but does not fire one. The purpose of this move is to confuse opponents. The recovery time for this move is much faster than a real fireball.
Move list (Command normals)
Name
Command
Description
Tenma Kuujin Kyaku
X-ismZ-ismV-ism+ MK before the apex of the jump while flipping forward in the air
Gouki dive kicks diagonally downward.
Zugai Hasatsu
X-ismZ-ismV-ism+ MP
Gouki performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku
X-ismZ-ismV-ism+ MK
Gouki hops forward, doing a single spinning kick similar to a Tatsumaki Zankuukyaku.
Move list (Super Combos)
Name
Command
Description
Shun Goku Satsu
X-ismZ-ismV-ism LP LP LK HP (at max level)
Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move. This move is treated as a grab and cannot be blocked.
Messatsu Gou Hadou
X-ismZ-ismV-ismP
Gouki fires a version of the Gou Hadouken that can hit his opponent multiple times.
Messatsu Gou Shouryuu
X-ismZ-ismV-ismP
Gouki performs a low Gou Shouryuuken, then a high Gou Shouryuuken. He does two low Gou Shouryuukens at level 3.
Tenma Gou Zankuu
X-ismZ-ismV-ismP in midair
Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.
Zero Counter (Z-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.
Zero Counter (V-ism)
X-ismZ-ismV-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Gouki performs a sweep kick.
Originally appeared in:
Street Fighter Zero 3
Fifth battle:
Gouki
Ninth battle:
Sagat
Final battle:
Ryu
Final Vega (Final Bison)
Final Vega is the boss form fought by characters in the Arcade Mode. His heavy punches are imbued with Psycho Power, and he has access to the devastating Final Psycho Crusher.
Move list (Special moves)
Name
Command
Description
Psycho Shot
Shadaloo-ism Hold for 2 seconds, then +P
Vega throws a fireball across the screen. The projectile travels slightly farther when a stronger button is used.
Double Knee Press
Shadaloo-ism Hold for 2 seconds, then +K
Vega leaps forward while kicking down with each leg, which knocks down his opponent on impact. The move covers more horizontal distance when a stronger button is used.
Head Stomp
Shadaloo-ism Hold for 2 seconds, then +K
Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing P, which can be aimed with and .
Skull Diver
Shadaloo-ism Hold for 2 seconds, then +P
Vega flies into the air toward his opponent. This move can be followed by P to dive his opponent with a fist infused with psycho power, which can be aimed with and .
Warp Forward
Shadaloo-ism + all three P or K simultaneously
Vega disappears and reappears the entire screen ahead with P or half the screen ahead with K.
Warp Backward
Shadaloo-ism + all three P or K simultaneously
Vega disappears and reappears the entire screen back with P or half the screen back with K.
Move list (Super Combos)
Name
Command
Description
Knee Press Nightmare
Shadaloo-ism Hold for 2 seconds, then +K
Vega does two consecutive Double Knee Press maneuvers, then finishes with a sliding sweep.
Final Psycho Crusher
Shadaloo-ism Hold for 2 seconds, then +P
Vega spirals toward his opponent while radiating with intense psycho energy. This is a much more powerful version of the Psycho Crusher that covers the entire screen and inflicts severe damage, even when blocked. It cannot be air blocked.
Zero Counter
Shadaloo-ism + P and K of the same strength while blocking
After interrupting his opponent's attack, Vega warps behind them.
Stages
Each character has his or her own stage where matches are hosted in single-player games.
Ryu
E. Honda
Blanka
Chun-Li
Zangief
Dhalsim
Ken
Gouki
Nash
Cammy
M. Bison
Balrog
Sagat
Adon
Gen
Birdie
Cody
Guy
Rolento
Sodom
Rose
Sakura
Karin
Dan
R. Mika
Juli & Juni
Evil Ryu
Fei Long
Dee Jay
T. Hawk
Guile
Shin Gouki
Final Vega
Versions
The Saturn game contains most of the features added to the previous PlayStation port of the game, except for supporting the PocketStation peripheral and using polygons instead of sprites for hit indicators (which was done in the PlayStation port to save memory). It uses the extra RAM provided by the 4MB Extended RAM Cartridge to include more frames of animation than the PlayStation version. In the PlayStation version, the Dramatic and Final Battle modes must be unlocked by completing the Arcade Mode on its maximum difficulty setting, and the Team Battle and Survival modes must be unlocked by completing the World Tour mode, but all modes are unlocked from the start on the Saturn version. Similarly, Guile, Evil Ryu, and Shin Akuma (with a simple button combination) are selectable by default in the Saturn version but must be unlocked through the World Tour mode in the PlayStation version. Only Final Vega must be unlocked in the Saturn version (by completing the World Tour mode with a level 32 character).
While the World Tour and Survival modes are virtually unchanged from the PlayStation version, the Saturn version has an improved Dramatic Battle mode with the addition of an Original Dramatic Battle mode (where players fight every character in the game rather than the six boss characters of the arcade version) and Reverse Dramatic Battle (where the player selects a single character and fights every Dramatic Battle team in the game). Every Dramatic Battle mode can also be played with Survival Mode rules in the Saturn version.
Test Player: Nuki, M.P Oni-Suzuki, Skill Smith-Bug, Skill Smith-TTK, M Kunishige, Miura.F.Katsusuke, Yoshihiro Tomita, Akinori Murata
Special Thanks: Sakomizu, Neo_G (Ishizawa), Spp Iorya, Satsuma, Takuya Shiraiwa, Erik Suzuki, Dan Okada, Chris Tang, Miki Takano, Maki Yoshiura, The Edge, Super Sailor, and, All Capcom Staff
Market Producer: Kouji Nakajima
General Producer: Noritaka Funamizu, Yoshiki Okamoto