Difference between revisions of "Street Fighter Alpha 3"

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| publisher={{company|[[Capcom]]|region=Japan, US}}, {{company|[[Virgin Interactive]]|region=Europe}}
 
| publisher={{company|[[Capcom]]|region=Japan, US}}, {{company|[[Virgin Interactive]]|region=Europe}}
 
| developer=[[Capcom]]
 
| developer=[[Capcom]]
| system=[[Sega Saturn]],
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| system=[[Sega Dreamcast]]
 
| sounddriver=
 
| sounddriver=
 
| peripherals=[[Dreamcast Arcade Stick]], [[Jump Pack]], [[Dreamcast Modem]], [[Visual Memory Unit]], [[Dreamcast VGA Box]]
 
| peripherals=[[Dreamcast Arcade Stick]], [[Jump Pack]], [[Dreamcast Modem]], [[Visual Memory Unit]], [[Dreamcast VGA Box]]
| players=1-2
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| players=1-3
 
| genre=Fighting/Taisen Kakutou (対戦格闘){{ref|https://web.archive.org/web/20130315102028/http://sega.jp/dc/990501/}}{{fileref|Sfzero3 dc jp backcover.jpg}}{{ref|https://web.archive.org/web/20130315102028/http://sega.jp/dc/990501/}}, Action{{ref|https://web.archive.org/web/20200201225739/https://sega.jp/history/hard/dreamcast/software_l.html#tab01}}
 
| genre=Fighting/Taisen Kakutou (対戦格闘){{ref|https://web.archive.org/web/20130315102028/http://sega.jp/dc/990501/}}{{fileref|Sfzero3 dc jp backcover.jpg}}{{ref|https://web.archive.org/web/20130315102028/http://sega.jp/dc/990501/}}, Action{{ref|https://web.archive.org/web/20200201225739/https://sega.jp/history/hard/dreamcast/software_l.html#tab01}}
 
| originalsystem=Capcom CPS-2
 
| originalsystem=Capcom CPS-2
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}}
 
}}
 
}}
'''''{{PAGENAME}}''''', known as '''''Street Fighter Zero 3 Saikyou-ryu Doujou''''' (ストリートファイターZERO 3 サイキョー流道場) in Japan, is a 1998 fighting game by [[Capcom]], originally released for the Capcom CPS-2 arcade hardware. It is the third game in the ''Street Fighter Alpha'' series, following ''[[Street Fighter Alpha: Warriors' Dreams]]'' and ''[[Street Fighter Alpha 2]]''.
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'''''{{PAGENAME}}''''', known as '''''Street Fighter Zero 3 Saikyou-ryuu Doujou''''' (ストリートファイターZERO 3 サイキョー流道場) in Japan, is a 1998 fighting game by [[Capcom]], originally released for the Capcom CPS-2 arcade hardware. It is the third game in the ''Street Fighter Alpha'' series, following ''[[Street Fighter Alpha: Warriors' Dreams]]'' and ''[[Street Fighter Alpha 2]]''.
  
The subtitle "Saikyou-ryu Doujou" is a joking reference to the character Dan's martial arts school.
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A revised edition, '''''Street Fighter Zero 3 Saikyou-ryuu Doujou for Matching Service''''', was released as a mail order title via [[Dreamcast Direct]] in Japan in 2001. This version adds an online multiplayer mode.
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The subtitle "Saikyou-ryuu Doujou" is a joking reference to the character Dan Hibiki's martial arts school.
  
 
==Story==
 
==Story==
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The controls for some actions has been modified from previous games. The level of a Super Combo move in A-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 Alpha Counters have also been changed. Several new mechanics have been added, such as air recoveries, Counter Hits, and the Guard Power gauge.
 
The controls for some actions has been modified from previous games. The level of a Super Combo move in A-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 Alpha 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 {{left}} and {{right}} and flip back and forth with {{upleft}} and {{upright}}. They crouch with {{down}}. Punches are done with {{X}} (jab), {{Y}} (medium), and {{L}} (fierce). Kicks are done with {{A}} (short), {{B}} (medium), and {{R}} (roundhouse). Light attacks are faster and hard attacks deal more damage. 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 {{hold|{{X}}|{{Start}}}} (except in X-ism), which is a short animation during which the character is vulnerable to attack.
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Characters move with {{left}} and {{right}} and crouch with {{down}}. They jump with {{up}} and flip back and forth with {{upleft}} and {{upright}}. Punches are done with {{X}} (jab), {{Y}} (medium), and {{L}} (fierce). Kicks are done with {{A}} (short), {{B}} (medium), and {{R}} (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. Special moves for each character are done by pairing specific directional combinations with an attack button. 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). 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 {{hold|{{X}}|{{Start}}}} (except in X-ism), which is a short animation during which the character is vulnerable to attack.
  
Throws and grabs are done by holding {{left}} or {{right}} when near an opponent and pressing two punch or two kick buttons simultaneously. The character is vulnerable to attack while trying to grab. 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 the D-Pad in the direction of the opponent and pressing a medium or hard punch or kick button. In A-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 {{left}} or {{right}} to flip out of the way).
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Throws and grabs are done by holding {{left}} or {{right}} 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 {{left}} or {{right}} and pressing two punch or two kick buttons simultaneously. In A-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 {{left}} or {{right}} to flip out of the way).
  
Blocking is done by holding the D-Pad away from the opponent. Blocking can also be done in midair (except in X-ism). 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 A-ism and V-ism, characters can perform Alpha Counters (called Zero Counters in the Japanese version), special counterattacks that can be done while blocking at the expense of some of the Super Combo gauge.
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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 A-ism and V-ism, characters can perform Alpha Counters (Zero Counter in the Japanese release), 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 Alpha 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 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 Custom Combo gauge in V-ism) that fills as the player performs regular and special techniques. 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).
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Characters have a Super Combo gauge (or an Custom 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).
 
 
===Isms===
 
After choosing a character, the player is asked to choose a Mode and an Ism. Both choices affect how the character is played. The Modes are unique to the home versions of the game and modify the difficulty of the game in ways that are independent of the Ism chosen:
 
 
 
*'''Normal:''' The character plays as he or she normally does in the arcade release of the game.
 
*'''Mazi:''' The damage done by the character is significantly increased, but the character also takes double damage from any attack. While the player must still win the best two of three rounds to win, the opponent only needs to win one round to defeat the player.
 
*'''Saikyou:''' The damage done by the character is slightly decreased, the character is easier to stun, and the Guard Power gauge is drastically shortened.
 
*'''Classic:''' The character has the increased damage of X-ism but also its constraints (for example, no air blocking or recoveries). The character has no Super Combo gauge (so cannot perform Super Combos, Custom Combos, or Alpha Counters) and no Guard Power gauge (so can block without restriction).
 
  
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===Fighting styles===
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After choosing a character, the player is asked to choose a Mode and an Ism. Both choices affect how the character is played.
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====Modes====
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The Modes are unique to the Dreamcast version of the game. Players choose a Mode in every game mode except Dramatic Battle and Vs Dramatic Battle. Modes modify the difficulty of the game in ways that are independent of the Ism chosen.
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{{InfoTable|
 +
{{InfoRow
 +
| title=Normal
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| sprite={{sprite | Street Fighter Alpha 3 DC, Modes.png | crop_width=121 | crop_height=56 | crop_x=0 | crop_y=0}}
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| desc=The character plays as he or she normally does in the arcade release of the game.
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}}
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{{InfoRow
 +
| title=Mazi
 +
| sprite={{sprite | Street Fighter Alpha 3 DC, Modes.png | crop_width=121 | crop_height=56 | crop_x=0 | crop_y=56}}
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| desc=The damage done by the character is significantly increased, but the character also takes double damage from any attack. While the player must still win the best of three rounds to win, the opponent only needs to win one round to defeat the player.
 +
}}
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{{InfoRow
 +
| title=Saikyo
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| sprite={{sprite | Street Fighter Alpha 3 DC, Modes.png | crop_width=121 | crop_height=56 | crop_x=0 | crop_y=112}}
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| desc=The damage done by the character is slightly decreased, the character is easier to stun, and the Guard Power gauge is drastically shortened. Normal moves cannot be canceled into special moves or Super Combos, lessening combo potential.
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}}
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{{InfoRow
 +
| title=Classic
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| sprite={{sprite | Street Fighter Alpha 3 DC, Modes.png | crop_width=121 | crop_height=56 | crop_x=0 | crop_y=168}}
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| desc=The player must play in X-ism (skipping the Ism selection). The character has the increased damage of X-ism but also its constraints (for example, no air blocking, recoveries, or Alpha Counters). Furthermore, the character has no Super Combo gauge (and thus cannot perform Super Combos) but also no Guard Power gauge (so blocking can be done without restriction).
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}}
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}}
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====Isms====
 
After selecting a Mode, 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).
 
After selecting a Mode, 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).
  
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| title=A-ism
 
| title=A-ism
 
| sprite={{sprite | Street Fighter Alpha 3 DC, Isms.png | 0.5 | crop_width=184 | crop_height=144 | crop_x=0 | crop_y=144}}
 
| sprite={{sprite | Street Fighter Alpha 3 DC, Isms.png | 0.5 | crop_width=184 | crop_height=144 | crop_x=0 | crop_y=144}}
| desc=A-ism (called Z-ism in the Japanese release) is the standard playing style, based on the previous ''Alpha'' 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 Alpha Counters. Performing a Alpha 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).
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| desc=A-ism (Z-ism in the Japanese release) is the standard playing style, based on the previous ''Alpha'' 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 Alpha Counters. Performing a Alpha 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 A-ism but one (Dhalsim's Yoga Tempest is exclusive to X-ism).
 
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 A-ism but one (Dhalsim's Yoga Tempest is exclusive to X-ism).
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| title=V-ism
 
| title=V-ism
 
| sprite={{sprite | Street Fighter Alpha 3 DC, Isms.png | 0.5 | crop_width=184 | crop_height=144 | crop_x=0 | crop_y=288}}
 
| sprite={{sprite | Street Fighter Alpha 3 DC, Isms.png | 0.5 | crop_width=184 | crop_height=144 | crop_x=0 | crop_y=288}}
| desc=V-ism (for "variable" style) is a unique style that allows the player to perform Custom Combos (Original Combos in the Japanese release), similar to ''[[Street Fighter Alpha 2]]''. Characters have a single-level Custom Combo gauge and cannot perform Super Combo techniques in this style. Many characters have a wider range of normal moves that can be performed in V-ism (with additional normals often being available by holding away from the opponent while pressing a punch or kick button). Characters have access to air blocking, ground and air recoveries, and Alpha Counters. Performing a Alpha Counter costs half of the Custom Combo gauge and one notch of the Guard Power gauge. Damage done per hit is the lowest of the three styles.  
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| desc=V-ism (for "variable" style) is a unique style that allows the player to perform Custom Combos (Original Combos in the Japanese release), similar to ''[[Street Fighter Alpha 2]]''. Characters have a single-level Custom 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 Alpha Counters. Performing a Alpha Counter costs half of the Custom Combo gauge and one notch of the Guard Power gauge. Damage done per hit is the lowest of the three styles.
  
Custom 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. The Custom 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 Custom Combo gauge recharges very quickly, faster than in the other styles.
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Custom 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 Custom Combo. The Custom 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 Custom Combo gauge recharges quickly, faster than in the other styles. Characters cannot block while performing an Custom 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 {{left}} {{right}} {{punch}} for a Sonic Boom).
 
}}
 
}}
 
}}
 
}}
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{{ScreenThumb|Street Fighter Alpha 3 DC, Dramatic Battle.png|width=200|Dramatic Battle}}
 
{{ScreenThumb|Street Fighter Alpha 3 DC, Dramatic Battle.png|width=200|Dramatic Battle}}
 
The game has multiple modes:
 
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 ''Alpha'' games. The final battle is also against a predetermined opponent, which is Final Bison for most characters, sometimes preceded by a two-on-one fight against the Shadaloo Dolls Juli & Juni. 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.
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*'''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 ''Alpha'' games. The final battle is also against a predetermined opponent, which is Final Bison for almost every character (except the hidden character Evil Ryu, who faces Shin Akuma, and Bison himself, who faces Ryu). The final battle is sometimes preceded by a fight against the Shadaloo enforcer Balrog 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, a Mode, an Ism, a handicap, the game speed, and a stage. The stage is chosen based on the first player's character. The game keeps track of wins and finishers for each player.
 
*'''Vs Mode:''' A dedicated two-player mode. Players choose a character, a Mode, an Ism, a handicap, the game speed, and a stage. The stage is chosen based on the first player's character. The game keeps track of wins and finishers for each player.
 
*'''Team Battle:''' A two-player mode where each player selects up to three 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.
 
*'''Team Battle:''' A two-player mode where each player selects up to three 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.
 
*'''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 whether the opponent is passive, controlled by the computer, or controlled manually (using a second control pad). This menu can also enable attack data, showing the damage and the combos done.
 
*'''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 whether the opponent is passive, controlled by the computer, or controlled manually (using a second control pad). This menu can also enable attack data, showing the damage and the combos done.
 
*'''World Tour:''' A single-player mode where the player chooses a character and travels to five different locations around the world: Asia, U.S.S.R., Europe, Africa, and America. Each contains several stages, each consisting of one to three battles, which must all be completed in one attempt (or the player must try again from the beginning of the stage). Completing the challenges in all five areas unlocks Akuma's home island, Gokuentou, where a final series of boss fights awaits. There are various battle types with different rules, such as battles where opponents can only be damaged with combos or throws, two-on-one Dramatic Battles, and battles where the player faces multiple foes one at a time on the same vitality bar. The player earns experience for the selected character and Ism whenever a stage is completed, which increases the level of the character (up to level 32) and the character's statistics (normal and special move attack power, Super Combo attack power, defense, Super Combo gauge replenish rate, and stamina). In each area, the player can earn additional Isms called "Ism-Pluses," which provide unique bonuses such as increasing the rate at which the player's Super Combo gauge replenishes, preventing the character from ever being stunned, or allowing the character to perform Custom Combos outside of V-ism. Characters created in World Tour mode can saved to Entry Slots for use in the other game modes. Only six Ism-Pluses can be earned, but they are always active, allowing the player to create a custom style called an "I-Ism." The player can strategize which areas to visit first to decide which Ism-Pluses to obtain.
 
*'''World Tour:''' A single-player mode where the player chooses a character and travels to five different locations around the world: Asia, U.S.S.R., Europe, Africa, and America. Each contains several stages, each consisting of one to three battles, which must all be completed in one attempt (or the player must try again from the beginning of the stage). Completing the challenges in all five areas unlocks Akuma's home island, Gokuentou, where a final series of boss fights awaits. There are various battle types with different rules, such as battles where opponents can only be damaged with combos or throws, two-on-one Dramatic Battles, and battles where the player faces multiple foes one at a time on the same vitality bar. The player earns experience for the selected character and Ism whenever a stage is completed, which increases the level of the character (up to level 32) and the character's statistics (normal and special move attack power, Super Combo attack power, defense, Super Combo gauge replenish rate, and stamina). In each area, the player can earn additional Isms called "Ism-Pluses," which provide unique bonuses such as increasing the rate at which the player's Super Combo gauge replenishes, preventing the character from ever being stunned, or allowing the character to perform Custom Combos outside of V-ism. Characters created in World Tour mode can saved to Entry Slots for use in the other game modes. Only six Ism-Pluses can be earned, but they are always active, allowing the player to create a custom style called an "I-Ism." The player can strategize which areas to visit first to decide which Ism-Pluses to obtain.
*'''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 Balrog, Vega, Sagat, Juli & Juni, Akuma, Final Bison, Evil Ryu, and Shin Akuma). 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.
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*'''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 Custom 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 Balrog, Vega, Sagat, Juli & Juni, Akuma, Final Bison, Evil Ryu, and Shin Akuma). 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 character select screen). In single-player games, each character is assigned a predetermined partner (for example, Guy is partnered with Cody, and Juli is partnered with Juni). In two-player games, each player can choose any character. Players face six boss characters, ending with Final Bison, 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.
 
*'''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 character select screen). In single-player games, each character is assigned a predetermined partner (for example, Guy is partnered with Cody, and Juli is partnered with Juni). In two-player games, each player can choose any character. Players face six boss characters, ending with Final Bison, 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.
 
*'''Vs Dramatic Battle:''' A two-on-one fighting mode that can be played by three players simultaneously. Player can choose any character and any stage. The solo player can set the Super Combo gauge to normal or "plus" (which replenishes much faster) and guarding to normal or reflect (auto-blocking) and also has the option of a handicap to even the odds.
 
*'''Vs Dramatic Battle:''' A two-on-one fighting mode that can be played by three players simultaneously. Player can choose any character and any stage. The solo player can set the Super Combo gauge to normal or "plus" (which replenishes much faster) and guarding to normal or reflect (auto-blocking) and also has the option of a handicap to even the odds.
*'''Final Battle:''' A single-player mode where the player can choose any character and skip straight to the final battle (which is against Final Bison for most characters and not including the fight against 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.
+
*'''Final Battle:''' A single-player mode where the player can choose any character and skip straight to the final battle (which is against Final Bison for most characters and not including the fights against Balrog 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 Bison succeeds in taking over the world (or with Ryu's good ending when playing as Bison).
*'''Network:''' The game had a special "Saikyou Doujou" mode where the player could upload World Tour mode I-Ism characters and download master characters to compete against locally.
+
*'''Network:''' The game had a special "Saikyou Doujou" mode where the player could upload World Tour mode I-Ism characters and download master characters to compete against locally. The [[Matching Service]] version also contains an online versus mode.
  
 
Records, including high scores and the player's progress in the World Tour mode are saved to a [[VMU]].
 
Records, including high scores and the player's progress in the World Tour mode are saved to a [[VMU]].
  
 
===Characters===
 
===Characters===
Move lists assume the player is facing right. If facing left, {{left}} and {{right}} should be reversed. {{punch}} refers to any of the punch buttons, while {{kick}} refers to any of the kick buttons.
+
{{MoveListNote|legend=StreetFighterAlpha}}
 
+
For moves that require using the {{Taunt}} button, {{LP}} must be held for the entire button combination, finishing with the {{Start}} button.
For moves that require using the {{button|text=TAUNT}} button, {{button|text=LP}} must be held for the entire button combination, finishing with the {{Start}} button.
+
====Playable====
 
 
 
All 21 characters from ''[[Street Fighter Alpha 2]]'' return (including Cammy from ''[[Street Fighter Alpha 2 Gold]]'' and the hidden characters Evil Ryu and Shin Akuma). E. Honda, Blanka, Balrog, Vega, 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.
 
All 21 characters from ''[[Street Fighter Alpha 2]]'' return (including Cammy from ''[[Street Fighter Alpha 2 Gold]]'' and the hidden characters Evil Ryu and Shin Akuma). E. Honda, Blanka, Balrog, Vega, 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.
  
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| info5name=Dramatic Battle partner
 
| info5name=Dramatic Battle partner
 
| info5=Ken
 
| info5=Ken
| desc=Ryu is a wandering warrior who tours the world in search of the strongest fighters to challenge. His training partner, best friend, and rival is Ken Masters. He is being hunted by M. Bison and his Shadaloo forces, who are seeking a new body for Bison's mind.
+
| desc=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 Akuma, his cold-blooded rival who represents what Ryu could become if he succumbed to evil. Ryu is being hunted by M. Bison and his Shadaloo forces, who are seeking a new body for Bison's mind.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Ryu focuses energy through his palms and fires a surging punch across the screen.}}
+
{{MoveListRow | Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Ryu focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Shakunetsu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range.}}
+
{{MoveListRow | Shakunetsu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{HCF}} {{punch}} | 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.}}
{{MoveListRow | Shouryuuken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards, knocking down his opponent on impact.}}
+
{{MoveListRow | Shouryuuken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.}}
{{MoveListRow | Tatsumaki Senpuukyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | Ryu jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}}
+
{{MoveListRow | Tatsumaki Senpuukyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | 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.}}
{{MoveListRow | Hadou no Kamae | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{button|text=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.}}
+
{{MoveListRow | Hadou no Kamae | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Sakotsu Wari | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=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.}}
+
{{MoveListRow | Sakotsu Wari | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{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.}}
{{MoveListRow | Seichuu Nidan Tsuki | {{Ism|X}} {{Ism|a}} {{Ism|V}} {{right}}+{{button|text=HP}} | Ryu slides forward with an elbow strike, potentially hitting twice.}}
+
{{MoveListRow | Seichuu Nidan Tsuki | {{Ism|X}} {{Ism|a}} {{Ism|V}} {{right}}+{{HP}} | Ryu slides forward with an elbow strike, potentially hitting twice.}}
{{MoveListRow | Senpuu Kyaku | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=MK}} | Ryu leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.}}
+
{{MoveListRow | Senpuu Kyaku | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{MK}} | Ryu hops forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.}}
{{MoveListRow | Kakato Otoshi | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{button|text=HK}} | Ryu does an axe kick, potentially hitting twice.}}
+
{{MoveListRow | Kakato Otoshi | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{HK}} | Ryu does an axe kick, potentially hitting twice.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Shinkuu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadouken Fireball that can hit his opponent multiple times. At its highest level, it has a fire effect.}}
+
{{MoveListRow | Shinkuu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadouken that can hit his opponent multiple times. It has a fire effect at level 3.}}
{{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} | Ryu performs a version of the Tatsumaki Senpuukyaku that draws his opponent in and potentially hits multiple times.}}
+
{{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} | 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.}}
 
{{MoveListRow | Metsu Shouryuuken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} (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.}}
 
{{MoveListRow | Metsu Shouryuuken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} (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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Ryu performs a Shouryuuken.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Ryu performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
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| desc=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.
 
| desc=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.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Hyakuretsu Harite | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{repeat|{{punch}}}} | E. Honda unleashes a flurry of hand slaps.}}
+
{{MoveListRow | Hyakuretsu Harite | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{repeat|{{punch}}}} | E. Honda unleashes a flurry of hand slaps. He slaps faster when a stronger button is used.}}
{{MoveListRow | Super Zutsuki | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | E. Honda propels himself forward head first like a torpedo.}}
+
{{MoveListRow | Super Zutsuki | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | 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.}}
{{MoveListRow | Super Hyakkan Otoshi | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | E. Honda leaps high into the air and uses his weight to flatten an opponent.}}
+
{{MoveListRow | Super Hyakkan Otoshi | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | 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.}}
{{MoveListRow | Ooichou Nage | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (close) | E. Honda grabs and slams his opponent against the ground, then flattens his opponent with a Sumo Smash.}}
+
{{MoveListRow | Ooichou Nage | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (close) | E. Honda grabs and slams his opponent against the ground, then flattens his opponent with a Super Hyakkan Otoshi.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Hiza Geri | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{left}}+{{button|text=MK}} or {{right}}+{{button|text=MK}}<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=MK}} | E. Honda performs a knee strike that can hit up to two times.}}
+
{{MoveListRow | Hiza Geri | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{left}}+{{MK}} or {{right}}+{{MK}}<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{MK}} | E. Honda performs a knee strike that can hit up to two times.}}
{{MoveListRow | Harai Geri | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{left}}+{{button|text=HK}} or {{right}}+{{button|text=HK}}<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=HK}} | E. Honda does a low kick.}}
+
{{MoveListRow | Harai Geri | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{left}}+{{HK}} or {{right}}+{{HK}}<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{HK}} | E. Honda does a low kick.}}
{{MoveListRow | Flying Sumo Press | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{down}}+{{button|text=MK}} while jumping diagonally<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{button|text=MK}} in midair | E. Honda falls down with a diving splash.}}
+
{{MoveListRow | Flying Sumo Press | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{down}}+{{MK}} while jumping diagonally<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{MK}} in midair | E. Honda drops with a body press.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Oni Musou | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | E. Honda performs two consecutive Super Zutsukis followed by an advancing Hyakuretsu Harite.}}
+
{{MoveListRow | Oni Musou | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | E. Honda performs two consecutive Super Zutsukis. He performs a third Super Zutsuki at level 2 or an advancing Hyakuretsu Harite at level 3.}}
{{MoveListRow | Fuji Oroshi | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | E. Honda does a low leaping headbutt and an upward claw attack, juggling his opponent into the air, followed by a Super Hyakkan Otoshi.}}
+
{{MoveListRow | Fuji Oroshi | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | 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.}}
 
{{MoveListRow | Orochi Kudaki | {{Ism|x}} {{Ism|A}} {{Ism|v}} D-Pad in a 360° rotation twice, then {{punch}} (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.}}
 
{{MoveListRow | Orochi Kudaki | {{Ism|x}} {{Ism|A}} {{Ism|v}} D-Pad in a 360° rotation twice, then {{punch}} (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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, E. Honda performs a downward hand chop.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, E. Honda performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
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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|A}} {{Ism|V}} {{repeat|{{punch}}}} | Blanka charges himself with electricity, zapping anyone who touches him.}}
+
{{MoveListRow | Electric Thunder | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Blanka curls into a ball and rolls straight into his opponent.}}
+
{{MoveListRow | Rolling Attack | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Blanka does a handstand, then leaps high into the air for a rolling attack.}}
+
{{MoveListRow | Backstep Rolling Attack | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Blanka launches upwards to hit an airborne opponent (or drop on them from above).}}
+
{{MoveListRow | Vertical Rolling Attack | {{Ism|X}} {{Ism|A}} {{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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Handslap | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{button|text=LP}} or {{right}}+{{button|text=LP}} (close)<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{button|text=LP}} | Blanka does a handslap.}}
+
{{MoveListRow | Handslap | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{LP}} or {{right}}+{{LP}} (close)<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{LP}} | Blanka does a handslap.}}
{{MoveListRow | Rock Crush | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{button|text=MP}} or {{right}}+{{button|text=MP}} (close)<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{button|text=MP}} | Blanka does a headbutt, hitting up to two times.}}
+
{{MoveListRow | Rock Crush | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{MP}} or {{right}}+{{MP}} (close)<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{MP}} | Blanka does a headbutt, hitting up to two times.}}
{{MoveListRow | Knee Strike | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{button|text=LK}} or {{button|text=MK}} or {{right}}+{{button|text=LK}} or {{button|text=MK}} (close)<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{button|text=LK}} or {{button|text=MK}} | Blanka does a knee strike.}}
+
{{MoveListRow | Knee Strike | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{LK}} or {{MK}} or {{right}}+{{LK}} or {{MK}} (close)<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{LK}} or {{MK}} | Blanka does a knee strike.}}
{{MoveListRow | Amazon River Run | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{downright}}+{{button|text=HP}} | Blanka slides along the ground on his back, knocking opponents over.}}
+
{{MoveListRow | Amazon River Run | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{downright}}+{{HP}} | Blanka slides along the ground on his back, knocking opponents over.}}
 
{{MoveListRow | Surprise Forward | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{kick}} simultaneously | Blanka leaps forward. This move can pass through opponents (if close enough) but not attacks.}}
 
{{MoveListRow | Surprise Forward | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{kick}} simultaneously | Blanka leaps forward. This move can pass through opponents (if close enough) but not attacks.}}
 
{{MoveListRow | Surprise Back | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{left}} + all three {{kick}} simultaneously | Blanka leaps back. This move can pass through opponents (if close enough) but not attacks.}}
 
{{MoveListRow | Surprise Back | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{left}} + all three {{kick}} simultaneously | Blanka leaps back. This move can pass through opponents (if close enough) but not attacks.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Ground Shave Rolling | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Blanka rolls into the air, then rolls along the ground toward his opponent.}}
+
{{MoveListRow | Ground Shave Rolling | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Blanka rolls into the air, then rolls along the ground toward his opponent. If the player continues to hold {{punch}}, he spins in place for a duration before launching forward. He rolls higher and farther at higher levels.}}
 
{{MoveListRow | Tropical Hazard | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Blanka jumps to the corner of the screen and shakes the scenery for fruits (mostly watermelons) to fall randomly if the player presses {{punch}} or {{kick}} rapidly. He then dives toward his opponent.}}
 
{{MoveListRow | Tropical Hazard | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Blanka jumps to the corner of the screen and shakes the scenery for fruits (mostly watermelons) to fall randomly if the player presses {{punch}} or {{kick}} rapidly. He then dives toward his opponent.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Blanka performs a Rolling Attack.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Blanka does a low kick.}}
 
}}
 
}}
 
}}
 
}}
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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''
Line 263: Line 287:
 
| info5name=Dramatic Battle partner
 
| info5name=Dramatic Battle partner
 
| info5=Fei Long
 
| info5=Fei Long
| desc=Chun-Li is an expert martial artist and an Interpol officer who seeks revenge for the death of her father at the hands of M. Bison. She has teamed up with the American soldiers Charlie and Guile against Shadaloo.
+
| desc=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 M. Bison. She has teamed up with the American soldiers Charlie and Guile against Shadaloo.
  
 
In X-ism, she uses her classic sprite, where she wears her qipao from ''[[Street Fighter II]]''.
 
In X-ism, she uses her classic sprite, where she wears her qipao from ''[[Street Fighter II]]''.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Hyakuretsu Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks.}}
+
{{MoveListRow | Hyakuretsu Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks. She kicks faster when a stronger button is used.}}
{{MoveListRow | Tenshou Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Chun-Li jumps high into the air while spinning her legs around in kicks. In X-ism, this move can only be performed as a reversal.}}
+
{{MoveListRow | Tenshou Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | 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.}}
{{MoveListRow | Kikouken | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{HCF}} {{punch}} | Chun-Li shoots an energy ball across the screen.}}
+
{{MoveListRow | Kikouken | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{HCF}} {{punch}} | Chun-Li shoots an energy ball across the screen. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Sen'en Shuu | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{HCB}} {{kick}} | Chun-Li does a handstand and then kicks downward with a straight leg.}}
+
{{MoveListRow | Sen'en Shuu | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{HCB}} {{kick}} | 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.}}
{{MoveListRow | Spinning Bird Kick | {{Ism|X}} {{Ism|a}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Chun-Li flips upside down and spins her legs while moving forward. This move can also be performed in midair.}}
+
{{MoveListRow | Spinning Bird Kick | {{Ism|X}} {{Ism|a}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | 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.}}
{{MoveListRow | Sou Hakkei | {{Ism|X}} {{Ism|a}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Chun-Li thrusts her palms out, repelling opponents.}}
+
{{MoveListRow | Sou Hakkei | {{Ism|X}} {{Ism|a}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Chun-Li thrusts her palms out and shoves her opponent away.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
 
{{MoveListRow | Sankaku Tobi | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in the opposite direction when jumping onto the edge of the screen | Chun-Li can jump off the edges of the screen.}}
 
{{MoveListRow | Sankaku Tobi | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in the opposite direction when jumping onto the edge of the screen | Chun-Li can jump off the edges of the screen.}}
{{MoveListRow | Yosokyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=MK}} in midair | Chun-Li holds a straight leg in a head stomp.}}
+
{{MoveListRow | Yousou Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{MK}} in midair | Chun-Li holds a straight leg in a head stomp.}}
{{MoveListRow | Kouhou Kaiten Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{downright}}+{{button|text=MK}} | Chun-Li flips backwards high into the air, coming down with a kick.}}
+
{{MoveListRow | Kouhou Kaiten Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{downright}}+{{MK}} | Chun-Li flips backwards high into the air, coming down with a kick.}}
{{MoveListRow | Kaku Kyaku Raku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{downright}}+{{button|text=HK}} | Chun-Li flips forwards high into the air, coming down with a kick.}}
+
{{MoveListRow | Kaku Kyaku Raku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{downright}}+{{HK}} | Chun-Li flips forwards high into the air, coming down with a kick.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Senretsu Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | 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).}}
+
{{MoveListRow | Senretsu Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | 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.}}
{{MoveListRow | Kikoushou | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Chun-Li produces a large fireball directly in front of her.}}
+
{{MoveListRow | Kikoushou | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Chun-Li gathers a large ball of ki in front of her using both palms, which hits multiple times and knocks her opponent over.}}
{{MoveListRow | Hazan Tenshou Kyaku | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Tenshou Kyaku.}}
+
{{MoveListRow | Hazan Tenshou Kyaku | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Tenshou Kyaku that can hit more times.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Chun-Li thrusts both hands out.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Chun-Li performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 303: Line 328:
 
| desc=Zangief is a Soviet wrestler and national hero. He has been sent by the Russian President to combat the looming danger of Shadaloo.
 
| desc=Zangief is a Soviet wrestler and national hero. He has been sent by the Russian President to combat the looming danger of Shadaloo.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Double Lariat | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{punch}} simultaneously | Zangief spins around with his arms outstretched, knocking anyone who wanders into him. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with {{left}} and {{right}} while spinning.}}
+
{{MoveListRow | Double Lariat | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{punch}} 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 {{left}} and {{right}} while spinning.}}
 
{{MoveListRow | Quick Double Lariat | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{kick}} simultaneously | Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with {{left}} and {{right}} while spinning.}}
 
{{MoveListRow | Quick Double Lariat | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{kick}} simultaneously | Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with {{left}} and {{right}} while spinning.}}
{{MoveListRow | Spinning Piledriver | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (close) | Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning.}}
+
{{MoveListRow | Screw Piledriver | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (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.}}
{{MoveListRow | Flying Power Bomb | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{kick}} (far away) | Zangief grabs his opponent, jumps, and and slams them into the ground.}}
+
{{MoveListRow | Flying Powerbomb | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{kick}} (far away) | Zangief grabs his opponent, jumps, and slams them into the ground.}}
{{MoveListRow | Atomic Suplex | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{kick}} (close) | Zangief grabs his opponent and performs a series of rolling suplexes.}}
+
{{MoveListRow | Atomic Suplex | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{kick}} (close) | Zangief grabs his opponent and performs a grounded suplex followed by an aerial suplex.}}
 
{{MoveListRow | Banishing Fist | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{HCB}} {{punch}}<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | Zangief takes a step forward and does a low back hand slap. This move can neutralize projectiles.}}
 
{{MoveListRow | Banishing Fist | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{HCB}} {{punch}}<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | Zangief takes a step forward and does a low back hand slap. This move can neutralize projectiles.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Flying Body Press | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=HP}} while jumping diagonally | Zangief falls down with a diving splash.}}
+
{{MoveListRow | Flying Body Press | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{HP}} while jumping diagonally | Zangief drops with a body press.}}
{{MoveListRow | Double Knee Drop | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=LK}} or {{button|text=MK}} while jumping diagonally | Zangief falls with his knees forward.}}
+
{{MoveListRow | Double Knee Drop | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{LK}} or {{down}}+{{MK}} while jumping diagonally | Zangief falls with his knees forward.}}
{{MoveListRow | Russian Kick | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{downleft}}+{{button|text=MK}} or {{button|text=HK}} | Zangief does a low kick.}}
+
{{MoveListRow | Dynamite Kick | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{downleft}}+{{MK}} | Zangief does a low kick.}}
{{MoveListRow | Headbutt | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{right}}+{{button|text=HP}}<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}}+{{button|text=MP}} | Zangief hops into the air and does a headbutt.}}
+
{{MoveListRow | Russian Kick | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{downleft}}+{{HK}} | Zangief does a low kick that sweeps his opponent.}}
{{MoveListRow | Kuuchuu Headbutt | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{up}}+{{button|text=MP}} or {{button|text=HP}} in midair | Zangief performs a headbutt in midair.}}
+
{{MoveListRow | Headbutt | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{right}}+{{HP}}<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}}+{{MP}} | Zangief hops into the air and does a headbutt.}}
 +
{{MoveListRow | Kuuchuu Headbutt | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{up}}+{{MP}} or {{up}}+{{HP}} during neutral jump | Zangief performs a headbutt in midair.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Final Atomic Buster | {{Ism|X}} {{Ism|A}} {{Ism|v}} D-Pad in a 360° rotation twice, then {{punch}} (close) | Zangief performs two Atomic Suplexes followed by a Spinning Piledriver.}}
+
{{MoveListRow | Final Atomic Buster | {{Ism|X}} {{Ism|A}} {{Ism|v}} D-Pad in a 360° rotation twice, then {{punch}} (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.}}
{{MoveListRow | Aerial Russian Slam | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Zangief jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.}}
+
{{MoveListRow | Aerial Russian Slam | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | 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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Zangief performs a standing kick.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Zangief performs a standing punch.}}
 
}}
 
}}
 
}}
 
}}
Line 339: Line 366:
 
| 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|A}} {{Ism|V}} {{QCF}} {{punch}} | Dhalsim spits out a fireball that scorches whoever it touches. It travels the full width of the screen with X-ism, but it stops slightly shorter with A-ism and V-ism.}}
+
{{MoveListRow | Yoga Fire | {{Ism|X}} {{Ism|A}} {{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 A-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 A-ism and V-ism.}}
{{MoveListRow | Yoga Flame | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{HCF}} {{punch}}<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{HCB}} {{punch}} | Dhalsim breathes a large mass of flame in front of him.}}
+
{{MoveListRow | Yoga Flame | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{HCF}} {{punch}}<br>{{Ism|x}} {{Ism|A}} {{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|a}} {{Ism|v}} {{HCF}} {{kick}}<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{HCB}} {{kick}} | Dhalsim breathes a large mass of flame at a diagonal angle in front of him.}}
+
{{MoveListRow | Yoga Blast | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{HCF}} {{kick}}<br>{{Ism|x}} {{Ism|A}} {{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|A}} {{Ism|V}} {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Dhalsim disappears and reappears an the entire screen ahead with {{punch}} or half the screen ahead with {{kick}}.}}
+
{{MoveListRow | Yoga Teleport Forward | {{Ism|x}} {{Ism|A}} {{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|A}} {{Ism|V}} {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Dhalsim disappears and reappears an entire screen back with {{punch}} or half the screen back with {{kick}}.}}
+
{{MoveListRow | Yoga Teleport Backward | {{Ism|x}} {{Ism|A}} {{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 Escape | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{RDP}} {{kick}} when knocked down | Dhalsim teleports away after being knocked down.}}
 
{{MoveListRow | Yoga Escape | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{RDP}} {{kick}} when knocked down | Dhalsim teleports away after being knocked down.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Kuuchuu Chouhatsu | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{button|text=TAUNT}} | Dhalsim can perform his taunt in midair.}}
+
{{MoveListRow | Kuuchuu Chouhatsu | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{Taunt}} in midair | Dhalsim can perform his taunt in midair.}}
 
{{MoveListRow | Short Attacks | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{left}}+{{punch}} or {{kick}} | Dhalsim can perform shorter, quicker attacks without stretching his arms by holding {{left}}. This works while standing, crouching, or jumping.}}
 
{{MoveListRow | Short Attacks | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{left}}+{{punch}} or {{kick}} | Dhalsim can perform shorter, quicker attacks without stretching his arms by holding {{left}}. This works while standing, crouching, or jumping.}}
{{MoveListRow | Forward Chop | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=LP}} | Dhalsim quickly jabs his open hand forward.}}
+
{{MoveListRow | Forward Chop | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{LP}} | Dhalsim quickly jabs his open hand forward.}}
{{MoveListRow | Downward Chop | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{left}}+{{button|text=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.}}
+
{{MoveListRow | Downward Chop | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{left}}+{{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.}}
{{MoveListRow | Headbutt | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{left}}+{{button|text=HP}} | Dhalsim headbutts his opponent, hitting up to two times.}}
+
{{MoveListRow | Headbutt | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{left}}+{{HP}} | Dhalsim headbutts his opponent, hitting up to two times.}}
{{MoveListRow | Yoga Mummy | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=HP}} in midair | Dhalsim spins downward head first like a drill.}}
+
{{MoveListRow | Yoga Mummy | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{HP}} in midair | Dhalsim spins downward head first like a drill.}}
{{MoveListRow | Yoga Spear | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{kick}} in midair | Dhalsim spins downward feet first like a drill. The angle depends on the button used, with {{button|text=LK}} being the closest to and {{button|text=HK}} being the closest to 270°.}}
+
{{MoveListRow | Yoga Spear | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{kick}} 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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Yoga Tempest | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{HCF}} {{HCF}} {{punch}} | Dhalsim breathes a large mass in front of him, similar to the Yoga Flame but lasting longer and potentially hitting more times.}}
+
{{MoveListRow | Yoga Tempest | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{HCF}} {{HCF}} {{punch}} | Dhalsim breathes a large mass of flame in front of him, similar to the Yoga Flame but lasting longer and potentially hitting more times.}}
{{MoveListRow | Yoga Inferno | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Dhalsim belches a chain of fireballs in front of him.}}
+
{{MoveListRow | Yoga Inferno | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Dhalsim belches a chain of fireballs in front of him. The flames draw his opponent inward.}}
{{MoveListRow | Yoga Strike | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Dhalsim jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.}}
+
{{MoveListRow | Yoga Strike | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Dhalsim jumps diagonally upward and tries to grab his opponent (if airborne) to slam them into the ground with his legs.}}
 
{{MoveListRow | Yoga Stream | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{HCB}} {{HCB}} {{punch}} | Dhalsim sets the ground in front of him on fire with his breath, which can hit opponents who are blocking high.}}
 
{{MoveListRow | Yoga Stream | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{HCB}} {{HCB}} {{punch}} | Dhalsim sets the ground in front of him on fire with his breath, which can hit opponents who are blocking high.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Dhalsim performs a knee strike followed by an upward hand chop.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Dhalsim performs a knee strike followed by a ground slide.}}
 
}}
 
}}
 
}}
 
}}
Line 377: Line 405:
 
| info5name=Dramatic Battle partner
 
| info5name=Dramatic Battle partner
 
| info5=Ryu
 
| info5=Ryu
| desc=Ken Masters studied karate under the master Gouken, along with his best friend and rival Ryu. He 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, he is captured by Shadaloo and brainwashed in order to lure Ryu to them.
+
| desc=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.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen.}}
+
{{MoveListRow | Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Shouryuuken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | Ken rises off the ground while punching upwards. When performed with {{button|text=HP}}, Ken has a flaming fist and can hit his opponent up to three times.}}
+
{{MoveListRow | Shouryuuken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | 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}}.}}
{{MoveListRow | Tatsumaki Senpuukyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | Ken jumps into the air and spins around an axis with his leg extended, potentially hitting his opponent up to five times if performed with {{button|text=HK}}. This move can be performed in midair.}}
+
{{MoveListRow | Tatsumaki Senpuukyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | 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.}}
{{MoveListRow | Zenpou Tenshin | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCB}} {{punch}} | Ken rolls forward, the distance depending on the strength of the punch used.}}
+
{{MoveListRow | Zenpou Tenshin | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCB}} {{punch}} | Ken rolls forward. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.}}
{{MoveListRow | Zentou | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCF}} {{button|text=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.}}
+
{{MoveListRow | Zentou | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCF}} {{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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Inazuma Kakato Wari | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=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.}}
+
{{MoveListRow | Inazuma Kakato Wari | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{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.}}
{{MoveListRow | Izumu Kakato Wari | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{button|text=MK}} | Ken performs a roundhouse kick, hitting up to two times.}}
+
{{MoveListRow | Izumu Kakato Wari | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{MK}} | Ken performs a roundhouse kick, hitting up to two times.}}
{{MoveListRow | Ushiro Mawashi-geri | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=HK}} | Ken turns around with a heel kick that knocks down opponents.}}
+
{{MoveListRow | Ushiro Mawashi-geri | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{HK}} | Ken turns around with a heel kick that knocks down opponents.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Shouryuu Reppa | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Ken performs a series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken.}}
+
{{MoveListRow | Shouryuu Reppa | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | 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.}}
{{MoveListRow | Shinryuuken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Ken performs a powerful spinning Shouryuuken that ascends upward, drawing in nearby opponents.}}
+
{{MoveListRow | Shinryuuken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Ken performs a powerful spinning Shouryuuken that ascends upward, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.}}
 
{{MoveListRow | Shippuujinrai Kyaku | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} (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.}}
 
{{MoveListRow | Shippuujinrai Kyaku | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} (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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Ken performs a Shouryuuken.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Ken performs a roundhouse kick.}}
 
}}
 
}}
 
}}
 
}}
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| info5name=Dramatic Battle partner
 
| info5name=Dramatic Battle partner
 
| info5=Gen
 
| info5=Gen
| desc=Akuma is a cold and emotionless warrior who has mastered the dark and violent art of the Satsui no Hadou. He is searching for Ryu, hoping to tempt him to embrace the Satsui no Hadou.
+
| desc=Akuma 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 to tempt him to embrace the Satsui no Hadou.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Gou Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Akuma focuses energy through his palms and fires a surging punch across the screen.}}
+
{{MoveListRow | Gou Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Akuma focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Zankuu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} in midair | Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair.}}
+
{{MoveListRow | Zankuu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} in midair | Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Shakunetsu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{HCB}} {{punch}} | Akuma shoots a flaming variant of the Hadouken, which can knock over opponents in close range.}}
+
{{MoveListRow | Shakunetsu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{HCB}} {{punch}} | Akuma 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.}}
{{MoveListRow | Gou Shouryuken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | Akuma rises off the ground while punching upwards. Hits up to two times with {{button|text=MP}} or three times with {{button|text=HP}}.}}
+
{{MoveListRow | Gou Shouryuuken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | Akuma 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 | Tatsumaki Zankuukyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | Akuma jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}}
+
{{MoveListRow | Tatsumaki Zankuukyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | Akuma 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.}}
{{MoveListRow | Hyakki Shuu | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCF}} {{upright}} {{punch}} | Akuma somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick. When Akuma is near his opponent, he can throw them with {{left}}+{{punch}} or {{kick}} or {{right}}+{{punch}} or {{kick}} instead.}}
+
{{MoveListRow | Hyakki Shuu | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCF}} {{upright}} {{punch}} | Akuma somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick. When Akuma is near his opponent, he can throw them with {{left}}+{{punch}} or {{kick}} or {{right}}+{{punch}} or {{kick}} instead. He somersaults further when a stronger button is used.}}
{{MoveListRow | Zenpou Tenshin | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCB}} {{punch}} | Akuma jumps forward, then rolls along the ground.}}
+
{{MoveListRow | Zenpou Tenshin | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCB}} {{punch}} | Akuma 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.}}
 
{{MoveListRow | Ashura Senkuu Forward | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 
{{MoveListRow | Ashura Senkuu Forward | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 
{{MoveListRow | Ashura Senkuu Backward | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 
{{MoveListRow | Ashura Senkuu Backward | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Tenma Kuujin Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=MK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward.}}
+
{{MoveListRow | Tenma Kuujin Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward.}}
{{MoveListRow | Zugai Hasatsu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=MP}} | Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
+
{{MoveListRow | Zugai Hasatsu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{MP}} | Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
{{MoveListRow | Senpuu Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=MK}} | Akuma leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.}}
+
{{MoveListRow | Senpuu Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{MK}} | Akuma hops forward, doing a single spinning kick similar to a Tatsumaki Zankuukyaku.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Shun Goku Satsu | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{button|text=LP}} {{button|text=LP}} {{right}} {{button|text=LK}} {{button|text=HP}} (at max level) | Akuma 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.}}
+
{{MoveListRow | Shun Goku Satsu | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Akuma 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.}}
{{MoveListRow | Messatsu Gou Hadou | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{HCB}} {{HCB}} {{punch}} | Akuma fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.}}
+
{{MoveListRow | Messatsu Gou Hadou | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{HCB}} {{HCB}} {{punch}} | Akuma fires a version of the Gou Hadouken that can hit his opponent multiple times.}}
{{MoveListRow | Messatsu Gou Shouryuu | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Akuma performs a series of low Shouryukens while moving across the screen, culminating in a high Shouryuken.}}
+
{{MoveListRow | Messatsu Gou Shouryuu | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Akuma performs a low Gou Shouryuuken, then a high Gou Shouryuuken. He does two low Gou Shouryuukens at level 3.}}
{{MoveListRow | Tenma Gou Zankuu | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} in midair | Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.}}
+
{{MoveListRow | Tenma Gou Zankuu | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} in midair | Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Akuma performs a Gou Shouryuuken.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Akuma performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
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| info5name=Dramatic Battle partner
 
| info5name=Dramatic Battle partner
 
| info5=Guile
 
| info5=Guile
| desc=Charlie Nash is a Captain in the United States Air Force. He has been investigating Shadalloo and their connections to the military. He is tracking M. Bison with the intention of finding and destroying Shadaloo's secret base.
+
| desc=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 M. Bison with the intention of finding and destroying Shadaloo's secret base.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Sonic Boom | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Charlie fires a circular energy wave across the screen by swinging his arm.}}
+
{{MoveListRow | Sonic Boom | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Charlie 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|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Charlie somersaults upward while performing two kicks.}}
+
{{MoveListRow | Somersault Shell | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Charlie 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 |
 
{{MoveListRow | Dash | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} {{right}} | Charlie dashes forward.}}
 
{{MoveListRow | Dash | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} {{right}} | Charlie dashes forward.}}
{{MoveListRow | Knee Bazooka | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{left}}+{{button|text=LK}} or {{right}}+{{button|text=LK}}<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{kick}} while dashing | Charlie hops forward with a knee strike.}}
+
{{MoveListRow | Knee Bazooka | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{left}}+{{LK}} or {{right}}+{{LK}}<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{kick}} while dashing | Charlie hops forward with a knee strike.}}
{{MoveListRow | Jump Sobat | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{left}}+{{button|text=MK}} or {{right}}+{{button|text=MK}} | Charlie hops toward his opponent with a turning kick. This is an overhead strike that can hit characters who are crouch blocking.}}
+
{{MoveListRow | Jump Sobat | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{left}}+{{MK}} or {{right}}+{{MK}} | Charlie hops with a turning kick.}}
{{MoveListRow | Step Kick | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{left}}+{{button|text=HK}} or {{right}}+{{button|text=HK}} | Charlie takes a step forward and kicks.}}
+
{{MoveListRow | Step Kick | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{left}}+{{HK}} or {{right}}+{{HK}} | Charlie takes a step forward and kicks.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Somersault Justice | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Charlie performs two Somersault Shells in succession.}}
+
{{MoveListRow | Somersault Justice | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Charlie performs two Somersault Shells in a row at level 1 and 2 or three Somersault Shells in a row at level 3.}}
{{MoveListRow | Sonic Barrage | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Charlie fires a Sonic Boom. He can launch multiple Sonic Booms in a row (two at level 1, three at level 2, and four at level 3) by continuing to press {{punch}}.}}
+
{{MoveListRow | Sonic Barrage | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{repeat|{{punch}}}} | Charlie 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 {{punch}}.}}
{{MoveListRow | Crossfire Blitz | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Charlie dashes forward while performing a series of fast kicks.}}
+
{{MoveListRow | Crossfire Blitz | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Charlie 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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Charlie performs a Spin Back Knuckle.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Charlie performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 482: Line 513:
 
| info5name=Dramatic Battle partner
 
| info5name=Dramatic Battle partner
 
| info5=M. Bison
 
| info5=M. Bison
| desc=Cammy is a Shadaloo Doll, a genetically engineered assassin for M. Bison. 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 and confront Bison with them.
+
| desc=Cammy is a Shadaloo Doll, a genetically engineered assassin for M. Bison. 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 Bison with them.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Spiral Arrow | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{kick}} | Cammy spirals forward feet first like a spinning arrow.}}
+
{{MoveListRow | Spiral Arrow | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{kick}} | 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.}}
{{MoveListRow | Cannon Spike | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{kick}} | Cammy leaps into the air with a front kick.}}
+
{{MoveListRow | Cannon Spike | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{kick}} | 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.}}
{{MoveListRow | Axle Spin Knuckle | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{HCB}} {{punch}} | Cammy hops forward and does an elbow smash and a punch. This move passes through projectiles.}}
+
{{MoveListRow | Axle Spin Knuckle | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{HCB}} {{punch}} | 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.}}
 
{{MoveListRow | Cannon Revenge | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{QCB}} {{punch}} | 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.}}
 
{{MoveListRow | Cannon Revenge | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{QCB}} {{punch}} | 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.}}
 
{{MoveListRow | Cannon Strike | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{QCB}} {{kick}} before the apex of the jump while flipping forward in the air | Cammy dive kicks diagonally downward.}}
 
{{MoveListRow | Cannon Strike | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{QCB}} {{kick}} before the apex of the jump while flipping forward in the air | Cammy dive kicks diagonally downward.}}
Line 492: Line 523:
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Spin Drive Smasher | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Cammy performs a Spiral Arrow followed by a Cannon Spike.}}
+
{{MoveListRow | Spin Drive Smasher | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.}}
 
{{MoveListRow | Reverse Shaft Breaker | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} | Cammy performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward.}}
 
{{MoveListRow | Reverse Shaft Breaker | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} | Cammy performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward.}}
 
{{MoveListRow | Killer Bee Assault | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} (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.}}
 
{{MoveListRow | Killer Bee Assault | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} (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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Cammy performs a backfist.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Cammy performs a Cannon Spike.}}
 
}}
 
}}
 
}}
 
}}
Line 512: Line 544:
 
| info5name=Dramatic Battle partner
 
| info5name=Dramatic Battle partner
 
| info5=Birdie
 
| info5=Birdie
| desc=Balrog 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 M. Bison's personal bodyguard. He has been sent to investigate Gen and to apprehend Birdie.
+
| desc=Balrog 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 M. Bison'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.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Dash Straight or Upper | {{Ism|X}} {{Ism|A}} {{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}}.}}
+
{{MoveListRow | Dash Straight or Upper | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} or {{kick}} | Balrog 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|A}} {{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}}.}}
+
{{MoveListRow | Dash Ground Straight or Upper | {{Ism|x}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{downright}}+{{punch}} or {{kick}} | Balrog 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|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | M. Bison jumps up with a shoulder smash. In X-ism, this move can only be performed as a reversal.}}
+
{{MoveListRow | Buffalo Headbutt | {{Ism|x}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Balrog 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 | Balrog turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Crazy Buffalo | {{Ism|X}} {{Ism|a}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} or {{kick}}<br>{{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | M. Bison performs a series of five dashes and punches. He performs uppercuts if the player holds {{kick}} (regardless of which button started the move).}}
+
{{MoveListRow | Crazy Buffalo | {{Ism|X}} {{Ism|a}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} or {{kick}}<br>{{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Balrog performs a series of five dashes and punches. He performs uppercuts if the player holds {{kick}} (regardless of which button started the move). The move covers more horizontal distance at higher levels.}}
{{MoveListRow | Gigaton Blow | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} (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.}}
+
{{MoveListRow | Gigaton Blow | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} (at max level) | Balrog 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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Balrog performs a Buffalo Headbutt.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Balrog performs a sweep punch.}}
 
}}
 
}}
 
}}
 
}}
Line 539: Line 572:
 
| info5name=Dramatic Battle partner
 
| info5name=Dramatic Battle partner
 
| info5=Rolento
 
| info5=Rolento
| desc=Vega 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.
+
| desc=Vega 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.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Rolling Crystal Flash | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega rolls along the ground, ending with a claw thrust.}}
+
{{MoveListRow | Rolling Crystal Flash | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega 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|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Vega jumps to the edge of the screen and then dives at his opponent with a claw.}}
+
{{MoveListRow | Sky High Claw | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Vega 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|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{punch}} | Vega jumps to the edge of the screen and somersaults back to the ground, which can be followed by a claw dive with {{punch}}.}}
+
{{MoveListRow | Flying Barcelona Attack | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{punch}} | Vega 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|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then D-Pad towards opponent + {{punch}} | Vega jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex.}}
+
{{MoveListRow | Izuna Drop | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Vega 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|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}} + all three {{kick}} simultaneously (in Vega's stage) | Vega climbs onto the fence in the background, then jumps off. He can perform a claw dive after jumping with {{punch}} or an air suplex by holding the D-Pad toward the opponent with {{punch}}.}}
+
{{MoveListRow | Kabe Hari Tsuki | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}} + all three {{kick}} simultaneously (in Vega's stage) | Vega 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|A}} {{Ism|V}} All three {{punch}} or {{kick}} simultaneously | Vega performs a backflip. He backflips once with kick and twice with punch.}}
+
{{MoveListRow | Backslash | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{punch}} or {{kick}} simultaneously | Vega 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|a}} {{Ism|V}} Hold {{downleft}} for 2 seconds, then {{right}}+{{kick}} | Vega backflips into the air.}}
+
{{MoveListRow | Scarlet Terror | {{Ism|x}} {{Ism|a}} {{Ism|V}} Hold {{downleft}} for 2 seconds, then {{right}}+{{kick}} | Vega does a backflip kick into the air, which knocks his opponent over on impact.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
 
{{MoveListRow | Sankaku Tobi | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in the opposite direction when jumping onto the edge of the screen | Vega can jump off the edges of the screen.}}
 
{{MoveListRow | Sankaku Tobi | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in the opposite direction when jumping onto the edge of the screen | Vega can jump off the edges of the screen.}}
{{MoveListRow | Cosmic Smart | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=HK}} | Vega does a leaping turnaround kick.}}
+
{{MoveListRow | Cosmic Smart | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{HK}} | Vega does a leaping turnaround kick.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | Flying Barcelona Special | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}}, then {{punch}} | Vega 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 {{punch}}.}}
 
{{MoveListRow | Flying Barcelona Special | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}}, then {{punch}} | Vega 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 {{punch}}.}}
{{MoveListRow | Rolling Izuna Drop | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}}, then D-Pad towards opponent + {{punch}} | Vega 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.}}
+
{{MoveListRow | Rolling Izuna Drop | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}}, then {{left}}+{{punch}} or {{right}}+{{punch}} | Vega 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.}}
{{MoveListRow | Kabe Hari Tsuki | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}} + all three {{kick}} simultaneously (in Vega's stage) | Vega climbs onto the fence in the background, then jumps off. He can perform the Flying Barcelona Special after jumping with {{punch}} or the Rolling Izuna Drop by holding the D-Pad toward the opponent with {{punch}}.}}
+
{{MoveListRow | Kabe Hari Tsuki | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}} + all three {{kick}} simultaneously (in Vega's stage) | Vega climbs onto the fence in the background, then jumps off. He can perform the Flying Barcelona Special after jumping with {{punch}} or the Rolling Izuna Drop with {{left}}+{{punch}} or {{right}}+{{punch}} when near the opponent.}}
 
{{MoveListRow | Scarlet Mirage | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Vega advances on his opponent with a series of backflips.}}
 
{{MoveListRow | Scarlet Mirage | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Vega advances on his opponent with a series of backflips.}}
 
{{MoveListRow | Red Impact | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} (close, at max level) | Vega 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.}}
 
{{MoveListRow | Red Impact | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} (close, at max level) | Vega 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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Vega performs a standing claw swipe.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Vega performs a sliding sweep.}}
 
}}
 
}}
 
}}
 
}}
Line 578: Line 612:
 
| desc=Sagat is the "Emperor of Muay Thai" and M. Bison's right-hand man. After being scarred and defeated by Ryu, he seeks him out again for a rematch.
 
| desc=Sagat is the "Emperor of Muay Thai" and M. Bison's right-hand man. After being scarred and defeated by Ryu, he seeks him out again for a rematch.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Tiger Shot | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} or {{kick}} | Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling.}}
+
{{MoveListRow | Tiger Shot | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} or {{kick}} | Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Tiger Uppercut | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, hitting up to two times and knocking his opponent over.}}
+
{{MoveListRow | Tiger Uppercut | {{Ism|X}} {{Ism|a}} {{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|A}} {{Ism|V}} {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, hitting up to five times with {{button|text=MP}} or seven times with {{button|text=HP}} before knocking the opponent down.}}
+
{{MoveListRow | Tiger Blow | {{Ism|x}} {{Ism|A}} {{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|a}} {{Ism|v}} {{QCF}} {{upright}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, knocking his opponent over.}}
+
{{MoveListRow | Tiger Knee Crush | {{Ism|X}} {{Ism|a}} {{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|A}} {{Ism|V}} {{DPF}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.}}
+
{{MoveListRow | Tiger Crush | {{Ism|x}} {{Ism|A}} {{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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Tiger Genocide | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Blow.}}
+
{{MoveListRow | Tiger Genocide | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Blow. He performs two Tiger Blows at level 3.}}
 
{{MoveListRow | Tiger Cannon | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Sagat fires a large Tiger Shot that can hit multiple times.}}
 
{{MoveListRow | Tiger Cannon | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Sagat fires a large Tiger Shot that can hit multiple times.}}
{{MoveListRow | Tiger Raid | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} | Sagat performs a barrage of kicks, finishing with a flying side kick.}}
+
{{MoveListRow | Tiger Raid | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} | Sagat performs a barrage of kicks, finishing with a flying side kick. The final kick is flaming at level 3.}}
{{MoveListRow | Angry Charge | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{button|text=TAUNT}} | The scar on Sagat's chest glows, momentarily pausing gameplay, and he clutches it, which empowers his next Tiger Uppercut.}}
+
{{MoveListRow | Angry Charge | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{Taunt}} | The scar on Sagat's chest glows, momentarily pausing gameplay, and he clutches it, which empowers his next Tiger Blow.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{left}} {{downleft}} {{down}} {{kick}} while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Sagat performs a standing kick.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Sagat performs a Tiger Blow.}}
 
}}
 
}}
 
}}
 
}}
Line 606: Line 641:
 
| info5name=Dramatic Battle partner
 
| info5name=Dramatic Battle partner
 
| info5=Cammy
 
| info5=Cammy
| desc=M. Bison 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 he 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.
+
| desc=M. Bison 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.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Psycho Crusher | {{Ism|X}} {{Ism|a}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Bison spirals toward his opponent while infused with psycho energy.}}
+
{{MoveListRow | Psycho Crusher | {{Ism|X}} {{Ism|a}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | M. Bison 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.}}
{{MoveListRow | Psycho Shot | {{Ism|x}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Bison throws a fireball across the screen.}}
+
{{MoveListRow | Psycho Shot | {{Ism|x}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | M. Bison throws a fireball across the screen. The projectile travels slightly farther when a stronger button is used.}}
{{MoveListRow | Double Knee Press | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Bison leaps forward while kicking.}}
+
{{MoveListRow | Double Knee Press | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | M. Bison 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.}}
{{MoveListRow | Head Stomp | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Bison flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a Psycho Fist by pressing {{punch}}.}}
+
{{MoveListRow | Head Press | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | M. Bison 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 {{punch}}, which can be aimed with {{left}} and {{right}}.}}
{{MoveListRow | Skull Diver | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Bison flies into the air toward his opponent. This move can be followed by {{punch}} to dive his opponent with a Psycho Fist.}}
+
{{MoveListRow | Skull Diver | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | M. Bison flies into the air toward his opponent. This move can be followed by {{punch}} to dive his opponent with a fist infused with psycho power, which can be aimed with {{left}} and {{right}}.}}
{{MoveListRow | Warp Forward | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Bison disappears and reappears an the entire screen ahead with {{punch}} or half the screen ahead with {{kick}}.}}
+
{{MoveListRow | Warp Forward | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{DPF}} + all three {{punch}} or {{kick}} simultaneously | M. Bison disappears and reappears the entire screen ahead with {{punch}} or half the screen ahead with {{kick}}.}}
{{MoveListRow | Warp Backward | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Bison disappears and reappears an entire screen back with {{punch}} or half the screen back with {{kick}}.}}
+
{{MoveListRow | Warp Backward | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{RDP}} + all three {{punch}} or {{kick}} simultaneously | M. Bison disappears and reappears the entire screen back with {{punch}} or half the screen back with {{kick}}.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Knee Press Nightmare | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Bison does two consecutive Double Knee Press maneuvers.}}
+
{{MoveListRow | Knee Press Nightmare | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | M. Bison does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 3.}}
{{MoveListRow | Psycho Crusher | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Bison spirals toward his opponent while infused with psycho energy.}}
+
{{MoveListRow | Psycho Crusher | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | M. Bison spirals toward his opponent while infused with psycho energy. He travels farther at levels 2 and 3.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, M. Bison warps behind them.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, M. Bison performs a standing punch.}}
 
}}
 
}}
 
}}
 
}}
Line 638: Line 674:
 
| desc=Adon is a Muay Thai master. After defeating his former master Sagat, Adon is now seeking to challenge Akuma, hoping to incorporate the Shun Goku Satsu and perfect the Muay Thai fighting style.
 
| desc=Adon is a Muay Thai master. After defeating his former master Sagat, Adon is now seeking to challenge Akuma, hoping to incorporate the Shun Goku Satsu and perfect the Muay Thai fighting style.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Rising Jaguar | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{kick}} | Adon leaps diagonally into the air with a knee strike, which hits up to two times and knocks his opponent down.}}
+
{{MoveListRow | Rising Jaguar | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{kick}} | 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.}}
{{MoveListRow | Jaguar Tooth | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{HCB}} {{kick}} | Adon somersaults forward while swinging his leg around.}}
+
{{MoveListRow | Jaguar Tooth | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{HCB}} {{kick}} | Adon somersaults forward while swinging his leg around. He jumps higher when a stronger button is used (which reduces the horizontal distance covered).}}
{{MoveListRow | Jaguar Kick | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{kick}} in midair<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{RDP}} {{kick}} | Adon jumps high into the air and thrusts downward toward his opponent with a kick.}}
+
{{MoveListRow | Jaguar Kick | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{kick}} in midair<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{RDP}} {{kick}} | 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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Jaguar Crunch | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=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.}}
+
{{MoveListRow | Jaguar Crunch | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Jaguar Variable Assault | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Adon dashes forward and hits his opponent with a series of quick strikes, ending in the air.}}
+
{{MoveListRow | Jaguar Variable Assault | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Adon dashes forward and hits his opponent with a series of quick strikes. He knocks the opponent into the air for a final strike at level 3.}}
{{MoveListRow | Jaguar Revolver | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Adon performs a high Jaguar Kick followed by two quick Jaguar Kicks.}}
+
{{MoveListRow | Jaguar Revolver | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Adon performs two Jaguar Kicks in quick succession. He does a third Jaguar Kick at level 3.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Adon performs a Rising Jaguar.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Adon performs multiple quick hand strikes.}}
 
}}
 
}}
 
}}
 
}}
Line 654: Line 691:
 
| 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}}
+
| sprite={{sprite | Street Fighter Alpha 2, Sprites, Gen, Mantis Stance.gif}}
 +
| sprite2={{sprite | Street Fighter Alpha 2, Sprites, Gen, Crane Stance.gif}}
 
| info1name=Originally appeared in
 
| info1name=Originally appeared in
 
| info1=''Street Fighter''
 
| info1=''Street Fighter''
Line 669: Line 707:
 
Gen has two fighting stances with entirely different movesets that he can switch between at any time.
 
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.
+
The Mantis stance is a more defensive stance with faster but lighter attacks. He can chain light attacks into hard attacks in this stance.
{{MoveListTable | desc=Special moves (Mantis stance) |
+
{{MoveListTable | desc=Special moves (Mantis stance) | bordercolor=#0000c0 |
 
{{MoveListRow | Ansatsu Ken: Ki-ryuu | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{kick}} simultaneously | Gen changes to his Crane stance.}}
 
{{MoveListRow | Ansatsu Ken: Ki-ryuu | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{kick}} simultaneously | Gen changes to his Crane stance.}}
{{MoveListRow | Hyakurenkou | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{repeat|{{punch}}}} | Gen chops his hand furiously in front of him.}}
+
{{MoveListRow | Hyakurenkou | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} {{DPF}} {{kick}} | Gen jumps into the air while kicking diagonally upward.}}
+
{{MoveListRow | Gekirou | {{Ism|X}} {{Ism|A}} {{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.}}
 
}}
 
}}
{{MoveListTable | desc=Super Combos (Mantis stance) |
+
{{MoveListTable | desc=Super Combos (Mantis stance) | bordercolor=#0000c0 |
 
{{MoveListRow | Zan'ei | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Gen charges through his opponent, continuing to cause injury even after he has moved through them.}}
 
{{MoveListRow | Zan'ei | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Gen charges through his opponent, continuing to cause injury even after he has moved through them.}}
 
{{MoveListRow | Shitenshuu | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{punch}} | 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.}}
 
{{MoveListRow | Shitenshuu | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{punch}} | 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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Gen performs a rising kick.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Gen performs a palm thrust.}}
 
}}
 
}}
 +
{{hr}}
 
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.
 
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.
{{MoveListTable | desc=Special moves (Crane stance) |
+
{{MoveListTable | desc=Special moves (Crane stance) | bordercolor=#a000c0 |
 
{{MoveListRow | Ansatsu Ken: Sou-ryuu | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{punch}} simultaneously | Gen changes to his Mantis stance.}}
 
{{MoveListRow | Ansatsu Ken: Sou-ryuu | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{punch}} simultaneously | Gen changes to his Mantis stance.}}
{{MoveListRow | Jyasen | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Gen rolls along the ground, then unravels with an open-handed strike.}}
+
{{MoveListRow | Jyasen | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Gen rolls along the ground, then unravels with an open-handed strike. He rolls further when a stronger button is used.}}
 
{{MoveListRow | Ouga | {{Ism|x}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Gen jumps to the corner of the screen. If no direction is held, he drops a short distance down with a kick. If {{left}} is held, he drops down to the ground. If {{right}} is held, he kicks downward across the screen. If {{up}} 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 {{down}} is held (or the opponent is at the end of the stage and cannot move further back), Gen falls with a downward kick. If {{downleft}} or {{downright}} is held, Gen does a diagonal kick in either direction.}}
 
{{MoveListRow | Ouga | {{Ism|x}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Gen jumps to the corner of the screen. If no direction is held, he drops a short distance down with a kick. If {{left}} is held, he drops down to the ground. If {{right}} is held, he kicks downward across the screen. If {{up}} 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 {{down}} is held (or the opponent is at the end of the stage and cannot move further back), Gen falls with a downward kick. If {{downleft}} or {{downright}} is held, Gen does a diagonal kick in either direction.}}
 
}}
 
}}
{{MoveListTable | desc=Super Combos (Crane stance) |
+
{{MoveListTable | desc=Super Combos (Crane stance) | bordercolor=#a000c0 |
 
{{MoveListRow | Kouga | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} in midair | Gen does multiple wall jumps and diving kicks.}}
 
{{MoveListRow | Kouga | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} in midair | Gen does multiple wall jumps and diving kicks.}}
{{MoveListRow | Jakouha | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Gen jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.}}
+
{{MoveListRow | Jakouha | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | 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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Gen performs a jumping kick.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Gen performs a shoulder charge.}}
 
}}
 
}}
 
}}
 
}}
Line 708: Line 749:
 
| 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 M. Bison 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 M. Bison and become the new lord of Shadaloo.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Bullhead | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Birdie dashes forward and headbutts his opponent.}}
+
{{MoveListRow | Bullhead | {{Ism|X}} {{Ism|A}} {{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|A}} {{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|A}} {{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|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (close) | Birdie grabs his opponent and slams them to the ground multiple times with his chain.}}
+
{{MoveListRow | Murderer Chain | {{Ism|X}} {{Ism|A}} {{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 | Bandit Chain | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{kick}} (close) | Birdie grabs his opponent and slams them to the ground multiple times with his chain.}}
+
{{MoveListRow | Bandit Chain | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{kick}} (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}}.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Body Press | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=HP}} | Birdie falls down with a diving splash.}}
+
{{MoveListRow | Body Press | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{HP}} | Birdie drops with a body press.}}
{{MoveListRow | Bull Drop | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=HK}} | Birdie kicks downward.}}
+
{{MoveListRow | Bull Drop | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{HK}} | Birdie kicks downward.}}
{{MoveListRow | Bad Hammer | {{Ism|X}} {{Ism|a}} {{Ism|v}} Hold {{up}} while hitting opponent with standing {{button|text=HP}} | After hitting his opponent with his standing {{button|text=HP}}, which knocks them into the air, Birdie jumps and bashes them with both fists.}}
+
{{MoveListRow | Bad Hammer | {{Ism|X}} {{Ism|a}} {{Ism|v}} Hold {{up}} 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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | The Birdie | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Birdie dashes forward and headbutts his opponent multiple times.}}
 
{{MoveListRow | The Birdie | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Birdie dashes forward and headbutts his opponent multiple times.}}
{{MoveListRow | Bull Revenger | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} or {{kick}} | Birdie leaps into the air from across the screen, grabs his opponent, and slams them into the ground with his chain. He leaps close with {{punch}} and far with {{kick}}.}}
+
{{MoveListRow | Bull Revenger | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} or {{kick}} | 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 {{punch}} and far with {{kick}}.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Birdie performs a headbutt.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Birdie does a front kick.}}
 
}}
 
}}
 
}}
 
}}
Line 741: Line 783:
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
 
{{MoveListRow | Knife Hiroi | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}} + any two {{punch}} 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 {{punch}} normals. The knife does chip damage when blocked. He loses the knife if he throws it or if he is knocked down.}}
 
{{MoveListRow | Knife Hiroi | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}} + any two {{punch}} 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 {{punch}} normals. The knife does chip damage when blocked. He loses the knife if he throws it or if he is knocked down.}}
{{MoveListRow | Bad Stone | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} when not holding a knife | Cody picks a clump of rocks off the ground and throws them at his opponent.}}
+
{{MoveListRow | Bad Stone | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} 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.}}
{{MoveListRow | Knife Nage | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} 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.}}
+
{{MoveListRow | Knife Nage | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} 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.}}
{{MoveListRow | Fake Throw | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCF}} {{button|text=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|A}} {{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|A}} {{Ism|V}} {{QCF}} {{kick}} | Cody skids forward while kicking high into the air.}}
+
{{MoveListRow | Ruffian Kick | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} {{QCB}} {{punch}} | Cody throws an uppercut that creates a tall cyclone in front of him.}}
+
{{MoveListRow | Criminal Upper | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} {{left}} {{downleft}} {{down}} {{punch}} when knocked down | Cody tosses a handful of dirt at his opponent after being knocked down.}}
+
{{MoveListRow | Bad Spray | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCBD}} {{punch}} when knocked down | Cody tosses a handful of dirt at his opponent after being knocked down.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Stomach Blow | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=MP}} when not holding a knife | Cody does a stomach punch.}}
+
{{MoveListRow | Stomach Blow | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{MP}} when not holding a knife | Cody does a stomach punch.}}
{{MoveListRow | Crack Kick | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=HK}} | Cody does a jumping kick forward.}}
+
{{MoveListRow | Crack Kick | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{HK}} | Cody does a jumping kick that knocks his opponent over on impact.}}
{{MoveListRow | Yoke | {{Ism|x}} {{Ism|a}} {{Ism|V}} Hold {{left}} or {{downleft}} when attacked | Cody can dodge moves, including projectiles.}}
+
{{MoveListRow | Yoke | {{Ism|x}} {{Ism|a}} {{Ism|V}} Hold {{left}} or {{downleft}} 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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | Final Destruction | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | 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.}}
 
{{MoveListRow | Final Destruction | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | 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.}}
 
{{MoveListRow | Dead End Irony | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | 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.}}
 
{{MoveListRow | Dead End Irony | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | 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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Cody does a shoulder throw.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Cody does a crouching kick.}}
 
}}
 
}}
 
}}
 
}}
Line 773: Line 816:
 
| info5name=Dramatic Battle partner
 
| info5name=Dramatic Battle partner
 
| info5=Cody
 
| info5=Cody
| desc=Guy 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 | Air Suplex | {{Ism|X}} {{Ism|A}} {{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|A}} {{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|A}} {{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 {{button|text=LK}} (Kyuuteishi), does a sweep kick with {{button|text=MK}} (Kage Sukui), or does a jumping turnaround kick with {{button|text=HK}} (Kubikari).}}
+
{{MoveListRow | Hayagake | {{Ism|X}} {{Ism|A}} {{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|A}} {{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|A}} {{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|A}} {{Ism|V}} {{QCB}} {{punch}} | Guy crouches and spins around, then charges at his opponent with his shoulder.}}
+
{{MoveListRow | Houzantou | {{Ism|X}} {{Ism|A}} {{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 |
{{MoveListRow | Wall Jump | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in the opposite direction when jumping onto the edge of the screen | Guy can jump off the edges of the screen.}}
+
{{MoveListRow | Sankaku Tobi | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in the opposite direction when jumping onto the edge of the screen | Guy can jump off the edges of the screen.}}
{{MoveListRow | Hiji Otoshi | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=MP}} in midair | Guy thrusts downward with an elbow.}}
+
{{MoveListRow | Bushin Gokusaken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{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.}}
{{MoveListRow | Kubi Kudaki | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=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.}}
+
{{MoveListRow | Hiji Otoshi | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{MP}} in midair | Guy thrusts downward with an elbow.}}
{{MoveListRow | Kamaitachi | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{downright}}+{{button|text=HK}} | Guy does a backflip kick.}}
+
{{MoveListRow | Kubi Kudaki | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{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.}}
 +
{{MoveListRow | Kamaitachi | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{downright}}+{{HK}} | Guy does a backflip kick.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | Bushin Muso Renge | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{HCB}} {{HCB}} {{punch}} | Guy performs a barrage of punches and kicks, with the screen flashing on each attack.}}
 
{{MoveListRow | Bushin Muso Renge | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{HCB}} {{HCB}} {{punch}} | Guy performs a barrage of punches and kicks, with the screen flashing on each attack.}}
{{MoveListRow | Bushin Hassou Ken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Guy pummels his opponent high into the air with a series of strikes.}}
+
{{MoveListRow | Bushin Hassou Ken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Guy jumps diagonally upward and pummels his opponent high into the air with a series of strikes.}}
 
{{MoveListRow | Bushin Gourai Kyaku | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Guy dashes toward his opponent and performs a series of punches, ending with a reverse hook kick.}}
 
{{MoveListRow | Bushin Gourai Kyaku | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Guy dashes toward his opponent and performs a series of punches, ending with a reverse hook kick.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Guy performs an elbow strike.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Guy performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 807: Line 852:
 
| info5name=Dramatic Battle partner
 
| info5name=Dramatic Battle partner
 
| info5=Vega
 
| info5=Vega
| desc=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 is now seeking him to try to recruit him into his army.
+
| desc=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.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Patriot Circle | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Rolento twirls his staff in circles around him.}}
+
{{MoveListRow | Patriot Circle | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} (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.}}
{{MoveListRow | Mekon Delta Air Raid | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{punch}} | Rolento rolls backwards. If the player presses {{punch}} again before he finishes his roll, he launches himself across the screen while swinging his staff downward.}}
+
{{MoveListRow | Mekon Delta Air Raid | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{punch}} | Rolento rolls backwards. He rolls farther when a stronger button is used. If the player presses {{punch}} 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.}}
{{MoveListRow | Mekon Delta Escape | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | Rolento jumps back to the corner of the screen and then drops back down.}}
+
{{MoveListRow | Mekon Delta Escape | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | Rolento jumps back to the corner of the screen and then drops back down. He can attack on his way down.}}
 
{{MoveListRow | Mekon Delta Attack | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{kick}} simultaneously | Rolento performs a backflip. If the player presses {{punch}} 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.}}
 
{{MoveListRow | Mekon Delta Attack | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{kick}} simultaneously | Rolento performs a backflip. If the player presses {{punch}} 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.}}
{{MoveListRow | Stinger | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{kick}} | Rolento high into the air. Pressing {{punch}} or {{kick}} before he lands throws a knife at an angle. The angle depends on the button used, with {{button|text=HP}} and {{button|text=HK}} being the closest to 0° and {{button|text=LP}} and {{button|text=LK}} being the closest to 270°.}}
+
{{MoveListRow | Stinger | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{kick}} | Rolento jumps high into the air. Pressing {{punch}} or {{kick}} 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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
 
{{MoveListRow | High Jump | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{down}} {{up}} | Rolento flips high into the air forward (potentially leaping over his opponent).}}
 
{{MoveListRow | High Jump | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{down}} {{up}} | Rolento flips high into the air forward (potentially leaping over his opponent).}}
{{MoveListRow | Spike Rod | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=MK}} in midair | Rolento jabs his staff downward, which can be used to hit his opponent or bounce slightly off the ground.}}
+
{{MoveListRow | Spike Rod | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{MK}} in midair | Rolento jabs his staff downward, which can be used to hit his opponent or bounce slightly off the ground.}}
{{MoveListRow | Fake Rod | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=MK}} | Rolento jabs his staff into the ground and uses it to support his weight.}}
+
{{MoveListRow | Fake Rod | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{MK}} | Rolento jabs his staff into the ground and uses it to support his weight.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | Take No Prisoners | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | 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.}}
 
{{MoveListRow | Take No Prisoners | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | 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.}}
{{MoveListRow | Mine Sweeper | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{punch}} | Rolento rolls backwards while dropping several grenades.}}
+
{{MoveListRow | Mine Sweeper | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{punch}} | Rolento rolls backwards while dropping several grenades. The grenades draw the opponent into each other as they explode.}}
 
{{MoveListRow | Steel Rain | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Rolento throws a bundle of knives into the air, which rain down wherever his opponent is standing.}}
 
{{MoveListRow | Steel Rain | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Rolento throws a bundle of knives into the air, which rain down wherever his opponent is standing.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Rolento performs a baton strike.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Rolento leaps to the other side of his opponent.}}
 
}}
 
}}
 
}}
 
}}
Line 831: Line 877:
 
| 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''
Line 843: Line 890:
 
| desc=Sodom is an American Japanophile and trucker. He is trying to revive the Mad Gear Gang and travels the world seeking out potential recruits.
 
| desc=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 katana, recalling his original appearance in ''[[Final Fight]]''. In A-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 A-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|A}} {{Ism|V}} {{QCF}} {{punch}} | Sodom charges forward and performs a strike with his jitte. The strike performed depends on the strength of the punch used.}}
+
{{MoveListRow | Jigoku Scrape | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (close) | Sodom grabs his opponent, jumps into the air, and slams them into the ground.}}
+
{{MoveListRow | Butsumetsu Buster | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{kick}} (close) | Sodom impales his opponent with his jitte and runs across the screen while dragging them into the ground.}}
+
{{MoveListRow | Daikyou Burning | {{Ism|X}} {{Ism|A}} {{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 | Shiraha Catch | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{kick}} | 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.}}
 
{{MoveListRow | Shiraha Catch | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{kick}} | 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.}}
{{MoveListRow | Kouten Okiagari | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}} {{downright}} {{down}} {{punch}} when knocked down | Sodom rolls away from his opponent.}}
+
{{MoveListRow | Kouten Okiagari | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCFD}} {{punch}} when knocked down | Sodom rolls away from his opponent.}}
{{MoveListRow | Tengu Walking | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{left}} {{downleft}} {{down}} {{kick}} when knocked down | Sodom catches himself by sticking his jitte in the ground, then uses them to walk forward.}}
+
{{MoveListRow | Tengu Walking | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCBD}} {{kick}} when knocked down | Sodom catches himself by sticking his weapons into the ground, then uses them to walk forward.}}
{{MoveListRow | Yagura Reverse| {{Ism|X}} {{Ism|A}} {{Ism|V}} {{RDP}} {{kick}} | Sodom stands on his jitte. 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.}}
+
{{MoveListRow | Yagura Reverse| {{Ism|X}} {{Ism|A}} {{Ism|V}} {{RDP}} {{kick}} | 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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Meido no Miyage | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Sodom performs a series of Jitte Strikes in succession, with multiple hits.}}
+
{{MoveListRow | Meido no Miyage | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Sodom performs a series of weapon strikes in succession, with multiple hits. He jumps into the air for a final strike at level 3.}}
{{MoveListRow | Tenchuu Satsu | {{Ism|x}} {{Ism|A}} {{Ism|v}} D-Pad in a 360° rotation twice, then {{punch}} (close) | Sodom grabs his opponent, jumps into the air, and slams them into the ground twice.}}
+
{{MoveListRow | Tenchuu Satsu | {{Ism|x}} {{Ism|A}} {{Ism|v}} D-Pad in a 360° rotation twice, then {{punch}} (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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Sodom performs a Jigoku Scrape.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Sodom performs a low sliding kick.}}
 
}}
 
}}
 
}}
 
}}
Line 875: Line 923:
 
| 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 M. Bison 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 M. Bison and now seeks the dictator to destroy him.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Soul Reflect | {{Ism|X}} {{Ism|A}} {{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 {{button|text=LP}} or reflect them back toward her opponent with {{button|text=MP}} or {{button|text=HP}}.}}
+
{{MoveListRow | Soul Reflect | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} {{HCF}} {{punch}} | Rose lashes her scarf straight out as a soul sphere shoots down it.}}
+
{{MoveListRow | Soul Spark | {{Ism|X}} {{Ism|A}} {{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|A}} {{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|A}} {{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|A}} {{Ism|V}} {{QCF}} {{kick}} | Rose steps forward and spins her scarf like a drill.}}
+
{{MoveListRow | Soul Spiral | {{Ism|X}} {{Ism|A}} {{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 |
{{MoveListRow | Slide Kick | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{downright}}+{{button|text=MK}} | Rose does a slide kick forward.}}
+
{{MoveListRow | Slide Kick | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{downright}}+{{MK}} | Rose does a slide kick forward.}}
{{MoveListRow | Soul-piette | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=HK}} | Rose does a rotating high kick while leaning on a hand.}}
+
{{MoveListRow | Soul-piette | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{HK}} | Rose does a rotating high kick while leaning on a hand.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Aura Soul Throw | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Rose pummels her opponent into the air, then throws them back toward the ground.}}
+
{{MoveListRow | Aura Soul Throw | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | 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.}}
{{MoveListRow | Aura Soul Spark | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{punch}} | Rose does a version of her Soul Spark that can hit multiple times.}}
+
{{MoveListRow | Aura Soul Spark | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{punch}} | 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.}}
 
{{MoveListRow | Soul Illusion | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Rose creates afterimages of herself that mimic her normal attacks. Lasts for a timed duration or until Rose is hit.}}
 
{{MoveListRow | Soul Illusion | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Rose creates afterimages of herself that mimic her normal attacks. Lasts for a timed duration or until Rose is hit.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Rose grabs and switches positions with them.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Rose performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 908: Line 957:
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
 
{{MoveListRow | Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Sakura shoots a fireball that travels most of the width of the screen.}}
 
{{MoveListRow | Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Sakura shoots a fireball that travels most of the width of the screen.}}
{{MoveListRow | Shouoken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | Sakura dashes forward, then performs a jumping uppercut. She dashes a longer distance when the move is performed with stronger punches.}}
+
{{MoveListRow | Shouoken | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} {{QCB}} {{kick}} | Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc.}}
+
{{MoveListRow | Shunpuu Kyaku | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} {{DPF}} {{kick}} | Sakura leaps high into the air with her arms and legs back. 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|A}} {{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 |
{{MoveListRow | Flower Kick | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=MK}} | Sakura performs a wide overhead kick. This is an overhead strike that can hit characters who are crouch blocking.}}
+
{{MoveListRow | Flower Kick | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{MK}} | Sakura performs a wide overhead kick. This is an overhead strike that can hit characters who are crouch blocking.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Midare Zakura | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Sakura performs a series of low Shouokens while moving across the screen, culminating in a high Shouoken.}}
+
{{MoveListRow | Midare Zakura | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | 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.}}
 
{{MoveListRow | Shinkuu Hadouken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | 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.}}
 
{{MoveListRow | Shinkuu Hadouken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | 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.}}
 
{{MoveListRow | Haru Ichiban | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} | Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.}}
 
{{MoveListRow | Haru Ichiban | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} | Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Sakura performs a jumping uppercut.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Sakura performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 938: Line 988:
 
| 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|A}} {{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|A}} {{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|A}} {{Ism|V}} {{DPF}} {{punch}} | Karin does a quick palm strike that can knock her opponent over.}}
 
{{MoveListRow | Hou Shou | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | Karin does a quick palm strike that can knock her opponent over.}}
 
{{MoveListRow | Mujin Kyaku | {{Ism|X}} {{Ism|A}} {{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|A}} {{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|A}} {{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|A}} {{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|A}} {{Ism|V}} {{QCF}} {{upright}} {{punch}} | Karin leaps forward with two hand swipes.}}
+
{{MoveListRow | Ressen Ha | {{Ism|X}} {{Ism|A}} {{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|A}} {{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|A}} {{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|A}} {{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|A}} {{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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Tsumujigari | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=MK}} | Karin hops up and does a rotating kick. This is an overhead strike that can hit characters who are crouch blocking.}}
+
{{MoveListRow | Tsumujigari | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{MK}} | Karin hops up and does a rotating kick. This is an overhead strike that can hit characters who are crouch blocking.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Kanzuki-ryuu Shinpikaibyaku | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Karin advances on her opponent with a series of rapid palm strikes.}}
+
{{MoveListRow | Kanzuki-ryuu Shinpikaibyaku | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | 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.}}
 
{{MoveListRow | Kanzuki-ryuu Kou'ou Ken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Karin jumps into the air with multiple hand swipes.}}
 
{{MoveListRow | Kanzuki-ryuu Kou'ou Ken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Karin jumps into the air with multiple hand swipes.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Karin performs a standing punch.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Karin performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 958: Line 1,009:
 
| 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 Alpha''
 
| info1=''Street Fighter Alpha''
Line 971: Line 1,022:
 
| desc=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.
 
| desc=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.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Gadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Dan focuses his energy and throws a very short-ranged fireball directly in front of him with a single hand.}}
+
{{MoveListRow | Gadouken | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} {{DPF}} {{punch}} | Dan rises off the ground while punching upwards, knocking down his opponent on impact.}}
+
{{MoveListRow | Kouryuuken | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of three kicks in midair.}}
+
{{MoveListRow | Dankuukyaku | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} {{QCF}} {{button|text=TAUNT}} | Dan rolls forward, then performs his taunt.}}
+
{{MoveListRow | Zenten Chouhatsu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{Taunt}} | Dan rolls forward, then performs his taunt.}}
{{MoveListRow | Kouten Chouhatsu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{button|text=TAUNT}} | Dan rolls backwards, then performs his taunt.}}
+
{{MoveListRow | Kouten Chouhatsu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{Taunt}} | Dan rolls backwards, then performs his taunt.}}
 
{{MoveListRow | Saikyou-ryuu Bougyo | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + all three {{punch}} simultaneously | Dan pushes his opponent back (but does no damage). This move can be performed in midair.}}
 
{{MoveListRow | Saikyou-ryuu Bougyo | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + all three {{punch}} simultaneously | Dan pushes his opponent back (but does no damage). This move can be performed in midair.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Chouhatsu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{button|text=TAUNT}} | Dan's taunt uniquely can be performed multiple times per round and increases the power in his Super Combo gauge.}}
+
{{MoveListRow | Chouhatsu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{Taunt}} | Dan's taunt uniquely can be performed multiple times per round and increases the power in his Super Combo gauge.}}
{{MoveListRow | Kuuchuu Chouhatsu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{button|text=TAUNT}} in midair | Dan can perform his taunt in midair.}}
+
{{MoveListRow | Kuuchuu Chouhatsu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{Taunt}} in midair | Dan can perform his taunt in midair.}}
{{MoveListRow | Shami Chouhatsu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=TAUNT}} | Dan can perform his taunt while crouching.}}
+
{{MoveListRow | Shami Chouhatsu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{Taunt}} | Dan can perform his taunt while crouching.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Hisshou Buraiken | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} | Dan performs a barrage of punches and kicks right in front of him, ending with a Kouryuuken.}}
+
{{MoveListRow | Hisshou Buraiken | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} | 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.}}
{{MoveListRow | Chouhatsu Densetsu | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{button|text=TAUNT}} | Dan rolls forward multiple times, stopping each time to taunt.}}
+
{{MoveListRow | Chouhatsu Densetsu | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{Taunt}} | Dan rolls forward multiple times, stopping each time to taunt.}}
{{MoveListRow | Chouhatsu Shinwa | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{button|text=TAUNT}} (at max level) | All of Dan's attacks are replaced by taunts. He can roll along the ground with {{downleft}}+{{kick}} or {{downright}}+{{kick}} 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.}}
+
{{MoveListRow | Chouhatsu Shinwa | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{Taunt}} (at max level) | All of Dan's attacks are replaced by taunts. He can roll along the ground with {{downleft}}+{{kick}} or {{downright}}+{{kick}} while this effect is active. Similar to a Custom 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.}}
{{MoveListRow | Shinkuu Gadouken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times.}}
+
{{MoveListRow | Shinkuu Gadouken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Dan fires a version of the Gadouken that can hit his opponent multiple times.}}
 
{{MoveListRow | Kouryuu Rekka | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Dan performs a single low Kouryuuken, followed by a high Kouryuuken.}}
 
{{MoveListRow | Kouryuu Rekka | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Dan performs a single low Kouryuuken, followed by a high Kouryuuken.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Dan knocks his opponent away by flexing his bicep.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Dan performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 1,008: Line 1,060:
 
| desc=Rainbow Mika is a rookie wrestler who admires Zangief. She wants to make a name for herself to go pro.
 
| desc=Rainbow Mika is a rookie wrestler who admires Zangief. She wants to make a name for herself to go pro.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Flying Peach | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{punch}} | 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.}}
+
{{MoveListRow | Flying Peach | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{punch}} | 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.}}
{{MoveListRow | Shooting Peach | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | 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.}}
+
{{MoveListRow | Shooting Peach | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | 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.}}
 
{{MoveListRow | Paradise Hold | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (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.}}
 
{{MoveListRow | Paradise Hold | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (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.}}
 
{{MoveListRow | Daydream Headlock | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{kick}} (close) | R. Mika grabs her opponent in a headlock, then leaps and slams the opponent into the ground. Pressing {{punch}} and {{kick}} during the hold does more damage.}}
 
{{MoveListRow | Daydream Headlock | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{kick}} (close) | R. Mika grabs her opponent in a headlock, then leaps and slams the opponent into the ground. Pressing {{punch}} and {{kick}} during the hold does more damage.}}
Line 1,015: Line 1,067:
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Flying Body Press | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=HP}} while jumping diagonally | R. Mika falls down with a diving splash.}}
+
{{MoveListRow | Flying Body Press | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{HP}} while jumping diagonally | R. Mika drops with a body press.}}
{{MoveListRow | Knee Drop | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=LK}} while jumping diagonally | R. Mika falls with her knees forwawrd.}}
+
{{MoveListRow | Knee Drop | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{LK}} while jumping diagonally | R. Mika falls with her knees forwawrd.}}
{{MoveListRow | Rainbow Sobat | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{left}}+{{button|text=MK}} or {{right}}+{{button|text=MK}}<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=MK}} | R. Mika hops into the air with a spinning kick.}}
+
{{MoveListRow | Rainbow Sobat | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{left}}+{{MK}} or {{right}}+{{MK}}<br>{{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{MK}} | R. Mika hops into the air with a spinning kick.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Heavenly Dynamite | {{Ism|X}} {{Ism|A}} {{Ism|v}} D-Pad in a 360° rotation twice, then {{punch}} (close) | R. Mika grabs her opponent and does a series of headbutts, dizzying her opponent, and following with a finishing move (depending on the level). Pressing {{punch}} and {{kick}} during the hold does more damage.}}
+
{{MoveListRow | Heavenly Dynamite | {{Ism|X}} {{Ism|A}} {{Ism|v}} D-Pad in a 360° rotation twice, then {{punch}} (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 {{punch}} and {{kick}} during the hold does more damage.}}
{{MoveListRow | Rainbow Hip Rush | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | R. Mika throws a series of backhands, followed by two Shooting Peaches that hit multiple times.}}
+
{{MoveListRow | Rainbow Hip Rush | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | R. Mika throws a series of backhands, followed by a Shooting Peach. She does an additional Shooting Peach at levels 2 and 3.}}
{{MoveListRow | Sardine's Beach Special | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | R. Mika runs toward her opponent. While running, she can perform a dropkick with {{button|text=LP}}, a sliding sweep with {{button|text=MP}}, a clothesline with {{button|text=HK}}, or a front flip with {{kick}}. 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.}}
+
{{MoveListRow | Sardine's Beach Special | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | 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 {{kick}}. 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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, R. Mika performs an elbow smash.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, R. Mika performs a sliding sweep.}}
 
}}
 
}}
 
}}
 
}}
Line 1,042: Line 1,095:
 
| desc=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.
 
| desc=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.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Sniping Arrow | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{kick}} | Juli leaps forward with a flying kick.}}
+
{{MoveListRow | Sniping Arrow | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{kick}} | Juli leaps forward with a flying kick, which knocks her opponent over on impact. She leaps farther when a stronger button is used.}}
{{MoveListRow | Cannon Spike | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{kick}} | Juli leaps into the air with a front kick.}}
+
{{MoveListRow | Cannon Spike | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{kick}} | 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.}}
{{MoveListRow | Axle Spin Knuckle | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{HCB}} {{punch}} | Juli hops forward and does an elbow smash and a punch. This move passes through projectiles.}}
+
{{MoveListRow | Axle Spin Knuckle | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{HCB}} {{punch}} | 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.}}
 
{{MoveListRow | Psycho Charge Beta<br>(Dramatic Battle only) | All three {{punch}} simultaneously | Juli infuses herself with psycho power and replenishes part of her Super Combo gauge. She is vulnerable while doing this.}}
 
{{MoveListRow | Psycho Charge Beta<br>(Dramatic Battle only) | All three {{punch}} simultaneously | Juli infuses herself with psycho power and replenishes part of her Super Combo gauge. She is vulnerable while doing this.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Falling Arc | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=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.}}
+
{{MoveListRow | Falling Arc | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | Reverse Shaft Breaker | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Juli performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward.}}
 
{{MoveListRow | Reverse Shaft Breaker | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Juli performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward.}}
{{MoveListRow | Spin Drive Smasher | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Juli performs a Spiral Arrow followed by a Cannon Spike.}}
+
{{MoveListRow | Spin Drive Smasher | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Juli performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.}}
{{MoveListRow | Psycho Rolling<br>(Dramatic Battle only) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Juli & Juni roll into a ball and launch themselves forward in an arc.}}
+
{{MoveListRow | Psycho Roll<br>(Dramatic Battle only) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Juli & Juni roll into a ball and launch themselves forward in an arc.}}
{{MoveListRow | Death Cross Dancing<br>(Dramatic Battle only) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{button|text=LP}} {{button|text=LP}} {{right}} {{button|text=LK}} {{button|text=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.}}
+
{{MoveListRow | Death Cross Dance<br>(Dramatic Battle only) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{LP}} {{LP}} {{right}} {{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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Juli warps behind them.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Juli performs a Cannon Spike.}}
 
}}
 
}}
 
}}
 
}}
Line 1,074: Line 1,128:
 
| desc=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.
 
| desc=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.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Spiral Arrow | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Juni spirals forward feet first like a spinning arrow. This move can be performed in midair.}}
+
{{MoveListRow | Spiral Arrow | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | 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.}}
{{MoveListRow | Cannon Spike | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Juni leaps into the air with a front kick.}}
+
{{MoveListRow | Cannon Spike | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | 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.}}
{{MoveListRow | Mach Slide | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{kick}} | Juni disappears. She reappears in the same place with {{button|text=LK}}, a short distance forward with {{button|text=MK}}, and a farther distance forward with {{button|text=HK}}.}}
+
{{MoveListRow | Mach Slide | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{kick}} | Juni disappears. She reappears in the same place with {{LK}}, a short distance forward with {{MK}}, and a farther distance forward with {{HK}}.}}
 
{{MoveListRow | Cannon Strike | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{QCB}} {{kick}} before the apex of the jump while flipping forward in the air | Juni dive kicks diagonally downward.}}
 
{{MoveListRow | Cannon Strike | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{QCB}} {{kick}} before the apex of the jump while flipping forward in the air | Juni dive kicks diagonally downward.}}
 
{{MoveListRow | Psycho Shield | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}} + all three {{punch}} simultaneously while blocking | Juni generates an energy shield that pushes her opponent away (but does no damage). In A-ism and V-ism, this move can be performed in midair.}}
 
{{MoveListRow | Psycho Shield | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}} + all three {{punch}} simultaneously while blocking | Juni generates an energy shield that pushes her opponent away (but does no damage). In A-ism and V-ism, this move can be performed in midair.}}
Line 1,084: Line 1,138:
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Falling Arc | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=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.}}
+
{{MoveListRow | Falling Arc | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | Psycho Streak | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | M. Bison warps in front of Juni and performs a Psycho Crusher.}}
 
{{MoveListRow | Psycho Streak | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | M. Bison warps in front of Juni and performs a Psycho Crusher.}}
 
{{MoveListRow | Spin Drive Smasher | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Juni performs a Spiral Arrow followed by a Cannon Spike.}}
 
{{MoveListRow | Spin Drive Smasher | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Juni performs a Spiral Arrow followed by a Cannon Spike.}}
{{MoveListRow | Psycho Rolling<br>(Dramatic Battle only) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Juli & Juni roll into a ball and launch themselves forward in an arc.}}
+
{{MoveListRow | Psycho Roll<br>(Dramatic Battle only) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Juli & Juni roll into a ball and launch themselves forward in an arc.}}
{{MoveListRow | Death Cross Dancing<br>(Dramatic Battle only) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{button|text=LP}} {{button|text=LP}} {{right}} {{button|text=LK}} {{button|text=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.}}
+
{{MoveListRow | Death Cross Dance<br>(Dramatic Battle only) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{LP}} {{LP}} {{right}} {{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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Juni warps behind them.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting her opponent's attack, Juni performs a Cannon Spike.}}
 
}}
 
}}
 
}}
 
}}
Line 1,110: Line 1,165:
 
| desc=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 Akuma to determine which of them is the "supreme master of the fist."
 
| desc=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 Akuma to determine which of them is the "supreme master of the fist."
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Ryu focuses energy through his palms and fires a surging punch across the screen.}}
+
{{MoveListRow | Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Ryu focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Shakunetsu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range.}}
+
{{MoveListRow | Shakunetsu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{HCF}} {{punch}} | 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.}}
{{MoveListRow | Shouryuuken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards, knocking down his opponent on impact.}}
+
{{MoveListRow | Shouryuuken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | 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.}}
{{MoveListRow | Tatsumaki Senpuukyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | Ryu jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}}
+
{{MoveListRow | Tatsumaki Senpuukyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | 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.}}
 
{{MoveListRow | Ashura Senkuu Forward | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Ryu glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 
{{MoveListRow | Ashura Senkuu Forward | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Ryu glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 
{{MoveListRow | Ashura Senkuu Backward | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Ryu glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 
{{MoveListRow | Ashura Senkuu Backward | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Ryu glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Sakotsu Wari | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=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.}}
+
{{MoveListRow | Sakotsu Wari | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{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.}}
{{MoveListRow | Seichuu Nidan Tsuki | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=HP}} | Ryu slides forward with an elbow strike, potentially hitting twice.}}
+
{{MoveListRow | Seichuu Nidan Tsuki | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}}+{{HP}} | Ryu slides forward with an elbow strike, potentially hitting twice.}}
{{MoveListRow | Senpuu Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=MK}} | Ryu leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.}}
+
{{MoveListRow | Senpuu Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{MK}} | Ryu hops forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Shun Goku Satsu | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{button|text=LP}} {{button|text=LP}} {{right}} {{button|text=LK}} {{button|text=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.}}
+
{{MoveListRow | Shun Goku Satsu | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{LP}} {{LP}} {{right}} {{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.}}
{{MoveListRow | Shinkuu Hadouken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadouken Fireball that can hit his opponent multiple times. At its highest level, it has a fire effect.}}
+
{{MoveListRow | Shinkuu Hadouken | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadouken that can hit his opponent multiple times. It has a fire effect at level 3.}}
{{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} | Ryu performs a version of the Tatsumaki Senpuukyaku that draws his opponent in and potentially hits multiple times.}}
+
{{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} | 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.}}
{{MoveListRow | Messatsu Gou Shouryuu | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Ryu performs a series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken.}}
+
{{MoveListRow | Messatsu Gou Shouryuu | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{kick}} | Ryu performs a low Shouryuuken, then a high Shouryuuken. He does two low Shouryuukens at level 3.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Ryu performs a Gou Shouryuuken.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Ryu performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 1,146: Line 1,202:
 
| desc=Fei Long is a kung fu practitioner from Hong Kong. He fought in the streets to develop his skills, attracting the attention of Shadaloo.
 
| desc=Fei Long is a kung fu practitioner from Hong Kong. He fought in the streets to develop his skills, attracting the attention of Shadaloo.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Rekka Ken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Fei Long steps forward and punches his opponent. This move can be performed up to three times in quick succession.}}
+
{{MoveListRow | Rekka Ken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} (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.}}
{{MoveListRow | Rising Dragon Kick | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{RDP}} {{kick}} | Fei Long unleashes a flaming kick that spirals upwards.}}
+
{{MoveListRow | Rising Dragon Kick | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{RDP}} {{kick}} | 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.}}
{{MoveListRow | Rekku Kyaku | {{Ism|X}} {{Ism|a}} {{Ism|V}} {{downleft}} {{QCF}} {{upright}} {{kick}} | Fei Long jumps into the air with a rolling kick.}}
+
{{MoveListRow | Rekku Kyaku | {{Ism|X}} {{Ism|a}} {{Ism|V}} {{QCF}} {{upright}} {{kick}} | Fei Long jumps into the air with a rolling kick. The move covers more horizontal distance when a stronger button is used.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Chokka Raku Shou | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{button|text=MK}} or {{right}}+{{button|text=MK}}<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}}+{{button|text=MK}} | Fei Long jumps into the air and performs an axe kick.}}
+
{{MoveListRow | Chokka Raku Shou | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{MK}} or {{right}}+{{MK}}<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}}+{{MK}} | Fei Long jumps into the air and performs an axe kick.}}
{{MoveListRow | En Geki Shuu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=HK}} | Fei Long steps forward and performs a kick that can hit two times.}}
+
{{MoveListRow | En Geki Shuu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{HK}} | Fei Long steps forward and performs a kick that can hit two times.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | Rekka Shinken | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Fei Long performs a rapid series of Rekka Kens.}}
 
{{MoveListRow | Rekka Shinken | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Fei Long performs a rapid series of Rekka Kens.}}
{{MoveListRow | Shien Renkyaku | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Fei Long spins high into the air with multiple Rising Dragon Kicks.}}
+
{{MoveListRow | Shien Renkyaku | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{kick}} | Fei Long spins high into the air with multiple Rising Dragon Kicks.}}
{{MoveListRow | Ryuu Yassai | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} (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.}}
+
{{MoveListRow | Ryuu Yassai | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCB}} {{QCB}} {{punch}} (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.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} 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.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Fei Long performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 1,177: Line 1,234:
 
| desc=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.
 
| desc=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.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Air Slasher | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Dee Jay thrusts his fist upwards to launch a projectile.}}
+
{{MoveListRow | Air Slasher | {{Ism|X}} {{Ism|A}} {{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|A}} {{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|A}} {{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|A}} {{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.}}
+
{{MoveListRow | Double Rolling Sobat | {{Ism|X}} {{Ism|A}} {{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|a}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Dee Jay jumps into the air while delivering a single spinning kick with {{button|text=LK}} or two spinning kicks with {{button|text=MK}} or {{button|text=HK}}.}}
+
{{MoveListRow | Jackknife Maximum | {{Ism|X}} {{Ism|a}} {{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 |
{{MoveListRow | Knee Shot | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=LK}} while jumping diagonally | Dee Jay attacks with his knee.}}
+
{{MoveListRow | Knee Shot | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{LK}} while jumping diagonally | Dee Jay attacks with his knee.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Sobat Carnival | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Dee Jay hops forward while performing a series of kicks.}}
+
{{MoveListRow | Sobat Carnival | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Dee Jay hops forward while performing a series of kicks. The move covers more horizontal distance at higher levels.}}
 
{{MoveListRow | Climax Break | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{punch}} | Dee Jay punches his opponent high into the air, then performs a Machine Gun Upper when they land.}}
 
{{MoveListRow | Climax Break | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{punch}} | Dee Jay punches his opponent high into the air, then performs a Machine Gun Upper when they land.}}
 
{{MoveListRow | Theme of Sunrise | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Dee Jay does a series of spinning kicks while rising diagonally upward.}}
 
{{MoveListRow | Theme of Sunrise | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Dee Jay does a series of spinning kicks while rising diagonally upward.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Dee Jay performs a Jackknife Maximum.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Dee Jay performs a crouching kick.}}
 
}}
 
}}
 
}}
 
}}
Line 1,209: Line 1,267:
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
 
{{MoveListRow | Condor Dive | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{punch}} simultaneously in midair | T. Hawk dives down onto his opponent from the air.}}
 
{{MoveListRow | Condor Dive | {{Ism|X}} {{Ism|A}} {{Ism|V}} All three {{punch}} simultaneously in midair | T. Hawk dives down onto his opponent from the air.}}
{{MoveListRow | Tomahawk Buster | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | T. Hawk launches upward to strike his opponent head first.}}
+
{{MoveListRow | Tomahawk Buster | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | T. Hawk launches upward to strike his opponent head first. He ascends higher when a stronger button is used.}}
{{MoveListRow | Condor Spire | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{RDP}} {{punch}} | T. Hawk leaps forward with a two-handed chop.}}
+
{{MoveListRow | Condor Spire | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{RDP}} {{punch}} | T. Hawk leaps forward with a two-handed chop. He leaps farther when a stronger button is used.}}
{{MoveListRow | Mexican Typhoon | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (close) | T. Hawk grapples his opponent and slams them into the ground.}}
+
{{MoveListRow | Mexican Typhoon | {{Ism|X}} {{Ism|A}} {{Ism|V}} D-Pad in a 360° rotation, then {{punch}} (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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Heavy Body Press | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=HP}} while jumping diagonally | T. Hawk falls down with a diving splash.}}
+
{{MoveListRow | Heavy Body Press | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{HP}} while jumping diagonally | T. Hawk drops with a body press.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Raging Typhoon | {{Ism|X}} {{Ism|A}} {{Ism|v}} D-Pad in a 360° rotation twice, then {{punch}} (close) | T. Hawk performs two successive Mexican Typhoons.}}
+
{{MoveListRow | Raging Typhoon | {{Ism|X}} {{Ism|A}} {{Ism|v}} D-Pad in a 360° rotation twice, then {{punch}} (close) | T. Hawk performs two successive Mexican Typhoons. He finishes with a third Mexican Typhoon at level 3.}}
{{MoveListRow | Canyon Splitter | {{Ism|x}} {{Ism|A}} {{Ism|v}} D-Pad in a 360° rotation twice, then {{punch}} (close) | T. Hawk does a Condor Spire followed by a Tomahawk Buster.}}
+
{{MoveListRow | Canyon Splitter | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} (close) | T. Hawk does a Condor Spire followed by a Tomahawk Buster.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, T. Hawk performs a standing kick.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, T. Hawk performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 1,238: Line 1,297:
 
| desc=Guile is a Commander in the United States Air Force. He has been sent to retrieve his superior and friend Charlie, who has supposedly gone AWOL.
 
| desc=Guile is a Commander in the United States Air Force. He has been sent to retrieve his superior and friend Charlie, who has supposedly gone AWOL.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Sonic Boom | {{Ism|X}} {{Ism|A}} {{Ism|V}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Guile shoots a spinning blade-like projectile across the screen.}}
+
{{MoveListRow | Sonic Boom | {{Ism|X}} {{Ism|A}} {{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|A}} {{Ism|V}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Guile jumps high into the air while performing a backflip kick.}}
+
{{MoveListRow | Somersault Kick | {{Ism|X}} {{Ism|A}} {{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 |
{{MoveListRow | Knee Bazooka | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{button|text=LK}} or {{right}}+{{button|text=LK}}<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{button|text=MK}} or {{right}}+{{button|text=MK}} | Guile hops forward with a knee strike.}}
+
{{MoveListRow | Knee Bazooka | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{LK}} or {{right}}+{{LK}}<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{MK}} or {{right}}+{{MK}} | Guile hops forward with a knee strike.}}
{{MoveListRow | Jump Sobat | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{button|text=MK}} or {{right}}+{{button|text=MK}} | Guile hops toward his opponent with a turning kick.}}
+
{{MoveListRow | Jump Sobat | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{MK}} or {{right}}+{{MK}} | Guile hops with a turning kick.}}
{{MoveListRow | Reverse Spin Kick | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{button|text=HK}} or {{right}}+{{button|text=HK}} (close) | Guile does an upside-down spin kick.}}
+
{{MoveListRow | Reverse Spin Kick | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{left}}+{{HK}} or {{right}}+{{HK}} (close) | Guile does an upside-down spin kick.}}
{{MoveListRow | High Kick | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{button|text=HK}} (close)<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{button|text=HK}} | Guile does a high kick toward his opponent's head.}}
+
{{MoveListRow | High Kick | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{HK}} (close)<br>{{Ism|x}} {{Ism|a}} {{Ism|V}} {{left}}+{{HK}} | Guile does a high kick toward his opponent's head.}}
{{MoveListRow | Spin Back Knuckle | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=HP}} | Guile rotates around and swings his fist like a club.}}
+
{{MoveListRow | Spin Back Knuckle | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{HP}} | Guile rotates around and swings his fist like a club.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Somersault Strike | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Guile performs a series of advancing Somersault Kicks.}}
+
{{MoveListRow | Somersault Strike | {{Ism|X}} {{Ism|A}} {{Ism|v}} Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Guile performs two Somersault Kicks in a row at level 1 and 2 or three Somersault Kicks in a row at level 3.}}
{{MoveListRow | Sonic Hurricane | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Guile shoots a massive Sonic Boom that whirls in place in front of him.}}
+
{{MoveListRow | Sonic Hurricane | {{Ism|x}} {{Ism|A}} {{Ism|v}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Guile shoots a massive Sonic Boom that whirls in place in front of him. It covers a wider area at higher levels.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Guile performs a Spin Back Knuckle.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Guile performs a standing kick.}}
 
}}
 
}}
 
}}
 
}}
Line 1,272: Line 1,332:
 
| info5name=Dramatic Battle partner
 
| info5name=Dramatic Battle partner
 
| info5=Evil Ryu
 
| info5=Evil Ryu
| desc=Shin Akuma is Akuma 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 Akuma 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 Turbo''.
+
| desc=Shin Akuma is Akuma 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 Akuma 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 Turbo]]''.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Gou Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Akuma focuses energy through his palms and fires a surging punch across the screen.}}
+
{{MoveListRow | Gou Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} | Akuma focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Zankuu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} in midair | Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. He can fire a second fireball by pressing {{punch}} again in quick succession.}}
+
{{MoveListRow | Zankuu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCF}} {{punch}} in midair | Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. He can fire a second fireball by pressing {{punch}} again in quick succession. The projectiles move faster when a stronger button is used.}}
{{MoveListRow | Shakunetsu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{HCB}} {{punch}} | Akuma shoots a flaming variant of the Hadouken, which can knock over opponents in close range.}}
+
{{MoveListRow | Shakunetsu Hadouken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{HCB}} {{punch}} | Akuma 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.}}
{{MoveListRow | Gou Shouryuken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | Akuma rises off the ground while punching upwards. Hits up to two times with {{button|text=MP}} or three times with {{button|text=HP}}.}}
+
{{MoveListRow | Gou Shouryuuken | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} {{punch}} | Akuma 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 | Tatsumaki Zankuukyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | Akuma jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}}
+
{{MoveListRow | Tatsumaki Zankuukyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{QCB}} {{kick}} | Akuma 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.}}
{{MoveListRow | Hyakki Shuu | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCF}} {{upright}} {{punch}} | Akuma somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick. When Akuma is near his opponent, he can throw them with {{left}}+{{punch}} or {{kick}} or {{right}}+{{punch}} or {{kick}} instead.}}
+
{{MoveListRow | Hyakki Shuu | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCF}} {{upright}} {{punch}} | Akuma somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick. When Akuma is near his opponent, he can throw them with {{left}}+{{punch}} or {{kick}} or {{right}}+{{punch}} or {{kick}} instead. He somersaults further when a stronger button is used.}}
{{MoveListRow | Zenpou Tenshin | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCB}} {{punch}} | Akuma jumps forward, then rolls along the ground.}}
+
{{MoveListRow | Zenpou Tenshin | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCB}} {{punch}} | Akuma 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.}}
 
{{MoveListRow | Ashura Senkuu Forward | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 
{{MoveListRow | Ashura Senkuu Forward | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 
{{MoveListRow | Ashura Senkuu Backward | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
 
{{MoveListRow | Ashura Senkuu Backward | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}}
{{MoveListRow | Hadou no Kamae | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCF}} {{button|text=TAUNT}} | Akuma 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.}}
+
{{MoveListRow | Hadou no Kamae | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{QCF}} {{Taunt}} | Akuma 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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Tenma Kuujin Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{button|text=MK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward.}}
+
{{MoveListRow | Tenma Kuujin Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Akuma dive kicks diagonally downward.}}
{{MoveListRow | Zugai Hasatsu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=MP}} | Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
+
{{MoveListRow | Zugai Hasatsu | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{MP}} | Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
{{MoveListRow | Senpuu Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{button|text=MK}} | Akuma leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.}}
+
{{MoveListRow | Senpuu Kyaku | {{Ism|X}} {{Ism|A}} {{Ism|V}} {{right}}+{{MK}} | Akuma hops forward, doing a single spinning kick similar to a Tatsumaki Zankuukyaku.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Shun Goku Satsu | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{button|text=LP}} {{button|text=LP}} {{right}} {{button|text=LK}} {{button|text=HP}} (at max level) | Akuma 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.}}
+
{{MoveListRow | Shun Goku Satsu | {{Ism|X}} {{Ism|a}} {{Ism|v}} {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Akuma 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.}}
{{MoveListRow | Messatsu Gou Hadou | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{HCB}} {{HCB}} {{punch}} | Akuma fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.}}
+
{{MoveListRow | Messatsu Gou Hadou | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{HCB}} {{HCB}} {{punch}} | Akuma fires a version of the Gou Hadouken that can hit his opponent multiple times.}}
{{MoveListRow | Messatsu Gou Shouryuu | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Akuma performs a series of low Shouryukens while moving across the screen, culminating in a high Shouryuken.}}
+
{{MoveListRow | Messatsu Gou Shouryuu | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} | Akuma performs a low Gou Shouryuuken, then a high Gou Shouryuuken. He does two low Gou Shouryuukens at level 3.}}
 
{{MoveListRow | Tenma Gou Zankuu | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} in midair | Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.}}
 
{{MoveListRow | Tenma Gou Zankuu | {{Ism|X}} {{Ism|A}} {{Ism|v}} {{QCF}} {{QCF}} {{punch}} in midair | Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.}}
{{MoveListRow | Alpha Counter | {{Ism|x}} {{Ism|A}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking}}
+
{{MoveListRow | Alpha Counter (A-ism) | {{Ism|x}} {{Ism|A}} {{Ism|v}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Akuma performs a Gou Shouryuuken.}}
 +
{{MoveListRow | Alpha Counter (V-ism) | {{Ism|x}} {{Ism|a}} {{Ism|V}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, Akuma performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 1,310: Line 1,371:
 
| info4name=Final battle
 
| info4name=Final battle
 
| info4=Ryu
 
| info4=Ryu
| desc=Final Bison is the boss form fought by characters in the Arcade Mode. He heavy punches are imbued with Psycho Power, and he has access to the devastating Final Psycho Crusher.
+
| desc=Final Bison 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.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Psycho Crusher | {{Ism|Shadaloo}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Bison spirals toward his opponent while infused with psycho energy.}}
+
{{MoveListRow | Psycho Shot | {{Ism|Shadaloo}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | M. Bison throws a fireball across the screen. The projectile travels slightly farther when a stronger button is used.}}
{{MoveListRow | Psycho Shot | {{Ism|Shadaloo}} Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Bison throws a fireball across the screen.}}
+
{{MoveListRow | Double Knee Press | {{Ism|Shadaloo}} Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | M. Bison 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.}}
{{MoveListRow | Double Knee Press | {{Ism|Shadaloo}} Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Bison leaps forward while kicking.}}
+
{{MoveListRow | Head Press | {{Ism|Shadaloo}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | M. Bison 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 {{punch}}, which can be aimed with {{left}} and {{right}}.}}
{{MoveListRow | Head Stomp | {{Ism|Shadaloo}} Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Bison flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a Psycho Fist by pressing {{punch}}.}}
+
{{MoveListRow | Skull Diver | {{Ism|Shadaloo}} Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | M. Bison flies into the air toward his opponent. This move can be followed by {{punch}} to dive his opponent with a fist infused with psycho power, which can be aimed with {{left}} and {{right}}.}}
{{MoveListRow | Skull Diver | {{Ism|Shadaloo}} Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Bison flies into the air toward his opponent. This move can be followed by {{punch}} to dive his opponent with a Psycho Fist.}}
+
{{MoveListRow | Warp Forward | {{Ism|Shadaloo}} {{DPF}} + all three {{punch}} or {{kick}} simultaneously | M. Bison disappears and reappears the entire screen ahead with {{punch}} or half the screen ahead with {{kick}}.}}
{{MoveListRow | Warp Forward | {{Ism|Shadaloo}} {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Bison disappears and reappears an the entire screen ahead with {{punch}} or half the screen ahead with {{kick}}.}}
+
{{MoveListRow | Warp Backward | {{Ism|Shadaloo}} {{RDP}} + all three {{punch}} or {{kick}} simultaneously | M. Bison disappears and reappears the entire screen back with {{punch}} or half the screen back with {{kick}}.}}
{{MoveListRow | Warp Backward | {{Ism|Shadaloo}} {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Bison disappears and reappears an entire screen back with {{punch}} or half the screen back with {{kick}}.}}
 
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Knee Press Nightmare | {{Ism|Shadaloo}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Bison does two consecutive Double Knee Press maneuvers.}}
+
{{MoveListRow | Knee Press Nightmare | {{Ism|Shadaloo}} Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | M. Bison 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}} | Bison spirals toward his opponent while infused with 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}} | M. Bison 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 | Alpha Counter | {{Ism|Shadaloo}} {{left}} {{downleft}} {{down}} {{punch}} or {{kick}} while blocking}}
+
{{MoveListRow | Alpha Counter | {{Ism|Shadaloo}} {{right}} + {{punch}} and {{kick}} of the same strength while blocking | After interrupting his opponent's attack, M. Bison warps behind them.}}
 
}}
 
}}
 
}}
 
}}
Line 1,372: Line 1,432:
  
 
==Versions==
 
==Versions==
This Dreamcast release is based on the earlier the PlayStation port of the game but with enhancements such as restoring most of the animations that had to be cut for the PlayStation release. As such, it retains all of the modes and additional features of the PlayStation version, but it features a reworked World Tour mode where the player can only earn six Ism-Pluses but can have all six active at the same time (creating a custom style called an "I-Ism"). The character also has five attributes (Attack, Defense, Super Combo, Gauge, and Stamina) rather than only two, and there are different types of battles and some different Ism-Pluses. The Dreamcast version has Guile, Evil Ryu, and Shin Akuma (with a simple button combination) selectable by default without needing to unlock them by playing the World Tour mode.
+
This Dreamcast release is based on the earlier the PlayStation port of the game but with enhancements such as restoring most of the animations that had to be cut for the PlayStation release. As such, it retains the additional features of the PlayStation version, including the extra modes and characters that were absent from the arcade release, though almost all of them are accessible by default rather than requiring the player to unlock them. 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. Similarly, Guile, Evil Ryu, and Shin Akuma (with a simple button combination) are selectable by default in the Dreamcast version but must be unlocked through the World Tour mode in the PlayStation version. Only Final Bison must be unlocked in the Dreamcast version (by completing the Arcade Mode on its maximum difficulty setting).
  
An online mode was added that allows players to display their high scores. In addition, a Saikyo Dojo mode was added which allows the player to pit a World Tour mode character against a downloadable master character. This Dreamcast port was re-released in Japan in 2001 as ''Street Fighter Zero 3 Saikyou-ryuu Doujou for Matching Service'', which was released as a mail order title via Dreamcast Direct. The ''Matching Service'' version differs from the original due to the addition of an online versus mode.
+
The Dreamcast version adds additional fighting styles called "Modes," separate from the Ism system: Normal, Mazi, Saikyou, and Classic. These new styles generally handicap the character to increase the challenge. Also unique to the Dreamcast version are a three-player Vs Dramatic Battle mode and a reworked World Tour mode. The Dreamcast version's World Tour mode differs from the PlayStation and Saturn versions in that the player can only earn six Ism-Pluses but can have all six active at the same time (creating a custom style called an "I-Ism"). The character also has five attributes (Attack, Defense, Super Combo, Gauge, and Stamina) rather than only two, and there are different types of battles and some different Ism-Pluses.
 +
 
 +
The Dreamcast version also contains an online mode that allows players to display their high scores and a "Saikyo Dojo" mode that allows the player to fight a World Tour mode character against a downloadable "master" character. The Japanese-exclusive [[Matching Service]] version adds an online versus mode.
  
 
===Localised names===
 
===Localised names===
Line 1,403: Line 1,465:
 
*'''Sound Direction:''' Hiroaki "X68k" Kondo
 
*'''Sound Direction:''' Hiroaki "X68k" Kondo
 
*'''Sound Design:''' Moe.T, Satoshi Ise
 
*'''Sound Design:''' Moe.T, Satoshi Ise
*'''Voice Actor:''' Tetsuya Iwanaga, Yuji Ueda, Akiko Kohmoto, Yuko Sasamoto, Masashi Sugawara, Wataru Takagi, Junko Takeuchi, Tomomichi Nishimura, Michiko Neya, Osamu Hosoi, Shin'ichiroh Miki, Yuko Miyamura, Tomoyuki Morikawa, Miho Yamada, Yoshiharu Yamada, Kouichi Yamadera, Jin Yamanori, Greg Irwin
+
*'''Voice Actor:''' [[Tetsuya Iwanaga]], [[Yuji Ueda]], Akiko Kohmoto, Yuko Sasamoto, [[Masashi Sugawara]], [[Wataru Takagi]], [[Junko Takeuchi]], [[Tomomichi Nishimura]], [[Michiko Neya]], [[Osamu Hosoi]], [[Shinichiro Miki|Shin'ichiroh Miki]], [[Yuko Miyamura]], [[Toshiyuki Morikawa|Tomoyuki Morikawa]], Miho Yamada, Yoshiharu Yamada, [[Koichi Yamadera|Kouichi Yamadera]], [[Jin Yamanoi|Jin Yamanori]], [[Greg Irwin]]
 
*'''Test Player:''' Nuki, M.P Oni-Suzuki, Skill Smith‑Bug, Skill Smith‑TTK, M Kunishige, Miura.F.Katsusuke, Yoshihiro Tomita, Akimori Murata
 
*'''Test Player:''' Nuki, M.P Oni-Suzuki, Skill Smith‑Bug, Skill Smith‑TTK, M Kunishige, Miura.F.Katsusuke, Yoshihiro Tomita, Akimori 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 Capcom All Staff
 
*'''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 Capcom All Staff
 
*'''Market Producer:''' Kouji Nakajima
 
*'''Market Producer:''' Kouji Nakajima
 
*'''General Producer:''' Noritaka Funamizu, Yoshiki Okamoto
 
*'''General Producer:''' Noritaka Funamizu, Yoshiki Okamoto
 +
| source=In-game credits
 +
| pdf=Street Fighter Alpha 3 DC arcade credits.pdf
 +
| console=DC
 +
}}
 +
}}
 +
{{hr}}
 +
{{multicol|
 +
{{creditstable|
 
{{creditsheader|Consumer Staff}}
 
{{creditsheader|Consumer Staff}}
 
*'''Producer:''' Noritaka Funamizu
 
*'''Producer:''' Noritaka Funamizu
Line 1,419: Line 1,489:
 
*'''Music Compose:''' Anarchy.T, Yuki Iwai, Isao Abe
 
*'''Music Compose:''' Anarchy.T, Yuki Iwai, Isao Abe
 
*'''Sound Design:''' Hiroaki Kondo
 
*'''Sound Design:''' Hiroaki Kondo
*'''Voice Actor:''' Syozo Iizuka, Tetsuya Iwanaga, Yuji Ueda, Yoshitada Ohtsuka, Akiko Kohmoto, Yuko Sasamoto, Masashi Sugawara, Wataru Takagi, Junko Takeuchi, Toshihide Tsuchiya, Kousuke Toriumi, Tomomichi Nishimura, Michiko Neya, Osamu Hosoi, Shin'ichiroh Miki, Yuko Miyamura, Tomoyuki Morikawa, Miho Yamada, Yoshiharu Yamada, Kouichi Yamadera, Jin Yamanori, Greg Irwin
+
*'''Voice Actor:''' Syozo Iizuka, Tetsuya Iwanaga, Yuji Ueda, Yoshitada Ohtsuka, Akiko Kohmoto, Yuko Sasamoto, Masashi Sugawara, [[Wataru Takagi]], Junko Takeuchi, Toshihide Tsuchiya, Kousuke Toriumi, Tomomichi Nishimura, Michiko Neya, Osamu Hosoi, Shin'ichiroh Miki, Yuko Miyamura, Tomoyuki Morikawa, Miho Yamada, Yoshiharu Yamada, Kouichi Yamadera, Jin Yamanori, Greg Irwin
 
*'''Package Illustration:''' Daigo Ikeno
 
*'''Package Illustration:''' Daigo Ikeno
 
*'''Software Manual Design:''' Y.Uchida
 
*'''Software Manual Design:''' Y.Uchida
Line 1,428: Line 1,498:
 
*'''General Producer:''' Noritaka Funamizu, Yoshiki Okamoto
 
*'''General Producer:''' Noritaka Funamizu, Yoshiki Okamoto
 
*'''Presented by:''' [[Capcom]]
 
*'''Presented by:''' [[Capcom]]
 +
| source=In-game credits
 +
| pdf=Street Fighter Alpha 3 DC consumer credits.pdf
 
| console=DC
 
| console=DC
 
}}
 
}}
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==Physical scans==
 
==Physical scans==
{{ratings
+
{{ratings|DC}}
| icon=DC
 
| gi=88
 
}}
 
 
{{Scanbox
 
{{Scanbox
 
| console=Dreamcast
 
| console=Dreamcast
Line 1,469: Line 1,538:
 
| square=yes
 
| square=yes
 
| disc=Sfzero3 dc jp disc.jpg
 
| disc=Sfzero3 dc jp disc.jpg
 +
| manual=StreetFighterZero3-DC-JP-Manual.pdf
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=Dreamcast
 
| console=Dreamcast
Line 1,492: Line 1,562:
 
| square=yes
 
| square=yes
 
| disc=Sfalpha3 dc eu disc.jpg
 
| disc=Sfalpha3 dc eu disc.jpg
 +
| manual=StreetFighterAlpha3-DC-EU-Manual.pdf
 
}}
 
}}
  
 
==Technical information==
 
==Technical information==
 
{{mainArticle|{{PAGENAME}}/Technical information}}
 
{{mainArticle|{{PAGENAME}}/Technical information}}
===ROM dump status===
 
{{romtable|
 
{{rom|DC|sha1=|md5=|crc32=|size=|date=|source=GD-ROM (JP)|comments=|quality=|prototype=}}
 
{{rom|DC|sha1=|md5=|crc32=|size=|date=|source=GD-ROM (JP)|comments=Matching Service|quality=|prototype=}}
 
{{rom|DC|sha1=|md5=|crc32=|size=|date=|source=GD-ROM (US)|comments=|quality=|prototype=}}
 
{{rom|DC|sha1=|md5=|crc32=|size=|date=|source=GD-ROM (EU)|comments=|quality=|prototype=}}
 
{{rom|DC|sha1=|md5=|crc32=|size=|date=1999-10-22|source=GD-R|comments=|quality=|prototype=yes|protoname=Dreamcast prototype; 1999-10-22}}
 
}}
 
  
 
==External links==
 
==External links==

Latest revision as of 19:16, 28 October 2024

For the Sega Saturn game, see Street Fighter Zero 3.

n/a

  • NTSC-U
  • NTSC-J
  • PAL
  • Matching Service

Street Fighter Alpha 3 DC, Title Screen.png

Street Fighter Zero 3 DC, Title Screen.png

StreetFighterAlpha3 DC EU Title.png

StreetFighterZero3MatchingService DC JP Title.png

Street Fighter Alpha 3
System(s): Sega Dreamcast
Publisher: Capcom (Japan, US), Virgin Interactive (Europe)
Developer:
Original system(s): Capcom CPS-2
Peripherals supported: Dreamcast Arcade Stick, Jump Pack, Dreamcast Modem, Visual Memory Unit, Dreamcast VGA Box
Genre: Fighting/Taisen Kakutou (対戦格闘)[1][2][1], Action[3]

















Number of players: 1-3
Release Date RRP Code
Sega Dreamcast
JP
¥5,800 (6,090)5,800e[1] T-1203M
Sega Rating: All Ages
Sega Dreamcast
JP
(Matching Service)
¥3,800 (3,990)3,800e[4] T-1230M
Sega Rating: All Ages
Sega Dreamcast
US
$44.9944.99[6] T-1203N
ESRB: Teen
Sega Dreamcast
EU
T-7005D-50
ELSPA: 11+ OK
Sega Dreamcast
DE
T-7005D-50
USK: 12
Sega Dreamcast
ES
8,990Ptas8,990[12] T-7005D-50
ELSPA: 11+ OK
Sega Dreamcast
FR
T-7005D-50
SELL: 12+
Sega Dreamcast
UK
£39.9939.99[9][10] T-7005D-50
ELSPA: 11+ OK
Sega Dreamcast
AU
Non-Sega versions

Street Fighter Alpha 3, known as Street Fighter Zero 3 Saikyou-ryuu Doujou (ストリートファイターZERO 3 サイキョー流道場) in Japan, is a 1998 fighting game by Capcom, originally released for the Capcom CPS-2 arcade hardware. It is the third game in the Street Fighter Alpha series, following Street Fighter Alpha: Warriors' Dreams and Street Fighter Alpha 2.

A revised edition, Street Fighter Zero 3 Saikyou-ryuu Doujou for Matching Service, was released as a mail order title via Dreamcast Direct in Japan in 2001. This version adds an online multiplayer mode.

The subtitle "Saikyou-ryuu Doujou" is a joking reference to the character Dan Hibiki's martial arts school.

Story

The megalomaniacal dictator M. Bison, 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 Bison 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 Bison. 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 Bison 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 Alpha 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

Street Fighter Zero 3 DC, Character Select.png

Character select

Street Fighter Alpha 3 DC, Gameplay.png

Street Fighter Alpha 3 DC, Super Finish.png

Gameplay

The gameplay system from the previous Alpha games was given a complete overhaul with the addition of three selectable fighting styles known as "Isms" (X-ism, A-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 A-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 Alpha 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 Left and Right and crouch with Down. They jump with Up and flip back and forth with Up-left and Up-right. Punches are done with X (jab), Y (medium), and L (fierce). Kicks are done with A (short), B (medium), and R (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. Special moves for each character are done by pairing specific directional combinations with an attack button. 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). 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 HOLD X START  (except in X-ism), which is a short animation during which the character is vulnerable to attack.

Throws and grabs are done by holding Left or Right 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 Left or Right and pressing two punch or two kick buttons simultaneously. In A-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 Left or Right 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 A-ism and V-ism, characters can perform Alpha Counters (Zero Counter in the Japanese release), 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 Alpha 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 Custom 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 choosing a character, the player is asked to choose a Mode and an Ism. Both choices affect how the character is played.

Modes

The Modes are unique to the Dreamcast version of the game. Players choose a Mode in every game mode except Dramatic Battle and Vs Dramatic Battle. Modes modify the difficulty of the game in ways that are independent of the Ism chosen.

Street Fighter Alpha 3 DC, Modes.png
Normal
The character plays as he or she normally does in the arcade release of the game.
Street Fighter Alpha 3 DC, Modes.png
Mazi
The damage done by the character is significantly increased, but the character also takes double damage from any attack. While the player must still win the best of three rounds to win, the opponent only needs to win one round to defeat the player.
Street Fighter Alpha 3 DC, Modes.png
Saikyo
The damage done by the character is slightly decreased, the character is easier to stun, and the Guard Power gauge is drastically shortened. Normal moves cannot be canceled into special moves or Super Combos, lessening combo potential.
Street Fighter Alpha 3 DC, Modes.png
Classic
The player must play in X-ism (skipping the Ism selection). The character has the increased damage of X-ism but also its constraints (for example, no air blocking, recoveries, or Alpha Counters). Furthermore, the character has no Super Combo gauge (and thus cannot perform Super Combos) but also no Guard Power gauge (so blocking can be done without restriction).

Isms

After selecting a Mode, 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 Bison 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.

Street Fighter Alpha 3 DC, Isms.png
X-ism
X-ism is a simple style based on Super Street Fighter II Turbo. 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 A-ism). However, characters cannot air block, perform ground recovery rolls or air recoveries, reduce damage taken from hits or blocks, or use Alpha 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.
Street Fighter Alpha 3 DC, Isms.png
A-ism
A-ism (Z-ism in the Japanese release) is the standard playing style, based on the previous Alpha 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 Alpha Counters. Performing a Alpha 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 A-ism but one (Dhalsim's Yoga Tempest is exclusive to X-ism).

Street Fighter Alpha 3 DC, Isms.png
V-ism
V-ism (for "variable" style) is a unique style that allows the player to perform Custom Combos (Original Combos in the Japanese release), similar to Street Fighter Alpha 2. Characters have a single-level Custom 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 Alpha Counters. Performing a Alpha Counter costs half of the Custom Combo gauge and one notch of the Guard Power gauge. Damage done per hit is the lowest of the three styles.

Custom 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 Custom Combo. The Custom 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 Custom Combo gauge recharges quickly, faster than in the other styles. Characters cannot block while performing an Custom 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 Left Right P for a Sonic Boom).

Modes

Street Fighter Alpha 3 DC, Survival Mode, 10 Battle.png

Survival Mode, 10 Battle

Street Fighter Alpha 3 DC, Dramatic Battle.png

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 Alpha games. The final battle is also against a predetermined opponent, which is Final Bison for almost every character (except the hidden character Evil Ryu, who faces Shin Akuma, and Bison himself, who faces Ryu). The final battle is sometimes preceded by a fight against the Shadaloo enforcer Balrog 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, a Mode, an Ism, a handicap, the game speed, and a stage. The stage is chosen based on the first player's character. The game keeps track of wins and finishers for each player.
  • Team Battle: A two-player mode where each player selects up to three 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.
  • 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 whether the opponent is passive, controlled by the computer, or controlled manually (using a second control pad). This menu can also enable attack data, showing the damage and the combos done.
  • World Tour: A single-player mode where the player chooses a character and travels to five different locations around the world: Asia, U.S.S.R., Europe, Africa, and America. Each contains several stages, each consisting of one to three battles, which must all be completed in one attempt (or the player must try again from the beginning of the stage). Completing the challenges in all five areas unlocks Akuma's home island, Gokuentou, where a final series of boss fights awaits. There are various battle types with different rules, such as battles where opponents can only be damaged with combos or throws, two-on-one Dramatic Battles, and battles where the player faces multiple foes one at a time on the same vitality bar. The player earns experience for the selected character and Ism whenever a stage is completed, which increases the level of the character (up to level 32) and the character's statistics (normal and special move attack power, Super Combo attack power, defense, Super Combo gauge replenish rate, and stamina). In each area, the player can earn additional Isms called "Ism-Pluses," which provide unique bonuses such as increasing the rate at which the player's Super Combo gauge replenishes, preventing the character from ever being stunned, or allowing the character to perform Custom Combos outside of V-ism. Characters created in World Tour mode can saved to Entry Slots for use in the other game modes. Only six Ism-Pluses can be earned, but they are always active, allowing the player to create a custom style called an "I-Ism." The player can strategize which areas to visit first to decide which Ism-Pluses to obtain.
  • 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 Custom 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 Balrog, Vega, Sagat, Juli & Juni, Akuma, Final Bison, Evil Ryu, and Shin Akuma). 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 character select screen). In single-player games, each character is assigned a predetermined partner (for example, Guy is partnered with Cody, and Juli is partnered with Juni). In two-player games, each player can choose any character. Players face six boss characters, ending with Final Bison, 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.
  • Vs Dramatic Battle: A two-on-one fighting mode that can be played by three players simultaneously. Player can choose any character and any stage. The solo player can set the Super Combo gauge to normal or "plus" (which replenishes much faster) and guarding to normal or reflect (auto-blocking) and also has the option of a handicap to even the odds.
  • Final Battle: A single-player mode where the player can choose any character and skip straight to the final battle (which is against Final Bison for most characters and not including the fights against Balrog 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 Bison succeeds in taking over the world (or with Ryu's good ending when playing as Bison).
  • Network: The game had a special "Saikyou Doujou" mode where the player could upload World Tour mode I-Ism characters and download master characters to compete against locally. The Matching Service version also contains an online versus mode.

Records, including high scores and the player's progress in the World Tour mode are saved to a VMU.

Characters

Note: Move lists assume that the character is facing right. When facing left, Left and Right 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

For moves that require using the  TAUNT  button,  LP  must be held for the entire button combination, finishing with the  START  button.

Playable

All 21 characters from Street Fighter Alpha 2 return (including Cammy from Street Fighter Alpha 2 Gold and the hidden characters Evil Ryu and Shin Akuma). E. Honda, Blanka, Balrog, Vega, 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 Akuma, Dee Jay, Fei Long, T. Hawk, and Guile were all exclusive to the console releases of the game. Additionally, Balrog, 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.

Street Fighter Zero 3, Characters, Victory.png
Street Fighter Alpha 2, Sprites, Ryu.gif
Originally appeared in:
Street Fighter
Fifth battle:
Rose
Ninth battle:
Ken
Final battle:
Final Bison
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 Akuma, his cold-blooded rival who represents what Ryu could become if he succumbed to evil. Ryu is being hunted by M. Bison and his Shadaloo forces, who are seeking a new body for Bison's mind.
Move list (Special moves)
Name Command Description
Hadouken X-ism A-ism V-ism Down Down-right Right P 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-ism A-ism V-ism Left Down-left Down Down-right Right P 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-ism A-ism V-ism Right Down Down-right P 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-ism A-ism V-ism Down Down-left Left K 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-ism A-ism V-ism Down Down-right Right  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-ism A-ism V-ism Right+ 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-ism A-ism V-ism Right+ HP  Ryu slides forward with an elbow strike, potentially hitting twice.
Senpuu Kyaku X-ism A-ism V-ism Right+ MK  Ryu hops forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
Kakato Otoshi X-ism A-ism V-ism Left+ HK  Ryu does an axe kick, potentially hitting twice.
Move list (Super Combos)
Name Command Description
Shinkuu Hadouken X-ism A-ism V-ism Down Down-right Right Down Down-right Right P 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-ism A-ism V-ism Down Down-left Left Down Down-left Left K 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-ism A-ism V-ism Down Down-right Right Down Down-right Right K (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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Ryu performs a Shouryuuken.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Ryu performs a sweep kick.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Zero 3, Sprites, E. Honda.gif
Originally appeared in:
Street Fighter II
Fifth battle:
Ryu
Ninth battle:
Sodom
Final battle:
Final Bison
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-ism A-ism V-ism PPPPP E. Honda unleashes a flurry of hand slaps. He slaps faster when a stronger button is used.
Super Zutsuki X-ism A-ism V-ism Hold Left for 2 seconds, then Right+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-ism A-ism V-ism Hold Down for 2 seconds, then Up+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-ism A-ism V-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-ism A-ism V-ism Left+ MK  or Right+ MK 
X-ism A-ism V-ism Right+ MK 
E. Honda performs a knee strike that can hit up to two times.
Harai Geri X-ism A-ism V-ism Left+ HK  or Right+ HK 
X-ism A-ism V-ism Right+ HK 
E. Honda does a low kick.
Flying Sumo Press X-ism A-ism V-ism Down+ MK  while jumping diagonally
X-ism A-ism V-ism  MK  in midair
E. Honda drops with a body press.
Move list (Super Combos)
Name Command Description
Oni Musou X-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+P E. Honda performs two consecutive Super Zutsukis. He performs a third Super Zutsuki at level 2 or an advancing Hyakuretsu Harite at level 3.
Fuji Oroshi X-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+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-ism A-ism V-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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, E. Honda performs a downward hand chop.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, E. Honda performs a sweep kick.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Zero 3, Sprites, Blanka.gif
Originally appeared in:
Street Fighter II
Fifth battle:
Dan
Ninth battle:
Zangief
Final battle:
Balrog, Final Bison
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-ism A-ism V-ism PPPPP Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when a stronger button is used.
Rolling Attack X-ism A-ism V-ism Hold Left for 2 seconds, then Right+P Blanka curls into a ball and rolls straight ahead. The move travels farther when a stronger button is used.
Backstep Rolling Attack X-ism A-ism V-ism Hold Left for 2 seconds, then Right+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-ism A-ism V-ism Hold Down for 2 seconds, then Up+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-ism A-ism V-ism Left+ LP  or Right+ LP  (close)
X-ism A-ism V-ism Left+ LP 
Blanka does a handslap.
Rock Crush X-ism A-ism V-ism Left+ MP  or Right+ MP  (close)
X-ism A-ism V-ism Left+ MP 
Blanka does a headbutt, hitting up to two times.
Knee Strike X-ism A-ism V-ism Left+ LK  or  MK  or Right+ LK  or  MK  (close)
X-ism A-ism V-ism Left+ LK  or  MK 
Blanka does a knee strike.
Amazon River Run X-ism A-ism V-ism Down-right+ HP  Blanka slides along the ground on his back, knocking opponents over.
Surprise Forward X-ism A-ism V-ism All three K simultaneously Blanka leaps forward. This move can pass through opponents (if close enough) but not attacks.
Surprise Back X-ism A-ism V-ism Left + 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-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+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-ism A-ism V-ism Hold Down-left for 2 seconds, then Down-right Down-left Up-right+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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Blanka performs a Rolling Attack.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Blanka does a low kick.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Alpha 2, Sprites, Chun-Li.gif
Street Fighter Alpha 2, Sprites, Classic Chun-Li.gif
Originally appeared in:
Street Fighter II
Fifth battle:
Birdie
Ninth battle:
Cammy
Final battle:
Juli & Juni, Final Bison
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 M. Bison. She has teamed up with the American soldiers Charlie 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-ism A-ism V-ism KKKKK Chun-Li unleashes a flurry of rapid kicks. She kicks faster when a stronger button is used.
Tenshou Kyaku X-ism A-ism V-ism Hold Down for 2 seconds, then Up+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-ism A-ism V-ism Left Down-left Down Down-right Right P Chun-Li shoots an energy ball across the screen. The projectile moves faster when a stronger button is used.
Sen'en Shuu X-ism A-ism V-ism Right Down-right Down Down-left Left K 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-ism A-ism V-ism Hold Left for 2 seconds, then Right+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-ism A-ism V-ism Hold Left for 2 seconds, then Right+P Chun-Li thrusts her palms out and shoves her opponent away.
Move list (Command normals)
Name Command Description
Sankaku Tobi X-ism A-ism V-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-ism A-ism V-ism Down+ MK  in midair Chun-Li holds a straight leg in a head stomp.
Kouhou Kaiten Kyaku X-ism A-ism V-ism Down-right+ MK  Chun-Li flips backwards high into the air, coming down with a kick.
Kaku Kyaku Raku X-ism A-ism V-ism Down-right+ HK  Chun-Li flips forwards high into the air, coming down with a kick.
Move list (Super Combos)
Name Command Description
Senretsu Kyaku X-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+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-ism A-ism V-ism Down Down-right Right Down Down-right Right P 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-ism A-ism V-ism Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K Chun-Li performs a more powerful version of her Tenshou Kyaku that can hit more times.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Chun-Li thrusts both hands out.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Chun-Li performs a sweep kick.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Alpha 2, Sprites, Zangief.gif
Originally appeared in:
Street Fighter II
Fifth battle:
Rolento
Ninth battle:
Chun-Li
Final battle:
Final Bison
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-ism A-ism V-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 Left and Right while spinning.
Quick Double Lariat X-ism A-ism V-ism All three K simultaneously Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with Left and Right while spinning.
Screw Piledriver X-ism A-ism V-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-ism A-ism V-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-ism A-ism V-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-ism A-ism V-ism Right Down-right Down Down-left Left P
X-ism A-ism V-ism Right Down Down-right P
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-ism A-ism V-ism Down+ HP  while jumping diagonally Zangief drops with a body press.
Double Knee Drop X-ism A-ism V-ism Down+ LK  or Down+ MK  while jumping diagonally Zangief falls with his knees forward.
Dynamite Kick X-ism A-ism V-ism Down-left+ MK  Zangief does a low kick.
Russian Kick X-ism A-ism V-ism Down-left+ HK  Zangief does a low kick that sweeps his opponent.
Headbutt X-ism A-ism V-ism Right+ HP 
X-ism A-ism V-ism Right+ MP 
Zangief hops into the air and does a headbutt.
Kuuchuu Headbutt X-ism A-ism V-ism Up+ MP  or Up+ HP  during neutral jump Zangief performs a headbutt in midair.
Move list (Super Combos)
Name Command Description
Final Atomic Buster X-ism A-ism V-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-ism A-ism V-ism Down Down-right Right Down Down-right Right K 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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Zangief performs a standing kick.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Zangief performs a standing punch.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Alpha 2, Sprites, Dhalsim.gif
Originally appeared in:
Street Fighter II
Fifth battle:
Rose
Ninth battle:
Birdie
Final battle:
Juli & Juni, Final Bison
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-ism A-ism V-ism Down Down-right Right P Dhalsim spews a fireball across the screen. It travels the full width of the screen with X-ism, but it stops slightly shorter with A-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 A-ism and V-ism.
Yoga Flame X-ism A-ism V-ism Left Down-left Down Down-right Right P
X-ism A-ism V-ism Right Down-right Down Down-left Left P
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-ism A-ism V-ism Left Down-left Down Down-right Right K
X-ism A-ism V-ism Right Down-right Down Down-left Left K
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-ism A-ism V-ism Right Down Down-right + 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-ism A-ism V-ism Left Down Down-left + 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-ism A-ism V-ism Left Down Down-left K when knocked down Dhalsim teleports away after being knocked down.
Move list (Command normals)
Name Command Description
Kuuchuu Chouhatsu X-ism A-ism V-ism  TAUNT  in midair Dhalsim can perform his taunt in midair.
Short Attacks X-ism A-ism V-ism Left+P or K Dhalsim can perform shorter, quicker attacks without stretching his arms by holding Left. This works while standing, crouching, or jumping.
Forward Chop X-ism A-ism V-ism Right+ LP  Dhalsim quickly jabs his open hand forward.
Downward Chop X-ism A-ism V-ism Left+ 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-ism A-ism V-ism Left+ HP  Dhalsim headbutts his opponent, hitting up to two times.
Yoga Mummy X-ism A-ism V-ism Down+ HP  in midair Dhalsim spins downward head first like a drill.
Yoga Spear X-ism A-ism V-ism Down+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-ism A-ism V-ism Left Down-left Down Down-right Right Left Down-left Down Down-right Right P 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-ism A-ism V-ism Down Down-right Right Down Down-right Right P Dhalsim belches a chain of fireballs in front of him. The flames draw his opponent inward.
Yoga Strike X-ism A-ism V-ism Down Down-right Right Down Down-right Right K Dhalsim jumps diagonally upward and tries to grab his opponent (if airborne) to slam them into the ground with his legs.
Yoga Stream X-ism A-ism V-ism Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Dhalsim sets the ground in front of him on fire with his breath, which can hit opponents who are blocking high.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + 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.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + 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.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Alpha 2, Sprites, Ken.gif
Originally appeared in:
Street Fighter
Fifth battle:
Karin
Ninth battle:
Sakura
Final battle:
Final Bison
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-ism A-ism V-ism Down Down-right Right P 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-ism A-ism V-ism Right Down Down-right P 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-ism A-ism V-ism Down Down-left Left K 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-ism A-ism V-ism Down Down-left Left P 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-ism A-ism V-ism Down Down-right Right  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-ism A-ism V-ism Right+ 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-ism A-ism V-ism Left+ MK  Ken performs a roundhouse kick, hitting up to two times.
Ushiro Mawashi-geri X-ism A-ism V-ism Right+ HK  Ken turns around with a heel kick that knocks down opponents.
Move list (Super Combos)
Name Command Description
Shouryuu Reppa X-ism A-ism V-ism Down Down-right Right Down Down-right Right P 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-ism A-ism V-ism Down Down-right Right Down Down-right Right K 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-ism A-ism V-ism Down Down-left Left Down Down-left Left K (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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Ken performs a Shouryuuken.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Ken performs a roundhouse kick.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Alpha 2, Sprites, Akuma.gif
Originally appeared in:
Super Street Fighter II Turbo
Fifth battle:
Adon
Ninth battle:
Guy
Final battle:
Final Bison
Dramatic Battle partner:
Gen
Akuma (Gouki)
Akuma 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 to tempt him to embrace the Satsui no Hadou.
Move list (Special moves)
Name Command Description
Gou Hadouken X-ism A-ism V-ism Down Down-right Right P Akuma 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-ism A-ism V-ism Down Down-right Right P in midair Akuma 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-ism A-ism V-ism Right Down-right Down Down-left Left P Akuma 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-ism A-ism V-ism Right Down Down-right P Akuma 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-ism A-ism V-ism Down Down-left Left K Akuma 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-ism A-ism V-ism Down Down-right Right Up-right P Akuma 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 Akuma is near his opponent, he can throw them with Left+P or K or Right+P or K instead. He somersaults further when a stronger button is used.
Zenpou Tenshin X-ism A-ism V-ism Down Down-left Left P Akuma 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-ism A-ism V-ism Right Down Down-right + all three P or K simultaneously Akuma 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-ism A-ism V-ism Left Down Down-left + all three P or K simultaneously Akuma 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-ism A-ism V-ism Down+ MK  before the apex of the jump while flipping forward in the air Akuma dive kicks diagonally downward.
Zugai Hasatsu X-ism A-ism V-ism Right+ MP  Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku X-ism A-ism V-ism Right+ MK  Akuma hops forward, doing a single spinning kick similar to a Tatsumaki Zankuukyaku.
Move list (Super Combos)
Name Command Description
Shun Goku Satsu X-ism A-ism V-ism  LP   LP  Right  LK   HP  (at max level) Akuma 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-ism A-ism V-ism Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Akuma fires a version of the Gou Hadouken that can hit his opponent multiple times.
Messatsu Gou Shouryuu X-ism A-ism V-ism Down Down-right Right Down Down-right Right P Akuma performs a low Gou Shouryuuken, then a high Gou Shouryuuken. He does two low Gou Shouryuukens at level 3.
Tenma Gou Zankuu X-ism A-ism V-ism Down Down-right Right Down Down-right Right P in midair Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Akuma performs a Gou Shouryuuken.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Akuma performs a sweep kick.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Alpha 2, Sprites, Charlie.gif
Originally appeared in:
Street Fighter Alpha
Fifth battle:
Cammy
Ninth battle:
Rolento
Final battle:
Final Bison
Dramatic Battle partner:
Guile
Charlie (Nash)
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 M. Bison with the intention of finding and destroying Shadaloo's secret base.
Move list (Special moves)
Name Command Description
Sonic Boom X-ism A-ism V-ism Hold Left for 2 seconds, then Right+P Charlie 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-ism A-ism V-ism Hold Down for 2 seconds, then Up+K Charlie 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-ism A-ism V-ism Right Right Charlie dashes forward.
Knee Bazooka X-ism A-ism V-ism Left+ LK  or Right+ LK 
X-ism A-ism V-ism K while dashing
Charlie hops forward with a knee strike.
Jump Sobat X-ism A-ism V-ism Left+ MK  or Right+ MK  Charlie hops with a turning kick.
Step Kick X-ism A-ism V-ism Left+ HK  or Right+ HK  Charlie takes a step forward and kicks.
Move list (Super Combos)
Name Command Description
Somersault Justice X-ism A-ism V-ism Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K Charlie 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-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+PPPPP Charlie 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-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+K Charlie 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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Charlie performs a Spin Back Knuckle.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Charlie performs a sweep kick.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Alpha 2, Sprites, Cammy.gif
Originally appeared in:
Super Street Fighter II
Fifth battle:
Dhalsim
Ninth battle:
Vega
Final battle:
Juli & Juni, Final Bison
Dramatic Battle partner:
M. Bison
Cammy
Cammy is a Shadaloo Doll, a genetically engineered assassin for M. Bison. 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 Bison with them.
Move list (Special moves)
Name Command Description
Spiral Arrow X-ism A-ism V-ism Down Down-right Right K 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-ism A-ism V-ism Right Down Down-right K 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-ism A-ism V-ism Right Down-right Down Down-left Left P 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-ism A-ism V-ism Down Down-left Left P 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-ism A-ism V-ism Down Down-left Left K before the apex of the jump while flipping forward in the air Cammy dive kicks diagonally downward.
Hooligan Combination X-ism A-ism V-ism Left Down-left Down Down-right Right Up-right P 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-ism A-ism V-ism Down Down-right Right Down Down-right Right K Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.
Reverse Shaft Breaker X-ism A-ism V-ism Down Down-left Left Down Down-left Left K Cammy performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward.
Killer Bee Assault X-ism A-ism V-ism Hold Down-left for 2 seconds, then Down-right Down-left Up-right+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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Cammy performs a backfist.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Cammy performs a Cannon Spike.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Zero 3, Sprites, M. Bison.gif
Originally appeared in:
Street Fighter II
Fifth battle:
Gen
Ninth battle:
Birdie
Final battle:
Final Bison
Dramatic Battle partner:
Birdie
Balrog (M. Bison)
Balrog 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 M. Bison'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-ism A-ism V-ism Hold Left for 2 seconds, then Right+P or K Balrog 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-ism A-ism V-ism Hold Left for 2 seconds, then Down-right+P or K Balrog 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-ism A-ism V-ism Hold Down for 2 seconds, then Up+P Balrog 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 Balrog 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-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+P or K
X-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+P
Balrog 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-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+K (at max level) Balrog 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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Balrog performs a Buffalo Headbutt.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Balrog performs a sweep punch.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Zero 3, Sprites, Balrog.gif
Originally appeared in:
Street Fighter II
Fifth battle:
Zangief
Ninth battle:
Cammy
Final battle:
Final Bison
Dramatic Battle partner:
Rolento
Vega (Balrog)
Vega 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-ism A-ism V-ism Hold Left for 2 seconds, then Right+P Vega rolls along the ground, ending with a claw thrust. He rolls further when a stronger button is used.
Sky High Claw X-ism A-ism V-ism Hold Down for 2 seconds, then Up+P Vega 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-ism A-ism V-ism Hold Down for 2 seconds, then Up+K, then P Vega 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-ism A-ism V-ism Hold Down for 2 seconds, then Up+K, then Left+P or Right+P Vega jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex if the player presses Left+P or Right+P when near the opponent.
Kabe Hari Tsuki X-ism A-ism V-ism Hold Down for 2 seconds, then Up + all three K simultaneously (in Vega's stage) Vega 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 Left+P or Right+P when near the opponent.
Backslash X-ism A-ism V-ism All three P or K simultaneously Vega 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-ism A-ism V-ism Hold Down-left for 2 seconds, then Right+K Vega does a backflip kick into the air, which knocks his opponent over on impact.
Move list (Command normals)
Name Command Description
Sankaku Tobi X-ism A-ism V-ism D-Pad in the opposite direction when jumping onto the edge of the screen Vega can jump off the edges of the screen.
Cosmic Smart X-ism A-ism V-ism Right+ HK  Vega does a leaping turnaround kick.
Move list (Super Combos)
Name Command Description
Flying Barcelona Special X-ism A-ism V-ism Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K, then P Vega 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-ism A-ism V-ism Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K, then Left+P or Right+P Vega 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-ism A-ism V-ism Hold Down-left for 2 seconds, then Down-right Down-left Up-right + all three K simultaneously (in Vega's stage) Vega 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 Left+P or Right+P when near the opponent.
Scarlet Mirage X-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+K Vega advances on his opponent with a series of backflips.
Red Impact X-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+P (close, at max level) Vega 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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Vega performs a standing claw swipe.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Vega performs a sliding sweep.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Alpha 2, Sprites, Sagat.gif
Originally appeared in:
Street Fighter
Fifth battle:
Dan
Ninth battle:
Ryu
Final battle:
Final Bison
Dramatic Battle partner:
Adon
Sagat
Sagat is the "Emperor of Muay Thai" and M. Bison'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-ism A-ism V-ism Down Down-right Right P 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-ism A-ism V-ism Right Down Down-right P 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-ism A-ism V-ism Right Down Down-right P 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-ism A-ism V-ism Down Down-right Right Up-right K 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-ism A-ism V-ism Right Down Down-right K 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-ism A-ism V-ism Down Down-right Right Down Down-right Right K 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-ism A-ism V-ism Down Down-right Right Down Down-right Right P Sagat fires a large Tiger Shot that can hit multiple times.
Tiger Raid X-ism A-ism V-ism Down Down-left Left Down Down-left Left K Sagat performs a barrage of kicks, finishing with a flying side kick. The final kick is flaming at level 3.
Angry Charge X-ism A-ism V-ism Down Down-right Right  TAUNT  The scar on Sagat's chest glows, momentarily pausing gameplay, and he clutches it, which empowers his next Tiger Blow.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Sagat performs a standing kick.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Sagat performs a Tiger Blow.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Alpha 2, Sprites, M. Bison.gif
Originally appeared in:
Street Fighter II
Fifth battle:
Akuma
Ninth battle:
Sagat
Final battle:
Ryu
Dramatic Battle partner:
Cammy
M. Bison (Vega)
M. Bison 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-ism A-ism V-ism Hold Left for 2 seconds, then Right+P M. Bison 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-ism A-ism V-ism Hold Left for 2 seconds, then Right+P M. Bison throws a fireball across the screen. The projectile travels slightly farther when a stronger button is used.
Double Knee Press X-ism A-ism V-ism Hold Left for 2 seconds, then Right+K M. Bison 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-ism A-ism V-ism Hold Down for 2 seconds, then Up+K M. Bison 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 Left and Right.
Skull Diver X-ism A-ism V-ism Hold Down for 2 seconds, then Up+P M. Bison 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 Left and Right.
Warp Forward X-ism A-ism V-ism Right Down Down-right + all three P or K simultaneously M. Bison disappears and reappears the entire screen ahead with P or half the screen ahead with K.
Warp Backward X-ism A-ism V-ism Left Down Down-left + all three P or K simultaneously M. Bison 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-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+K M. Bison does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 3.
Psycho Crusher X-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+P M. Bison spirals toward his opponent while infused with psycho energy. He travels farther at levels 2 and 3.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, M. Bison warps behind them.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, M. Bison performs a standing punch.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Alpha 2, Sprites, Adon.gif
Originally appeared in:
Street Fighter
Fifth battle:
Ken
Ninth battle:
Rose
Final battle:
Final Bison
Dramatic Battle partner:
Sagat
Adon
Adon is a Muay Thai master. After defeating his former master Sagat, Adon is now seeking to challenge Akuma, hoping to incorporate the Shun Goku Satsu and perfect the Muay Thai fighting style.
Move list (Special moves)
Name Command Description
Rising Jaguar X-ism A-ism V-ism Right Down Down-right K 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-ism A-ism V-ism Right Down-right Down Down-left Left K 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-ism A-ism V-ism K in midair
X-ism A-ism V-ism Left Down Down-left K
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-ism A-ism V-ism Right+ 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-ism A-ism V-ism Down Down-right Right Down Down-right Right P Adon dashes forward and hits his opponent with a series of quick strikes. He knocks the opponent into the air for a final strike at level 3.
Jaguar Revolver X-ism A-ism V-ism Down Down-right Right Down Down-right Right K Adon performs two Jaguar Kicks in quick succession. He does a third Jaguar Kick at level 3.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Adon performs a Rising Jaguar.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Adon performs multiple quick hand strikes.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Alpha 2, Sprites, Gen, Mantis Stance.gif
Street Fighter Alpha 2, Sprites, Gen, Crane Stance.gif
Originally appeared in:
Street Fighter
Fifth battle:
Ryu
Ninth battle:
Akuma
Final battle:
Final Bison
Dramatic Battle partner:
Akuma
Gen
Gen is an aging Chinese martial arts master. He is searching for a worthy opponent to fight in a "Death Match." Akuma 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-ism A-ism V-ism All three K simultaneously Gen changes to his Crane stance.
Hyakurenkou X-ism A-ism V-ism PPPPP Gen chops his hand furiously in front of him. He chops faster when a stronger button is used.
Gekirou X-ism A-ism V-ism Right Down Down-right K 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-ism A-ism V-ism Down Down-right Right Down Down-right Right P Gen charges through his opponent, continuing to cause injury even after he has moved through them.
Shitenshuu X-ism A-ism V-ism Down Down-left Left Down Down-left Left P 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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Gen performs a rising kick.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + 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-ism A-ism V-ism All three P simultaneously Gen changes to his Mantis stance.
Jyasen X-ism A-ism V-ism Hold Left for 2 seconds, then Right+P Gen rolls along the ground, then unravels with an open-handed strike. He rolls further when a stronger button is used.
Ouga X-ism A-ism V-ism Hold Down for 2 seconds, then Up+K Gen jumps to the corner of the screen. If no direction is held, he drops a short distance down with a kick. If Left is held, he drops down to the ground. If Right is held, he kicks downward across the screen. If Up 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 Down is held (or the opponent is at the end of the stage and cannot move further back), Gen falls with a downward kick. If Down-left or Down-right is held, Gen does a diagonal kick in either direction.
Move list (Super Combos (Crane stance))
Name Command Description
Kouga X-ism A-ism V-ism Down Down-left Left Down Down-left Left K in midair Gen does multiple wall jumps and diving kicks.
Jakouha X-ism A-ism V-ism Down Down-right Right Down Down-right Right K 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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Gen performs a jumping kick.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Gen performs a shoulder charge.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Alpha 2, Sprites, Birdie.gif
Originally appeared in:
Street Fighter
Fifth battle:
E. Honda
Ninth battle:
Blanka
Final battle:
Balrog, Final Bison
Dramatic Battle partner:
Balrog
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 M. Bison and become the new lord of Shadaloo.
Move list (Special moves)
Name Command Description
Bullhead X-ism A-ism V-ism Hold Left for 2 seconds, then Right+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-ism A-ism V-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-ism A-ism V-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-ism A-ism V-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-ism A-ism V-ism Down+ HP  Birdie drops with a body press.
Bull Drop X-ism A-ism V-ism Right+ HK  Birdie kicks downward.
Bad Hammer X-ism A-ism V-ism Hold Up 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-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+P Birdie dashes forward and headbutts his opponent multiple times.
Bull Revenger X-ism A-ism V-ism Down Down-right Right Down Down-right Right P 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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Birdie performs a headbutt.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Birdie does a front kick.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Zero 3, Sprites, Cody.gif
Originally appeared in:
Final Fight
Fifth battle:
Birdie
Ninth battle:
Guy
Final battle:
Final Bison
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-ism A-ism V-ism Down + 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-ism A-ism V-ism Down Down-right Right P 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-ism A-ism V-ism Down Down-right Right P 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-ism A-ism V-ism Down Down-right Right  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-ism A-ism V-ism Down Down-right Right K 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-ism A-ism V-ism Down Down-left Left P 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-ism A-ism V-ism Left Down-left Down P 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-ism A-ism V-ism Right+ MP  when not holding a knife Cody does a stomach punch.
Crack Kick X-ism A-ism V-ism Right+ HK  Cody does a jumping kick that knocks his opponent over on impact.
Yoke X-ism A-ism V-ism Hold Left or Down-left 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-ism A-ism V-ism Down Down-right Right Down Down-right Right P 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-ism A-ism V-ism Down Down-right Right Down Down-right Right K 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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Cody does a shoulder throw.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Cody does a crouching kick.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Alpha 2, Sprites, Guy.gif
Originally appeared in:
Final Fight
Fifth battle:
Karin
Ninth battle:
Gen
Final battle:
Final Bison
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-ism A-ism V-ism Down Down-right Right P 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-ism A-ism V-ism Down Down-right Right K 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-ism A-ism V-ism Down Down-left Left K 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-ism A-ism V-ism Down Down-left Left P 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-ism A-ism V-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-ism A-ism V-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-ism A-ism V-ism Down+ MP  in midair Guy thrusts downward with an elbow.
Kubi Kudaki X-ism A-ism V-ism Right+ 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-ism A-ism V-ism Down-right+ HK  Guy does a backflip kick.
Move list (Super Combos)
Name Command Description
Bushin Muso Renge X-ism A-ism V-ism Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Guy performs a barrage of punches and kicks, with the screen flashing on each attack.
Bushin Hassou Ken X-ism A-ism V-ism Down Down-right Right Down Down-right Right P Guy jumps diagonally upward and pummels his opponent high into the air with a series of strikes.
Bushin Gourai Kyaku X-ism A-ism V-ism Down Down-right Right Down Down-right Right K Guy dashes toward his opponent and performs a series of punches, ending with a reverse hook kick.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Guy performs an elbow strike.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Guy performs a sweep kick.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Alpha 2, Sprites, Rolento.gif
Originally appeared in:
Final Fight
Fifth battle:
Sodom
Ninth battle:
Cody
Final battle:
Balrog, Final Bison
Dramatic Battle partner:
Vega
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-ism A-ism V-ism Down Down-right Right P (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-ism A-ism V-ism Down Down-left Left P 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-ism A-ism V-ism Down Down-left Left K 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-ism A-ism V-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-ism A-ism V-ism Right Down Down-right K 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-ism A-ism V-ism Down Up Rolento flips high into the air forward (potentially leaping over his opponent).
Spike Rod X-ism A-ism V-ism Down+ 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-ism A-ism V-ism Right+ 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-ism A-ism V-ism Down Down-right Right Down Down-right Right P 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-ism A-ism V-ism Down Down-left Left Down Down-left Left P Rolento rolls backwards while dropping several grenades. The grenades draw the opponent into each other as they explode.
Steel Rain X-ism A-ism V-ism Down Down-right Right Down Down-right Right K Rolento throws a bundle of knives into the air, which rain down wherever his opponent is standing.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Rolento performs a baton strike.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Rolento leaps to the other side of his opponent.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Alpha 2, Sprites, Sodom.gif
Street Fighter Zero 3, Sprites, Classic Sodom.gif
Originally appeared in:
Final Fight
Fifth battle:
Rolento
Ninth battle:
Chun-Li
Final battle:
Final Bison
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 A-ism and V-ism, he fights with a pair of jitte.

Move list (Special moves)
Name Command Description
Jigoku Scrape X-ism A-ism V-ism Down Down-right Right P 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-ism A-ism V-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-ism A-ism V-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-ism A-ism V-ism Right Down Down-right K 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-ism A-ism V-ism Right Down-right Down P when knocked down Sodom rolls away from his opponent.
Tengu Walking X-ism A-ism V-ism Left Down-left Down K when knocked down Sodom catches himself by sticking his weapons into the ground, then uses them to walk forward.
Yagura Reverse X-ism A-ism V-ism Left Down Down-left K 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-ism A-ism V-ism Down Down-right Right Down Down-right Right P 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-ism A-ism V-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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Sodom performs a Jigoku Scrape.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Sodom performs a low sliding kick.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Alpha 2, Sprites, Rose.gif
Originally appeared in:
Street Fighter Alpha
Fifth battle:
Guy
Ninth battle:
Vega
Final battle:
Juli & Juni, Final Bison
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 M. Bison and now seeks the dictator to destroy him.
Move list (Special moves)
Name Command Description
Soul Reflect X-ism A-ism V-ism Down Down-left Left P 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-ism A-ism V-ism Left Down-left Down Down-right Right P 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-ism A-ism V-ism Right Down Down-right P 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-ism A-ism V-ism Down Down-right Right K 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-ism A-ism V-ism Down-right+ MK  Rose does a slide kick forward.
Soul-piette X-ism A-ism V-ism Right+ HK  Rose does a rotating high kick while leaning on a hand.
Move list (Super Combos)
Name Command Description
Aura Soul Throw X-ism A-ism V-ism Down Down-right Right Down Down-right Right P 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-ism A-ism V-ism Down Down-left Left Down Down-left Left P 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-ism A-ism V-ism Down Down-right Right Down Down-right Right K Rose creates afterimages of herself that mimic her normal attacks. Lasts for a timed duration or until Rose is hit.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Rose grabs and switches positions with them.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Rose performs a sweep kick.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Alpha 2, Sprites, Sakura.gif
Originally appeared in:
Street Fighter Alpha 2
Fifth battle:
E. Honda
Ninth battle:
Ryu
Final battle:
Final Bison
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-ism A-ism V-ism Down Down-right Right P Sakura shoots a fireball that travels most of the width of the screen.
Shouoken X-ism A-ism V-ism Right Down Down-right P 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-ism A-ism V-ism Down Down-left Left K 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-ism A-ism V-ism Right Down Down-right K 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-ism A-ism V-ism Right+ 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-ism A-ism V-ism Down Down-right Right Down Down-right Right K 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-ism A-ism V-ism Down Down-right Right Down Down-right Right P 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-ism A-ism V-ism Down Down-left Left Down Down-left Left K Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Sakura performs a jumping uppercut.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Sakura performs a sweep kick.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Zero 3, Sprites, Karin.gif
Originally appeared in:
Street Fighter Alpha 3
Fifth battle:
Blanka
Ninth battle:
Sakura
Final battle:
Juli & Juni, Final Bison
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-ism A-ism V-ism Down Down-right Right P 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 Right+P after the first strike. Or she can follow the first or second strikes with the Guren Chuu (elbow strike) with Down-right+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 Down+K, or the Guren Sen Ha (a forward leap with two hand swipes) with Up+K. Or can can follow up the first or second strikes with the Guren Yasha (standing) with Left+P or Guren Yasha (crouching) with Left+K (both counters if her opponent hits back).
Hou Shou X-ism A-ism V-ism Right Down Down-right P Karin does a quick palm strike that can knock her opponent over.
Mujin Kyaku X-ism A-ism V-ism Right Down Down-right K Karin steps forward with a high kick that potentially hits twice and knocks her opponent over.
Ressen Chou X-ism A-ism V-ism Left Down Down-left P 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-ism A-ism V-ism Down Down-right Right Up-right K 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-ism A-ism V-ism Down Down-left Left P 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-ism A-ism V-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-ism A-ism V-ism Right+ 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-ism A-ism V-ism Down Down-right Right Down Down-right Right P 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-ism A-ism V-ism Down Down-right Right Down Down-right Right K Karin jumps into the air with multiple hand swipes.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Karin performs a standing punch.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Karin performs a sweep kick.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Zero 3, Sprites, Dan.gif
Originally appeared in:
Street Fighter Alpha
Fifth battle:
Chun-Li
Ninth battle:
Sagat
Final battle:
Balrog, Final Bison
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-ism A-ism V-ism Down Down-right Right P 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-ism A-ism V-ism Right Down Down-right P 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-ism A-ism V-ism Down Down-left Left K 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-ism A-ism V-ism Down Down-right Right  TAUNT  Dan rolls forward, then performs his taunt.
Kouten Chouhatsu X-ism A-ism V-ism Down Down-left Left  TAUNT  Dan rolls backwards, then performs his taunt.
Saikyou-ryuu Bougyo X-ism A-ism V-ism Right + 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-ism A-ism V-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-ism A-ism V-ism  TAUNT  in midair Dan can perform his taunt in midair.
Shami Chouhatsu X-ism A-ism V-ism Down+ TAUNT  Dan can perform his taunt while crouching.
Move list (Super Combos)
Name Command Description
Hisshou Buraiken X-ism A-ism V-ism Down Down-left Left Down Down-left Left K 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-ism A-ism V-ism Down Down-right Right Down Down-right Right  TAUNT  Dan rolls forward multiple times, stopping each time to taunt.
Chouhatsu Shinwa X-ism A-ism V-ism Down Down-left Left Down Down-left Left  TAUNT  (at max level) All of Dan's attacks are replaced by taunts. He can roll along the ground with Down-left+K or Down-right+K while this effect is active. Similar to a Custom 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-ism A-ism V-ism Down Down-right Right Down Down-right Right P Dan fires a version of the Gadouken that can hit his opponent multiple times.
Kouryuu Rekka X-ism A-ism V-ism Down Down-right Right Down Down-right Right K Dan performs a single low Kouryuuken, followed by a high Kouryuuken.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Dan knocks his opponent away by flexing his bicep.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Dan performs a sweep kick.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Zero 3, Sprites, R. Mika.gif
Originally appeared in:
Street Fighter Alpha 3
Fifth battle:
Karin
Ninth battle:
Zangief
Final battle:
Balrog, Final Bison
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-ism A-ism V-ism Down Down-left Left P 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-ism A-ism V-ism Down Down-left Left K 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-ism A-ism V-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-ism A-ism V-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-ism A-ism V-ism Right Down-right Down Down-left Left K 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-ism A-ism V-ism Down+ HP  while jumping diagonally R. Mika drops with a body press.
Knee Drop X-ism A-ism V-ism Down+ LK  while jumping diagonally R. Mika falls with her knees forwawrd.
Rainbow Sobat X-ism A-ism V-ism Left+ MK  or Right+ MK 
X-ism A-ism V-ism Right+ MK 
R. Mika hops into the air with a spinning kick.
Move list (Super Combos)
Name Command Description
Heavenly Dynamite X-ism A-ism V-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-ism A-ism V-ism Down Down-right Right Down Down-right Right P 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-ism A-ism V-ism Down Down-right Right Down Down-right Right K 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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, R. Mika performs an elbow smash.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, R. Mika performs a sliding sweep.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Zero 3, Sprites, Juli.gif
Originally appeared in:
Street Fighter Alpha 3
Fifth battle:
T. Hawk
Ninth battle:
Cammy
Final battle:
Final Bison
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-ism A-ism V-ism Down Down-right Right K 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-ism A-ism V-ism Right Down Down-right K 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-ism A-ism V-ism Right Down-right Down Down-left Left P 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-ism A-ism V-ism Right+ 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-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+P Juli performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward.
Spin Drive Smasher X-ism A-ism V-ism Down Down-right Right Down Down-right Right K 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-ism A-ism V-ism Down Down-right Right Down Down-right Right P Juli & Juni roll into a ball and launch themselves forward in an arc.
Death Cross Dance
(Dramatic Battle only)
X-ism A-ism V-ism  LP   LP  Right  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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Juli warps behind them.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Juli performs a Cannon Spike.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Zero 3, Sprites, Juni.gif
Originally appeared in:
Street Fighter Alpha 3
Fifth battle:
E. Honda
Ninth battle:
Ryu
Final battle:
Final Bison
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-ism A-ism V-ism Hold Left for 2 seconds, then Right+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-ism A-ism V-ism Hold Down for 2 seconds, then Up+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-ism A-ism V-ism Down Down-right Right K 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-ism A-ism V-ism Down Down-left Left K before the apex of the jump while flipping forward in the air Juni dive kicks diagonally downward.
Psycho Shield X-ism A-ism V-ism Right + all three P simultaneously while blocking Juni generates an energy shield that pushes her opponent away (but does no damage). In A-ism and V-ism, this move can be performed in midair.
Hooligan Combination X-ism A-ism V-ism Left Down-left Down Down-right Right Up-right P 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-ism A-ism V-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-ism A-ism V-ism Right+ 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-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+P M. Bison warps in front of Juni and performs a Psycho Crusher.
Spin Drive Smasher X-ism A-ism V-ism Down Down-right Right Down Down-right Right K Juni performs a Spiral Arrow followed by a Cannon Spike.
Psycho Roll
(Dramatic Battle only)
X-ism A-ism V-ism Down Down-right Right Down Down-right Right P Juli & Juni roll into a ball and launch themselves forward in an arc.
Death Cross Dance
(Dramatic Battle only)
X-ism A-ism V-ism  LP   LP  Right  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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Juni warps behind them.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting her opponent's attack, Juni performs a Cannon Spike.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Alpha 2, Sprites, Evil Ryu.gif
Originally appeared in:
Street Fighter Alpha 2
Fifth battle:
Sagat
Ninth battle:
M. Bison
Final battle:
Shin Akuma
Dramatic Battle partner:
Shin Akuma
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 Akuma to determine which of them is the "supreme master of the fist."
Move list (Special moves)
Name Command Description
Hadouken X-ism A-ism V-ism Down Down-right Right P 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-ism A-ism V-ism Left Down-left Down Down-right Right P 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-ism A-ism V-ism Right Down Down-right P 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-ism A-ism V-ism Down Down-left Left K 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-ism A-ism V-ism Right Down Down-right + 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-ism A-ism V-ism Left Down Down-left + 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-ism A-ism V-ism Right+ 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-ism A-ism V-ism Right+ HP  Ryu slides forward with an elbow strike, potentially hitting twice.
Senpuu Kyaku X-ism A-ism V-ism Right+ 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-ism A-ism V-ism  LP   LP  Right  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-ism A-ism V-ism Down Down-right Right Down Down-right Right P 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-ism A-ism V-ism Down Down-left Left Down Down-left Left K 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-ism A-ism V-ism Down Down-right Right Down Down-right Right K Ryu performs a low Shouryuuken, then a high Shouryuuken. He does two low Shouryuukens at level 3.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Ryu performs a Gou Shouryuuken.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Ryu performs a sweep kick.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Zero 3, Sprites, Fei Long.gif
Originally appeared in:
Super Street Fighter II
Fifth battle:
Balrog
Ninth battle:
Vega
Final battle:
Final Bison
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-ism A-ism V-ism Down Down-right Right P (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-ism A-ism V-ism Left Down Down-left K 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-ism A-ism V-ism Down Down-right Right Up-right K 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-ism A-ism V-ism Left+ MK  or Right+ MK 
X-ism A-ism V-ism Right+ MK 
Fei Long jumps into the air and performs an axe kick.
En Geki Shuu X-ism A-ism V-ism Right+ HK  Fei Long steps forward and performs a kick that can hit two times.
Move list (Super Combos)
Name Command Description
Rekka Shinken X-ism A-ism V-ism Down Down-right Right Down Down-right Right P Fei Long performs a rapid series of Rekka Kens.
Shien Renkyaku X-ism A-ism V-ism Down Down-left Left Down Down-left Left K Fei Long spins high into the air with multiple Rising Dragon Kicks.
Ryuu Yassai X-ism A-ism V-ism Down Down-left Left Down Down-left Left P (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.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + 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.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Fei Long performs a sweep kick.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Zero 3, Sprites, Dee Jay.gif
Originally appeared in:
Super Street Fighter II
Fifth battle:
Adon
Ninth battle:
Sagat
Final battle:
Final Bison
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-ism A-ism V-ism Hold Left for 2 seconds, then Right+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-ism A-ism V-ism Hold Down for 2 seconds, then Up+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-ism A-ism V-ism Hold Left for 2 seconds, then Right+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-ism A-ism V-ism Hold Down for 2 seconds, then Up+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-ism A-ism V-ism Down+ LK  while jumping diagonally Dee Jay attacks with his knee.
Move list (Super Combos)
Name Command Description
Sobat Carnival X-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+K Dee Jay hops forward while performing a series of kicks. The move covers more horizontal distance at higher levels.
Climax Break X-ism A-ism V-ism Hold Down-left for 2 seconds, then Down-right Down-left Up-right+P Dee Jay punches his opponent high into the air, then performs a Machine Gun Upper when they land.
Theme of Sunrise X-ism A-ism V-ism Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K Dee Jay does a series of spinning kicks while rising diagonally upward.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Dee Jay performs a Jackknife Maximum.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Dee Jay performs a crouching kick.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Zero 3, Sprites, T. Hawk.gif
Originally appeared in:
Super Street Fighter II
Fifth battle:
Charlie
Ninth battle:
Juli
Final battle:
Final Bison
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, M. Bison.
Move list (Special moves)
Name Command Description
Condor Dive X-ism A-ism V-ism All three P simultaneously in midair T. Hawk dives down onto his opponent from the air.
Tomahawk Buster X-ism A-ism V-ism Right Down Down-right P T. Hawk launches upward to strike his opponent head first. He ascends higher when a stronger button is used.
Condor Spire X-ism A-ism V-ism Left Down Down-left P T. Hawk leaps forward with a two-handed chop. He leaps farther when a stronger button is used.
Mexican Typhoon X-ism A-ism V-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-ism A-ism V-ism Down+ HP  while jumping diagonally T. Hawk drops with a body press.
Move list (Super Combos)
Name Command Description
Raging Typhoon X-ism A-ism V-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-ism A-ism V-ism Down Down-right Right Down Down-right Right P (close) T. Hawk does a Condor Spire followed by a Tomahawk Buster.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, T. Hawk performs a standing kick.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, T. Hawk performs a sweep kick.
Street Fighter Zero 3, Characters, Select.png
Street Fighter Zero 3, Sprites, Guile.gif
Originally appeared in:
Street Fighter II
Fifth battle:
Chun-Li
Ninth battle:
Charlie
Final battle:
Final Bison
Dramatic Battle partner:
Charlie
Guile
Guile is a Commander in the United States Air Force. He has been sent to retrieve his superior and friend Charlie, who has supposedly gone AWOL.
Move list (Special moves)
Name Command Description
Sonic Boom X-ism A-ism V-ism Hold Left for 2 seconds, then Right+P Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when a stronger button is used.
Somersault Kick X-ism A-ism V-ism Hold Down for 2 seconds, then Up+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-ism A-ism V-ism Left+ LK  or Right+ LK 
X-ism A-ism V-ism Left+ MK  or Right+ MK 
Guile hops forward with a knee strike.
Jump Sobat X-ism A-ism V-ism Left+ MK  or Right+ MK  Guile hops with a turning kick.
Reverse Spin Kick X-ism A-ism V-ism Left+ HK  or Right+ HK  (close) Guile does an upside-down spin kick.
High Kick X-ism A-ism V-ism  HK  (close)
X-ism A-ism V-ism Left+ HK 
Guile does a high kick toward his opponent's head.
Spin Back Knuckle X-ism A-ism V-ism Right+ HP  Guile rotates around and swings his fist like a club.
Move list (Super Combos)
Name Command Description
Somersault Strike X-ism A-ism V-ism Hold Down-left for 2 seconds, then Down-right Down-left Up-right+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-ism A-ism V-ism Hold Left for 2 seconds, then Right Left Right+P Guile shoots a massive Sonic Boom that whirls in place in front of him. It covers a wider area at higher levels.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Guile performs a Spin Back Knuckle.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Guile performs a standing kick.

Hidden

Main article: Street Fighter Alpha 3/Hidden content.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Alpha 2, Sprites, Shin Akuma.gif
Originally appeared in:
Super Street Fighter II Turbo
Fifth battle:
Adon
Ninth battle:
Guy
Final battle:
Final Bison
Dramatic Battle partner:
Evil Ryu
Shin Akuma (Shin Gouki)
Shin Akuma is Akuma 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 Akuma 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 Turbo.
Move list (Special moves)
Name Command Description
Gou Hadouken X-ism A-ism V-ism Down Down-right Right P Akuma 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-ism A-ism V-ism Down Down-right Right P in midair Akuma 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-ism A-ism V-ism Right Down-right Down Down-left Left P Akuma 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-ism A-ism V-ism Right Down Down-right P Akuma 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-ism A-ism V-ism Down Down-left Left K Akuma 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-ism A-ism V-ism Down Down-right Right Up-right P Akuma 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 Akuma is near his opponent, he can throw them with Left+P or K or Right+P or K instead. He somersaults further when a stronger button is used.
Zenpou Tenshin X-ism A-ism V-ism Down Down-left Left P Akuma 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-ism A-ism V-ism Right Down Down-right + all three P or K simultaneously Akuma 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-ism A-ism V-ism Left Down Down-left + all three P or K simultaneously Akuma 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-ism A-ism V-ism Down Down-right Right  TAUNT  Akuma 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-ism A-ism V-ism Down+ MK  before the apex of the jump while flipping forward in the air Akuma dive kicks diagonally downward.
Zugai Hasatsu X-ism A-ism V-ism Right+ MP  Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku X-ism A-ism V-ism Right+ MK  Akuma hops forward, doing a single spinning kick similar to a Tatsumaki Zankuukyaku.
Move list (Super Combos)
Name Command Description
Shun Goku Satsu X-ism A-ism V-ism  LP   LP  Right  LK   HP  (at max level) Akuma 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-ism A-ism V-ism Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Akuma fires a version of the Gou Hadouken that can hit his opponent multiple times.
Messatsu Gou Shouryuu X-ism A-ism V-ism Down Down-right Right Down Down-right Right P Akuma performs a low Gou Shouryuuken, then a high Gou Shouryuuken. He does two low Gou Shouryuukens at level 3.
Tenma Gou Zankuu X-ism A-ism V-ism Down Down-right Right Down Down-right Right P in midair Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.
Alpha Counter (A-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Akuma performs a Gou Shouryuuken.
Alpha Counter (V-ism) X-ism A-ism V-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, Akuma performs a sweep kick.
Street Fighter Zero 3, Characters, Victory.png
Street Fighter Alpha 2, Sprites, M. Bison.gif
Originally appeared in:
Street Fighter Alpha 3
Fifth battle:
Akuma
Ninth battle:
Sagat
Final battle:
Ryu


Final Bison (Final Vega)
Final Bison 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 Left for 2 seconds, then Right+P M. Bison throws a fireball across the screen. The projectile travels slightly farther when a stronger button is used.
Double Knee Press Shadaloo-ism Hold Left for 2 seconds, then Right+K M. Bison 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 Shadaloo-ism Hold Down for 2 seconds, then Up+K M. Bison 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 Left and Right.
Skull Diver Shadaloo-ism Hold Down for 2 seconds, then Up+P M. Bison 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 Left and Right.
Warp Forward Shadaloo-ism Right Down Down-right + all three P or K simultaneously M. Bison disappears and reappears the entire screen ahead with P or half the screen ahead with K.
Warp Backward Shadaloo-ism Left Down Down-left + all three P or K simultaneously M. Bison 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 Left for 2 seconds, then Right Left Right+K M. Bison does two consecutive Double Knee Press maneuvers, then finishes with a sliding sweep.
Final Psycho Crusher Shadaloo-ism Hold Left for 2 seconds, then Right Left Right+P M. Bison 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.
Alpha Counter Shadaloo-ism Right + P and K of the same strength while blocking After interrupting his opponent's attack, M. Bison warps behind them.

Stages

Each character has his or her own stage where matches are hosted in single-player games.

Street Fighter Zero 3 DC, Stages, Ryu.png

Ryu
Street Fighter Zero 3 DC, Stages, Ryu.png

Street Fighter Zero 3 DC, Stages, E. Honda.png

E. Honda
Street Fighter Zero 3 DC, Stages, E. Honda.png

Street Fighter Zero 3 DC, Stages, Blanka.png

Blanka
Street Fighter Zero 3 DC, Stages, Blanka.png

Street Fighter Zero 3 DC, Stages, Chun-Li.png

Chun-Li
Street Fighter Zero 3 DC, Stages, Chun-Li.png

Street Fighter Zero 3 DC, Stages, Zangief.png

Zangief
Street Fighter Zero 3 DC, Stages, Zangief.png

Street Fighter Zero 3 DC, Stages, Dhalsim.png

Dhalsim
Street Fighter Zero 3 DC, Stages, Dhalsim.png

Street Fighter Zero 3 DC, Stages, Ken.png

Ken
Street Fighter Zero 3 DC, Stages, Ken.png

Street Fighter Alpha 3 DC, Stages, Akuma.png

Akuma
Street Fighter Alpha 3 DC, Stages, Akuma.png

Street Fighter Alpha 3 DC, Stages, Charlie.png

Charlie
Street Fighter Alpha 3 DC, Stages, Charlie.png

Street Fighter Zero 3 DC, Stages, Cammy.png

Cammy
Street Fighter Zero 3 DC, Stages, Cammy.png

Street Fighter Alpha 3 DC, Stages, Balrog.png

Balrog
Street Fighter Alpha 3 DC, Stages, Balrog.png

Street Fighter Alpha 3 DC, Stages, Vega.png

Vega
Street Fighter Alpha 3 DC, Stages, Vega.png

Street Fighter Zero 3 DC, Stages, Sagat.png

Sagat
Street Fighter Zero 3 DC, Stages, Sagat.png

Street Fighter Zero 3 DC, Stages, Adon.png

Adon
Street Fighter Zero 3 DC, Stages, Adon.png

Street Fighter Zero 3 DC, Stages, Gen.png

Gen
Street Fighter Zero 3 DC, Stages, Gen.png

Street Fighter Zero 3 DC, Stages, Birdie.png

Birdie
Street Fighter Zero 3 DC, Stages, Birdie.png

Street Fighter Zero 3 DC, Stages, Cody.png

Cody
Street Fighter Zero 3 DC, Stages, Cody.png

Street Fighter Zero 3 DC, Stages, Guy.png

Guy
Street Fighter Zero 3 DC, Stages, Guy.png

Street Fighter Zero 3 DC, Stages, Rolento.png

Rolento
Street Fighter Zero 3 DC, Stages, Rolento.png

Street Fighter Zero 3 DC, Stages, Sodom.png

Sodom
Street Fighter Zero 3 DC, Stages, Sodom.png

Street Fighter Zero 3 DC, Stages, Rose.png

Rose
Street Fighter Zero 3 DC, Stages, Rose.png

Street Fighter Zero 3 DC, Stages, Sakura.png

Sakura
Street Fighter Zero 3 DC, Stages, Sakura.png

Street Fighter Zero 3 DC, Stages, Karin.png

Karin
Street Fighter Zero 3 DC, Stages, Karin.png

Street Fighter Zero 3 DC, Stages, Karin Original.png

Karin (original)
Street Fighter Zero 3 DC, Stages, Karin Original.png

Street Fighter Zero 3 DC, Stages, Dan.png

Dan
Street Fighter Zero 3 DC, Stages, Dan.png

Street Fighter Zero 3 DC, Stages, R. Mika.png

R. Mika
Street Fighter Zero 3 DC, Stages, R. Mika.png

Street Fighter Zero 3 DC, Stages, Juli & Juni.png

Juli & Juni
Street Fighter Zero 3 DC, Stages, Juli & Juni.png

Street Fighter Zero 3 DC, Stages, Evil Ryu.png

Evil Ryu
Street Fighter Zero 3 DC, Stages, Evil Ryu.png

Street Fighter Zero 3 DC, Stages, Fei Long.png

Fei Long
Street Fighter Zero 3 DC, Stages, Fei Long.png

Street Fighter Zero 3 DC, Stages, Dee Jay.png

Dee Jay
Street Fighter Zero 3 DC, Stages, Dee Jay.png

Street Fighter Zero 3 DC, Stages, T. Hawk.png

T. Hawk
Street Fighter Zero 3 DC, Stages, T. Hawk.png

Street Fighter Zero 3 DC, Stages, Guile.png

Guile
Street Fighter Zero 3 DC, Stages, Guile.png

Street Fighter Alpha 3 DC, Stages, Shin Akuma.png

Shin Akuma
Street Fighter Alpha 3 DC, Stages, Shin Akuma.png

Street Fighter Alpha 3 DC, Stages, Final Bison.png

Final Bison
Street Fighter Alpha 3 DC, Stages, Final Bison.png

History

Sequels and re-releases

The game was later remade for Sega NAOMI GD-ROM arcade hardware as Street Fighter Zero 3 Upper.

Versions

This Dreamcast release is based on the earlier the PlayStation port of the game but with enhancements such as restoring most of the animations that had to be cut for the PlayStation release. As such, it retains the additional features of the PlayStation version, including the extra modes and characters that were absent from the arcade release, though almost all of them are accessible by default rather than requiring the player to unlock them. 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. Similarly, Guile, Evil Ryu, and Shin Akuma (with a simple button combination) are selectable by default in the Dreamcast version but must be unlocked through the World Tour mode in the PlayStation version. Only Final Bison must be unlocked in the Dreamcast version (by completing the Arcade Mode on its maximum difficulty setting).

The Dreamcast version adds additional fighting styles called "Modes," separate from the Ism system: Normal, Mazi, Saikyou, and Classic. These new styles generally handicap the character to increase the challenge. Also unique to the Dreamcast version are a three-player Vs Dramatic Battle mode and a reworked World Tour mode. The Dreamcast version's World Tour mode differs from the PlayStation and Saturn versions in that the player can only earn six Ism-Pluses but can have all six active at the same time (creating a custom style called an "I-Ism"). The character also has five attributes (Attack, Defense, Super Combo, Gauge, and Stamina) rather than only two, and there are different types of battles and some different Ism-Pluses.

The Dreamcast version also contains an online mode that allows players to display their high scores and a "Saikyo Dojo" mode that allows the player to fight a World Tour mode character against a downloadable "master" character. The Japanese-exclusive Matching Service version adds an online versus mode.

Localised names

Also known as
Language Localised Name English Translation
English Street Fighter Alpha 3 Street Fighter Alpha 3
English (US) Street Fighter Alpha 3 Street Fighter Alpha 3
Japanese ストリートファイターZERO 3 サイキョー流道場 Street Fighter Zero 3 Saikyou-ryuu Doujou

Comparisons

Main article: Street Fighter Alpha 3/Comparisons.

Production credits

Arcade Staff
  • Producer: Noritaka Funamizu
  • Director: Naoto Ohta, Mamoru Ohhashi, Buruma, Ohko Zero5
  • Visual Planner: Haruo Murata
  • Programer: Cham, Hard.Yas ~?-ism~, Pon, Hyper Shinchan, 24 ~Nishi~, Minomi ~RockMan-ism~, Reiko Toh, Senor, Knight Rider Giu, Ittetsu
  • Character Design: Akiman, Osusi
  • Title Design: Shoei
  • Object Design: Eri-N, Fujihara, Mizuho, Takemoto, Hitoshi Igarashi, Mizupyon, Kimo Kimo Jinzin, Ball Boy, Yuesuke, D-Kurita, A.Iwasaki, Kaname, Fuzii & Peliko, Chimorin Shogun, Sagata, Ikusan Z, Kitasan, Yu-Ten.Nakano, Tomohiko Ohsumi, Hiro, Rumichan, Reiko Komatsu, Kozuchi Tamura, Youichi Matsuo, Makoto Ishii
  • Scroll Design: Asae Nisituji-Ba, S.Mukai (Jijii), H.Yonezuka, Kohama Akeguro, Y.Tanoue (Tanopu), Ryo Uno, Yoko.Fukumoto, Takako Nakamura, Kazu.T, A.Ohnishi, N.Niiyama, C.Iwai, Sawatch, K.Yamahashi, H.Ohnishi
  • Main Music Compose: Anarchy Takapon
  • Sub Music Compose: Yuki Iwai, Isao Abe, Hideki Okugawa, Tetsuya Shibata
  • Sound Direction: Hiroaki "X68k" Kondo
  • Sound Design: Moe.T, Satoshi Ise
  • Voice Actor: Tetsuya Iwanaga, Yuji Ueda, Akiko Kohmoto, Yuko Sasamoto, Masashi Sugawara, Wataru Takagi, Junko Takeuchi, Tomomichi Nishimura, Michiko Neya, Osamu Hosoi, Shin'ichiroh Miki, Yuko Miyamura, Tomoyuki Morikawa, Miho Yamada, Yoshiharu Yamada, Kouichi Yamadera, Jin Yamanori, Greg Irwin
  • Test Player: Nuki, M.P Oni-Suzuki, Skill Smith‑Bug, Skill Smith‑TTK, M Kunishige, Miura.F.Katsusuke, Yoshihiro Tomita, Akimori 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 Capcom All Staff
  • Market Producer: Kouji Nakajima
  • General Producer: Noritaka Funamizu, Yoshiki Okamoto
Source:
In-game credits
Street Fighter Alpha 3 DC arcade credits.pdf
[15]

Consumer Staff
  • Producer: Noritaka Funamizu
  • Planner: Bu Ru Ma, To Bu To, Ohko 2800
  • Rescue: Bamboo
  • Visual Planner: Haruo Murata
  • Programer: H.Kuramoto, T.Umezu TypeR, A.Kashimoto, Hiro, Chips, Unamuji, M.Kataoka, Kubori, Y.Tsunazaki, T J, T.Furuko, M.Nakanowatari, T.Ueda, Cham-Z, Hard.Yas -Adj-, Reiko Toh, Minomie Mouse, 24., Hyper Shin, K.R.Giu, Senor, Ittetsu
  • Character Design: Wsu, Edayan, Harumaru
  • Object Design: Makoto Ishii, A.Kurihara, H.Fujihara, Mizuho, Mizupyon, Takemoto, Igarashi, Rinboku, Tagirin, Hideya.Takada, SagataKafumi, E-Nakamura, A.Iwasaki, Kimo Kimo, Ball Boy, Fujii & Peliko
  • Scroll Design: Asae.Nishituji, H.Yonezuka, H.Ohnishi, Kazu.T, Yoko.Fukumoto, Megumi.N, Akiko.Hongo, Tama, Tokio.N, T.Ishikawa
  • Music Compose: Anarchy.T, Yuki Iwai, Isao Abe
  • Sound Design: Hiroaki Kondo
  • Voice Actor: Syozo Iizuka, Tetsuya Iwanaga, Yuji Ueda, Yoshitada Ohtsuka, Akiko Kohmoto, Yuko Sasamoto, Masashi Sugawara, Wataru Takagi, Junko Takeuchi, Toshihide Tsuchiya, Kousuke Toriumi, Tomomichi Nishimura, Michiko Neya, Osamu Hosoi, Shin'ichiroh Miki, Yuko Miyamura, Tomoyuki Morikawa, Miho Yamada, Yoshiharu Yamada, Kouichi Yamadera, Jin Yamanori, Greg Irwin
  • Package Illustration: Daigo Ikeno
  • Software Manual Design: Y.Uchida
  • Network Compose: Ichiro Yunde, Mineyuki Noda, Shin., Netman, T.Ikai, Kobaboo
  • Test Player: Yng.J.Matsubara, T.Haze, Koncyan, W.Kusunoki
  • Special Thanks: Hattori, M.Takemura, K.Kubota, H.Ojima, H.Ohnuki, A.Terada, and All Capcom Staff
  • Market Producer: Kouji Nakajima
  • General Producer: Noritaka Funamizu, Yoshiki Okamoto
  • Presented by: Capcom
Source:
In-game credits
Street Fighter Alpha 3 DC consumer credits.pdf
[16]

Magazine articles

Main article: Street Fighter Alpha 3/Magazine articles.

Promotional material

VirginE3PressKit SFA3 UK pr.pdf

PDF
E3 2000 UK press release
VirginE3PressKit SFA3 UK pr.pdf

VirginE3PressKit SFA3 FR pr.pdf

PDF
E3 2000 FR press release
VirginE3PressKit SFA3 FR pr.pdf

VirginE3PressKit SFA3 DE pr.pdf

PDF
E3 2000 DE press release
VirginE3PressKit SFA3 DE pr.pdf

VirginE3PressKit SFA3 SP pr.pdf

PDF
E3 2000 ES press release
VirginE3PressKit SFA3 SP pr.pdf
Logo-pdf.svg
Print advert in (US) #139: "April 2000" (2000-0x-xx)
also published in:
  • (US) #130: "May 2000" (2000-04-04)[17]
  • (US) #141: "June 2000" (2000-0x-xx)[18]
Logo-pdf.svg
Logo-pdf.svg
Print advert in (JP) #1999-22: "1999-22 (1999-07-09,16)" (1999-06-25)
Logo-pdf.svg
Logo-pdf.svg
Print advert in (JP) #1999-14: "1999 No. 14 (1999-07-30)" (1999-07-xx)
Logo-pdf.svg

Artwork

Physical scans

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
(UK) PAL
50
[19]
(FR) PAL
88
[20]
(UK)
100
[9]
(UK) PAL
60
[21]
(UK) PAL
80
[10]
(FR) PAL
80
[22]
(UK) NTSC-J
85
[23]
(UK) PAL
84
[24]
(JP) NTSC-J
92
[25]
(JP) NTSC-J
88
[26]
(FR) NTSC-J
92
[27]
(US) NTSC-U
90
[28]
(RU)
88
[29]
(JP) NTSC-J
83
[30]
(US) NTSC-U
93
[6]
(UK) PAL
80
[31]
(US) NTSC-U
86
[32]
(US) NTSC-U
83
[33]
(FR) PAL
70
[34]
(DE) NTSC-J
91
[35]
(DE) PAL
83
[36]
(UK) PAL
75
[37]
(UK) PAL
80
[38]
(FR)
82
[39]
(FR) PAL
85
[40]
(PL)
83
[41]
(ES) PAL
60
[12]
(ES) PAL
80
[42]
(DE) NTSC-J
80
[43]
(RU)
85
[44]
(UK)
70
[45]
Sega Dreamcast
81
Based on
31 reviews

Street Fighter Alpha 3

Dreamcast, JP
Sfzero3 dc jp backcover.jpgSfzero3 dc jp frontcover.jpg
Cover
Dreamcast, JP (Matching Service)
SFA3 DC JP Box Back MatchingService.jpgSFA3 DC JP Box MatchingService.jpg
Cover
SFA3 DC JP Disc MatchingService.jpg
Disc
Dreamcast, US
SFA3 DC US Box Back.jpgSFA3 DC US Box Front.jpg
Cover
SFA3 DC US Manual.pdf
Manual
StreetFighterAlpha3DCUSInlay.jpg
Inlay
Dreamcast, EU
Sfalpha3 dc eu backcover.jpgSfalpha3 dc eu frontcover.jpg
Cover

Technical information

Main article: Street Fighter Alpha 3/Technical information.

External links

References

  1. 1.0 1.1 1.2 1.3 http://sega.jp/dc/990501/ (Wayback Machine: 2013-03-15 10:20)
  2. File:Sfzero3 dc jp backcover.jpg
  3. https://sega.jp/history/hard/dreamcast/software_l.html#tab01 (Wayback Machine: 2020-02-01 22:57)
  4. 4.0 4.1 http://sega.jp/dc/010210/ (Wayback Machine: 2014-08-03 23:00)
  5. https://groups.google.com/g/rec.games.video.sega/c/HALRzsuSrLA/m/DziHbY0LukAJ
  6. 6.0 6.1 GamePro, "November 1999" (US; 1999-1x-xx), page 134
  7. http://www.simplygames.com/hires.product.asp?id=SGD245 (Wayback Machine: 2002-01-08 01:19)
  8. https://groups.google.com/g/uk.games.video.dreamcast/c/vMXrh4w1IWQ/m/Bozd-LS0uTsJ
  9. 9.0 9.1 Computer & Video Games, "November 1999" (UK; 1999-10-13), page 113
  10. 10.0 10.1 DC-UK, "December 1999" (UK; 1999-11-22), page 16
  11. http://www.centromail.es/top/ficha.asp?codmail=15215&codprov= (Wayback Machine: 2001-09-17 04:08)
  12. 12.0 12.1 Revista Oficial Dreamcast, "Enero 2000" (ES; 1999-12-20), page 43
  13. http://www.micromania.fr:80/zooms/?ref=16164 (Wayback Machine: 2000-12-15 17:58)
  14. http://www.futuregamez.net:80/outnow/dc.html (Wayback Machine: 2001-07-31 23:17)
  15. File:Street Fighter Alpha 3 DC arcade credits.pdf
  16. File:Street Fighter Alpha 3 DC consumer credits.pdf
  17. Electronic Gaming Monthly, "May 2000" (US; 2000-04-04), page 86
  18. GamePro, "June 2000" (US; 2000-0x-xx), page 96
  19. Arcade, "July 2000" (UK; 2000-06-20), page 73
  20. Consoles +, "Décembre 1999" (FR; 1999-1x-xx), page 104
  21. Dreamcast Monthly, "November 1999" (UK; 1999-11-18), page 78
  22. Dreamcast: Le Magazine Officiel, "Décembre 1999/Janvier 2000" (FR; 1999-12-xx), page 82
  23. Dreamcast Magazine, "No. 2" (UK; 1999-10-21), page 80
  24. Dreamcast Magazine, "No. 4" (UK; 1999-12-23), page 58
  25. Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 32
  26. Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 33
  27. Dreamzone, "Octobre 1999" (FR; 1999-09-xx), page 97
  28. Electronic Gaming Monthly, "April 2000" (US; 2000-03-07), page 158
  29. Entsiklopediya igr dlya Dreamcast, "Izdaniye chetvertoye, dopolnennoye" (RU; 2002-xx-xx), page 239
  30. Famitsu, "1999-07-16" (JP; 1999-07-02), page 30
  31. GamesMaster, "June 2000" (UK; 2000-05-18), page 81
  32. Game Informer, "August 2000" (US; 2000-0x-xx), page 86
  33. Gamers' Republic, "September 1999" (US; 1999-08-10), page 32
  34. Joypad, "Septembre 2000" (FR; 2000-xx-xx), page 160
  35. MAN!AC, "09/99" (DE; 1999-08-04), page 45
  36. MAN!AC, "12/2000" (DE; 2000-11-02), page 59
  37. Mr. Dreamcast, "April 2000" (UK; 2000-03-30No results), page 77
  38. Official Dreamcast Magazine, "December 1999" (UK; 1999-11-11), page 94
  39. Player One, "Décembre 1999" (FR; 1999-xx-xx), page 126
  40. Playmag, "Septembre 2000" (FR; 2000-xx-xx), page 143
  41. PSX Extreme, "03/2001" (PL; 2001-0x-xx), page 41
  42. Revista Oficial Dreamcast, "Febrero 2000" (ES; 2000-0x-xx), page 54
  43. Sega Magazin, "October 1999" (DE; 1999-09-06), page 16
  44. Strana Igr, "Fevral 1999 1/2" (RU; 1999-xx-xx), page 50
  45. (UK) (+0:00)


Street Fighter Alpha 3

Street Fighter Alpha 3 DC, Title Screen.png

Main page | Comparisons | Hidden content | Development | Magazine articles | Video coverage | Reception | Technical information


Books: (2000)

Sega Dreamcast
Prototypes: 1999-10-22



Street Fighter games for Sega systems
Sega Mega Drive
Street Fighter II': Champion Edition (unreleased) | Street Fighter II': Special Champion Edition (1993) | Super Street Fighter II: The New Challengers (1994)
Sega Saturn
Street Fighter: The Movie (1995) | Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter II Movie (1996) | Street Fighter Alpha 2 (Dash) (1996) | Super Puzzle Fighter II Turbo (1996) | Street Fighter Collection (1997) | X-Men vs. Street Fighter (1997) | Pocket Fighter (1998) | Marvel Super Heroes vs. Street Fighter (1998) | Capcom Generation: Dai 5 Shuu Kakutouka-tachi (1998) | Street Fighter Zero 3 (1999)
Sega Master System
Street Fighter II' (1997)
Sega Dreamcast
Street Fighter Alpha 3 (1999) | Street Fighter III: Double Impact (1999) | Street Fighter III: 3rd Strike (2000) | Super Street Fighter II X for Matching Service (2000) | Street Fighter Zero 3 for Matching Service (2001) | Super Puzzle Fighter II X for Matching Service (2001)
Arcade
Street Fighter Zero 3 Upper (2001)
Sampler discs
Sega Saturn
Street Fighter Zero 2 Taikenban (199x) | Street Fighter Collection Taikenban (1997)
Sega Dreamcast
Street Fighter Zero 3 Tentou Taikenban (199x)
Unlicensed Street Fighter games for Sega systems
Sega Master System
Sega Game Gear
Jang Pung II (1993)
Sega Mega Drive
X-Men vs. Street Fighter (Mega Drive) (1998)



Final Fight games for Sega systems
Sega Mega-CD
Final Fight CD (1993)
Sega Saturn
Arcade
Final Fight Revenge (1999)
Related games
Sega Mega Drive
Saturday Night Slam Masters (1994)
Sega Saturn
Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter Alpha 2 (Dash) (1996) | Street Fighter Collection (1997) | Street Fighter Zero 3 (1999)
Sega Dreamcast
Street Fighter Alpha 3 (1999)