Difference between revisions of "Street Fighter Zero 2'"

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{{ScreenThumb|Street Fighter Alpha 2 Gold, Character Select.png|width=200|Character select}}
 
{{ScreenThumb|Street Fighter Alpha 2 Gold, Character Select.png|width=200|Character select}}
 
{{ScreenThumb2|Street Fighter Alpha 2 Gold, Gameplay.png|Street Fighter Alpha 2 Gold, Super Finish.png|width=200|Gameplay}}
 
{{ScreenThumb2|Street Fighter Alpha 2 Gold, Gameplay.png|Street Fighter Alpha 2 Gold, Super Finish.png|width=200|Gameplay}}
The game is a one-on-one fighting game and mostly identical to ''[[Street Fighter Zero 2]]''. It includes a new secret character, Cammy (as she appeared in ''[[X-Men vs. Street Fighter]]''), selectable only in the Versus and Training modes. In addition to the EX characters from the base game, EX versions of Ryu, Ken, Chun-Li, Sagat, and Vega are present (and all EX characters have been made easier to select). A Gouki Mode has been added where the player faces Shin Gouki without needing to unlock him. However, the Saturn-exclusive Illustrations feature has been removed. Some characters have new moves and Super Combos. Original Combos are now executed by pressing a punch and kick button of the same strength simultaneously, and Zero Counters now cost one and a half levels of the Super Combo gauge. The soundtrack has been revised.
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The game is a one-on-one fighting game and mostly identical to ''[[Street Fighter Zero 2]]''. It includes a new secret character, Cammy (as she appeared in ''[[X-Men vs. Street Fighter]]''), selectable only in the Versus and Training modes. In addition to the EX characters from the base game, EX versions of Ryu, Ken, Chun-Li, Sagat, and Vega are present (and all EX characters have been made easier to select). A Gouki Mode has been added where the player faces Shin Gouki without needing to unlock him. However, the Saturn-exclusive Illustrations feature has been removed. Some characters have new moves and Super Combos. Original Combos are now executed by pressing a punch and kick button of the same strength simultaneously, and Zero Counters now cost one and a half levels of the Super Combo gauge. The soundtrack has been revised, and there are minor visual changes such as changing the color of lost life in the vitality gauges from red to blue.
  
The single-player mode again consists of eight matches against computer-controlled opponents, including a fixed final opponent whose identity depends on the player's selected character. Each character also has a secret rival that they can face during the course of the single-player mode if the player finishes at least five rounds with a Super Combo or an Original Combo and does not lose a match before the sixth battle. When these requirements are met, the rival interrupts the player's next match and exchanges dialogue with and fights the player's character. There are eight difficulty levels for computer-controlled opponents.
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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 {{Z}} (fierce). Kicks are done with {{A}} (short), {{B}} (medium), and {{C}} (roundhouse). Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with {{L}}+{{R}}, which is a short animation during which the character is vulnerable to attack.
  
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 {{Z}} (fierce), and {{L}} is equivalent to holding all three punch buttons at once. Kicks are done with {{A}} (short), {{B}} (medium), and {{C}} (roundhouse), and {{R}} is equivalent to holding all three kick buttons at once. Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with {{L}}+{{R}}, which is a short animation during which the character is vulnerable to attack.
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Throws and grabs are done by holding {{left}} or {{right}} when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but a player can reduce the damage taken from a fall by likewise holding {{left}} or {{right}} and pressing a medium or hard punch or kick button. It is also possible to roll on the ground after falling from a throw or other attack by pressing {{QCB}} {{punch}} (or {{QCF}} {{punch}} if facing left).
  
Throws and grabs are done by holding {{left}} or {{right}} when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but a player can reduce the damage taken from a fall by likewise holding {{left}} or {{right}} and pressing a medium or hard punch or kick button. It is also possible to roll on the ground after falling from a throw or other attack by pressing {{QCB}} {{punch}} (or {{QCF}} {{punch}} if facing left).
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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). Characters can also block in midair but 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. 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. In addition, players can perform a special counterattacking technique called a Zero Counter (Alpha Counter in the Western versions) after blocking an opponent's attack, which interrupts the blocked attack at the cost of one and a half levels of the Super Combo gauge. Each character has two Zero Counters, one executed with punch and one executed with kick.
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Characters have a Super Combo gauge that fills as the character performs regular and special techniques or takes damage. When the gauge reaches level 1 or higher, the player can perform a Super Combo technique, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The number of punch or kick buttons pressed simultaneously when performing a Super Combo determines the strength of the attack and thus the number of levels that are consumed, with higher levels hitting more times and doing more damage. Pressing {{L}} is equivalent to pressing all three punch buttons simultaneously, and pressing {{R}} is equivalent to pressing all three kick buttons simultaneously. The Super Combo gauge carries over between rounds (but not between battles).
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If the Super Combo gauge is at least level 1, the player can initiate an Original Combo (Custom Combo in the Western versions) by pressing a punch and kick button of the same strength simultaneously. This causes the character to move faster, with attacks performed much more quickly and with much less recovery time, while the Super Combo gauge quickly drains. The player can then perform any series of basic and special moves to create an Original Combo until the Super Combo gauge is completely exhausted. The character cannot block or move backwards during the Original Combo. Charge moves can be performed without charging (for example, the player only needs to press {{left}} {{right}} {{punch}} for a Sonic Boom). The character can be hit out of the combo early, but the Original Combo has a brief period of invulnerability when it is initiated (which is longer when the Super Combo gauge is at a higher level).
  
Blocking is done by holding the D-Pad away from the opponent. Characters can block in midair but 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. 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. In addition, players can perform a special counterattacking technique called a Zero Counter (Alpha Counter in the Western versions) after blocking an opponent's attack, which interrupts the blocked attack at the cost of one and a half levels of the Super Combo gauge. Each character has two Zero Counters, one executed with punch and one executed with kick.
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===Modes===
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{{ScreenThumb|Street Fighter Zero 2 Dash, Akuma Mode.png|width=200|Gouki Mode}}
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The following game modes are available:
  
Characters have a Super Combo gauge that fills as the character performs regular and special techniques or takes damage. When the gauge reaches level 1 or higher, the player can perform a Super Combo technique, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The number of punch or kick buttons pressed simultaneously when performing a Super Combo determines the strength of the attack and thus the number of levels that are consumed. The Super Combo gauge carries over between rounds (but not between battles).
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*'''Arcade Mode:''' The single-player mode consists of eight matches against computer-controlled opponents, including a final opponent whose identity depends on the player's selected character. Each character also has a secret rival that they can face during the course of the single-player mode if the player finishes at least five rounds with a Super Combo or a Custom Combo and does not lose a match before the sixth battle. When these requirements are met, the rival interrupts the player's next match and fights the player's character after a short dialogue scene. With Gouki now a regular character, a more powerful version of the character dubbed Shin Gouki replaces him as a secret opponent, fought before the final opponent if certain requirements are met. The game ends if the player loses a match but can be continued an unlimited number of times. 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.
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*'''Versus Mode:''' A two-player versus mode where two players can choose any character and a handicap and fight each other.
 +
*'''Training Mode:''' A practice mode where the player can select any character and any opponent. The opponent cannot be defeated, and the player's Super Combo gauge can be set to any level and automatically replenishes after it is used. The opponent can be set to stand, crouch, or jump. There is a recording feature that records the player's actions and plays them back.
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*'''Survival Mode:''' A single-player mode where the player chooses a character and tries to defeat every character in the game (besides hidden characters) with a single vitality bar. Some vitality is replenished after each round, depending on the player's score.
 +
*'''Gouki Mode:''' A single-player mode where the player chooses a character and fights a single match against Shin Gouki.
  
If the Super Combo gauge is at least level 1, the player can initiate an Original Combo (Custom Combo in the Western versions) by pressing a punch and kick button of the same strength simultaneously. This causes the character to move faster, with attacks performed much more quickly and with much less recovery time, while the Super Combo gauge quickly drains. The player can then perform any series of basic and special moves to create an Original Combo until the Super Combo gauge is completely exhausted. The character cannot block or move backwards during the Original Combo. The character can be hit out of the combo early, but the Original Combo has a brief period of invulnerability when it is initiated (which is longer when the Super Combo gauge is at a higher level).
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There are eight difficulty levels for computer-controlled opponents. The game saves high scores to the console's internal memory.
  
 
There are two game speeds, Normal and Turbo, and two playing styles that can be selected after choosing a character, Normal and Auto. Auto differs from Normal in that the character automatically guards against a limited number of attacks (provided the character is not in the middle of performing an attack). Auto also limits the player to a maximum of one Super Combo gauge level, but in turn, it allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously (using a different Super Combo for the light, medium, and hard buttons, initiating a Original Combo if the character only has two Super Combos).
 
There are two game speeds, Normal and Turbo, and two playing styles that can be selected after choosing a character, Normal and Auto. Auto differs from Normal in that the character automatically guards against a limited number of attacks (provided the character is not in the middle of performing an attack). Auto also limits the player to a maximum of one Super Combo gauge level, but in turn, it allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously (using a different Super Combo for the light, medium, and hard buttons, initiating a Original Combo if the character only has two Super Combos).
  
 
===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.
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{{MoveListNote|legend=StreetFighterAlpha}}
 
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====Playable====
 
Most of the characters are unchanged from ''[[Street Fighter Zero 2]]''. Guy, Dhalism, and Sagat gain new Super Combos. Ryu regains his flaming fireball, and Sakura gains a leaping attack.
 
Most of the characters are unchanged from ''[[Street Fighter Zero 2]]''. Guy, Dhalism, and Sagat gain new Super Combos. Ryu regains his flaming fireball, and Sakura gains a leaping attack.
 
{{InfoTable|
 
{{InfoTable|
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| desc=After defeating Sagat in the first ''Street Fighter'' tournament, Ryu goes on another journey when he hears rumours of a martial artist who uses a mysterious power.
 
| desc=After defeating Sagat in the first ''Street Fighter'' tournament, Ryu goes on another journey when he hears rumours of a martial artist who uses a mysterious power.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ryu focuses energy through his palms and fires a surging punch across the screen.}}
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{{MoveListRow | Hadouken Fireball | {{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 | {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range.}}
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{{MoveListRow | Shakunetsu Hadouken | {{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 | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards, knocking down his opponent on impact.}}
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{{MoveListRow | Dragon Punch | {{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 | Hurricane Kick | {{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.}}
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{{MoveListRow | Hurricane Kick | {{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 | {{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.}}
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{{MoveListRow | Hadou no Kamae | {{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 | {{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.}}
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{{MoveListRow | Sakotsu Wari | {{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 | Senpuu Kyaku | {{right}}+{{button|text=MK}} | Ryu leaps forward, doing a single spinning kick similar to a Hurricane Kick.}}
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{{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Ryu hops forward, doing a single spinning kick similar to a Hurricane Kick.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Shinkuu Hadouken | {{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.}}
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{{MoveListRow | Shinkuu Hadouken | {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadouken Fireball that can hit his opponent multiple times. It has a fire effect at level 3.}}
{{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{QCB}} {{QCB}} {{kick}} | Ryu performs a version of the Hurricane Kick that draws his opponent in and potentially hits multiple times.}}
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{{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{QCB}} {{QCB}} {{kick}} | Ryu performs a version of the Hurricane Kick that draws his opponent in and potentially hits multiple times. The distance of the vacuum effect is larger at higher levels.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Ryu performs a Dragon Punch.}}
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{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Ryu performs a Dragon Punch.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Ryu performs a sweep kick.}}
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{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Ryu performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
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| desc=Sagat's former disciple, he believes that his former master has disgraced the Muay Thai style with his defeat at the hands of Ryu.
 
| desc=Sagat's former disciple, he believes that his former master has disgraced the Muay Thai style with his defeat at the hands of Ryu.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Rising Jaguar | {{DPF}} {{kick}} | Adon leaps diagonally into the air with a knee strike, which hits up to two times and knocks his opponent down.}}
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{{MoveListRow | Rising Jaguar | {{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 | {{QCF}} {{kick}} | Adon somersaults forward while swinging his leg around.}}
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{{MoveListRow | Jaguar Tooth | {{QCF}} {{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 | {{HCB}} {{kick}} | Adon jumps high into the air and thrusts downward toward his opponent with a kick.}}
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{{MoveListRow | Jaguar Kick | {{HCB}} {{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 | {{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.}}
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{{MoveListRow | Jaguar Crunch | {{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.}}
{{MoveListRow | Jutting Kick | {{downright}}+{{button|text=MK}} | Adon kicks high into the air from a crouched position.}}
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{{MoveListRow | Jutting Kick | {{downright}}+{{MK}} | Adon kicks high into the air from a crouched position.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Jaguar Fury | {{QCF}} {{QCF}} {{kick}} | Adon performs two Jaguar Tooth kicks in quick succession.}}
+
{{MoveListRow | Jaguar Fury | {{QCF}} {{QCF}} {{kick}} | Adon performs two Jaguar Kicks in quick succession. He does a third Jaguar Kick at level 3.}}
{{MoveListRow | Jaguar Variable Assault | {{QCF}} {{QCF}} {{punch}} | Adon dashes forward and hits his opponent with a series of quick strikes, ending in the air.}}
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{{MoveListRow | Jaguar Variable Assault | {{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 | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Adon performs multiple quick hand strikes.}}
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{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Adon performs multiple quick hand strikes.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Adon performs a Rising Jaguar.}}
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{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Adon performs a Rising Jaguar.}}
 
}}
 
}}
 
}}
 
}}
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| desc=A female detective who is pursuing a criminal organization that may have been involved in the disappearance of her father.
 
| desc=A female detective who is pursuing a criminal organization that may have been involved in the disappearance of her father.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Lightning Kick | {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks.}}
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{{MoveListRow | Lightning Kick | {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks. She kicks faster when a stronger button is used.}}
{{MoveListRow | Spinning Air Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Chun-Li jumps high into the air while spinning her legs around in kicks.}}
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{{MoveListRow | Spinning Air Kick | 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.}}
{{MoveListRow | Kikoken Fireball | {{HCF}} {{punch}} | Chun-Li shoots an energy ball across the screen.}}
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{{MoveListRow | Kikouken Fireball | {{HCF}} {{punch}} | Chun-Li shoots an energy ball across the screen. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Axe Kick | {{HCB}} {{kick}} | Chun-Li does a handstand and then kicks downward with a straight leg.}}
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{{MoveListRow | Axe Kick | {{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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
 
{{MoveListRow | Wall Jump | 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 | Wall Jump | 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 | {{down}}+{{button|text=MK}} in midair | Chun-Li holds a straight leg in a head stomp.}}
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{{MoveListRow | Yousou Kyaku | {{down}}+{{MK}} in midair | Chun-Li holds a straight leg in a head stomp.}}
{{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{button|text=HK}} | Chun-Li backflips high into the air, coming down with a kick.}}
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{{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{HK}} | Chun-Li backflips high into the air, coming down with a kick.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | Kikoushou | {{QCF}} {{QCF}} {{punch}} | Chun-Li produces a large fireball directly in front of her.}}
 
{{MoveListRow | Kikoushou | {{QCF}} {{QCF}} {{punch}} | Chun-Li produces a large fireball directly in front of her.}}
 
{{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Chun-Li moves forward quickly while performing a series of Lightning Kicks. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles).}}
 
{{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Chun-Li moves forward quickly while performing a series of Lightning Kicks. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles).}}
{{MoveListRow | Hazan Tenshou Kyaku | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Spinning Air Kick.}}
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{{MoveListRow | Hazan Tenshou Kyaku | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Spinning Air Kick that can hit more times.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting her opponent's attack, Chun-Li thrusts both hands out.}}
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{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting her opponent's attack, Chun-Li thrusts both hands out.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting her opponent's attack, Chun-Li performs a sweep kick.}}
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{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting her opponent's attack, Chun-Li performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
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| desc=One of the three heroes from ''[[Final Fight]]''. Guy is warned by his master, Zeku, of an emerging threat to the world, so he seeks to stop this mysterious new evil.
 
| desc=One of the three heroes from ''[[Final Fight]]''. Guy is warned by his master, Zeku, of an emerging threat to the world, so he seeks to stop this mysterious new evil.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Bushin Izuna Drop | {{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).}}
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{{MoveListRow | Bushin Izuna Drop | {{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 | Dashing Crescent | {{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).}}
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{{MoveListRow | Dashing Crescent | {{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 | Whirlwind Kick | {{QCB}} {{kick}} | Guy jumps into the air and spins around an axis with his leg extended. It is similar to the Hurricane Kick performed by Ryu and Ken but has more vertical jump height (with stronger kicks flying higher).}}
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{{MoveListRow | Whirlwind Kick | {{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 | {{QCB}} {{punch}} | Guy crouches and spins around, then charges at his opponent with his shoulder.}}
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{{MoveListRow | Houzantou | {{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 | D-Pad in the opposite direction when jumping onto the edge of the screen | Guy can jump off the edges of the screen.}}
 
{{MoveListRow | Wall Jump | 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 | {{down}}+{{button|text=MP}} in midair | Guy thrusts downward with an elbow.}}
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{{MoveListRow | Bushin Gokusaken | {{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 | {{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 | {{down}}+{{MP}} in midair | Guy thrusts downward with an elbow.}}
{{MoveListRow | Kamaitachi | {{downright}}+{{button|text=HK}} | Guy does a backflip kick.}}
+
{{MoveListRow | Kubi Kudaki | {{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 | {{downright}}+{{HK}} | Guy does a backflip kick.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Bushin Hassou Ken | {{QCF}} {{QCF}} {{punch}} | Guy pummels his opponent high into the air with a series of strikes.}}
+
{{MoveListRow | Bushin Hassou Ken | {{QCF}} {{QCF}} {{punch}} | Guy jumps diagonally upward and pummels his opponent high into the air with a series of strikes.}}
 
{{MoveListRow | Bushin Gourai Kyaku | {{QCF}} {{QCF}} {{kick}} | Guy dashes toward his opponent and performs a series of punches, ending with a reverse hook kick.}}
 
{{MoveListRow | Bushin Gourai Kyaku | {{QCF}} {{QCF}} {{kick}} | Guy dashes toward his opponent and performs a series of punches, ending with a reverse hook kick.}}
 
{{MoveListRow | Bushin Muso Renge | {{HCB}} {{HCB}} {{punch}} | Guy performs a barrage of punches and kicks, with the screen flashing on each attack.}}
 
{{MoveListRow | Bushin Muso Renge | {{HCB}} {{HCB}} {{punch}} | Guy performs a barrage of punches and kicks, with the screen flashing on each attack.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Guy performs an elbow strike.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Guy performs an elbow strike.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Guy performs a sweep kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Guy performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 176: Line 187:
 
| desc=Ryu's former training partner. Ken seeks to challenge Ryu once again in order to test his strength and not be outdone by his rival.
 
| desc=Ryu's former training partner. Ken seeks to challenge Ryu once again in order to test his strength and not be outdone by his rival.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen.}}
+
{{MoveListRow | Hadouken Fireball | {{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 | Dragon Punch | {{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 | Dragon Punch | {{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 | Hurricane Kick | {{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 | Hurricane Kick | {{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 | {{QCB}} {{punch}} | Ken rolls forward, the distance depending on the strength of the punch used.}}
+
{{MoveListRow | Zenpou Tenshin | {{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 | {{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 | {{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 | {{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 | {{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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Shouryuu Reppa | {{QCF}} {{QCF}} {{punch}} | Ken performs a series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.}}
+
{{MoveListRow | Shouryuu Reppa | {{QCF}} {{QCF}} {{punch}} | Ken performs a low Dragon Punch, then a high Dragon Punch. He does two low Dragon Punches and has a flaming fist for the high Dragon Punch at level 3.}}
{{MoveListRow | Shinryuuken | {{QCF}} {{QCF}} {{kick}} | Ken performs a powerful spinning Dragon Punch that ascends upward, drawing in nearby opponents.}}
+
{{MoveListRow | Shinryuuken | {{QCF}} {{QCF}} {{kick}} | Ken performs a powerful spinning Dragon Punch that ascends upward, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Ken performs a Dragon Punch.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Ken performs a Dragon Punch.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Ken performs a roundhouse kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Ken performs a roundhouse kick.}}
 
}}
 
}}
 
}}
 
}}
Line 204: Line 215:
 
| desc=A returning character from ''Street Fighter II''. An Indian yogi who gets involved in the recent events to raise money for his poor village.
 
| desc=A returning character from ''Street Fighter II''. An Indian yogi who gets involved in the recent events to raise money for his poor village.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Yoga Fire | {{QCF}} {{punch}} | Dhalsim spits out a fireball, which travels most of the width of the screen and scorches opponents on impact.}}
+
{{MoveListRow | Yoga Fire | {{QCF}} {{punch}} | Dhalsim spews a fireball across the screen. The projectile moves faster but not as far when a stronger button is used. It knocks the opponent over on impact when the move is performed with {{MP}} or {{HP}}.}}
{{MoveListRow | Yoga Flame | {{HCB}} {{punch}} | Dhalsim breathes a large mass of flame in front of him.}}
+
{{MoveListRow | Yoga Flame | {{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 | {{HCB}} {{kick}} | Dhalsim breathes a large mass of flame at a diagonal angle in front of him.}}
+
{{MoveListRow | Yoga Blast | {{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 | {{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 | {{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 | {{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 | {{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 | {{RDP}} {{kick}} when knocked down | Dhalsim teleports away after being knocked down.}}
 
{{MoveListRow | Yoga Escape | {{RDP}} {{kick}} when knocked down | Dhalsim teleports away after being knocked down.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
 
{{MoveListRow | Short Attacks | {{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 | {{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 | {{right}}+{{button|text=LP}} | Dhalsim quickly jabs his open hand forward.}}
+
{{MoveListRow | Forward Chop | {{right}}+{{LP}} | Dhalsim quickly jabs his open hand forward.}}
{{MoveListRow | Downward Chop | {{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 | {{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 | {{left}}+{{button|text=HP}} | Dhalsim headbutts his opponent, hitting up to two times.}}
+
{{MoveListRow | Headbutt | {{left}}+{{HP}} | Dhalsim headbutts his opponent, hitting up to two times.}}
{{MoveListRow | Yoga Mummy | {{down}}+{{button|text=HP}} in midair | Dhalsim spins downward head first like a drill.}}
+
{{MoveListRow | Yoga Mummy | {{down}}+{{HP}} in midair | Dhalsim spins downward head first like a drill.}}
{{MoveListRow | Yoga Spear | {{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 | {{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 Inferno | {{QCF}} {{QCF}} {{punch}} | Dhalsim belches a chain of fireballs in front of him.}}
+
{{MoveListRow | Yoga Inferno | {{QCF}} {{QCF}} {{punch}} | Dhalsim belches a chain of fireballs in front of him. The flames draw his opponent inward.}}
{{MoveListRow | Yoga Strike | {{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 | {{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 Tempest | {{HCB}} {{HCB}} {{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 | {{HCB}} {{HCB}} {{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 | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Dhalsim performs a knee strike followed by an upward hand chop.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Dhalsim performs a knee strike followed by an upward hand chop.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Dhalsim performs a knee strike followed by a ground slide.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Dhalsim performs a knee strike followed by a ground slide.}}
 
}}
 
}}
 
}}
 
}}
Line 230: Line 241:
 
| name=Gen
 
| name=Gen
 
| portrait={{sprite | Street Fighter Alpha 2, Characters.png | crop_width=176 | crop_height=160 | crop_x=1056 | crop_y=0}}
 
| portrait={{sprite | Street Fighter Alpha 2, Characters.png | crop_width=176 | crop_height=160 | crop_x=1056 | crop_y=0}}
| 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 241: Line 253:
 
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) | bordercolor=#0000c0 |
 
{{MoveListTable | desc=Special moves (Mantis stance) | bordercolor=#0000c0 |
 
{{MoveListRow | Ansatsu Ken: Ki-ryuu | All three {{kick}} simultaneously | Gen changes to his Crane stance.}}
 
{{MoveListRow | Ansatsu Ken: Ki-ryuu | All three {{kick}} simultaneously | Gen changes to his Crane stance.}}
{{MoveListRow | Hyakurenkou | {{repeat|{{punch}}}} | Gen chops his hand furiously in front of him.}}
+
{{MoveListRow | Hyakurenkou | {{repeat|{{punch}}}} | Gen chops his hand furiously in front of him. He chops faster when a stronger button is used.}}
{{MoveListRow | Gekirou | {{DPF}} {{kick}} | Gen jumps into the air while kicking diagonally upward.}}
+
{{MoveListRow | Gekirou | {{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) | bordercolor=#0000c0 |
 
{{MoveListTable | desc=Super Combos (Mantis stance) | bordercolor=#0000c0 |
 
{{MoveListRow | Zan'ei | {{QCF}} {{QCF}} {{punch}} | Gen charges through his opponent, continuing to cause injury even after he has moved through them.}}
 
{{MoveListRow | Zan'ei | {{QCF}} {{QCF}} {{punch}} | Gen charges through his opponent, continuing to cause injury even after he has moved through them.}}
 
{{MoveListRow | Shitenshuu | {{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 | {{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 | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Gen performs a palm thrust.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Gen performs a palm thrust.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Gen performs a rising kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Gen performs a rising kick.}}
 
}}
 
}}
 
{{hr}}
 
{{hr}}
Line 257: Line 269:
 
{{MoveListTable | desc=Special moves (Crane stance) | bordercolor=#a000c0 |
 
{{MoveListTable | desc=Special moves (Crane stance) | bordercolor=#a000c0 |
 
{{MoveListRow | Ansatsu Ken: Sou-ryuu | All three {{punch}} simultaneously | Gen changes to his Mantis stance.}}
 
{{MoveListRow | Ansatsu Ken: Sou-ryuu | All three {{punch}} simultaneously | Gen changes to his Mantis stance.}}
{{MoveListRow | Jyasen | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Gen rolls along the ground, then unravels with an open-handed strike.}}
+
{{MoveListRow | Jyasen | 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 | 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 | 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) | bordercolor=#a000c0 |
 
{{MoveListTable | desc=Super Combos (Crane stance) | bordercolor=#a000c0 |
 
{{MoveListRow | Kouga | {{QCB}} {{QCB}} {{kick}} in midair | Gen does multiple wall jumps and diving kicks.}}
 
{{MoveListRow | Kouga | {{QCB}} {{QCB}} {{kick}} in midair | Gen does multiple wall jumps and diving kicks.}}
{{MoveListRow | Jakouha | {{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 | {{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 | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Gen performs a shoulder charge.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Gen performs a shoulder charge.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Gen performs a flying kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Gen performs a flying kick.}}
 
}}
 
}}
 
}}
 
}}
Line 280: Line 292:
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
 
{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Sakura shoots a fireball. If the player presses {{punch}} once, a small fireball is fired that travels three-quarters the width of the screen. If the player presses {{punch}} twice, a larger fireball is fired that travels half the width of the screen. If the player presses {{punch}} three times, a very large fireball is fired in front of Sakura that dissipates after moving only a slight distance.}}
 
{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Sakura shoots a fireball. If the player presses {{punch}} once, a small fireball is fired that travels three-quarters the width of the screen. If the player presses {{punch}} twice, a larger fireball is fired that travels half the width of the screen. If the player presses {{punch}} three times, a very large fireball is fired in front of Sakura that dissipates after moving only a slight distance.}}
{{MoveListRow | Shouoken | {{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 | {{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 | {{QCB}} {{kick}} | Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc.}}
+
{{MoveListRow | Shunpuu Kyaku | {{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 | {{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 | {{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 | {{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 | {{right}}+{{MK}} | Sakura performs a wide overhead kick. This is an overhead strike that can hit characters who are crouch blocking.}}
{{MoveListRow | Sailor Shoot | {{right}}+{{button|text=MK}} or {{button|text=HK}} (close) | Sakura jumps off her opponent's chest.}}
 
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | Shinkuu Hadouken | {{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 | {{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 | {{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 | {{QCB}} {{QCB}} {{kick}} | Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.}}
{{MoveListRow | Midare Zakura | {{QCF}} {{QCF}} {{kick}} | Sakura performs a series of low Shouokens while moving across the screen, culminating in a high Shouoken.}}
+
{{MoveListRow | Midare Zakura | {{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 | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting her opponent's attack, Sakura performs a jumping uppercut.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting her opponent's attack, Sakura performs a jumping uppercut.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting her opponent's attack, Sakura performs a sweep kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting her opponent's attack, Sakura performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 308: Line 319:
 
| desc=One of the boss characters from ''Final Fight''. An ex-Mad Gear member who wants to create his own utopic nation through underhanded methods.
 
| desc=One of the boss characters from ''Final Fight''. An ex-Mad Gear member who wants to create his own utopic nation through underhanded methods.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Patriot Circle | {{QCF}} {{punch}} | Rolento twirls his staff in circles around him.}}
+
{{MoveListRow | Patriot Circle | {{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 | {{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 | {{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 | {{QCB}} {{kick}} | Rolento jumps back to the corner of the screen and then drops back down.}}
+
{{MoveListRow | Mekon Delta Escape | {{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 | 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 | 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 | {{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 | {{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 | {{down}} {{up}} | Rolento flips high into the air forward (potentially leaping over his opponent).}}
 
{{MoveListRow | High Jump | {{down}} {{up}} | Rolento flips high into the air forward (potentially leaping over his opponent).}}
{{MoveListRow | Spike Rod | {{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 | {{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 | {{right}}+{{button|text=MK}} | Rolento jabs his staff into the ground and uses it to support his weight.}}
+
{{MoveListRow | Fake Rod | {{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 | {{QCF}} {{QCF}} {{kick}} | 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.}}
 
{{MoveListRow | Take No Prisoners | {{QCF}} {{QCF}} {{kick}} | 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.}}
{{MoveListRow | Mine Sweeper | {{QCB}} {{QCB}} {{punch}} | Rolento rolls backwards while dropping several grenades.}}
+
{{MoveListRow | Mine Sweeper | {{QCB}} {{QCB}} {{punch}} | Rolento rolls backwards while dropping several grenades. The grenades draw the opponent into each other as they explode.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Rolento performs a baton strike.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Rolento performs a baton strike.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Rolento leaps to the other side of his opponent.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Rolento leaps to the other side of his opponent.}}
 
}}
 
}}
 
}}
 
}}
Line 340: Line 351:
 
{{MoveListRow | Double Lariat | 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 | Double Lariat | 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 | 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 | 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 | 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 | 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 Powerbomb | D-Pad in a 360° rotation, then {{kick}} (far away) | Zangief grabs his opponent, jumps, and slams them into the ground.}}
 
{{MoveListRow | Flying Powerbomb | D-Pad in a 360° rotation, then {{kick}} (far away) | Zangief grabs his opponent, jumps, and slams them into the ground.}}
 
{{MoveListRow | Atomic Suplex | D-Pad in a 360° rotation, then {{kick}} (close) | Zangief grabs his opponent and performs a grounded suplex followed by an aerial suplex.}}
 
{{MoveListRow | Atomic Suplex | D-Pad in a 360° rotation, then {{kick}} (close) | Zangief grabs his opponent and performs a grounded suplex followed by an aerial suplex.}}
Line 346: Line 357:
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Flying Body Attack | {{down}}+{{button|text=HP}} while jumping diagonally | Zangief falls down with a diving splash.}}
+
{{MoveListRow | Flying Body Attack | {{down}}+{{HP}} while jumping diagonally | Zangief drops with a body press.}}
{{MoveListRow | Double Knee Drop | {{down}}+{{button|text=LK}} or {{button|text=MK}} while jumping diagonally | Zangief falls with his knees forward.}}
+
{{MoveListRow | Double Knee Drop | {{down}}+{{LK}} or {{down}}+{{MK}} while jumping diagonally | Zangief falls with his knees forward.}}
{{MoveListRow | Russian Kick | {{downleft}}+{{button|text=MK}} or {{button|text=HK}} | Zangief does a low kick.}}
+
{{MoveListRow | Dynamite Kick | {{downleft}}+{{MK}} | Zangief does a low kick.}}
{{MoveListRow | Kuuchuu Headbutt | {{up}}+{{button|text=MP}} or {{button|text=HP}} in midair | Zangief performs a headbutt in midair.}}
+
{{MoveListRow | Russian Kick | {{downleft}}+{{HK}} | Zangief does a low kick that sweeps his opponent.}}
 +
{{MoveListRow | Kuuchuu Headbutt | {{up}}+{{MP}} or {{down}}+{{HP}} during neutral jump | Zangief performs a headbutt in midair.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Final Atomic Buster | D-Pad in a 360° rotation twice, then {{punch}} (close) | Zangief grabs his opponent and performs two rolling suplexes followed by a Spinning Piledriver.}}
+
{{MoveListRow | Final Atomic Buster | 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 | {{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 | {{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 | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Zangief grabs them and does an elbow strike.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Zangief grabs them and does an elbow strike.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Zangief performs a standing kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Zangief performs a standing kick.}}
 
}}
 
}}
 
}}
 
}}
Line 370: Line 382:
 
| desc=A member of the US military who seeks to crack down on corruption within the army's top brass, suspecting that some of its members are on Shadaloo's payroll.
 
| desc=A member of the US military who seeks to crack down on corruption within the army's top brass, suspecting that some of its members are on Shadaloo's payroll.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Sonic Boom | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Nash fires a circular energy wave across the screen by swinging his arm.}}
+
{{MoveListRow | Sonic Boom | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Nash fires a circular energy wave across the screen by swinging his arm. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Somersault Shell | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Nash somersaults upward while performing two kicks.}}
+
{{MoveListRow | Somersault Shell | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Nash somersaults upward while kicking in an arc, which knocks his opponent over on impact. He somersaults higher when a stronger button is used. The move can hit twice when it is performed with {{HK}}.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Jump Sobat | {{left}}+{{button|text=MK}} or {{right}}+{{button|text=MK}} | Nash hops toward his opponent with a turning kick. This is an overhead strike that can hit characters who are crouch blocking.}}
+
{{MoveListRow | Jump Sobat | {{left}}+{{MK}} or {{right}}+{{MK}} | Nash hops toward his opponent with a turning kick. This is an overhead strike that can hit characters who are crouch blocking.}}
{{MoveListRow | Step Kick | {{left}}+{{button|text=HK}} or {{right}}+{{button|text=HK}} | Nash takes a step forward and kicks.}}
+
{{MoveListRow | Step Kick | {{left}}+{{HK}} or {{right}}+{{HK}} | Nash takes a step forward and kicks.}}
{{MoveListRow | Spin Back Knuckle | {{right}}+{{button|text=HP}} | Nash rotates around and swings his fist like a club.}}
+
{{MoveListRow | Spin Back Knuckle | {{right}}+{{HP}} | Nash rotates around and swings his fist like a club.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Sonic Barrage | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Nash 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 | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{repeat|{{punch}}}} | Nash fires a Sonic Boom. He can launch multiple Sonic Booms in a row (up to two at level 1, three at level 2, and four at level 3) by continuing to press {{punch}}.}}
{{MoveListRow | Crossfire Blitz | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Nash dashes forward while performing a series of fast kicks.}}
+
{{MoveListRow | Crossfire Blitz | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Nash dashes forward while performing a series of fast kicks. He finishes with a backhand at level 2 and a backhand and an uppercut at level 3.}}
{{MoveListRow | Somersault Justice | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Nash performs two Somersault Shells in succession.}}
+
{{MoveListRow | Somersault Justice | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Nash performs two Somersault Shells in a row at level 1 and 2 or three Somersault Shells in a row at level 3.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Nash performs a Spin Back Knuckle.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Nash performs a Spin Back Knuckle.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Nash performs a sweep kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Nash performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 398: Line 410:
 
| desc=A participant from the original ''Street Fighter'' who was banned from competing and now works as a bouncer in England. He is interested in joining Shadaloo, so he sets out to prove his strength and gain membership.
 
| desc=A participant from the original ''Street Fighter'' who was banned from competing and now works as a bouncer in England. He is interested in joining Shadaloo, so he sets out to prove his strength and gain membership.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Bullhead | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Birdie dashes forward and headbutts his opponent.}}
+
{{MoveListRow | Bullhead | 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 | 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 | 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 | Choke Chain | 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 | Choke Chain | 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 | 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 | 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 | {{down}}+{{button|text=HP}} | Birdie falls down with a diving splash.}}
+
{{MoveListRow | Body Press | {{down}}+{{HP}} | Birdie drops with a body press.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | Jackhammer | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Birdie dashes forward and headbutts his opponent multiple times.}}
 
{{MoveListRow | Jackhammer | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Birdie dashes forward and headbutts his opponent multiple times.}}
{{MoveListRow | Bull Revenger | {{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 | {{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 | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Birdie performs a headbutt.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Birdie performs a headbutt.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Birdie does a front kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Birdie does a front kick.}}
 
}}
 
}}
 
}}
 
}}
Line 425: Line 437:
 
| desc=A fortune teller who wields Soul Power. She has sensed Vega's evil presence and is on a mission to seal his dark power.
 
| desc=A fortune teller who wields Soul Power. She has sensed Vega's evil presence and is on a mission to seal his dark power.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Soul Reflect | {{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 | {{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 | {{HCF}} {{punch}} | Rose lashes her scarf straight out as a soul sphere shoots down it.}}
+
{{MoveListRow | Soul Spark | {{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 | {{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 | {{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 | {{QCF}} {{kick}} | Rose steps forward and spins her scarf like a drill.}}
+
{{MoveListRow | Soul Spiral | {{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 | {{downright}}+{{button|text=MK}} | Rose does a slide kick forward.}}
+
{{MoveListRow | Slide Kick | {{downright}}+{{MK}} | Rose does a slide kick forward.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Aura Soul Spark | {{QCB}} {{QCB}} {{punch}} | Rose does a version of her Soul Spark that can hit multiple times.}}
+
{{MoveListRow | Aura Soul Spark | {{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 | Aura Soul Throw | {{QCF}} {{QCF}} {{punch}} | Rose pummels her opponent into the air, then throws them back toward the ground.}}
+
{{MoveListRow | Aura Soul Throw | {{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 | Soul Illusion | {{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 | {{QCF}} {{QCF}} {{kick}} | Rose creates afterimages of herself that mimic her normal attacks. Lasts for a timed duration or until Rose is hit.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting her opponent's attack, Rose grabs and switches positions with them.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting her opponent's attack, Rose grabs and switches positions with them.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting her opponent's attack, Rose performs a sweep kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting her opponent's attack, Rose performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 453: Line 465:
 
| desc=A surviving member of the Mad Gear Gang from the original ''Final Fight''. He seeks to find strong fighters worthy of joining his revived Mad Gear gang.
 
| desc=A surviving member of the Mad Gear Gang from the original ''Final Fight''. He seeks to find strong fighters worthy of joining his revived Mad Gear gang.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Jigoku Scrape | {{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 | {{QCF}} {{punch}} | Sodom charges forward and performs a strike with his jitte. 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 | D-Pad in a 360° rotation, then {{punch}} (close) | Sodom grabs his opponent, jumps up, and slams them into the ground.}}
+
{{MoveListRow | Butsumetsu Buster | 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 | 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 | 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 | Shiraha Catch | {{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 | {{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 | {{right}} {{downright}} {{down}} {{punch}} when knocked down | Sodom rolls away from his opponent.}}
+
{{MoveListRow | Kouten Okiagari | {{QCFD}} {{punch}} when knocked down | Sodom rolls away from his opponent.}}
{{MoveListRow | Tengu Walking | {{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 | {{QCBD}} {{kick}} when knocked down | Sodom catches himself by sticking his jitte in the ground, then uses them to walk forward.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Meido no Miyage | {{QCF}} {{QCF}} {{punch}} | Sodom performs a series of jitte strikes in succession.}}
+
{{MoveListRow | Meido no Miyage | {{QCF}} {{QCF}} {{punch}} | Sodom performs a series of jitte strikes in succession. He jumps into the air for a final strike at level 3.}}
{{MoveListRow | Tenchuu Satsu | 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 | 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 | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Sodom performs an upward jitte strike.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Sodom performs an upward jitte strike.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Sodom performs a low sliding kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Sodom performs a low sliding kick.}}
 
}}
 
}}
 
}}
 
}}
Line 479: Line 491:
 
| desc=After being scarred for life by Ryu at the end of the first ''Street Fighter'' tournament, Sagat seeks to reclaim his title as the Emperor of Muay Thai.
 
| desc=After being scarred for life by Ryu at the end of the first ''Street Fighter'' tournament, Sagat seeks to reclaim his title as the Emperor of Muay Thai.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Tiger Shot | {{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 | {{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 Blow | {{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 | {{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 Crush | {{DPF}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.}}
+
{{MoveListRow | Tiger Crush | {{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 Cannon | {{QCF}} {{QCF}} {{punch}} | Sagat fires a large Tiger Shot that can hit multiple times.}}
 
{{MoveListRow | Tiger Cannon | {{QCF}} {{QCF}} {{punch}} | Sagat fires a large Tiger Shot that can hit multiple times.}}
{{MoveListRow | Tiger Raid | {{QCB}} {{QCB}} {{kick}} | Sagat performs a barrage of kicks, finishing with a flying side kick.}}
+
{{MoveListRow | Tiger Raid | {{QCB}} {{QCB}} {{kick}} | Sagat performs a barrage of kicks, finishing with a flying side kick. The final kick is flaming at level 3.}}
{{MoveListRow | Tiger Genocide | {{QCF}} {{QCF}} {{kick}} | Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Blow.}}
+
{{MoveListRow | Tiger Genocide | {{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 | Angry Charge | {{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 | {{QCF}} {{Taunt}} | The scar on Sagat's chest glows, momentarily pausing gameplay, and he clutches it, which empowers his next Tiger Blow.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Sagat performs a Tiger Blow.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Sagat performs a Tiger Blow.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Sagat performs a standing kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Sagat performs a standing kick.}}
 
}}
 
}}
 
}}
 
}}
Line 504: Line 516:
 
| desc=Gouki, much like Ryu, travels the world, searching for opponents worthy enough to match the might of the Satsui no Hadou. He expresses interest in Ryu's potential.
 
| desc=Gouki, much like Ryu, travels the world, searching for opponents worthy enough to match the might of the Satsui no Hadou. He expresses interest in Ryu's potential.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Gouki focuses energy through his palms and fires a surging punch across the screen, which knocks over opponents in close range.}}
+
{{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Gouki focuses energy through his palms and fires a surging punch across the screen, which knocks over opponents in close range. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair.}}
+
{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Gouki shoots a flaming variant of the Hadouken, which knocks over opponents.}}
+
{{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Gouki shoots a flaming variant of the Hadouken, which hits multiple times and knocks down opponents on impact. The projectile moves faster and hits more times when a stronger button is used.}}
{{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Gouki 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 | {{DPF}} {{punch}} | Gouki rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.}}
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Gouki 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 | {{QCB}} {{kick}} | Gouki moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.}}
{{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Gouki 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 Gouki is near his opponent, he can throws them with {{punch}} or {{kick}} instead.}}
+
{{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Gouki 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 Gouki is near his opponent, he can throw them with {{punch}} or {{kick}} instead. He somersaults further when a stronger button is used.}}
{{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Gouki jumps forward, then rolls along the ground.}}
+
{{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Gouki jumps forward, then rolls along the ground. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.}}
 
{{MoveListRow | Ashura Senkuu Forward | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Gouki 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 | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Gouki 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 | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Gouki 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 | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Gouki 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 | {{down}}+{{button|text=MK}} before the apex of the jump while flipping forward in the air | Gouki dive kicks diagonally downward.}}
+
{{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Gouki dive kicks diagonally downward.}}
{{MoveListRow | Zugai Hasatsu | {{right}}+{{button|text=MP}} | Gouki performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
+
{{MoveListRow | Zugai Hasatsu | {{right}}+{{MP}} | Gouki performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
{{MoveListRow | Senpuu Kyaku | {{right}}+{{button|text=MK}} | Gouki leaps forward, doing a single spinning kick similar to a Hurricane Kick.}}
+
{{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Gouki hops forward, doing a single spinning kick similar to a Tatsumaki Zankuukyaku.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Gouki fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.}}
 
{{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Gouki fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.}}
{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Gouki performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.}}
+
{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Gouki performs a low Gou Shouryuuken, then a high Gou Shouryuuken. He does two low Gou Shouryuukens at level 3.}}
 
{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.}}
 
{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.}}
{{MoveListRow | Shun Goku Satsu | {{button|text=LP}} {{button|text=LP}} {{right}} {{button|text=LK}} {{button|text=HP}} (at max level) | Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}}
+
{{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Gouki performs a sweep kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Gouki performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 540: Line 552:
 
| desc=The leader of the world criminal organization Shadaloo. His actions involve drug trafficking and arms dealing, among others. As a result, he and his organization have gained a great deal of notoriety.
 
| desc=The leader of the world criminal organization Shadaloo. His actions involve drug trafficking and arms dealing, among others. As a result, he and his organization have gained a great deal of notoriety.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Psycho Shot | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega throws a fireball across the screen.}}
+
{{MoveListRow | Psycho Shot | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega throws a fireball across the screen. The projectile travels slightly farther when a stronger button is used.}}
{{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Vega leaps forward while kicking.}}
+
{{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Vega leaps forward while kicking down with each leg, which knocks down his opponent on impact. The move covers more horizontal distance when a stronger button is used.}}
{{MoveListRow | Head Stomp | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a Psycho Fist by pressing {{punch}}.}}
+
{{MoveListRow | Head Press | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing {{punch}}, which can be aimed with {{left}} and {{right}}.}}
{{MoveListRow | Skull Diver | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Vega 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 | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Vega 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 | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Vega disappears and reappears an the entire screen ahead with {{punch}} or half the screen ahead with {{kick}}.}}
+
{{MoveListRow | Warp Forward | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Vega disappears and reappears the entire screen ahead with {{punch}} or half the screen ahead with {{kick}}.}}
{{MoveListRow | Warp Backward | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Vega disappears and reappears an entire screen back with {{punch}} or half the screen back with {{kick}}.}}
+
{{MoveListRow | Warp Backward | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Vega 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 | Psycho Crusher | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Vega spirals toward his opponent while infused with psycho energy.}}
+
{{MoveListRow | Psycho Crusher | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Vega spirals toward his opponent while infused with psycho energy. He travels farther at levels 2 and 3.}}
{{MoveListRow | Knee Press Nightmare | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Vega does two consecutive Double Knee Press maneuvers.}}
+
{{MoveListRow | Knee Press Nightmare | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Vega does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 3.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Vega performs a standing punch.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Vega performs a standing punch.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Vega warps behind them.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Vega warps behind them.}}
 
}}
 
}}
 
}}
 
}}
Line 566: Line 578:
 
| desc=Dan's father was killed by Sagat after gouging Sagat's eye out. Dan developed his own style called Saikyou-ryuu ("Strongest Style"), and sets out to avenge his father's death.
 
| desc=Dan's father was killed by Sagat after gouging Sagat's eye out. Dan developed his own style called Saikyou-ryuu ("Strongest Style"), and sets out to avenge his father's death.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Gadouken | {{QCF}} {{punch}} | Dan focuses his energy and throws a very short-ranged fireball directly in front of him with a single hand.}}
+
{{MoveListRow | Gadouken | {{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 | {{DPF}} {{punch}} | Dan rises off the ground while punching upwards, knocking down his opponent on impact.}}
+
{{MoveListRow | Kouryuuken | {{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 | {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of three kicks in midair.}}
+
{{MoveListRow | Dankuukyaku | {{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 | {{QCF}} {{button|text=TAUNT}} | Dan rolls forward, then performs his taunt.}}
+
{{MoveListRow | Zenten Chouhatsu | {{QCF}} {{Taunt}} | Dan rolls forward, then performs his taunt.}}
{{MoveListRow | Kouten Chouhatsu | {{QCB}} {{button|text=TAUNT}} | Dan rolls backwards, then performs his taunt.}}
+
{{MoveListRow | Kouten Chouhatsu | {{QCB}} {{Taunt}} | Dan rolls backwards, then performs his taunt.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Chouhatsu | {{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 | {{Taunt}} | Dan's taunt uniquely can be performed multiple times per round and increases the power in his Super Combo gauge.}}
{{MoveListRow | Kuuchuu Chouhatsu | {{button|text=TAUNT}} in midair | Dan can perform his taunt in midair.}}
+
{{MoveListRow | Kuuchuu Chouhatsu | {{Taunt}} in midair | Dan can perform his taunt in midair.}}
{{MoveListRow | Shami Chouhatsu | {{down}}+{{button|text=TAUNT}} | Dan can perform his taunt while crouching.}}
+
{{MoveListRow | Shami Chouhatsu | {{down}}+{{Taunt}} | Dan can perform his taunt while crouching.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Chouhatsu Densetsu | {{QCF}} {{QCF}} {{button|text=TAUNT}} | Dan rolls forward multiple times, stopping each time to taunt.}}
+
{{MoveListRow | Chouhatsu Densetsu | {{QCF}} {{QCF}} {{Taunt}} | Dan rolls forward multiple times, stopping each time to taunt.}}
 
{{MoveListRow | Shinkuu Gadouken | {{QCF}} {{QCF}} {{punch}} | Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times.}}
 
{{MoveListRow | Shinkuu Gadouken | {{QCF}} {{QCF}} {{punch}} | Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times.}}
{{MoveListRow | Hisshou Buraiken | {{QCB}} {{QCB}} {{kick}} | Dan performs a barrage of punches and kicks right in front of him, ending with a Kouryuuken.}}
+
{{MoveListRow | Hisshou Buraiken | {{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 | Kouryuu Rekka | {{QCF}} {{QCF}} {{kick}} | Dan performs a single low Kouryuuken, followed by a high Kouryuuken.}}
 
{{MoveListRow | Kouryuu Rekka | {{QCF}} {{QCF}} {{kick}} | Dan performs a single low Kouryuuken, followed by a high Kouryuuken.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Dan knocks his opponent away by flexing his bicep.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Dan knocks his opponent away by flexing his bicep.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Dan performs a sweep kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Dan performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 601: Line 613:
 
| desc=A Shadaloo agent known as Agent Killer Bee, who is the leader of the Dolls.
 
| desc=A Shadaloo agent known as Agent Killer Bee, who is the leader of the Dolls.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Spiral Arrow | {{QCF}} {{kick}} | Cammy spirals forward feet first like a spinning arrow.}}
+
{{MoveListRow | Spiral Arrow | {{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 | {{DPF}} {{kick}} | Cammy leaps into the air with a front kick.}}
+
{{MoveListRow | Cannon Spike | {{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 | {{HCB}} {{punch}} | Cammy hops forward and does an elbow smash and a backfist. This move passes through projectiles.}}
+
{{MoveListRow | Axle Spin Knuckle | {{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 | Hooligan Combination | {{QCF}} {{upright}} {{punch}} | 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 {{kick}} while holding a direction toward the opponent.}}
 
{{MoveListRow | Hooligan Combination | {{QCF}} {{upright}} {{punch}} | 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 {{kick}} while holding a direction toward the opponent.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Spin Drive Smasher | {{QCF}} {{QCF}} {{kick}} | Cammy performs a Spiral Arrow followed by a Cannon Spike.}}
+
{{MoveListRow | Spin Drive Smasher | {{QCF}} {{QCF}} {{kick}} | Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.}}
 
{{MoveListRow | Psycho Streak | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Vega warps in front of Cammy and performs a Psycho Crusher.}}
 
{{MoveListRow | Psycho Streak | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{punch}} | Vega warps in front of Cammy and performs a Psycho Crusher.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting her opponent's attack, Cammy performs a backfist.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting her opponent's attack, Cammy performs a backfist.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting her opponent's attack, Cammy performs a Cannon Spike.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting her opponent's attack, Cammy performs a Cannon Spike.}}
 
}}
 
}}
 
}}
 
}}
Line 625: Line 637:
 
| desc=A hypothetical version of Ryu that succumbed to the power of the Satsui no Hadou.
 
| desc=A hypothetical version of Ryu that succumbed to the power of the Satsui no Hadou.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ryu focuses energy through his palms and fires a surging punch across the screen.}}
+
{{MoveListRow | Hadouken Fireball | {{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 | {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range.}}
+
{{MoveListRow | Shakunetsu Hadouken | {{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 | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards. Hits up to two times with {{button|text=MP}} or three times with {{button|text=HP}}.}}
+
{{MoveListRow | Dragon Punch | {{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 | Hurricane Kick | {{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 | Hurricane Kick | {{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 | Hadou no Kamae | {{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 | {{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.}}
 
{{MoveListRow | Ashura Senkuu Forward | {{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 | {{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 | {{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 | {{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 | {{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 | {{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 | Senpuu Kyaku | {{right}}+{{button|text=MK}} | Ryu leaps forward, doing a single spinning kick similar to a Hurricane Kick.}}
+
{{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Ryu hops forward, doing a single spinning kick similar to a Hurricane Kick.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
{{MoveListRow | Shinkuu Hadouken | {{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 | {{QCF}} {{QCF}} {{punch}} | Ryu fires a version of the Hadouken Fireball that can hit his opponent multiple times. It has a fire effect at level 3.}}
{{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{QCB}} {{QCB}} {{kick}} | Ryu performs a version of the Hurricane Kick that draws his opponent in and potentially hits multiple times.}}
+
{{MoveListRow | Shinkuu Tatsumaki Senpuukyaku | {{QCB}} {{QCB}} {{kick}} | Ryu performs a version of the Hurricane Kick 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 | {{QCF}} {{QCF}} {{kick}} | Ryu performs a series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.}}
+
{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{kick}} | Ryu performs a low Dragon Punch, then a high Dragon Punch. He does two low Dragon Punches and has a flaming fist for the high Dragon Punch at level 3.}}
{{MoveListRow | Shun Goku Satsu | {{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.}}
+
{{MoveListRow | Shun Goku Satsu | {{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.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Ryu performs a Dragon Punch.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Ryu performs a Dragon Punch.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Ryu performs a sweep kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Ryu performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 658: Line 670:
 
| desc=A more powerful version of Gouki's form and style, tapping into the true potential of the Satsui no Hadou. He can fire two air fireballs at a time, like his original appearance in ''Super Street Fighter II X''.
 
| desc=A more powerful version of Gouki's form and style, tapping into the true potential of the Satsui no Hadou. He can fire two air fireballs at a time, like his original appearance in ''Super Street Fighter II X''.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Gouki focuses energy through his palms and fires a surging punch across the screen, which knocks over opponents in close range.}}
+
{{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Gouki focuses energy through his palms and fires a surging punch across the screen, which knocks over opponents in close range. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Gouki 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 | {{QCF}} {{punch}} in midair | Gouki 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 | {{HCF}} {{punch}} | Gouki shoots a flaming variant of the Hadouken, which knocks over opponents.}}
+
{{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Gouki shoots a flaming variant of the Hadouken, which hits multiple times and knocks down opponents on impact. The projectile moves faster and hits more times when a stronger button is used.}}
{{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Gouki 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 | {{DPF}} {{punch}} | Gouki rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.}}
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Gouki 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 | {{QCB}} {{kick}} | Gouki moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.}}
{{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Gouki 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 Gouki is near his opponent, he can throws them with {{punch}} or {{kick}} instead.}}
+
{{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Gouki 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 Gouki is near his opponent, he can throw them with {{punch}} or {{kick}} instead. He somersaults further when a stronger button is used.}}
{{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Gouki jumps forward, then rolls along the ground.}}
+
{{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Gouki jumps forward, then rolls along the ground. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.}}
 
{{MoveListRow | Ashura Senkuu Forward | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Gouki 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 | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Gouki 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 | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Gouki 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 | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Gouki 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 | {{down}}+{{button|text=MK}} before the apex of the jump while flipping forward in the air | Gouki dive kicks diagonally downward.}}
+
{{MoveListRow | Tenma Kuujin Kyaku | {{down}}+{{MK}} before the apex of the jump while flipping forward in the air | Gouki dive kicks diagonally downward.}}
{{MoveListRow | Zugai Hasatsu | {{right}}+{{button|text=MP}} | Gouki performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
+
{{MoveListRow | Zugai Hasatsu | {{right}}+{{MP}} | Gouki performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.}}
{{MoveListRow | Senpuu Kyaku | {{right}}+{{button|text=MK}} | Gouki leaps forward, doing a single spinning kick similar to a Hurricane Kick.}}
+
{{MoveListRow | Senpuu Kyaku | {{right}}+{{MK}} | Gouki hops forward, doing a single spinning kick similar to a Tatsumaki Zankuukyaku.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Gouki fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.}}
 
{{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Gouki fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.}}
{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Gouki performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.}}
+
{{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Gouki performs a low Gou Shouryuuken, then a high Gou Shouryuuken. He does two low Gou Shouryuukens at level 3.}}
 
{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.}}
 
{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.}}
{{MoveListRow | Shun Goku Satsu | {{button|text=LP}} {{button|text=LP}} {{right}} {{button|text=LK}} {{button|text=HP}} (at max level) | Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}}
+
{{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Gouki performs a sweep kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting his opponent's attack, Gouki performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 692: Line 704:
 
| info3name=Final battle
 
| info3name=Final battle
 
| info3=Vega
 
| info3=Vega
| desc=An alternate version of Chun-Li who wears her outfit from ''Street Fighter II''. She cannot air block, and the input for her Kikoken Fireball has been reverted to a charge command.
+
| desc=An alternate version of Chun-Li who wears her outfit from ''Street Fighter II''. She cannot air block, and the input for her Kikouken Fireball has been reverted to a charge command.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Lightning Kick | {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks.}}
+
{{MoveListRow | Lightning Kick | {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks. She kicks faster when a stronger button is used.}}
{{MoveListRow | Spinning Air Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Chun-Li jumps high into the air while spinning her legs around in kicks.}}
+
{{MoveListRow | Spinning Air Kick | 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.}}
{{MoveListRow | Kikoken Fireball | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Chun-Li shoots an energy ball across the screen.}}
+
{{MoveListRow | Kikouken Fireball | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Chun-Li shoots an energy ball across the screen. The projectile moves faster when a stronger button is used.}}
{{MoveListRow | Axe Kick | {{HCB}} {{kick}} | Chun-Li does a handstand and then kicks downward with a straight leg.}}
+
{{MoveListRow | Axe Kick | {{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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
 
{{MoveListRow | Wall Jump | 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 | Wall Jump | 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 | {{down}}+{{button|text=MK}} in midair | Chun-Li holds a straight leg in a head stomp.}}
+
{{MoveListRow | Yousou Kyaku | {{down}}+{{MK}} in midair | Chun-Li holds a straight leg in a head stomp.}}
{{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{button|text=HK}} | Chun-Li backflips high into the air, coming down with a kick.}}
+
{{MoveListRow | Kaku Kyaku Raku | {{downright}}+{{HK}} | Chun-Li backflips high into the air, coming down with a kick.}}
 
}}
 
}}
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListTable | desc=Super Combos |
 
{{MoveListRow | Kikoushou | {{QCF}} {{QCF}} {{punch}} | Chun-Li produces a large fireball directly in front of her.}}
 
{{MoveListRow | Kikoushou | {{QCF}} {{QCF}} {{punch}} | Chun-Li produces a large fireball directly in front of her.}}
 
{{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Chun-Li moves forward quickly while performing a series of Lightning Kicks. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles).}}
 
{{MoveListRow | Senretsu Kyaku | Hold {{left}} for 2 seconds, then {{right}} {{left}} {{right}}+{{kick}} | Chun-Li moves forward quickly while performing a series of Lightning Kicks. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles).}}
{{MoveListRow | Hazan Tenshou Kyaku | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Spinning Air Kick.}}
+
{{MoveListRow | Hazan Tenshou Kyaku | Hold {{downleft}} for 2 seconds, then {{downright}} {{downleft}} {{upright}}+{{kick}} | Chun-Li performs a more powerful version of her Spinning Air Kick that can hit more times.}}
{{MoveListRow | Zero Counter 1 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting her opponent's attack, Chun-Li thrusts both hands out.}}
+
{{MoveListRow | Zero Counter 1 | {{QCBD}} {{punch}} while blocking | After interrupting her opponent's attack, Chun-Li thrusts both hands out.}}
{{MoveListRow | Zero Counter 2 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting her opponent's attack, Chun-Li performs a sweep kick.}}
+
{{MoveListRow | Zero Counter 2 | {{QCBD}} {{kick}} while blocking | After interrupting her opponent's attack, Chun-Li performs a sweep kick.}}
 
}}
 
}}
 
}}
 
}}
Line 724: Line 736:
 
| desc=A version of Ryu more closely resembling his ''Street Fighter II'' moveset. He cannot air block or use Super Combos.
 
| desc=A version of Ryu more closely resembling his ''Street Fighter II'' moveset. He cannot air block or use Super Combos.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ryu focuses energy through his palms and fires a surging punch across the screen.}}
+
{{MoveListRow | Hadouken Fireball | {{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 | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards, knocking down his opponent on impact.}}
+
{{MoveListRow | Dragon Punch | {{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 | Hurricane Kick | {{QCB}} {{kick}} | Ryu jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact.}}
+
{{MoveListRow | Hurricane Kick | {{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.}}
 
}}
 
}}
 
}}
 
}}
Line 741: Line 753:
 
| desc=A version of Chun-Li more closely resembling her ''Street Fighter II'' moveset, though she uses her ''Street Fighter Zero'' Axe Kick instead of her ''Street Fighter II'' Spinning Bird Kick. She cannot air block or use Super Combos.
 
| desc=A version of Chun-Li more closely resembling her ''Street Fighter II'' moveset, though she uses her ''Street Fighter Zero'' Axe Kick instead of her ''Street Fighter II'' Spinning Bird Kick. She cannot air block or use Super Combos.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Lightning Kick | {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks.}}
+
{{MoveListRow | Lightning Kick | {{repeat|{{kick}}}} | Chun-Li unleashes a flurry of rapid kicks. She kicks faster when a stronger button is used.}}
{{MoveListRow | Axe Kick | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Chun-Li does a handstand and then kicks downward with a straight leg.}}
+
{{MoveListRow | Axe Kick | Hold {{down}} for 2 seconds, then {{up}}+{{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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
 
{{MoveListRow | Wall Jump | 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 | Wall Jump | 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 | {{down}}+{{button|text=MK}} in midair | Chun-Li holds a straight leg in a head stomp.}}
+
{{MoveListRow | Yousou Kyaku | {{down}}+{{MK}} in midair | Chun-Li holds a straight leg in a head stomp.}}
 
}}
 
}}
 
}}
 
}}
Line 761: Line 773:
 
| desc=A version of Ken more closely resembling his ''Street Fighter II'' moveset. He cannot air block or use Super Combos.
 
| desc=A version of Ken more closely resembling his ''Street Fighter II'' moveset. He cannot air block or use Super Combos.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen.}}
+
{{MoveListRow | Hadouken Fireball | {{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 | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards, knocking down his opponent on impact.}}
+
{{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.}}
{{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ken jumps into the air and spins around an axis with his leg extended, potentially hitting his opponent up to four times if performed with {{button|text=HK}}.}}
+
{{MoveListRow | Hurricane Kick | {{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.}}
 
}}
 
}}
 
}}
 
}}
Line 778: Line 790:
 
| desc=A version of Dhalsim more closely resembling his ''Street Fighter II'' moveset. He cannot air block or use Super Combos.
 
| desc=A version of Dhalsim more closely resembling his ''Street Fighter II'' moveset. He cannot air block or use Super Combos.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Yoga Fire | {{QCF}} {{punch}} | Dhalsim spits out a fireball that scorches whoever it touches.}}
+
{{MoveListRow | Yoga Fire | {{QCF}} {{punch}} | Dhalsim spews a fireball across the screen, which knocks the opponent over on impact. It knocks the opponent over on impact when the move is performed with {{MP}} or {{HP}}.}}
{{MoveListRow | Yoga Flame | {{HCB}} {{punch}} | Dhalsim breathes a large mass of flame in front of him.}}
+
{{MoveListRow | Yoga Flame | {{HCF}} {{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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Yoga Mummy | {{down}}+{{button|text=HP}} in midair | Dhalsim spins downward head first like a drill.}}
+
{{MoveListRow | Yoga Mummy | {{down}}+{{HP}} in midair | Dhalsim spins downward head first like a drill. The angle is closer to horizontal than the Yoga Spear.}}
{{MoveListRow | Yoga Spear | {{down}}+{{button|text=HK}} in midair | Dhalsim spins downward feet first like a drill.}}
+
{{MoveListRow | Yoga Spear | {{down}}+{{HK}} in midair | Dhalsim spins downward feet first like a drill. He falls at a 45° angle.}}
 
}}
 
}}
 
}}
 
}}
Line 799: Line 811:
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
 
{{MoveListRow | Double Lariat | All three {{punch}} or {{kick}} simultaneously | Zangief spins around with his arms outstretched, knocking over opponents on impact. He spins around once with {{kick}} and twice with {{punch}}. He can move with {{left}} and {{right}} while spinning.}}
 
{{MoveListRow | Double Lariat | All three {{punch}} or {{kick}} simultaneously | Zangief spins around with his arms outstretched, knocking over opponents on impact. He spins around once with {{kick}} and twice with {{punch}}. He can move with {{left}} and {{right}} while spinning.}}
{{MoveListRow | Spinning Piledriver | 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 | 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.}}
 
}}
 
}}
 
{{MoveListTable | desc=Command normals |
 
{{MoveListTable | desc=Command normals |
{{MoveListRow | Flying Body Attack | {{down}}+{{button|text=HP}} while jumping diagonally | Zangief falls down with a diving splash.}}
+
{{MoveListRow | Flying Body Attack | {{down}}+{{HP}} while jumping diagonally | Zangief drops with a body press.}}
{{MoveListRow | Double Knee Drop | {{down}}+{{button|text=LK}} or {{button|text=MK}} while jumping diagonally | Zangief falls with his knees forward.}}
+
{{MoveListRow | Double Knee Drop | {{down}}+{{LK}} or {{down}}+{{MK}} while jumping diagonally | Zangief falls with his knees forward.}}
{{MoveListRow | Headbutt | {{up}}+{{button|text=MP}} or {{button|text=HK}} in midair | Zangief performs a headbutt in midair.}}
+
{{MoveListRow | Kuuchuu Headbutt | {{up}}+{{MP}} or {{down}}+{{HK}} during neutral jump | Zangief performs a headbutt in midair.}}
 
}}
 
}}
 
}}
 
}}
Line 819: Line 831:
 
| desc=A version of Sagat more closely resembling his ''Street Fighter II'' moveset. He cannot air block or use Super Combos.
 
| desc=A version of Sagat more closely resembling his ''Street Fighter II'' moveset. He cannot air block or use Super Combos.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Tiger Shot | {{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 | {{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 Knee | {{QCF}} {{upright}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee.}}
+
{{MoveListRow | Tiger Uppercut | {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.}}
{{MoveListRow | Tiger Uppercut | {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, knocking down his opponent on impact.}}
+
{{MoveListRow | Tiger Knee Crush | {{QCF}} {{upright}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee. The move covers more horizontal distance when a stronger button is used.}}
 
}}
 
}}
 
}}
 
}}
Line 836: Line 848:
 
| desc=A version of Vega more closely resembling his ''Street Fighter II'' moveset. He loses his Psycho Shot projectile but regains Psycho Crusher as a special move (rather than a Super Combo). He cannot air block or use Super Combos.
 
| desc=A version of Vega more closely resembling his ''Street Fighter II'' moveset. He loses his Psycho Shot projectile but regains Psycho Crusher as a special move (rather than a Super Combo). He cannot air block or use Super Combos.
 
{{MoveListTable | desc=Special moves |
 
{{MoveListTable | desc=Special moves |
{{MoveListRow | Psycho Crusher | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega spirals toward his opponent while infused with psycho energy.}}
+
{{MoveListRow | Psycho Crusher | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega spirals toward his opponent while infused with psycho energy, which knocks down his opponent on impact. He travels further when a stronger button is used.}}
{{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Vega leaps forward while kicking.}}
+
{{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Vega leaps forward while kicking, which knocks down his opponent on impact. The move covers more horizontal distance when a stronger button is used.}}
{{MoveListRow | Head Stomp | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a Psycho Fist by pressing {{punch}}.}}
+
{{MoveListRow | Head Press | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing {{punch}}, which can be aimed with {{left}} and {{right}}.}}
 
}}
 
}}
 
}}
 
}}
Line 883: Line 895:
 
*'''Music Compose & Arrange:''' Syun Nishigaki, Setsuo Yamamoto, Tatsuro-
 
*'''Music Compose & Arrange:''' Syun Nishigaki, Setsuo Yamamoto, Tatsuro-
 
*'''All Sound Produce:''' Arcade Sound Team
 
*'''All Sound Produce:''' Arcade Sound Team
*'''Voice Actor:''' Katashi Ishizuka, Tetsuya Iwanaga, Yuko Sasamoto, [[Wataru Takagi]], Tomomichi Nishimura, Osamu Hosoi, Shinichiro Miki, Yuko Miyamura, Toshiyuki Morikawa, Yoshiharu Yamada, Jin Yamanoi
+
*'''Voice Actor:''' Katashi Ishizuka, [[Tetsuya Iwanaga]], Yuko Sasamoto, [[Wataru Takagi]], [[Tomomichi Nishimura]], [[Osamu Hosoi]], [[Shinichiro Miki]], [[Yuko Miyamura]], [[Toshiyuki Morikawa]], Yoshiharu Yamada, [[Jin Yamanoi]]
 
*'''Producer:''' Noritaka Funamizu (POO)
 
*'''Producer:''' Noritaka Funamizu (POO)
 
*'''Special Thanks:''' Scott Pikulski, Rita Rokos, Alison Stroll, Denise Wallner, Darryl Williams, Takuya Shiraiwa, Ryoji Yamamoto, Uesita-Tegekick-Masakazu
 
*'''Special Thanks:''' Scott Pikulski, Rita Rokos, Alison Stroll, Denise Wallner, Darryl Williams, Takuya Shiraiwa, Ryoji Yamamoto, Uesita-Tegekick-Masakazu

Latest revision as of 19:22, 28 October 2024

For the original release, see Street Fighter Alpha 2.

n/a

StreetFighterZero2dash Saturn JP SStitle.png

Street Fighter Zero 2'
System(s): Sega Saturn
Publisher: Capcom
Developer:
Original system(s): Capcom CPS-2
Sound driver: SCSP (1 track)
Genre: Fighting/Taisen Kakutou (対戦格闘)[1]

















Number of players: 1-2
Release Date RRP Code
Sega Saturn
JP
¥2,8002,800 T-1244G
Sega Rating: All Ages
Non-Sega versions

Street Fighter Zero 2' (ストリートファイターZERO2′), or Street Fighter Zero 2 Dash is an updated version of Street Fighter Alpha 2. Originally released as part of Street Fighter Collection, the game was re-released separately in Japan under the Satakore label in 1998. In the West, this game is usually known as Street Fighter Alpha 2 Gold.

Gameplay

Street Fighter Alpha 2 Gold, Character Select.png

Character select

Street Fighter Alpha 2 Gold, Gameplay.png

Street Fighter Alpha 2 Gold, Super Finish.png

Gameplay

The game is a one-on-one fighting game and mostly identical to Street Fighter Zero 2. It includes a new secret character, Cammy (as she appeared in X-Men vs. Street Fighter), selectable only in the Versus and Training modes. In addition to the EX characters from the base game, EX versions of Ryu, Ken, Chun-Li, Sagat, and Vega are present (and all EX characters have been made easier to select). A Gouki Mode has been added where the player faces Shin Gouki without needing to unlock him. However, the Saturn-exclusive Illustrations feature has been removed. Some characters have new moves and Super Combos. Original Combos are now executed by pressing a punch and kick button of the same strength simultaneously, and Zero Counters now cost one and a half levels of the Super Combo gauge. The soundtrack has been revised, and there are minor visual changes such as changing the color of lost life in the vitality gauges from red to blue.

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 Z (fierce). Kicks are done with A (short), B (medium), and C (roundhouse). Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with L+R, which is a short animation during which the character is vulnerable to attack.

Throws and grabs are done by holding Left or Right when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but a player can reduce the damage taken from a fall by likewise holding Left or Right and pressing a medium or hard punch or kick button. It is also possible to roll on the ground after falling from a throw or other attack by pressing Down Down-left Left P (or Down Down-right Right P if facing left).

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). Characters can also block in midair but 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. 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. In addition, players can perform a special counterattacking technique called a Zero Counter (Alpha Counter in the Western versions) after blocking an opponent's attack, which interrupts the blocked attack at the cost of one and a half levels of the Super Combo gauge. Each character has two Zero Counters, one executed with punch and one executed with kick.

Characters have a Super Combo gauge that fills as the character performs regular and special techniques or takes damage. When the gauge reaches level 1 or higher, the player can perform a Super Combo technique, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The number of punch or kick buttons pressed simultaneously when performing a Super Combo determines the strength of the attack and thus the number of levels that are consumed, with higher levels hitting more times and doing more damage. Pressing L is equivalent to pressing all three punch buttons simultaneously, and pressing R is equivalent to pressing all three kick buttons simultaneously. The Super Combo gauge carries over between rounds (but not between battles).

If the Super Combo gauge is at least level 1, the player can initiate an Original Combo (Custom Combo in the Western versions) by pressing a punch and kick button of the same strength simultaneously. This causes the character to move faster, with attacks performed much more quickly and with much less recovery time, while the Super Combo gauge quickly drains. The player can then perform any series of basic and special moves to create an Original Combo until the Super Combo gauge is completely exhausted. The character cannot block or move backwards during the Original Combo. Charge moves can be performed without charging (for example, the player only needs to press Left Right P for a Sonic Boom). The character can be hit out of the combo early, but the Original Combo has a brief period of invulnerability when it is initiated (which is longer when the Super Combo gauge is at a higher level).

Modes

Street Fighter Zero 2 Dash, Akuma Mode.png

Gouki Mode

The following game modes are available:

  • Arcade Mode: The single-player mode consists of eight matches against computer-controlled opponents, including a final opponent whose identity depends on the player's selected character. Each character also has a secret rival that they can face during the course of the single-player mode if the player finishes at least five rounds with a Super Combo or a Custom Combo and does not lose a match before the sixth battle. When these requirements are met, the rival interrupts the player's next match and fights the player's character after a short dialogue scene. With Gouki now a regular character, a more powerful version of the character dubbed Shin Gouki replaces him as a secret opponent, fought before the final opponent if certain requirements are met. The game ends if the player loses a match but can be continued an unlimited number of times. 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.
  • Versus Mode: A two-player versus mode where two players can choose any character and a handicap and fight each other.
  • Training Mode: A practice mode where the player can select any character and any opponent. The opponent cannot be defeated, and the player's Super Combo gauge can be set to any level and automatically replenishes after it is used. The opponent can be set to stand, crouch, or jump. There is a recording feature that records the player's actions and plays them back.
  • Survival Mode: A single-player mode where the player chooses a character and tries to defeat every character in the game (besides hidden characters) with a single vitality bar. Some vitality is replenished after each round, depending on the player's score.
  • Gouki Mode: A single-player mode where the player chooses a character and fights a single match against Shin Gouki.

There are eight difficulty levels for computer-controlled opponents. The game saves high scores to the console's internal memory.

There are two game speeds, Normal and Turbo, and two playing styles that can be selected after choosing a character, Normal and Auto. Auto differs from Normal in that the character automatically guards against a limited number of attacks (provided the character is not in the middle of performing an attack). Auto also limits the player to a maximum of one Super Combo gauge level, but in turn, it allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously (using a different Super Combo for the light, medium, and hard buttons, initiating a Original Combo if the character only has two Super Combos).

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

Playable

Most of the characters are unchanged from Street Fighter Zero 2. Guy, Dhalism, and Sagat gain new Super Combos. Ryu regains his flaming fireball, and Sakura gains a leaping attack.

Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Ryu.gif
Originally appeared in:
Street Fighter
Rival battle:
Sakura
Final battle:
Gouki


Ryu
After defeating Sagat in the first Street Fighter tournament, Ryu goes on another journey when he hears rumours of a martial artist who uses a mysterious power.
Move list (Special moves)
Name Command Description
Hadouken Fireball 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 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.
Dragon Punch 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.
Hurricane Kick 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 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 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.
Senpuu Kyaku Right+ MK  Ryu hops forward, doing a single spinning kick similar to a Hurricane Kick.
Move list (Super Combos)
Name Command Description
Shinkuu Hadouken Down Down-right Right Down Down-right Right P Ryu fires a version of the Hadouken Fireball that can hit his opponent multiple times. It has a fire effect at level 3.
Shinkuu Tatsumaki Senpuukyaku Down Down-left Left Down Down-left Left K Ryu performs a version of the Hurricane Kick that draws his opponent in and potentially hits multiple times. The distance of the vacuum effect is larger at higher levels.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Ryu performs a Dragon Punch.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Ryu performs a sweep kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Adon.gif
Originally appeared in:
Street Fighter
Rival battle:
Vega
Final battle:
Sagat


Adon
Sagat's former disciple, he believes that his former master has disgraced the Muay Thai style with his defeat at the hands of Ryu.
Move list (Special moves)
Name Command Description
Rising Jaguar 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 Down Down-right Right 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 Right Down-right Down Down-left 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 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.
Jutting Kick Down-right+ MK  Adon kicks high into the air from a crouched position.
Move list (Super Combos)
Name Command Description
Jaguar Fury 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.
Jaguar Variable Assault 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.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Adon performs multiple quick hand strikes.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Adon performs a Rising Jaguar.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Chun-Li.gif
Originally appeared in:
Street Fighter II
Rival battle:
Gen
Final battle:
Vega


Chun-Li
A female detective who is pursuing a criminal organization that may have been involved in the disappearance of her father.
Move list (Special moves)
Name Command Description
Lightning Kick KKKKK Chun-Li unleashes a flurry of rapid kicks. She kicks faster when a stronger button is used.
Spinning Air Kick 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.
Kikouken Fireball 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.
Axe Kick 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.
Move list (Command normals)
Name Command Description
Wall Jump 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 Down+ MK  in midair Chun-Li holds a straight leg in a head stomp.
Kaku Kyaku Raku Down-right+ HK  Chun-Li backflips high into the air, coming down with a kick.
Move list (Super Combos)
Name Command Description
Kikoushou Down Down-right Right Down Down-right Right P Chun-Li produces a large fireball directly in front of her.
Senretsu Kyaku Hold Left for 2 seconds, then Right Left Right+K Chun-Li moves forward quickly while performing a series of Lightning Kicks. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles).
Hazan Tenshou Kyaku Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K Chun-Li performs a more powerful version of her Spinning Air Kick that can hit more times.
Zero Counter 1 Left Down-left Down P while blocking After interrupting her opponent's attack, Chun-Li thrusts both hands out.
Zero Counter 2 Left Down-left Down K while blocking After interrupting her opponent's attack, Chun-Li performs a sweep kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Guy.gif
Originally appeared in:
Final Fight
Rival battle:
Rose
Final battle:
Vega


Guy
One of the three heroes from Final Fight. Guy is warned by his master, Zeku, of an emerging threat to the world, so he seeks to stop this mysterious new evil.
Move list (Special moves)
Name Command Description
Bushin Izuna Drop 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).
Dashing Crescent 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).
Whirlwind Kick 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 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
Wall Jump 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  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 Down+ MP  in midair Guy thrusts downward with an elbow.
Kubi Kudaki 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 Down-right+ HK  Guy does a backflip kick.
Move list (Super Combos)
Name Command Description
Bushin Hassou Ken 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 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.
Bushin Muso Renge 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.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Guy performs an elbow strike.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Guy performs a sweep kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Ken.gif
Originally appeared in:
Street Fighter
Rival battle:
Dan
Final battle:
Ryu


Ken
Ryu's former training partner. Ken seeks to challenge Ryu once again in order to test his strength and not be outdone by his rival.
Move list (Special moves)
Name Command Description
Hadouken Fireball 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.
Dragon Punch 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 .
Hurricane Kick 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 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 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 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.
Move list (Super Combos)
Name Command Description
Shouryuu Reppa Down Down-right Right Down Down-right Right P Ken performs a low Dragon Punch, then a high Dragon Punch. He does two low Dragon Punches and has a flaming fist for the high Dragon Punch at level 3.
Shinryuuken Down Down-right Right Down Down-right Right K Ken performs a powerful spinning Dragon Punch that ascends upward, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Ken performs a Dragon Punch.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Ken performs a roundhouse kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Dhalsim.gif
Originally appeared in:
Street Fighter II
Rival battle:
Zangief
Final battle:
Vega


Dhalsim
A returning character from Street Fighter II. An Indian yogi who gets involved in the recent events to raise money for his poor village.
Move list (Special moves)
Name Command Description
Yoga Fire Down Down-right Right P Dhalsim spews a fireball across the screen. The projectile moves faster but not as far when a stronger button is used. It knocks the opponent over on impact when the move is performed with  MP  or  HP .
Yoga Flame 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 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 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 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 Left Down Down-left K when knocked down Dhalsim teleports away after being knocked down.
Move list (Command normals)
Name Command Description
Short Attacks 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 Right+ LP  Dhalsim quickly jabs his open hand forward.
Downward Chop 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 Left+ HP  Dhalsim headbutts his opponent, hitting up to two times.
Yoga Mummy Down+ HP  in midair Dhalsim spins downward head first like a drill.
Yoga Spear 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 Inferno 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 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 Tempest Right Down-right Down Down-left Left Right Down-right Down Down-left Left 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.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Dhalsim performs a knee strike followed by an upward hand chop.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Dhalsim performs a knee strike followed by a ground slide.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Gen, Mantis Stance.gif
Street Fighter Alpha 2, Sprites, Gen, Crane Stance.gif
Originally appeared in:
Street Fighter
Rival battle:
Chun-Li
Final battle:
Gouki


Gen
A returning fighter from the original Street Fighter. A Chinese assassin suffering from leukemia who enters the fighting scene once again to find a worthy opponent that can finish him off.

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 All three K simultaneously Gen changes to his Crane stance.
Hyakurenkou PPPPP Gen chops his hand furiously in front of him. He chops faster when a stronger button is used.
Gekirou 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 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 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.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Gen performs a palm thrust.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Gen performs a rising kick.

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 All three P simultaneously Gen changes to his Mantis stance.
Jyasen 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 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 Down Down-left Left Down Down-left Left K in midair Gen does multiple wall jumps and diving kicks.
Jakouha 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.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Gen performs a shoulder charge.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Gen performs a flying kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Sakura.gif
Originally appeared in:
Street Fighter Zero 2
Rival battle:
Sagat
Final battle:
Ryu


Sakura
A Japanese schoolgirl who idolizes Ryu, whose fighting style she has imitated. Hoping for a match and an autograph with him, she cuts classes and goes on a journey around the world.
Move list (Special moves)
Name Command Description
Hadouken Fireball Down Down-right Right P Sakura shoots a fireball. If the player presses P once, a small fireball is fired that travels three-quarters the width of the screen. If the player presses P twice, a larger fireball is fired that travels half the width of the screen. If the player presses P three times, a very large fireball is fired in front of Sakura that dissipates after moving only a slight distance.
Shouoken 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 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 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 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
Shinkuu Hadouken 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 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.
Midare Zakura 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.
Zero Counter 1 Left Down-left Down P while blocking After interrupting her opponent's attack, Sakura performs a jumping uppercut.
Zero Counter 2 Left Down-left Down K while blocking After interrupting her opponent's attack, Sakura performs a sweep kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Rolento.gif
Originally appeared in:
Final Fight
Rival battle:
Sodom
Final battle:
Guy


Rolento
One of the boss characters from Final Fight. An ex-Mad Gear member who wants to create his own utopic nation through underhanded methods.
Move list (Special moves)
Name Command Description
Patriot Circle 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 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 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 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 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 Down Up Rolento flips high into the air forward (potentially leaping over his opponent).
Spike Rod 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 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 Down Down-right Right Down Down-right Right K 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.
Mine Sweeper 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.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Rolento performs a baton strike.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Rolento leaps to the other side of his opponent.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Zangief.gif
Originally appeared in:
Street Fighter II
Rival battle:
Birdie
Final battle:
Ken


Zangief
Another returning character from Street Fighter II. A Soviet wrestler who travels around the world to show the strength of "the Great Motherland."
Move list (Special moves)
Name Command Description
Double Lariat 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 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 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 D-Pad in a 360° rotation, then K (far away) Zangief grabs his opponent, jumps, and slams them into the ground.
Atomic Suplex 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 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 Attack Down+ HP  while jumping diagonally Zangief drops with a body press.
Double Knee Drop Down+ LK  or Down+ MK  while jumping diagonally Zangief falls with his knees forward.
Dynamite Kick Down-left+ MK  Zangief does a low kick.
Russian Kick Down-left+ HK  Zangief does a low kick that sweeps his opponent.
Kuuchuu Headbutt Up+ MP  or Down+ HP  during neutral jump Zangief performs a headbutt in midair.
Move list (Super Combos)
Name Command Description
Final Atomic Buster 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 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.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Zangief grabs them and does an elbow strike.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Zangief performs a standing kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Charlie.gif
Originally appeared in:
Street Fighter Zero
Rival battle:
Rolento
Final battle:
Vega


Nash (Charlie)
A member of the US military who seeks to crack down on corruption within the army's top brass, suspecting that some of its members are on Shadaloo's payroll.
Move list (Special moves)
Name Command Description
Sonic Boom Hold Left for 2 seconds, then Right+P Nash fires a circular energy wave across the screen by swinging his arm. The projectile moves faster when a stronger button is used.
Somersault Shell Hold Down for 2 seconds, then Up+K Nash somersaults upward while kicking in an arc, which knocks his opponent over on impact. He somersaults higher when a stronger button is used. The move can hit twice when it is performed with  HK .
Move list (Command normals)
Name Command Description
Jump Sobat Left+ MK  or Right+ MK  Nash hops toward his opponent with a turning kick. This is an overhead strike that can hit characters who are crouch blocking.
Step Kick Left+ HK  or Right+ HK  Nash takes a step forward and kicks.
Spin Back Knuckle Right+ HP  Nash rotates around and swings his fist like a club.
Move list (Super Combos)
Name Command Description
Sonic Barrage Hold Left for 2 seconds, then Right Left Right+PPPPP Nash fires a Sonic Boom. He can launch multiple Sonic Booms in a row (up to two at level 1, three at level 2, and four at level 3) by continuing to press P.
Crossfire Blitz Hold Left for 2 seconds, then Right Left Right+K Nash dashes forward while performing a series of fast kicks. He finishes with a backhand at level 2 and a backhand and an uppercut at level 3.
Somersault Justice Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K Nash performs two Somersault Shells in a row at level 1 and 2 or three Somersault Shells in a row at level 3.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Nash performs a Spin Back Knuckle.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Nash performs a sweep kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Birdie.gif
Originally appeared in:
Street Fighter
Rival battle:
Dhalsim
Final battle:
Vega


Birdie
A participant from the original Street Fighter who was banned from competing and now works as a bouncer in England. He is interested in joining Shadaloo, so he sets out to prove his strength and gain membership.
Move list (Special moves)
Name Command Description
Bullhead 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 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.
Choke Chain 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 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 Down+ HP  Birdie drops with a body press.
Move list (Super Combos)
Name Command Description
Jackhammer Hold Left for 2 seconds, then Right Left Right+P Birdie dashes forward and headbutts his opponent multiple times.
Bull Revenger 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.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Birdie performs a headbutt.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Birdie does a front kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Rose.gif
Originally appeared in:
Street Fighter Zero
Rival battle:
Gouki
Final battle:
Vega


Rose
A fortune teller who wields Soul Power. She has sensed Vega's evil presence and is on a mission to seal his dark power.
Move list (Special moves)
Name Command Description
Soul Reflect 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 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 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 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 Down-right+ MK  Rose does a slide kick forward.
Move list (Super Combos)
Name Command Description
Aura Soul Spark 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.
Aura Soul Throw 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.
Soul Illusion 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.
Zero Counter 1 Left Down-left Down P while blocking After interrupting her opponent's attack, Rose grabs and switches positions with them.
Zero Counter 2 Left Down-left Down K while blocking After interrupting her opponent's attack, Rose performs a sweep kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Sodom.gif
Originally appeared in:
Final Fight
Rival battle:
Ken
Final battle:
Guy


Sodom
A surviving member of the Mad Gear Gang from the original Final Fight. He seeks to find strong fighters worthy of joining his revived Mad Gear gang.
Move list (Special moves)
Name Command Description
Jigoku Scrape Down Down-right Right P Sodom charges forward and performs a strike with his jitte. 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 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 D-Pad in a 360° rotation, then K (close) Sodom impales his opponent with his jitte and runs across the screen while dragging them into the ground.
Shiraha Catch 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 Right Down-right Down P when knocked down Sodom rolls away from his opponent.
Tengu Walking Left Down-left Down K when knocked down Sodom catches himself by sticking his jitte in the ground, then uses them to walk forward.
Move list (Super Combos)
Name Command Description
Meido no Miyage Down Down-right Right Down Down-right Right P Sodom performs a series of jitte strikes in succession. He jumps into the air for a final strike at level 3.
Tenchuu Satsu D-Pad in a 360° rotation twice, then P (close) Sodom grabs his opponent, jumps into the air, and slams them into the ground twice. He drags the opponent along the ground after slamming them at level 3.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Sodom performs an upward jitte strike.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Sodom performs a low sliding kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Sagat.gif
Originally appeared in:
Street Fighter
Rival battle:
Adon
Final battle:
Ryu


Sagat
After being scarred for life by Ryu at the end of the first Street Fighter tournament, Sagat seeks to reclaim his title as the Emperor of Muay Thai.
Move list (Special moves)
Name Command Description
Tiger Shot 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 Blow 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 Crush 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 Cannon Down Down-right Right Down Down-right Right P Sagat fires a large Tiger Shot that can hit multiple times.
Tiger Raid 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.
Tiger Genocide 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.
Angry Charge 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.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Sagat performs a Tiger Blow.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Sagat performs a standing kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Akuma.gif
Originally appeared in:
Super Street Fighter II X
Rival battle:
Ryu
Final battle:
Gen


Gouki (Akuma)
Gouki, much like Ryu, travels the world, searching for opponents worthy enough to match the might of the Satsui no Hadou. He expresses interest in Ryu's potential.
Move list (Special moves)
Name Command Description
Gou Hadouken Down Down-right Right P Gouki focuses energy through his palms and fires a surging punch across the screen, which knocks over opponents in close range. The projectile moves faster when a stronger button is used.
Zankuu Hadouken Down Down-right Right P in midair Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when a stronger button is used.
Shakunetsu Hadouken Left Down-left Down Down-right Right P Gouki shoots a flaming variant of the Hadouken, which hits multiple times and knocks down opponents on impact. The projectile moves faster and hits more times when a stronger button is used.
Gou Shouryuuken Right Down Down-right P Gouki rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.
Tatsumaki Zankuukyaku Down Down-left Left K Gouki moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.
Hyakki Shuu Down Down-right Right Up-right P Gouki somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with P for a palm strike or K for a falling kick. When Gouki is near his opponent, he can throw them with P or K instead. He somersaults further when a stronger button is used.
Zenpou Tenshin Down Down-left Left P Gouki jumps forward, then rolls along the ground. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.
Ashura Senkuu Forward Right Down Down-right + all three P or K simultaneously Gouki glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Ashura Senkuu Backward Left Down Down-left + all three P or K simultaneously Gouki glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Move list (Command normals)
Name Command Description
Tenma Kuujin Kyaku Down+ MK  before the apex of the jump while flipping forward in the air Gouki dive kicks diagonally downward.
Zugai Hasatsu Right+ MP  Gouki performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku Right+ MK  Gouki hops forward, doing a single spinning kick similar to a Tatsumaki Zankuukyaku.
Move list (Super Combos)
Name Command Description
Messatsu Gou Hadou Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Gouki fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.
Messatsu Gou Shouryuu Down Down-right Right Down Down-right Right P Gouki performs a low Gou Shouryuuken, then a high Gou Shouryuuken. He does two low Gou Shouryuukens at level 3.
Tenma Gou Zankuu Down Down-right Right Down Down-right Right P in midair Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.
Shun Goku Satsu  LP   LP  Right  LK   HP  (at max level) Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Gouki performs a sweep kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, M. Bison.gif
Originally appeared in:
Street Fighter II
Rival battle:
Nash
Final battle:
Ryu


Vega (M. Bison)
The leader of the world criminal organization Shadaloo. His actions involve drug trafficking and arms dealing, among others. As a result, he and his organization have gained a great deal of notoriety.
Move list (Special moves)
Name Command Description
Psycho Shot Hold Left for 2 seconds, then Right+P Vega throws a fireball across the screen. The projectile travels slightly farther when a stronger button is used.
Double Knee Press Hold Left for 2 seconds, then Right+K Vega leaps forward while kicking down with each leg, which knocks down his opponent on impact. The move covers more horizontal distance when a stronger button is used.
Head Press Hold Down for 2 seconds, then Up+K Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing P, which can be aimed with Left and Right.
Skull Diver Hold Down for 2 seconds, then Up+P Vega flies into the air toward his opponent. This move can be followed by P to dive his opponent with a fist infused with psycho power, which can be aimed with Left and Right.
Warp Forward Right Down Down-right + all three P or K simultaneously Vega disappears and reappears the entire screen ahead with P or half the screen ahead with K.
Warp Backward Left Down Down-left + all three P or K simultaneously Vega disappears and reappears the entire screen back with P or half the screen back with K.
Move list (Super Combos)
Name Command Description
Psycho Crusher Hold Left for 2 seconds, then Right Left Right+P Vega spirals toward his opponent while infused with psycho energy. He travels farther at levels 2 and 3.
Knee Press Nightmare Hold Left for 2 seconds, then Right Left Right+K Vega does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 3.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Vega performs a standing punch.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Vega warps behind them.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Dan.gif
Originally appeared in:
Street Fighter Zero
Rival battle:
Guy
Final battle:
Sagat


Dan
Dan's father was killed by Sagat after gouging Sagat's eye out. Dan developed his own style called Saikyou-ryuu ("Strongest Style"), and sets out to avenge his father's death.
Move list (Special moves)
Name Command Description
Gadouken 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 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 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 Down Down-right Right  TAUNT  Dan rolls forward, then performs his taunt.
Kouten Chouhatsu Down Down-left Left  TAUNT  Dan rolls backwards, then performs his taunt.
Move list (Command normals)
Name Command Description
Chouhatsu  TAUNT  Dan's taunt uniquely can be performed multiple times per round and increases the power in his Super Combo gauge.
Kuuchuu Chouhatsu  TAUNT  in midair Dan can perform his taunt in midair.
Shami Chouhatsu Down+ TAUNT  Dan can perform his taunt while crouching.
Move list (Super Combos)
Name Command Description
Chouhatsu Densetsu Down Down-right Right Down Down-right Right  TAUNT  Dan rolls forward multiple times, stopping each time to taunt.
Shinkuu Gadouken Down Down-right Right Down Down-right Right P Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times.
Hisshou Buraiken 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.
Kouryuu Rekka Down Down-right Right Down Down-right Right K Dan performs a single low Kouryuuken, followed by a high Kouryuuken.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Dan knocks his opponent away by flexing his bicep.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Dan performs a sweep kick.

Hidden

Main article: Street Fighter Zero 2'/Hidden content.

The game retains the hidden characters from Street Fighter Zero 2 (Evil Ryu, Shin Gouki, and EX versions of Dhalsim and Zangief). It adds Cammy and EX versions of Ryu, Ken, Chun-Li, Sagat, and Vega.

The EX versions of characters use their Street Fighter II: Champion Edition movesets and lose abilities added in the Zero games, including the ability to block in the air, roll out of falls, or use taunts, Original Combos, Super Combos, or Zero Counters.

Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Cammy.gif
Originally appeared in:
Super Street Fighter II



Cammy
A Shadaloo agent known as Agent Killer Bee, who is the leader of the Dolls.
Move list (Special moves)
Name Command Description
Spiral Arrow 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 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 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.
Hooligan Combination 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 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.
Psycho Streak Hold Left for 2 seconds, then Right Left Right+P Vega warps in front of Cammy and performs a Psycho Crusher.
Zero Counter 1 Left Down-left Down P while blocking After interrupting her opponent's attack, Cammy performs a backfist.
Zero Counter 2 Left Down-left Down K while blocking After interrupting her opponent's attack, Cammy performs a Cannon Spike.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Evil Ryu.gif
Originally appeared in:
Street Fighter Zero 2
Rival battle:
Sakura
Final battle:
Gouki


Evil Ryu
A hypothetical version of Ryu that succumbed to the power of the Satsui no Hadou.
Move list (Special moves)
Name Command Description
Hadouken Fireball 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 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.
Dragon Punch 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.
Hurricane Kick 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.
Hadou no Kamae 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.
Ashura Senkuu Forward 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 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 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.
Senpuu Kyaku Right+ MK  Ryu hops forward, doing a single spinning kick similar to a Hurricane Kick.
Move list (Super Combos)
Name Command Description
Shinkuu Hadouken Down Down-right Right Down Down-right Right P Ryu fires a version of the Hadouken Fireball that can hit his opponent multiple times. It has a fire effect at level 3.
Shinkuu Tatsumaki Senpuukyaku Down Down-left Left Down Down-left Left K Ryu performs a version of the Hurricane Kick that draws his opponent in and potentially hits multiple times. The distance of the vacuum effect is larger at higher levels.
Messatsu Gou Shouryuu Down Down-right Right Down Down-right Right K Ryu performs a low Dragon Punch, then a high Dragon Punch. He does two low Dragon Punches and has a flaming fist for the high Dragon Punch at level 3.
Shun Goku Satsu  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.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Ryu performs a Dragon Punch.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Ryu performs a sweep kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Shin Akuma.gif
Originally appeared in:
Super Street Fighter II X
Rival battle:
Ryu
Final battle:
Gen


Shin Gouki (Shin Akuma)
A more powerful version of Gouki's form and style, tapping into the true potential of the Satsui no Hadou. He can fire two air fireballs at a time, like his original appearance in Super Street Fighter II X.
Move list (Special moves)
Name Command Description
Gou Hadouken Down Down-right Right P Gouki focuses energy through his palms and fires a surging punch across the screen, which knocks over opponents in close range. The projectile moves faster when a stronger button is used.
Zankuu Hadouken Down Down-right Right P in midair Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair. He can fire a second fireball by pressing P again in quick succession. The projectiles move faster when a stronger button is used.
Shakunetsu Hadouken Left Down-left Down Down-right Right P Gouki shoots a flaming variant of the Hadouken, which hits multiple times and knocks down opponents on impact. The projectile moves faster and hits more times when a stronger button is used.
Gou Shouryuuken Right Down Down-right P Gouki rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.
Tatsumaki Zankuukyaku Down Down-left Left K Gouki moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.
Hyakki Shuu Down Down-right Right Up-right P Gouki somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with P for a palm strike or K for a falling kick. When Gouki is near his opponent, he can throw them with P or K instead. He somersaults further when a stronger button is used.
Zenpou Tenshin Down Down-left Left P Gouki jumps forward, then rolls along the ground. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.
Ashura Senkuu Forward Right Down Down-right + all three P or K simultaneously Gouki glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Ashura Senkuu Backward Left Down Down-left + all three P or K simultaneously Gouki glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
Move list (Command normals)
Name Command Description
Tenma Kuujin Kyaku Down+ MK  before the apex of the jump while flipping forward in the air Gouki dive kicks diagonally downward.
Zugai Hasatsu Right+ MP  Gouki performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku Right+ MK  Gouki hops forward, doing a single spinning kick similar to a Tatsumaki Zankuukyaku.
Move list (Super Combos)
Name Command Description
Messatsu Gou Hadou Right Down-right Down Down-left Left Right Down-right Down Down-left Left P Gouki fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.
Messatsu Gou Shouryuu Down Down-right Right Down Down-right Right P Gouki performs a low Gou Shouryuuken, then a high Gou Shouryuuken. He does two low Gou Shouryuukens at level 3.
Tenma Gou Zankuu Down Down-right Right Down Down-right Right P in midair Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.
Shun Goku Satsu  LP   LP  Right  LK   HP  (at max level) Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter 1 Left Down-left Down P while blocking After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.
Zero Counter 2 Left Down-left Down K while blocking After interrupting his opponent's attack, Gouki performs a sweep kick.
Street Fighter Alpha 2, Characters.png
Street Fighter Alpha 2, Sprites, Classic Chun-Li.gif
Originally appeared in:
Street Fighter II
Rival battle:
Gen
Final battle:
Vega


Classic Chun-Li
An alternate version of Chun-Li who wears her outfit from Street Fighter II. She cannot air block, and the input for her Kikouken Fireball has been reverted to a charge command.
Move list (Special moves)
Name Command Description
Lightning Kick KKKKK Chun-Li unleashes a flurry of rapid kicks. She kicks faster when a stronger button is used.
Spinning Air Kick 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.
Kikouken Fireball Hold Left for 2 seconds, then Right+P Chun-Li shoots an energy ball across the screen. The projectile moves faster when a stronger button is used.
Axe Kick 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.
Move list (Command normals)
Name Command Description
Wall Jump 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 Down+ MK  in midair Chun-Li holds a straight leg in a head stomp.
Kaku Kyaku Raku Down-right+ HK  Chun-Li backflips high into the air, coming down with a kick.
Move list (Super Combos)
Name Command Description
Kikoushou Down Down-right Right Down Down-right Right P Chun-Li produces a large fireball directly in front of her.
Senretsu Kyaku Hold Left for 2 seconds, then Right Left Right+K Chun-Li moves forward quickly while performing a series of Lightning Kicks. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles).
Hazan Tenshou Kyaku Hold Down-left for 2 seconds, then Down-right Down-left Up-right+K Chun-Li performs a more powerful version of her Spinning Air Kick that can hit more times.
Zero Counter 1 Left Down-left Down P while blocking After interrupting her opponent's attack, Chun-Li thrusts both hands out.
Zero Counter 2 Left Down-left Down K while blocking After interrupting her opponent's attack, Chun-Li performs a sweep kick.
Street Fighter Alpha 2, Characters.png
Originally appeared in:
Street Fighter
Rival battle:
Sakura
Final battle:
Gouki


EX Ryu
A version of Ryu more closely resembling his Street Fighter II moveset. He cannot air block or use Super Combos.
Move list (Special moves)
Name Command Description
Hadouken Fireball 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.
Dragon Punch 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.
Hurricane Kick 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.
Street Fighter Alpha 2, Characters.png
Originally appeared in:
Street Fighter II
Rival battle:
Gen
Final battle:
Vega


EX Chun-Li
A version of Chun-Li more closely resembling her Street Fighter II moveset, though she uses her Street Fighter Zero Axe Kick instead of her Street Fighter II Spinning Bird Kick. She cannot air block or use Super Combos.
Move list (Special moves)
Name Command Description
Lightning Kick KKKKK Chun-Li unleashes a flurry of rapid kicks. She kicks faster when a stronger button is used.
Axe Kick Hold Down for 2 seconds, then Up+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.
Move list (Command normals)
Name Command Description
Wall Jump 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 Down+ MK  in midair Chun-Li holds a straight leg in a head stomp.
Street Fighter Alpha 2, Characters.png
Originally appeared in:
Street Fighter
Rival battle:
Dan
Final battle:
Ryu


EX Ken
A version of Ken more closely resembling his Street Fighter II moveset. He cannot air block or use Super Combos.
Move list (Special moves)
Name Command Description
Hadouken Fireball 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.
Dragon Punch Right Down Down-right P Ken rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.
Hurricane Kick 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.
Street Fighter Alpha 2, Characters.png
Originally appeared in:
Street Fighter II
Rival battle:
Zangief
Final battle:
Vega


EX Dhalsim
A version of Dhalsim more closely resembling his Street Fighter II moveset. He cannot air block or use Super Combos.
Move list (Special moves)
Name Command Description
Yoga Fire Down Down-right Right P Dhalsim spews a fireball across the screen, which knocks the opponent over on impact. It knocks the opponent over on impact when the move is performed with  MP  or  HP .
Yoga Flame Left Down-left Down Down-right Right 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.
Move list (Command normals)
Name Command Description
Yoga Mummy Down+ HP  in midair Dhalsim spins downward head first like a drill. The angle is closer to horizontal than the Yoga Spear.
Yoga Spear Down+ HK  in midair Dhalsim spins downward feet first like a drill. He falls at a 45° angle.
Street Fighter Alpha 2, Characters.png
Originally appeared in:
Street Fighter II
Rival battle:
Birdie
Final battle:
Ken


EX Zangief
A version of Zangief more closely resembling his Street Fighter II moveset. He cannot air block or use Super Combos.
Move list (Special moves)
Name Command Description
Double Lariat All three P or K simultaneously Zangief spins around with his arms outstretched, knocking over opponents on impact. He spins around once with K and twice with P. He can move with Left and Right while spinning.
Screw Piledriver 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.
Move list (Command normals)
Name Command Description
Flying Body Attack Down+ HP  while jumping diagonally Zangief drops with a body press.
Double Knee Drop Down+ LK  or Down+ MK  while jumping diagonally Zangief falls with his knees forward.
Kuuchuu Headbutt Up+ MP  or Down+ HK  during neutral jump Zangief performs a headbutt in midair.
Street Fighter Alpha 2, Characters.png
Originally appeared in:
Street Fighter
Rival battle:
Adon
Final battle:
Ryu


EX Sagat
A version of Sagat more closely resembling his Street Fighter II moveset. He cannot air block or use Super Combos.
Move list (Special moves)
Name Command Description
Tiger Shot 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 Right Down Down-right P Sagat rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.
Tiger Knee Crush Down Down-right Right Up-right K Sagat jumps forward, ramming his opponent with his knee. The move covers more horizontal distance when a stronger button is used.
Street Fighter Alpha 2, Characters.png
Originally appeared in:
Street Fighter II
Rival battle:
Nash
Final battle:
Ryu


EX Vega (EX M. Bison)
A version of Vega more closely resembling his Street Fighter II moveset. He loses his Psycho Shot projectile but regains Psycho Crusher as a special move (rather than a Super Combo). He cannot air block or use Super Combos.
Move list (Special moves)
Name Command Description
Psycho Crusher Hold Left for 2 seconds, then Right+P Vega spirals toward his opponent while infused with psycho energy, which knocks down his opponent on impact. He travels further when a stronger button is used.
Double Knee Press Hold Left for 2 seconds, then Right+K Vega leaps forward while kicking, which knocks down his opponent on impact. The move covers more horizontal distance when a stronger button is used.
Head Press Hold Down for 2 seconds, then Up+K Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing P, which can be aimed with Left and Right.

Stages

Each character has his or her own stage where matches are hosted.

There are two special stages in the Arcade Mode: Australia, used when Sagat fights Ryu, and Venezuela, used when Nash fights Vega. Australia is also used in the Gouki Mode.

Street Fighter Alpha 2, Stages, Ryu.png

Ryu
Street Fighter Alpha 2, Stages, Ryu.png

Street Fighter Alpha 2, Stages, Adon.png

Adon
Street Fighter Alpha 2, Stages, Adon.png

Street Fighter Alpha 2, Stages, Chun-Li.png

Chun-Li
Street Fighter Alpha 2, Stages, Chun-Li.png

Street Fighter Alpha 2, Stages, Guy.png

Guy
Street Fighter Alpha 2, Stages, Guy.png

Street Fighter Alpha 2, Stages, Ken.png

Ken
Street Fighter Alpha 2, Stages, Ken.png

Street Fighter Alpha 2, Stages, Dhalsim.png

Dhalsim
Street Fighter Alpha 2, Stages, Dhalsim.png

Street Fighter Alpha 2, Stages, Gen.png

Gen
Street Fighter Alpha 2, Stages, Gen.png

Street Fighter Alpha 2, Stages, Sakura.png

Sakura
Street Fighter Alpha 2, Stages, Sakura.png

Street Fighter Alpha 2, Stages, Rolento.png

Rolento
Street Fighter Alpha 2, Stages, Rolento.png

Street Fighter Alpha 2, Stages, Zangief.png

Zangief
Street Fighter Alpha 2, Stages, Zangief.png

Street Fighter Zero 2 Dash, Stages, Nash.png

Nash
Street Fighter Zero 2 Dash, Stages, Nash.png

Street Fighter Alpha 2, Stages, Birdie.png

Birdie
Street Fighter Alpha 2, Stages, Birdie.png

Street Fighter Alpha 2, Stages, Rose.png

Rose
Street Fighter Alpha 2, Stages, Rose.png

Street Fighter Alpha 2, Stages, Sodom.png

Sodom
Street Fighter Alpha 2, Stages, Sodom.png

Street Fighter Alpha 2, Stages, Sagat.png

Sagat
Street Fighter Alpha 2, Stages, Sagat.png

Street Fighter Zero 2 Dash, Stages, Gouki.png

Gouki
Street Fighter Zero 2 Dash, Stages, Gouki.png

Street Fighter Zero 2 Dash, Stages, Vega.png

Vega
Street Fighter Zero 2 Dash, Stages, Vega.png

Street Fighter Alpha 2, Stages, Dan.png

Dan
Street Fighter Alpha 2, Stages, Dan.png

Street Fighter Alpha 2, Stages, Fields of Fate.png

Australia
Street Fighter Alpha 2, Stages, Fields of Fate.png

Street Fighter Zero 2 Dash, Stages, Waterfall.png

Venezuela
Street Fighter Zero 2 Dash, Stages, Waterfall.png

Production credits

Arcade Staff
  • Planner: Noritaka Funamizu (POO), Neo_G, Kanetaka
  • Programmer: Cham Cho Choy, PON, Kiyoko Arikichi, Hard.Yas -Secret Player-, Hyper Shinchan, Super "Birdie" Sailor
  • Scroll Design: Konomi, Kayoko Shibata, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu,T, Takapon, Tonopu, Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku
  • Object Design: Eri_Eri, Ball Boy, Yu_Suke, Makoto Ishi, A Iwasaki, Arahijuf, Seigo"Ushi"Kawakami, K.Takechan, Alien Pole, Kurigeruge, Masaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I=Rassi, Takayuki Kosaka, Reiko Komatsu, Sagata
  • Visual Planner: Mucchi (Haruo.M)
  • Original Art Work: Holyhomerun
  • Sound & Voice Design: Hiroaki "X68K" Kondo
  • Music Compose & Arrange: Syun Nishigaki, Setsuo Yamamoto, Tatsuro-
  • All Sound Produce: Arcade Sound Team
  • Voice Actor: Katashi Ishizuka, Tetsuya Iwanaga, Yuko Sasamoto, Wataru Takagi, Tomomichi Nishimura, Osamu Hosoi, Shinichiro Miki, Yuko Miyamura, Toshiyuki Morikawa, Yoshiharu Yamada, Jin Yamanoi
  • Producer: Noritaka Funamizu (POO)
  • Special Thanks: Scott Pikulski, Rita Rokos, Alison Stroll, Denise Wallner, Darryl Williams, Takuya Shiraiwa, Ryoji Yamamoto, Uesita-Tegekick-Masakazu
Consumer Staff
  • Planner: Neo_G -H. Ishizawa-, Shirahama
  • Programmer: Akiyoshi "Fly Boy" Eshiro, Tada "Nya- Nya-" Hideki, Katsu "Btype" Nishida, Toshihiko "Ed" Honda, Yasuhiro Yanagi, Nishimura "Uktkk" Yoshiaki, Tsutomu Terada (Max), Misawa(Cookie)Tsuyoshi
  • Scroll Design: Konomi, Kayoko Shibata, Y.Kyo, Megumi Maeno
  • Object Design: M.Ishii, T.Takemoto, Fujihara, Iwasaki, Sagata
  • Visual Planner: Mucchi (Haruo.M)
  • Original Illustrations: Ikeno Medaka
  • Sound & Voice Design: Hiroaki "X68K" Kondo
  • Music Compose & Arrange: Syun Nishigaki, Setuo Yamamoto, Taturo-
  • All Sound Produce: Arcade Sound Team
  • Producer: Noritaka Funamizu (POO)
  • Special Thanks: B.I.N, Toshihiko Tsuji, Shingo Aoi, Yasuhito Okada, Hero Hero, Miki Miki (Shaver) Okagawa, K.Sano "Happy!^3", Kato Kato Kato, Hiro, Takeda -Alpha-, Manasi, Jiwasaki, Toyozo, Takuya Shiraiwa, Koji Nakajima, Yoshihiro Sudo, And Capcom All Staff
Thank You For Playing
Source:
In-game credits
Street Fighter Zero 2 Dash Saturn credits.pdf
[2]

Magazine articles

Main article: Street Fighter Zero 2'/Magazine articles.

Artwork

Physical scans

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
Sega Saturn
N/A
Based on
0 reviews

Street Fighter Zero 2'

Saturn, JP
SFA2 Saturn JP Box Back Satakore.jpgSFA2 Saturn JP Box Front Satakore.jpg
Cover
Street Fighter Zero 2 Dash (Street Fighter ZERO2') (ストリートファイターZERO2′) Saturn JP Spinecard.jpg
Spinecard
SFAlpha2 Saturn JP Disc Satakore.jpg
Disc

Technical information

Main article: Street Fighter Zero 2'/Technical information.

References


Street Fighter Zero 2'

StreetFighterZero2dash Saturn JP SStitle.png

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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)