{{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.}}
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{{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 | {{left}} {{downleft}} {{down}} {{kick}} while blocking | After interrupting his opponent's attack, Gen performs a rising kick.}}
}}
}}
+
{{hr}}
The Crane stance is a more offensive stance with slower but stronger attacks. His normals are complex but generally have superior reach and often can hit multiple times.
The Crane stance is a more offensive stance with slower but stronger attacks. His normals are complex but generally have superior reach and often can hit multiple times.
{{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.}}
{{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.}}
{{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.}}
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| desc=Another returning character from ''Street Fighter II''. A Soviet wrestler who travels around the world to show the strength of "the Great Motherland."
| desc=Another returning character from ''Street Fighter II''. A Soviet wrestler who travels around the world to show the strength of "the Great Motherland."
{{MoveListTable | desc=Special moves |
{{MoveListTable | desc=Special moves |
−
{{MoveListRow | Double Lariat | All three {{punch}} simultaneously | Zangief spins around with his arms outstretched, knocking anyone who wanders into him. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with {{left}} and {{right}} while spinning.}}
+
{{MoveListRow | Double Lariat | 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 | 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 | Flying Power Bomb | D-Pad in a 360° rotation, then {{kick}} (far away) | Zangief grabs his opponent, jumps, and and slams them into the ground.}}
+
{{MoveListRow | Flying Powerbomb | 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 series of rolling suplexes.}}
+
{{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 | Banishing Fist | {{DPF}} {{punch}} | Zangief takes a step forward and does a low back hand slap. This move can neutralize projectiles.}}
{{MoveListRow | Banishing Fist | {{DPF}} {{punch}} | Zangief takes a step forward and does a low back hand slap. This move can neutralize projectiles.}}
}}
}}
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}}
}}
{{MoveListTable | desc=Super Combos |
{{MoveListTable | desc=Super Combos |
−
{{MoveListRow | Final Atomic Buster | D-Pad in a 360° rotation twice, then {{punch}} (close) | Zangief performs two Atomic 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 two rolling suplexes followed by a Spinning Piledriver.}}
{{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.}}
{{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 | {{left}} {{downleft}} {{down}} {{punch}} while blocking | After interrupting his opponent's attack, Zangief grabs them and does an elbow strike.}}
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| desc=A version of Zangief more closely resembling his ''Street Fighter II'' moveset. He cannot air block or use Super Combos.
| desc=A version of Zangief 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 | Double Lariat | All three {{punch}} or {{kick}} simultaneously | Zangief spins around with his arms outstretched, knocking anyone who wanders into him. 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 | 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.}}
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.
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.
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.
Characters move with and and crouch with . They jump with and flip back and forth with and . Punches are done with (jab), (medium), and (fierce), and is equivalent to holding all three punch buttons at once. Kicks are done with (short), (medium), and (roundhouse), and 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 +, which is a short animation during which the character is vulnerable to attack.
Throws and grabs are done by holding or 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 or 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 P (or P if facing left).
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.
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).
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).
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
Move lists assume the player is facing right. If facing left, and should be reversed. P refers to any of the punch buttons, while K refers to any of the kick buttons.
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.
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
P
Ryu focuses energy through his palms and fires a surging punch across the screen.
Shakunetsu Hadouken
P
Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range.
Dragon Punch
P
Ryu rises off the ground while punching upwards, knocking down his opponent on impact.
Hurricane Kick
K
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.
Hadou no Kamae
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
+ 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
+ MK
Ryu leaps forward, doing a single spinning kick similar to a Hurricane Kick.
Move list (Super Combos)
Name
Command
Description
Shinkuu Hadouken
P
Ryu fires a version of the Hadouken Fireball that can hit his opponent multiple times. At its highest level, it has a fire effect.
Shinkuu Tatsumaki Senpuukyaku
K
Ryu performs a version of the Hurricane Kick that draws his opponent in and potentially hits multiple times.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Ryu performs a Dragon Punch.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Ryu performs a sweep kick.
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
K
Adon leaps diagonally into the air with a knee strike, which hits up to two times and knocks his opponent down.
Jaguar Tooth
K
Adon somersaults forward while swinging his leg around.
Jaguar Kick
K
Adon jumps high into the air and thrusts downward toward his opponent with a kick.
Move list (Command normals)
Name
Command
Description
Jaguar Crunch
+ 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
+ MK
Adon kicks high into the air from a crouched position.
Move list (Super Combos)
Name
Command
Description
Jaguar Fury
K
Adon performs two Jaguar Tooth kicks in quick succession.
Jaguar Variable Assault
P
Adon dashes forward and hits his opponent with a series of quick strikes, ending in the air.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Adon performs multiple quick hand strikes.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Adon performs a Rising Jaguar.
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.
Spinning Air Kick
Hold for 2 seconds, then +K
Chun-Li jumps high into the air while spinning her legs around in kicks.
Kikoken Fireball
P
Chun-Li shoots an energy ball across the screen.
Axe Kick
K
Chun-Li does a handstand and then kicks downward with a straight leg.
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.
Yosokyaku
+ MK in midair
Chun-Li holds a straight leg in a head stomp.
Kaku Kyaku Raku
+ HK
Chun-Li backflips high into the air, coming down with a kick.
Move list (Super Combos)
Name
Command
Description
Kikoushou
P
Chun-Li produces a large fireball directly in front of her.
Senretsu Kyaku
Hold for 2 seconds, then +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 for 2 seconds, then +K
Chun-Li performs a more powerful version of her Spinning Air Kick.
Zero Counter 1
P while blocking
After interrupting her opponent's attack, Chun-Li thrusts both hands out.
Zero Counter 2
K while blocking
After interrupting her opponent's attack, Chun-Li performs a sweep kick.
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
P
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 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
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
K
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).
Houzantou
P
Guy crouches and spins around, then charges at his opponent with his shoulder.
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.
Hiji Otoshi
+ MP in midair
Guy thrusts downward with an elbow.
Kubi Kudaki
+ 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
+ HK
Guy does a backflip kick.
Move list (Super Combos)
Name
Command
Description
Bushin Hassou Ken
P
Guy pummels his opponent high into the air with a series of strikes.
Bushin Gourai Kyaku
K
Guy dashes toward his opponent and performs a series of punches, ending with a reverse hook kick.
Bushin Muso Renge
P
Guy performs a barrage of punches and kicks, with the screen flashing on each attack.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Guy performs an elbow strike.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Guy performs a sweep kick.
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
P
Ken focuses energy through his palms and fires a surging punch across the screen.
Dragon Punch
P
Ken rises off the ground while punching upwards. When performed with HP , Ken has a flaming fist and can hit his opponent up to three times.
Hurricane Kick
K
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 HK . This move can be performed in midair.
Zenpou Tenshin
P
Ken rolls forward, the distance depending on the strength of the punch used.
Zentou
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
+ 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
P
Ken performs a series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.
Shinryuuken
K
Ken performs a powerful spinning Dragon Punch that ascends upward, drawing in nearby opponents.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Ken performs a Dragon Punch.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Ken performs a roundhouse kick.
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
P
Dhalsim spits out a fireball, which travels most of the width of the screen and scorches opponents on impact.
Yoga Flame
P
Dhalsim breathes a large mass of flame in front of him.
Yoga Blast
K
Dhalsim breathes a large mass of flame at a diagonal angle in front of him.
Yoga Teleport Forward
+ all three P or K simultaneously
Dhalsim disappears and reappears an the entire screen ahead with P or half the screen ahead with K.
Yoga Teleport Backward
+ all three P or K simultaneously
Dhalsim disappears and reappears an entire screen back with P or half the screen back with K.
Yoga Escape
K when knocked down
Dhalsim teleports away after being knocked down.
Move list (Command normals)
Name
Command
Description
Short Attacks
+P or K
Dhalsim can perform shorter, quicker attacks without stretching his arms by holding . This works while standing, crouching, or jumping.
Forward Chop
+ LP
Dhalsim quickly jabs his open hand forward.
Downward Chop
+ 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
+ HP
Dhalsim headbutts his opponent, hitting up to two times.
Yoga Mummy
+ HP in midair
Dhalsim spins downward head first like a drill.
Yoga Spear
+K in midair
Dhalsim spins downward feet first like a drill. The angle depends on the button used, with LK being the closest to 0° and HK being the closest to 270°.
Move list (Super Combos)
Name
Command
Description
Yoga Inferno
P
Dhalsim belches a chain of fireballs in front of him.
Yoga Strike
K
Dhalsim jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.
Yoga Tempest
P
Dhalsim breathes a large mass in front of him, similar to the Yoga Flame but lasting longer and potentially hitting more times.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Dhalsim performs a knee strike followed by an upward hand chop.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Dhalsim performs a knee strike followed by a ground slide.
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.
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.
Gekirou
K
Gen jumps into the air while kicking diagonally upward.
Move list (Super Combos (Mantis stance))
Name
Command
Description
Zan'ei
P
Gen charges through his opponent, continuing to cause injury even after he has moved through them.
Shitenshuu
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
P while blocking
After interrupting his opponent's attack, Gen performs a palm thrust.
Zero Counter 2
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 for 2 seconds, then +P
Gen rolls along the ground, then unravels with an open-handed strike.
Ouga
Hold for 2 seconds, then +K
Gen jumps to the corner of the screen. If no direction is held, he drops a short distance down with a kick. If is held, he drops down to the ground. If is held, he kicks downward across the screen. If is held, he jumps off the screen and darts across the screen over his opponent, and the player can again hold a direction to determine Gen's next action. If no direction is held, he flies over to the other side of the opponent. If is held (or the opponent is at the end of the stage and cannot move further back), Gen falls with a downward kick. If or is held, Gen does a diagonal kick in either direction.
Move list (Super Combos (Crane stance))
Name
Command
Description
Kouga
K in midair
Gen does multiple wall jumps and diving kicks.
Jakouha
K
Gen jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Gen performs a shoulder charge.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Gen performs a flying kick.
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
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
P
Sakura dashes forward, then performs a jumping uppercut. She dashes a longer distance when the move is performed with stronger punches.
Shunpuu Kyaku
K
Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc.
Sakura Otoshi
K
Sakura leaps high into the air with her arms and legs back. This move can be followed up with P to perform a knifehand strike with both hands as she is landing.
Move list (Command normals)
Name
Command
Description
Flower Kick
+ MK
Sakura performs a wide overhead kick. This is an overhead strike that can hit characters who are crouch blocking.
Sailor Shoot
+ MK or HK (close)
Sakura jumps off her opponent's chest.
Move list (Super Combos)
Name
Command
Description
Shinkuu Hadouken
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
K
Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.
Midare Zakura
K
Sakura performs a series of low Shouokens while moving across the screen, culminating in a high Shouoken.
Zero Counter 1
P while blocking
After interrupting her opponent's attack, Sakura performs a jumping uppercut.
Zero Counter 2
K while blocking
After interrupting her opponent's attack, Sakura performs a sweep kick.
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
P
Rolento twirls his staff in circles around him.
Mekon Delta Air Raid
P
Rolento rolls backwards. If the player presses P again before he finishes his roll, he launches himself across the screen while swinging his staff downward.
Mekon Delta Escape
K
Rolento jumps back to the corner of the screen and then drops back 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
K
Rolento 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 HP and HK being the closest to 0° and LP and LK being the closest to 270°.
Move list (Command normals)
Name
Command
Description
High Jump
Rolento flips high into the air forward (potentially leaping over his opponent).
Spike Rod
+ MK in midair
Rolento jabs his staff downward, which can be used to hit his opponent or bounce slightly off the ground.
Fake Rod
+ 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
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
P
Rolento rolls backwards while dropping several grenades.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Rolento performs a baton strike.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Rolento leaps to the other side of his opponent.
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 and 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 and while spinning.
Spinning 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.
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
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
+ HP while jumping diagonally
Zangief falls down with a diving splash.
Double Knee Drop
+ LK or MK while jumping diagonally
Zangief falls with his knees forward.
Russian Kick
+ MK or HK
Zangief does a low kick.
Kuuchuu Headbutt
+ MP or HP in midair
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 two rolling suplexes followed by a Spinning Piledriver.
Aerial Russian Slam
K
Zangief jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Zangief grabs them and does an elbow strike.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Zangief performs a standing kick.
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 for 2 seconds, then +P
Nash fires a circular energy wave across the screen by swinging his arm.
Somersault Shell
Hold for 2 seconds, then +K
Nash somersaults upward while performing two kicks.
Move list (Command normals)
Name
Command
Description
Jump Sobat
+ MK or + 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
+ HK or + HK
Nash takes a step forward and kicks.
Spin Back Knuckle
+ HP
Nash rotates around and swings his fist like a club.
Move list (Super Combos)
Name
Command
Description
Sonic Barrage
Hold for 2 seconds, then +P
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 P.
Crossfire Blitz
Hold for 2 seconds, then +K
Nash dashes forward while performing a series of fast kicks.
Somersault Justice
Hold for 2 seconds, then +K
Nash performs two Somersault Shells in succession.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Nash performs a Spin Back Knuckle.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Nash performs a sweep kick.
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 for 2 seconds, then +P
Birdie dashes forward and headbutts his opponent.
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 slams them to the ground multiple times with his chain.
Bandit Chain
D-Pad in a 360° rotation, then K (close)
Birdie grabs his opponent and slams them to the ground multiple times with his chain.
Move list (Command normals)
Name
Command
Description
Body Press
+ HP
Birdie falls down with a diving splash.
Move list (Super Combos)
Name
Command
Description
Jackhammer
Hold for 2 seconds, then +P
Birdie dashes forward and headbutts his opponent multiple times.
Bull Revenger
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 leaps close with P and far with K.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Birdie performs a headbutt.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Birdie does a front kick.
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
P
Rose whips her scarf down in front of her. If it hits an opponent, it does damage directly, but it can also be used to absorb projectiles with LP or reflect them back toward her opponent with MP or HP .
Soul Spark
P
Rose lashes her scarf straight out as a soul sphere shoots down it.
Soul Throw
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
K
Rose steps forward and spins her scarf like a drill.
Move list (Command normals)
Name
Command
Description
Slide Kick
+ MK
Rose does a slide kick forward.
Move list (Super Combos)
Name
Command
Description
Aura Soul Spark
P
Rose does a version of her Soul Spark that can hit multiple times.
Aura Soul Throw
P
Rose pummels her opponent into the air, then throws them back toward the ground.
Soul Illusion
K
Rose creates afterimages of herself that mimic her normal attacks. Lasts for a timed duration or until Rose is hit.
Zero Counter 1
P while blocking
After interrupting her opponent's attack, Rose grabs and switches positions with them.
Zero Counter 2
K while blocking
After interrupting her opponent's attack, Rose performs a sweep kick.
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
P
Sodom charges forward and performs a strike with his jitte. The strike performed depends on the strength of the punch used.
Butsumetsu Buster
D-Pad in a 360° rotation, then P (close)
Sodom grabs his opponent, jumps up, and slams them into the ground.
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
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
P when knocked down
Sodom rolls away from his opponent.
Tengu Walking
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
P
Sodom performs a series of jitte strikes in succession.
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.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Sodom performs an upward jitte strike.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Sodom performs a low sliding kick.
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
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.
Tiger Blow
P
Sagat rises off the ground while punching upwards, hitting up to five times with MP or seven times with HP before knocking the opponent down.
Tiger Crush
K
Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.
Move list (Super Combos)
Name
Command
Description
Tiger Cannon
P
Sagat fires a large Tiger Shot that can hit multiple times.
Tiger Raid
K
Sagat performs a barrage of kicks, finishing with a flying side kick.
Tiger Genocide
K
Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Blow.
Angry Charge
TAUNT
The scar on Sagat's chest glows, momentarily pausing gameplay, and he clutches it, which empowers his next Tiger Uppercut.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Sagat performs a Tiger Blow.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Sagat performs a standing kick.
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
P
Gouki focuses energy through his palms and fires a surging punch across the screen, which knocks over opponents in close range.
Zankuu Hadouken
P in midair
Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair.
Shakunetsu Hadouken
P
Gouki shoots a flaming variant of the Hadouken, which knocks over opponents.
Gou Shouryuuken
P
Gouki rises off the ground while punching upwards. Hits up to two times with MP or three times with HP .
Tatsumaki Zankuukyaku
K
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.
Hyakki Shuu
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 throws them with P or K instead.
Zenpou Tenshin
P
Gouki jumps forward, then rolls along the ground.
Ashura Senkuu Forward
+ 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
+ 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
+ MK before the apex of the jump while flipping forward in the air
Gouki dive kicks diagonally downward.
Zugai Hasatsu
+ 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
+ MK
Gouki leaps forward, doing a single spinning kick similar to a Hurricane Kick.
Move list (Super Combos)
Name
Command
Description
Messatsu Gou Hadou
P
Gouki fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.
Messatsu Gou Shouryuu
P
Gouki performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.
Tenma Gou Zankuu
P in midair
Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.
Shun Goku Satsu
LP LP LK HP (at max level)
Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Gouki performs a sweep kick.
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 for 2 seconds, then +P
Vega throws a fireball across the screen.
Double Knee Press
Hold for 2 seconds, then +K
Vega leaps forward while kicking.
Head Stomp
Hold for 2 seconds, then +K
Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a Psycho Fist by pressing P.
Skull Diver
Hold for 2 seconds, then +P
Vega flies into the air toward his opponent. This move can be followed by P to dive his opponent with a Psycho Fist.
Warp Forward
+ all three P or K simultaneously
Vega disappears and reappears an the entire screen ahead with P or half the screen ahead with K.
Warp Backward
+ all three P or K simultaneously
Vega disappears and reappears an entire screen back with P or half the screen back with K.
Move list (Super Combos)
Name
Command
Description
Psycho Crusher
Hold for 2 seconds, then +P
Vega spirals toward his opponent while infused with psycho energy.
Knee Press Nightmare
Hold for 2 seconds, then +K
Vega does two consecutive Double Knee Press maneuvers.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Vega performs a standing punch.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Vega warps behind them.
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
P
Dan focuses his energy and throws a very short-ranged fireball directly in front of him with a single hand.
Kouryuuken
P
Dan rises off the ground while punching upwards, knocking down his opponent on impact.
Dankuukyaku
K
Dan leaps forward and performs a sequence of three kicks in midair.
Zenten Chouhatsu
TAUNT
Dan rolls forward, then performs his taunt.
Kouten Chouhatsu
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
+ TAUNT
Dan can perform his taunt while crouching.
Move list (Super Combos)
Name
Command
Description
Chouhatsu Densetsu
TAUNT
Dan rolls forward multiple times, stopping each time to taunt.
Shinkuu Gadouken
P
Dan fires a version of the Gadouken Fireball that can hit his opponent multiple times.
Hisshou Buraiken
K
Dan performs a barrage of punches and kicks right in front of him, ending with a Kouryuuken.
Kouryuu Rekka
K
Dan performs a single low Kouryuuken, followed by a high Kouryuuken.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Dan knocks his opponent away by flexing his bicep.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Dan performs a sweep kick.
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.
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
K
Cammy spirals forward feet first like a spinning arrow.
Cannon Spike
K
Cammy leaps into the air with a front kick.
Axle Spin Knuckle
P
Cammy hops forward and does an elbow smash and a backfist. This move passes through projectiles.
Hooligan Combination
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
K
Cammy performs a Spiral Arrow followed by a Cannon Spike.
Psycho Streak
Hold for 2 seconds, then +P
Vega warps in front of Cammy and performs a Psycho Crusher.
Zero Counter 1
P while blocking
After interrupting her opponent's attack, Cammy performs a backfist.
Zero Counter 2
K while blocking
After interrupting her opponent's attack, Cammy performs a Cannon Spike.
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
P
Ryu focuses energy through his palms and fires a surging punch across the screen.
Shakunetsu Hadouken
P
Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range.
Dragon Punch
P
Ryu rises off the ground while punching upwards. Hits up to two times with MP or three times with HP .
Hurricane Kick
K
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.
Hadou no Kamae
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
+ 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
+ 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
+ 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
+ MK
Ryu leaps forward, doing a single spinning kick similar to a Hurricane Kick.
Move list (Super Combos)
Name
Command
Description
Shinkuu Hadouken
P
Ryu fires a version of the Hadouken Fireball that can hit his opponent multiple times. At its highest level, it has a fire effect.
Shinkuu Tatsumaki Senpuukyaku
K
Ryu performs a version of the Hurricane Kick that draws his opponent in and potentially hits multiple times.
Messatsu Gou Shouryuu
K
Ryu performs a series of low Dragon Punches while moving across the screen, culminating in a high Dragon Punch.
Shun Goku Satsu
LP LP LK HP (at max level)
Ryu glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Ryu performs a Dragon Punch.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Ryu performs a sweep kick.
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
P
Gouki focuses energy through his palms and fires a surging punch across the screen, which knocks over opponents in close range.
Zankuu Hadouken
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.
Shakunetsu Hadouken
P
Gouki shoots a flaming variant of the Hadouken, which knocks over opponents.
Gou Shouryuuken
P
Gouki rises off the ground while punching upwards. Hits up to two times with MP or three times with HP .
Tatsumaki Zankuukyaku
K
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.
Hyakki Shuu
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 throws them with P or K instead.
Zenpou Tenshin
P
Gouki jumps forward, then rolls along the ground.
Ashura Senkuu Forward
+ 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
+ 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
+ MK before the apex of the jump while flipping forward in the air
Gouki dive kicks diagonally downward.
Zugai Hasatsu
+ 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
+ MK
Gouki leaps forward, doing a single spinning kick similar to a Hurricane Kick.
Move list (Super Combos)
Name
Command
Description
Messatsu Gou Hadou
P
Gouki fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.
Messatsu Gou Shouryuu
P
Gouki performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.
Tenma Gou Zankuu
P in midair
Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.
Shun Goku Satsu
LP LP LK HP (at max level)
Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.
Zero Counter 1
P while blocking
After interrupting his opponent's attack, Gouki performs a Gou Shouryuuken.
Zero Counter 2
K while blocking
After interrupting his opponent's attack, Gouki performs a sweep kick.
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 Kikoken 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.
Spinning Air Kick
Hold for 2 seconds, then +K
Chun-Li jumps high into the air while spinning her legs around in kicks.
Kikoken Fireball
Hold for 2 seconds, then +P
Chun-Li shoots an energy ball across the screen.
Axe Kick
K
Chun-Li does a handstand and then kicks downward with a straight leg.
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.
Yosokyaku
+ MK in midair
Chun-Li holds a straight leg in a head stomp.
Kaku Kyaku Raku
+ HK
Chun-Li backflips high into the air, coming down with a kick.
Move list (Super Combos)
Name
Command
Description
Kikoushou
P
Chun-Li produces a large fireball directly in front of her.
Senretsu Kyaku
Hold for 2 seconds, then +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 for 2 seconds, then +K
Chun-Li performs a more powerful version of her Spinning Air Kick.
Zero Counter 1
P while blocking
After interrupting her opponent's attack, Chun-Li thrusts both hands out.
Zero Counter 2
K while blocking
After interrupting her opponent's attack, Chun-Li performs a sweep kick.
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
P
Ryu focuses energy through his palms and fires a surging punch across the screen.
Dragon Punch
P
Ryu rises off the ground while punching upwards, knocking down his opponent on impact.
Hurricane Kick
K
Ryu jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact.
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.
Axe Kick
Hold for 2 seconds, then +K
Chun-Li does a handstand and then kicks downward with a straight leg.
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.
Yosokyaku
+ MK in midair
Chun-Li holds a straight leg in a head stomp.
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
P
Ken focuses energy through his palms and fires a surging punch across the screen.
Dragon Punch
P
Ken rises off the ground while punching upwards, knocking down his opponent on impact.
Hurricane Kick
K
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 HK .
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
P
Dhalsim spits out a fireball that scorches whoever it touches.
Yoga Flame
P
Dhalsim breathes a large mass of flame in front of him.
Move list (Command normals)
Name
Command
Description
Yoga Mummy
+ HP in midair
Dhalsim spins downward head first like a drill.
Yoga Spear
+ HK in midair
Dhalsim spins downward feet first like a drill.
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 and while spinning.
Spinning 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
+ HP while jumping diagonally
Zangief falls down with a diving splash.
Double Knee Drop
+ LK or MK while jumping diagonally
Zangief falls with his knees forward.
Headbutt
+ MP or HK in midair
Zangief performs a headbutt in midair.
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
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.
Tiger Knee
K
Sagat jumps forward, ramming his opponent with his knee.
Tiger Uppercut
P
Sagat rises off the ground while punching upwards, knocking down his opponent on impact.
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 for 2 seconds, then +P
Vega spirals toward his opponent while infused with psycho energy.
Double Knee Press
Hold for 2 seconds, then +K
Vega leaps forward while kicking.
Head Stomp
Hold for 2 seconds, then +K
Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a Psycho Fist by pressing P.
Stages
Each character has his or her own stage where matches are hosted.
There are two special stages in the Arcade Mode: Fields of Fate, used when Sagat fights Ryu, and the Waterfall, used when Nash fights Vega. Fields of Fate is also used in the Gouki Mode.
Ryu
Adon
Chun-Li
Guy
Ken
Dhalsim
Gen
Sakura
Rolento
Zangief
Nash
Birdie
Rose
Sodom
Sagat
Gouki
Vega
Dan
Fields of Fate
Waterfall
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