Super Street Fighter II Turbo HD Remix

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                   Super Street Fighter II Turbo HD Remix
               FAQ By: Goh_Billy ([email protected])
                              Version #: 2.7
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
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                 X NOTE: THIS GUIDE COVERS REMIX MODE ONLY X
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 Sections
 --------
       1. Legend
       2. System
       3. Characters
          3.1  Ryu
          3.2  Edmond Honda
          3.3  Blanka
          3.4  Guile
          3.5  Balrog
          3.6  Ken Masters 
          3.7  Chun-Li 
          3.8  Zangief 
          3.9  Dhalsim
          3.10 Sagat
          3.11 Vega
          3.12 Thunder Hawk
          3.13 Fei Long
          3.14 Dee Jay
          3.15 Cammy
          3.16 Mike Bison
   `````````````````````````````````
          3.17 Akuma
       4. Misc. And Easter Eggs
          4.1  Fight/Play Akuma 
          4.2  Achievements
       5. Conclusion
          5.1  What's Missing/Needed
          5.2  Credits
 				
 	
 ===============================================================================
 1. Legend
 ===============================================================================
 
 
   ub  u  uf        f - Forward        LP - Light Punch     P - Any Punch
      | /          b - Back           MP - Medium Punch    K - Any Kick
   b--   --f        u - Up             HP - Heavy Punch     + - And  
     / |           d - Down           LK - Light Kick      / - Or  
   db  d  df                           MK - Medium Kick     , - Then 
                                       HK - Heavy Kick
 
  qcf - quarter circle forward (d, df, f)
  qcb - quarter circle back (d, db, b)
  hcf - half circle forward (b, db, d, df, f)
  hcb - half circle back (f, df, d, db, b)
 
 
 
 ===============================================================================
 2. System
 ===============================================================================
 
 
 Standard Throw/Hold  f/b + HP close               refer to the character's 
                                                     movelist for an expansive
                                                     list of their throws/holds
 Throw Soften         f/b + MP/HP/MK/HK just       this works on both ground and
                        as you are being thrown      air throws; this does not
                                                     work on holds
 Hold Recovery        shake joystick and tap P     this only works on holds (ie
                        and K rapidly                Blanka's Wild Fang)
 
 
 Block High           b
 Block Low            db                           will not block overheads
 Dizzy Recovery       shake joystick and tap P
                        and K rapidly when 
                        dizzied
 
 
 Super                refer to the character's     the Super Meter must be full
                        movelist for the             to perform the character's 
                        particular motion            super; the Super Meter
                                                     fills after performing
                                                     special moves or when a
                                                     normal/command move strikes
                                                     the opponent (blocked or 
                                                     not); the Super Meter's
                                                     status does NOT transfer to
                                                     the next round 
 
 
 
 
 ===============================================================================
 3. Characters
 ===============================================================================
 
 *******************************************************************************
 * 3.1 Ryu                                                                     *
 *******************************************************************************
 Colors
 ------
 LP - White costume w/ Red headband         
 MP - Gray costume w/ Blue headband               
 HP - Light Blue costume w/ Gray headband       
 LK - Orange costume w/ Blue headband                  
 MK - Blue costume w/ Red headband
 HK - Green costume w/ Yellow headband
 Start - Brown costume w/ Dark Gray headband
 Hold P - Black costume w/ Yellow headband   
 Hold K - Dark Green costume w/ Red headband
 
 
 
 Throws
 ------
 Seoi Nage            f/b + MP/HP close            f and b determine where 
                                                     opponent is thrown
 Tomoe Nage           f/b + MK/HK close            f and b determine where 
                                                     opponent is thrown
 
 
 Basic Moves
 -----------
 Air Uppercut         ub/uf, MP                    this will cause 2 hits if
                                                     connected to an air
                                                     opponent; if you connect
                                                     this to an air opponent,
                                                     you can follow after them
                                                     with another Air Uppercut
                                                     to juggle them; you can
                                                     also try striking them
                                                     with a Shinkuu Hadou Ken
                                                     after a successful Air
                                                     Uppercut
 Shin Kick            LK close                     must be blocked low by
                                                     every character EXCEPT
                                                     Balrog
 Axe Kick             HK close                     2 hits
 
   
 Command Moves
 -------------
 Sakotsu Wari         f + MP                       can hit twice with both hits
                                                     being overheads    
 Hatobi Kudaki        f + HP
 
 
 Special Moves
 -------------
 Hadou Ken            qcf + P                      LP=slow, MP=medium, HP=fast;
                                                     will collide with other 
                                                     projectiles as both will be
                                                     "destroyed" in the process
 Fire Hadou Ken       hcf + P                      LP=slow, MP=medium, HP=fast;
                                                     will collide with other
                                                     projectiles as both will be
                                                     "destroyed" in the process;
                                                     fireball stuns from far
                                                     away and knocks opponent
                                                     down when up close
 Shouryuu Ken         f, d, df + P                 LP=short, MP=medium, HP=far
 Fake Hadou Ken       qcf + LK
 Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium, HK=long
 Air Tatsumaki Kyaku  qcb + K in air               LK=1 spin, MK=few spins,
                                                     HK=many spins
 
 
 Super
 -----
 Shinkuu Hadou Ken    qcf, qcf + P                 will absorb other projectiles
 
 
 
 
 
 *******************************************************************************
 * 3.2 Edmond Honda                                                            *
 *******************************************************************************
 Colors
 ------
 LP - Blue costume w/ Red face paint        
 MP - Pink costume w/ Blue face paint                 
 HP - Orange costume w/ Green face paint         
 LK - Green costume w/ Pink face paint                    
 MK - Light Brown costume w/ Green face paint
 HK - Gray costume w/ Red face paint
 Start - Light Gray costume w/ Blue face paint
 Hold P - Purple costume w/ Purple face paint 
 Hold K - Yellow costume w/ Red face paint
 
 
 
 Throws
 ------
 Tawara Nage          f/b + MP close               f and b determine where 
                                                     opponent is thrown
 Saba Ori             f/b + HP close               shake joystick and tap P and
                                                     K rapidly for more squeezes
 Sekkan Kyaku         f/b + HK close               shake joystick and tap P and
                                                     K rapidly for more knee
                                                     strikes
 
 
 Basic Moves
 -----------
 Butt Drop            ub/uf, LK                    overhead 
 Rising Snap          HK close                     2 hits
 Kuuchuu Harite       u, HP, then guide move       overhead
                        with b and f
 
 
 Command Moves
 -------------
 Flying Sumo Press    ub/uf, d + MK                overhead
 Low Palm             d + MP                       the following characters must
                                                     block this low: Blanka,
                                                     Cammy, Dee Jay, Dhalsim,
                                                     Fei Long, Guile, T. Hawk,
                                                     and Zangief
 Double Palm Attack   d + HP                       2 hits
 Shiko Geri           b + MK close
 Hiza Geri            f + MK close
 Harai Geri           b/f + HK                     must be blocked low
 
 
 Special Moves
 -------------
 Super Zutsuki        Charge b for 2 seconds,      LP=short and will absorb 
                        f + P                        projectiles, MP=medium,
                                                     HP=long
 Super Hyakkan Otoshi Charge d for 2 seconds,      LK=short, MK=medium, HK=far;
                        u + K                        the butt drop portion is an
                                                     overhead
 Ooichou Nage         hcb + P close                unblockable; you have the
                                                     ability to "store" the 
                                                     Ooichou Nage command (to do
                                                     this, perform the hcb 
                                                     motion, and continue to 
                                                     hold b/ub/db); as long as
                                                     you continue to hold
                                                     b/ub/db, you will continue
                                                     to "store" the command
                                                     (pressing P anytime after
                                                     this will activate the
                                                     Ooichou Nage if you are
                                                     within range)
 Hyakuretsu Harite    tap P rapidly                LP=stationary with slow 
                                                     slaps, MP=short with medium
                                                     slaps, HP=far with fast
                                                     slaps
 
 
 Super
 -----
 Oni Musou            Charge b for 2 seconds,      absorbs projectiles
                        f, b, f + P                  
                                                     
 
 
 
 
 *******************************************************************************
 * 3.3 Blanka                                                                  *
 *******************************************************************************
 Colors
 ------
 LP - Green skin w/ Orange hair and Brown shorts        
 MP - Light Blue skin w/ Gold hair and Bronze shorts          
 HP - Gold skin w/ Blue hair and Dark Blue shorts          
 LK - Dark Gray skin w/ Red hair and Dark Red shorts              
 MK - Orange skin w/ Green hair and Dark Green shorts
 HK - Pale Cream skin w/ Light Green hair and Green shorts
 Start - Teal skin w/ Green hair and Dark Green shorts
 Hold P - Brown skin w/ Gray hair and Black shorts
 Hold K - Flax skin w/ Light Red hair and Red shorts
 
 
 
 Throw
 -----
 Wild Fang            f/b + HP close               shake joystick and tap P and
                                                     K rapidly for more bites
                                                     
 
 Basic Move
 ----------
 Hop Knee             MK close                     2 hits
 
 
 Command Moves
 -------------
 Low Swipe            d + LP                       must be blocked low
 Rock Crush           b/f + MP close               the move is actually 2 hits
                                                     with the second hit needing
                                                     to be blocked low
 Amazon River Run     df + HP                      must be blocked low
 
 
 Special Moves
 -------------
 Electric Thunder     tap P rapidly                LP=slow "bobs", MP=medium 
                                                     "bobs", HP=fast "bobs"
 Rolling Attack       Charge b for 2 seconds,      LP=short, MP=medium, HP=long
                        f + P                        
 Backstep Rolling     Charge b for 2 seconds,      LK=short, MK=medium, HK=long
                        f + K                       
 Vertical Rolling     Charge d for 2 seconds,      LK=short, MK=medium, HK=far
                        u + K                       
 Surprise Forward     f + LP+LK/MP+MK/HP+HK  /     can pass through opponent if
                        f + all three kicks          done close
 Surprise Back        b + LP+LK/MP+MK/HP+HK  /
                        b + all three kicks          
 
 
 Super
 -----
 Ground Shave Rolling Charge b for 2 seconds,      if the opponent runs into
                        f, b, f + P (hold P          Blanka's delay roll, he
                        to delay)                    will automatically perform
                                                     the rest of the super
 
 
 
 
 
 *******************************************************************************
 * 3.4 Guile                                                                   *
 *******************************************************************************
 Colors
 ------
 LP - Green costume                              
 MP - Brown costume                               
 HP - Blue costume
 LK - Red costume
 MK - Dark Gray costume
 HK - Mustard costume
 Start - Light Gray costume
 Hold P - Pink costume   
 Hold K - Blue-Gray costume
 
 
 
 Throws
 ------
 Shoulder Toss        f/b + MP close               f and b determine where 
                                                     opponent is thrown
 Suplex               f/b + HP close               f and b determine where 
                                                     opponent is thrown
 Flying Mayor         any direction except u +     if d/df/f/uf is used,
                        HP close in air              opponent will end up in
                                                     front of Guile; if db/b/ub
                                                     is used, opponent will end
                                                     up behind Guile
 Flying Buster Drop   any direction except u +     if d/df/f/uf is used,
                        HK close in air              opponent will end up behind
                                                     Guile; if db/b/ub is used,
                                                     opponent will end up in
                                                     front of Guile
 
                                                     
 Basic Move
 ----------
 Heavy Stub Kick      HK far
 
 
 Command Moves
 -------------
 Spinning Knuckle     f + HP
 Knee Bazooka         b/f + LK
 Rolling Sobat        f + MK
 Rolling Sobat Back   b + MK
 Reverse Spin Kick    f + HK                       overhead
 Double Sweep         d + HK                       both parts must be blocked
                                                     low
 
 
 Special Moves
 -------------
 Sonic Boom           Charge b for 2 seconds,      LP=slow, MP=medium, HP=fast;
                        f + P                        will collide with other
                                                     projectiles as both will
                                                     be "destroyed" in the
                                                     process
 Somersault Kick      Charge d for 2 seconds,      LK=short, MK=medium, HK=very
                        u + K                        far
 
 
 Super
 -----
 Double Somer. Kick   Charge db for 2 seconds,
                        qcf, uf + K  /  Charge
                        db for 2 seconds, df,
                        db, ub/u/uf + K
 
 
 
 
 
 *******************************************************************************
 * 3.5 Balrog                                                                  *
 *******************************************************************************
 Colors
 ------
 LP - Blue costume w/ Red gloves       
 MP - Yellow costume w/ Orange gloves                  
 HP - Orange costume w/ Green gloves             
 LK - Green costume w/ Red gloves                         
 MK - Red costume w/ Black gloves
 HK - Purple costume w/ Red gloves
 Start - Brown costume w/ Red gloves
 Hold P - Dark Blue costume w/ Magenta gloves 
 Hold K - Dark Gray costume w/ Red gloves
 
 
 
 Throw
 -----
 Head Bomber          f/b + HP close               shake joystick and tap P and
                                                     K rapidly for more 
                                                     headbutts
           
           
 Basic Move
 ----------
 Impact Punch         u, HP, then guide move       overhead
                        with b and f
 
 
 Command Move
 ------------
 N/A
 
 
 Special Moves
 -------------
 Dash Straight        Charge b for 2 seconds,      LP=short, MP=medium, HP=long
                        f + P                        
 Dash Upper           Charge b for 2 seconds,      LK=short, MK=medium, HK=long
                        f + K                        
 Buffalo Headbutt     Charge d for 2 seconds,      LP=short, MP=medium, HP=far;
                        u + P                        can go through some 
                                                     fireballs
 Turn Punch           Charge two punches or two    the longer the charge, the
                        kicks, release               more damage and range when
                                                     released; since the Turn
                                                     Punch can be charged with
                                                     two kicks or two punches,
                                                     it is possible to charge
                                                     for 2 Turn Punches at the
                                                     same time; Charge for:
                                                        1-2 seconds = Level 1
                                                        3-4 seconds = Level 2
                                                        5-8 seconds = Level 3
                                                        9-17 seconds = Level 4
                                                        18-24 seconds = Level 5
                                                        25-32 seconds = Level 6
                                                        33-39 seconds = Level 7
                                                        40+ seconds = Final
 Dash Ground Straight Charge b for 2 seconds,      LP=short, MP=medium, HP=long;
                        df + P                       must be blocked low
 Dash Ground Upper    Charge b for 2 seconds,      LK=short, MK=medium, HK=long;
                        df + K                       unlike the regular Dash
                                                     Upper, this knocks the
                                                     opponent down
 
 
 Supers
 ------
 Crazy Buffalo        Charge b for 2 seconds,      hold K or press K during
                        f, b, f + P                  super to change the Dash
                                                     Straights to Dash Uppers;
                                                     even if K is held or
                                                     pressed, the first and last
                                                     punch will always be a Dash
                                                     Straight    
 Crazy Bufalo Upper   Charge b for 2 seconds,      hold K or press K during
                        f, b, f + K                  super to change the Dash
                                                     Straights to Dash Uppers;
                                                     even if K is held or
                                                     pressed the first punch
                                                     will always be a Dash Upper
                                                     while the last punch will 
                                                     always be a Dash Straight
 
 
 
 
 
 *******************************************************************************
 * 3.6 Ken Masters                                                             *
 *******************************************************************************
 Colors
 ------
 LP - Red costume                             
 MP - Dark Gray costume                          
 HP - Purple costume
 LK - Bright Green costume
 MK - Teal costume
 HK - Beige costume
 Start - Yellow costume
 Hold P - White costume  
 Hold K - Brown costume
 
 
 
 Throws
 ------
 Seoi Nage            f/b + MP/HP close            f and b determine where 
                                                     opponent is thrown
 Tsukami Hiza Geri    f/b + MK close               shake joystick and tap P and
                                                     K rapidly for more knee
                                                     strikes
 Jigoku Guruma        f/b + HK close               f and b determine where 
                                                     opponent is thrown
 Jigoku Fuusha        any direction except u +     if you throw from a ub/u jump
                        HK close in air              then the opponent will end
                                                     up behind Ken; if you throw
                                                     from a uf jump then the
                                                     opponent will end up in
                                                     front of Ken  
 
                                                     
 Basic Moves
 -----------
 Stretch Kick         ub/uf, MK                    good for crossing up 
                                                     opponent; overhead
 Shin Kick            LK                           must be blocked low
 Swipe Kick           HK
                                                        
                                                         
 Command Move
 ------------
 N/A
 
 
 Special Moves
 -------------
 Hadou Ken            qcf + P                      LP=slow, MP=medium, HP=fast;
                                                     will collide with other
                                                     projectiles as both will be
                                                     "destroyed" in the process
 Shouryuu Ken         f, d, df + LP/MP             LP=short, MP=far
 Fire Shouryuu Ken    f, d, df + HP                if you hit an air opponent
                                                     with this, you have the
                                                     ability to juggle them
                                                     afterwards
 Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium, HK=long
 Air Tatsumaki Kyaku  qcb + K in air               LK=short, MK=medium, HK=long
 Nata Otoshi Geri     qcf + LK
   Inazuma Kak. Wari  hold K from previous input   overhead
 Kama Barai Geri      qcf + MK
   Inazuma Kak. Wari  hold K from previous input   overhead
 Oosoto Mawashi Geri  qcf + HK                     kick knocks opponent down
   Inazuma Kak. Wari  hold K from previous input   overhead
 
 
 Super
 -----
 Shouryuu Reppa       qcf, qcf + P
 
 
 
 
 
 *******************************************************************************
 * 3.7 Chun-Li                                                                 *
 *******************************************************************************
 Colors
 ------
 LP - Blue costume                      
 MP - Red costume                                
 HP - Silver costume
 LK - Dark Gray costume
 MK - Gold costume
 HK - Forest Green costume
 Start - Pink costume
 Hold P - Light Blue costume
 Hold K - Green costume 
 
 
 
 Throws
 ------
 Koshuu Tou           f/b + MP/HP close            f and b determine where 
                                                     opponent is thrown
 Ryuusei Raku         any direction except u +     if df/f/uf is used,
                        HP close in air              opponent will end up in 
                                                     front of Chun-Li; if 
                                                     d/db/b/ub is used, opponent
                                                     will end up behind Chun-Li
       
                                                     
 Basic Moves
 -----------
 Triangle Jump        jump towards wall, then
                        away
 Air Kouhou K. Kyaku  u, HK                        this is NOT an overhead; 
                                                     knocks opponent down
                                                        
                                                         
 Command Moves
 -------------
 Yousou Kyaku         d + MK in air                can perform another air 
                                                     attack after move; overhead
 Kaku Kyaku Raku      df + HK
 
 
 Special Moves
 -------------
 Kikou Ken            Charge b for 2 seconds,      LP=long, MP=medium, HP=short;
                        f + P                        will collide with other
                                                     projectiles as both will be
                                                     "destroyed" in the process
 Hyakuretsu Kyaku     tap K rapidly                LK=slow kicks, MK=medium 
                                                     kicks, HK=fast kicks
 Tenshou Kyaku        Charge d for 2 seconds,      LK=short, MK=medium,  HK=far;
                        u + K                        can juggle with another
                                                     Tenshou Kyaku if successful
                                                     with the first one (up to
                                                     3 hits)
 Spinning Bird Hop    Charge b for 2 seconds,      if you hit the opponent with
                        f + K                        this while they are in air,
                                                     you can juggle with the
                                                     Tenshou Kyaku for more 
                                                     damage
 Short Spinning Bird  Charge db/df for 2 seconds,  delay the last part of the
                        u + K                        command to have Chun-Li
                                                     perform the move slightly
                                                     higher off the ground
 Spinning Bird Kick   Charge db/df for 2 seconds,  delay the last part of the
                        uf + K                       command to have Chun-Li
                                                     perform the move slightly
                                                     higher off the ground
 Spining Bird Retreat Charge db/df for 2 seconds,  delay the last part of the
                        ub + K                       command to have Chun-Li
                                                     perform the move slightly
                                                     higher off the ground
 Air Spinning B. Kick Charge b for 2 seconds,      try performing the Charge d,
                        f + K in air / Charge        u + K motion after a Yousou
                        d for 2 seconds, u + K       Kyaku
                        in air
 
 
 Super
 -----
 Senretsu Kyaku       Charge b for 2 seconds,      you have the ability to
                        f, b, f + K                  "store" the charge (to do
                                                     this, perform the 
                                                     directional portion of the
                                                     super, but when you get to
                                                     last f, hold it); as long
                                                     as you continue to hold f
                                                     or uf you will continue to
                                                     "store" the charge 
                                                     (pressing K anytime after
                                                     this will activate the
                                                     super); can usually add a
                                                     Tenshou Kyaku immediately
                                                     after the super to juggle
                                                     for extra damage
 
 
 
 
 
 *******************************************************************************
 * 3.8 Zangief                                                                 *
 *******************************************************************************
 Colors
 ------
 LP - Red costume                           
 MP - Green-Blue costume                        
 HP - Teal costume
 LK - Light Gray costume
 MK - Yellow costume
 HK - Green costume
 Start - Blue costume
 Hold P - Orange costume
 Hold K - Black costume
 
 
 
 Throws
 ------
 Piledriver           f/b + MP close               the direction that's pressed
                                                     after the throw is
                                                     activated will determine
                                                     where Zangief leaps during
                                                     the Piledriver; for 
                                                     example, activating the 
                                                     Piledriver with f + MP 
                                                     close and then holding f
                                                     will cause Zangief to jump
                                                     forward with the 
                                                     Piledriver; in contrast,
                                                     activating the throw with 
                                                     f + MP close and holding b
                                                     immediately will cause
                                                     Zangief to jump back during
                                                     the Piledriver
 Iron Claw            f/b + HP close               shake joystick and tap P and
                                                     K rapidly for more face 
                                                     crushes
 Stomach Claw         db/d/df + MP/HP close        shake joystick and tap P and
                                                     K rapidly for more stomach
                                                     crushes
 Brain Buster         f/b + MK close               
 Kamitsuki            f/b + HK close               shake joystick and tap P and
                                                     K rapidly for more face
                                                     bites
 Kuuchuu Deadly Drive any direction except u +     if d/df/f/uf is used,
                        MP/HP close in air           opponent will end up in
                                                     front of Zangief; if 
                                                     db/b/ub is used, opponent
                                                     will end up behind Zangief
 Kuuchuu Leg Throw    any direction except u +     if d/df/f/uf is used,
                        MK/HK close in air           opponent will end up in
                                                     front of Zangief; if
                                                     db/b/ub is used, opponent
                                                     will end up behind Zangief
 
                                                     
 Basic Moves
 -----------
 Shin Kick            LK far                       must be blocked low
 Roundhouse Tumble    HK close                     2 hits
                                                        
                                                         
 Command Moves
 -------------
 Flying Body Press    ub/uf, d + HP                overhead
 Double Knee Drop     ub/uf, d + LK/MK             overhead
 Kuuchuu Headbutt     u, u + MP/HP
 Headbutt             f + HP
 
 
 Special Moves
 -------------
 Double Lariat        MP+MK/HP+HK  /  press all    will pass through projectiles
                        three punches,  then
                        use b and f to guide        
 Quick Double Lariat  LP+LK  /  press all three    will pass through projectiles
                        kicks, then use b and f
                        to guide         
 Banishing Flat       qcf + P                      will absorb projectiles
 Spinning Piledriver  hcf, b + P  /  hcb,          connects close; unblockable
                        f + P  / 360 + P          
 Atomic Suplex        hcf + K close  /  hcb + K    unblockable
                        close  /  360 + K close  
 Flying Powerbomb     hcf + K far  / hcb + K       Zangief will walk forward to
                        far  /  360 + K far          grab the opponent; he must
                                                     grab them in order to
                                                     perform the entire move;
                                                     the grab is unblockable
 
 
 Super
 -----
 Final Atomic Buster  hcf, hcf, b + P close  /     unblockable
                        hcb, hcb, f + P close      
 
 
 
 
 
 *******************************************************************************
 * 3.9 Dhalsim                                                                 *
 *******************************************************************************
 Colors
 ------
 LP - Yellow costume w/ Light Brown skin and Red face paint  
 MP - Orange costume w/ Blue-Gray skin and Pink face paint 
 HP - Gray costume w/ Tan skin and Dark Gray face paint  
 LK - Green costume w/ Black skin and Yellow face paint
 MK - Beige costume w/ Brown skin and Gray face paint
 HK - Blue costume w/ Gray skin and Red face paint
 Start - Yellow costume w/ Pale Blue skin and Pink face paint
 Hold P - Teal costume w/ Gold skin and Red face paint 
 Hold K - Purple costume w/ Light Gray skin and Blue face paint
 
 
 
 Throws
 ------
 Yoga Smash           f/b + MP close               shake joystick and tap P and
                                                     K rapidly for more punches
 Yoga Throw           f/b + HP close               f and b determine where 
                                                     opponent is thrown
 
 
 Basic Moves
 -----------
 Stretch Punch        MP
 Double Punch Stretch HP
 Stretch Kick         MK
 Stretch Roundhouse   HK
 Extend Jump Kick     LK/MK in air                 LK=weak, MK=strong; overhead
 Air S. Roundhouse    HK in air                    is unable to be used as an
                                                     overhead
 Down Stretch Punch   u, LP                        overhead
 Straight Stretch P.  ub/uf, MP                    is unable to be used as an
                                                     overhead
 Diagonal Stretch P.  ub/uf, LP or u, MP or        LP=weak, MP=medium,
                        HP in air                    HP=strong; overhead
 
 
 Command Moves
 -------------
 Drill Zutsuki        d + HP in air
 Drill Kick           d + K in air                 LK=far, MK=medium, HK=short
                                                     with steepest angle
 Chop                 b + LP
 Open Palm Uppercut   b + MP
 Yoga Headbutt        b + HP
 Short Punch          db + P                       LP=weak, MP=medium, HP=strong
 Low Stretch Punch    d + P                        LP=weak, MP=medium, 
                                                     HP=strong; must be blocked
                                                     low
 Stretch Punt         f + LK
 High Kick            b + MK
 Strong Knee          b + HK
 Low Front Kick       db + LK                      must be blocked low
 Short Kick           db + MK/HK                   MK=weak, HK=strong; must be
                                                     blocked low
 Slide                d + K                        LK=short, MK=medium, HK=long
                                                     and will knock opponent
                                                     down; must be blocked low
 
 
 Special Moves
 -------------
 Yoga Fire            qcf + P                      LP=slow and stuns opponent,
                                                     MP=medium and knocks
                                                     opponent down, HP=fast and
                                                     knocks opponent down; will
                                                     collide with other 
                                                     projectiles as both will be
                                                     "destroyed" in the process
 Yoga Flame           qcb + P                      LP=short time period, 
                                                     MP=medium time period, 
                                                     HP=long time period; 
                                                     absorbs projectiles
 Yoga Teleport Zenpou f, d, df + two punches       this move will make Dhalsim
                        or two kicks                 teleport behind the
                                                     opponent; if you are very
                                                     close to the opponent, you
                                                     will teleport behind them a
                                                     considerable distance (with
                                                     the three kick version
                                                     having a longer teleport
                                                     distance than the three
                                                     punch counterpart); it is
                                                     possible, depending on
                                                     where Dhalsim and his
                                                     opponent are located, to
                                                     teleport stationary or
                                                     backwards instead of behind
                                                     the opponent
 Yoga Teleport Kouhou b, d, db + two punches       if all three punches are
                        or two kicks                 used, Dhalsim will teleport
                                                     about a sweep distance in
                                                     front of the opponent; if
                                                     all three kicks are used,
                                                     Dhalsim will teleport about
                                                     two sweep distances in
                                                     front of the opponent
 Yoga Blast           qcb + K                      LK=short time period and low,
                                                      MP=medium time period and
                                                      medium height, HP=long
                                                      time period and reaches
                                                      high up
 
 
 Super
 -----
 Yoga Inferno         hcb, hcb + P                 will absorb projectiles
 
 
 
 
 
 *******************************************************************************
 * 3.10 Sagat                                                                  *
 *******************************************************************************
 Colors
 ------
 LP - Purple costume w/ Red trim
 MP - Red costume w/ Green trim                       
 HP - White costume w/ Red trim                   
 LK - Purple costume w/ White trim                      
 MK - Green costume w/ Orange trim
 HK - Gray-Blue costume w/ Blue trim
 Start - Dark Gray costume w/ Gray trim
 Hold P - Bright Green costume w/ Yellow-Orange trim  
 Hold K - Yellow costume w/ Black trim
 
 
 
 Throw
 ------
 Tiger Carry          f/b + MP/HP close            f and b determine where 
                                                     opponent is thrown
 
                                                          
 Basic Moves
 -----------
 Shin Kick            LK close                     the move is actually two hits
                                                     with both hits needing to
                                                     be blocked low by every
                                                     character EXCEPT Balrog
 Snap Mid             MK close                     2 hits
  
 
 Command Move
 ------------
 N/A
 
 
 Special Moves
 -------------
 Tiger Shot           qcf + P                      LP=slow, MP=medium, HP=fast;
                                                     will collide with other
                                                     projectiles as both will be
                                                     "destroyed" in the process
 Tiger Uppercut       f, d, df + P                 LP=short, MP=medium, HP=far
 Ground Tiger Shot    qcf + K                      LK=slow, MK=medium, HK=fast;
                                                     must be blocked low; will
                                                     collide with other 
                                                     projectiles as both will be
                                                     "destroyed" in the process
 Tiger Knee Crush     f, d, df + K                 LK=short, MK=medium, HK=far;
                                                     you can juggle with another
                                                     Tiger Knee Crush if you
                                                     connect this
 
 
 Super
 -----
 Tiger Genocide       qcf, qcf + P
 
 
 
 
 
 *******************************************************************************
 * 3.11 Vega                                                                   *
 *******************************************************************************
 Colors
 ------
 LP - Purple costume w/ Red-Orange sash   
 MP - Green costume w/ Yellow sash                    
 HP - Black costume w/ Green sash                
 LK - Red costume w/ Black sash                          
 MK - Pink costume w/ Orange sash
 HK - Blue costume w/ Purple sash
 Start - Light Gray costume w/ Black sash
 Hold P - Brown costume w/ Red sash 
 Hold K - Mustard costume w/ Blue sash
 
 
 
 Throws
 ------
 Rainbow Suplex       f/b + MP/HP close            f and b determine where 
                                                     opponent is thrown
 Stardust Drop        any direction except u +     if d/df/f/uf is used,
                        MP/HP close in air           opponent will end up in 
                                                     front of Vega; if db/b/ub
                                                     is used, opponent will end
                                                     up behind Vega    
 
                                                  
 Basic Move
 ----------
 Triangle Jump        jump towards wall, then
                        away
 
 
 Command Move
 ------------
 Slide                d + HK                       must be blocked low
 
 
 Special Moves
 -------------
 Rolling C. Flash     Charge b for 2 seconds,      LP=1 roll, MP=2 rolls, MP=3
                        f + P                        rolls
 Sky High Claw        Charge d for 2 seconds,      the LP version flies across
                        ub/u/uf + P                  the screen higher off the
                                                     ground; using uf will make
                                                     Vega jump from the wall in
                                                     front of him, while using
                                                     ub willmake Vega jump off
                                                     the wall behind him; if u
                                                     is used, Vega will jump off
                                                     the wall closest to him
 Wall Bounce          Charge d for 2 seconds,      using uf will make Vega jump
                        ub/u/uf + K, use b or f      from the wall in front of
                        to guide                     him, while using ub will
                                                     make Vega jump off the wall
                                                     behind him; if u is used,
                                                     Vega will jump off the wall
                                                     closest to him; using b/f
                                                     will guide Vega's descent
   Barcelona Attack   P                            overhead
   Dive Fake          K
   Izuna Drop         any direction + P when       if ub/b/db is used, opponent
                        close                        will end up behind Vega; if
                                                     any other direction is used
                                                     opponent will end up in 
                                                     front of Vega; unblockable
 Backflip             MP+MK  /  HP+HK  /  press    invulnerable for a short 
                        all three punches            while
 Short Backflip       LP+LK  /  press all          invulnerable for a short 
                        three kicks                  while
 Scarlet Terror       Charge db for 2 seconds,     LK=short, MK=medium, HK=far
                        f + K                       
 
                                        
 Super
 -----
 Super Wall Bounce    Charge db for 2 seconds,     using uf will make Vega jump
                        df, db, ub/u/uf + K,         from the wall in front of
                        use b or f to guide          him, while using ub will
                                                     make Vega jump off the wall
                                                     behind him; if u is used,
                                                     Vega will jump off the wall
                                                     closest to him; using b/f
                                                     will guide Vega's descent
   Barcelona Attack   P                            overhead; does not consume
                                                     the Super Meter
   Dive Fake          K
   Rolling Izuna D.   any direction + P when       if ub/b/db is used, opponent
                        close                        will end up behind Vega; if
                                                     any other direction is used
                                                     opponent will end up in 
                                                     front of Vega; unblockable
 
 
 
 
 
 *******************************************************************************
 * 3.12 Thunder Hawk                                                           *
 *******************************************************************************
 Colors
 ------
 LP - Blue costume    
 MP - Light Gray costume                         
 HP - Green costume
 LK - Pink costume
 MK - Orange-Red costume
 HK - Gray costume
 Start - Dark Gold costume
 Hold P - Maroon costume 
 Hold K - Cream costume
 
 
 
 Throws
 ------
 One Hand Toss        f/b + MP close               f and b determine where 
                                                     opponent is thrown
 Hanging Three        f/b + HP close               shake joystick and tap P and
                                                     K rapidly for more chokes
 Elbow Massacre       f/b + HK close               shake joystick and tap P and
                                                     K rapidly for more elbow 
                                                     strikes
 
                                                     
 Basic Move
 ----------
 Eagle Chop           HP close                     2 hits
 
 
 Command Moves
 -------------
 Heavy Shoulder       ub/uf, d + MP                overhead
 Heavy Body Press     ub/uf, d + HP                overhead
 Thrust Beak          b/f + LP
 Low Chop             d + HP                       the move is actually two hits
                                                     with the second hit needing
                                                     to be blocked low by every 
                                                     character EXCEPT Balrog
 Double Sweep         d + HK                       both parts must be blocked
                                                     low
 
 
 Special Moves
 -------------
 Tomahawk Buster      f, d, df + P                 LP=short, MP=medium, HP=far
 Mexican Typhoon      hcf, b + P  /  hcb,          connects close; unblockable
                        f + P  /  360 + P close  
 Condor Dive          LP+LK/MP+MK/HP+HK in         once T. Hawk starts to 
                      air  /  all three              descend from his jump, this
                      punches in air                 special move will not be
                                                     able to be activated
 
 
 Super
 -----
 Double Typhoon      hcf, hcf, b + P close  /      unblockable
                       hcb, hcb, f + P close  /
                       720 + P close  
 
 
 
 
 
 *******************************************************************************
 * 3.13 Fei Long                                                               *
 *******************************************************************************
 Colors
 ------
 LP - Dark Gray costume                             
 MP - Purple costume                             
 HP - Green costume
 LK - Light Blue costume
 MK - Orange costume
 HK - Silver costume
 Start - Dark Gold costume
 Hold P - Blue costume   
 Hold K - Red costume
 
 
 
 Throws
 ------
 Gankai Hou           f/b + MP/HP close            f and b determine where 
                                                     opponent is thrown
 Ryuushu Kai          f/b + MK/HK close            f and b determine where 
                                                     opponent is thrown
 Ryuushu Raku         any direction except u +     if you throw from a u/uf jump
                        MP/HP close in air           then the opponent will end
                                                     up in front of Fei Long; if
                                                     you throw from a ub jump
                                                     then the opponent will end
                                                     up behind Fei Long     
           
                                                
 Basic Move
 ----------
 Snap Roundhouse      HK close                     2 hits
 
 
 Command Moves
 -------------
 Double Palm Thrust   d + HP                       must be blocked low by every
                                                     character EXCEPT Balrog and
                                                     M. Bison
 Engeki Shuu          f + HK
 Chokka Rakushou      b + MK                       overhead
 Chokka Raku. Leap    f + MK                       overhead
 
 
 Special Moves
 -------------
 Rekka Ken            qcf + P                      LP=short, MP=medium, HP=long
   Second Charge      qcf + P                      LP=short, MP=medium, HP=long
     Finish           qcf + P                      LP=short, MP=medium, HP=long
 Rekkuu Kyaku         qcf + K                      LK=short and can go through
                                                     most projectiles (not 
                                                     Sagat's high Tiger Shot), 
                                                     MK=medium, HK=long; 
                                                     overhead; if you land this
                                                     on an air opponent, you can
                                                     follow with a Shien Kyaku
                                                     or another Rekkuu Kyaku to
                                                     juggle (up to 4 hits), and
                                                     you can also try juggling
                                                     with the Rekka Shin Ken
 Shien Kyaku          b, d, db + K                 LK=short, MK=medium, HK=far
 
 
 Super
 -----
 Rekka Shin Ken       qcf, qcf + P
 
 
 
 
 
 *******************************************************************************
 * 3.14 Dee Jay                                                                *
 *******************************************************************************
 Colors
 ------
 LP - Orange costume                            
 MP - Blue costume                                
 HP - Dark Green costume
 LK - Neon Green costume
 MK - Lavender costume
 HK - Beige costume
 Start - Dark Gray costume
 Hold P - Yellow costume 
 Hold K - Purple costume
 
 
 
 Throws
 ------
 Funky Shout Throw    f/b + MP/HP close            f and b determine where 
                                                     opponent is thrown
 Monkey Flip          f/b + MK/HK close            f and b determine where 
                                                     opponent is thrown
  
                                                  
 Basic Moves
 -----------
 Punch Beat           HP close                     2 hits
 Push Kick            MK far                       2 hits
 Shin Kick            LK far                       must be blocked low by every
                                                     character EXCEPT Balrog and
                                                     M. Bison
 
 
 Command Moves
 -------------
 Knee Shot            ub/uf, d + LK                overhead
 Quick Trip           d + MK                       must be blocked low
 Slide                d + HK                       must be blocked low
 
 
 Special Moves
 -------------
 Air Slasher          Charge b for 2 seconds,      LP=slow, MP=medium, HP=fast;
                        f + P                        will collide with other
                                                     projectiles as both will be
                                                     "destroyed" in the process
 Machine Gun Upper    Charge d for 2 seconds,      tapping P will produce more 
                        u + P, then tap P            punches; absorbs 
                                                     projectiles
 Rolling Sobat        Charge b for 2 seconds,      LK=only first part comes out
                        f + K                        with short distance, 
                                                     MK=medium, HK=long
 Jackknife Maximum    Charge d for 2 seconds,      LK=short, MK=medium, HK=far;
                        u + K                        if you connect a MK/HK 
                                                     Jackknife Maximum, you can
                                                     juggle another MK/HK
                                                     Jackknife Maximum directly
                                                     after (up to 3 hits) or you
                                                     can try juggling with the
                                                     Sobat Carnival
 
 
 Super
 -----
 Sobat Carnival       Charge b for 2 seconds,      can usually add a MK/HK
                        f, b, f + K                  Jackknife Maximum 
                                                     immediately after the super
                                                     to juggle for extra damage
 
 
 
 
 
 *******************************************************************************
 * 3.15 Cammy                                                                  *
 *******************************************************************************
 Colors
 ------
 LP - Green costume w/ Red trim       
 MP - Blue-Silver costume w/ Pink trim                 
 HP - Pink costume w/ Red trim                    
 LK - Light Teal costume w/ Orange trim                  
 MK - Teal costume w/ Red trim
 HK - Dark Gray costume w/ Red trim
 Start - Purple costume w/ Pink trim
 Hold P - Green-Blue costume w/ Red trim   
 Hold K - Green-Blue costume w/ Pink trim
 
 
 
 Throws
 ------
 Hooligan Suplex      f/b + MP/HP close            f and b determine where 
                                                     opponent is thrown
 Frankensteiner       f/b + MK/HK close            f and b determine where 
                                                     opponent is thrown
 Flying Neck Hunt     any direction except u +     if d/df/f/uf is used,
                        MP/HP close in air           opponent will end up in
                                                     front of Cammy; if db/b/ub
                                                     is used, opponent will end
                                                     up behind Cammy
 Air Frankensteiner   any direction except u +     if d/df/f/uf is used, 
                        MK/HK close in air           opponent will end up behind
                                                     Cammy; if db/b/ub is used, 
                                                     opponent will end up in 
                                                     front of Cammy
 
                                                     
 Basic Move
 ----------
 N/A
 
 
 Command Moves
 -------------
 Weak Low Punch       d + LP                       the following characters must
                                                     block this low: Blanka,
                                                     Cammy, Dee Jay, Dhalsim,
                                                     Fei Long, Guile, T. Hawk,
                                                     and Zangief
 Medium Low Punch     d + MP                       the following characters must
                                                     block this low: Blanka,
                                                     Cammy, Dee Jay, Dhalsim,
                                                     Fei Long, Guile, T. Hawk,
                                                     and Zangief
 
 
 Special Moves
 -------------
 Spiral Arrow         qcf + K                      LK=short, MK=medium, HK=long
 Cannon Spike         f, d, df + K                 LK=short, MK=medium, HK=far
 Axle Spin Knuckle    qcb + P                      LP=short, MP=medium, HP=long;
                                                     the start up can go through
                                                     most fireballs (not Sagat's
                                                     high Tiger Shot)
 Hooligan Combination qcf + P                      LP=short, MP=medium, HP=far
   Hooligan Cancel    K
   Razor Edge Slicer  do nothing                   must be blocked low
   Fatal Leg Twister  b/f + K near opponent's      unblockable
                        head or when near
                        crouching opponent
   Cross Scissors P.  b/f + K near opponent's      unblockable
                        waist or when near
                        opponent in air
   
 
 Super
 -----
 Spin Drive Smasher   qcf, qcf + K
 
 
 
 
 
 *******************************************************************************
 * 3.16 Mike Bison                                                             *
 *******************************************************************************
 Colors
 ------
 LP - Red costume w/ Silver trim                
 MP - Green costume w/ Orange trim                    
 HP - Gray costume w/ Red trim                    
 LK - Blue-Green costume w/ Red trim                      
 MK - Brown costume w/ Gray trim
 HK - Pink costume w/ Light Green trim
 Start - Dark Gray costume w/ Silver trim
 Hold P - Blue costume w/ Gold trim  
 Hold K - Light Brown costume w/ Peach trim
 
 
 
 Throw
 -----
 Deadly Throw         f/b + MP/HP close            f and b determine where 
                                                     opponent is thrown
 
 
 Basic Move
 ----------
 Death Attack         ub/uf, MP, MP                both punches are overheads;
                                                     if you connect this to an 
                                                     air opponent, you can
                                                     follow after them with
                                                     another Death Attack to
                                                     juggle them (you can do
                                                     this until you rack up 3 
                                                     hits); both parts will
                                                     juggle air opponents so you
                                                     can get somewhat creative
                                                     on getting the 3 hits; you
                                                     can also try juggling with
                                                     Bison's Knee Press 
                                                     Nightmare after a 
                                                     successful Death Attack
 
 
 Command Moves
 -------------
 Fake Slide           df + HK
 Slide                d + HK                       must be blocked low
 
 
 Special Moves
 -------------
 Psycho Crusher       Charge b for 2 seconds,      LP=short, MP=medium, HP=long
                        f + P                        
 Double Knee Press    Charge b for 2 seconds,      LK=short, MK=medium, HK=long
                        f + K                       
 Head Stomp           Charge d for 2 seconds,      overhead; using b/f after the
                        u + K, then b or f           Head Stomp is performed
                        after head stomp to          will determine how Bison
                        guide                        will descend after jumping
                                                     off the opponent
   Skull Diver        P                            overhead
 Fake Head Stomp      Charge d for 2 seconds,      using ub will cause Bison to
                        ub/u/uf + P                  jump backwards; using uf
                                                     will cause Bison to jump
                                                     forward more (and sometimes
                                                     at a greater speed) then if
                                                     you use u
   Devil Reverse      P, use b or f to guide       using b/f will guide Bison's 
                                                     descent
 
 
 Super
 -----
 Knee Press Nightmare Charge b for 2 seconds,
                        f, b, f + K
 
 
 ```````````````````````````````````````````````````````````````````````````````
 
  --To select Akuma in Training or Versus, highlight E. Honda and press up.--
    -----To select Akuma in Arcade Mode, highlight Guile and press up.-----
 
 
 *******************************************************************************
 * 3.17 Akuma                                                                  *
 *******************************************************************************
 Colors
 ------
 P (Arcade Mode) or P/K (All Other Modes) - Black costume w/ Red hair
 K (Arcade Mode) or Hold P+K (All Other Modes)- Dark Gray costume w/ White hair
 
 
 
 Throws
 ------
 Seoi Nage            f/b + MP/HP close            f and b determine where
                                                      opponent is thrown
 Tomoe Nage           f/b + MK/HK close            f and b determine where
                                                      opponent is thrown
 
 
 Basic Moves
 -----------
 Shin Kick            LK                           must be blocked low
 Axe Kick             HK close                     2 hits
                                                        
                                                         
 Command Move
 ------------
 N/A
 
 
 Special Moves
 -------------
 Gou Hadou Ken        qcf + P                      LP=slow, MP=medium, HP=fast
                                                     and knocks down opponent
                                                     when close; will collide
                                                     with other projectiles as
                                                     both will be "destroyed" in
                                                     the process
 Zankuu Hadou Ken     qcf + P in air               LP=slow, MP=medium, HP=fast;
                                                     will collide with other
                                                     projectiles as both will be
                                                     "destroyed" in the process
 Instant Zankuu H. K. qcf, uf + P                  LP=slow, MP=medium, HP=fast;
                                                     will collide with other
                                                     projectiles as both will be
                                                     "destroyed" in the process
 Shakunetsu Hadou Ken qcb + P                      LP=slow and stuns opponent,
                                                     MP=medium with 2 hits and
                                                     knocks opponent down, 
                                                     HP=fast with 3 hits and
                                                     knocks opponent down; will
                                                     collide with other 
                                                     projectiles as both will be
                                                     "destroyed" in the process
 Gou Shouryuu Ken     f, d, df + P                 LP=short, MP=medium, HP=far
 Tatsumaki Kyaku      qcb + K                      LK=short, MK=medium, HK=long;
                                                     if you connect the MK/HK
                                                     versions, you can juggle
                                                     with another MK/HK 
                                                     Tatsumaki Kyaku or with a
                                                     Gou Shouryuu Ken (up to 3
                                                     hits)
 Air Tatsumaki Kyaku  qcb + K in air               LK=1 spin, MK=few spins, 
                                                     HK=many spins; if you
                                                     connect the MK/HK versions,
                                                     you can juggle with another
                                                     MK/HK Tatsumaki Kyaku or
                                                     with a Gou Shouryuu Ken (up
                                                     to 3 hits)
 Ashura Sen. Zenpou   f, d, df + two punches       using all three punches
                        or two kicks                 shifts Akuma further
                                                     forward than if using all
                                                     three kicks; invulnerable
                                                     for a short while
 Ashura Sen. Kouhou   b, d, db + two punches       using all three punches
                        or two kicks                 shifts Akuma further back
                                                     than if using all three
                                                     kicks; invulnerable for a
                                                     short while
 
 
 Super
 -----
 Raging Demon         LP, LP, f, LK, HP            dash in must connect to 
                                                     perform the entire super;
                                                     dash in is unblockable
 
 
 
 
 
 ===============================================================================
 4. Misc. And Easter Eggs
 ===============================================================================
 
 ************************
 * 4.1 Fight/Play Akuma *
 ************************
 
 Fight Akuma:
 *Get at least 3 perfects with no continues in a 1 player game.  If done right
  your last opponent will be Akuma instead of M. Bison.
 
 Play As Akuma:
 *If you are in Training or Versus Mode, highlight E. Honda at the character 
  select screen and press up.
 *If you are in Arcade mode, highlight Guile at the character select screen and
  press up.
 
 
 ********************
 * 4.2 Achievements *
 ********************
 
 -------------------------------------------------------------------------------
 |            Achievement           |          How To Unlock        |  Points  |
 ===============================================================================
 | Playing To Win                   | Win 100 Ranked Matches online | 30       |
 -------------------------------------------------------------------------------
 | Master Of All Things             | Win with every character in an| 30       |
 |                                  | online Ranked Match.          |          |
 -------------------------------------------------------------------------------
 | Sheng Long Is In Another Castle  | Beat Akuma in Arcade Mode     | 25       |
 -------------------------------------------------------------------------------
 | Vanquish The Computer            | Beat Arcade Mode              | 20       |
 -------------------------------------------------------------------------------
 | SF 20th Anniversary!             | Win 20 Ranked Matches online  | 20       |
 -------------------------------------------------------------------------------
 | Blinding Speed                   | Defeat an opponent in under   | 15       |
 |                                  | 15 seconds in single player   |          |
 |                                  | Arcade Mode                   |          |
 -------------------------------------------------------------------------------
 | Combomaniac                      | Perform a combo of 7 hits or  | 15       |
 |                                  | more (*1)                     |          |
 -------------------------------------------------------------------------------
 | Here Comes A New Challenger      | Play 5 Ranked Matches online  | 10       |
 -------------------------------------------------------------------------------
 | Training For Perfection          | 5 Perfect rounds in Arcade    | 10       |
 |                                  | Mode (any difficulty level, no|          |
 |                                  | challengers)                  |          |
 -------------------------------------------------------------------------------
 | Super Finisher                   | Get one Super Finish in Arcade| 10       |
 |                                  | Mode                          |          |
 -------------------------------------------------------------------------------
 | Sagat's Scar                     | Defeat Sagat with Ryu's fierce| 10       |
 |                                  | (HP) Shoryuken                |          |
 -------------------------------------------------------------------------------
 | Throwing Is Cheap                | Throw your opponent ten times | 5        |
 |                                  | in a single game (*2)         |          |
 -------------------------------------------------------------------------------
 
 *1: There are tons of ways to do this.  An easy way to get this achievement is
     to use Classic Mode Chun-Li.  Perform her Senretsu Kyaku super (Charge b,
     f, b, f + K), and finish the super off with the HK version of her Tenshou
     Kyaku (Charge d, u + HK).  This achievement must be done in either Arcade
     or Versus Mode.  It will NOT unlock if done in Training Mode.
 
 
 *2: Throw your opponent 10 times during a match.  If you are short your goal
     and you are about to finish off your opponent, lose the round, and continue
     to go for throws on the next round.  The amount of throws is accumulated
     during the entire match, so even throws done on a lost round will count
     toward the overall goal. 
 
 
 ===============================================================================
 5. Conclusion
 ===============================================================================
 
 5.1 What's Missing/Needed
 -Clean up and corrections
 -If you have anything to add, any corrections I need to make, please email me
 at [email protected].  Credit will be given for your contribution.
 
 
 5.2 Credits
 -Capcom
 -Backbone Entertainment
 -Udon
 -Gamefaqs
 -punisherbv for the method of selecting Akuma's second color
 -RoyalFlush for Honda's super details
 -And me for writing this FAQ
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