Abel
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Cammy White
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Fatal Leg Twister
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Special Moves
Properly timed, Cammy can execute a throw out of Hooligan Combination. Against an airborne opponent she'll perform "Cross Scissors Pressure" instead.
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Chun-Li
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Cole MacGrath
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Lightning Hook
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Special Moves
Cole fires a beam of electricity diagonally upward; hitting an opponent with the move grabs them with the beam and slams them to the ground.
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Shock Grenade
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Special Moves
Cole tosses a bouncing spark that detonates on impact with an opponent, or after a short time. EX version tosses two.
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Guile
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Kazuya Mishima
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Rising Sun
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Special Moves
Leaping spinkick with follow-up options if the @term=3kick@ or EX version is used. Additional kicks are also supplied depending on button strength.
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Devil Beam
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Super Moves
Kazuya starts with two Demon God Fists followed by a Demon God uppercut to knock the foe into the air. Ethereal wings appear on his back, and he fires an eyebeam at the foe.
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Ken Masters
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Shoryuken
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Special Moves
Ansatsuken's trademark leaping uppercut. Ken's fierce Shoryukens first caught fire in Super SF2.
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Kuma (II)
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Stance Change
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Command Moves
Kuma drops down to all fours to his "Hunting Stance", or stands back up. While in the Hunting Stance, all of his attacks become low claw swipes, and he gains a host of new command moves.
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Headbutt
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Special Moves
Kuma grabs his foe and strikes them with his head - likely a technique he picked up from his master.
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Headbutt
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Special Moves
Kuma grabs his foe and strikes them with his head - likely a technique he picked up from his master.
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Fatal Wind
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Development
Kuma roars and slashes the opponent hard, then turns around in a crouch, letting them fall on his butt. He knocks them away with a fart.
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Kuro
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Rising Sun
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Special Moves
Leaping spinkick with follow-up options if the @term=3kick@ or EX version is used. Additional kicks are also supplied depending on button strength.
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Devil Beam
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Development
A meditating Kuro is haunted by a purple aura spirit. Seeing this spirit, he gets spooked and fires a beam from his eye.
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Mega Man
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Pac-Man
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Pac-Throw
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Throw Moves
As the Moku-Mecha grabs the foe, Pac-Man jumps out and beats on their head, before tossing them behind.
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Pac-Dash
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Special Moves
Rushes the opponent for a body check. Holding down @term=anykick@ increases the duration and length of the rush. Pressing @term=anypunch@ will cancel the attack.
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Flip Kick
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Special Moves
Standard backflip kick attack. Heavy version causes Pac-Man to fall out of the Moku-Mecha briefly.
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Pac-Laser
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Development
Two overhead fist slams, followed by a double uppercut. Pac-Man then fiddles with the levers on his Moku-Mecha and presses a big red button, firing lasers from the robot's eyes.
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Ryu
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Steve Fox
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Gut Wrencher
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Throw Moves
Steve grabs his opponent and spins them to the other side, then jams his fist in their stomach to flip them over his head.
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Foot Stomp
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Command Moves
In the closest thing to a kick that Steve has to a kick in this game, he clomps down on the foe's foot with his own.
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Flicker Stance
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Special Moves
Steve makes a motion as if he were scratching his stomach, which puts him in temporary "Flicker" stance. His punches change up while in this stance, giving him added range. Anything other than a punch or attempted movement backward (which does nothing) will cancel the stance.
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Peekaboo
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Special Moves
Steve crouches a bit with his hands up, changing up his punch options. Steve can move forward slowly in this stance but cannot move backward or jump. This stance remains until canceled (by ducking or any attack buttons other than punch).
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Swaying
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Special Moves
Steve performs a "come on" motion with both hands. If most physical attacks are attempted while he does this, he'll simply sway out of the attack's reach and counter with a hook.
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Ducking
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Special Moves
Extremely fast forward movement while ducking; opens up new punch options during movement.
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Hellfire Rush
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Development
A Hellfire to punch combo, ending in a powerful overhead that causes the opponent to spin vertically.
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Toro
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Shoryuken
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Special Moves
Toro's version of the popular rising dragon fist. EX version is a mini-Shin Shoryuken.
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Zangief
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Double Lariat
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Special Moves
Zangief spins in place with arms extended. Gief has mid-body invulnerability while spinning, meaning most projectiles pass through. Starting in Champion Edition, can move left/right during execution. Kick version, if available, is usually faster with more vulnerability.
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