Abel
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Special Moves
Abel spins the opponent round, then slams them to the floor.
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Special Moves
Abel snatches an opponent out of the air and slams them.
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Cammy White
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Special Moves
Cammy leaps forward and lands with a "Laser Edge Slicer" sweep if nothing is pressed.
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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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Development
Cammy does a multi-hit Spiral Arrow, followed by a multi-hit Cannon Spike.
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Chun-Li
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Special Moves
Legs extended and hovering upside-down, Chun Li whirls at her opponent.
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Special Moves
Chun Li hand-plants then brings a splits kick down at her foe.
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Cole MacGrath
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Throw Moves
Cole levitates his opponent with electricity, then blows them away with an electric blast.
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Throw Moves
Cole jams his amp into the opponent's gut and flips them overhead.
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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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Special Moves
Cole leaps up and comes back down to strike with electricity.
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Special Moves
Electric shield; nullifies projectiles and damages upon physical contact. Becomes Ionic Vortex upon full charge.
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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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Special Moves
Cole beats the opponent with his amp; can be followed up with two more hits.
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Development
Cole sends his foe spinning and shocking through the air with a giant electric tornado.
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Guile
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Special Moves
Guile whips his arms forward at the speed of sound creating an energy arc.
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Kazuya Mishima
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Throw Moves
A gut punch, then a slam to the ground head-first.
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Basic Moves
Low spin kick. Can be repeated a second time.
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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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Basic Moves
Only chains from @term=3kick@ or EX version.
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Special Moves
Stepping purple energy jab. Follows up with a Shoryuken-like move when EX'd. Becomes Devil Beam upon full charge.
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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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Special Moves
Ansatsuken's trademark leaping uppercut. Ken's fierce Shoryukens first caught fire in Super SF2.
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Super Moves
Ken turns about 5 roundhouse kicks, and if the fifth hits blends his opponent with a rising hurricane kick.
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Kuma (II)
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Throw Moves
Kuma lifts up the foe and squeezes them in a literal bear hug.
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Throw Moves
Kuma grabs the opponent by the leg and slams them back and forth.
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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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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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Special Moves
Kuma grabs his opponent and tumbles back, juggling them in the air, before sending them off.
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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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Special Moves
Kuma hops forward slightly, striking the foe with his body. Becomes Fatal Wind on full charge.
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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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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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Special Moves
Stepping purple energy jab. Follows up with a Shoryuken-like move when EX'd. Becomes Devil Beam upon full charge.
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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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Throw Moves
MegaMan throws his opponent like a football.
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Special Moves
Fires three shocking bolts: one straight up, one straight forward, and one straight down. Can only be done from a Vertical Jump unless EX'd.
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Special Moves
Slow-moving arrow-shaped projectile that freezes on contact.
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Special Moves
MegaMan fires off a blast from his gun. Blast grows when charged. Becomes Mega Cannon at full charge.
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Pac-Man
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Throw Moves
The Moku-Mecha grabs the opponent, and Pac-Man strikes them twice with his head.
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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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Special Moves
Spins around and drops straight down to attack with the Moku-mecha's butt.
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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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Special Moves
Standard backflip kick attack. Heavy version causes Pac-Man to fall out of the Moku-Mecha briefly.
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Special Moves
Fires a Pac-Dot from the Moku-Mecha's fist. Becomes Pac-Laser on full charge.
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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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Throw Moves
Ryu grips his opponent and falls backwards, kicking them away.
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Throw Moves
The basic ansatsuken over-the-shoulder throw.
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Special Moves
Ryu turns around and plants a powerful mule kick on his foe.
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Special Moves
Ryu turns around and plants a powerful mule kick on his foe.
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Special Moves
A small burst of energy thrust from the hands. Becomes Shinku Hadoken at full charge.
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Steve Fox
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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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Throw Moves
Steve grabs his foes arms and snaps them, then performs a side suplex.
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Basic Moves
Steve dodges toward the screen. Opens up further attack possibilities.
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Basic Moves
Steve spins around, dodging attacks and opening new attack possibilities.
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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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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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Special Moves
Forward-moving overhead punch followed by an uppercut.
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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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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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Special Moves
Extremely fast forward movement while ducking; opens up new punch options during movement.
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Special Moves
Short-ranged fireball from the fist. Becomes Hellfire Rush upon full charge.
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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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Throw Moves
Toro strikes the opponent in the knees with a paper fan, then leaps up and hits them in the face.
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Throw Moves
Toro spins and beats about the opponent's legs with a paper fan. Both characters fall down.
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Command Moves
Just like Ryu's Hatobi Kudaki, only it's more likely to hit in the knees.
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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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Special Moves
Toro's hurricane kick. Takes on Shinkuu properties when EX'd.
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Special Moves
Everyone's favorite projectile. Shakunetsu version upon EX. Becomes Shinkuu Hadoken upon full charge.
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Zangief
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Special Moves
Zangief pivots and swipes with his hand. Strikes and nullifies projectiles.
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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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