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Fighter Movelists
Tornado Throw
Abel spins the opponent round, then slams them to the floor.
Falling Sky
Abel snatches an opponent out of the air and slams them.
Wheel Kick
Abel spins forward with a heel kick.
Marseilles Roll
Abel rolls forward.
Change of Direction
An overhead forearm smash.
Second Mid
Change of Direction >>
A mid ranged backfist strike.
Cannon Strike
Cammy drives down with a blazing foot.
Cannon Spike
An awkward up thrusting anti-air kick.
Axle Spin Knuckle
Cammy does a quick spin, then back knuckles out.
Hooligan Combination
Cammy leaps forward and lands with a "Laser Edge Slicer" sweep if nothing is pressed.
Fatal Leg Twister
Hooligan Combination >>
Properly timed, Cammy can execute a throw out of Hooligan Combination. Against an airborne opponent she'll perform "Cross Scissors Pressure" instead.
Spiral Arrow
Cammy spirals forward with both feet.
Spin Drive Smasher
Cammy does a multi-hit Spiral Arrow, followed by a multi-hit Cannon Spike.
Spin Drive Smasher
Cammy does a multi-hit Spiral Arrow, followed by a multi-hit Cannon Spike.
Spinning Bird Kick
Legs extended and hovering upside-down, Chun Li whirls at her opponent.
Hazan Shu
Chun Li hand-plants then brings a splits kick down at her foe.
Kikoken
A smallish fireball with startup lag.
Hyakuretsu Kyaku
A rapid series of blurred kicks.
Senretsukyaku
An advancing kick combo.
Senretsukyaku
An advancing kick combo.
Psychokinesis
Cole levitates his opponent with electricity, then blows them away with an electric blast.
Amp Throw
Cole jams his amp into the opponent's gut and flips them overhead.
Sliding Combo
Slide >>
Ends his slide with a swing of the amp.
Roll Attack
Vertical spin attack with the amp.
Lightning Hook
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.
Thunder Drop
Cole leaps up and comes back down to strike with electricity.
Shock Wave
Electric shield; nullifies projectiles and damages upon physical contact. Becomes Ionic Vortex upon full charge.
Shock Grenade
Cole tosses a bouncing spark that detonates on impact with an opponent, or after a short time. EX version tosses two.
Amp Combo
Cole beats the opponent with his amp; can be followed up with two more hits.
Ionic Vortex
Cole sends his foe spinning and shocking through the air with a giant electric tornado.
Ionic Vortex
Cole sends his foe spinning and shocking through the air with a giant electric tornado.
Sonic Boom
Guile whips his arms forward at the speed of sound creating an energy arc.
Somersault Kick
Guile somersault kicks high into the air.
Double Face Kick
Kazuya grabs his foe and kicks them twice.
Skull Smash
A gut punch, then a slam to the ground head-first.
Oni Front Kick
Straight knockdown kick.
Left Splits Kick
Overhead electric kick with his back leg.
Right Splits Kick
Overhead electric kick with his front leg.
Mist Step
Crouching dash with follow-up options.
Dragon Uppercut
Mist Step >>
Leaping electric uppercut.
Rising Uppercut
Mist Step >>
Quick-standing electric uppercut.
Spinning Demon
Mist Step >>
Low spin kick. Can be repeated a second time.
Slaughter Hook
Uppercut followed by overhead punch.
Slaughter High Kick
Uppercut followed by high turn kick.
Devastator
Uppercut followed by straight punch.
Rising Sun
Leaping spinkick with follow-up options if the @term=3kick@ or EX version is used. Additional kicks are also supplied depending on button strength.
Roundhouse to Triple Spin Kick
Rising Sun >>
Only chains from @term=3kick@ or EX version.
Sweep
Rising Sun >>
Only from EX Rising Sun.
Demon God Fist
Stepping purple energy jab. Follows up with a Shoryuken-like move when EX'd. Becomes Devil Beam upon full charge.
Devil Beam
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.
Shoryuken
Ansatsuken's trademark leaping uppercut. Ken's fierce Shoryukens first caught fire in Super SF2.
Tatsumaki Senpukyaku
Ken rotates forward with foot outstretched.
Hadoken
Ken's utterly unspectacular projectile.
Shippu Jinraikyaku
Ken turns about 5 roundhouse kicks, and if the fifth hits blends his opponent with a rising hurricane kick.
Bear Hug
Kuma lifts up the foe and squeezes them in a literal bear hug.
Bear Slam
Kuma grabs the opponent by the leg and slams them back and forth.
Swing Swung
[Hunting Stance]
Kuma bites the opponent and swings them a bit before slamming them.
Bear Smash
Two-hit version of his standard @term=3punch@
Stance Change
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.
Break'n
[Hunting Stance]
Kuma curls up on his back and spins toward the opponent.
Feral Crouch
[Hunting Stance]
Kuma briefly drops down onto his belly.
Big Tree
[Hunting Stance]
Quick-standing claw uppercut.
Grizzly Fling
[Hunting Stance]
Hurls the opponent into the air.
Headbutt
Kuma grabs his foe and strikes them with his head - likely a technique he picked up from his master.
Rock 'n Roll Circus
Kuma grabs his opponent and tumbles back, juggling them in the air, before sending them off.
Rolling Bear
Kuma rolls forward.
Headbutt
Rolling Bear >>
Kuma grabs his foe and strikes them with his head - likely a technique he picked up from his master.
Frolicking Bear
Kuma hops forward slightly, striking the foe with his body. Becomes Fatal Wind on full charge.
Megaton Claw
Kuma steps and strikes with a flat paw.
Fatal Wind
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.
Fatal Wind
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.
Mist Step
Crouching dash with follow-up options.
Slaughter Hook
Uppercut followed by overhead punch.
Slaughter High Kick
Uppercut followed by high turn kick.
Devastator
Uppercut followed by straight punch.
Rising Sun
Leaping spinkick with follow-up options if the @term=3kick@ or EX version is used. Additional kicks are also supplied depending on button strength.
Demon God Fist
Stepping purple energy jab. Follows up with a Shoryuken-like move when EX'd. Becomes Devil Beam upon full charge.
Devil Beam
A meditating Kuro is haunted by a purple aura spirit. Seeing this spirit, he gets spooked and fires a beam from his eye.
Devil Beam
A meditating Kuro is haunted by a purple aura spirit. Seeing this spirit, he gets spooked and fires a beam from his eye.
Super Arm
MegaMan throws his opponent like a football.
Thunder Beam
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.
Mega Upper
MegaMan performs a Dragon Punch-like uppercut.
Ice Slasher
Slow-moving arrow-shaped projectile that freezes on contact.
Mega Buster
MegaMan fires off a blast from his gun. Blast grows when charged. Becomes Mega Cannon at full charge.
Mega Cannon
Large, powerful Mega Buster attack.
Mega Cannon
Large, powerful Mega Buster attack.
PAC-MAN Attack
The Moku-Mecha grabs the opponent, and Pac-Man strikes them twice with his head.
Pac-Throw
As the Moku-Mecha grabs the foe, Pac-Man jumps out and beats on their head, before tossing them behind.
Hip Attack
Spins around and drops straight down to attack with the Moku-mecha's butt.
Pac-Dash
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.
Flip Kick
Standard backflip kick attack. Heavy version causes Pac-Man to fall out of the Moku-Mecha briefly.
Pac-Dot Attack
Fires a Pac-Dot from the Moku-Mecha's fist. Becomes Pac-Laser on full charge.
Pac-Laser
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.
Pac-Laser
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.
Tomoe Nage
Ryu grips his opponent and falls backwards, kicking them away.
Seoi Nage
The basic ansatsuken over-the-shoulder throw.
Sakotsu Wari
Ryu's delayed overhead punch.
Mizuochi Kudaki
Sliding midsection punch.
Airborne Tatsumaki Senpukyaku
Airborne spinning kick.
Shoryuken
A leaping one-armed uppercut.
Joudan Sokutou Geri
Ryu turns around and plants a powerful mule kick on his foe.
Joudan Sokutou Geri
Ryu turns around and plants a powerful mule kick on his foe.
Tatsumaki Senpukyaku
(air)
A forward moving hurricane kick.
Hadoken
A small burst of energy thrust from the hands. Becomes Shinku Hadoken at full charge.
Shinkuu Hadoken
A giant multi hit fireball.
Shinkuu Hadoken
A giant multi hit fireball.
Gut Wrencher
Steve grabs his opponent and spins them to the other side, then jams his fist in their stomach to flip them over his head.
Armlock Throw
Steve grabs his foes arms and snaps them, then performs a side suplex.
Weaving A
Steve dodges away from the screen.
Weaving B
Steve dodges toward the screen. Opens up further attack possibilities.
Quick Spin
Steve spins around, dodging attacks and opening new attack possibilities.
Foot Stomp
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.
Chopping Straight
Overhead punch.
Ducking Body
Step forward and low hook.
Flicker Stance
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.
Sonic Fang
Forward-moving overhead punch followed by an uppercut.
Peekaboo
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).
Swaying
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.
Ducking
Extremely fast forward movement while ducking; opens up new punch options during movement.
Hellfire
Short-ranged fireball from the fist. Becomes Hellfire Rush upon full charge.
Hellfire Rush
A Hellfire to punch combo, ending in a powerful overhead that causes the opponent to spin vertically.
Hellfire Rush
A Hellfire to punch combo, ending in a powerful overhead that causes the opponent to spin vertically.
Slapstick Swing
Toro strikes the opponent in the knees with a paper fan, then leaps up and hits them in the face.
Low Slapstick Swing
Toro spins and beats about the opponent's legs with a paper fan. Both characters fall down.
Collarbone Breaker
Pretty much Ryu's Sakotsu Wari to the patellas.
Solar Plexus Strike
Just like Ryu's Hatobi Kudaki, only it's more likely to hit in the knees.
Shoryuken
Toro's version of the popular rising dragon fist. EX version is a mini-Shin Shoryuken.
Joudan Sokutou Geri
Toro mimics Ryu's mule kick.
Tatsumaki Senpukyaku
(air)
Toro's hurricane kick. Takes on Shinkuu properties when EX'd.
Hadoken
Everyone's favorite projectile. Shakunetsu version upon EX. Becomes Shinkuu Hadoken upon full charge.
Shinkuu Hadoken
Big ol' Hadoken.
Shinkuu Hadoken
Big ol' Hadoken.
Spinning Piledriver
Zangief's signature spinning piledriver.
Banishing Flat
Zangief pivots and swipes with his hand. Strikes and nullifies projectiles.
Double Lariat
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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