-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Document: Street Fighter V: Move List Games: Street Fighter V Platform: Sony Playstation 4 PC Developer: Capcom Publisher: Capcom Author: Slateman (slateman@godflesh.com) Version: 1.3 Date: 28th February, 2016 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Table Of Contents ----------------- I: About II: Controls III: System Mechanics IV: Character Stats V: Move Listings |---Balrog (Claw) |---Birdie |---Cammy |---Chun-Li |---Dhalsim |---F.A.N.G. |---Karin |---Ken |---Laura |---Nash |---Necalli |---R. Mika |---Rashid |---Ryu |---Vega (Dictator) |---Zangief VI: Quick Move Guide |---All Characters again! VII: Credits VIII: Legal Stuff -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Revision Notes -------------- v1.0 Initial Release v1.1 Formatting fixes Minor elaboration Small mistakes tweaked v1.2 Elaborating on specific moves & move qualities. v1.3 Quick Guide added to the bottom. Easier to read/navigate! Massive updates to move lists and details. To Do: ** Just keep swimming... ** Waiting on Alex! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-= Section I About =-=-=-=-=-=-= At the time of writing this, I am 40 and began my own Street Fighter journey at the Chinese restaurant across the highway at age 12. I got in trouble for going there when I wasn't allowed to, but they had the original Street Fighter arcade cabinet and I just wanted to try to beat Lee (I couldn't). After a friend purchased Fighting Street, I recall seeing SFII in the arcade at the mall. There was a horde of people surrounding a machine and a monitor was set up above for others to watch. I saw Ryu's standing animaton and was in awe of the detail. The true passion had begun. While my skills never really got better (I had a good run for a while at CE using Chun-Li), I've always loved the series. I've followed it through all iterations on all platforms, I imported titles, made guides ran web sites and collected books. I have vivid memories of III, EX+Alpha, the Marvel Vs. games, and the heyday of the late '90s arcades. After the dark years (Capcom Fighting Jam anyone?), the eventual excitement of SFIV's announcement and renaissance of SF's coolness was a remarkable thing to witness. Street Fighter V is an exciting title and I hope I can help others with a useful FAQ or two. This is my biggest SF guide yet and while it'll never have frame data or enough info for you true die-hards out there, it'll do the trick! Check out the quick guide at the bottom if you don't want all the narration. Visit my SF artwork site if you're interested and if you encounter any errors or omissions in this document, please let me know. Thanks & Enjoy! Street Fighter Galleries sfgalleries.net slateman@sfgalleries.net -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=- Section II Controls =-=-=-=-=-=-=- This is as basic as it gets, but I suppose a guide like this needs this rudimentary information. Let's get to it! Controller Layout ----------------- ub u uf \ | / b -- n -- f / | \ db d df Of course this only applies when you are facing towards the right. Reverse the directions when facing the left. The Button Layout ----------------- LP MP HP || Jab Strong Fierce LK MK HK || Short Forward Roundhouse Command Key ----------- These commands are the typical SF type commands. I have explained their actions here but this FAQ is written with an experienced SF gamer in mind. If you're unsure about how to use charge characters or 360 characters, please check another FAQ. QCF D, DF, F Quarter Circle Forward QCB D, DB, B Quarter Circle Back HCF B, DB, D, DF, F Half Circle Forward HCB F, DF, D, DB, B Half Circle Back DP F, D, DF Dragon Punch Motion RDP B, D, DB Reverse Dragon Punch 360 360° spin on joystick 720 720° spin on joystick -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=- Section III System Mechanics =-=-=-=-=-=-=-=- Hopefully you know some basics about SF and its systems. Three punches, three kicks. Simple, right? While much of SF can be figured out via trial-and-error there are some tweaks in SFV and somethings are just plain not explained whatsoever. Let's start with the big catch phrase of Street Fighter V. =-=-=-=-=-=- The V-System =-=-=-=-=-=- V-Gauge ------- The red gauge at the bottom of the screen fills up by receiving damage and by using your character's V-Skill (read below). Some characters have two red blocks in their V-Gauge, a handful of others have three. Using V-Triggers or V-Reversals depletes this gauge. V-Skills MP + MK -------- ------- Each character has at least one V-Skill which can be used an infinite number of times. Each character's V-Skill is different but all help build the V-Gauge by successful usage of the skill. Some characters have attacks as their V-Skills. Others are defensive maneuvers. You'll have to practice to discover when to use them. Details on each characters V-Skills are listed below. V-Triggers HP + HK ---------- ------- Each character has at least one V-Trigger which gives the fighter specific actions. V-Triggers power up certain characters, thus causing added hits and damage or speeds up those attacks. For other fighters it opens up different moves and characteristics. Utilizing your V-Trigger costs the entire V-Gauge. Zangief, for instance, has a one-time attack. His V-Gauge will be reduced to zero and he will begin charging his V-Gauge again. Ken's V-Trigger bestows upon him magical fire properties. His V-Gauge will continuously empty. Cammy's V-Trigger works the same, but with each move that benefits from her V-Trigger, the gauge depletes faster. V-Reversals F + 3K (While Blocking) or F + 3P (While Blocking) ----------- ------ When an enemy's attack hits and you are blocking, you can counter by pushing forward and 3P or 3K (character specific). Once again, each character's V-Reversal is different but all cost one block of V-Gauge. Most are attacks but some are evasive maneuvers. None cause a lot of damage (and it is Grey Damage (see below)), but they can help change the tide if you're being cornered. =-=-=-=-=-=-=-=-=-= Other SFV Mechanics =-=-=-=-=-=-=-=-=-= Armor ----- Several character moves have Armor qualities which will not damage even when hit. Instead, grey damage is offered (see below). Zangief can charge his standing HP. While doing so, if he gets hit, he will not go into his recovery animation or lose any energy. EX Moves Motion + 2P or 2K -------- ----------------- More powerful versions of special moves are detailed in the movelist below by an EX before their description. Most special moves in SFV have EX counterparts which hit for added damage, extra hits or can be performed more quickly. Each EX move costs one V-Gauge block. Critical Arts Character Specific ------------- ------------------ Replacing Super Moves from prior games, CAs require a full meter (3 EX blocks) and are flashy, high-damage combos. Each character's moves are unique to each fighter. Throws & Escapes LP + LK ---------------- ------- LP and LK together will make your fighter perform a throw when close. All characters have at least two throws, some have more. Defensively, if you are about to be thrown, you can perform the same button combination to escape being thrown. Neutral Recovery D or 2P ---------------- ------- One of two types of recovery. When knocked down, you can press down as you hit the ground to recover quickly. Neutral recovery means you will get up where you fell. Back Recovery B or 2K ------------- ------- The same as above except by pressing B or two kicks upon hitting the ground, your character will roll back a bit before getting up. Chip Damage ----------- You will still receive damage when blocking certain attacks. Special moves and Critical Arts will still hurt, but not nearly as much as if you got hit. This is called Chip Damage (or Block Damage). Blocking a medium or heavy attack will leave Grey Damage (recoverable, see below) while light punches or kicks won't do any damage at all. Historically, chip damage could kill you but in SFV only Critical Arts can defeat a blocking opponent. This means you actually have to land a full hit to beat another fighter. Grey Damage ----------- While any normal hit will deal Red Damage and eat away at your enemy's life bar, an opponent who blocks won't receive any permanent damage from standard moves. Medium and heavy attacks however, when blocked, will cause recoverable damage. This is Grey Damage and will slowly regenerate as long as you don't get hit. Getting hit will cause that Grey Damage to become permanent. Blocking super moves or critical arts do permanent damage. =-=-=-=-=-=-=-=-=-=-=-= Universal SFV Mechanics =-=-=-=-=-=-=-=-=-=-=-= Cross-Up -------- A jumping move that lands you on the opposite side of your opponent thereby mixing up their block direction. A well-timed cross-up should hit the opposite side of your enemy who will now have to block the opposite direction. Anti-Air -------- A safe move to counter an enemy's jumping attack or cross-up. Many beginners are very jump friendly and novices can be punished by a simple, low-risk anti-air move. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-= Section IV Character Stats =-=-=-=-=-=-=-= Each character is given a rank of 1-5 in five different categories. I don't know how useful this information is but for completion purposes, here we go! The five categories are: P Power H Health M Mobility T Technique R Range Regional Note ------------- ***Balrog (Claw) is Vega in the U.S. ***Vega (Dictator) is M. Bison in the U.S. P H M T R | 12 | 13 | 14 | 15 | 16 | 17 | 18 | ------------------------------------------------------------| Balrog (C) 3 2 5 3 3 | | | | | * | | | Birdie 5 5 1 3 4 | | | | | | * | | Cammy 3 2 5 2 3 | | | | * | | | | Chun-Li 2 2 5 5 4 | | | | | | | * | Dhalsim 3 2 1 3 5 | | | * | | | | | F.A.N.G. 2 3 3 3 5 | | | | | * | | | Karin 3 2 3 5 2 | | | | * | | | | Ken 4 3 4 4 2 | | | | | | * | | Laura 3 3 4 3 1 | | | * | | | | | Nash 3 2 3 4 2 | | | * | | | | | Necalli 5 2 3 4 2 | | | | | * | | | R. Mika 3 3 2 3 1 | * | | | | | | | Rashid 2 3 4 3 2 | | | * | | | | | Ryu 4 3 3 3 2 | | | | * | | | | Vega (D) 4 3 4 3 3 | | | | | | * | | Zangief 5 5 1 2 3 | | | | | * | | | Mathematically, this leaves R. Mika the lowest (12 points) and Chun-Li the highest (18 points). I don't know if this really matters. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-= Section V Move Listings =-=-=-=-=-=-= Key: T = Throw EX = EX Move VT = V-Trigger VS = V-Skill VR = V-Reversal CA = Critical Art Note there's a complete move listing below in Section VI that is a Quick Guide. That section has the same exact information but without all the elaboration on Biographies, Fight Style and Move Details. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----=====---- BALROG (CLAW) ----=====---- The Sweet Whisper Of Death Note: Balrog is the Japanese name for Vega, the character with the mask & claw =-=-=-=-= Biography =-=-=-=-= Height: 6'1" / 185.42 Cm Weight: 185 Lbs / 83.914 Kg Birthdate: 27th January, 1967 Occupation: One Of Shadaloo's Top Agents Fight Style: Spanish Ninjutsu Skills: Sticking To Walls Power 3 Health 2 Mobility 5 Technique 3 Range 3 =-=-=-=-=-=-=- Fighting Style =-=-=-=-=-=-=- Capcom made a conscious decision to make Balrog a more accessible player by changing him from a charge character to a motion one. He retains almost everything he used to have and bounces across the screen as he historically has. Balrog is the fastest character in the game. The other main change is his Switch Claw, a quick quarter circle motion will cause Balrog to put on/take off his claw. Without it, several moves have faster startup and recovery and damage changes slightly with or without his claw. =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Matador Turn MP + MK (Hold buttons to attack) VT Bloody Kiss - Torero HP + HK VT Bloody Kiss - Azul HP + HK (During forward jump) VT Bloody Kiss - Rojo D + HP + HK VR Backslash F + 3P (When blocking) VR Short Backslash F + 3K (When blocking) T Rainbow Suplex F/N + LP + LK T Crescent Line Back + LP + LK T Stardust Shot LP + LK (In air) Mercury Shard F + MK Buster Claw F + HK (When wearing claw) Matador Flash HP -> HP -> MP + MK (When wearing claw) Matador Blitz MP -> HK -> MP + MK (When not wearing claw) Wall Jump UF (During jump near wall) Switch Claw QCF + P (Removes or puts claw on) EX Aurora Spin Edge QCB + P (when wearing claw) EX Crimson Terror QCF + K EX Flying Barcelona Attack DP or RDP + K -> P EX Izuna Drop DP or RDP + K -> LP + LK (when close) EX Grand Izuna Drop HCB + P (Close)(When not wearing claw) CA Bloody Rain QCB, QCB + P or QCF, QCF + P ------- V-Skill ------- Matador Turn (V-Skill) Balrog will evade an enemy attack. By tapping MP + MK he will merely dodge the attack but if held, he will do so and then attack with a punch. Bloody Kiss (V-Triggers) There are three of these. Balrog throws a rose at his opponent from various locations. If they hit, he will attack with a follow up dealing reasonable damage. Torero (Bullfighter) is thrown straight across the screen and can hit at any range. Azul (Blue) is done in the air and flies across the screen. Do not perform this when close to your enemy. Rojo (Red) is done on the ground and should be done when close to your enemy. This will whiff from any larger distance. Backslash (V-Reversal) These allow you to backdash away from your enemy, one is closer (3 kicks) than the other. Unlike most other characters, Balrog's V-Reversal won't hit your opponent. -------------- Unique Attacks -------------- Mercury Shard A short hopping overhead attack. Buster Claw This can only be done with the claw on, this has good range and if performed too far away, a whiff might not leave you open to punishment. Matador Flash / Matador Blitz Both are three-hit combos with slightly different button presses. One is used with Balrog's claw, the other not and each requires you to hold MP + MK in order to get the third hit. Both do decent damage too! Wall Jump Adding to Balrog's great mobility is the ability to leap off of walls like he always has. Just press up and forward when at the edge of the screen. ------------- Special Moves ------------- Switch Claw You can choose to remove Balrog's claw in SFV thereby allowing you to have faster attacks at the expense of less damage in some instances. Changing stances creates a more complex Balrog. Good luck! Aurora Spin Edge This is a claw-only attack that hits low in its LP form, mid in MP and the HP version should only be done on jumping opponents or tall characters. It won't hit on average height characters. Each does the same damage. The EX Aurora Spin Edge hits mid and is a two-hit maneuver. Crimson Terror The old charge move is now a quarter-circle motion. You will drop down and roll towards your opponent before leaping up and hitting high. It's a good mix up that can be done from afar, missing on the roll. This does equal damage with or without the claw. Each higher kick hits once more with the EX hitting five times. The HP and EX versions will hit from a full screen away (missing the roll). Flying Barcelona Attack Balrog's versatility lies in his many aerial options. The FBA can be done forward or backwards (the controls differ). The weight of the K button pressed changes his height and angle. All punches do the same damage. When done without his claw, this move does 1/3 less damage. The EX version hits multiple times (with or without his claw) and is faster. Izuna Drop This is the same as the FBA but by pressing LP + LK when very close, you will grab your opponent. The EX model is faster and flashier but doesn't incur much more damage. It does offer 33% more stun though. Grand Izuna Drop Another claw-only move, this must be done when close. This grab does good damage and excellent stun damage, particularly the EX version. Can't be comboed into with regular attacks and has slow recovery. ------------ Critical Art ------------ Bloody Rain This is deceptive as it begins looking a lot (though not identical to) his other jumps. Like his other jump attacks, the direction of the motion changes where he jumps (forward or backwards). The forward version has a chance of hitting on the way up. Even if blocked, the rest of the CA will still come out, however. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --==-- BIRDIE --==-- Headbutt Happy Glutton =-=-=-=-= Biography =-=-=-=-= Height: 7'1" / 213.36 cm Weight: 507 Lbs / 229.971 kg Birthdate: Unknown Occupation: Freeloader Fight Style: Attacks Focused on Headbutts and Chains Skills: Overeating, Headbutts Power 5 Health 5 Mobility 1 Technique 3 Range 4 =-=-=-=-=-=-=- Fighting Style =-=-=-=-=-=-=- Birdie's massive frame (taller than Zangief, BTW) coupled with his sheer power puts him high on the damage charts. He has tools for any distance and his V-Trigger lasts a *very* long time offering opportunities to do some major damage. =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Break Time MP + MK VS Banana Time B + MP + MK VS Drink Time D + MP + MK VT Enjoy Time HP + HK VR Pepper Pot F + 3P (When blocking) T Bad Skull F/N + LP + LK T Bad Chain Back + LP + LK Bull Drop F + HK Bull Charge F + HP Bull Slider DF + HP Bad Hammer D + HP -> HP EX Bull Head QCF + P EX Bull Horn Hold P or K, Release EX Hanging Chain QCF + K (Hold for Chain Whirl)(P to cancel) EX Killing Head HCB + P (close) EX Bull Revenger HCB + K CA Skip To My Chain QCF, QCF + P ----- Notes ----- Idle Time By standing idle, Birdie will pick his nose and flick a booger at his opponent for a meaty 10 damage. Ryu can parry this attack & gain V-Gauge. -------- V-System -------- Break Time (V-Skills) Birdie has three items he can consume. The standard Break Time has him eating a doughnut. Banana Time and Drink time are self-explanatory consumables. Birdie will throw each to the ground, the banana causing his enemy to fall and the can rolling across the entire screen. Each will cause minimal (10) damage. Enjoy Time (V-Trigger) This long-lasting V-Trigger ups armor as well as adding extra hits, damage and range for some specials. Bull Head gets all three perks, while other specials just get added damage or hits & damage. His Critical Art gets a 20% boost in damage. Pepper Pot (V-Reversal) Birdie will sneeze on his opponent for the equivalent damage of a MP. -------------- Unique Attacks -------------- Bull Drop This hits twice at close ranges, you don't need to be super close either. The second hit is an overhead. Bull Charge Birdie drops down and charges forward. A powerful attack with a slow start but a quick execution afterwards. Bull Slider Your character will dive forward, face-first for a low hit. Bad Hammer This quick, two-hit combo is a powerful uppercut/downthrust attack. The second punch won't come out on a whiff. ------------- Special Moves ------------- Bull Head A charging headbutt, each different button strength has a longer range, higher damage and slower startup. The EX version hits twice even if blocked (opening up to counter hits) When coupled with his V-Trigger, this move is excellent, offering armor (1 hit?) and rather substantial damage. Bull Horn By holding any P or K button, you can charge this up. There is only one level of damage as Birdie turns and does a rising jump. This can be held while other attacks are made and released at any point. Hold down two buttons for an EX, two-hit version that can hit from half a screen away. With Birdie's V-Trigger, a regular version hits twice and the EX version four times, again for rather beefy damage. Killing Head Close only, this hits 2x/3x/4x/7x for each punch + EX, the latter really dishing out the damage (quarter of a life bar, essentially). Bull Revenger Birdie's jumping chain attack can cover the whole screen with HP. The EX version doesn't go quite so far, but his jump is higher and slower and can be used to clear projectiles. Too close, however, and you'll just leap over the enemy! ------------ Critical Art ------------ Skip To My Chain Probably the coolest CA in the game, Birdie lunges forward to grab his opponent. This has limited range. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --=-- CAMMY --=-- Techniques Of Incomparable Precision =-=-=-=-= Biography =-=-=-=-= Height: 5'4" / 152.4 Cm Weight: 134 Lbs / 60.781 Kg Birthdate: 6th January, 1974 Occupation: Delta Red Operative Fight Style: None Skills: Knife-Throwing Power 3 Health 2 Mobility 5 Technique 2 Range 4 =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Axel Spin Knuckle MP + MK VT Delta Drive HP + HK VR Strike Back F + 3K (When blocking) T Gyro Clipper F/N + LP + LK T Delta Through B + LP + LK Knee Bullet F + HK Lift Upper B + MP Lift Combination B + MP -> HK EX Spiral Arrow QCF + K EX Cannon Spike DP + K EX Cannon Strike QCB + K (During forward jump) EX Hooligan Combination HCF + P EX |-Lazer Edge Slicer (press nothing) |-Fatal Leg Twister LP + LK (close to ground) |-Cross Scissors Pressure LP + LK (close in air) |-Cannon Strike Any K CA Cross Stinger Assault QCF, QCF + K -------- V-System -------- Axel Spin Knuckle (V-Skill) Her old HCB + P move is now an easy-to-use maneuver that will move Cammy to the other side of her opponent when done at close range. It passes through projectiles as well, making it a highly-useful tool for the Cammy fan. Delta Drive (V-Trigger) Added speed and damage and extra hits for her specials. Cammy's Critical Art isn't affected. She loses EX versions of all specials except her Cannon Spike. Strike Back (V-Reversal) Cammy crosses over to the other side of her opponent and does a flying kick. -------------- Unique Attacks -------------- Knee Bullet This is a two-kick jump attack that can be used when in close to your enemy. You can whiff on the first hit and still get the second Lift Upper A lightning-fast uppercut which is great for anti-airs. Lift Combination Connect with the Lift Upper and why not go straight into a HK for a solid two-hit, reasonably-damaging quick combo? ------------- Special Moves ------------- Spiral Arrow Cammmy's iconic attack has three distances and speeds mapped to LK/MK/HK. The HK will hit twice at close ranges. The EX Spiral Arrow is very fast and will hit twice as well when close. When coupled with her Delta Drive, the SA will hit up to five times for each strength. She cannot EX while in her V-Trigger. Cannon Spike LK is slowest, shortest and Cammy jumps the lowest. HK will have her pushing forward. The LK and MK versions are good for anti-airs, especially the LK as it's nearly vertical. EX Cannon Spike will hit three times for about 1/3 extra damage. With her V-Trigger, it'll hit five times for the same damage as the EX version but it starts up somewhat faster. Cannon Strike This is an air move done during a forward jump. It cancels a forward jump with a downward kick. Perform this too early and you can leave yourself open to attack. The strength of the kick button determines the distance of the Cannon Strike and the angle of your thrust. LK should be done closer to your enemy. The EX version is flashy and can knocks your opponent down. You can juggle at this stage. The Delta Drive version will hit three times at a lower angle and greater distance but not for much more damage. Hooligan Combination Initiating this causes Cammy to leap towards the other fighter. You can go into the Lazer Edge Slicer by doing nothing at this point. Alternately, you can press any kick to transition into the Cannon Strike or do LP + LK either in the air or near the ground to change things up. These have to be done close though. The EX version moves faster and hits several times and for more damage. I don't think this is affected by her V-Skill. ---------------- Critical Assault ---------------- Cross Stinger Assault Classic high-flying Cammy kicks! This may be the only CA that is affected by the strength of button. Just like her Cannon Strike, the LK version has a very high angle and both it and the MK can whiff if you're far away. The HK version seems to hit from just about anywhere. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --===-- CHUN-LI --===-- Blue Jade =-=-=-=-= Biography =-=-=-=-= Height: 5'5" / 165.1 Cm Weight: Unknown Birthdate: 1st March, 1968 Occupation: Investigator for the ICPO Fight Style: Chinese Martial Arts Skills: Shooting Power 2 Health 2 Mobility 5 Technique 5 Range 4 =-=-=-=-=-=-=- Fighting Style =-=-=-=-=-=-=- Keeping true to Chun-Li's roots, she is by far not the most powerful fighter but she compensates with speed, range and plenty of 'poke in and get out' opportunities. =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Rankyaku MP + MK VT Renkiko HP + HK VR Sohakkei F + 3P (When blocking) T Koshuto F/N + LP + LK T Tenshin Shushu Back + LP + LK T Ryuseiraku LP + LK (In air) Tsuitotsuken B or F + MP Hakkei B + HP Senenshu DF + MK Tenkukyaku B + HK Yokusenkyaku F + HK Kakurakukyaku DF + HK (Crosses-Up) Yosokyaku D + MK (In air)(Up to 3 times) Wall Jump UF (During jump near wall) EX Hyakuretsukyaku QCF + K (Can be done during jump or forward jump) EX Kikouken Charge B, F + P EX Spinning Bird Kick Charge D, U + K CA Hoyokusen QCF, QCF + K -------- V-System -------- Ranyaku (V-Skill) Forward jump that hits close enemies on the way up. Chun-Li can attack on the way down but does not build V meter doing so. Only gains meter when hitting on the rise. Renkiko (V-Trigger) This will add an extra hit to all regular medium attacks and two hits to all regular heavy attacks. All moves gain an extra 10 damage when in V-Trigger. Specials do not gain extra hits, but do gain the added damage with the exception of her Kikouken. This gains an additional 20 damage but only the EX version (not regular). Throws and Chun-Li's Critical Art are not affected by her Renkiko. Ryuseiraku (V-Reversal) Chun-Li counters with a two-handed attack. -------------- Unique Attacks -------------- Senenshu My favorite move from the Zero/Alpha series, this is now an overhead attack that is easily mistaken for a jump. Highly useful albeit not overly powerful. Kakurakukyaku Chun's classic move now leaves her facing the opposite direction. When in range, this will cross up and hit the enemy on the back side. From too far away, however, you will whiff completely and be left open for attack. Make sure you don't do this from too far. ------------- Special Moves ------------- Hyakuretsukyaku Now is a QCF motion rather than just tapping the kick button. Chun-Li will jump forward when performing this and the delay/distance is determined by the weight of the kick. This can be performed in the air as well Spinning Bird Kick The stronger the kick, the farther the distance the SBK moves. The EX version does not move forward at all; it is best used for anti-airs. ------------ Critical Art ------------ Hoyokusen This can be cancelled into, and can deal good chip damage even upon being blocked. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --===-- DHALSIM --===-- Flame That Lights The Way =-=-=-=-= Biography =-=-=-=-= Height: 5'9" / 175.260 Cm Weight: 109 Lbs / 49.441 Kg Birthdate: 22nd November, 1952 Occupation: Ascetic Monk Fight Style: Esoteric Yoga Skills: Sermons Power 3 Health 2 Mobility 1 Technique 3 Range 5 =-=-=-=-=-=-=- Fighting Style =-=-=-=-=-=-=- Dhalsim is as slow as ever but with absolutely terrific range. His movelist looks very familiar to longtime fans though it's more than just his visual appearance to have changed. Dhalsim's specials have undergone slight changes and his combo opportunities with his V-Trigger, Yoga Fire and Yoga Sunburst will inevitably lead to some absurd combo videos. =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Yoga Float MP + MK (Can be done while jumping) VT Yoga Burner HP + HK VR Yoga Mala F + 3P (When blocking) T Yoga Rocket F/N + LP + LK T Yoga Hoop B + LP + LK Drill Kick D + K (During jump) Yoga Anvil B + HP Yoga Upper B + MP Divine Kick B + MK EX Yoga Fire QCF + P EX Yoga Flame HCB + P EX Yoga Gale HCB + P (During vertical or forward jump) Yoga Teleport DP or RDP + 3K or 3P (Can be done in air) CA Yoga Sunburst QCF, QCF + P (Can be done in air) -------- V-System -------- Yoga Float (V-Skill) Dhalsim will float up and can perform all regular attacks as well as his Yoga Fire. Any hit will build V-Gauge? Yoga Burner (V-Trigger) Dhalsim makes a layer of fire on the ground which will hit an enemy and will slowly burn the enemy. This causes grey energy damage which can then be re-gained over time. Yoga Mala (V-Reversal) You parry your enemy's attack and hit with a two-handed spinning punch. -------------- Unique Attacks -------------- Drill Kick The LP Drill Kick travels the farthest while HP comes almost straight down. All do the same amount of damage. Yoga Anvil A high, two-handed punch that can hit at very close ranges or against jumping foes. Yoga Upper A quick upward jab and excellent anti-air. Divine Kick Another quick attack, this is a short kick to balance Dhalsim's usual long- limbed moves. ------------- Special Moves ------------- Yoga Fire Each of the three different punches travels at different speeds, much like Dhalsim's Drill Kick. LP is a high arc, hitting close, and travelling at a very slow speed. HP travels fastest, at the lowest arc and will travel across the whole screen. They all do the same damage. The EX version is Dhalsim's classic Yoga Fire and it hits twice. Yoga Teleport A dragon-punch motion moves Dhalsim forward and a reverse motion teleports him backwards. He can perform these in the air as well. ------------ Critical Art ------------ Yoga Sunburst Dhalsim inflates for a massive fireball which can hit close for an anti-air or at any point during it's huge arc. This can be comboed into if it doesn't hit immediately. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --====-- F.A.N.G. --====-- Cunning Trickster =-=-=-=-= Biography =-=-=-=-= Height: 7'3" / 220.980 Cm Weight: ? / ? Birthdate: Unknown Occupation: Shadaloo Lieutenant Fight Style: Chinese Kempo Skills: Mixing Toxins Power 2 Health 3 Mobility 3 Technique 3 Range 5 =-=-=-=-=-=-=- Fighting Style =-=-=-=-=-=-=- F.A.N.G. is a slow character with one of the largest jump distances in the game. He is awkward and strange and can be an absolute nightmare to enemies when in the hands of someone skilled. His poisonous effects don't always do a ton of damage, but with consistency, they can be a thorn in your side. =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Nishodoku MP + MK VT Dokunomu HP + HK VR Nikaiho F + 3P (When blocking) T Shimonshu F/N + LP + LK T Kyoshitsugeki Back + LP + LK Senpukuga D + 3P -> K Nirenko DF + HP EX Nishikyu Charge D, U + P EX Sotoja Charge B, F + P EX Ryobenda Charge B, F + K EX Nikankyaku DP + K CA Shishiruirui QCF, QCF + P ----- Notes ----- Poison Effects Most of F.A.N.G.'s attacks have to do with emitting a noxious, purple cloud that poison his enemies. These attacks slowly drain energy but the effect can be cancelled by simply hitting F.A.N.G. once. -------- V-System -------- Nishodoku (V-Skill) F.A.N.G. throws a slow-moving purple fireball that poisons your enemy. It will travel across the entire stage but will not inflict any damage upon hitting the other fighter. The poisoned effect does not last long and doesn't drain too much energy. Dokunomu (V-Trigger) You will be enshrouded with a purple fog that may poison your enemy just by being in close proximity or any attack that hits. Nikaiho (V-Reversal) F.A.N.G. moves to the other side of his opponent. This has little range. -------------- Unique Attacks -------------- Senpukuga You will lie down by pressing D + 3P. F.A.N.G. will get up if no other buttons are pressed. However, going into a K will attack for 2 kicks while getting up. ------------- Special Moves ------------- Nishikyu Your character will toss two purple poison balls. LP have a high arc landing close to you. HP will traverse the whole screen. The EX version has one tossed close, another farther and the balls will bounce. Ryobenda F.A.N.G. thrusts his arms into the ground leaving a purple cloud there. Enemies walking into it, yup, get poisoned. The speed of the 'attack' and the duration of the cloud depend on the strength of the kick entered. The EX version is faster and has a longer duration. ------------ Critical Art ------------ Shishiruirui You will fly up, dropping poisonous balls beneath you. This can hit upon startup. Three balls will be dropped if you whiff. Up to six will be dropped upon a completed hit. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --=-- KARIN --=-- Perfect Victor =-=-=-=-= Biography =-=-=-=-= Height: 5'4" / 152.560 Cm Weight: 130 Lbs / 58.967 Kg Birthdate: Unknown Occupation: Head of the Kanzuki Zaibatsu Fight Style: Kanzuki-Ryu Skills: Esoteric Kanzuki Arts Power 3 Health 2 Mobility 3 Technique 5 Range 2 =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Meioken MP + MK (Hold buttons to charge) VT Kanzuki-Ryu Guren No Kata HP + HK |-Guren Ken QCF + P |-Guren Kyoho QCF + P -> K |-Guren Hosho QCF + P -> P |-Guren Senha QCF + P -> U + P |-Guren Chochu QCF + P -> D + P |-Guren Hochu QCF + P -> D + P -> D + P |-Guren Resshu QCF + P -> D + P -> U + K |-Guren Kusabi QCF + P -> D + P -> D + K VR Yashagaeshi F + 3P (When blocking) T Hajotsui F/N + LP + LK T Arakuma Inashi B + LP + LK Tsumujigari F + MK EX Kanzuki-Ryu Hokojutsu Seppo QCF + K EX Tenko QCF + K -> P EX Orochi QCF + K -> D + P EX Mujinkyaku QCB + K EX Ressenha QCB + P Senha Kusabi QCB + P -> D + K Senha Resshu QCB + P -> U + K CA Kanzuki-Ryu Hadorokushiki QCF, QCF + P Hasha No Kata -------- V-System -------- Meioken (V-Skill) A forward palm, this can be held for added damage and faster V-Gauge charging Kanzuki-Ryu Guren No Kata (V-Trigger) OK, Karin's hands glow and this unlocks that large list of additional moves above. ALL begin with a QCF + P. The Guren Ken is a dashing set of punches which can be followed up with a bevy of different attacks. They're all similar, but it's stylish and pretty crushing! Yashagaeshi (V-Reversal) Karin parries and attacks. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=- KEN -=- The Fire-Breathing Fist =-=-=-=-= Biography =-=-=-=-= Height: 5'9" / 175.26 Cm Weight: 183 Lbs / 83.007 Kg Birthdate: 14th February, 1965 Occupation: Martial Artist Fight Style: Ansatsuken Skills: Cooking Pasta Power 4 Health 3 Mobility 4 Technique 4 Range 2 =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Quick Step MP + MK (Hold for a step kick) VT Heat Rush HP + HK VR Senpu Nataotoshi F + 3K (When blocking) T Knee Bash F/N + LP + LK T Hell Wheel B + LP + LK Thunder Kick F + HK (Hold button) Thunder Kick (feint) F + HK Inazuma Kick B + MK Chin Buster B + MP Chin Buster 2nd B + MP -> HP Lion Breaker MK -> HK EX Hadouken QCF + P EX Shoryuken DP + P EX Tatsumaki Senpukyaku QCB + K (Can be done during forward jump) CA Guren Enjikyaku QCF, QCF + K -------- V-System -------- Quick Step (V-Skill) Ken will rush in to his opponent. By holding down MP + MK, he will perform a kick. Connecting this will add to his V-Gauge. You can also cancel this by pressing P or K before this kick but you won't fill your meter that way. Heat Rush (V-Trigger) Ken's special attacks will be imbued with the power of flames, adding extra hits and damage and igniting his enemy. This works for EX moves as well but not his Critical Art. Sunpu Nataotoshi (V-Reversal) Ken parries the attack and performs a flaming jump kick. ------------- Special Moves ------------- Shoryuken While Ken's HP Shoryuken is flame-filled, I avoid it like the plague due to its slow qualities. In combos however, it's sublime. The LP version is quick and can be used in so many instances, its invincibility, if timed right, can pass through projectiles without leaving you too open for punishment. My favorite is the MP however. It's got great reach, reasonable recovery and does almost as much damage as the HP version. Ken's EX however is two flaming Dragon Punches which easily confuse enemies. EX moves flash orange, but amidst his flaming body, it's easy to miss. Opponents who stop blocking after the first DP (thinking it a regular HP) oftentimes get hit by the second wave. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --==-- LAURA --==-- Just Gotta Dance =-=-=-=-= Biography =-=-=-=-= Height: 5'9" / 175.26 Cm Weight: 159 Lbs / 72.121 Kg Birthdate: Unknown Occupation: Practitioner Of Matsuda Jujitsu Fight Style: Matsuda Jujitsu Skills: Producing Static Electricity Power 3 Health 3 Mobility 4 Technique 3 Range 1 =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Volty Line MP + MK VS Linear Movement - Avante F + MP + MK (Hold buttons to attack) VS Linear Movement - Esquiva B + MP + MK (Hold buttons to attack) VS Linear Movement - Finta B + MP + MK -> MP + MK (Hold buttons to attack) VT Spark Show HP + HK VR Double Slap F + 3P (When blocking) T Seoi Throw F/N + LP + LK T Pullback Hold B + LP + LK Step Elbow F + HP Twist Barrage F + HP -> HP Dual Crash MP -> MK EX Thunder Clap QCB + P (Hold to power up) EX Sunset Wheel HCB + K (Close) EX Bolt Charge QCF + P EX Split River QCF + MP -> P EX Rodeo Break QCF + MP -> K CA Inazuma Spin Hold QCF, QCF + K -------- V-System -------- Volty Line (V-Skill) Laura will perform an overhead kick Linear Movement (Avante / Esquiva / Finta) (V-Skills) This will make Laura move back or forward before performing the overhead Volty Line kick. B + MP/MK -> MP/MK has her dodging back, then lunging forward, then the Volty Line. You must hold the two buttons down otherwise she will just move and you won't build V-Gauge. Spark Show (V-Trigger) Specials do greater damage and inflict greater stun damage. Thunder Clap travels a greater distance. Double Slap (V-Reversal) Laura spins and performs a double-handed slap to her opponent. ------------- Special Moves ------------- Thunder Clap This can be charged for more hits, greater damage and larger range. The EX version cannot be charged. Sunset Wheel A throw, needs to be very close. Bolt Charge A thrusting elbow. Hits middle with LP, higher for MP and Laura jumps with the HP version. That version will not hit a close opponent and should be used for anti-airs. The EX version is ground-based. This move can be combined with a P or a K to make a multi-part grab combo and also can be combined with the EX Bolt Charge. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---===--- M. BISON ---===--- See VEGA below. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -==- NASH -==- =-=-=-=-= Biography =-=-=-=-= Height: 6'1" / 185.42 Cm Weight: 205 Birthdate: Unknown Occupation: Emissary Of The Gods Fight Style: Violent Style Taking Advantage Of Physique Skills: Animal Posession Power 3 Health 2 Mobility 3 Technique 4 Range 2 =-=-=-=-=-=-=- Fighting Style =-=-=-=-=-=-=- The resurrected Charlie Nash stands in stark contrast to his friend Guile. One of several characters whose moves were changed, Nash is no longer a charge character. Harnessing his new powers, he's got a number of short, pokey attacks coupled with the usual Guile/Nash powerful punches. =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Bullet Clear MP + MK VT Sonic Move - Hide HP + HK VT Sonic Move - Blitz Air B + HP + HK VT Sonic Move - Steel Air F + HP + HK VR Sonic Move - Avoid F + 3P (When blocking) T Dragon Suplex F/N + LP + LK T Target Down Back + LP + LK T Air Jack LP + LK (In air) Knee Bazooka F + LK Jumping Sobat F + MK Step Kick F + HK Chopping Assault F + MP Spinning Back Knuckle F + HP Side Knee Attack B + MK Rapid Punch LP -> MP Rapid Kick LK -> MK Wind Shear MP -> LK -> HP Down Burst D + MP -> F + MP Raptor Combination MK -> HK -> MK EX Sonic Boom QCF + P (+ P during EX) EX Sonic Scythe QCB + K EX Moonsault Slash QCF + K EX Tragedy Assault DP + P CA Judgement Saber QCB, QCB + P -------- V-System -------- Bullet Clear (V-Skill) Absorbs projectiles or hits the enemy at close range. Sonic Move (V-Trigger) Teleports Nash to one of three locations. You can follow up with any attack and quickly. Neutral + HP + HK will teleport you to the other side of your opponent, even from across the entire screen. His other two Sonic Moves drop Nash above your enemy. Forward will move you to the opposite side of your enemy and Back will drop you on the same side as you began. Sonic Move - Avoid (V-Reversal) Much like Nash's regular Sonic Move, this will teleport you away and behind your opponent to relative safety. -------------- Unique Attacks -------------- Chopping Assault This is a jumping overhead attack that doesn't have much range and a slower startup but good to mix things up with especially when used as a Down Burst (D + MP -> Chopping Assault) Raptor Combination This three-hit combo does great damage and Nash won't deliver the third hit if your opponent blocks. ------------- Special Moves ------------- Sonic Boom Now a classic quarter-circle motion, all three versions of the Sonic Boom do the same damage but they travel at different speeds. LP is the fastest and HP is the slowest. The EX SB does just a touch more damage. Sonic Scythe This maneuver has Nash kicking downwards for both LK and MK each knocking down your enemy. The HK version, however, has a slow upstart but does a swooping upwards kick that hits twice. A good anti-air if you have the time to prep it. The EX Sonic Scythe does the HK version twice for a total of five hits. Moonsault Slash This is a jump & Flash Kick combo that differentiates him from Guile entirely. This makes Nash jump up and flash kick downwards with each weight of the kick making him jump higer and come down farther away. The EX Moonsault has Nash leap across most of the screen at a low angle. This can be used over projectiles if timed properly. You can also whiff the first hit if too far away and still hit the second set of kicks. ------------ Critical Art ------------ Judgement Saber Nash will dash forwards, sneak behind your enemy and he'll do some sonic attack through his/her head. It's a less-inspired CA, but it'll hit from about 3/4 of the screen. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --===-- NECALLI --===-- Soul Consuming Darkness =-=-=-=-= Biography =-=-=-=-= Height: 6'3" / 190.50 Cm Weight: 249 Lbs / 112.945 Kg Birthdate: Unknown Occupation: Emissary Of The Gods Fight Style: Violent Style Taking Advantage Of Physique Skills: Animal Posession Power 5 Health 2 Mobility 3 Technique 4 Range 2 =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Culminated Power MP + MK (Control distance by holding B, F or N) VT Torrent Of Power HP + HK VR The Calling F + 3P (When blocking) T Soul Sealer F/N + LP + LK T Soul Discriminator Back + LP + LK Opening Dagger DF + HP Road Of The Sun D + HK (During forward jump) Sacrificial Altar MK -> HK -> (MP + MK) or (B + MP + MK) EX The Disc's Guidance Charge B, F + P EX Raging Light DP + P EX Mask Of Tlali HCB + P (Close) EX Valiant Rebellion QCF + K CA Ceremony Of Honor QCF, QCF + P CA Soul Offering QCF, QCF + P (During V-Trigger) -------- V-System -------- Culminated Power (V-Skill) Necalli pounds the earth causing the earth to quake about half the screen away. His hands can hit enemies as well. Torrent Of Power (V-Trigger) This changes Necalli's appearance, making the lines on his chest glow and his hair do the same and flow into the air. His frame data is reportedly different and almost all his attacks do more damage. Standard kicks have no change but punches hit for 10 more damage, his specials do 20 more with Raging Light connecting for an extra hit and his Critical Art changes as well. Its second half is slightly altered and offers an extra 40 damage. The Calling (V-Reversal) Necalli emits a force field. -------------- Unique Attacks -------------- Sacrificial Altar Will not work with the enemy in the corner. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --===-- R. MIKA --===-- 7 Colored Bomber =-=-=-=-= Biography =-=-=-=-= Height: 5/6" / 167.64 Cm Weight: 154 Lbs / 69.853 Kg Birthdate: Unknown Occupation: Pro Wrestler Fight Style: Pro Wrestler Skills: Overeating Power 3 Health 3 Mobility 2 Technique 3 Range 1 =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Mic Performance MP + MK (Hold to power up normal & special throws) VT Nadeshiko (Above) HP + HK VT Nadeshiko (Front) B + HP + HK VT Nadeshiko (Behind) F + HP + HK VR Peach Gator F + 3K (When blocking) T Daydream Headlock F/N + LP + LK T Sell Down Back + LP + LK Stomp Chop LK -> MP Dive Bomb D + MP (During forward jump) Lady Mika F + HP Passion Press B or F + MP Passion Rope Throw (F) B or F + MP -> F + MP (Throws character forward) Passion Rope Throw (B) B or F + MP -> B + MP (Throws character backward) EX Shooting Peach QCF + P EX Wingless Airplane QCF + K (V-Skill increases power) EX Rainbow Typhoon HCB + P (Close)(V-Skill increases power) EX Brimstone HCB + K (Close)(V-Skill increases power) CA Peach Assault QCB, QCB + P (V-Skill increases power) -------- V-System -------- Mic Performance (V-Skill) This can be charged five levels, as Rainbow Mika performs her motivational speech. Each level will show a small ring around her head to notify you the level has been reached. During this, Mika can absorb one attack and upon releasing MP and MK, she will throw the mic, dealing minor damage to her enemy. Her regular and special throws will be upgraded for one use only. The math goes as follows: Level Charged 1 2 3 4 5 Multiplier 1.5x 2x 3x 5x 9x Not that you could legitimately charge this during a match but at level 5... Mika's normal Daydream Headlock deals 1,170 damage. Her Rainbow Typhoon does a staggering 1,620. And the Peach Assault inflicts...2,745...haha. Considering most characters have about 1,000 life, 2,745 is just humorous! Nadeshiko (V-Trigger) Nadeshiko is tag-team partner and will come aid R. Mika when performing her V-Trigger. Neutral plus HP + HK will have Nadeshiko appear from the top of the screen while the other directions change her source location. Peach Gator (V-Reversal) One of the better V-Reversals in the game, R. Mika kicks her opponent and does a neck drop. Damage isn't too impressive (60) but it's yet another flashy way Mika impresses. ------------ Critical Art ------------ Peach Assault There is not much range to this maneuver. You must be very close. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --==-- RASHID --==-- A Friend Indeed =-=-=-=-= Biography =-=-=-=-= Height: 5/10" / 177.80 Cm Weight: 187 Lbs / 84.821 Kg Birthdate: Unknown Occupation: Eldest Son Of A Wealthy Middle-Eastern Family Fight Style: Parkour Skills: Puzzle Solving Power 2 Health 3 Mobility 4 Technique 3 Range 2 =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Front Flip MP + MK VS Airborn Eagle Spike MP + MK -> K VS Rolling Assault D + MP + MK VS Nail Assault D + MP + MK -> K VT Ysaar HP + HK VR Sliding Roll F + 3P (When blocking) T Rising Glider F/N + LP + LK T Rising Sun Back + LP + LK Flap Spin F + MP Beak Assault F + HP Dash Spinning Mixer F + P (During dash)(Press repeatedly to change) Dash Eagle Spike F + K (During dash) Wall Jump UF or DF (During jump near wall) EX Spinning Mixer QCF + P (Press repeatedly for added hits) EX Eagle Spike CQB + K (Can be done during forward jump) EX Whirlwind Shot QCF + K CA Altair QCF, QCF + P -------- V-System -------- V-Skills Rashid has two pairs of V-Skills. His Front Flip and Rolling Assault do not hit. Therefore they cause no damage and build no meter. However adding a kick at the end will. The Airborn Eagle Spike has Rashid performing a dive kick and the Nail Assault will have him perform a upwards kick. Ysaar (V-Trigger) Rashid emits a tornado that will traverse the entire stage. If it hits his opponent, it will hit three times. You can combo with this, cross-up your enemy or use it for a speed boost or to help jump over the other fighter. You cannot use your Whirlwind Shot while using Ysaar. Sliding Roll (V-Reversal) This is like his Rolling Assault V-Skill but Rashid will move to the other side of his opposing fighter. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=- RYU -=- Eternal Wanderer =-=-=-=-= Biography =-=-=-=-= Height: 5/9" / 175.26 Cm Weight: 187 Lbs / 84.821 Kg Birthdate: 21st July, 1964 Occupation: Martial Artist Fight Style: Ansatsuken Skills: Can Sleep Anywhere Power 4 Health 3 Mobility 3 Technique 3 Range 2 =-=-=-=-=-=-=- Fighting Style =-=-=-=-=-=-=- The only character in every SF game ever returns and is finally truly differentiated from Ken in many ways. While Ken's new flashy moves change his style, Ryu is as classic as ever, taking cues from all prior SF iterations. His Mind's Eye V-Skill makes him a far more strategic character and the rest of his moveset is as familiar as ever. And none of this takes into account how ripped he is and how that beard somehow made Ryu even cooler than he ever was! =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Mind's Eye MP + MK VT Denjin Renki HP + HK VR Hashogeki F + 3P (When blocking) T Shoulder Throw F/N + LP + LK T Somersault Throw Back + LP + LK Collarbone Breaker F + MP Solar Plexus Strike F + HP Axe Kick B + HK Jodan Nirengeki HP -> HK Jodan Sanrengeki MP -> HP -> HK EX Hadouken QCF + P (Hold to charge during V-Trigger) EX Shoryuken DP + P EX Tatsumaki Senpukyaku QCB + K (Can be done during forward jump) CA Shinkuu Hadouken QCF, QCF + P CA Denjin Hadouken QCF, QCF + P (During V-trigger) -------- V-System -------- Mind's Eye (V-Skill) This allows Ryu to parry an opponent's attack. It turns Ryu into a much more strategic fighter. Time this V-Skill just as an enemy attack hits to parry the move and to build your V meter. Denjin Renki (V-Trigger) Charges Ryu's Hadouken & Shinkuu Hadouken with electric abilities. They now do added damage (and stun damage) and travel more quickly. The regular Hadouken can also be charged by holding down punch for added damage. His shoryuken deals more damage as well. EX versions also benefit from this perk. Hashogeki (V-Reversal) Ryu blocks and does a quick fireball to counter. -------------- Unique Attacks -------------- Collarbone Breaker A two-hit overhead punch that has a slow startup but a good maneuver to mix up your close game. Solar Plexus Strike What is now a Ryu staple, this move is a two-hit gut punch which is somewhat faster to startup than Ryu's Collarbone Breaker. Axe Kick This will hit once as an overhead attack from a close range, but will hit twice (once on the way up, the other as an overhead) when very close. Jodan Nirengeki Jodan Sanrengeki A two-hit and three-hit punch/kick combo, the latter only does slightly more damage than the former. The Nirengeki has a slower startup than the Sanrengeki but both are useful for close quarters fighting. ------------- Special Moves ------------- Hadouken Ryu's fireball hasn't changed much in its standard form, the three versions dishing out the same damage. LP travels slowest, HP fastest and in its EX form it travels faster and is a larger fireball. With Ryu's V-Skill, the move will electrocute and do added damage. Tapping punch will hit once, holding down briefly will hit twice and a full charge will hit three times. The latter does twice as much damage as a regular hadouken. Each level of charging will also make the fireball travel faster. Shoryuken The three versions reach different heights and the MP is the most useful IMO. The EX version hits twice unless blocked. When coupled with the Denjin Renki, they deal out additional damage and electrocute. Tatsumaki Senpukyaku Unlike the changes to Ken, Ryu stays standard here as well with a one-hit hurricane kick knockdown. You can combo into his critical art from this too. His EX Tatsu is stationary and will not move forward but will pull opponents in if close enough. ------------ Critical Art ------------ Shinkuu Hadouken / Denjin Hadouken You can combo into these from all Ryu's specials. The Shinkuu Hadouken hasn't changed much in all these years but if performed while in Denjin Renki, it becomes a Denjin Hadouken for slightly more damage. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -----======---- VEGA (Dictator) -----======---- Emperor Of Evil Note: Vega is the Japanese name for M. Bison, the Dictator. =-=-=-=-= Biography =-=-=-=-= Height: 5'10" / 177.5 Cm Weight: 247 Lbs / 112.037 Kg Birthdate: Unknown Occupation: Commander Of Shadaloo Fight Style: Psycho Power Skills: Hypnosis Power 4 Health 3 Mobility 4 Technique 3 Range 3 =-=-=-=-=-=-=- Fighting Style =-=-=-=-=-=-=- Vega is slow, now officially the slowest of all the characters (walk speed). He still jumps high though and has some damaging moves. Vega can nullify projectiles easily with his new Psycho Blast. His moves have changed a bit from prior games but unlike Balrog and Nash, he is still fully a charge character. =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Psycho Reflect MP + MK (Hold to absorb 1 projectile & fire back) VT Psycho Power B + MP + MK VR Psycho Burst F + 3P (When blocking) T Psycho Impact F/N + LP + LK T Psycho Fall Back + LP + LK Hell Attack MP -> MP (In air) Psycho Axe DF + HP Shadow Axe MP -> DF + HP EX Psycho Blast Charge B, F + P EX Double Knee Press Charge B, F + K EX Head Press Charge D, U + K |-Somersault Skull Diver P (after Head Press hits) EX |-Devil Reverse P (before Head Press hits) EX Psycho Inferno QCB + P CA Ultimate Psycho Crusher QCF, QCF + P -------- V-System -------- Psycho Reflect (V-Skill) This can absorb projectiles. By holding down the buttons, you can return them back as your own. Psycho Power (V-Trigger) Vega can teleport through projectiles and his Double Knee Press and Devil Reverse now make him disappear. Psycho Burst (V-Reversal) You will push your enemy back with a purple aura ball, knocking them down in the process. -------------- Unique Attacks -------------- Psycho Axe Shadow Axe An overhead punch with purple trails. It doesn't do a terrible amount of damage but it looks great and is an easy way to mix up your attacks. The Shadow Axe adds a punch to the beginning. ------------- Special Moves ------------- Psycho Blast Vega's projectile is merely a ball of psycho power appearing in front of him. This is good as an anti-air or when close. It also cancels out other projectiles. The EX version travels across the screen like the old days. Double Knee Press A series staple, Vega will flip and kick his enemy. The stronger the kick button, the longer it takes to launch this attack. The EX version adds a few extra kicks at the end for style. ------------ Critical Art ------------ Ultimate Psycho Crusher Unlike Vega's old Psycho Crusher, he will not travel across the screen by default. Vega now creates a spherical force field around him and if your opponent touches this, he or she will be lifted up and hit. The range of this is rather limited, however, so be sure to be close. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --===-- ZANGIEF --===-- Iron Cyclone =-=-=-=-= Biography =-=-=-=-= Height: 7'0" / 213.360cm Weight: 400 Lbs / 180.98 kg Birthdate: 1st June, 1956 Occupation: Pro Wrestler Fight Style: Mix of Russian and American Pro Wrestling Skills: Resistance To Cold Power 5 Health 5 Mobility 1 Technique 2 Range 3 =-=-=-=-=-=-=-=-=- Complete Move List =-=-=-=-=-=-=-=-=- VS Iron Muscle MP + MK (Can move forward while holding) VT Cyclone Lariat HP + HK (Hold to perform special lariat) VR Muscle Explosion F + 3K (When blocking) T Atomic Drop F/N + LP + LK T Captured Back + LP + LK Head Butt F + HP Knee Hammer F + MK Flying Body Press D + HP (During forward jump) EX Double Lariat 3P EX Screw Pile Driver 360 + P (close) EX Borscht Dynamite 360 + P (during vertical or forward jump) EX Siberian Express HCB + K CA Bolshoi Russian Suplex 720 + P -------- V-System -------- Iron Muscle (V-Skill) Zangief flexes his muscles and turns red. In this mode he can absorb one enemy hit. He can also walk forward or backwards slowly. Upon releasing MP + MK he will hit his opponent thus adding to his V-Gauge. Cyclone Lariat (V-Trigger) This maneuver will hit up to nine times causing substantial damage. 'Gief can move forward or backwards in this mode and it also pulls his enemy towards him when close enough. Muscle Explosion (V-Reversal) Zangief will parry his enemy's attack and puff up his chest, placing his hands on his hips. Classic Zangief pose! -------------- Unique Attacks -------------- Knee Hammer This rising MK attack isn't so useful by itself but the lunge forward helps Zangief get in closer which, as we all know, is where the damage truly lies. Knee Hammer -> SPD is quick and far too easy! Flying Body Press Zangief will whiff if performed too early or on shorter foes. I could combo into his Critical Art but not normal 360 moves with this attack. ------------- Special Moves ------------- Double Lariat This powerful move allows Zangief to walk slowly forward or backwards while performing. It's an instant knock down and projectiles will pass through for the duration of the move. Screw Pile Driver This is no less impressive than when it was back in 1992 when I first saw it. The 360 move does massive damage and stun damage. As a non-grappler player, I don't know the downside to the HP version which does 33% more damage than the LP version. The EX SPD does no additional damage but 20% more stun. Borscht Dynamite This is a Lariat into a SPD in the air. As some gamers prepare their 360 motion in air, this can mess up your timing. (Pros don't need my guidance!) This does a little less damage than a standard SPD and even less stun. Your whiff animation leaves you floating in air, but it's not nearly as punishable as a whiffed SPD! The EX version does less damage and stun damage (why?) but not connecting doesn't leave you floating in the air. Siberian Express None will grab at a full-screen's distance, but this ridiculous maneuver dishes out almost as much damage as an SPD. LK is slower than HK and the EX version moves faster (but once again does less damage). ------------ Critical Art ------------ Bolshoi Russian Suplex Its 400 damage is outrageous and it can be comboed into from a Flying Body Press or Knee Hammer. Not as flashy as his old Final Atomic Buster, the look of fear and impending doom on his opponent's face is entirely worth it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=- Section VI Quick Guide =-=-=-=-=-=-=- As the rest of this document is vast and sprawling, here's the exact same information in a quick, simple-to-read format. Redundant but nice for quick reference or for printing purposes. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----=====---- BALROG (CLAW) ----=====---- VS Matador Turn MP + MK (Hold buttons to attack) VT Bloody Kiss - Torero HP + HK VT Bloody Kiss - Azul HP + HK (During forward jump) VT Bloody Kiss - Rojo D + HP + HK VR Backslash F + 3P (When blocking) VR Short Backslash F + 3K (When blocking) T Rainbow Suplex F/N + LP + LK T Crescent Line Back + LP + LK T Stardust Shot LP + LK (In air) Mercury Shard F + MK Buster Claw F + HK (When wearing claw) Matador Flash HP -> HP -> MP + MK (When wearing claw) Matador Blitz MP -> HK -> MP + MK (When not wearing claw) Wall Jump UF (During jump near wall) Switch Claw QCF + P (Removes or puts claw on) EX Aurora Spin Edge QCB + P (when wearing claw) EX Crimson Terror QCF + K EX Flying Barcelona Attack DP or RDP + K -> P EX Izuna Drop DP or RDP + K -> LP + LK (when close) EX Grand Izuna Drop HCB + P (Close)(When not wearing claw) CA Bloody Rain QCB, QCB + P or QCF, QCF + P -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --==-- BIRDIE --==-- VS Break Time MP + MK VS Banana Time B + MP + MK VS Drink Time D + MP + MK VT Enjoy Time HP + HK VR Pepper Pot F + 3P (When blocking) T Bad Skull F/N + LP + LK T Bad Chain Back + LP + LK Bull Drop F + HK Bull Charge F + HP Bull Slider DF + HP Bad Hammer D + HP -> HP EX Bull Head QCF + P EX Bull Horn Hold P or K, Release EX Hanging Chain QCF + K (Hold for Chain Whirl)(P to cancel) EX Killing Head HCB + P (close) EX Bull Revenger HCB + K CA Skip To My Chain QCF, QCF + P -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --=-- CAMMY --=-- VS Axel Spin Knuckle MP + MK VT Delta Drive HP + HK VR Strike Back F + 3K (When blocking) T Gyro Clipper F/N + LP + LK T Delta Through B + LP + LK Knee Bullet F + HK Lift Upper B + MP Lift Combination B + MP -> HK EX Spiral Arrow QCF + K EX Cannon Spike DP + K EX Cannon Strike QCB + K (During forward jump) EX Hooligan Combination HCF + P EX |-Lazer Edge Slicer (press nothing) |-Fatal Leg Twister LP + LK (close to ground) |-Cross Scissors Pressure LP + LK (close in air) |-Cannon Strike Any K CA Cross Stinger Assault QCF, QCF + K -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --===-- CHUN-LI --===-- VS Rankyaku MP + MK VT Renkiko HP + HK VR Sohakkei F + 3P (When blocking) T Koshuto F/N + LP + LK T Tenshin Shushu Back + LP + LK T Ryuseiraku LP + LK (In air) Tsuitotsuken B or F + MP Hakkei B + HP Senenshu DF + MK Tenkukyaku B + HK Yokusenkyaku F + HK Kakurakukyaku DF + HK (Crosses-Up) Yosokyaku D + MK (In air)(Up to 3 times) Wall Jump UF (During jump near wall) EX Hyakuretsukyaku QCF + K (Can be during jump or forward jump) EX Kikouken Charge B, F + P EX Spinning Bird Kick Charge D, U + K CA Hoyokusen QCF, QCF + K -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --===-- DHALSIM --===-- VS Yoga Float MP + MK (Can be done while jumping) VT Yoga Burner HP + HK VR Yoga Mala F + 3P (When blocking) T Yoga Rocket F/N + LP + LK T Yoga Hoop B + LP + LK Drill Kick D + K (During jump) Yoga Anvil B + HP Yoga Upper B + MP Divine Kick B + MK EX Yoga Fire QCF + P EX Yoga Flame HCB + P EX Yoga Gale HCB + P (During vertical or forward jump) Yoga Teleport DP or RDP + 3K or 3P (Can be done in air) CA Yoga Sunburst QCF, QCF + P (Can be done in air) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --====-- F.A.N.G. --====-- VS Nishodoku MP + MK VT Dokunomu HP + HK VR Nikaiho F + 3P (When blocking) T Shimonshu F/N + LP + LK T Kyoshitsugeki Back + LP + LK Senpukuga D + 3P -> K Nirenko DF + HP EX Nishikyu Charge D, U + P EX Sotoja Charge B, F + P EX Ryobenda Charge B, F + K EX Nikankyaku DP + K CA Shishiruirui QCF, QCF + P -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --=-- KARIN --=-- VS Meioken MP + MK (Hold buttons to charge) VT Kanzuki-Ryu Guren No Kata HP + HK |-Guren Ken QCF + P |-Guren Kyoho QCF + P -> K |-Guren Hosho QCF + P -> P |-Guren Senha QCF + P -> U + P |-Guren Chochu QCF + P -> D + P |-Guren Hochu QCF + P -> D + P -> D + P |-Guren Resshu QCF + P -> D + P -> U + K |-Guren Kusabi QCF + P -> D + P -> D + K VR Yashagaeshi F + 3P (When blocking) T Hajotsui F/N + LP + LK T Arakuma Inashi B + LP + LK Tsumujigari F + MK EX Kanzuki-Ryu Hokojutsu Seppo QCF + K EX Tenko QCF + K -> P EX Orochi QCF + K -> D + P EX Mujinkyaku QCB + K EX Ressenha QCB + P Senha Kusabi QCB + P -> D + K Senha Resshu QCB + P -> U + K CA Kanzuki-Ryu Hadorokushiki QCF, QCF + P Hasha No Kata -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=- KEN -=- VS Quick Step MP + MK (Hold for a step kick) VT Heat Rush HP + HK VR Senpu Nataotoshi F + 3K (When blocking) T Knee Bash F/N + LP + LK T Hell Wheel B + LP + LK Thunder Kick F + HK (Hold button) Thunder Kick (feint) F + HK Inazuma Kick B + MK Chin Buster B + MP Chin Buster 2nd B + MP -> HP Lion Breaker MK -> HK EX Hadouken QCF + P EX Shoryuken DP + P EX Tatsumaki Senpukyaku QCB + K (Can be done during forward jump) CA Guren Enjikyaku QCF, QCF + K -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --==-- LAURA --==-- VS Volty Line MP + MK VS Linear Movement - Avante F + MP + MK (Hold buttons to attack) VS Linear Movement - Esquiva B + MP + MK (Hold buttons to attack) VS Linear Movement - Finta B + MP + MK -> MP + MK (Hold buttons to attack) VT Spark Show HP + HK VR Double Slap F + 3P (When blocking) T Seoi Throw F/N + LP + LK T Pullback Hold B + LP + LK Step Elbow F + HP Twist Barrage F + HP -> HP Dual Crash MP -> MK EX Thunder Clap QCB + P (Hold to power up) EX Sunset Wheel HCB + K (Close) EX Bolt Charge QCF + P EX Split River QCF + MP -> P EX Rodeo Break QCF + MP -> K CA Inazuma Spin Hold QCF, QCF + K -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ---===--- M. BISON ---===--- See VEGA below. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -==- NASH -==- VS Bullet Clear MP + MK VT Sonic Move - Hide HP + HK VT Sonic Move - Blitz Air B + HP + HK VT Sonic Move - Steel Air F + HP + HK VR Sonic Move - Avoid F + 3P (When blocking) T Dragon Suplex F/N + LP + LK T Target Down Back + LP + LK T Air Jack LP + LK (In air) Knee Bazooka F + LK Jumping Sobat F + MK Step Kick F + HK Chopping Assault F + MP Spinning Back Knuckle F + HP Side Knee Attack B + MK Rapid Punch LP -> MP Rapid Kick LK -> MK Wind Shear MP -> LK -> HP Down Burst D + MP -> F + MP Raptor Combination MK -> HK -> MK EX Sonic Boom QCF + P (+ P during EX) EX Sonic Scythe QCB + K EX Moonsault Slash QCF + K EX Tragedy Assault DP + P CA Judgement Saber QCB, QCB + P -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --===-- NECALLI --===-- VS Culminated Power MP + MK (Control distance by holding B, F or N) VT Torrent Of Power HP + HK VR The Calling F + 3P (When blocking) T Soul Sealer F/N + LP + LK T Soul Discriminator Back + LP + LK Opening Dagger DF + HP Road Of The Sun D + HK (During forward jump) Sacrificial Altar MK -> HK -> (MP + MK) or (B + MP + MK) EX The Disc's Guidance Charge B, F + P EX Raging Light DP + P EX Mask Of Tlali HCB + P (Close) EX Valiant Rebellion QCF + K CA Ceremony Of Honor QCF, QCF + P CA Soul Offering QCF, QCF + P (During V-Trigger) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --===-- R. MIKA --===-- VS Mic Performance MP + MK (Hold to power up all throws) VT Nadeshiko (Above) HP + HK VT Nadeshiko (Front) B + HP + HK VT Nadeshiko (Behind) F + HP + HK VR Peach Gator F + 3K (When blocking) T Daydream Headlock F/N + LP + LK T Sell Down Back + LP + LK Stomp Chop LK -> MP Dive Bomb D + MP (During forward jump) Lady Mika F + HP Passion Press B or F + MP Passion Rope Throw (F) B or F + MP -> F + MP (Throws character forward) Passion Rope Throw (B) B or F + MP -> B + MP (Throws character back) EX Shooting Peach QCF + P EX Wingless Airplane QCF + K (V-Skill increases power) EX Rainbow Typhoon HCB + P (Close)(V-Skill increases power) EX Brimstone HCB + K (Close)(V-Skill increases power) CA Peach Assault QCB, QCB + P (V-Skill increases power) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --==-- RASHID --==-- VS Front Flip MP + MK VS Airborn Eagle Spike MP + MK -> K VS Rolling Assault D + MP + MK VS Nail Assault D + MP + MK -> K VT Ysaar HP + HK VR Sliding Roll F + 3P (When blocking) T Rising Glider F/N + LP + LK T Rising Sun Back + LP + LK Flap Spin F + MP Beak Assault F + HP Dash Spinning Mixer F + P (During dash)(Press repeatedly to change) Dash Eagle Spike F + K (During dash) Wall Jump UF or DF (During jump near wall) EX Spinning Mixer QCF + P (Press repeatedly for added hits) EX Eagle Spike CQB + K (Can be done during forward jump) EX Whirlwind Shot QCF + K CA Altair QCF, QCF + P -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=- RYU -=- VS Mind's Eye MP + MK VT Denjin Renki HP + HK VR Hashogeki F + 3P (When blocking) T Shoulder Throw F/N + LP + LK T Somersault Throw Back + LP + LK Collarbone Breaker F + MP Solar Plexus Strike F + HP Axe Kick B + HK Jodan Nirengeki HP -> HK Jodan Sanrengeki MP -> HP -> HK EX Hadouken QCF + P (Hold to charge during V-Trigger) EX Shoryuken DP + P EX Tatsumaki Senpukyaku QCB + K (Can be done during forward jump) CA Shinkuu Hadouken QCF, QCF + P CA Denjin Hadouken QCF, QCF + P (During V-trigger) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -----======---- VEGA (Dictator) -----======---- VS Psycho Reflect MP + MK (Hold to absorb 1 projectile & fire back) VT Psycho Power B + MP + MK VR Psycho Burst F + 3P (When blocking) T Psycho Impact F/N + LP + LK T Psycho Fall Back + LP + LK Hell Attack MP -> MP (In air) Psycho Axe DF + HP Shadow Axe MP -> DF + HP EX Psycho Blast Charge B, F + P EX Double Knee Press Charge B, F + K EX Head Press Charge D, U + K |-Somersault Skull Diver P (after Head Press hits) EX |-Devil Reverse P (before Head Press hits) EX Psycho Inferno QCB + P CA Ultimate Psycho Crusher QCF, QCF + P -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --===-- ZANGIEF --===-- VS Iron Muscle MP + MK (Can move forward while holding) VT Cyclone Lariat HP + HK (Hold to perform special lariat) VR Muscle Explosion F + 3K (When blocking) T Atomic Drop F/N + LP + LK T Captured Back + LP + LK Head Butt F + HP Knee Hammer F + MK Flying Body Press D + HP (During forward jump) EX Double Lariat 3P EX Screw Pile Driver 360 + P (close) EX Borscht Dynamite 360 + P (during vertical or forward jump) EX Siberian Express HCB + K CA Bolshoi Russian Suplex 720 + P -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=- VII: Credits =-=-=-=-=-=-=- The in-game movelist as well as the official site were used as the basis of this document. Lots of Training Mode tinkering and the pretty awesome Recording Mode in Training helped too. I *DID* utilize Shoryuken and their article on V-Skills and V-Triggers that was posted by Ian "iantothemax" Walker. I changed bits of info that were incomplete/incorrect (likely based on the Beta, not due to lack of effort!) WOPM2 edited this for Reddit, so I'm crediting both! Shoryuken.com Ian "iantothemax" Walker Reddit.com WOPM2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-= VIII: Legal Stuff =-=-=-=-=-=-=-=-=-= This FAQ is copyright (c) 2016, Trevor Esposito (slateman@godflesh.com) Street Fighter V is copyright (c) 2016, Capcom Street Fighter V is a trademark of Capcom. You may not distribute this for profit. You may not edit or alter the contents herein without the permission of the author. The most current version of this FAQ can always be found at the following address: http://www.slateman.net/faqs/ Hope the FAQ was useful in some form. Good luck and have fun! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-