THE STREET FIGHTERS

 

Akuma

Normal Moves :

F + MP : Overhead punch
F + MK : A sometimes comboable, sometimes an overhead hop kick
Standing FP : Hitting an opponent with this for all Ryu type characters
              enables one to chain a super fireball (Messatsu Hadoken)

Special Moves :

Messatsu : (QCF + punch) [air]   I feel no need to elaborate

Gou Retsuken : (DP + punch)  Akuma's dragon punch, will actually chain with
   many of his move fairly easily. Love the black flames.

Teleport : (DP or RDP (b,d,db) with 3 punches or kicks) [Ground Only]
   Akuma moves swiftly across the screen, during this time he is invincible
   after he is finished, however, he is vulnerable.

   DP + punches   Slides forward across half the screen
   DP + kicks     Slides forward a full screen's distance
   RDP + punches  Slides back half the screen
   RDP + kicks    Slides back full screen

Demon Blade Kick : (QCF + kick) [air only]
   Akuma flies down at a 60 degree angle, hitting multiple times. If all
the hits connect you can, if timed correctly, start a ground combo.
   Probably his best overall move, cancel out of air fireballs with this
and most opponents will not block all six hits if you catch them standing
on the ground.

Gou Tatsumaki Senpyuken : (QCB + kick) [air]
   Akuma twirls his legs in the air surrounded by electricity. Simply one
   of the highest priority moves in the game. It combos well, juggles
   excellently, and beats almost every other special move. The SK version
   does excellent damage, while the RK version has excellent range.
 

Supers :
Shun-goku-satsu  AKA the Raging Demon  { LEVEL 3 } [unblockable attack]
         (jab, jab, f, short, fierce) ~ (jp,jp,f,sk,fp)
  The definitive Akuma move he ripped off from Morrigan Aenslad. Akuma
glides forward, grabs you, and hits you fifteen times. Though it takes
half of the opponent's life, it is still ridiculously easy to avoid unless
you combo it. However, if you play Akuma, you will use it. Learn to combo
it, it is not as hard as it seems.

Messatsu Hadoken : (QCB + 2 punches) {Ground Only}   {1 level)
   Akuma's astoundingly short lasting super fireball. It takes no damage
and never goes above 20 hits. Still, is useful like every other super
fireball.

Tenma Gou Zankyu : (QCF + 2 punches) [air only] {1 level}
   Akuma powers up and then releases 20 air fireballs. Useful against Ryu,
and generally a good super. Occasionally juggles opponents on floor.

Messatsu Gou Shorryuu
     (QCF + 2 punches) [ground only]
  Akuma rushes forward with three dragon punches. Like Ken's it combos off
of the MK, so in tight battles a good move to use. Very low damage.
 

TEAM MOVES:
Team Attack  : Messatsu
Team Counter : Dragon punch
Team Super : A very delayed Messatsu Hadoken
 
 

COMBOS :   All these combos will work for Ryu as well
[1]    ( j. MK, j.FK, c. jab, s. MP, s. FP, 2n1 Messatsu Hadoken)
[2]    (while dashing c. sk, c. FP, j. jab, j. SK, j. MP, j. MK,
        hold up and press j. MK, 2n1 Messatsu, Demon Blade Kick)
     Demon Blade kick does not combo, but most opponents will not expect it
[3]    (j. MP, c. jab, s. jab, 2n1 Raging Demon)
         This is the only combo I've done so far where the opponent could
     not escape the demon. Very useful.

ENDING : Pic 1 : A total black screen
                                VOICE :  Don't boast just yet, Akuma.
         Pic 2 : Dan, in the CYBER ARMOR, surrounded by electricity
                                DAN : Apocalypse transformed me as well!
Animated Pic 3:  Akuma, dragon punching Dan as Dan's armor flies everywhere
                                DAN :  Ouch, that hurt.


Chun  Li
 
NORMAL MOVES:
She can still triple jump in the air (just jump again) and air dash (tap
f, f). The Head Stomp (d + MK)[air only] still combos with the Lightning
Legs and these are the moves you will be using most with her, since the
best strategy is to hop, air dash, and Head Stomp people to death.
     The Neck Breaker (df + FK) [ground only]  has very high priority, and
is a genuinely useful, often forgotten move.
     Standing FK : Chun's impenetrable anti air defense move, combo starter

SPECIAL MOVES:

Vertical Spinning Bird Kick : (DP + kick)
     This used to be a charge move, now it is not. Decent priority, but
since Chun Li never had a Dragon Punch this really ticks me off. Still
has very high recovery.

Mini- Kikosho : (charge back, forward + punch)
     The title says it all. It only hits once but has the hit range of the
Kikosho in Alpha. Primarily she has this move to enable her to have yet
another low risk defensive air move. Comes out very fast and has good
priority.

Kikoken : (HCF + punch) Chun's full screen fireball. Faster than it was in
     SF v. X-Men, with a little less delay when released.

Axe Kick : (HCB + kick) [Overhead - must be blocked standing]
     The same as it was in X-Men v SF but seems faster since the game is
slower overall. Can be comboed off of a low sweep.

Lightning Leg Kicks : [Tap kick rapidly] [air]
     THE ONLY SPECIAL MOVE SHE'S KEPT SINCE THE ORIGINAL STREET FIGHTER 2.
Works very well as an air combo finisher, risky on the ground.

SUPER MOVES:
Thunder n' Lightning Leg Kicks: (QCF + 2 kicks)
   Chun-Li runs across the screen with the Lightning Leg Kicks.
This move now has a delay BEFORE it comes out and the same delay after
it finishes, only this time she is NOT INVINCIBLE once the super is over.
It is also, like many supers, is harder to combo.

Kikosho : (QCF + 2 punches)   A gigantic vacuum of energy
  This move still sucks enemies into it, but now, once it is finished it
will usually push the opponent to the other side of the screen. They also
cut her delay time on this super in half and as always, she is invincible
when it is on since it blocks or repels all supers. Overall, dramatically
improved.

Hazan Tengyo Zyaku / Super Vertical Spinning Bird Kick : (DP + 2 kicks)
  Same as it was before.  Chun spins into the air hitting opponent 8 times.
Massively damaging even to the strongest characters, this move should be
used whenever a clean hit is available.

TEAM MOVES :
Team Counter: Kikoken
Team Attack : Axe Kick
Team Super : Kikosho

COMBOS :
[1]  (air dash  j. SK, j. MK, j. FK, c. SK, c. MP, c. FP, 2n1 Thunder n'
      Lightning Legs)
      Oh yes, this combo does do a lot of damage.
[2]  (j. MP, j. FP, s. jab, s. SK, c. MP, c. MK, c. FK, 2n1 Axe Kick)
[3]  (while sliding c. SK, s. MP, s. FK, j, jab, j. SK, j. MP, j.MK, hold
      down j. MK, 2n1 Lightning  Legs)
[4]  (s. jab, s. MP, s. FP, 2n1 Kikosho)
      You can tack a lot of stuff on before this combo. s. FP is the only
      Kikosho linker.

ENDING :
Pic 1 : Chun Li standing in a hallway saluting an elderly gentleman
in a blue suit, glasses, red tie, and black shoes.
         Chun : I have completed my mission sir.
        Chief : Good. Good. Were there did you encounter any problems.
         Chun : Not with the mission sir...
PIC  2 : On the right side of screen, an extreme closeup of Chun-Li's face.
         Behind her on the right, Ken, Ryu, Zangief, Spider-Man, the Hulk,
and Wolvie are making funny faces and sounds.
         CHUN : But I haven't quite figured out what to do with these guys
                yet.
        Chief : Oh dear!


DAN

Moves:

Gadoken:  QCF + punch    [This is a really pathetic fireball]
        In general, you only want to use this in combos off the Medium or FP
attacks. It is a pretty powerful fireball, but it is very small. Frankly,
it looks like a gigantic sperm surfing through the air. (I am not trying to
be nasty, it really does look like a sperm)

Dan kicks :   QCB + kick    [Hah, Yah, Hee-aahh]
        Dan flies across the screen struggling to do a Hurricane Kick
These are your best friend. The SK version is almost worthless, but medium
and fierce both do high damage. It is a decent 2n1 move plus, this move is
very hard to retaliate against if blocked. Dan with a good move, 'jinky
Scooby'.

Kouryuken :  DP + punch    [DIRECTLY ported from Alpha also]
        Dan's very undraconic, dragon punch. This deserves some explanation.
Normally, a true Dragon Punching character is invincible as he goes up.
Thus if a beam of energy hits him, he will not get hit until he is falling.
In the case of Alpha Dan, no part of him was invincible, thus, he traded
hits with most normal moves. MSH v. SF Dan's Koureppa is different because
now his fist is invincible going up.  A dramatic improvement, for Dan. Plus,
when Dan turns white he is totally invincible, this however, is very random.

Dan's autograph : [Really, you don't want to know this]  (HCF + punch)
        Dan removes a picture and pen from his gi, signs the picture, holds
it up, and then throws it at his opponent. It takes a pixel of energy, but
stops most normal attacks.

Dan's quick autograph : HCF + kick
        Dan holds up a picture from his gi and throws it at the opponent.
Both versions of this move stop normal attacks when he holds the picture in
his hand, but overall, this move really just sets him up for attack.

Taunt: This is an essential part of playing with Dan for the simple reason
that it charges his super meter and of course, it is DAN. Besides, it almost
always makes your opponent want to attack you senselessly. Mess with their
heads until they start doing this and then hit them with his Kouryuu Gadoken.

Press Start [air] Only Dan can do this in the air,
Rolling Taunt : [QCF or QCB + Start]
        Goes under some fireballs.

Remember, no one else can charge a super meter with taunts.

SUPER MOVES:

Super Taunt : QCF + QCF + start   (STILL doesn't hit)  {Level 1}
              [But if you win, you can almost do the whole thing]
The number one crowd pleasing super. The ultimate insult since you are
basically begging your opponent to hit you and if they don't all the
laughter around the machine will embarrass them too much to actually win
(unless of course, they were waiting there with a team super to hit you
with.)

Kouryuu Gadoken: QCF +  any 2 punches  {Level 1}
                 [Even more pathetic because it took a level]
This is hands down the most powerful fireball super in the game. Yes, it
goes nowhere, but if you connect it takes a staggering 50% of a lifebar.
Unfortunately, it only connects off a deep jumping attack.

Kouryuu Reppa  : QCF + any two kicks {level 1}
Dan's two hit Dragon punch. This move has almost no range, but comes out
pretty fast and with PERFECT timing juggles jumping in opponents sort of
Okayishly.

DEPENDING UPON NO ONE BUT MYSELF PUNCH
aka Hissho Murai Ken and it has a new name in MSH v SF:  QCB + 2 kicks
      Dan's super flurry, straight from Alpha but it combos with MK much
better than it used too. The chip damage on this move is pretty good an
unlike Alpha, it has a suction effect so if you touch it, you are hit by
the rest of the combo. Another good reason to play with Dan.

TEAM MOVES :
Team Attack  : Hadoken  (Don't bother)
Team Counter : Kouryuken
Team Super   : It is his super fireball. Do not use this unless you start
               with Dan.
 

Combos : Remember this is DAN, his BEST combos are everybody else's worst.
   Jumping FP,  Kouryuu Hadoken (Takes about half a ground opponents life.)
[1]  (j. MK, c. SK, s. FP   2n1   Kouryuken)
     [2]  (j. FK, s. MK, 2n1 Dan kicks {fierce})
     [3]  (j. FP, c. MK, 2n1 Hissho Murai Ken)
     [4]  (c. FP, j. SK, j. MP, j. MK, j. FK, j. FK)
         DAN can 2n1 the Fierce Kouryuken off of most of his normal attacks
         DAN can finish off air combos with two fierce kicks, but he sucks
         at air combos.

ENDING :
  Pic 1 : Dan eyes bulging, holding Akuma by the throat, fist upraised and
          shaking.
         DAN : I've finally beaten you Akuma. I'll endure no more teasing.
               No longer will I be your punching bag. THIS IS THE END!
        GIRL : Brother, wait !!
  Pic 2 :  Dan turning his head to the left to see his sister (dressed in a
           school uniform like Sakura) crying on the right.
        GIRL : You can't kill him.  He's our... our...
  Pic 3 : "END ?!" in bright letter on a black background.


Dhalsim

NORMAL MOVES:

Air Drill : (D + kick) [air only]
 Dhalsim spins in the air and glides feet first towards the opponent

Air Headbutt : (D + FP)  [air only]
 Dhalsim spins in the air and glides head first towards the opponent.
Excellent priority against normal moves.

By holding back on the joystick, you will usually get Dhalsim's short range
attacks. However, the computer usually selects the appropriate Dhalsim
attack in these games so it is not that critical.

Holding DF + kicks on the ground will do Slim's slide, while holding DB
will keep him doing normal kicks.

SPECIAL MOVES :=20
Yoga Fire : (QCF + punch) [air]
  Dhalsim spits a ball of fire at his opponent. It travels the full distance
of the screen once again and now he can throw more than one at a time when
he super jumps.

Yoga Flame (horizontal): (HCB + punch)
  Dhalsim spits a large tendril of flame in front of him. It goes three
quarters of the screen and depending upon punch used hits 1-3 times.

Yoga Flame (Angled at 45 degrees up) : (HCB + kick)
  Dhalsim spits a said tendril of flame at said angle. This comes out faster
than the horizontal flame and the recovery time is faster. If your opponent
is on the ground, however, you are screwed.
 

Meditation : (QCB + 3 kicks) [air only]  (Do motion again to turn it off)
     Dhalsim harmonizes his chi with the earth and floats above the ground.
During this time SLIM can move freely around the screen and has increased
priority on his attacks. However, WHILE LEVITATING DHALSIM CANNOT BLOCK so
practice turning it off.
 

Yoga Teleport: (DP or RDP (b,d,db) with 3 punches or kicks)
  Dhalsim disappears and teleports to a different location on the screen.
The ground locations are a definite. The air locations are about 65%
accurate. As a rule, you do not want to do a lot of teleports with Slim
since his return location is dependent upon your opponents location and
orientation instead of a definitive area on the screen.

Ground Teleports
DP + punches  Directly in front of opponent
DP + kicks    Behind the opponent
RDP + punches Teleports back half the screen
RDP + kicks   Teleports back full screen

Air Teleports
DP + punches  In front of opponent at the height of a normal jump
DP + kicks    Behind the opponent at the height of a normal jump
RDP + punches Teleports back half the screen higher than where he started
RDP + kicks   Teleports back full screen lower than where he started.
 

Supers :
Yoga Inferno :  (QCF + 2 punches) [AIR]  {1 level}
   Dhalsim spits a gout of flame from his mouth that hits 26 times. You can
aim this with the joystick by pressing up or down. Moving the joystick up
and down rapidly causes him to spew flame in a wavelike manner. This super
is fast, and combos off of his sweep still. Use it to retaliate against
other supers and to keep away airborne opponents. Still has delay though,
but is hard to push.

Yoga Throw : (QCF + 2 kicks)  {1 level}
  Dhalsim levitates into the air the distance of a normal jump. If opponent
touches him they are grabbed, cartwheeled into the air, and slammed on the
ground. This takes about one third of an energy bar but it trades hits with
too many moves to use more than once a match unless you manage to 2n1 it off
of Dhalsim's Air Launcher, which sets it up perfectly.

TEAM MOVES:
Team Counter : Yoga Flame {3 hit}
Team Attack  : Yoga Flame {1 hit}
Team Super   : Yoga Inferno

COMBOS : Dhalsim is not a character you pick for combos. All his combos
         are basically 2n1's. Not many people use this, but Slim's Air
         Drill (D + short kick) combos with his MK, RK, special/super. As
         far as air combos, three punches or kicks in a row combo, but the
         timing is so awkward it is better to concentrate on ground combos/
         2n1's.

[1]  Against airborne opponents (b + s. MP, 2n1 Yoga Throw)
[2]  ( d + j. SK, j. MK, j. FK,  s. MP, 2n1 Yoga Inferno)
[3]  (j. MP, j. FP, s. FP, 2n1 Yoga Flame)
 

ENDING:
Has one of the funniest endings in the game.  He eats dinner with
Shuma Gorath and they have a hilarious conversation.

PIC : Shuma is at a wooden table sitting like a huge pink blob holding a
      knife and fork. Dhalsim is sitting across from him, smiling
      congenially while his wife (who looks like the little girl from
      Street Fighter 2 Victory) serves them both.

Dhalsim : What do you think about reincarnation?
Shuma   : Shuma-Gorath is coming. Shuma-Gorath is coming. Shuma-Gorath is
          coming.
Dhalsim : Really, would you like some more tea?
Shuma   : I will devour your planet. Shuma.
Dhalsim : Oh, do you think the weather is going to change?


KEN

NORMAL MOVES :

f + MK : Overhead Kick
s. FP  : Combos with the new super as well as the Shinkyuu Hadoken.

SPECIAL MOVES :

Hadoken: (QCF + punch)  [air]
Ken fires a large ball of ki that goes HALF the distance of the screen. It
comes out quickly but still has the same delay and though it is larger, the
dissipation factor simply makes the Ken players cry.

Shoryuken : (DP + punch) [air]
THE definitive Dragon Punch. Now all Ken's DP's are flaming. The delay on
this dragon is very low. It links well with itself and consumes considerable
life while in the air it can easily interrupt an opponent's air combo. In
other words, it must be Ken's. BTW, other dragon punches simply cannot FUCK
with this move anymore, even if they do their dragon after his, he will
still hit them and do high damage..

Tatsumaki Senpyu Kyaku [air only]             (QCB + kick)
The original Hurricane kick in the air. Same arc and everything. Now combos
with the ground hurricane.

Tatsumaki Senpyu Kyaku EX [ground only]  (QCB + kick)
Ken's hurricane kick from Street Fighter EX. It arcs up at a 45 degree angle
for 2-4 kicks then ends with an axe kick to the ground. In EX, you had to do
the motion every time you wanted an extra kick, which was good since you
could stop it from going too high in the air. In MSH, however, you cannot
stop it and it is the ultimate screw up move. Redeeming Qualities: Combos
with air hurricane. Works like Guy's in terms of priority and suction range.
 

SUPER MOVES:

Shippu Jinrai Kyaku : (QCB+ 2 kicks)    {1 level}
   Ken's new Super from SF III. He rushes towards you with four kicks and
then takes you up in the air for a 10 hit vacuum hurricane kick. Looks a lot
better than in SF3 since now his legs are on fire during the move.

Shinryuken : (QCF + 2 kicks)    {1 level}
   The vertical column of flaming death. Still combos off his launcher.
Still takes mad life. The important thing to remember is not to get jump
happy against Ken.

Shorryu Reppa : (QCF + punch)   {1 level}
   Three rushing dragon punches. Still combos off MK and all around his most
useful super move. Great team super starter.

TEAM MOVES:
Team Counter:  Dragon Punch
Team Attack :  Shoryuken
Team Super  :  Shorryu Reppa. Shinkyuu Hadoken with Ryu only.

COMBOS :  Sorry, I have never been a big Ken fan.
[1] ( j. MK, j. FK, c. jab, s. MP, s. MK, 2n1 Shorryuu Reppa)
[2] (while dashing c. sk, c. FP, j. jab, j. SK, j. MP, j. MK, 2n1 a SPECIAL)
[3] air to air : (j. SK, j. MK, j. FK, 2n1 air Hurricane, 2n1 ground
    Hurricane Kick)

ENDING : It's not the exact dialogue, but be it cheddar or gouda, it's all
         cheese.
 Pic 1 : Ken, snoozing under the big tree during his training days. He is
         being tapped on the knee by Ryu.
            RYU : Ken, wake up! The master is looking for you.
            KEN : Huh.. Oh .. What Ryu! You wouldn't believe this dream I
                  had about us. We were in another world and there was this
                  guy who could shoot beams from his eyes. And you could...
 Pic 2 : Ken and Ryu running towards the dojo
            RYU : Forget the silly dream, we're going to be late for dinner.
            KEN : Oh no, let's go!


KEN

NORMAL MOVES :

f + MK : Overhead Kick
s. FP  : Combos with the new super as well as the Shinkyuu Hadoken.

SPECIAL MOVES :

Hadoken: (QCF + punch)  [air]
Ken fires a large ball of ki that goes HALF the distance of the screen. It
comes out quickly but still has the same delay and though it is larger, the
dissipation factor simply makes the Ken players cry.

Shoryuken : (DP + punch) [air]
THE definitive Dragon Punch. Now all Ken's DP's are flaming. The delay on
this dragon is very low. It links well with itself and consumes considerable
life while in the air it can easily interrupt an opponent's air combo. In
other words, it must be Ken's. BTW, other dragon punches simply cannot FUCK
with this move anymore, even if they do their dragon after his, he will
still hit them and do high damage..

Tatsumaki Senpyu Kyaku [air only]             (QCB + kick)
The original Hurricane kick in the air. Same arc and everything. Now combos
with the ground hurricane.

Tatsumaki Senpyu Kyaku EX [ground only]  (QCB + kick)
Ken's hurricane kick from Street Fighter EX. It arcs up at a 45 degree angle
for 2-4 kicks then ends with an axe kick to the ground. In EX, you had to do
the motion every time you wanted an extra kick, which was good since you
could stop it from going too high in the air. In MSH, however, you cannot
stop it and it is the ultimate screw up move. Redeeming Qualities: Combos
with air hurricane. Works like Guy's in terms of priority and suction range.
 

SUPER MOVES:

Shippu Jinrai Kyaku : (QCB+ 2 kicks)    {1 level}
   Ken's new Super from SF III. He rushes towards you with four kicks and
then takes you up in the air for a 10 hit vacuum hurricane kick. Looks a lot
better than in SF3 since now his legs are on fire during the move.

Shinryuken : (QCF + 2 kicks)    {1 level}
   The vertical column of flaming death. Still combos off his launcher.
Still takes mad life. The important thing to remember is not to get jump
happy against Ken.

Shorryu Reppa : (QCF + punch)   {1 level}
   Three rushing dragon punches. Still combos off MK and all around his most
useful super move. Great team super starter.

TEAM MOVES:
Team Counter:  Dragon Punch
Team Attack :  Shoryuken
Team Super  :  Shorryu Reppa. Shinkyuu Hadoken with Ryu only.

COMBOS :  Sorry, I have never been a big Ken fan.
[1] ( j. MK, j. FK, c. jab, s. MP, s. MK, 2n1 Shorryuu Reppa)
[2] (while dashing c. sk, c. FP, j. jab, j. SK, j. MP, j. MK, 2n1 a SPECIAL)
[3] air to air : (j. SK, j. MK, j. FK, 2n1 air Hurricane, 2n1 ground
    Hurricane Kick)

ENDING : It's not the exact dialogue, but be it cheddar or gouda, it's all
         cheese.
 Pic 1 : Ken, snoozing under the big tree during his training days. He is
         being tapped on the knee by Ryu.
            RYU : Ken, wake up! The master is looking for you.
            KEN : Huh.. Oh .. What Ryu! You wouldn't believe this dream I
                  had about us. We were in another world and there was this
                  guy who could shoot beams from his eyes. And you could...
 Pic 2 : Ken and Ryu running towards the dojo
            RYU : Forget the silly dream, we're going to be late for dinner.
            KEN : Oh no, let's go!


RYU

NORMAL MOVES:

F+ MP - Overhead punch
F+ MK - Hop kick - A very fast move which occasionally is a overhead and
                   combos very well with the Shin Shoryuken

SPECIAL MOVES:

Hadoken:   ( QCF + punch )  [air]
The motion every fighting game has ripped off
     Ryu throws THE fireball as naturally as everybody else does a jab
punch. Quick and to the point, it defines his style. Delay time can be
cancelled by...

Shoryuken: (DP+ punch)
The other motion every fighting game has ripped off
     This move now pushes enemies far away, so even if they block it is
hard to retaliate against.

Tatsumaki Senpyu-Kyaku : (QCB + kick) [air]
     The hurricane kick is now easier to finish the SK version with a
dragon punch

SUPER MOVES :

Shin Shoryuken : (DP + 2 punches) The most popular super in THREE! makes
it's second appearance in MSH v. SF. It combos off of most normal moves and
now the air variation (the seven hit rising dragon) takes off almost as much
damage as the ground version (Which thankfully does not take half your
life.) Combos well off the Ducking FP launcher as well.

Vacuum Shinkuu Hadoken : (QCF + 2 punches) [air] {Press buttons rapidly}
This move is now extremely hard to hit.

The whole area around Ryu's head and feet will usually suck you into the
fireball if you try and hit it. It trades hits with the Maximum Spider,
Gamma Wave, and beats the Mega Optic Blast (if you are close.) It also
combos off the low sweep before you land as well as any single hit of an
air combo so even a novice Ryu player can hit you with it. This is very
hard to escape from and now it is only Team Countered by Dragon punches.

Shinkyuu Tatsumaki Senpyu-Kyaku AKA  Vacuum Hurricane : (QCB + 2 kicks)
The mysterious vacuum hurricane.

Trying to push it away is a risky proposition (usually you are hit) and
countering it is very useless.  If it is pushed off, Ryu is very vulnerable
to counter attacks but again, when Dirty Harry asked "Are you feeling lucky,
punk?" and the punk moved, what happened? The only dashing in type move that
will hit this cleanly is the Weapon X. Aim Maximum Spiders at his head,
don't try a Final Justice, Sakura Beat Down - no --, Double Final Atomic
Buster - hope you can live through the 30 hit combo Ryu will put on both
your teammates. In other words, use a beam.

TEAM MOVES:
Team Counter : Shoryuken
Team Attack  : Hadoken
Team Super   : Vacuum Shinkyuu Hadoken
 

Combos : This is the area where Ryu shines and will easily treat opponents
         like they were prostitutes. "Say what?"
[1]  while sliding in (c. SK, c. FP, j. jab, j. SK, j. MP, j. MK, up +
     j. MK 2n1 Shinkyuu Hadoken)
[2]  (j. MK, j. FK, s. jab, s. SK, s. FP 2n1 Shinkyuu Hadoken)
[3]  (f + MK, c. jab, c. SK, c. MK, c. FK, 2n1 Shinkyuu Hadoken)
[4]  (f + MK, 2n1 Shin Shoryuken)
[5]  (j. FP, s. MP, c. FK, 2n1 Vacuum Hurricane)

Ending :
      Pic 1 : A large close up shot of Ryu=92s face, drawn in the style of
SF3 and I believe it may have been a rejected screenshot from that game. He
looks like he is 35 - 40 yrs old.
      Pic 2 : The standard shot of Ryu's back, bag slung over shoulder, as
he searches for more competition. Is there any need to explain a Ryu ending?
He has beaten everybody and now goes onward to find another challenge.


SAKURA

Moves :

Hadoken: (QCB + punch) [air]
     Sakura's fireball. The jab version of these fireballs travels the
length of her arm while the fierce goes the length of the screen. Arguably
her best move, since they are bigger than Ken's NEW fireball and she can
throw them repeatedly like him as well. The FP version in the air is very
good against ground based opponents since it travels the full screen's
length.
       On ground : throws a fireball diagonally up into the air
          In air : throws a fireball diagonally down

Dragon Charge (Shoryuken)    :  (QCF + punch) [air]
     Sakura charges at you wrapped in a field of energy that destroys all
ENERGY projectiles (no eyeballs, no webs, no optic blasts.) If she connects
she hits you 6 times with a dragon punch, and unlike Alpha, she does miss a
hit now. The FP has a startup delay, and therefore will not combo often,
however the MP version not only combos but has better recovery time than the
other two. The Jab version 2n1's with everything and works the best in air
combos.

Senpyuu Kyaku : Hurry-Cane Kick : (QCB + kick) [air]
Same weird kick from Alpha but now the FK version goes very high and across
screen at the arc of a regular jumping Hurricane Kick. It also has very good
priority in the air and serves well to finish your combos in lieu of a
Dragon.

Supers:

Haru-Ichiban: (QCB + 2 kicks)
     Sakura goes straight up into the air with a hurricane kick. After
helicoptering her way to the top she proceeds to pummel the opponent with a
3 hit punch combo followed by a palm thrust that sends the unworthy foe
hurtling to the ground.

Midare Zakura : The Sakura Beat Down : (QCF + 2 punches)
     Sakura slowly runs at the target. If she connects she will hit him/her
15 times, takes their lunch money, and finishes the move off with a dragon
punch. Nice!

Shinkyuu Hadoken : The Sakura super fireball : (QCB + 2 punches)
Sakura throws 10 big long range fireballs into the air and across the
screen. This is an excellent super to place in a combo even though it takes
very low damage for a super, it is a wonderful Team Super starter.
 

TEAM MOVES:
Team Counter : Dragon Charge (Very useful, it actually works and is fast)
Team Attack  :  Senpyuu Kyaku (FK version)
Team Super   : Midare Hadoken (use with Omega Red or Blackheart)
 

COMBOS: Sakura has the full six button "Hunter" chain on the ground and in
        the air, meaning that if you push (jp,sk,mp,mk,fp,rk) in this order
        they will connect even if you skip a button or three. The problem is
        that she is the shortest Capcom character in height and thus her
        range is limited and her air launcher has very little range, so when
        you are close you must immediately commit to either an air or ground
        combo.

        "BE MORE SPECIFIC." --ok

[1] j. MK, j. RK, s. jab, c. SK, c.  MK, s. FK, 2n1  Dragon Charge (MP only)
    You must be very deep to hit this,
[2] while sliding c. FP, j. jab, j. SK, j. MP, j. MK, 2n1 Dragon Charge
    (jab or MP)
[3] The Midare Zakura chains only off the standing FP
[4] The Shinkyuu Hadoken chains off of all attacks.

        Basically, range is everything in her combos.
 

ENDING :
Pic : A young boy looking through some photo in a kitchen. On the table
      is an old shoebox and pair of sneakers. Behind him, a woman is doing
      the dishes in a well furnished kitchen.
    BOY : Man, you had a lot of stuff.  Hey mom, who's that girl in this
          picture?
  Woman : Oh, just a picture of your mother in her younger days.
Pic : Sakura, arm upraised with the wind blowing her skirt and top, yelling.
      She is standing on a mound of heroes which includes Cap, Ryu, Ken,
      Dan, the Hulk, Cyclops, and others.


M. Bison

Normal Moves : All of Bison's punches have PSCHYO POWER

MOVES :

Teleportation : (DP + any button)  [air]
     Vega disappears with a crackle of black energy, then SIX images of him
appear on the screen. Three are in the air while the other 3 are on the
ground. The images then disappear leaving the true Bison somewhere on the
screen. THIS MOVE IS A MUST. The delay time is low and as a confusion tactic
there is none that are better.
  JP : Vega reappears in the air, upper left corner
  MP : Vega reappears in the air, middle of the screen
  FP : Vega reappears in the air, upper right corner
  SK : Bison reappears on the ground on the left side of the screen
  MK : Bison reappears on the ground in the middle of the screen
  RK : Bison reappears on the ground on the right side of the screen

Psycho Shot : (QCF + punch)
   They left in this crazed variant of Bison's fireball. It has delay time
before its release but very little after. Useful to an extent, but you are
losing every fireball war you enter.

JP = Bison throws the Shot at up into the air, then halfway across the
     screen it arcs parabolicly towards the floor. Good against jumping
     opponents
MP = A normal, straight across the screen, Shot
FP = Bison throws the Shot at down at the floor, then halfway across the
     screen it arcs up and goes off the top of the screen. The circumstances
     for connecting with this are few, but its still there.
 

Levitation : (QCB + 3 kicks) [air only]  (Do motion again to turn it off)
     Vega defies gravity and floats.  During this time Vega can move freely
around the screen and has increased priority on his attacks. However, WHILE
LEVITATING VEGA CANNOT BLOCK so practice turning it off.
 

Psycho Explosion : (QCB + punch)
   Vega charges up a large ball of psycho energy that travels across the
screen a certain distance and then explodes. If the opponent is caught in
the explosion, they can be hit with a combo or super. Vega's delay during
this move is horrible. Punch strength determines where ball explodes.
 

Scissors Kick : (HCF + kick) [air]  {2 hits}
    Bison glides at opponent, kicking them in the head and feet.
His signature move, the delay time is variable depending on the angle you
hit the person at.
 

Psycho Palm :  (charge d, up + punch.  Press punch [optional])  [air]
   VEGA jumps into the air, during this time he is extremely maneuverable
and can crossup opponents without confusing himself. If you push punch he
will dive at opponent with both hands. Excellent priority and good damage.
 

Head Stomp : (charge d, up + kick.  Press punch [optional])  [air]
     Bison jumps into the air, lands on the opponents head, jumps off the
opponent into the air, and (if you pushed punch) dives at opponent with both
hands. Incredibly high priority and damage factor.

Controlling the head stomp :
   When initiating this move, the kick used to start it is very important.
The computer does control the position where Bison will land, but will only
make him hit the opponent if you tell it where the opponent is.

   RK : Meant to hit jumping opponents or if super jumping anybody whose
        position is above Vega's. If the target is on the ground it will
        almost always miss them unless they are cornered
   MK : Hits anybody dashing away from you on ground. If the target is
        stationary will go length of screen at a high arc
   SK : Meant to hit anybody within a half screen's distance. If the target
        is stationary will go length of screen at low arc. This is the best
        kick to use in the air if the opponent is anywhere directly below
        you since it goes straight down.

After the initial stomp, you bounce in the air. Holding up and any direction
makes you float longer while down and a direction makes you fall faster. If
you choose to punch, the later you press punch, the less delay you will have
on the ground. If you do not punch, you still have delay time on the ground,
but can move further away in the air. I recommend a good mix between the two
and utilizing the Psycho Palm to further confuse your opponents.
 

SUPERS :
Psycho Crusher : (QCF + 2 punches) [air] {1 level}
                 [press all buttons rapidly for more hits]
Bison charges at opponent with Psycho energy. You know this move, it has not
changed much be it a super or normal move.
 

Scissors-Kick Nightmare : (QCF + 2 kicks)
    Vega teleports into the air, and then proceeds to kick you 18 times with
the heel of his boots. This move is still very hard to push off.
    One major change is that unlike X-Men v SF, when he teleports you cannot
hit him out of the move. He is simply not there and you will be hit by the
entirety of this super, enjoy.

TEAM MOVES:
Team Counter : Scissors Kick
Team Attack  : Psycho Shot
Team Super   : Scissors-Kick Nightmare
 

COMBOS :
  [1]  (j. MK, j. FK, s. FK, 2n1 Scissors Kick)
  [2]  (c. MK, s. FP, j. jab, j. MP, j. MK, 2n1 Psycho crusher, j. FP)
       The FP connects about half of the time, besides that, a great combo.
  [3]  (j. MK, j. FK, s. SK, s. MK. S. FK 2n1 Psycho Crusher)
 

Ending : Picture of a robotic soldier that looks like Charlie. Behind him
         Vega is laughing maniacly. The story tells us how upon defeating
         Cyber Akuma, Bison uses his technology in order to create an army
         of super soldiers who take over the Earth.


Zangief

Normal Moves : Many do not know this, but when he dashes at an opponent he
               will automatically grab them with the original suplex move
               from SF2. It is easy to see his dash coming, however.

Chestnuts AKA Siberian Splash: D + FP [air only]  A very high priority move.
           Essential for his air to ground to air back to ground combos.

Moves :
Air Grief : (DP + kick)
    Beef flies into the air. If the opponent is airborne they are grabbed
This is one of Grief's best moves. He can block before the top of his jump
even though he will be moving forward or he can do a normal or a special
move as he is floating down. A great forward advance move that should be
utilized.
 

The Green Hand : (DP + punch)
    Zangief swings around with a hand full of energy.  This will neutralize
some fireballs, but for the most part is just a quick forward advance move.
Can combo with the Spinning Piledriver if opponent is close.
 

Spinning Lariat : ( Push all three punches  AKA  JP + MP + FP ) [air]
  A very quirky form of air defense, since his arms are the only invincible
part of the move. Still does not go through fireballs.

Short Spinning Lariat : ( Push all three kicks  AKA  SK + MK + RK ) [air]
  Not as vulnerable to sweeps as the regular Lariat, you can use this as a
forward advancing move and usually block before being tripped. In general
it comes out faster and last less time than the regular version. Better in
air combos.

Spinning Piledriver : 270 + punch [air]  [unblockable grab]
        The grand terrorist of throw's twister of trauma is not quite as
devastating as it was in X-Men v. SF. The move does not miss as much now,
but takes off less damage than it did before, however only a VERY little
bit. In the air, this move has always been tricky, since its suction range
is down and in front of him. Thus in air combos it is NOT the move of choice
however it does still grab those people who like to super jump everywhere,
so do not abandon it totally.

Siberian Suplex : HCF + kick (Super Armor) [unblockable grab]
   Far : Zangief takes his opponent up into the air and slams them on the
         ground
  Near : Beef suplexes opponent to the ground, before he takes his opponent
         up into the air and slams them on the ground

The super armor on this move is just not what it used to be. However,
overall it works the same way and still combos off the SK well for double
slam.
 

Supers :
Final Atomic Crusher : 270 + 2 punches [unblockable grab]  [super armor]
     The ultimate answer to people who like to switch out a lot. Though
not as damaging as it was in X-Men v. SF

Double Final Atomic Buster : THE BEST TEAM SUPER IN THE GAME (super armor)
     You must be playing as Zangief. Do the motion for the team super when
you are in grab range (QCF + FP+RK). You and your partner both walk towards
the opponent, grab them, and then do a double spinning piledriver off the
screen. IT TAKES 50% of a life bar EVERY TIME. More if you are teamed up
with a power character.
 

TEAM MOVES:
Team Attack  : Spinning Lariat
Team Counter : Siberian Slam
Team Super   : See above
 

COMBOS:
  [1] (j. FK, s. MK, 2n1 Siberian Slam, as they get up {corner} spinning
      piledriver)
  [2] (j. Mk, s. jab, 2n1 Green Hand, 2n1 Spinning Piledriver)

  [3] Beef's Super Combo
      (It's the same as in X-Men v SF, but I must mention it)

Chestnuts (d + FP)in air, followed by crouching MP (launcher) JP,MP,MK,
2n1 Spinning Lariat (kicks). Land on ground and do a standing RK, to knock
opponent back into the air. Then walk or jump forward - As they are landing
do whatever special grab or super throw you like.
 

ENDING:
Pic : Zangief sitting at a table with a bowl in front of him. He is smiling
      while holding up a spoon and fork. Around the table is a Big Russian
      bear, a baby bear, a mama bear, Zangief's mother, a Russian monk, some
      little human kids (one is blond with golden locks of hair) and
      assorted food is on the table.

     "We are so happy that you are home brother."
     "Yes, they have not been feeding you right."
     "Will you play with us tonight brother?"
     "Yes I will, children."

And other corny phrases abound throughout the ending.
 


Credits
Charles Washington: For most of the stuff here