----------Street Fighter 3: Second Impact----------

	---Key:
WP = tap weak punch / jab punch
MP = tap medium punch / strong punch
HP = tap hard punch / fierce punch
WK = tap weak kick / short kick
MK = tap medium kick / forward kick
HK = tap hard kick / roundhouse kick
P = tap any punch
2P = tap any two punches at the same time
3P = tap all three punches at the same time
K = tap any kick
2K = tap any two kicks at the same time
3K = tap all three kicks at the same time
F = move or tap joystick in the direction toward your opponent
B = move or tap joystick in the direction away from your opponent
U = move or tap joystick up
D = move or tap joystick down
D/F = move or tap joystick in the direction diagonally between D and F
D/B = move or tap joystick in the direction diagonally between D and B
U/F = move or tap joystick in the direction diagonally between U and F
U/B = move or tap joystick in the direction diagonally between U and B
QCF = (quarter circle forward) rotate joystick from D to F in one smooth, continuous motion
QCB = (quarter circle back) rotate joystick from D to B in one smooth, continuous motion
HCF = (half circle forward) rotate joystick from B to D to F in one smooth, continuous motion
HCB = (half circle back) rotate joystick from F to D to B in one smooth, continuous motion
DP = (Dragon Punch motion) rotate joystick from F to D to D/F
RDP = (reverse Dragon Punch motion) rotate joystick from B to D to D/B
B-F = hold joystick B then quickly tap F
D-U = hold joystick D then quickly tap U
* = moves with this symbol can be performed in the air and on the ground unless labeled as (air only)
! = moves with this symbol can be performed as an EX special move
stuns opponent = opponent will be unable to block for about 2 seconds if the move hits
must be very close (or) when close = get as close to your opponent as possible, stand right next to them in order to grab them

	---Basic Moves:
Block = hold B when being attacked high or D/B when being attacked low
Forward Dash / Run = F, F
Backward Dash / Back-Flip = B, B
High Jump = D, U (quickly)
Long Forward Jump = D/B, U/F (quickly)
Long Backward Jump = D/F, U/B (quickly)
*Throw = F+ MP, HP, MK, or HK when close (not all characters have four throws) (some characters can throw their opponents while they are both close to each other in air) (UNBLOCKABLE)
*Tech Hit (Throw Escape) = F+ MP or HP while being thrown
!Overhead Strike = D, D+ P or K (cannot be blocked while crouching) (D, D+ 2P or 2K will give you an EX Overhead)
Defensive Roll = D, D just before hitting the ground after falling from being hit (this will cause your character to roll away from your opponent about half a screen length before standing)
Parry = F at the moment a high attack hits, D at the moment a low attack hits
*Air Parry = F at the moment an attack hits to land far from opponent, D at the moment an attack hits to land near opponent (you may Parry attacks from a jumping opponent and attacks from a standing opponent while you are jumping)
Taunt = HP+HK

	---Game Options:
After selecting your character you will be given a choice of three different "Super Arts."  The art you select will be the only one of the three available to you until you lose or a human opponent challenges you.  When you are challenged you will be able to select a new Super Art and if you win the two-player match you will continue the game with the new art you selected.

	---Other Things You Need to Know:
At the bottom of the screen there is a meter that increases when you are hit, perform certain attacks, block an incoming attack, or Parry an incoming attack.  This is the Super Meter.  It holds a different number of levels of Super energy depending upon which of your character's Super Arts you select.  One level of Super energy is used up when you perform a Super Art.
The maximum number of Super levels that you can hold at one time while using each Super Art is listed in the moves section below.  Super Arts that allow you to hold many levels of Super energy do less damage than a Super Art that allows you to hold only one level of Super energy.  Also, the more levels of Super energy that you can hold the shorter your Super Meter will be, allowing you to fill each level of energy quickly.

When you have at least 1/3 of a level of Super energy stored in your meter you may perform an EX (Extra) special move.  To perform the EX version of an attack you must perform the attack with 2P or 2K instead of the usual P or K required.  You can perform an EX Overhead Strike just like an EX special move.
The EX version of an attack is faster, causes more damage, and does more hits than it usually does.  Also, performing an EX special move will cause your character to be followed by a trail of shadows like when performing a Super.  EX Overheads cause no shadows.
Performing an EX attack will use some of your stored Super energy causing your Super Meter to shrink by about 1/3.
All characters except Akuma and Shin Akuma can perform EX special moves.
Note that not all special moves have an EX form and the ones that can be used as EX attacks have a "!" in front of their names in the moves section below.

It is possible to interrupt special moves with a Super Art.  This technique called "Super Canceling" allows you to perform a special move then immediately stop the attack and perform a Super while your opponent is still being hit by the special move.  To do this you must input the Super command immediately after inputting the special move command.
Note that if you use the Super Cancel technique your Super Art will do much less damage than it normally would.
It is easiest to do this if your character has a special move with a QCF command.  For example, if you select Ryu and then select "Shinkuu Hadouken" as your art you may throw a regular Hadouken with the Shinkuu Hadouken right behind it.  To do this very easily just input QCF+P, QCF+P.  The first QCF+P will throw a Hadouken and the second QCF+P will actually be the second half of the Super command (QCF, QCF+P).  Ken can throw a Hadouken at point blank range and immediately perform a Shoryu Reppa that will start to hit the opponent at the same time as the Hadouken.
Some characters can even Super Cancel a Super into another Super.  Sean can throw a Hadou Burst and cancel into another one.  Both will hit the opponent at roughly the same time and create a combo.
Another use for this technique is to avoid being hit by a jumping opponent that has just avoided a fireball.  Ryu throws a Hadouken but his opponent jumps and can attack him while Ryu is still in his attack animation.  To avoid being attacked, Ryu could Super Cancel his Hadouken into a Shin Shoryuken and hit the opponent jumping at him.

Below your life bar there is a small meter that looks like a growing red line.  This is called the stun meter.  When you are hit the red line will get longer then start to shrink.  If the red line fills the meter then your character will be stunned.  Constant attacking is the only way to get the stun meter to fill up as it shrinks rather quickly.  Blocking an attack does not causes your stun meter to grow.  Larger and stronger characters have a longer stun meter therefore requiring more attacks to stun them.  Akuma has a much shorter stun meter than any other character requiring fewer attacks to stun him.

When you successfully Parry an attack, your character will flash and you will be able to immediately attack your opponent while they are still in their attack animation.  Also, if you Parry an attack you will gain more Super energy than if you blocked the attack or got hit by the attack.  Parried hits do not charge the attacker's Super Meter.
Note: some attacks cannot be Parried (cannot Parry).

Throws are UNBLOCKABLE.  They can still be Tech Hit so that you take less damage and don't fall helplessly to the ground.
Note: throws that are character specific special moves are blockable unless otherwise labeled, but no special move throw can be Tech Hit.

Throws that have your character grab the opponent and repeatedly hit them can cause more damage, more hits, and be sped up by shaking the joystick rapidly and tapping all the buttons rapidly.

Press HP+HK during a fight to taunt your opponent.  Each character does a different taunting action and they each have unique effects.  Some taunts actually cause damage to your opponent and others have even more special effects as listed in the moves section below.  All taunts increase your Super Meter and taunts that can hit and cause damage can be Parried.

Most special moves and Supers will cause your opponent to take a little bit of damage if they block.

If you finish your opponent with a Super then you'll see a big, colorful explosion in the background.

If a match ends in draw (each player has won one round and in the third round time ends with both characters having the same amount of energy), then "Judgment" occurs.  Three judges will walk on screen and select a fighter and whichever fighter is selected by the most judges will win the match.  You can win a judge's vote by making several clean hits, performing combos of several hits, and performing Parries.  A fighter that causes mostly block damage will not get voted for much.

At some point in the game you will get a chance to play the bonus game "Let's Parry!!!"  In this bonus game Sean will throws basketballs at you and you will have to Parry them.  You can Parry the balls on the ground or in the air.  Some will be thrown high and you will have to Air Parry them.  You get points every time you successfully Parry a ball.
Note that you also have full use of your regular attacks and Super Art in this stage so you can hit the balls after you Parry them.  If you hit a ball without Parrying it first you will get no points.

The boss of the game is a large man named Gill.  Half of his body is red (representing fire) and the other half blue (representing ice).  He has the ability to throw fireballs and ice balls.  His ice ball will stun you and all of his projectiles hit twice.  He has two Super Arts, one called "Resurrection."  As soon as his life bar is empty and he has a full Super Meter, he will activate Resurrection, which will cause him to float into the air and regain all of his lost life bar in about 3 seconds.  This move counts as a reversal, can be used in any round, and pushes your character away from Gill as he regains life making it difficult to stop him.  However, he is vulnerable and you can stop him from regaining too much life by attacking him if you can get close enough.  The other Super Art is called "Meteor Strike."  This Super has a shorter Super Meter than Resurrection and can hold 2 levels where Resurrection can only hold one.  Gill will often Super Cancel his projectiles into this Super that does a large amount of damage and covers a large portion of the screen.

Each character has a final boss preprogrammed.  Depending upon which character you select you may have Gill as your final boss or you may face him in the match just before fighting against your final boss, which could be any of the playable characters.

When two projectiles meet they cancel each other.  The button used to throw a projectile doesn't matter when projectiles hit each other; a projectile thrown with QCF+WP will cancel a projectile thrown with QCF+HP.  Super Arts that create projectiles will also cancel special move projectiles and continue to travel across the screen.  Some other special moves and Super Arts will cancel projectiles.

You can nomrally select your character in six different colors depending on which button you use to select your character on the select screen.  Pressing HP+WK to select your character will give you a secret seventh color.

As with all Capcom 6-button fighting games, the strength of the button used to attack or to initiate a special move will determine the amount of damage the attack will do, the speed of the attack, the amount of recovery time from performing the attack, and the distance the attack travels.  The stronger the button the more damage the attack will do and so on.  A Jab punch does little damage, is very quick, recovers instantly, and has little range, whereas a Fierce punch does much more damage, is very slow, takes a long while to recover, and has a long range.  The same is true for a fireball thrown with a QCF+WP or QCF+HP.

	---Move Section Formation:
	---Character Name---
Special Move Name (More Descriptive Name) - move command (special notes)
-_Super Arts_-
I. First Super Name (More Descriptive Name) - move command (special notes) (# levels of Super energy that can be held)
II. Second Super Name (More Descriptive Name) - move command (special notes) (# levels of Super energy that can be held)
III. Third Super Name (More Descriptive Name) - move command (special notes) (# levels of Super energy that can be held)
-_Special_-
Any special abilities that the character has.



	---Ryu---
Overhead Punch - F+MP
Fake Hadouken - QCF+Start (starts to throw Hadouken but stops before projectile is produced and recovers immediately)
!Hadouken (Fireball) - QCF+P
!Shoryuken (Rising Uppercut) - DP+P
*!Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
!Joudan Sokutou Geri (Thrust Kick) - HCF+K
-_Super Arts_-
I. Shinkuu Hadouken (Super Fireball) - QCF, QCF+P (2 levels)
II. Shin Shoryuken (Vertical Super Shoryuken) - QCF, QCF+P (1 level)
III. Denjin Hadouken (Electric Fireball) - QCF, QCF+P (hold P to delay attack, cause more damage, and increase fireball's speed) (stuns opponent if charged to maximum power) (UNBLOCKABLE) (2 levels)
-_Special_-
None.


	---Alex---
Head-Butt - B+HP (cannot Parry)
Chop - F+MP
*Flying Cross Chop (Dive Chop) - D+HP (air only)
!Flash Chop (Quick Chop) - QCF+P (turns opponent around leaving them unable to block for a moment)
Sleeper Hold - B+HP after hitting with Flash Chop
Back Drop - HCB+P after hitting with Flash Chop
!Air Stampede (Head Stomp) - D-U+K
!Air Knee-Smash (Jumping Knee and Slam) - DP+K
Power Bomb - HCB+P (must be very close) (UNBLOCKABLE)
!Slashing Elbow (Rushing Elbow) - B-F+K
-_Super Arts_-
I. Hyper Bomb (Super Power Bomb Combo) - rotate joystick 360 degrees toward opponent+P (must be very close) (UNBLOCKABLE) (1 level)
II. Boomerang Raid (Multi-Punch and Power Bomb) - QCF, QCF+P (UNBLOCKABLE Power Bomb at end) (2 levels)
III. Stun Gun Head-Butt (Hop and Multiple Head-Butts) - QCF, QCF+P (UNBLOCKABLE) (stuns opponent) (1 level)
-_Special_-
Has long stun meter.
Taunting causes him to power up.  The longer you hold HP+HK the more he will increase in power.  After taunting for 10 seconds he will be at maximum power and his attacks will cause much more damage.  The power up lasts for only a few moments.


	---Yun---
*Raigeki Shu (Head Stomps) - D/F+K (air only)
Senpukyaku (Spin Kick) - F+MK
!Ze Sho Hohou (Hop Punch) - QCF+P
!Senkyu Tai (Forward Roll and Rising Kick) - QCF+K
Kobo Kushi (Palm Smack) - QCB+P
Fake Kobo Kushi - QCB+3P (starts to attack but stops before actually attacking and recovers immediately)
Zenpou Tenshin (Flip Over Opponent) - HCB+K
!Tetsu Zankou (Shoulder Ram) - DP+P
-_Super Arts_-
I. You Hou (Super Combo) - QCF, QCF+P (1 level)
II. Sourai Rengeki (Hop Punch and Auto Combo) - QCF, QCF+P (3 levels)
III. Genei Jin (Shadow Duplicates) - QCF, QCF+P (has several shadows following that will hit opponent) (1 level)
-_Special_-
Twirls cap around finger while taunting.  The longer you hold HP+HK the longer he will twirl his cap.


	---Necro---
*Drill Kick - D+K (air only)
		WK=dives almost straight downward		MK=dives at 45 degree angle		HK=dives almost straight forward
Uppercut - D/B+HP
Electric Blast (Electric Body) - DP+P (P rapidly for more hits)
!Rising Cobra (Rising Kick) - QCB+K
!Tornado Hook (Spinning Punches) - HCF+P
Snake Fang (Ankle Grab and Throw) - HCF+K (cannot Parry)
!Flying Viper (Hopping Punch) - QCB+P
-_Super Arts_-
I. Magnetic Storm (Super Electric Body) - QCF, QCF+P (P rapidly for more hits) (2 levels)
II. Slam Dance (Multi Power Slam) - QCF, QCF+P (1 level)
III. Electric Snake (Ground Spark) - QCF, QCF+P (2 levels)
-_Special_-
Sticks out tongue for taunt.  Tongue can hit opponent and cause damage.


	---Ibuki---
Rush Elbow - F+MP
Koubekudaki (Spin Kick) - F+MK
Bonsho Geri (Split Kick) - F+HK
*!Kunai (Knife Toss) - QCF+P (air only)
		WP=travels almost straight down		MP=travels at 45 degree angle		HP=travels almost straight forward
!Kazekiri (Rising Kick) - DP+K
!Hien (Hopping Face Kick) - RDP+K
!Tsumuji (Quick Spin Kicks) - QCB+K (K during second hit for extra third hit, D+K during second hit for extra sweep kick)
Raida (Stomach Bomb) - HCB+P (cannot Parry)
!Kubiori (Roll and Neck Breaker) - HCF+K
-_Super Arts_-
I. *Kasumi Suzaku (Multi Knife Toss) - QCF, QCF+P (air only) (2 levels)
II. Yoroi Doushi (Giant Energy Ball) - QCF, QCF+P (becomes UNBLOCKABLE and more damaging Super Raida if done when close) (1 level)
III. Hashin Sho (Rushing Combo) - QCF, QCF+P (2 levels)
-_Special_-
Can air throw.
Quickly tapping HP twice from a standing position results in a two punch combo.
Hops forward for taunt.  Can hit opponent and cause damage.


	---Hugo---
*Splash (Belly Flop) - D+HP (air only)
!Giant Pummel Bomb (Clap) - QCB+P
Moonsault Press (Flying Body Slam) - rotate joystick 360 degrees toward opponent+P (must be very close) (UNBLOCKABLE)
Air Toss (Throw Against Wall) - HCB+K (must be very close) (opponent bounces back and is vulnerable in air)
Shotdown Backbreaker (Upward Grab) - DP+K (only catches opponents in air)
!Monster Lariat (Running Clothesline) - QCF+K
-_Super Arts_-
I. Gigas Breaker (Super Moonsault Press Combo) - rotate joystick 360 degrees toward opponent twice+P (must be very close) (UNBLOCKABLE) (1 level)
II. Megaton Press (Super Shotdown Backbreaker) - QCF, QCF+K (only catches opponents in air) (2 levels)
III. Hammer Mountain (Running Punch Combo) - QCF, QCF+P (2 levels)
-_Special_-
Has long stun meter.


	---Sean---
Rushing Head-Butt - F+HP
Ground Roll - QCB+P
!Sean Tackle (Tackle and Pound) - HCF+P (hold P to attack)
!Dragon Smash (Jumping Uppercut and Smack Down) - DP+P
!Tornado (Flying Spin Kick) - QCB+K
!Ryu Bi Kyaku (Falling Kick) - QCF+K
-_Super Arts_-
I. Hadou Burst (Super Fireball) - QCF, QCF+P (3 levels)
II. Shoryu Cannon (Charging Double Dragon Smash) - QCF, QCF+P (P rapidly for more hits) (3 levels)
III. Hyper Tornado (Fast Tackle and Combo) - QCF, QCF+P (2 levels)
-_Special_-
Throws a free throw with basketball for taunt.  Ball can hit opponent and cause damage.


	---Urien---
Flailing Punch - F+MP
Rushing Front Kick - F+MK
!Chariot Tackle (Shoulder Rush) - B-F+P
!Violent Knee Drop (Leaping Knee Drop) - D-U+K
!Dangerous Head-Butt (Leaping Head-Butt) - D-U+P
!Metallic Sphere (Projectile) - QCF+P
-_Super Arts_-
I. Tyrant Slaughter (Super Chariot Tackle) - QCF, QCF+P (2 levels)
II. Temporal Thunder (Super Projectile) - QCF, QCF+P (2 levels)
III. Aegis Reflector (Shield) - QCF, QCF+P (can have two reflectors activated at the same time) (2 levels)
-_Special_-
Pounds ground with fist for taunt.  Fist can knock opponent down and cause damage.


	---Elena---
Slide Kick - D/F+HK
Handstand Kick - F+MP
!Mallet Smash (Flip Kick) - HCB+P
!Rhino Horn (Rush Kick) - HCF+K
!Scratch Wheel (Rising Kick) - DP+K
!Spin Scythe (Spin Kick) - QCB+K (perform move three times rapidly for Triple Spin Kick)
-_Super Arts_-
I. Spinning Beat (Charging Triple Scratch Wheel) - QCF, QCF+K (2 levels)
II. Brave Dance (Rushing Auto Kick Combo) - QCF, QCF+K (1 level)
III. Healing (Regain Life) - QCF, QCF+P (regains 1/4 of life bar) (perform Scratch Wheel to cancel) (1 level)
-_Special_-
All attacks are kicks.
Does handstand for taunt.  Legs can knock opponent down and cause damage.


	---Oro---
Handstand Kick - F+MP
Niouriki (Multi-Slam) - HCB+P (cannot Parry)
*!Jinchuu Watari (Head Stomps) - QCF+K
!Nichirinsho (Energy Ball) - B-F+P
		WP=travels straight forward		MP=travels at slight angle upward		HP=travels diagonally upward
!Oniyanma (Vertical Spinning Uppercut) - D-U+P
-_Super Arts_-
I. Kishinriki (Power Slams) - QCF, QCF+P (P when close to activate Power Slams, can activate Power Slams in air) (must connect within 10 seconds) (1 level)
II. Yagyou Dama (Slow Giant Energy Ball) - QCF, QCF+P (3 levels)
		WP=straight forward		MP=arcs slightly upward		HP=arcs greatly upward
III. Tengu Stone (Summon Junk) - QCF, QCF+P (junk lunges forward every time character attacks causing more damage) (1 level)
-_Special_-
Can air throw.
Has long stun meter.
Dash is short teleport capable of avoiding projectiles.
Taunting causes his stun meter to shrink greatly.


	---Yang---
*Raigeki Shu (Head Stomps) - D/F+K (air only)
Senpukyaku (Spin Kick) - F+MK
!Tou Rou Zan (Rush Punch) - QCF+P (perform move three times rapidly for Triple Rush Punch)
!Senkyu Tai (Forward Roll and Rising Kick) - QCF+K
Byakko Soushouda (Hop Punch) - QCB+P
Zenpou Tenshin (Flip Over Opponent) - HCB+K
-_Super Arts_-
I. Raishin Mahhaken (Rushing Combo) - QCF, QCF+P (2 levels)
II. Tenshin Senkyu Tai (Super Senkyu Tai) - QCF, QCF+K (2 levels)
III. Seiei Enbu (Shadow Duplicates) - QCF, QCF+P (has several shadows following that will hit opponent) (1 level)
-_Special_-
None.


	---Dudley---
Lever Blow (Swinging Punch) - F+MK
Dart Shot (Chop Punch) F+HK
Quick Jab - F+WP
Step Straight - F+HP
!Cross Counter (Fake Stun) - HCB+P (will appear stunned and strike back if hit by an attack)
!Machine Gun Blow (Running Multi-Punch) - HCF+P
Ducking Slide - HCF+K (K during slide=uppercut, P during slide=straight punch)
!Jet Upper (Rising Uppercut) - DP+P
!Thunder Bolt (Hard Punch) - QCB+K
-_Super Arts_-
I. Rocket Uppercut (Charging Triple Jet Upper) - QCF, QCF+P (2 levels)
II. Rolling Thunder (Rushing Punch Combo) - QCF, QCF+P (P rapidly for more hits) (will pass through projectiles) (1 level)
III. Corkscrew Blow (Super Straight Punch) - QCF, QCF+P (3 levels)
-_Special_-
Has long stun meter.
All attacks are punches.
Throws rose for taunt.  Rose can hit opponent and cause damage.


	---Ken---
Overhead Axe Kick - F+MK
Snap Axe Kick - B+MK (hold MK for second hit)
Fake Ground Roll - QCF+Start (starts to roll along ground but stops before moving forward and recovers immediately)
!Hadouken (Fireball) - QCF+P
!Shoryuken (Rising Uppercut) - DP+P
*!Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
-_Super Arts_-
I. Shoryu Reppa (Charging Triple Shoryuken) - QCF, QCF+P (1 level)
II. Shinryuken (Vertical Spinning Shoryuken) - QCF, QCF+K (K rapidly for more hits) (1 level)
III. Shippu Jinrai Kyaku (Super Auto Kick Combo) - QCF, QCF+K (2 levels)
-_Special_-
Sticks out arm and gives thumbs down for taunt.  Fist can hit opponent two times as a combo and cause damage.


	---Akuma (Gouki) (hidden character)---
Overhead Chop - F+MP
*Diving Demon Kick (60 Degree Dive Kick) - D+MK (air only)
*Gou Hadouken (Fireball) - QCF+P (travels at 45 degree angle from air)
Shakunetsu Hadouken (Flaming Fireball) - HCB+P
Gou Shoryuken (Rising Uppercut) - DP+P
*Gou Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
Teleport Dash - DP or RDP + 3P or 3K
		DP=forward teleport		RDP=backwards teleport		3P=short teleport		3K=far teleport
Zenpou Tenshin (Roll) - HCF+K
-_Super Arts_-
I. *Messatsu Gou Hadou (Super Fireball) - QCF, QCF+P (travels at 45 degree angle from air) (2 levels)
II. Messatsu Gou Shoryu (Charging Triple Gou Shoryuken) - QCF, QCF+P (2 levels)
III. *Messatsu Gou Rasen (Vertical Super Hurricane Kick) - QCF, QCF+K (2 levels)
IV. Shun Goku Satsu (Raging Demon Combo) - WP, WP, F, WK, HP (must have MAX Super Meter, both levels filled) (UNBLOCKABLE)
-_Special_-
Has very short stun meter.
Cannot perform EX special moves, but can do an EX Overhead.
No matter which of the three Super Arts you select you will have the use of the Shun Goku Satsu.



	---Tricks and Codes:

	---Fight Your Rival:
To fight against your rival, you must get at least 5 Super finishes before the last match.  You may finish any round with a Super to get a Super finish not just the last round of a match.  Be careful that your Super doesn't finish your opponent with block damage or you will get a "Cheese" finish instead.
A Super finish is noted by the capital letter "S" underneath your life bar while a "Cheese" finish is noted by what looks like the capital letter "C" cut from a piece of Swiss cheese.
When you accomplish the tasks needed to face your rival, you will see the message, "Your rival has found you," and you will prepare for a match against your character's rival.

	---Select Hugo's Final Boss:
Hugo has four possible characters programmed to be his final boss whereas all other characters have only one final boss preprogrammed into the game.  To select which character you want to be your final opponent when playing as Hugo, hold the following when you select your Super Art at the beginning of the game:
B+P = Necro as final boss,
F+P = Gill as final boss,
B+K = Elena as final boss,
F+K = Ryu as final boss.
If you select your Super Art by just pressing a button and not while also holding the direction then the CPU will randomly select one of the four characters to be your final boss.
Note that the B and F commands indicate the direction away (B) and toward (F) your opponent from the starting positions.  If you are using the player 1 side B means "left" while on the player 2 side B means "right."

	---Fight Akuma:
To fight against Akuma, get to your final boss without losing a single round and win at least three rounds with a Perfect.  You will face him instead of your preprogrammed final boss.

	---Fight Shin Akuma:
To fight against Shin Akuma, you must fight against the regular Akuma, defeat him without losing a single round, and get at least one Super finish against Akuma.  Also, you cannot have more than three "Cheese" finishes in your game.  After you have accomplished the needed tasks and your score from the Akuma battle has tallied up, you will see Akuma's defeated body glow then revive and prepare for battle.
Shin Akuma has the same moves as Akuma except they are faster, more damaging, and may times cause more hits.  He can throw two projectiles in one jump and his Shun Goku Satsu does very much more damage and is much faster.  He uses the same Super Art that Akuma used in his match against you except it, like his other attacks, is faster and more powerful.

	---Play as Akuma:
To use Akuma you must do the following on the character select screen:
move your cursor to Ryu then tap: D, D, U;
move your cursor to Ken then tap: U, U, D;
move your cursor to Ryu then tap: U;
move your cursor to Ken then tap: D;
move your cursor to Sean then tap: D, D, U, D, U, U, U.
Akuma's selection box will appear above Sean's.

	---Always Show Akuma on Selection Screen:
To activate this code you must have access to the game's configuration systems.  You have to open the machine's front panel with the arcade attendant's key in order to access these systems.
In order to have Akuma's selection box always on the screen you must do the following:
go into "Test Menu,"
go into "Configuration,"
go into "Game Settings,"
go to "Timer" and tap Start three times,
go to "Event" and tap MK two times,
go to "Screen Mode" and tap HK three times,
go to "Bonus Game" and tap Start one time,
go to "Damage" and tap WK four times.
Be sure to use the 1st player buttons for the above code.
If you do this correctly you will hear Akuma's "Hmmph!" sound and his selection box will now appear on the character select screen.  You will be able to select him without having to enter the "Play as Akuma" code above.

	---Beat Up the Loser:
If you KO your opponent with a WP or WK they will start to fall to their knees and you will have the opportunity to hit them with one basic attack.
It is possible to hit them with a Super if you KO your opponent with a special move and Super Cancel it.

	---View Credits:
Beat the game without continuing and you will see the game's credits after your character's "End Game" cinema.

	---High Score Crowns and Symbols:
After you beat the game and enter you initials you will see the "High Score" screen.  Next to your score on the High Score screen there will either be a small number or symbol.  If you lost a match to Gill and had to continue in order to beat him then there will be a small number next to your score showing the number of times you continued.  If you beat Gill without continuing but you lost a round to him then you will have a silver crown next to your score.  If you beat Gill without losing a single round to him then you will have a gold crown next to your score.  If you beat Akuma then you will have a red Japanese symbol "ten" (meaning "heaven") next to your score.  If you beat Shin Akuma then you will have a yellow Japanese symbol "metsu" (meaning "destruction") next to your score.

	---Sean's Basketball Attack:
Before a match begins with Sean he will take a jump shot with a basketball.  You have the ability to control the ball's motion with your joystick.  If you manage to hit your opponent's head with the ball, they will go into their stun/dizzy stance for a moment.  It has no effect on game play, it just looks funny.

	---Select Bonus Game Difficulty:
To increase or decrease the difficulty of the bonus game you must hold down the following buttons when you see "Let's Parry!!!!" on the screen:
hold WK for level 1,
hold MK for level 2,
hold HK for level 3,
hold WK+MK+HK for level 4,
hold D+WP+MK+HP for level 5.
If you don't use this trick then the CPU will give you a random difficulty.  The difference between the levels is the number of balls that Sean throws and the speed at which he throws them.

    Source: geocities.com/timessquare/9532/guides

               ( geocities.com/timessquare/9532)                   ( geocities.com/timessquare)