----------X-Men vs. Street Fighter----------

	---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
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
UQCF = (upward quarter circle forward) rotate joystick from U to F in one smooth, continuous motion
RQCF = (reverse quarter circle back) rotate joystick from F to D in one smooth, continuous motion
RQCB = (reverse quarter circle back) rotate joystick from B to D 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)
stuns opponent = opponent will be unable to block for about 2 seconds if the move hits
will hit fallen opponent = the move will strike an opponent who has just been knocked down if your character is close enough and if the move is done fast enough
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 (only hold B to block in air)
Push Block = 3P while blocking (will push attacking opponent away from character)
Forward Dash / Run = F, F
Backward Dash / Back-Flip = B, B
*Air Dash = F, F in air (only some characters)
*Dash = 3P+ F or B (same as above dashes but with different command)
Super Jump = D, U (quickly) or 3K
*Throw = F+ MP, HP, MK, or HK when close (some characters don't have MK or MP 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
Defensive Roll = QCB+P while falling after being hit (this will cause your character to roll toward your opponent about half a screen length before standing, this will prevent you from being hit by any moves that can hit a fallen opponent)
Taunt = Start (Select on Playstation)
Character Switch = HP+HK (teammate will jump in and kick opponent in the face then taunt and prepare for battle while your other character jumps out and regains some life)
Team Counter = RQCB+HP+HK (immediately after blocking an attack) (level 1) (switches teammates)
Team Super = QCF+HP+HK (will cause both of your characters to perform a certain Super at the same time) (level 2) (switches teammates)

	---Game Options:
After selecting your characters you will be given the choice of "Auto" or "Normal" mode.
Auto mode = characters take more block damage than usual
	computer will automatically have your character block correctly for entire match
	can only charge 1 level of Super energy
You will also be given a choice between "Turbo" and "Normal" speed.  Turbo is a good deal quicker than normal mode.  In a two player game, the challenger will be given the option to choose speed for the match unless both players start a new game together in which case player 1 will select the speed.

	---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, or block an incoming attack.  This is the Super Meter.  It can hold three levels of Super energy.  One level of Super energy is used up when you perform a Super Move or perform a Team Counter.  Team Supers use two levels of Super energy.

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.  If you are caught by one of these throws then you may shake the joystick rapidly and tap all the buttons rapidly to escape the throw sooner and take less damage.

If your character becomes stunned (stands on screen while you have no control over them) from taking too many hits or from getting hit with a move that instantly stuns (stuns opponent) then you may shake the joystick rapidly and tap all the buttons rapidly to recover from the stun quickly.

Press Start during a fight to taunt your opponent.  Some taunts actually cause damage to your opponent but nothing else.  When playing the Saturn Japanese import version remember that taunts are done with a specific "Chohatsu" (Taunt) button and not the Start button.  You can set the Taunt button to be either the L or R button.  On the Playstation version, taunting is done by pressing Select.

When switching characters in the middle of a fight, remember that their life will slowly recharge only to the end of the red area of their life bar.  Life bars are normally yellow but some attacks cause part of the bar to turn red while others cause part of the bar to disappear completely.

When performing a Team Counter or a Team Super, you will not switch characters if the teammate coming into the battle is hit while attacking.  Instead of switching characters like normal, the incoming character will simply jump back out.

Every character has a move called a "launcher."  These moves will send an opponent straight into the air unable to block if they connect.  After launching an opponent, tap U to jump up with them and perform an "air combo" by hitting the buttons in a certain sequence.  Experiment with each character to see in what order you can tap the buttons to cause the most damage.  You can also use some special moves and Supers as part of an "air combo."

You cannot perform an attack that requires a teammate if your teammate has been defeated in the current fight.

Most special moves and Supers will cause your opponent to take a little bit of damage if they block.  Some characters have normal attacks that will cause block damage as well.

Rotating the joystick rapidly and tapping all the buttons rapidly while performing some multi-hitting special moves and Supers will cause the move to do more damage and more hits.

If you finish the second team member of your opponent's team with a Super then you'll see a big explosion in the background.

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.  Supers that create projectiles or beams of energy will also cancel special move projectiles and continue to travel across the screen.  Some other special moves and Supers will cancel projectiles.

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)
-_Supers_-
Super Name (More Descriptive Name) - move command (special notes)
-_Team Up_-
Team Counter - move performed by team member when performing counter attack
Team Super - Super performed by character when performing Team Supers
-_Special_-
Any special abilities that the character has.



	---Magneto---
*Magnetic Disrupter (Energy Beam) - QCF+P (will cancel projectiles and still hit opponent)
*Hyper Grav (Seek and Return Projectile) - QCB+K (stuns opponent)
*Magnetic Blast (Downward Energy Wave) - UQCF+P (air only)
*Flight - HCB+3K (can't block while flying, but more maneuverable) (repeat or get hit to land) (hold direction and tap 3P for air dash)
Force Field - QCF+K (absorbs one close physical attack and hits opponent)
-_Supers_-
Magnetic Shockwave (Multi Energy Columns) - HCF+3P
*Magnetic Tempest  (Multi Energy Projectile) - HCF+3K
-_Team Up_-
Team Counter - Magnetic Disrupter
Team Super - Magnetic Shockwave
-_Special_-
F+HP throw on ground stuns opponent.
D+MP on ground release short-range ground energy ball.


	---Juggernaut---
Earthquake (Ground Fire Wave) - QCB+P (will hit fallen opponent)
Juggernaut Punch (Rush Punch) - QCF+P (will hit fallen opponent)
*Juggernaut Splash (Belly Flop) - QCF+K
Hammer Pound (Power Slam) - QCB+K (must be very close)
Citorak Power Up - DP+3P (hits will cause more damage for 5 seconds)
Object Toss - D, D+3P, P or K to throw (while standing over throwable object in foreground)
-_Supers_-
Headcrush (Charging Head-Butt) - HCF+3P (will cancel projectiles and still hit opponent)
-_Team Up_-
Team Counter - Juggernaut Punch
Team Super - Headcrush
-_Special_-
Has super armor.  Takes very little damage and can interrupt some combos.  Takes two or more hits for an opponent to interrupt his attacks.  WP's and WK's will damage but not move him or set him up for combos.
All normal attacks as well as specials and Supers do block damage.


	---Dhalsim---
*Yoga Fire (Fireball) - QCF+P
Yoga Flame (Long-Range Flame Spit) - HCB+P
Yoga Up (Upward Yoga Flame) - HCB+K
*Yoga Teleport - DP or RDP + 3P or 3K
		DP=forward teleport		RDP=backwards teleport		3P=short teleport		3K=far teleport
*Yoga Dive Kick - D+K (air only)
		WK=dives almost straight downward		MK=dives at 45 degree angle		HK=dives almost straight forward
*Yoga Mummy (Diving Head-Butt) - D+HP (air only)
-_Supers_-
Yoga Inferno (Super Yoga Flame) - HCF+3P (control direction of flame with joystick) (will hit fallen opponent if aimed correctly)
Yoga Slam (Jumping Leg Slam) - HCF+3K (will only hit opponent directly above in air) (UNBLOCKABLE) (can be Tech Hit)
-_Team Up_-
Team Counter - Yoga Flame
Team Super - Yoga Inferno (up and down wave, computer controlled)
-_Special_-
Falls very slowly.


	---M. Bison (Vega)---
Psycho Shot (Energy Ball) - QCF+P
		WP=downward arc		MP=straight forward		HP=upward arc
Psycho Bomb (Exploding Energy Ball) - QCB+P
		WP=explode in front of opponent		MP=explode on opponent		HP=explode behind opponent
*Scissor Kick - QCF+K (second hit will hit fallen opponent)
*Head Stomp - D-U+K (HP after hit for extra punch)
*Demon Fist (Jumping Power Fist) - D-U+P (guide flight with joystick, tap P to attack)
*Teleport - DP or RDP + P or K
		WP=appears left of screen in air		MP=appears middle of screen in air		HP=appears right of screen in air
		WK=appears left of screen on ground		MK=appears middle of screen on ground		HK=appears right of screen on ground
*Flight - HCB+3K  (can't block while flying) (repeat or get hit to land) (hold direction and tap 3P for air dash)
-_Supers_-
Knee Press Nightmare (Super Scissor Kicks) - HCF+3K
*Psycho Crusher (Flaming Body Lunge) - HCF+3P (will cancel projectiles and still hit opponent)
-_Team Up_-
Team Counter - Scissor Kick
Team Super - Knee Press Nightmare
-_Special_-
None.

                                   
	---Sabretooth---
Berserker Claw (Rushing Claw Slash) - QCF+P
Claw Throw (Leaping Throw) - QCB+P
Birdie Cannon (Call Birdie) - QCB+K
-_Supers_-
Berserker Claw X (Repeating Berserker Claw) - HCF+3P
Anti X (Claw Throw and Auto Combo) - DP+3P
Birdie Blaster (Super Birdie Cannon) - HCB+3K
-_Team Up_-
Team Counter - Berserker Claw
Team Super - Berserker Claw X (one slash only)
-_Special_-
None.


	---Storm---
*Typhoon (Horizontal Typhoon Projectile) - QCF+P
*Typhoon Tornado (Lifting Vertical Typhoon) - QCB+P
*Lightning Strike (Flying Fist) - MP+WK+direction to aim (continue to guide flight with joystick for three seconds or until after hitting opponent four times)
*Fight - HCB+3K (can't block while flying, but more maneuverable) (repeat or get hit to land) (hold direction and tap 3P for air dash)
-_Supers_-
Hail Storm (Slow-Starting Screen-Filled Hail Storm) - HCB+3P
*Lightning Storm (Full Screen Lightning Blast) - HCF+3P (will hit fallen opponent)
-_Team Up_-
Team Counter - Lightning Strike (computer controlled single hit)
Team Super - Lightning Storm
-_Special_-
Can air dash.
Hold U while falling for very slow "Feather Fall."
Any direction+HP in air will launch an energy projectile in chosen direction.


	---Chun-Li---
*Head Stomp Kick - D+MK (air only) (will hit fallen opponent if done close enough to ground) (can perform multiple times in single jump)
Flipping Neck Breaker - D/F+HK
*Lightning Legs - K rapidly (will hit fallen opponent)
Rising Bird Kick (Rising Spin Kick) - D-U+K
Kikouken (Fireball) - HCF+P
Axe Kick - HCB+K (will hit fallen opponent)
-_Supers_-
Kikou-Sho (Power Bubble) - HCF+3P (will cancel projectiles) (will hit fallen opponent)
Senretsu Kyaku (Charging Lightning Legs) - HCF+3K
Hazan Tenshou Kyaku (Super Rising Bird Kick) - HCB+3K
-_Team Up_-
Team Counter - Kikouken
Team Super - Kikou-Sho
-_Special_-
Can jump, then hop up by tapping U while still in the air from the first jump, then hop up by tapping U again for a triple jump.
Can air dash.
Can jump off walls by hitting the opposite direction on the joystick while jumping onto a wall.
All jumps including super jumps are higher than other characters.


	---Zangief---
*Elbow Drop - F+MP (D+MP in air) (will hit fallen opponent)
*Siberian Splash (Belly Flop) - D+HP (air only)
*Double Knee Drop - D+ WK or MK (air only)
*Spinning Clothesline - 3P (F or B to move while performing) (will pass through projectiles)
*Spinning Lariat (Quick Spinning Clothesline) - 3K (F or B to move while performing) (will pass through projectiles)
Banishing Flat (Green Hand) - DP+P (will cancel projectiles)
Flying Grab - QCB+K (only catches opponents in air) (UNBLOCKABLE)
*Spinning Piledriver - rotate joystick 360 degrees toward opponent+P (must be very close) (UNBLOCKABLE)
Running Bear Grab - QCF+K (UNBLOCKABLE)
-_Supers_-
Final Atomic Buster (Super Spinning Piledriver Combo) - rotate joystick 360 degrees toward opponent+3P (UNBLOCKABLE)
-_Team Up_-
Team Counter - Running Bear Grab
Team Super - Super Spinning Clothesline
-_Special_-
Forward dash ends in a grab.  Press any button when at the end of a dash to attempt to grab and slam a close opponent.
Cannot dash backward.


	---Gambit---
*Kinetic Card (Energy Card Projectile) - QCF+P (stuns opponent) (travels at 45 degree angle from air)
Trick Card (Diagonal Upward Kinetic Card) - QCB+P (stuns opponent)
Cajun Slash (Sliding Staff Attack) - DP+P
		WP=quick long slash		MP=three quick short slashes (will hit fallen opponent)		HP=three quick long slashes (will hit fallen opponent)
Cajun Strike (Wall Leap Attack) - D-U+ P or K (P=staff attack, K=kick) (will bounce off of closest wall and attack, by aiming leap with joystick will bounce off of one wall then the other, guide fall with joystick) (tap same button again to attack)
-_Supers_-
Royal Flush (Multi Card Projectiles) - HCF+3P (will hit fallen opponent) (opponent can be hit by upward thrown staff for extra damage)
-_Team Up_-
Team Counter - Kinetic Card
Team Super - Royal Flush
-_Special_-
F+HP throw on ground will stun opponent long enough to use attack that will hit a fallen opponent.
Very long range due to staff.


	---Rouge---
*Punch Rush (Rushing Punch Combo) - QCF+P
Upward Punch Rush (Diagonal Upward Rushing Punch Combo) - DP+P
Power Dive (Fly and Dive Punch) - DP+K
*Dive Kick - D+MK (air only)
*Power Drain Kiss - QCB+K (UNBLOCKABLE)
Use Stolen Power - QCF+K (after Power Drain Kiss)
-_Stolen Powers_-
Magneto - Hyper Grav
Juggernaut - Earthquake
Dhalsim - Yoga Flame
Bison - Psycho Shot
Sabretooth - Berserker Claw Rush (like Wolverine's Berserker Barrage)
Storm - Typhoon
Chun-Li - Kikouken
Zangief - Spinning Piledriver
Gambit - Kinetic Card
Rouge - none
Cammy - Cannon Drill
Charlie - Sonic Boom
Wolverine - Berserker Barrage
Cyclops - Optic Blast (MP version)
Ryu - Hadouken
Ken - Shoryuken
Akuma - *Gou Hadouken (air version only) and Shun Goku Satsu (WP, WP, F, WK, HP) (still requires level 1 Super Energy) (UNBLOCKABLE)
-_Supers_-
Rouge Rush (Rushing Auto Combo) - HCF+3P (ends with Power Drain Kiss)
-_Team Up_-
Team Counter - Punch Rush
Team Super - Super Punch Rush
-_Special_-
Can air dash.
Loses stolen power when tagged out.


	---Cammy---
Double Back Fist (Lunging Backhand) - QCF+P
*Cannon Drill (Leg-First Body Missile) - QCF+K (will hit fallen opponent)
Cannon Spike (Upward Kick) - DP+K
Somersault Slide (Flipping Leg Trip) - QCB+K (will hit fallen opponent)
Somersault Frankensteiner (Flipping Leg Slam) - QCB+K, F+K when close to opponent
"Come On!" Counter - QCB+P (flashes and will hit opponent with Cannon Spike if hit with a close physical attack)
*Cannon Dive (Power Dive Kick) - QCB+K (air only)
-_Supers_-
Slingshot Buster (Super Cannon Drill and Cannon Spike) - HCF+3K
*Lock-On (Flying Auto Combo) - HCB+3K (opponent must be at least half-screen away to connect)
-_Team Up_-
Team Counter - Cannon Drill
Team Super - Cannon Destroyer
-_Special_-
None.


	---Charlie (Nash)---
Backfist - F+HP
Hopping Spin Kick - F or B +MK
Step Kick - F or B +HK
Sonic Boom (Slow Energy Projectile) - B-F+P
Somersault (Back-Flip Kick and Projectile) - D-U+K (will hit fallen opponent)
*Crescent Kick (Downward Heel Kick) - UQCF+K (air only)
-_Supers_-
Somersault Justice (Advancing Multi Somersaults) - HCB+3K (will hit fallen opponent)
Cross-Fire Blitz (Charging Auto Combo) - HCF+3K
Super Sonic Blade (Multi Sonic Boom Cloud) - HCF+3P
-_Team Up_-
Team Counter - Somersault
Team Super - Somersault Justice
-_Special_-
None.


	---Wolverine---
Trip Slide - D/F+HP
*Dive Kick - D+HK (air only)
Berserker Barrage (Charging Multi Slashes) - QCF+P (P rapidly for more hits) (will hit fallen opponent)
Tornado Claw (Spinning Claw Uppercut) - DP+P (P rapidly for more hits)
*Drill Claw (Lunging Claw Stab) - MP+WK+direction to aim (will hit fallen opponent if aimed correctly from air)
-_Supers_-
Berserker Barrage X (Super Berserker Barrage) - HCF+3P (will hit fallen opponent)
Weapon X (Running Auto Combo) - DP+3P (will pass through projectiles)
-_Team Up_-
Team Counter - Berserker Barrage
Team Super - Berserker Barrage X
-_Special_-
Regains a tiny bit of life every 5 seconds as long as no part of life bar is red.
Recovers life faster than any other character when switched out with teammate.
Can jump off walls by hitting the opposite direction on the joystick while jumping onto a wall.
Quickly tapping MP or MK twice from a standing position results in a two-hit combo.


	---Cyclops---
*Optic Blast (Eye Beam) - QCF+P (all air beams are straight) (will cancel projectiles and still hit opponent)
		WP=ground-high beam		MP=head-high beam		HP=diagonal upward beam
Optic Bounce (Floor Reflected Eye Beam) - QCB+P (will hit fallen opponent)
Cyclone Kick (Hopping Double Kick) - QCB+K (will hit fallen opponent)
Gene Splice (Rising Uppercut and Optic Bullet) - DP+P (P rapidly for more hits)
Optic Bullet (Eye Projectile) - B+HP
Low Optic Bullet (Low Eye Projectile) - D/B+HP
Rush Combo - F, F+WP+WK (rapidly tap WP+WK while holding forward to complete combo) (can interrupt combo at any time with any move)
Running Throw - F, F+HP+HK (UNBLOCKABLE)
-_Supers_-
Mega Optic Blast (Screen-High Eye Beam) - HCF+3P
*Super Optic Blast (Thin Power Eye Beam) - HCB+3P (control direction of beam with joystick) (will hit fallen opponent if aimed correctly)
-_Team Up_-
Team Counter - Optic Blast
Team Super - Mega Optic Blast
-_Special_-
Can jump, then hop up by tapping U while still in the air for double jump.
Holding D while performing any basic attacks in the air will result in a downward strike.
Quickly tapping WP, WK, or HK twice from a standing position results in a two-hit combo.
Hold any direction immediately after grabbing with F+MP throw to throw opponent in that direction.


	---Ryu---
Overhead Punch - F+MP
Axe Kick - B+MK
Short Spin Kick - F+MK
*Hadouken (Fireball) - QCF+P
Shoryuken (Rising Uppercut) - DP+P
*Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
-_Supers_-
*Shinkuu Hadouken (Energy Beam) - HCF+3P
Shinkuu Tatsumaki Senpukyaku (Stationary Super Hurricane Kick) - HCB+3K (will hit fallen opponent)
-_Team Up_-
Team Counter - Hadouken
Team Super - Shinkuu Hadouken
-_Special_-
Takes less damage than other characters.


	---Ken---
Overhead Axe Kick - F+MK
*Hadouken (Fireball) - QCF+P (travels at 45 degree angle from air)
*Shoryuken (Rising Uppercut) - DP+P
*Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
-_Supers_-
Shoryu Reppa (Charging Triple Shoryuken) - HCF+3P
Shinryuken (Vertical Fire-Column Shoryuken) - HCF+3K (will hit fallen opponent)
-_Team Up_-
Team Counter - Shoryuken
Team Super - Shoryu Reppa (Shinkuu Hadouken when paired with Ryu)
-_Special_-
None.


	---Akuma (Gouki) (hidden character)---
Overhead Chop - F+MP
Demon Axe Kick - B+MK
Demon Spin Kick - F+MK
*Gou Hadouken (Fireball) - QCF+P (travels at 45 degree angle from air)
Gou Shoryuken (Rising Uppercut) - DP+P
*Gou Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
*Diving Demon Kick (60 Degree Dive Kick) - QCF+K (air only)
Teleport Dash - DP or RDP + 3P or 3K
		DP=forward teleport		RDP=backwards teleport		3P=short teleport		3K=far teleport
-_Supers_-
Messatsu Gou Shoryu (Charging Triple Gou Shoryuken) - HCF+3P
*Tenma Gou Zankyu (Gou Hadouken Rain) - HCF+3P (air only)
Messatsu Gou Hadou (Energy Beam) - HCB+3P
Shun Goku Satsu (Raging Demon Combo) - WP, WP, F, WK, HP (UNBLOCKABLE)
-_Team Up_-
Team Counter - Gou Shoryuken
Team Super - Messatsu Gou Hadou
-_Special_-
Takes more damage than other characters.


	---Apocalypse (boss)---
Dash - F or B +3P
Mace Fist - DP+P
Shockwave - RQCF+P (will cancel projectiles and still hit opponent)
Shoulder Cannon - QCF+MK
Drill - QCF+HP
-_Special_-
None of his special moves will do block damage except for the Drill.
Cannot block.
Cannot jump.
Has no basic attacks.
Takes very little damage from all attacks.
Cannot have partner for Team Supers.
Cannot counter attack.



	---Tricks and Codes:

	---Play as Akuma:
Tap up when at the top row of the selection screen to see his selection box.

	---Chun-Li's Street Fighter Alpha Costume:
Hold Start on Chun-Li's selection box and press any button.  P=mostly blue costume, K=mostly red costume

	---Beat Up the Loser:
Press Start when your character is in their winning pose after defeating the other team to regain control of your character in order to beat up the loser's lifeless body.  You may perform special attacks as well as normal attacks and you can even use a Super move if you have Super energy remaining.
Note: This will not work if you used a Team Super to defeat your opponent.

	---Random Select:
Hold left or right at the selection screen for three seconds.  Press a button to select character while cursor is moving quickly across selection screen.

	---Playstation Version Only Codes:

	---EX Options:
On the main menu, quickly tap: triangle, triangle, right, circle, L1.  you can choose between original and EX modes.  Original allows you to play like in the arcade with tag team play.  In order to use tag team, you must play a two player game and have your opponent choose the same characters as you but in the opposite order (i.e. - you pick Ryu then Ken, your opponent must pick Ken then Ryu).

	---Play as Apocalypse:
Beat the game on the highest difficulty level, enter your initials as "APO," choose to play "vs." mode, highlight Akuma, hold Select, press any button.  Only one player can choose to fight as Apocalypse in a match; the first player to do the code will get him.

    Source: geocities.com/timessquare/9532/guides

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