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Enter the Street Fighters

Ryu | Chun Li | Zangief | Guile | M. Bison | Sakura | Akuma | Cammy| Vega| Charlie | Ken | Dhalism | Fei Long | Blanka | Dee Jay | Dan | Rose | Sagat | Birdie |

Alternate: Shotokan | Zombie Dhalsim |

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Ryu

Ryu is a fighter from Japan. Although he is considered one of the greatest warriors ever to live, he is always travelling, looking for his next challenge. Ryu and Ken trained together in their youth and consider each other as rivals. Ryu is the quicker of the pair.


Strategy: Ryu is perhaps the ultimate fighter. His Hadouken are unrivaled in projectile combat, while the Shouryuuken and Senpuu-kyaku kill when in close. A good Ryu play will switch strategies quickly and often. Outsmarting a good Ryu player is the best way to win.
Combos:
  • Chain Combo, Hadouken, Shinku Hadouken
  • Sweep Combo, Tatsumaki Senpuu-kyaku
  • Launcher, (Crushing) Shouryuuken

    Stats: Power: 5 Energy*: 4 Defense: 5 Speed*: 7 Ratio: 2

    Special Moves:
    HadouKen*: A fireball made of water. Can be used in air(W)
    Shouryuuken*: Also the dragon punch, jumps in the air with the first leading
    Senpuu-kyaku*: Hurricane Kick. Spins through the air with his foot extended.
    Air Hurricane: Ryu moves forward while doing the Senpuu-kyaku.
    Air Hadoken: Throws a Hadoken at a 45 degree angle. (W)
    Basic Throw: Throws the enemy over his shoulder
    Launcher: Basic uppercut
    Hyper Attacks:
    Hadoken Beam*: Ryu unleashs a beam of pure energy. Hits up to 27 times! Can be used in Air (W)
    Crushing ShoRyuKen: A hyper uppercut. Up to 8 hits
    Tatsumaki Senpuu-kyaku: Hurricane kicks in place with a watery wave at his feet (W)

    Enter: Ryu drops the traveling bag he carries with him
    Taunt: Simply crosses his arms
    Victory: Raises one arm into the air

    Top
  • Chun-Li

    A Chinese fighter who works for Interpol (at least in the anime). Her mission is to find information about the Shadaloo group, led by M. Bison. Chun-Li is very agile and dedicated to her assignment.


    Strategy: Chun-li works best in middle distance. Her power and defense don't support getting in too close, but her few distance attacks aren't very good. Stay just within range of her very long legs.
    Combos:
  • Chain Combo, Kikouken or Force Sphere or Shinpu Kyaku
  • Sweep Combo, Shinpukyaku
  • Launcher, Air Combo, Shichisei Sankuukyaku

    Stats: Power: 3 Energy: 7 Defense: 4 Speed*: 7 Ratio: 2

    Special Moves:
    Hazan Kyaku*: Jumps into the air while performing repeated kicks
    Kikouken*: Throws a projectile made out of air (B)
    Forceball*: Chun-Li puts her hands out holding a ball of energy (B)
    Lightning Kicks: A series of extremely fast kicks.
    Sen-en-shuu: A forward flip kick that must be blocked high
    Basic Throw: Using one arm throws her opponent to the ground
    Bonus Abilities: Air Dash, Double Jump (Can only use 1 per jump)
    Launcher: An upward kick that stabs straight up
    Hyper Attacks:
    Force Sphere*: Forms a large field of wind Energy. (B)
    Shinpukyaku: A series of Lightning Kicks performs while dashing forward
    Rising Fury: A hyper version of the Hazan Kyaku special
    Shichisei Sankuukyaku: Air Only. Flies forward feet first, flies through enemy. Causes great damage

    Enter: Bows to her foe
    Taunt: Says "Gomen ne" Japanese for I'm sorry
    Victory: Does her "Thats two" motion

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  • Zangief

    A Russian wrestler. I really don't know very much about him. He was a minor player in the anime and most of the games with story. He is very slow, but when his attacks land, the enemy WILL know it!


    Strategy: Zangief is at his best playing defensively. If the enemy stays far away, use the Leaping Fairy attack to move quickly from one side to the other. If you can get the enemy in the corner, he is nearly defenseless against the Rushing Suplex and Fairy Leap throws.
    Combos:
  • Launcher, Air Combo, Clothesline Spin, Jump, Elbow Smash

    Stats: Power*: 7 Energy: 6 Defense: 7 Speed: 2 Ratio: 2 Size: L

    Special Moves:
    Rushing Suplex*: Moves forward to grab and do a jumping suplex.
    Clothesline Spin: Spins around in a circle with his arms out
    Glowing Fist*: Swings one meaty arm enveloped in a holy aura (H)
    Power Bomb: A quick grab attack. Piledrives if he grabs the enemy. Can be done in Air
    Leaping Fairy*: A really strange looking jumping throw. Catches air-borne enemies.
    Elbow Smash: Air only. Drops down, elbow first.
    Basic Throw: Puts his hand around the enemies chest and squeezes. 6 hits
    Launcher: Basic Uppercut
    Hyper Attacks:
    Atomic Smasher: Moves forward to grab enemy. Then suplexs, throws in the air, and piledrives
    Tornado Top*: Moves forward slightly while repeatedly spinning
    Rising Top: Does the Tornado Top attack straight up!
    Final Atomic Smasher: Level 3. Reaches forward (C) for an extremely strong piledriver. Little range.

    Enter: Removes his red cape
    Taunt: Puts both arms in the air
    Victory: Flexs his arms and growls

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  • Guile

    The major in the US Air Force. In the anime, Guile is overly serious officer sent to Asia to help Chun-Li with the Shadaloo case. Guile doesn't let many people close to him, but after he considers someone his friend, he will do anything for that person.


    Strategy: Guile's moves allow the player to play defensively quite well. The Flash kick works very well as an anti-air attack. Use Sonic Booms when the enemy is back and Flash Kicks and Knee Jabs when the opponent tries to get closer.
    Combos:
  • Sweep Combo, Double Sweep, Sonic Flash or Triple Flash
  • Launcher, Air Combo, Aerial Bomb

    Stats: Power: 5 Energy: 4 Defense*: 8 Speed: 4 Ratio: 2

    Special Moves:
    Flashkick*: Guile does a backward flip with his legs leaving a damaging trail. (B)
    Sonic Boom*: Moving his arms very quickly, Guile makes a projectile out of air (B)
    Flash Force*: Slides forward while holding a Sonic Boom in his hands (B)
    Knee Jab: Jumps forward with his knee leading.
    Double Sweep: Performs back to back sweep kicks.
    Basic Throw: A backward suplex
    Launcher: Basic uppercut
    Hyper Attacks:
    Triple Flash*: Guile does 3 flash kicks in a row. 4 Hits per kick (B)
    Sonic Flash: Staying motionless, a giant sonic boom flashs around Guile. 18 Hits (B)
    Aerial Bomb: Air only. Guile dashs forward (C) and combos the enemy

    Enter: Loosens up his arm and says "I'm impressed"
    Taunt: Pulls a comb through his hair
    Victory: Hair comb again

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  • M. Bison

    Bison is the leader of the Shadaloo crime syndicate. He was also the final opponent in the games. Bison has perfected the powers of his mind, which he calls the "Psycho Power".


    Strategy: M. Bison works best if played aggressively. The Psycho Crusher is a cheap move and should be used whenever their is an opening. If Psycho Crushed into the corner, it is easy to throw the enemy afterwards. Beating Bison is basically luck and careful planning
    Combos:
  • Chain Combo, (True) Psycho Crusher or Flip Kick
  • Sweep Combo, Shadow Strike or Flip Kick
  • Launcher, Air Combo, True Psycho Crusher

    Stats: Power: 7 Energy*: 8 Defense: 7 Speed: 7 Strength: P Weakness: B Ratio: 3

    Special Moves:
    Head Stomp*: Bison jumps into the air and lands on the enemy's head
    Psycho Crusher*: Engulfed in energy, Bison flys head first at the enemy (P)
    Psycho Globe*: Throws a small ball that explodes on contact (P)
    Flip Kick: Bison does a flip kick that ends in a slide kick

    Basic Throw: Turns around and throws the enemy over his back with one hand
    Bonus Abilities: Teleportation, Flying
    Launcher: A rising palm strike (P)
    Hyper Attacks:
    Psycho Energy*: Throws a large ball of energy that explodes into a larger ball of energy. Up to 15 hits (P)
    Shadow Strike: Bison splits into 2 and both perform 3 Flip Kick attacks. Up to 18 hits
    True Psycho Crusher: A stronger Psycho crusher. Can be done in the air. Up to 10 Hits. Cover a lot of area (P)

    Enter: Performs a cut-throat gesture
    Taunt: Straights to full height
    Victory: A darkish aura of energy surrounds Bison while doing Taunt

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  • Sakura (Vs Series)

    A school-girl who decided to be a fighter after watching a match. Sakura marveled at Ryu's fighting techniques and begged him to teach her. She learned his moves and then began traveling the world looking for a fight.


    Strategy: Sakura is very anti-air oriented. Her fireballs and Shouryuuken are good at swatting the enemy out of the sky. The Shenpu Renkyaku and Kououken are good against unwary enemies, but they have long recovery time. Come directly at her on the ground, just be ready to block her attacks.
    Combos:
  • Chain Combo, (Shin) Kououken or Shenpu Renkyaku
  • Sweep Combo, Shenpu Renkyaku
  • Chain Combo, Launcher, (Shinku) Hadoushou

    Stats: Power: 4 Energy: 5 Defense: 4 Speed*: 8 Ratio: 2

    Special Moves:
    Hadoushou*: Sakura throws a fireball. The ball flies upward at a 45-angle (P)
    Kououken*: Sakura dashes forward (C) and does a slow, 7 hit uppercut
    Shenpu Renkyaku*: Sakura's version of the Senpuukyaku spin kick. It moves slightly upwards
    Shouryuuken: A basic dragon punch uppercut
    Double Fire: Fires 2 Hadoushou fireballs downward at a 45-angle. Air only (P)
    Shinku Kyaku: An overhead kick. Must be blocked high.
    Basic Throw: Grabs the enemy from behind and chokes for 7 hits
    Launcher: From crounching, punches upward from the ground OR kicks straight up for a panty shot.
    Hyper Attacks:
    Shinku-Hadoushou*: Fires 20 hadoushou fireballs upward at a 45-angle (P)(A,downward)
    Haruissen: A hurricane kick attack that moves straight up. 15 hits. (P)
    Shin-Kououken: Dashes forward(C), a series of blows ending with Kououken. 16 hits total

    Enter: Runs onscreen and skids to a stop
    Taunt: Points at the enemy and giggles
    Victory: The almighty Sakura dance (see any game she is in)

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  • Akuma

    A demon posing as a human warrior. Akuma's main objective seems to be to kill Ryu, or even better, seduce him to the Dark Hadou.


    Strategy: See Ryu. Except for the Shadow Kick and Shadow Slide, the two are nearly ideatical.
    Combos:
  • Chain Combo, (Messeta)Goudoken or Senpuukyaku or Messeta Shouryuuken
  • Launcher, Air Combo, Tenma Gou Zankuu

    Stats: Power: 6 Energy*: 6 Defense: 5 Speed: 4 Strength: D Weakness: H Ratio: 2

    Special Moves:
    Gou-doken*: A basic fireball of dark energy (D)
    Senpuukyaku*: Hurricance kick attack. (S)
    Shouryuuken*: An uppercut attack with a dark flaming fist (D)
    Shadow Kick: Air only. Akuma kicks downward. 5 hits
    Basic Throw: Throws the enemy over his shoulder. Basic judo throw
    Bonus Abilities: Shadow Slide
    Launcher: Basic uppercut
    Hyper Attacks:
    Messeta-Shouryuuken*: A triple motion dragon punch. Moves forward. 14 hits (D)
    Messeta-Gou-doken: A large beam projectile attack. 24 hits (D)
    Tenma-Gou-Zankuu: Air only. Akuma rains 18 fireballs downward at the enemy. (D)
    Shun-Goku-Satsu: 3Levels.Akuma slowly slides forward(C), the screen blacks out, flashes 14 times. Deadly.

    Enter: Goes into gif pose and dark flames erupt over Akuma
    Taunt: Turns his back to the enemy
    Victory: Turns his back to the enemy

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  • Cammy

    A psycho soldier created by M. Bison. Cammy works for the Shadaloo organization as an assassin. Cammy is kept under Bison's control using mind manipulation techniques. After years of this life, she begins to remember her past and rebels against Shadaloo control.


    Strategy: Cammy is best played aggressively. Use her specials as combo finishers, because most leave her wide open on a miss or block.
    Battle Plan: Unless you are also playing a speedy character, play defensively, wait for her to use a special, then counter.
    Combos:
  • Chain Combo, Launcher, Air Combo, Cannon Drill, Hawk Claw
  • Chain Combo, Cannon Spike or Cannon Drill or Spin Dart Smasher

    Stats: Power: 4 Energy: 5 Defense: 4 Speed*: 7 Ratio: 2

    Special Moves:
    Cannon Drill*: Cammy flies forward, feet first, with her legs engulfed in blue energy (W)
    Cannon Spike*: An uppercut attack with a foot attack (W)
    Hooligan Blow*: Turns her back and jumps at the enemy with a back hand punch (W)
    Frankensteiner: Rolls into a ball, jumps at enemy (C) Lands on enemy, and flips them
    Psycho Dart: Air Only. Dives downward with a kick (W)
    Basic Throw: Wraps her legs around the enemy's head and flips backward
    Bonus Abilities: Rolling Evade
    Launcher: Goes into a hand stand and kicks upward with both feet
    Hyper Attacks:
    Spin Dart Smasher*: Cannon drill (6 hits) followed by a Cannon Spike (7 hits) (W)
    Hawk Claw: Jumps to a wall, flying kick (C), bounces and kicks 6 times
    Cannon Shocker: Does a cannon drill straight upwards. 20 hits (W)

    Enter: Throws off a winter-like coat
    Taunt: Yells "Come on!" while flexing her arms
    Victory: Salutes, and Bison floats before her. "Mission completed, sir!"

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  • Vega

    Like Cammy, an assassin working for the Shadaloo organization. However, Vega is acting of his free will, unlike the psycho soldier. Vega is conceited and very narcissistic. To protect his face in battle, he wears a mask.


    Strategy: Use Vega aggressively, while using almost exclusively specials. Vega has little lag time after his moves, and get even combo specials together, back-to-back.
    Battle Plan: Hard guy to fight, if the player is a master. The best way may be to simply wait for an opening.
    Combos:
  • Chain Combo, Rolling Claw or Rolling Spike
  • Stab Impale into corner, Scarlet Mirage or Rolling Spike

    Stats: Power: 3 Energy: 4 Defense: 4 Speed*: 9 Ratio: 2

    Special Moves:
    Rolling Claw*: Vega does a forward roll, slicing with his claw 6 hits.
    Wall Dive*: Vega jumps to a wall, and dives at the enemy. Can throw or gash
    Brazilian Claw*: Jumps into the air, with a claw attack
    Stab Impale: Stabs the enemy with his claws (C) throws them across the screen
    Bonus: When in critical, Vega becomes angry. Speed increases to 12!
    Penalties: After taking a lot of damage, Vega may drop his claw, then his mask
  • Claw Drop: Vega gets a -1 to his attack and less reach
  • Mask Drop: Vega gets -2 Defense on all hits to his upper body.
    Basic Throw: Suplex
    Launcher: A rising claw stab
    Hyper Attacks:
    Rolling Spike*: Does a Rolling claw attack (C) followed by 8 more attacks. 14 hits total
    Scarlet Mirage: Charges through the enemy (C) lands on head with claw.
    Air Borne Gash: A hyper Brazilian Claw. Hits 10 times.

    Enter: Does a back-flip onscreen
    Taunt: Does the pose in the above picture
    Victory: Pic Pose

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  • Charlie

    A good friend of his fellow military personnel, Guile. Charlie and Guile grew up together and seem to have learned their fighting skills together as well. Charlie, in many ways, is just like his air force companion.


    Strategy: Charlie is slower than Guile, and needs to be played defensively. His Flask Kick and Sonic Boom are perfect for keeping the enemy back.
    Battle Plan: The Sonic boom is fairly slow as far as projectiles go. Either play defensively yourself, making him come to you, or charge in while blocking to defend against the flash kick.
    Combos:
  • 3 Sweep Kicks, Flash Kick or Force of Mind
  • Throw into corner, perform Sonic Storm
  • Chain Combo, Sonic Boom or Sonic Storm

    Stats: Power: 6 Energy: 4 Defense*: 7 Speed: 4 Ratio: 2

    Special Moves:
    Sonic Boom*: Moving his arms fast, throws a ring shaped projectile (P)
    Flash Kick*: Does a backflip, which causes an upward moving shockwave. (P)
    Army Slam*: Rushes forward, grabs the enemy, then suplexs them.
    Air Lance: Air only. A downward version of the flash Kick (P)
    Knee Slam: Charlie does a forward jumping knee attack.
    Basic Throw: Suplex
    Launcher: Basic uppercut
    Hyper Attacks:
    Sonic Storm*: Charlie throws 9 vertically bobbing sonic booms. (P)
    Force of Mind: Charlie does 3 back-to-back Flash Kicks. Hits 10 times (P)
    Broken Arrow: Dashes forward(C) and hits the enemy 10 times.

    Enter: Straightens his jacket
    Taunt: Straighten his jacket again
    Victory: Straightens that damn jacket again!!

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  • Ken

    A warrior that studied with Ryu for many years. The pair are rivals, always trying to out do the other in combat technique. Ken is the stronger of the two.


    Strategy: Although Ken is slower than Ryu, he is more aggressive than Ryu. His Hadoken is weaker than Ryu's, but his Dragon Punch and Hurricane are more powerful. He is still a versatile warrior.
    Combos:
  • Chain Combo, Hadoken or Tatsumaki Senpuukyaku or Shinku Shouryuuken
  • Launcher, Dragon's Fury

    Stats: Power*: 6 Energy: 5 Defense: 4 Speed: 5 Ratio: 2

    Special Moves:
    Hadoken*: Throws a fire ball (F)
    Shouryuuken*: A jumping uppercut punch. (F)
    Tatsumaki Senpuukyaku*: A spinning hurricane kick attack (F)
    Ken's Combo: Moves forward doing 2 punchs, a low kick, and a roundhouse
    Forward Flip: Does a weird looking forward flip at the enemy
    Basic Throw: Rolls backward and kicks the enemy up.
    Launcher: Basic uppercut
    Hyper Attacks:
    Shinku Shouryuuken*: Does 3 dragon punches in a row. 10 hits (F)
    Shinku Senpuukyaku: Moves forward while kicking 8 times (C) and does a raising kick for 7 more.
    Dragon's Fury: Does a dragon punch straight up. 15 hits (F)

    Enter: Gives the enemy as thumps up
    Taunt: same as enter
    Victory: Raises one arm in victory

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  • Dhalism

    An Indian (from India) that uses the might powers of Yoga to breath fire and change the length of his limbs at will. I really need to learn that!


    Strategy: Dhalism is a fragile little guy. If the enemy can get close to him, he is nearly helpless. Use the fire abilities and long ranged kicks to keep the enemy as far away as possible.
    Combos:
  • Sweep Combo, Tsunami Flare (aimed down)
  • In close: Yoga Fist ; distortion hits them up, and fists cause damage
    Similar Fighters: Necro (SF3), Sentinel(Marvel), Spiral(Marvel)

    Stats: Power: 4 Energy*: 10 Defense: 2 Speed: 4 Strength: F Weakness: Melee Attacks; Ratio: 2

    Special Moves:
    Yoga Fire*: Spits out a ball of flame. (F)
    Yoga Flare*: Breaths a short range, but more powerful flame (F)
    Aerial Headbutt*: Air Only. Dives head first at the enemy.
    Aerial Kick: Air Only. Dives feet first at enemy. Moves down more than Headbutt.
    Yoga Teleport: Dhalism moves around the screen.
    Basic Throw: Holds and punches 5 times in the head
    Bonus Ability: Stretchy Limbs.
    Launcher: A wussy looking upward chop
    Hyper Attacks:
    Tsunami Flare*: A hyper version of Yoga Flare. Player can aim the fire. 20 hits (F)
    Yoga Mind: Jumps into the air(C), rolls with the enemy and throws them
    Yoga Fist: Turns into distortion, and 24 long ranged punches come out of the field.

    Enter: Removes his headband
    Taunt: Enters a pray pose and chants Yoga!
    Victory: Does a swaying dance that sort of looks like jumping jacks

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  • Fei Long

    A martial artist from Super Street Fighter 2 Turbo. Fei Long is a movie star who is trying to be as great as the legendary Bruce Lee.


    Strategy: Fei Long is a melee attacker. If the enemy slips away from him, it causes big trouble since he has no ranged attacks. Use the Fire Blast as anti-air
    Combos:
  • Chain Combo, Rekken x 3
  • Launcher, Fire Blast
  • Sweep Combo, Flaming Burst
    Similar Fighters: Kyo(KOF), Iori(KOF)

    Stats: Power: 5 Energy: 5 Defense: 4 Speed*: 7 Ratio: 2

    Special Moves:
    Rekken*: A forward dash punch. Can be done three times in a row
    Fire Blast*: A uppercut-style kick (F)
    Power Up*: Using the power of his chi, he raises a warrior's power by 2 temporarily
    Counter Fist: Counters an attack (C) with the Rekken technique x 3
    Basic Throw: Pushes back for a quick forward dash with 3 rapid punches
    Launcher: An upward kick
    Hyper Attacks:
    Flaming Burst*: Does a Fire Blast with a column of flame rising from under the enemy. 25 hits (F)
    Ancient Skills: Dashes forward (C) and unleashes a 10 hit combo, ending with Fire Blast (F)
    Concentration: Gives Fei Long Super Armor 3 and Power up by 2 temporarily.
  • During Concentration, Drain attacks gain Super Armor 2

    Enter: Yells "Wo!!" and shakes
    Taunt: WO!
    Victory: WO!

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  • Blanka

    As a young child, Blanka's plane crashed in the Amazon. Without knowing anything about his past, he is somehow mutated into a bizarre, green creature that conducts electricity.


    Strategy: Blanka is cheap. His Animal Spins are fast and powerful. The only thing holding this beast down is his low defense and speed scores. Simply keep the Spin and Bomb attacks charged and ready to go and wait for the enemy to leave himself open to attack.
    Combos:
  • Chain Combo, Animal Spin or Amazon Shocker or Brazilian Spin
  • Sweep Combo, Shocker or Amazon Shocker
  • Chain Combo, Launcher, Air Combo, Animal Spin
    Similar Fighters: None

    Stats: Power*: 7 Energy: 6 Defense: 3 Speed: 4 Strength: S Weakness: W Ratio: 2

    Special Moves:
    Animal Spin*: Curls into a ball and launches himself at the enemy. (A)
    Shocker*: Crouches down and charges himself with electricity. (S)
    Amazon Bomb*: Does an animal spin through an aerial arc
    Energy Howl: His taunt supplies a small amount of vigor.
    Conduction: S elemental attacks don't hurt Blanka, they heal him slightly. Still reacts to hit though.
    Basic Throw: Climbs on the enemy and bites their face
    Launcher: An inplace backflip
    Penalty: If hit during his spinning attacks, Blanka takes double damage from the first hit only.
    Hyper Attacks:
    Amazon Shocker*: Stands and roars, shooting lightning bolts in all directions. 27 hits(S)
    Brazilian Spin: Does an animal spin in any direction. 4 spins total and 4 hits per spin
    Howl of Power: Stands and roars, gains power + 2 and Energy + 1. Normal attacks deal S damage. 12 seconds.

    Enter: Does the Shocker move
    Taunt: Stands to his full height and roars
    Victory: Does backflips while grunting

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  • Dee Jay

    A Jamaican kickboxer.


    Strategy: Dee Jay's long legs give him a huge advantage in melee combat. He can keep the enemy far enough way so that most fighters cannot hit him back. Plus, his Air Slasher and Laser Swoop can protect him from projectile users.
    Combos:
  • Chain Combo, Machine Gun or Laser Swoop or Air Slasher
  • Sweep Combo, Rolling Sobot or Sobat Carnival
  • Chain Combo, Launcher, Air Combo, Jack Knife Maximum
    Similar Fighters: Fei Long, Jhun

    Stats: Power*: 6 Energy: 4 Defense: 4 Speed: 6 Ratio: 2

    Special Moves:
    Air Slasher*: Throws a thin-laser-like from his fists. (B)
    Machine Gun*: A rapid moving uppercut combo. Hits 5 times. Fairly short range
    Rolling Sobat*: Does a series of 3 roundhouse kicks.
    Jack Knife Maximum: Jumps into the air, doing a variation of the Rolling Sobat. 3 hits (A)
    Basic Throw: Headbutts the enemy
    Bonus Abilities: Double Jump, Dodge
    Launcher: A rising kick
    Hyper Attacks:
    Laser Swoop: Does a Machine gun motion and throws a large arc of energy. Medium range. 10 hits (B)
    Climax Beat: Dashes forward (C) and hits the enemy with a 9 hit kicking combo
    Sobat Carnival*: A hyper of the Rolling Sobat. Dee Jay does 8 kicks while hopping forward

    Enter: Does a few practice kicks
    Taunt: Holds up one leg and wiggles it
    Victory: Pulls out Maracas and starts playing

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  • Shotokan

    An alternate version of Ryu, Ken, and the rest of Capcom's random ninjas. This fighter is actually based on the Marvel vs Capcom version of Ryu. In that game, he could transform into Ken, Akuma, and Evil Ryu instead of them being separate characters. Shotokan seemed a logical name, since that is Ken and Ryu's martial arts style. He starts each battle as a random character.


    Strategy: Depends on which fighter he is. The main strength of this version is the ability to change his stats at will, as well as his hypers. Although the Specials are all more or less the same for all 8 characters, the hypers are different, giving Shotokan about 20 different hypers!
    Combos: Depends on which fighter he is.
    Similar Fighters: Ken/Ryu family

    Stats: Power: ? Energy: ? Defense: ? Speed: ? Strength: ? Weakness: ? Ratio: 3

    Special Moves:
    Assist 1*: Hurricane Kick variety
    Assist 2*: Dragon Punch variety
    Assist 3*: Projectile variety
    Mimics the moves of the selected fighter as well as their stats and elementals, throws and launchers.
    Morphing: Can turn into Ken, Ryu, Akuma, Dan, or Sean

    Hyper Attacks:
    Mimics the hypers of the selected fighter
    Super Morphing: Turns into: Evil Ryu, Shin Akuma, Crusader Ken. Lasts only 15 seconds.

    Enter: Depends
    Taunt: Depends
    Victory: Depends

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    Zombie Dhalsim

    Basically, picture Dhalsim with white skin and purple clothing. This is the alternate color scheme of Dhalsim in the Versus series. I think it makes him look like a member of the Undead. Or maybe Kiss.


    Strategy: Dhalism is a fragile little guy. If the enemy can get close to him, he is nearly helpless. Use the fire abilities and long ranged kicks to keep the enemy as far away as possible.
    Combos:
  • Chain Combo, Dark Breath, Yoga Storm
  • Launcher, Yoga Throw, Yoga Storm before enemy is thrown
    Similar Fighters: Dhalsim, Anakaris

    Stats: Power: Energy: Defense: Speed: Strength: D Weakness: H Ratio: 2

    Special Moves:
    Dark Breath*: Breaths out a large cloud of flame that hits multiple times (A,D)
    Yoga Throw*: A hyper move of normal Dhalsim. Jumps up, and slams the enemy on contact. Unblockable (T)
    Yoga HeadButt*: A upward rising version of Dhalsim's air head butt. (A,downward)
    Yoga Teleport
    Stretching Limbs gives his normal moves long range
    Basic Throw: Belly smashes into the enemy
    Launcher: A wussy looking upward chop
    Hyper Attacks:
    Yoga Storm*: Moves forward while levitating in a ring of dark fire. Also, shadowy Dhalsims circle the real one. 18 hits (A,D)
    Dark Fire: Shoots a small dark fireball. Slow, but it is UNBLOCKABLE. Acts like Dhalsim's special fireball. 8 hits (D)
    Stretching Fists: Dhalsim turns into a dark cloud. Press buttons to have long ranged punches come out. Button Based

    Enter: Removes his headband
    Taunt: Enters a prayer pose and chants Yoga!
    Victory: The jumping jacks swaying dance!

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  • Dan

    A student of Ken and Ryu's master. Dan tried to learn the secrets of Shotokan to become famous. He has no desire to fight other than get to rich quick. Recognizing this is his student, Shen Long kicked Dan out before he could master the arts of Shotokan. Despite his low ability, Dan is actually a pretty good fighter.


    Strategy: Dan is a weak fighter, but do not underestimate him. His Shodankyaku is a really good move that can be comboed easily and does fair damage. However, his recovery times are long, leaving him open to countering.
    Combos:
  • Chain Combo, (Shinku) Gadouken or Shodankyaku
  • Chain Combo, Launcher, Air Combo, Shodankyaku
  • Sweep Combo, (Dan) Shoryuken
    Similar Fighters: Ken/Ryu Family

    Stats: Power: 3 Energy: 3 Defense: 5 Speed*: 6 Ratio: 1 Size: M

    Special Moves:
    Portrait Signing*: Signs a picture of himself and throws the picture at the enemy. Counts as a hyper combo finish. Slow
    Gadouken*: Dan throws a fireball that barely even leaves his hand. Very short range
    Shodankyaku*: Dan's best move. Leaps forward with a 1-3 kick combo. Can be used to fly backwards(A)
    Shoryuken: The basic Shotokan uppercut with less range than usual.
    Taunt Groove Compatibility
    Basic Throw: Basic over the shoulder throw

    Hyper Attacks:
    Danshoryuken*: Rolls forward slightly, and does a short shoryuken, then a tall one. 3 hits
    Shinku Gadouken: Throws a short ranged projectile that hits 10 times
    Boushin Gadoukyaku: Standing in place, Dan performs a 8 hit combo ending with Shoryuken.
    Hyper Rolling Taunt: Dan taunts, rolls and taunts some more. No damage.
  • If Dan finishes the whole thing without being hit, his vigor gauge is completely filled automatically.

    Enter: Holds his fist in front of his face and shakes it
    Taunt: Does an imitation of Chun-li's "Ja-Ne" taunt
    Victory: Same as enter, but tears are streaming down Dan's face

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  • Rose

    A woman with psychic powers who has taken an interest in Ryu. Rose is a sworn enemy of M. Bison and Shadaloo. Not much is known about this mysterious person and few trust her.


    Strategy: A defensive fighter. With her low defense, Rose cannot even let the enemy in striking distance. Her projectiles and throws work well to keep most fighters away. If a grappler gets close, say good night.
    Combos:
  • Chain Combo, (Aura) Soul Spark or Soul Spiral
  • Chain Combo, Launcher, Air Combo, (Aura) Soul Spark
  • Chain Combo, Soul Spark, Aura Soul Spark
    Similar Fighters: Rose

    Stats: Power: 3 Energy*: 8 Defense: 3 Speed: 6 Strength: P Ratio: 2 Size: M

    Special Moves:
    Soul Spark*: Throws a fireball from her shawl. (A,downward)(P)
    Soul Throw*: Jumps into the air (T) and throws the enemy backwards. Combos well as an assist
    Soul Reflect*: Holds her shawl up like a shield. Projectiles bounce off
    Soul Spiral: Dashes forward with her shawl in the shape of a drill. 4 hits (P)
    Basic Throw: Wraps the shawl around the enemy and drains their vigor (P)
    Bonus Abilities: Double Jump

    Hyper Attacks:
    Aura Soul Spark*: Throws a basic Soul Spark that turns into a globe on contact. 14 hits (P)(A,downward)
    Aura Soul Throw: Does a Soul Throw (T) and sucks the life and vigor right out of the victim in mid-air
    Soul Illusion: Rose gains 2 shadows which copy any non-hyper moves she performs. Lasts 8 seconds or until hit.

    Enter: Two glowing orbs fly on screen, collide and Rose appears
    Taunt: Plays with her shawl
    Victory: Throws off the shawl, and it flies back to her like its alive

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  • Sagat

    The champion of the Street Fighter tournament for many years. In the first Street Fighter game, Sagat is the champion and is defeated by Ryu. He now works for M. Bison so he can defeat Ryu and win back his title. His style of fighting is very similar to Ryu's Shotokan, but with the focus on strength, not speed. After years of training with Bison, he is stronger than ever.


    Strategy: Sagat should be played like a slow Ryu. Use projectiles often and the Tiger Uppercut when the enemy jumps over them. Mixing high and low Tiger Shots can be quite effective against M or taller foes. Small or Tiny enemies can walk right under his High Tiger Shots.
    Combos:
  • Chain Combo, (C) Tiger Shot or Tiger Crush or Tiger Genocide
  • Sweep Combo, C Tiger Shot or C Tiger Cannon or Tiger Genocide
  • Chain Combo, Launcher, Air Combo, Tiger Blow or Tiger Crush or Tiger Raid
    Similar Fighters: Ken/Ryu Family

    Stats: Power*: 8 Energy: 3 Defense: 7 Speed: 3 Ratio: 2 Size: L

    Special Moves:
    Tiger Shot*: Fires a projectile from his fist
    Crouching Tiger Shot: Same as the Tiger shot, but shot while ducking for a low projectile
    Tiger Uppercut*: A jumping uppercut. Less range than Ryu's Shouryuuken, but stronger. 6 hits
    Tiger Crush*: A jumping knee strike. Very quick, and very powerful, but little range. (A)
    Tiger Blow: An aerial version of Tiger Uppercut. Much weaker though. 1 hit
    Psycho Teleport: A trick learned from Bison. Sagat teleports.
    Psycho Knowledge: With Bison's training, Sagat gains +2 to his energy when he is fighting Street Fighter characters.
    Basic Throw: A basic over-the-shoulder throw

    Hyper Attacks:
    Tiger Cannon*: Fires a quick beam of Tiger Shots. 8 hits, but quite powerful.
    Crouching Tiger Cannon: Fires the same Tiger Cannon, but ducking
    Tiger Genocide: Does 2 Tiger Crush attacks (3 hits each) followed by a Tiger Uppercut(8 hits)
    Tiger Raid: Does a jump kick that moves straight up. 10 hits (A)

    Enter: A tiger runs in and transforms into Sagat
    Taunt: Grabs his man boobs and laughs, jiggling. (It IS in the game)
    Victory: Crosses his arms and laughs evilly

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  • Birdie

    One of M. Bison's earliest henchmen. Birdie is one of the first members of the Shadaloo organization. However, he soon goes from a top commander to a low ranking soldier as more powerful villains joined the group. He fights to prove himself to his master, in an attempt to climb to the heights again.


    Strategy: Birdie is large and powerful, but both he and his moves are very slow. It takes a lot of patience even to hit with the Bull Head, let alone the Bull Horns. His best feature is the Birdie. The 4 Bull Heads are quick, but the best part is the unblockable Bull Horn at the end, making it perfect for a team-up hyper attack. His throws are good, but have little range.
    Combos: None
    Similar Fighters: Hulk, Zangief

    Stats: Power: 8 Energy: 1 Defense*: 8 Speed: 2 Ratio: 2 Size: L

    Special Moves:
    Bull Head*: Birdie charges forward with a head butt.
    Murderer Chain*: Throws out a length of chain (C) reels in the enemy and slams them
    Bull Horns*: Basically, an unblockable Bull Head. Takes much longer to start than Bull Head
    Bull Crush: A jumping head butt attack. (A)
    Bandit Chain: Grabs the enemy (T) and does a body slam, then a throw with the chain (A)
    Basic Throw: Holds the enemy for a Bull Head attack
    Bonus Abilities: Super Armor 1

    Hyper Attacks:
    The Birdie*: Birdie rushes forward, doing 4 Bull Heads rapidly, followed by a Bull Horns
    Bull Revenger: Does a short ranged Bull Horns (T) knocks up, Birdie jumps and combos 2 Bandit Chains
    Birdie Bull Crush: A hyper Bull Crush that hits 15 times

    Enter: Grabs both ends of a chain and rips it apart
    Taunt: Roars and turns bright red all over
    Victory: Scratches his chin in confusion.

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