Street Fighter Main Menu
Street Fighter EX Plus Alpha Character Moves List
ub u
uf Jump
Backward Jump
Up Jump Forward
\ | /
b -- n -- f
Retreat/Block (neutral)
Move Forward
/ | \
db d df Defensive
Crouch Crouch Offensive
Crouch
Keep in mind that you'll need to reverse the left- and
right-based
directions if you are on the second player (right) side.
LP MP HP Light Punch Medium Punch Hard Punch
LK MK HK Light Kick Medium Kick Hard Kick
Other terminology includes:
P = Use any strength Punch button.
K = Use any strength Kick button.
(air) = The move can be performed while jumping (airborne).
(x#) = Repeat the whole motion and button press x number of times.
[ ] = Not listed in the game's internal moves list.
CANCELING
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You can now cancel a Super Combo into a _different_ Super Combo. In
the SFEX series, there's no such thing as a Super Combo having levels:
instead, you cancel SCs to get a Level 2 or Level 3 combo. For
example:
Allen
- Triple Break, juggle with Fire Force (Level 2)
Chun-Li
- Sen Retsu Kyaku, Ki Ko Sho, Sen Retsu Kyaku (Level 3)
Darun
- Indra~Bashi, Indra~Bashi, (wait) Indra~Bashi (Level 3)
Kairi
- Shin Ki Hatsu Do (air), Ga Ryu Messhu (air) (Level 2)
Experiment with your character's Super Combos to see how they can
be
used together. Note that some characters have Super Combos that
require all three levels of the Super Combo Gauge in order to perform,
and that they count as level 3 combos. This includes:
Gouki
- Shun Goku Satsu
'Satsui no Hado' Ryu
- Shun Goku Satsu
Zangief
- Final Atomic Buster (Level 3)
In the case of Darun and Zangief, they both have a special
situation
in which they can perform a Level 2 Super Combo. It's not that
important for Darun (who can easily perform Level 2 Combos using a
mix of Indra~Bashis and Tasogare Lariats), but it's the only way for
Zangief to do a Level 2 SC:
Darun
- Tasogare Lariat (w/ opponent blocking), Chozetsu Ki Shin Bomb
Zangief
- Super Stomping (w/ opponent blocking), Final Atomic Buster
Finally, note that characters with one-level button press SCs can
cancel into these SCs with another SC, but that they won't register as
a Level 2 or 3 combo.
Sakura
- Midare Zakura, Shun Goku Satsu
'Chi no Fuuin' Hokuto
- Geki Hou Gi, Ren Bu
Kairi
- Ga Ryu Messhu, Kyo Za Ren Bu
Skullomania
- Super Skullo Slider, Skullo Dream
If you kill an opponent with a Super Combo, it's called a Super
Combo
Finish. If you defeat them with a Level 1 Super Combo (no canceling),
you'll see a meteorite flying in the screen. If you kill them with a
Level 2 Super Combo (1 cancel) you'll see a meteorite storm. Finally,
winning the round using a Level 3 Super Combo (2 cancels, but there are
some exceptions <see above>), you'll see a shower of meteorites bombard
the Earth.
COMMAND ATTACKS
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These include moves such as Ryu's Senpu Kyaku, Skullomania's Stepping
Upper, or Doctrine Dark's Knife Nightmare. Mildly useful by themselves,
the main appeal of Command Attacks is that you can interrupt them into
any special move or Super Combo during the attack's animation.
GUARD BREAKS
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Like Super Combos, Guard Breaks also use up Super Combo Gauge energy,
one level to be exact. They are performed by pressing the same strength
Punch and Kick buttons together. The result is a slow attack with
telltale 'shine' marks. If it hits, the enemy is left open to attack
for a long period of time, and if you hit an airborne opponent, they
slowly fly through the air, allowing for all sorts of combo openings.
TECH. HITS
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This is done by pressing Back or Forward and a Medium or Hard Punch or
Kick button. It most be performed as your opponent grabs you but
before the throw actually begins. If you are successful, you will
'push' yourself out of the throw before it can be performed. Keep in
mind that you cannot Tech. Hit 'command' throws like Allen's Vaulting
Kick or air throws such as Chun-Li's RyuSeiRaku. Throwing, for those
of you who don't know, is done by getting close to your opponent and
pressing forward or back and the Medium or Hard Punch or Kick buttons
(just like a Tech. Hit). They cause a fair amount of damage and are
unblockable.
THE STREET FIGHTERS
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ALLEN SNIDER
-------------------------------------------------------------------------
Uraa! Kick f + MK
Vaulting Kick When close, hcb + K
Soul Fire qcf + P
Rising Dragon f,d,df + P
Justice Fist b,d,db + P
Fire Force qcf,qcf + P
Triple Break qcf,qcf + K
- The Justice Fist can deflect projectiles.
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BLAIR DAME
-------------------------------------------------------------------------
Tote
f + MP
(Knife Hand)
Step Side Kick f + MK
Lightning Knee f,d,df + K
Shoot Kick qcb + K (x3)
Sliding Arrow qcf + K
Shoot Upper f,d,df + P
Mirage Combo Kick qcf,qcf + P
Spin Side Shoot qcf,qcf + K
- When the Sliding Arrow is used against a crouching opponent, Blair
will kick rather than perform a leg trip.
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CHUN-LI
-------------------------------------------------------------------------
So Sho
Da
f + MP
(Paired Palm Strike)
Yo So
Kyaku
Jump, d + MK (repeat)
(Hawk Talon Leg)
Ryu Sei
Raku
Jump, b/db/d/df/f + MP / HP
(Dragon Star Drop)
Hyaku Retsu
Kyaku
Tap K rapidly
(Hundred Rending Legs)
Spinning Bird Kick qcf + K
Hi En
Shu
qcb + K
(Flying Swallow Kick)
Ki Ko
Sho
qcf,qcf + P
(Honorable Spirit Palm)
Sen Retsu
Kyaku
qcf,qcf + K
(Thousand Rending Legs)
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CRACKER JACK
-------------------------------------------------------------------------
Dash Straight Charge b,f + P
Dash Upper Charge b,f + K
Final Punch Hold and release 3P / 3K
Batting Hero hcf + P
Soccer Ball Kick hcf + K
Crazy Jack Charge b,f,b,f + P
Home Run Hero qcb,qcb + P
Raging Buffalo Charge b,f,b,f + K
- If you assign 3P or 3K to a button, and use that button for the Final
Punch, you cannot use that type of attack depending on which button
you are holding. The Final Punch does more damage the longer the
button(s) used are held down.
- Both the Batting Hero and Soccer Ball Kick can reflect projectiles.
- During the Crazy Jack, you can press Punch or Kick to change Jack's
attacks. You can do this just once to change all the rest of the
hits, or use a combination of buttons to alternate between straight
punches and uppercuts.
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CYCLOID BETA
-------------------------------------------------------------------------
Beta Senpu
Kyaku
f + MK
(Beta Whirlwind Leg)
Beta Zenpo
Tenshin
qcb + P
(Beta Forward Body Roll)
Beta Shoot Upper f,d,df + P
Beta Justice Fist b,d,db + P
Beta Pullum Kick f,d,df + K
Beta Hi En
Shu
qcb + K
(Beta Flying Swallow Kick)
Beta Tatsumaki Senpu
Kyaku qcf +
K
(Beta Tornado Whirlwind Leg)
Beta Kill Trump qcf,d,df + P
Beta Ga Ryu
Messhu
Jump, qcf,qcf + K
(Beta Refined Dragon Destroying Kick)
Beta Ki En
Sho
qcf,d,df + K
(Beta Devil Swallow's Flight)
Beta Shinku Tatsumaki Senpu Kyaku qcb,qcb + K
(Beta Vacuum Tornado Whirlwind Leg)
- The Beta Justice Fist can deflect projectiles.
- For the Beta Tatsumaki Senpu Kyaku, the strength of the button
used determines the number of kicks.
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CYCLOID GAMMA
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Gamma Heavy Stub Kick b / f + HK
Gamma Tenma Ku Jin
Kyaku
Jump, d + MK
(Gamma Demon Air Blade Leg)
Gamma Dance Wind Jump, b/db/d/df/f + MP / HP
Gamma Buster Drop Jump, b/db/d/df/f + MK / HK
Gamma Hyaku Retsu
Kyaku
Tap K rapidly
(Gamma Hundred Rending Legs)
Gamma Skullo Crusher Charge b,f + P
Gamma Sliding Arrow Charge b,f + K
Gamma Final Punch Hold and release 3P / 3K
Gamma Head Press Charge d,u + P
Gamma Somersault Kick Charge d,u + K
Gamma Res Al'Khana Charge db,f,b,uf + P
Gamma Double Somersault Kick Charge db,f,b,uf + K
Gamma Go
Ga
Charge b,f,b,f + P
(Gamma Roaring Fang)
Gamma Knee Press Nightmare Charge b,f,b,f + K
- The Gamma Sliding Arrow always results in a low attack instead of
a leg trip.
- The Gamma Head Press doesn't have a rebound like Vega's does.
- If you assign 3P or 3K to a button, and use that button for the Gamma
Final Punch, you cannot use that type of attack depending on which
button you are holding. The Final Punch does more damage the longer
the button(s) used are held down.
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DARUN MISTER
-------------------------------------------------------------------------
Ganges DDT Jump, b/db/d/df/f + MK / HK
Lariat f,d,df + P
Ganges DDT f,d,df + K
Brahma Bomb When close, 360 + P
Indra
Bashi
When close, 360 + K
(Indra Bridge)
Darun Catch b,d,db + P
Tasogare
Lariat
qcf,qcf + P
(Twilight Lariat)
Indra~Bashi
qcb,qcb + K
(Indra~Bridge)
Chozetsu Ki Shin
Bomb
When close, 720 + P
(Super Suppressed Fierce God Bomb)
- The Lariat will deflect projectiles and negate Super Combo
projectiles.
- Use the Darun Catch against airborne opponents.
-------------------------------------------------------------------------
DHALSIM
-------------------------------------------------------------------------
Drill
Zutsuki
Jump, d + HP
(Drill Head Thrust)
Drill Kick Jump, d + K
Yoga Teleport (Zen
Ido)
f,d,df + 3P / 3K
(Yoga Teleport Forward Migration)
Yoga Teleport (Go
Ido)
b,d,db + 3P / 3K
(Yoga Teleport Backward Migration)
Yoga Fire qcf + P
Yoga Flame qcb + P
Yoga Blast qcb + K
Yoga Inferno qcf,qcf + P
Yoga Drill Kick Jump, qcf,qcf + K
Yoga Legend qcb,qcb + K
[Kuchu
Fubuyu]
f,uf,u,ub,b + K (air)
(Air Float Play)
[Sliding] d + MK
- For the Drill Kick, the angle is determined by what button you
use.
- For the Yoga Teleport, using 3P makes you appear far away, while
using 3K makes you appear close. Use f,d,df to move in front,
or b,d,db to move behind.
- The Yoga Blat hits airborne opponents.
- For the Yoga Drill Kick, the angle is determined by what button
you use. You can press Up or Down during this move to 'curve'
Dhalsim's body allowing for more hits (you can actually fly up
and off-screen with this move)!
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DOCTRINE DARK
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Knife Nightmare f + MP
Death Spin Kick f + MK
Kill Blade f,d,df + P
Dark Wire qcf + P
Dark Spark Press P during Dark Wire
Dark Hold Press b + P during Dark Wire
Ex-plosive qcf + K
Kill Trump qcf,d,df + P
Dark Shackle qcf,d,df + K
- The Ex-plosive will explode if Doctrine's opponent touches it, or
if left alone for a few seconds.
-------------------------------------------------------------------------
GARUDA
-------------------------------------------------------------------------
Zan
Ki
f + HP
(Devil Slash)
Kyo
Ja
f + HK
(Insane Serpent)
Mai
f,d,df + 3P
(Dance)
Shu
Gi
Jump, b/db/d/df/f + MP / HP
(Advancing Devil)
Onizan
f,d,df + P
(Devil Slash)
Ja
Zan
b,d,db + P
(Serpent Slash)
Shu
Ga
qcf + P
(Attacking Fang)
Rai
Ga
f,d,df + K
(Thunder Fang)
Go
Ga
hcf + K
(Roaring Fang)
Ki En
Bu
qcb,qcb + P (air)
(Devil Swallow's Dance)
Ki En
Sho
qcf,d,df + P
(Devil Swallow's Flight)
Maboroshi
Press 3P when attacked
(Illusion)
(for CPU Garuda only)
- The Rai Ga only hits airborne opponents.
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GOUKI (Akuma in the US)
-------------------------------------------------------------------------
Senpu
Kyaku
f + MP
(Whirlwind Leg)
Tenma Ku Jin
Kyaku
Jump, d + MK
(Demon Air Blade Leg)
Zenpo
Tenshin
qcb + P
(Forward Body Roll)
Ashura Sen Ku (Zen
Ido)
f,d,df + 3P / 3K
(Ashura Air Flash Forward Migration)
Ashura Sen Ku (Go
Ido)
b,d,db + 3P / 3K
(Ashura Air Flash Backward Migration)
Go Hado
Ken
qcf + P
(Great Surge Fist)
Go Sho Ryu
Ken
f,d,df + P
(Great Rising Dragon Fist)
Shakunetsu Hado
Ken
hcb + P
(Scorching Heat Surge Fist)
Zan Ku Hado
Ken
Jump, qcf + P
(Killing Sky Surge Fist)
Tatsumaki Zan Ku
Kyaku
qcb + K
(Tornado Killing Sky Leg)
Messatsu Go
Hado
qcb,qcb + P
(Deadly Great Surge)
Messatsu Go
Shoryu
qcf,d,df + P
(Deadly Great Rising Dragon)
Tenma Go
Zanku
Jump, qcf,qcf + P
(Demon Great Killing Sky)
Shun Goku
Satsu
LP,LP,f,LK,HP
(Instant Hell Murder)
- Using the Ashura Sen Ku makes Gouki move to the right (3P), or to
the left (3K).
- You must have a Level 3 Super Combo Gauge in order to use the
Shun Goku Satsu.
-------------------------------------------------------------------------
GUILE
-------------------------------------------------------------------------
Spinning Back Knuckle f + HP
Rolling Sobat b / f + MK
Heavy Stub Kick b / f + HK
Flying Buster Drop Jump, b/db/d/df/f + MP / HP
Sonic Boom Charge b,f + P
Somersault Kick Charge d,u + K
Opening Gambit Charge b,f,b,f + P
Double Somersault
Kick
Charge db,f,b,uf + K
-------------------------------------------------------------------------
HOKUTO
-------------------------------------------------------------------------
Cho
Ho
f + HP
(Deadly Elbow)
Gai
Kyaku
f + HK
(Cutting Leg)
Go Ryu
Ko
b,d,db + P
(Protect Rapid Attack)
Ryuusui
When close, 360 + P
(Stream)
Cho Geki
Ho
qcf + P
(Deadly Violent Elbow)
Sho Geki
Ha
qcf + P during Cho Geki Ho
(Crushing Palm)
Shinku
Geki
qcb + P
(Shaking Sky Attack)
Shin Kyaku
Geki
qcb + K
(Shaking Leg Attack)
Ki Ren
Eki
qcb,qcb + P, hold P
(Refined Spirit Shoot)
Geki Ho
Gi
qcb,qcb + K
(Phoenix Attack Technique)
[no
name]
b + P / K during Shinku Geki
or Shin Kyaku Geki
- Use the Go Ryu Ko when you are about to be attacked.
- The Ryuusui will not damage your opponent, but instead leave
them open to attack momentarily.
-------------------------------------------------------------------------
CHI NO FUUIN WO TOKARE TA HOKUTO
(Hokuto of the Undone Seal of Blood)
-------------------------------------------------------------------------
Cho
Ho
f + HP
(Deadly Elbow)
Gai
Kyaku
f + HK
(Cutting Leg)
Ryuusui
When close, 360 + P
(Stream)
Cho Geki
Ho
qcf + P
(Deadly Violent Elbow)
Kyaku
Geki
qcb + K
(Leg Attack)
Sho Rin
Geki
qcb + P
(Phosphorous Palm Attack)
Ki Ren
Eki
qcb,qcb + P, hold P
(Refined Spirit Shoot)
Geki Ho
Gi
qcb,qcb + K
(Phoenix Attack Technique)
Ren Sho
Geki
qcf,qcf + P
(Rapid Violent Rising)
Ren
Bu
LP,LP,f,LK,HP
(Rapid Dance)
- The Ryuusui will not damage your opponent, but instead leave
them open to attack momentarily.
- You can use the Sho Rin Geki by itself, or during the Cho Geki
Ho or Kyaku Geki. This move deflects projectiles and negates
Super Combo projectiles.
-------------------------------------------------------------------------
KAIRI
-------------------------------------------------------------------------
Ryu
Bu
f + MK
(Dragon Warrior)
Shin Ki
Hatsudo
qcf + P
(God's Spirit Invoke)
Ma Ryu
Rekko
f,d,df + P
(Demon Dragon Rending Light)
Mo Ryo Ga
Sen
qcb + K (x3)
(Nature Spirits' Whirling Vortex)
Shin Ki
Hatsudo
Jump, qcf,qcf + P
(Devil God Invocation)
Sairo Ko
Shu
qcb,qcb + P
(Jackal Wolf Wicked Hand)
Ga Ryu
Messhu
Jump, qcf,qcf + K
(Refined Dragon Destroying Kick)
Kyo Ja Ren
Bu
LP,LP,f,LK,HP
(Wicked Disaster Rapid Dance)
-------------------------------------------------------------------------
KEN
-------------------------------------------------------------------------
Zenpo
Tenshin
qcb + P
(Forward Body Roll)
Jigoku
Fusha
Jump, b/db/d/df/f + MP / HP
(Hell Windmill)
Hado
Ken
qcf + P
(Surge Fist)
Sho Ryu
Ken
f,d,df + P
(Rising Dragon Fist)
Tatsumaki Senpu
Kyaku
qcb + K (x4)
(Tornado Whirlwind Kick)
Sho Ryu
Reppa
qcf,d,df + P
(Rising Dragon Render)
Shin Ryu
Ken
qcf,d,df + K, tap P / K
(God Dragon Fist)
-------------------------------------------------------------------------
PULLUM PURNA
-------------------------------------------------------------------------
Femina Wind Jump, ub / u / uf
Al'kul Wrist f + MP
Al'kul Wrist Jump, then d + MP
Dance Wind Jump, b/db/d/df/f + MP / HP
Pullum Kick f,d,df + K
Ten'el Kick qcb + K
Drill Purrus qcf + K (air)
Res Al'Khana qcf,qcf + K
Praec Larm qcb,qcb + K (air)
- Using the air version of the Al'kul Wrist makes Pullum switch
positions with her opponent.
-------------------------------------------------------------------------
RYU
-------------------------------------------------------------------------
Senpu
Kyaku
f + MK
(Whirlwind Leg)
Hado
Ken
qcf + P
(Surge Fist)
Sho Ryu
Ken
f,d,df + P
(Rising Dragon Fist)
Tatsumaki Senpu
Kyaku
qcb + K (x3)
(Tornado Whirlwind Leg)
Shinku Hado
Ken
qcf,qcf + P
(Vacuum Surge Fist)
Shinku Tatsumaki Senpu
Kyaku qcb,qcb + K
(air)
(Vacuum Tornado Whirlwind Leg)
-------------------------------------------------------------------------
SATSU NO HADO NI MESAME TA RYU
(Ryu of the Awakened Surge of Murderous Intent)
-------------------------------------------------------------------------
Senpu
Kyaku
f + MK
(Whirlwind Leg)
Ashura Sen Ku (Zen
Ido)
f,d,df + 3P / 3K
(Ashura Air Flash Forward Migration)
Ashura Sen Ku (Go
Ido)
b,d,db + 3P / 3K
(Ashura Air Flash Backward Migration)
Hado
Ken
qcf + P
(Surge Fist)
Sho Ryu
Ken
f,d,df + P
(Rising Dragon Fist)
Tatsumaki Senpu
Kyaku
qcb + K (x4)
(Tornado Whirlwind Fist)
Shinku Hado
Ken
qcf,qcf + P
(Vacuum Surge Fist)
Shinku Tatsumaki Senpu
Kyaku qcb,qcb + K
(air)
(Vacuum Tornado Whirlwind Leg)
Messatsu Go Sho
Ryu
qcf,d,df + K
(Deadly Great Rising Dragon)
Shun Goku
Satsu
LP,LP,f,LK,HP
(Instant Hell Murder)
- Using the Ashura Sen Ku makes Ryu move to the right (3P), or to
the left (3K).
- You must have a Level 3 Super Combo Gauge in order to use the
Shun Goku Satsu.
-------------------------------------------------------------------------
SAKURA KASUGANO
-------------------------------------------------------------------------
Hado
Ken
qcf + P
(Surge Fist)
Sho O
Ken
f,d,df + P
(Cherry Blossom Fist)
Shun Pu
Kyaku
qcb + K
(Spring Breeze Leg)
Shinku Hado
Ken
qcf,qcf + P
(Vacuum Surge Fist)
Midare
Zakura
qcf,d,df + K
(Cherry Riot)
Haru Ichi
Ban
qcb,qcb + K
(First Storm of Spring)
Shun Goku
Satsu
LP,LP,f,LK,HP
(Spring Hell Death)
[Chohatsu]
LK,LK,b,LP,HP
(Taunt/Provoke)
- Sakura's taunt can be comboed and inflicts damage.
-------------------------------------------------------------------------
SKULLOMANIA
-------------------------------------------------------------------------
Stepping Upper f + MP
Kakato
Otoshi
f + MK
(Heel Drop)
Skullo Dash f,f (press b to stop dashing)
Skullo Back
Ten
b,b
(Skullo Back Revolve)
Skullo Head f,d,df + P
Skullo Crusher qcf + P
Skullo Slider qcf + K
Skullo Dive b,d,db + P
Skullo T'kachev b,d,db + K
Super Skullo Crusher qcf,qcf + P
Super Skullo Slider qcf,qcf + K
Skullo Dream LP,LP,f,LK,HP
[Skullo Tackle] Skullo Dash into an opponent
[Chohatsu]
360 + P
(Taunt/Provoke)
[Alternate Skullo Dream] d + LP + MK during Skullo Dream
[Skullo Dream Final] LP + MK (d,b,f,f,d,b)
- Skullomania's taunt won't end until you move, attack, or get
damaged.
- For the Alternate Skullo Dream, you must hold the listed buttons
until Skullomania connets with this move. You cannot use the Skullo
Dream Final during the Alternate Skullo Dream. Note that this
version of the Skullo Dream causes no extra damage.
- During the Skullo Dream Final, you must hold LP + MK and press the
listed commands once for each new screen (d then b then f then f
then d then b). If done correctly, the ending of the Skullo Dream
will have changed. Note that this causes no extra damage.
-------------------------------------------------------------------------
VEGA (M. Bison in the US)
-------------------------------------------------------------------------
Vega Warp f,d,df / b,d,db + 3P / 3K
Psycho Crusher Charge b,f + P
Double Knee Press Charge b,f + K
Head Press Charge d,u + K
Somersault Skull Diver Press P after Head Press
Psycho Cannon Charge b,f,b,f + P, hold P
Knee Press Nightmare Charge b,f,b,f + K
- After the Head Press, you can change Vega's descent by pressing
back or forwards.
-------------------------------------------------------------------------
ZANGIEF
-------------------------------------------------------------------------
Flying Body Attack Jump, d + HP
Stomach Block b / f + MK / HK
Double Lariat 3P, b / f
Screw Piledriver When close, 360 + P
Russian Suplex When close, 360 + K
Quick Double Lariat 3K, b / f
F.A.B (Final Atomic Buster) When close, 720 + P
F.A.B (Level 3 Version) When close, 720 + 3P
Super Stomping qcf,qcf + K
[Chudan]
qcb + K during Super Stomping
(Interruption)
- For the Stomach Block to work, you must be behind your opponent.
- The Double Lariat passes through projectile attacks.