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
-------------------------------------------------------------------------
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
-------------------------------------------------------------------------
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
-------------------------------------------------------------------------
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
-------------------------------------------------------------------------
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

-------------------------------------------------------------------------
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.
 

-------------------------------------------------------------------------
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.
 

-------------------------------------------------------------------------
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)
 

-------------------------------------------------------------------------
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.
 

-------------------------------------------------------------------------
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.
 

-------------------------------------------------------------------------
CYCLOID GAMMA
-------------------------------------------------------------------------

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.
 

-------------------------------------------------------------------------
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)!
 

-------------------------------------------------------------------------
DOCTRINE DARK
-------------------------------------------------------------------------

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.
 

-------------------------------------------------------------------------
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.