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Capcom Fighting Jam

Capcom Fighting Jam Menu

Street Fighter Alpha Team Faq

General Move Key

UB, U, UF= Up-Back, Up, Up-Forward
B, n, F= Back, neutral, Forward
DB, D, DF= Down-Back, Down, Down-Forward
P, LP/MP/HP/2P/PPP= Punch, Light/Medium/Hard/Any 2/All 3 punches
K, LK/MK/HK/2K/KKK= Kick, Light/Medium/Hard/Any 2/All 3 Kicks
QCF= Quarter Circle Forward (D, DF, F)
QCB= Quarter Circle Back (D, DB, B)
DP= Dragon Punch motion (F, D, DF)
RDP= Reverse Dragon Punch motion (B, D, DB)
HCF= Half Circle Forward (B, DB, D, DF, F)
HCB= Half Circle Back (F, DF, D, DB, B)
360/720= Rotate Pad/Joystick 1 full circle/2 full circles
ch.= Charge/Hold in direction for 1 second
PPP.../KKK...=Tap P/K repeatedly
(air)= Can also be done in mid-air/while jumping
<AIR>= Can be done ONLY in mid-air/while jumping
*=Super Move (need 1-3 levels of super meter)

--Throws can done by pressing (F/n/B+LP+LK)
--Pursuit Attacks are done after knocking down by pressing (U+K)
--EX Moves are done by performing special moves with 2P/2K
--Original/Custom Combos are activated by (HP+HK)
--Level Ups are done by pressing (MP+MK) with 1 gem
--Ultimate Guard is done by pressing (HP+HK)
--Leap Attacks are done by pressing (MP+MK)
--High Jumps are done by tapping (D,U)
--Rolling can be done by pressing (MP+MK)
--Ingrid, Darkstalkers, Warzard, and SF3 characters can dash with (F,F/B,B)
--When getting up after sweeps, Ingrid/DS/RE characters can bounce away (F/B)
--Before hitting the ground after sweeps, Alpha characters can recover with(3P)
--Before hitting the ground after sweeps, SF3 characters can Quick Stand (D)
--Alpha Characters can Alpha Counter when blocking (B,DB,D+P/K)
--Red Earth Characters can Counter during Ultimate Guard (B,DB,D+P/K)
--Ingrid can Counter when blocking (B/F+MP+MK)
--Felicia, Demitri, and Jedah can Guard Cancel(GC) with certain specials
*NOTE* By holding LK and MK from the time the Versus Screen appears to when
the round begins you can start the match with your secondary character.
<**>Only Ryu and Akuma's Hadoukens, and Guile's Sonic Booms can be airblocked

Guy

Special Moves.

Hozanto QCB + P
Bushin Senpuu Kyaku QCB + K
Bushin Izuna Otoshi QCF + P, then P
Hayagake QCF + K, then K
Bushin Gokusa Ken LP, MP, HP, HK

Super Combos.

Bushin Hasou Ken QCF, D, DF + P
Bushin Gorai Kyaku QCF, D, DF + K

NOTES - Is missing his Bushin Musou Renge Super Combo.

Rose

Special Moves.

Soul Spark HCF + P
Soul Spiral QCF + K
Soul Reflect QCB + P
Soul Throw FDP + P

Super Combos.

Aura Soul Spark QCB, QCB + P
Aura Soul Throw QCF, D, DF + P

NOTES - Is missing her Aurora Illusion, but the SFZ Custom Combo renders it unnecessary.

Karin

Special Moves.

Guren Ken QCB + P, then P / K
Hoshou FDP + P
Mujin Kyaku FDP + K
Ressenchao RDP + P, then P
Yashagaeshi QCB + P / K
Arakuma Inashi 360 + P
Ressenha QCF, UF + K

Super Combos.

Kanzuki-ryu Shinbi Kaibyaku QCF, QCF + P
Kanzuki-ryu Ko'ou Ken QCF, QCF + K

Sakura

Special Moves.

Hadouken QCF + P
Shououken FDP + P
Shunpuu Kyaku (air) QCB + K
Ouka Kyaku QCF + K, P, P, P

Super Combos.

Shinkuu Hadouken QCF, QCF + P
Haru Ichiban QCB, QCB + K
Midare Sakura QCF, D, DF + K

NOTES - Pressing P while executing the Hadouken increases power and size but limits range.

Capcom Fighting Jam reviews

Capcom Fighting Jam review

Capcom Fighting Jam Characters
Street Fighter Alpha characters
Street Fighter 2 characters
Street Fighter 3 characters
Vampire characters
Red Earth characters
Capcom Fighting AllStars character
Capcom Fighting Jam Faqs
Street Fighter Alpha characters
Street Fighter 2 characters
Street Fighter 3 characters
Vampire characters
Red Earth characters
Capcom Fighting AllStars character
Capcom Fighting Jam Special
What's in a name?
Cosmetic changes
Tricks and secrets

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