Street Fighter II Turbo / Combat
Special moves and directional commands
Every fighter’s special moves in Street Fighter II Turbo, with the controller motions from the original SNES manual. Motions assume your fighter faces right.
Edition covered
Original 1993 SNES Street Fighter II Turbo: Hyper Fighting, with Normal and Turbo modes. This is the twelve-fighter game, before Super Street Fighter II and Super Turbo; there are no Super Combos or Akuma. SNES button names are used.
Special moves by fighter

Shotokan Karate
Ryu
- Fireball — ↓ ↘ → + punch
- Dragon Punch — → ↓ ↘ + punch
- Hurricane Kick — ↓ ↙ ← + kick (also in mid-air)

Sumo
E. Honda
- Hundred Hand Slap — tap punch rapidly
- Sumo Head Butt — hold ← 2 seconds, then → + punch
- Sumo Smash — hold ↓ 2 seconds, then ↑ + kick

Jungle
Blanka
- Electricity — tap punch rapidly
- Rolling Attack — hold ← 2 seconds, then → + punch
- Vertical Rolling Attack — hold ↓ 2 seconds, then ↑ + kick

Special Forces
Guile
- Sonic Boom — hold ← 2 seconds, then → + punch
- Flash Kick — hold ↓ 2 seconds, then ↑ + kick

Shotokan Karate
Ken
- Fireball — ↓ ↘ → + punch
- Dragon Punch — → ↓ ↘ + punch
- Hurricane Kick — ↓ ↙ ← + kick (also in mid-air)

Kung Fu
Chun-Li
- Lightning Kick — tap kick rapidly
- Whirlwind Kick — hold ↓ 1 second, then ↑ + kick (also in mid-air)
- Fireball — ← ↙ ↓ ↘ → + punch

Wrestling
Zangief
- Spinning Clothesline — two punch buttons together
- Turbo Spinning Clothesline — two kick buttons together
- Spinning Pile Driver — 360° rotation + punch, close to the opponent

Yoga
Dhalsim
- Yoga Fire — ↓ ↘ → + punch
- Yoga Flame — ← ↙ ↓ ↘ → + punch
- Yoga Teleport — Dragon Punch motion + all three punches or all three kicks

Boxing
Balrog
- Turn Punch — hold all punches or all kicks 2 seconds, then release
- Dash Punch — hold ← 2 seconds, then → + punch (straight) or kick (uppercut)

Spanish Ninjitsu
Vega
- Claw Dive — hold ↓ 2 seconds, then ↑ + kick; push towards the opponent + punch in mid-air
- Wall Leap — hold ↓ 2 seconds, then ↑ + kick
- Claw Roll — hold ← 2 seconds, then → + punch

Muay Thai
Sagat
- Tiger Uppercut — → ↓ ↘ + punch
- Tiger Knee — quarter-circle forward motion + kick
- Tiger Shot — ↓ ↘ → + punch (high) or kick (low)

Unknown
M. Bison
- Psycho Crusher — hold ← 2 seconds, then → + punch
- Scissor Kick — hold ← 2 seconds, then → + kick
- Head Stomp — hold ↓ 2 seconds, then ↑ + kick; then towards the opponent + punch
Quick notes
- Build a motion in parts. For a quarter-circle attack, start from down, roll through the diagonal toward the opponent, then press the relevant attack button at the end.
- Hold before a charge release. Guile’s Sonic Boom holds back before moving forward with a punch; Flash Kick holds down before moving up with a kick.
- Reverse commands after crossing. Commands in the manual assume a fighter faces right.
FIELD NOTE
Reliable inputs on both sides of the screen are a better first goal than a long combo.
Picture details
Game artwork belongs to its respective rights holders.
