This guide explains every special move input in the original Street Fighter II and its main revisions (Champion Edition, Hyper Fighting, Super Turbo), and how to execute them on a standard 8-way arcade stick or a modern gamepad. You enter a directional motion followed by a punch or kick button, and the game rewards clean, complete motions with the correct move every time. Below you will find the full input list, how the game reads your stick, common execution mistakes, and how to practice them so they become automatic.
What Counts as a Special Move
Special moves are attacks that require a specific directional input plus a button press, unlike normal punches and kicks which come out with a single button. In Street Fighter II, every character has at least two special moves (usually a projectile, an anti-air, and a horizontal or diagonal rush), and each has a fixed input. The game does not require precise frame timing—only that you complete the motion and press the button within a short window (roughly 10–15 frames, about 0.2 seconds). The input reader is lenient about extra diagonals; it looks for the cardinal directions in order, not a perfect stick path.
The Core Inputs: Quarter Circles, Dragon Punches, and Charges
There are three families of special move inputs in SFII. The most common is the quarter-circle forward: press down, then down-forward, then forward, then a punch or kick button. This produces Ryu and Ken’s Hadoken (fireball), Chun-Li’s Kikoken, Guile’s Sonic Boom is actually a charge move, and many others. The quarter-circle back is the same motion reversed and produces moves like Ryu’s Tatsumaki (hurricane kick) or Blanka’s rolling attack. The Dragon Punch motion (forward, down, down-forward) is used for Ryu and Ken’s Shoryuken, and a few other anti-airs. Finally, charge moves require holding back or down for about 1 second, then pressing the opposite direction plus a button—Guile’s Sonic Boom (hold back, then forward + punch) and Flash Kick (hold down, then up + kick), and Chun-Li’s Spinning Bird Kick (hold down, then up + kick).
Complete Move List by Character
Here are the special move inputs for the original 8 World Warriors (they are identical across all SFII revisions unless noted). All directions are relative to the character facing right; reverse them when facing left.
- Ryu and Ken: Hadoken (QCF + Punch), Shoryuken (Forward, Down, Down-Forward + Punch), Tatsumaki Senpukyaku (QCB + Kick). Ken’s Shoryuken has a slightly different hitbox and his Tatsumaki hits more times, but the inputs are the same.
- Chun-Li: Kikoken (QCF + Punch), Spinning Bird Kick (Charge Down, then Up + Kick), Hyakuretsukyaku (rapidly press Kick—not a motion input).
- Guile: Sonic Boom (Charge Back, then Forward + Punch), Flash Kick (Charge Down, then Up + Kick).
- Blanka: Electric Thunder (press Punch repeatedly), Rolling Attack (QCB + Punch), Backstep Roll (QCB + Kick, moves backward).
- Zangief: Spinning Piledriver (360° rotation + Punch), Double Lariat (press all three punches or all three kicks).
- Dhalsim: Yoga Fire (QCF + Punch), Yoga Flame (QCF + Kick), Yoga Teleport (QCB + Punch or Kick, direction depends on button).
- E. Honda: Hundred Hand Slap (press Punch rapidly), Sumo Headbutt (QCF + Punch), Sumo Smash (QCB + Kick).
- Balrog (Boxer): Dash Straight (Charge Back, then Forward + Punch), Dash Upper (Charge Back, then Forward + Kick), Buffalo Headbutt (Charge Down, then Up + Punch).
- Vega (Claw): Rolling Crystal Flash (Charge Back, then Forward + Punch), Backslash (Charge Back, then Forward + Kick), Wall Dive (Charge Down, then Up + Punch or Kick).
- Sagat: Tiger Shot (QCF + Punch), Tiger Uppercut (Forward, Down, Down-Forward + Punch), Tiger Knee (QCB + Kick).
- M. Bison (Dictator): Psycho Crusher (Charge Back, then Forward + Punch), Scissor Kick (Charge Down, then Up + Kick), Devil Reverse (QCB + Punch, then press a direction).
How the Game Reads Your Input
The SFII engine samples your joystick or D-pad every frame (60 times per second). It stores a short history of the last few directional states. When you press a button, the game checks whether that history contains the required sequence of directions for any special move assigned to that button. It does not require that you hit the exact corners; it only requires that the sequence of cardinal directions appears in order. For example, for QCF, the game looks for a down input, then a down-forward, then a forward, all within about 10 frames. If you skip the down-forward and go straight from down to forward, it still works on most SFII versions because the game tolerates missing the diagonal. However, if you go from down to up, the sequence is broken and you get a normal move instead.
Controller Choices: Arcade Stick, Gamepad, Keyboard
Each controller type changes how you physically perform the motions. On an arcade stick, you roll your wrist or fingers from one gate position to the next; the square gate (common in Japanese sticks) makes quarter circles feel natural because the corners guide your hand. On a gamepad D-pad, you slide your thumb across the pad; the main challenge is not lifting your thumb, which resets the input history. On a keyboard, you press and release keys for each direction; the game sees discrete states, so you must press down, then down+forward, then forward, then release in order. Many players find keyboard easier for charge moves because holding back is just holding a key, but harder for 360 motions because you must roll across four keys quickly.
Common Mistakes and How to Fix Them
The most frequent beginner errors are: (1) pressing the button too early or too late—the button must come after the final direction, not during it; (2) not returning the stick to neutral before the next motion, which causes the game to think you are still holding a direction; (3) doing the motion too slowly—if you take more than about 15 frames (0.25 seconds), the game forgets the earlier directions; (4) for charge moves, not holding the charge long enough—you need roughly 55–60 frames (just under 1 second) of holding back or down; (5) for Dragon Punch, starting at forward instead of neutral, which often gives a fireball instead.
To fix these, practice in training mode (if playing Super Turbo or a later collection) or versus a second controller. Watch the input display if available. Slow down your motion until it works consistently, then gradually speed up. For charge moves, practice holding back for a full second before pressing forward. For 360 moves like Zangief’s Piledriver, you can do a shortened version: press up, then roll to forward, then press punch—the game accepts this on most SFII versions because it only checks that all four directions were hit within the window.
Practicing Efficiently
Set aside 10 minutes a day for input drills. Do each motion 20 times on each side (facing left and right). Start with quarter circles, then Dragon Punch, then charges. A common drill is to do a fireball, then a Dragon Punch, then a hurricane kick in sequence, resetting to neutral between each. On a gamepad, keep your thumb flat on the D-pad; on a stick, keep your wrist loose. If you drop a move, do not press buttons randomly—reset to neutral and try again slowly. Consistency comes from muscle memory, not speed.
Frequently Asked Questions
Why do I get a fireball when I try to do a Dragon Punch? Because you are starting the motion with a forward input instead of neutral. The Dragon Punch input is forward, down, down-forward. If you are holding forward from a previous motion, the game sees forward as the first direction, then you go down, then down-forward—that is a quarter circle forward, which gives a fireball. Reset to neutral before starting.
How long do I need to hold a charge? About one second (55–60 frames). In practice, hold back or down for a full second, then press the opposite direction and the button simultaneously. If you release the charge direction too early, you get a normal move. If you press the button too late after the direction change, you also get a normal move.
Can I do special moves on a keyboard? Yes. Bind your movement keys to WASD or arrows and your buttons to J/K/L or similar. The game reads keyboard as discrete directional states, so you must press each direction in sequence without overlapping too much. Quarter circles work fine; 360s are harder but doable by rolling across the keys quickly.
Do the inputs change between SFII versions? No. The original, Champion Edition, Hyper Fighting, and Super Turbo all use the same inputs for the original 8 characters. Super Turbo adds 4 new characters (Cammy, Fei Long, Dee Jay, T. Hawk) with their own inputs, but the classic characters are unchanged. The later HD Remix and Ultra SFII on Switch also keep the same inputs.
Why does my special move come out only sometimes? Usually because your timing is inconsistent. The game gives you a ~10–15 frame window to complete the motion. If you are too slow, the game forgets the start. If you press the button before the final direction, the game sees a normal move. Practice the motion slowly and deliberately, then speed up. Also check that you are not accidentally hitting two buttons at once.
What is the easiest character for a beginner? Ryu is the standard recommendation because his Hadoken is a simple quarter circle, his Shoryuken is a good anti-air, and his moves teach you the two most important input families. Guile is also easy once you learn charge timing, but many beginners find holding back unnatural. Zangief is the hardest because his Piledriver requires a full 360 rotation.
Related
Formula used
sel input | Input style | Arcade Stick=1, Gamepad D-Pad=2, Keyboard=3 in practice | Practice repetitions | 10 | 5 | 1 | 100 out success | Estimated successful inputs | practice * 0.8 | 0
Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work
Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.
More cards in this drawer
- Philips DST7060/20 7000 Series Iron: Specs & Fit
- Coal Fueled Jet Aircraft: Could It Work?675 L
- Remote Desktop on Raspberry Pi: How to Enable It
- Word Select Last Line in Paragraph?
- Google Assistant IFTTT Recipes: 7 Useful Automations
- OLED TVs in Dark Rooms: Why They Look Better and When They Don’t