Street Fighter II Rainbow Move Guide
Maintained by Jason Gordon - please e-mail me corrections
Thanks to Ultima for the contributions.

General Info

Street Fighter II Rainbow is a special hacked version of Street Fighter II Champion edition.  It was widespread in arcades and often siad "Accelerated" on the game case.  It was what prompted Capcom to release Street Fighter II Turbo.  There were multiple versions of this game.  The exact effects depended on the hack and the dipswitch settings.  The program was also known as Accelerator, Accelerator II, and Quicken.

This move guide assumes that you already know how to do the moves in Street Fighter II.  If you need move explanations, you can read that here.

There are some special features in this program.   First, the game has increasd speed.  Midair moves are also possible, just execute your favorite attack in the air.  All fireballs (except Yoga Flame) are homing, meaning that they move toward the opponent, even when they jump.  All jab fireballs are extrememly slow.  Strong fireballs are medium speed.  Fierce fireballs are lightning fast, hitting instantaneously.  You also have the ability to do multiple fireballs.  In other words, you can throw a new fireball before the old one hits.    You can climb the screen indefinitely, (jump, so a special move, jump, do a special move, etc.).   Also, throws have seemingly unlimited vertical range. 

The best part of this game is the ability to switch characters in middle of a round.  This is done by pressing start on the player controller that you are.  Starting with Ryu, the cycle is as follows:

Ryu -> E. Honda -> Blanka -> Guile -> Ken -> Chun Li -> Zangief -> Dhalsim -> M. Bison -> Sagat -> Balrog -> Vega

Ryu

Fierce dragon punch goes across the screen (arcing dragon punch).
Rounhouse hurricaine kick goes across the screen.

E. Honda

Hundred hand slap often fires a Ken/Ryu fireball.

Blanka

Electricity often fires a Ken / Ryu fireball.
All Rolls arc up.  You can do continuous rolls easily by charging for the next roll while rolling and executing it while in the air, at the end of the original roll.

Guile

Sonic booms are no charge.
Hit your opponent with slow and fast sonic booms at the same time.

Ken

Rounhouse hurricaine kick is fast and travels across the screen.  It almost always can dizzy. 

Chun Li

Lighning Kick sometimes releases a Ken/Ryu fireball.

Zangief

Hand Spin sometimes throws a fireball.  Try doing the handspin in the air and jumping afterwards.

Dhalsim

Slide Roundhouse reaches across screen.  He wals very fast.

M. Bison

Physcho crusher is much faster.

Sagat

Kick button based Tigers take the same effect as puch based fireballs.

Balrog

Sliding Punches (with the punch buttons) make Ken/Ryu fireballs.  Use jab for the best effect.
Fierce and Roundhouse sliding punches are much more "in your face."  Try it to see what I mean.

Vega

Rolls throw Ken/Ryu fireball.