+ + + + + + + + + + + + + + + + + + Super Street Fighter 2 7/12/99 dingo_jellybean - @ - AsianAvenue.com www.dingojellybean.com Arcade/SNES/Genesis/PSX/Saturn Version LAST + + + + + + + + + + + + + + + + + + ***************************************************************************** Message Board: http://pub44.ezboard.com/bdingojellybean If you have questions, post there and I will answer it when I can. Sorry if you can't contact me on AIM anymore...if it weren't for people warning me up to 70% at times AFTER HELPING THEM, then I wouldn't have to close off AIM to those who need help with a certain game. Thank you. ***************************************************************************** ----------------------------------------------------------------------------- -----------------------------------Credits----------------------------------- ----------------------------------------------------------------------------- -- Capcom(www.capcom.com) For making an excellent game, and for Street Fighter 2! ^_^ -- Gamepro(www.gamepro.com) For their help in some strategies found on this FAQ. -- Gamesages(www.gamesages.com) For providing the codes for this page except for the Key configuration code. Excellent job with the site! ^_^ -- GameFAQs(www.gamefaqs.com) To CJay for his hard work and dedication to the site and for posting up this FAQ. ^_^ -- James Chen(jchensor@ucla.edu) For his fabulous combo system that we've all come to know. ^_^ -- Migs Rustia(www.miggy.net) For his clarification on the combo system. -- Dingo Jellybean(bellybutton21@hotmail.com) For typing up this FAQ. ^_^ ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Version Last: Nothing new, just a format change and the finalization of this guide. (10/8/00) ============================================================================= ============================== [ Copyright ] ================================ ============================================================================= This FAQ was solely intended for the public use on the www. It cannot be reproduced, retransmitted, or re-written in any other form except by the notice of the author. Any violation of this code will result in strict penalty---and high fines susceptible by law. If this legal document is portrayed in any commercial use, you are therefor stricten under the code of law----and will be---punished. In full contrast, this document portrayed in the website found (www.gamefaqs.com) is to be used and only used by the public itself and cannot be sold. Revisions of this FAQ are only to be done with notice of the author before hand and may be done so as long as the name of the author of the document appears in due credit. You may juxatpose this---document with other---documents as well without notice of the author but it must not be used for sales and broadcasting or commercial use. This FAQ may not be---included in a promotional CD, magazine, or any other use of monetary product. This FAQ may not be used in a password protected area nor---in a high security area. This FAQ is solely used and ONLY used for public---use only and may not be used in a promotional ad that sponsors any type of monetary use. This FAQ is to be used "just like a book" meaning that it can be read over and over again by anybody who wishes to do so. Just like a book it can be moved around from one person to another, but unlike a book the document can be viewed by more than one person at---once. This FAQ is in no way possible to be plagerized, doing so not only damages the person you had intentionally forged, but it also damages yourself in terms of self guilt or in terms of law, whether the punishment be civil or criminal law. To put it at best, DON'T DO ANYTHING WITH THIS OR ANYTHING INVOLVING THIS FAQ WITHOUT MY PERMISSION! This document is (C) Dingo Jellybean; 1999-2000 ============================================================================= =========================== [ End of Copyright ] ============================ ============================================================================= Well first off, how many of you still play this game? Well not many huh? This is a pretty darn fun game and even funner than most PSX games I've played, and its also a nice break from the 32/64 bit videogame world. Well also, how do you like the new format? I thought the previous formats were a little messy, so I decided to change them. Well enough talk and onto the FAQ! Street Fighter History -- Intro -- Arcade -- Street Fighter -- Street Fighter 2 -- Street Fighter 2: Champion Edition -- Street Fighter 2 Champion Edition: Hyper Fighting -- Super Street Fighter 2 -- Super Street Fighter 2 Turbo -- X-Men: Child of the Atom -- Street Fighter Alpha -- Street Fighter Alpha 2 -- Marvel Super Heroes -- X-Men vs. Street Fighter -- Marvel Super Heroes vs. Street Fighter -- Marvel vs. Capcom -- Street Fighter Alpha 3 -- Home Conversions -- Fighting Street(Turbo Grafx CD) -- Street Fighter 2010(NES) -- Street Fighter 2(SNES) -- Street Fighter 2: Champion Edition(PC Engine) -- Street Fighter 2 Turbo(SNES) -- Street Fighter 2 Special Championship Edition(Genesis) -- Super Street Fighter 2(SNES and Genesis) -- Super Street Fighter 2 Turbo(3DO) -- Street Fighter Alpha(PSX) -- Street Fighter Alpha(Saturn) -- Street Fighter Alpha 2(PSX and Saturn) -- Street Fighter Alpha 2(SNES) -- Street Fighter Alpha 2 Gold(PSX) -- Street Fighter Alpha(PC/Windows 95'/DOS) -- X-Men: Child of the Atom(Saturn) -- Marvel Super Heroes(PSX) -- Marvel Super Heroes(Saturn) -- X-Men vs. Street Fighter(Saturn) -- Street Fighter Collection(PSX and Saturn) -- X-Men: Child of the Atom(PSX) -- X-Men vs. Street Fighter(PSX) -- Street Fighter Alpha 2(PC/Windows 95/98/DOS) -- Street Fighter Collection Vol.2(PSX) -- Marvel Super Heroes vs. Street Fighter(Saturn) -- Marvel Super Heroes vs. Street Fighter(PSX) -- Marvel vs. Capcom(Dreamcast) -- Street Fighter Alpha 3(PSX) -- Street Fighter Alpha 3(Saturn) -- Street Fighter Alpha 3(Dreamcast) -- Capcom vs. SNK(Dreamcast) -- Final Thoughts Game Functions Characters -- Balrog -- Background -- Moves -- Combos -- Strategy -- Blanka -- Background -- Moves -- Combos -- Strategy -- Cammy -- Background -- Moves -- Combos -- Strategy -- Chun-Li -- Background -- Moves -- Combos -- Strategy -- Dee Jay -- Background -- Moves -- Combos -- Strategy -- Dhalsim -- Background -- Moves -- Combos -- Strategy -- E.Honda -- Background -- Moves -- Combos -- Strategy -- Fei Long -- Background -- Moves -- Combos -- Strategy -- Guile -- Background -- Moves -- Combos -- Strategy -- Ken -- Background -- Moves -- Combos -- Strategy -- M.Bison -- Background -- Moves -- Combos -- Strategy -- Ryu -- Background -- Moves -- Combos -- Strategy -- Sagat -- Background -- Moves -- Combos -- Strategy -- T.Hawk -- Background -- Moves -- Combos -- Strategy -- Vega -- Background -- Moves -- Combos -- Strategy -- Zangief -- Background -- Moves -- Combos -- Strategy Misscellaneous Credits ============================================================================= ------------------------- [ Street Fighter History ] ------------------------ ============================================================================= Well, this here is sorta like a remembrance of the classic titles. I've dug up all my old games and my street fighter guides courtesy of Capcom to bring you a brief summary of Capcom's fighting game success. This will include the crossover series and basically anything that involves street fighter characters meaning it will include X-COTA, and I'll even do a bit on Marvel Super Heroes. You might have seen videogames.com's Street Fighter History, but I felt that the people who edited the web paged didn't even live through the era like I did and thought that they did a poor job on the history. Also I will only include the old Street Fighter series, Alpha series, and the crossover series. The EX, THREE, and MOVIE series will not be included because I never wanted to play those games, so I really wouldn't provide much info anyways. And I've decided that I could do much better than they could, so sit back, relax, and enjoy reading this history. ---------------------------------Arcade-------------------------------------- -+- Street Fighter(August 1987) This was the first fighting game capcom has ever made. Here in this game you would select either Ken or Ryu and fight against 10 other opponents in a one-on-one match. There were also special moves incased in either Ken or Ryu and if you were to happen to pull off these special moves you can take away 1/3 of your opponent's life guage! Back then not too many people knew about the special moves and considered them a secret. Also there were 2 giant buttons that would require a certain amount of force so that either a Jab, Strong, or Fierce would come out. However if you were to use certain special attacks like a Hadouken you would need to build levels for it sorta like super meters. Overall this game wasn't popular, and neither was the arcades. People at home were too much into playing Nintendo games, and they forgot what games even existed in the arcades. But this was just the first step in Capcom's lustrious fighting game career. -+- Street Fighter 2(February 1991) This was the sequel to the Street Fighter as it contained 8 different fighters to choose from, each with their different styles of gameplay and special moves. There were also 4 bosses in the game, but they weren't playable and including Balrog, Vega, Sagat, and M.Bison. Ryu and Ken make their way back to the series with the other 10 new characters. This was the game that has revolutionized the entire fighting game industry. It had this new combo system of two-in-one's which would allow you to combine a special technique with a regular attack into a furious combo that did 50% damage! Chain combos were also apparent in this game, but Capcom themselves had no idea how to do them, nor did they intend to add combos in the game in the first place! Quarters were put in this machine like crazy and soon basically every dry-cleaner and restaurant had ordered this machine to be put in their store so it would attract more customers and so that they would buy their products. Business soared as well with the help of this machine as people could play this game while they waited for their clothes to be cleaned, or as they waited for their food. In the arcades, this machine was the talk of the town and the spotlight of attention as crowds would wait just to play the new game for the first time. This was the game that has had the most success in Capcom's history and even more than the crossover series and Alpha series! Then again there was a gaming mag(I think it was EGM) that said you could fight against or even play as Sheng Long, if certain conditions were met. What did Capcom do about this? Nothing. They knew it would boost sales and revenue for them and they allowed this Sheng Long rumor to go on as long until the gaming mag had told everybody it was a April fool's joke. At that time the amount of capital soared to a new high for Capcom as they went on to being the new gaming company that would lead the way to a fighting game industry. -+- Street Fighter 2 Champion Edition(April 1992) This wasn't much of a new game from its previous incarnation. It featured the ability to play as the bosses and also the ability to pick two of the same characters. So now expert Blanka players wouldn't have to whine because someone else had picked Blanka. This however wasn't a complete downfall for game fans. It included new hidden combos and faster gameplay and it still managed to keep alot of fans intact to the new machine. At this time Acclaim was starting their own fighting game series that had already been out since a few months after Street Fighter 2 was released in the arcades. Mortal Kombat was the name and it attracted other people away from the Street Fighter series and into a new realm of different fighting techniques that were completely different than those of Street Fighter. Midway actually planned ahead of time to release Mortal Kombat after Street Fighter 2 due to the fact that they thought that Street Fighter 2 was going to sweep away Mortal Kombat. But they couldn't let their hard work go to waste, so they decided that until fans would get tired of Street Fighter 2, then release Mortal Kombat so that they would have something new to look forward to. But that wasn't case Midway had predicted, Street Fighter fans weren't even close to losing interest in Street Fighter 2. Then they took a gamble and decided to release Mortal Kombat. It featured 7 characters with Goro as the boss it was a huge success and Street Fighter fans soon made the switch. At this time there were only two fighting game companies at neck and neck, Capcom and Midway. Also Street Fighter 3 was under development. -+- Street Fighter 2 Champion Edition: Hyper Fighting(November 1992) Basically its the enhanced version of its previous predecessor. It only featured a few new things including extremely quick game speed, and new moves for Chun-Li and M.Bison. Nothing much, but new combos were added and some were thrown out, especially a few of Balrog's dashing punch combos. That really fustrated me, why ya do it Capcom?!!!! -+- Super Street Fighter 2(October 1993) This game was supposedly announced as the sequel to the series but apparently went unfinished. Capcom thought the game was done, but had decided to release it in the arcades. It featured four new characters Cammy, Dee Jay, Fei Long, and T.Hawk. Combos were taken out and combos were added in, but not much though. Also the Bonus Scores were added at either the top left or right side of the screen to show how many hits were in the combo and also bonus points awarded for Dizzy Recoveries, First Attacks, and combos. There were also new win poses and quotes given to certain characters. Sound effects were added with dizzies and also grim reapers and angels accompanied the new dizzy poses. The new Q-Sound audio was used in full force that enabled clear quality sound with redone music and backgrounds with fuller color and animation. Also new voice actors were added and Ken and Ryu no longer sounded alike. New moves were also given to old characters and also there were 8 colors for every character in the game, it wasn't so that it could attract more people to play the game, but mainly because of the tournament battle where there were 8 slots and every eight positions could use the same character. Besides if everybody was using the same color, who could tell who was who? Also it featured 10 all new endings for the new characters, bosses, and two for Chun-Li. Personally, I couldn't believe my eyes when I first saw this thing, it was huge and everybody in the arcades were crowded around it leaving Mortal Kombat 2 to dust, which was released after Street Fighter 2: Champion Edition. It was the new talk of the town and everywhere you go, people would talk about this new fighter. However Capcom was yet to show the main attraction of the game. -+- Super Street Fighter 2 Turbo(January 1994) The game Super Street Fighter 2 intended to be. If you thought the new features from Street Fighter 2: Hyper Fighting to Super Street Fighter 2 was amazing, you ain't seen nothing yet. This game featured the new "Super Combo" which would allow you do pull off desperation attacks, similar to those found in TMNT:TF. They would take a very long time to fill up as you had a super guage at the bottom of the screen. Also the damage guage was set WAY DOWN. In previous SF games 2-3 2 hit combos would finish you off, but they have decided to cut the damage down, otherwise a Super combo would finish you off, no matter how much life you had! The block damage from regular attacks were cut down by 66%, and it would be harder for opponents to cheese you to death. Also new special finishes for those Super Combos, as a giant sun or some sort flashes brightly after your opponent has been finished with a Super Combo. Also overhead attacks were added like Ryu's Overhead Punch. New special moves were given to almost everybody in the game like Dee Jay's Maximum Jackknife and Zangief's Banishing Flat. Also all new endings for basically every character in the game, and juggles were added. Also killing your opponent with a throw would be a problem as they can be tech hit out of to cut damage in half. Possibly the most unique feature in the game would be the new character far more powerful than M.Bison himself, that's right, Shin Akuma! There were actually a total of 18 different characters in this game if you count Akuma and Shin-Akuma as different characters. Also you can fight Shin-Akuma if you were good at the game, and also have a chance to play as him, but you would play as Akuma, and not Shin Akuma. Also new regular attacks were added in the game such as Ryu's hook punch. This game also allowed you to play as your favorite character's counterpart in Super Street Fighter 2. This would revert your character back to the original fighting style, taking out all the new turbo features that included juggles, tech hits, overhead attacks, and Super Combos. However it did allow your damage setting to become higher. The difficulty on this game was more challenging and the speed was cut by a little bit. Once again Mortal Kombat 3 wasn't even a match for it as more and more people just crowded this machine until the arcade closed. -+- X-Men Child of the Atom(January 1995) With the new SFA2 being an arcade smash hit, how was Acclaim going to make its claim in the fighting game industry? They decided to work with Marvel and Capcom to create a brand new 2D fighting game, and would later publish the game in the arcades. It featured the X-Men team compiling of Cyclops, Wolverine, Psylocke, Silver Samurai, Spiral, Iceman, the Sentinel, Collosus, Storm, and Omega Red. The hidden character of the game included only Akuma, with his Hyper X being his Messatsu Gou Shouryuu and his Messatsu Gou Hado. Here the chain combo system was first introduced, where a character could chain all 6 attacks in one combo, or at least certain characters could. A new super jumping and dashing also came in, and also started the way for future games alike. It recieved alot of attention in the arcades and was very popular, but for some reason small quantities were made, and thus very few arcades had the popular machine. -+- Street Fighter Alpha(May 1995) With Street Fighter 3 still in the works who can forget about that? Well Capcom has decided to release Street Fighter Alpha for the arcades. It features the old gang of Ryu, Ken, Chun-Li, and Sagat along with new characters including Sodom, Rose, Adon, Charlie, Birdie, and Guy. Also with three hidden characters that included Dan, M.Bison, and Akuma. The only problem with this game was that there were only 6 stages for the 13 characters. The hype over this game was pretty average, but once again new features paved the way again. This time Alpha counters were added so that you can counter blocked attacks, just as long as you had a level of super of course. Also you were no longer restricted to having one super every character in the game had at least two supers, and you were also given 3 levels of super. You can decide to use 1, 2, or all 3 levels of supers at once. The "magic series" was first introduced in this new game but its not as complex as the crossover series. You can chain a series of weak to stronger attacks in one continous 3 hit combo. However, Capcom wasn't just going to stop here with the Alpha series. -+- Street Fighter Alpha 2(October 1995) With all they hype hovering around SF3, you think Capcom would release SF3 after SFA right? Wrong. Instead they released Street fighter Alpha 2 a game with a load of characters that totaled 19 all together. The new characters included Dhalsim, Zangief, Evil Ryu, Shin Akuma, Rolento, Sakura, and Gen. The previous hidden characters can be selected as normal and Evil Ryu and Shin Akuma can be select via a code. Also nineteen all new backgrounds were added to the game while throwing out the other 6 backgrounds, including the Austrailia stage where Ryu had scarred Sagat's chest. There weren't much new features added besides character intro pictures before the match, and the infamous Custom Combo was added. The unique thing about this mode was that once started, the character could perform any move or special attack without hesitation or recovery time and thus allowing multiple fierces to be linked or even 20 Sonic Booms! The downside was that you could not block, you were limited to a few seconds of Custom Combo, you were easily hit out of it, and you could not turn around even if your opponent had jumped behind you. New endings were also included and juggles were more apparent. The one thing Capcom took out was the chain combos found in Street Fighter Alpha, and players could no longer do those weak to stronger combos. -+- Marvel Super Heroes(February 1996) With the success of X-Men Child of the Atom, Capcom would soon make their own fighting game involving the magic series. The game featured 4 characters from the previous fighting game being Wolverine, Psylocke, Juggernaut, and Magneto. This time they are grouped with all new players including Captain America, Iron Man, Shuma Gorath, Blackheart, Hulk, and Spider-Man, and two unselectable bosses Dr.Doom, and power hungry Thanos. This time the juggles weren't the combos that you could call "air combos" but instead you were actualy able to perform air combos to its entirety! Along with multiple hits jumping in and on the ground, you can easily stir up a 6 hit combo! Not only that, but the concept of OTG was paved in, allowing you to persue your opponent into a continuous combo, even if you have already knocked your opponent down! Also new supers were given to the X-members that included the now infamous Weapon X, and for Psylocke were the Psi-Maelstorm and Kouchou Gakure. The characters in the game even played as if they were taken straight out of the comics, except you would never here Iron Man say "Proton Cannon!" This turned out to be one of the most popular fighting games of all time and was also one of the most fun, and still is today. -+- X-Men vs. Street Fighter(January 1997) As if Capcom fighting games weren't popular enough, X-Men vs. Street Fighter made way and stormed the arcades with a fast fury that took the eye of every arcade fan and is possibly the game with the highest running success in the crossover series history. This time Cyclops, Wolverine, Storm, Juggernaut, Magneto, and Akuma made their way back, along with 12 all new characters including Gambit, Rogue, Sabertooth, Ryu, Chun-Li, Zangief, Ken, Cammy, Charlie, M.Bison, and Dhalsim. The final boss was Apocalypse, who filled the entire screen and was hard to miss. The highlight of the game was its unique tag-team feature which you could pick any two character from any universe and fight against another team. So this time instead of picking one character and trying to master him or her, you had to master another one as well! You could switch out at any time between the fight as well as pull of team counters and team supers with your partner! Also this was where Advance Blocking was used or more commonly referred to as "Push Blocking." This allowed you to push regular attacks, special moves, or certain supers away from you to further avoid block damage and also gave you time to counter. The quarters this machine was making was phenominal, and Akuma doesn't have the small fireball in his super anymore, yet he sports a giant beam of death, and also a new Tenma Gou Zankuu(that's been taken and redesigned in the Alpha series) and also his infamous Shun Goku Satsu, but you only needed one level of super to perform it instead of three. Basically every character that was in the Alpha series had their supers souped up with power and explosiveness. But this was only the first of 4 crossover games introduced by Capcom. -+- Marvel Super Heroes vs. Street Fighter(December 1997) With X-Men vs. Street Fighter being a huge hit, Capcom has decided to bring fourth the second of the crossover series game. This game had mostly characters from previous games that included Omega Red, Ryu, Ken, Chun-Li, Captain America, Wolverine, Spider-Man, Zangief, M.Bison, Dhalsim, Akuma, Blackheart, Shuma Gorath, Hulk, and Cyclops. But there were very few new characters that included Dan and Sakura. Hidden characters included U.S. Agent, Mephisto, Dark Sakura, Mech-Zangief, Armored Spider-Man, and Shadow. But the hidden characters were basically simple color changes and palette swaps making them look exactly like their counterparts. But some of the hidden characters had special qualities like super armor, or the inability to get stunned. Shadow is probably the only character that can be considered "hidden" because he was unlike any other character in the game, but he plays extremely close to Charlie. Also this time you could call your partner for a team attack, meaning your partner would help you defeat your opponent with either the help of a Hadouken or a Yoga Flame. The real flaw(if you can even call it a flaw) was the fact that you could no longer OTG as easily as the previous games, infinites were put to almost a sudden hault, and most characters loss the finest of pulling off big combos, and this time you had to think more on how you can add more hits to your arsenal, but the overall balance of the game was pretty good. This time Capcom has decided that supers were too plain in X-Men vs. Street Fighter and has decided to add a flashy background full of rainbow palettes and sprites, and a whole cosmic universe would appear in the background if you perform a team super. The bosses include Apocalypse and Cyber Akuma. Apocalypse is easier to defeat(as if he wasn't easy in X-Men vs. Street Fighter!) and Cyber Akuma, is quite possibly the hardest boss Capcom has ever made, even more powerful than X-COTA's Magneto, MvC's Onslaught, or even SFA3's Shin Bison. Also new supers were given to the Shatokens besides Akuma, Dan has his Otoko Michi, Ryu has his Shin Shouryuken, and Ken has his Shippu Jinra Kyaku. The other characters weren't neglected besides M.Bison and Dhalsim. All the Marvel Super Heroes characters were given new supers and Captain America and Wolverine were given two new supers instead of one. Akuma's Shun Goku Satsu is a level 3 super now, Chun-Li has her new mini- Kikousho, and Cyclops has been toned down. Overall this game was a major success and it easily pleased fans out there(as well as me). Once again Capcom was nearly finished with its third product and people didn't expect a crossover game better than MSHSF. -+- Marvel vs. Capcom(February 1998) With the pending success of MSHSF, Capcom has decided to release Marvel vs. Capcom. It included previous characters like Captain America, Wolverine, Zangief, Chun-Li, Spider-Man, Hulk, Gambit, and a special Ryu. The new characters mainly came from Capcom and the new characters included Morrigan(from Darkstalkers), Megaman(yay!), Captain Commando (from the 1991 Super Nintendo game, Captain Commando), Strider Hiryuu (from the 1987 NES game, Strider), Jin(from the Japaneese fighting game, Cyberbots), Venom(from his own comic series, Venom[!]), and finally War Machine, who is actually a different color of Iron Man, but this time Capcom finally managed to changed the design of the suit to the real War Machine and gave him a new move and super. The main attraction of the game was the Duo-Team Up Attack mode where you can control both your characters and combo the opponent or blast out unlimited supers until your timer runs out. This was a very unique edition to the game because people could never control two players at once before. Why not Iron Man you ask? Simply because Capcom had servered their ties with Acclaim after the X-COTA project, and this left Acclaim very angry. Later Acclaim had aquired the rights to use Iron Man in a 3D brawler titled Iron Man X/O Man O War: Heavy Metal. The game itself was pretty decent and sold okay, and not what Acclaim had expected. Capcom did have the idea of putting Iron Man in MSHSF, but decided to hold off on him until the next game. That next game is the one you are reading about now, MvC. Capcom wanted to use Iron Man, but an angry Acclaim had already reserved that right, but Capcom had claimed that they had the license first from Marvel, but Marvel told them that was only temporary. This fustrated Capcom, since they were hoping for the use of Iron Man and since they had already laid out the plans for Iron Man, they did not want to waste them so they decided to use War Machine instead. So not everything was scraped out of the book, and War Machine was given new powers such as a low Shoulder Cannon and a War Destroyer. There were six hidden characters in the game this time, and they are Orange Hulk, Mega War Machine, Shadow Lady, Lilith, Hyper Venom, and Roll(yay!). But basically all of these are just mere palette swaps once again. But this time Capcom has added a few features to these characters that made them at least worth while to play. Orange Hulk has lost his super armor, strength, and durability, but now he has found speed and combo ability, along with a new magic series, and can be played similar to the Hulk in MSH, in my opinion they should have just called him MSH Hulk instead. Mega War Machine gains the attribute that's in Mech-Zangief, with a Super Armor and an inability to get stunned. But with his gold color many people thought that he was Iron Man even though the suit did have the design of Iron Man's. Shadow Lady looked exactly like Chun-Li, except her color was completely different and similar to those found on Shadow, she gained new moves and new supers and has throw out some of her other moves besides the Hyaku Retsu Kyaku, Stomp Kick, Flip Kick, and the Senensyu. All of her previous supers had been gone and her Big Bang Laser is arguably a cut and paste of the Proton Cannon(as referred to by Migs Rustia), but she played completely different from her counter part because of her special attacks and supers. Lilith was from the Darkstalkers series, but even Capcom could have managed to change her from being a simple palette swap. Hyper Venom had a ton of speed and was always in Hyper mode, similar to Wolverine's Berserker Charge, and he had different special attacks from Venom. Finally there's Roll, the adorable little Mega Man sister is possibly the smallest character in any fighting game ever, possibly even smaller than Anita. She had basically the same moves and supers except for her Exploding Bouquet and Roll Buster. The Roll Buster was unlike her brother's because she could not charge it, could not throw out two in a row, and needed a fireball motion to pull it off instead of just hitting the fierce button. You thought Capcom would just give that "you beaten the game with a hidden character" stuff again didn't you, well your right but only for Orange Hulk, Mega War Machine, and Hyper Venom. Lilith, Roll, and Shadow Lady each recieved individual endings. Then this time you would have the helper characters, there similar to the Variable Assist attack found in MSHSF except they came out much faster, were only limited to a certain amount of uses, and there was a cast of 22 helpers. You could not use them, but call for help when you needed it. They included characters from both universes being the Unknown Soldier, Lou, King Arthur, Saki, Toon-Pooh, Devilot, Anita, Pure & Fur, Michelle Heart, Thor, Cyclops, Magneto, Storm, Jubilee, Rogue, Psylocke, Collosus, Iceman, Juggernaut, U.S. Agent, The Sentinel, and Shadow. This game had shown diversement and thus kept many people back at the arcades. -+- Street Fighter Alpha 3(July 1998) Quite possibly, the biggest fighting game you will ever find. The game featured previous characters that are Adon, Akuma, Birdie, Cammy, Charlie, Chun-Li, Dan, Dhalsim, Gen, Guy, Ken, M.Bison, Rolento, Rose, Ryu, Sagat, Sakura, Sodom, and Zangief. But new characters include Blanka, Cody, E.Honda, Karin, R.Mika, and Vega. Also were three hidden characters that were Blarog, Juni, and Juli. With 28 characters to choose from it was quite possibly the biggest fighting game of all time. 26 completely new backgrounds were inserted with the smooth animation of the 2D world we've all come to love. This time there were ISMs in which you could choose your fighting style. A-ISM included the regular Alpha style in which you would play as you normally would in SFA2, X-ISM included the style that you would play from Super Street Fighter 2 Turbo, and V-ISM had all the properties of A-ISM except you couldn't use super combos, but instead you were given a Custom Combo guage which would allow you to perform Custom Combos found in SFA2. New game modes included Mazi, Saikyou, and Classical. The really unique thing about Classical mode was that it let your fighter go back to the form of Super Street Fighter 2, without the supers and tech hits. New features included advanced juggling, air recovery, guard crush, guard advance, guard meter, new art, and totally new music. A truely quality game, that only Capcom could make. -----------------------------Home Conversions-------------------------------- -+- Fighting Street(October 1989)-Turbo Grafx-CD At this time the Turbo Grafx-CD was not a very popular system. Capcom thought that with the release of Fighting Streets for the TGCD then they would help not only the company, but themselves as well. The game was in a compact disc format and apparently did not sell very well. It was the near perfect arcade to console conversion, but it didn't seem to interest many buyers. -+- Street Fighter 2010(September 1990)-NES In a world that starred Ken, he is actually a Cyborg in this new side- scrolling 2D game. It was in a futuristic world where Ken became a scientist, but alot of things went wrong during that time. His partner was killed and the Cyboplasm was taken. Ken had to use his knowledge to find back the Cyboplasm before any harm was done, but he had to travel through planet after planet and different creature after creature. The game didn't recieve alot of hype nor did it sold as well as Capcom intended, but it sold quite well, but alot of copies were made, too many to be sold. -+- Street Fighter 2(July 1991)-SNES & NES With the impending success of Street Fighter 2 in the arcades it was no surprise that Street Fighter 2 has become the fastest selling game in Capcom history. The home version included new art, a new versus mode, and a same character vs. same character ability. It was better than a perfect arcade version, and an NES version was extremely rare. You could only find the NES version if you were lucky because Capcom had made a very limited quantity of these. Personally I never played the NES version, but I don't think it would've turned out so badly. -+- Street Fighter 2: Champion Edition(June 1993)-PC Engine This was the only home version of Street Fighter 2: Champion Edition and can only be found in Japan. It was a perfect replica of the arcade game and had the same features as the home version of Street Fighter 2. The success of the game was pretty low, due to the fact that everyone had already made plans to purchase the upgraded version for the home systems. -+- Street Fighter 2 Turbo(August 1993)-SNES A perfect conversion of the arcade game, this time new extras were added including furious speed, new codes, and new artwork for those players that were good enough to earn them. The game itself sold very well and the Genesis version was on its way. -+- Street Fighter 2: Special Championship Edition(September 1993)-Genesis This version was exactly like its SNES counterpart except it featured new codes and a Group Battle Tournament. But the codes in the SNES version were not included in this game and some of the artwork were different. The success of this game was very high. Some of you may have seen the commercial were there was a hand sticking out of the box and crushing Mortal Kombat like a ball of paper. That was most likely Capcom's first commercial. -+- Super Street Fighter 2(March 1994)-SNES and Genesis With the high success of Super Street Fighter 2 in the arcades, there was no doubt that a perfect home version would be included. The SNES version had completed replicated the infamous Tournament Battle and had new modes to play. It was a perfect conversion except for one bonus stage where there were barrels you had to knock down, that was replaced by a pile of gray cement bricks that you had to break down. Overall it was better than the arcade version and featured the Q-Sound technology. As far as the Genesis version goes, it was also perfect but this time you had the option of choosing Turbo or Normal. Turbo allowed you to skip the bonus stages and contend against all 15 of the other warriors, in Normal it was the usual arcade mode where you would face off against 12 world warriors and play 3 bonus stages. Both games were extremely excellent and possibly the most perfect home conversion yet. -+- Super Street Fighter 2 Turbo(September 1994)-3DO I'm not sure why this was the only home copy of the arcade game, but it was a perfect conversion nonetheless and it had a good amount of extras and recieved good reviews, but at this time Genesis and SNES were still the talk of the town and the NES faced its final year of success. 3DO's were rare and most stores just terminated the sales of the 3DO, and only Funcoland was still selling them, used ones of course. In July 1997 it was the last month and last time Funcoland would ever sell the 3DO, they needed space to make room with the constant oncoming games of PSX and N64 and what better way to do it then to cut all 3DO system and games to an all time low. At this time Super Street fighter 2 Turbo sold for only $7! -+- Street Fighter Alpha(September 1995)-PSX With the presence of the PSX being felt, Capcom has decided to make a temporary switch over to the 32 bit world. It released Street Fighter Alpha, it was a perfect conversion from the arcade and it featured a new training mode where you can beat up a dummy to practice moves and combos. The success of this game wasn't very high due to the fact that basically everybody was still living in the 16-bit world. But luckily Capcom did not make as many copies and thus not alot of money was spent on this project. -+- Street Fighter Alpha(November 1995)-Saturn Capcom still had a contract with Sega, and what not better to fulfill that contract then to release Street Fighter Alpha for the Saturn. The success of this game was also not good, because the 16-bit world was still at large. -+- Street Fighter Alpha 2(March 1996)-PSX and Saturn With the PSX and Saturn gaining popularity Capcom has decided to release Street Fighter Alpha 2 for the 32 bit systems. At first sales were looking dim, but then sales sky rocketed and soon Street Fighter Alpha 2 has become one of the hottest selling fighting games in history and only second to Street Fighter 2. It was a perfect arcade conversion and featured a new hidden stage. -+- Street Fighter Alpha 2(May 1996)-SNES Thought Capcom would forget their loyal 16-bit fans? Think again! With the release of Street Fighter Alpha 2, it restored the fate of 16-bit gamers and sales went better than expected, but the only problem is, is that Capcom made very few copies. So don't expect to walk into a game store and expecting a SNES copy of Street Fighter Alpha 2. There were a few downsides to this though, and that was the fact that it didn't have the hidden character option of playing as Shin Akuma. Also the graphics were amazing, but the backgrounds lack the boldness of the PSX and Saturn counterpart. Slowdown was a part that hurt the cartridge, but that doesn't mean Capcom didn't try their best. Consider this game as the SNES version of XSF for the PSX. Memory was a problem, but you could still fight Shin Akuma, just not be as him and also your sub bosses, and the Austrailia stage was still in the game. The really odd thing about this was that there was a short load time during the "fight" screen before every battle, though it wasn't as long as the PSX and Saturn counterparts, it questioned and baffled alot of people. The truely unique thing about this was that the character selection screen was arcade perfect, while the PSX and Saturn version doned a pretty neat looking black background. But this would be the last time 16-bit fans would see Capcom ever again, and no Genesis version was ever released. -+- Street Fighter Alpha 2 Gold(September 1996)-PSX This game was an Asia exclusive that featured the ability to play as the hidden character Cammy. And also featured a Shin Akuma mode, and many other options. But yet it wasn't much different than the predecessor and it didn't recieve much success either. -+- Street Fighter Alpha (October 1996)-PC Engine/Windows/DOS This is basically the computer version of the hit arcade game, it was arcade perfect and lived up to the early criticism, some may believe it to be better than its 32-bit counterparts. -+- X-Men: Child of the Atom(June 1997)-Saturn The Saturn version featured the exact same quality as the arcade version with quick gameplay and detailed artwork. With its success in the arcades the success of its home version would follow, well not exactly. While it did sell well for the Saturn it had its ups and downs, but overall it was a very good game to say the least. -+- Marvel Super Heroes(September 1997)-PSX The success of the arcade was overwhelming, but would the hype live up to it's potiential on the PSX? The success of this game was fairly moderate. The only problem was that this was Capcom's first attempt at converting a Marvel game to the PSX and a few flaws gave it harsh reviews and gaming mags really took a beating on the game. There were only two problems with this game, one was the lack of modes because all it featured was Versus and Battle mode, and slowdown really hampered the performance of the game. Despite being that Dr.Doom and Thanos were now playable characters, and gameplay was just as solid as ever. -+- X-Men vs. Street Fighter(October 1997)-Saturn Ah! The finally long awaited arcade blockbuster is here, and fans couldn't be happier. With the success at the arcades it was sure to sweep into the home system. The success of this game was very good and better than Capcom had anticipated, but with the Saturn dying quickly in the U.S. Capcom has haulted and ended the release of X-Men vs. Street Fighter, and the only way you can purchase one is by buying the import at your local Electronics Boutique or Babbages. Also the game came with a 4MB backup RAM to ensure that every detail of the arcade game was intact. -+- Street Fighter Collection(December 1997)-PSX and Saturn Just in time for the new holiday season that Capcom has released a Street Fighter Collection for the PSX and Saturn. The collection featured Super Street Fighter 2, Super Street Fighter 2 Turbo, and Street Fighter Alpha 2 Gold. This collection favored many fans as sales for this game went pretty well, despite the fact that stupids idiots like the people at videogames.com gave this game a harsh review. This was the first time Super Street Fighter 2 Turbo and Street Fighter Alpha 2 Gold made their way to the home conversion. -+- X-Men Child of the Atom(March 1998)-PSX and Windows 95/DOS This was the first time that X-COTA was released for the PSX and PC. But for some odd reason, it took more than 3 years to see a home conversion. The success of this game didn't go to well because of its late release and Marvel Super Heroes was already taken the spotlight. It was practically arcade perfect nonetheless, but alot of harsh criticism has given the sales of this game a sudden drop. Also for the PC version multi hit single button combos were taken out for an odd reason. -+- X-Men vs. Street Fighter(June 1998)-PSX With people reading the articles about the Saturn version, they knew that X-Men vs. Street Fighter for the PSX would be better, or at least so they thought. When the game came out, very harsh(and I do mean VERY) reviews were thrown at the game from both game critics and fans. The success of the game was very small and it sold for a lofty price of $50. Very few fans and critics still gave the game a decent review and thought it turned out fairly well, and I was one of those fans. The game didn't feature the perfect switch out, that we've all come to love, but at least Capcom did make an effort to apply that to the home conversion. You can switch out as normal as the arcade but their was a catch, your friend had to be the same characters you were, except in reverse order(1P: Ken/Gambit 2P: Gambit/Ken). This way the PSX doesn't have to load so much information, because there was only 2MB of RAM to store all the information, as compared to the Saturn's total 6MB. There was slowdown in the game, but not very apparent, and sometimes the music would skip because due to the fact that all the information was being boggled inside the small 2MB RAM. Graphically and gameplay wise, it was arcade perfect except for Cyclops' Infinites and Gambit's Kinetic Card. -+- Street Fighter Alpha 2(November 1998)-PC Windows 95/98 and DOS With the PC gaming world on a sudden tear Capcom has decided to release Street Fighter Alpha 2 for PC users. It was once again, a perfect arcade conversion, but since due to its late release it also recieved some harsh reviews by computer reviewers, and the sales didn't boast well for Capcom, but it was an excellent conversion nonetheless. -+- Street Fighter Collection Vol. 2(December 1998)-PSX With the release of Street Fighter Collection Vol.2 the game had its ads all over magazines and comics. The reviews for the game were pretty good actually despite the fact that many people already knew what the game was before the release date. It featured Street Fighter 2, Street Fighter 2 Turbo, and Street Fighter 2: Special Championship Edition, all of these titles can be found on the SNES and Genesis and you can even buy all three games for less than you would pay for the CD! The total cost of these games at Funcoland is $16! While you can pay $40 for the new CD, the choice is yours. In the game was the exact translation of the arcade games and also a brief history roundup. Sales were fairly decent, but many people decided to buy the Genesis and SNES versions anyways! The one down side was the fact that there was loading time between fights, and that just really irritated people seeing how they thought it wasn't true to the original. -+- Marvel Super Heroes vs. Street Fighter(December 1998)-Saturn With the success of XSF and the failure of the Saturn in the U.S. Capcom has once again released MSHSF for the Saturn in yet another arcade perfect conversion, with a good amount of extras. Once again a 4MB backup RAM was included in the game, so that all the arcade quality was ensured in the Saturn conversion. Reviews were high for this one and a so called Noriamro character had Marvel in steams, as Capcom tried to stop the import sales of the game. This game is only available by buying the import. -+- Marvel Super Heroes vs. Street Fighter(February 1999)-PSX Before the release of this game many people questioned Capcom's ability to ever release a crossover game for the PSX, due to the failure of XSF. Would Capcom give up? No! With the release of this game, it had extras that even the Saturn didn't have like the Gallery and the ability to play as Apocalypse. The game was very fast and graphics were nearly arcade perfection with not even a hint of slowdown, unless of course there were two players that are in Berserker mode, or when two Cyber Akuma's were both throwing out their Thunder Gou Shower. But that has very little impact on the game, and reviews for the game were better, but many people(like the one's at videogames.com) still hampered Capcom's ability to bring home a good conversion. The crossover mode was the candy that made the game sell, it allowed arcade switch out, but with the same catch as XSF, also hidden characters were easier to select, and Q-Sound has shown alot of potiential. Personally I was absolutely amazed with the conversion and many people don't realize what Capcom has to work with. -+- Marvel vs. Capcom(March 1999)-Dreamcast With the new power of the Dreamcast, Marvel vs. Capcom was perfect for the new system thanks to 12MB of RAM used for games. The Saturn only had 6MB available for MvC, and even that couldn't hold up for Marvel vs. Capcom. The game for the Dreamcast was better than perfect it had a new crossover mode, which would allow four players to join in the fight simultaneously in a switch out mode. Slowdown was not a problem, unless of course you decided to pull off a Captain Storm and Legion at the same time in Duo-Team Up attack mode. Load time was completely vanished in this game, and had many happy customers. There will be no doubt that the PSX2 will easily handle this game, but its a matter of time. As for now the only way you can recieve this game is by buying the import and of course buying the Dreamcast to play it on. -+- Street Fighter Alpha 3(May 1999)-PSX With the recent release of Marvel vs. Capcom, little attention was given to SFA3, until the near arrival. Already critics and fans have called this game the best fighter ever. It features a load of extras, new stages, new art, new intro, new features, and 7 new characters that are only exclusive to the PSX version, and it had made many dreams come true. So much hype was hovering around this game and it never fails to please. The game featured previous characters that are Adon, Akuma, Birdie, Cammy, Charlie, Chun-Li, Dan, Dhalsim, Gen, Guy, Ken, M.Bison, Rolento, Rose, Ryu, Sagat, Sakura, Sodom, and Zangief. The new characters are still in the game and they are Blanka, Cody, E.Honda, Karin, R.Mika, and Vega. But this time they are selected as normal on the character selection screen. The new 7 characters include Dee Jay, Fei Long, T.Hawk, and the other four hidden characters can only be accessed by World Tour mode being Guile, Evil Ryu, Shin Akuma, and Classic Balrog. At first only five modes are open to you for play, then after meeting a few requirements, you can reieve the other 7 modes of play, that totals 12 different modes of play altogether. Also a new intro was added just for the PSX version and you must meet a certain requirement for that as well. Along with 4 new stages being added, and 2 different Japan stages, it was obviously the biggest street fighter ever. 35 characters to choose from each with their own fighting style and 30 total stages makes this game a must have for any game fan. The animation was redone for the PSX with animation even smoother than the arcades. Many critics have gave this game the fighter of the year title, and many believe(including me) that this game even surpassess Tekken 3. Marvel vs. Capcom quickly lost its hype after the release of this game, and sales couldn't be better. This is quite possibly the greatest fighter ever, unless of course Street Fighter Alpha 4 comes along. -+- Street Fighter Alpha 3(July 1999)-Dreamcast(Import) Signs from the E3 convention have shown the Dreamcast to have SFA3 available by this summer. It looks as though it will remain the same as the PSX version except that in Dramatic Battle mode you can have up to three different characters on the screen instead of two of the same character against one and instead of just using 3 ISM Pluses you can use up to 6 ISM Pluses. -+- Street Fighter Alpha 3(August 1999)-Saturn(Import) The game will also come with a 4MB backup RAM, but I'm not sure for what reason, since 2MB was capable of handling the game itself. Apparently there doesn't look like to be any changes from the PSX version and it will still remain arcade perfect. -+- Capcom vs. SNK(March 2000)-Dreamcast(?) The release date is very possible, but no word yet, maybe before the holiday of 99'? It will feature qualites of both universes and it may be 2D and part 3D, I'm still not sure. It looks as if Megaman, Zangief, Chun-Li, Morrigan, Ryu, and Strider Hiryuu will be in the game. Final Thoughts: Well let's see. Capcom hasn't faced much criticism until its early years in converting the Marvel series to the PSX. But roughly enough people still tend to bring Capcom down. What many people don't realize is that Capcom has limited resources available to them and they have worked hard to bring both XSF and MSHSF to the PSX. The road to success wasn't easy as stated by the editors of the SF2:Turbo game guide. Capcom has encountered alot of bumps on the road from both the critics and their back stabbing fans. Too many people these days rely too much on technology to get the job done, but what about gameplay? Gameplay thrived in those early NES years and technology often shows its ugly part by bumping off gameplay with a load of cheap graphics. XSF was a pretty good translation, and people have no right to bring down Capcom to a certain extent like that, not unless of course the critics could do better, but its quite obvious that you do not need a PHD to be a critic or even an education for that matter, its just a simple matter of opinion. Everybody's opinion is different and the gaming mags and videogame sites just show what they think of the game, and it should not affect your idea of the game. The people I would like to dis-respect are the people at www.videogames.com they are the people that have serverely insulted Capcom's hard work and care too much about graphics, and have let graphics affect the score of the game too heavily. If you are reading this then you'll most likely agree, if you've seen the rediculuous scores they gave Capcom games. Its a pretty bad feeling when you've gave all your hard work to try and convert an arcade into a home conversion, then to have all the people just criticize you of what happened to the switch out. CAPCOM I THANK YOU FOR YOUR HARD WORK AND DEDICATION TO PUTTING FORTH YOUR BEST EFFORT TO MAKE MANY GAME FANS OUT THERE HAPPY. ============================================================================= ------------------------------ [ Game System ] ------------------------------ ============================================================================= Basically this is all the game functions available to all the characters in the game, there weren't many in this game but there are some. --------------------------------- Blocking: B(while being attacked) --------------------------------- The primary defense that lets you take either no damage or little damage from normal and special attacks. You cannot block in the air so its always best that you jump in with an attack. ----------------------------- Throws: F+ SP/FP/FK/RK(close) ----------------------------- Throws do alot of damage and the damage cannot be lessened. Some characters may even have air throws. Throws can tip the odds in battles in any direction and throws cannot be blocked. ------------------------------------------------------------- Dizzy Recovery: Ram those buttons and shake that control pad! ------------------------------------------------------------- Basically when being contantly attacked you become dizzy and thus you can escape dizzies faster if you go wild on your controller. -------------------------------------------------------------------- Reversal: Special move immediately after blocked attack or knockdown -------------------------------------------------------------------- In this game special move motions can be done while you are blocking or as you are down on the ground. Think of them as quick counters to attacks, reversals are very quick and often are to stop except when you are out of range or when you are blocking. Don't try reversals too often, otherwise you will be countered because opponents will often find a pattern. ------------------------ Knockdowns: C.Roundhouse ------------------------ This is the knockdown that everybody in the game has. There are other knockdowns as well including Dee Jay's C.Forward or Ryu's close Shakunetsu Hadouken. This allows you to set up for your oncoming attacks or to escape from pressure tactics from your opponent. ============================================================================= ------------------------------ [ Combo Legend ] ----------------------------- ============================================================================= Once again I will use James Chen's fabulous combo system with the touch up of Mig Rustia's combo system. Incase you are a little baffled with some of the codings in the combos this legend is here to help. J. -- Stands for jumping J.CU. -- Stands for crossing your opponent up while jumping with an attack C. -- Stands for crouching FWD. -- Stands for holding toward while perform an attack F. -- Stands for holding forward DN. -- Stands for holding down while jumping for an attack UF. -- Stands for jumping forward UB. -- Stands for jumping backwards DF. -- Stands for holding the controller in a down-forward position DB. -- Stands for a defensive crouch B. -- Stands for moving back J.D. -- Stands for jumping in with an attack that hits the opponent deep J.SD. -- Stands for a super deep attack while jumping in \/ -- Stands for landing after a jumping attack /\ -- Stands for jumping after a standing attack --> -- Stands for cancelation of a normal move into a special attack 3P -- Stands for holding or pressing all three punch buttons at once 3K -- Stands for holding or pressing all three kick buttons at once 2P -- Stands for holding or pressing any 2 punch buttons at once 2K -- Stands for holding or pressing any 2 kick buttons at once JP -- Stands for Jab SP -- Stands for Strong FP -- Stands for Fierce SK -- Stands for Short FK -- Stands for Forward RK -- Stands for Roundhouse (air) -- Means that move can only be done in the air , -- An indication of moving onto the next attack Well hopefully this legend can help you and on your way into a Street Fighting champ! ============================================================================= ---------------------------- [ Punch and Kicks ] ---------------------------- ============================================================================= Here is a brief explanation of the punch and kicks used in the game and waht strength and weaknesses lies within them. ---------- Jab Punch: ---------- Quick and weak attack, most characters can string multiple attacks together. Low range. ------------- Strong Punch: ------------- Good speed and good damage. ------- Fierce: ------- Slow but powerful. ----------- Short Kick: ----------- Quick and weak attack, some characters can string multiple attacks together. Low range. ------------- Forward Kick: ------------- Good speed and good damage. ----------- Roundhouse: ----------- Slow but powerful, excellent range. ============================================================================= ------------------------------ [ Characters ] ------------------------------- ============================================================================= ============================================================================= --------------------- [ Balrog(pronounced "Bar Log") ] ---------------------- ============================================================================= For some reason that's how the announcer says it, for some apparent reason the announcer switched the "l" and the "r" or either its spelled the wrong way. Balrog was an ex-boxer that has been banned from the ring due to his violent nature and dirty tactics like hitting below the belt and biting of someone's ear(just kidding!). He had a sudden interest in joining Shadowlaw because he wanted to live a life of crime and riches. Then Balrog realize how good he had felt when he had one and decided to enter the World Warrior Tournament to hown his skills and see how well he would last in the fights against the strongest fighters in the world. Also thus if he wins he would take over Shadowlaw as their new leader. Quote: "Get up you wimp!" ---------------- [ Dashing Punch: B(charge for 2 sec.)F+P ] ----------------- An excellent move to use overall because it has alot of range and damage potiential and is a quick counter to missed attacks like a Dragon Punch. It can easily be put in combos and has very little start up or recovery time and does good chipping damage. Although certain attacks can counter it like a projectile or some standing jabs, he is susceptible to low blows, but he is more than likely to win. ----------------- [ Dashing Uppercut: B(charge 2 sec.)F+K ] ----------------- Just like his Dashing Punch, it has excellent range and does alot of damage. It can easily be put in combos and counter missed moves like a Flash Kick. This move will hit opponents in the air and is an excellent counter, but the move must be started early. Ducking opponents can completely avoid damage and Balrog can fall victim to low attacks rather easily. ------------------- [ Shoulder Butt: D(charge 2 sec.)U+K ] ------------------ This is Balrog's prime anti-air attack move. Sometimes opponents can't predict when this move will come out since it comes out instantly its hard to tell when he's going to use it. Also after the first couple of frames of animation he is invincible while traveling through projectiles and attacks. The recovery time and start up delay is very minimal. ---------- [ Turn Punch: Hold 3P or 3K(Charge 2 sec.)then release ] --------- Its a very useful move in certain situations like when Balrog is being bombarded with projectiles he can counter that with his Turn Punch because it will go through projectiles, but Dragon punches can counter it. It will do alot of damage and can chip good damage as well. -------- [ Final Punch: Hold 3P or 3K(charge 3+ sec.) then release ] -------- Like his Turn Punch Blarog can charge for an attack, but the downside is that when he charges for more than 2 seconds the invulnerability is lost. The plus side is the block damage and regular damage. You can lose up to 60% of your opponent's life with this move and you can chip about 15% of their life even if they block! Its not comboable and has a start up delay and recovery time. ----------------------------- [ Other Moves: ] ------------------------------ ------------------------ [ Head Butt: F+SP or FP ] -------------------------- Basically its a grab move, constantly ram the buttons to get more hits and more damage, you can even drain away 1/3 of your opponent's life guage! Combos Two-in-One's 1. S.Jab --> Dashing Punch 2. S.Strong --> Dashing Uppercut Other Combos 1. J.Roundhouse \/ C.Jab, C.Roundhouse 2. J.D.Fierce \/ C.Jab, C.Jab --> Dashing Uppercut or Dashing Punch Basically charge while you jump in, and cancel quickly. 3. J.SD.Roundhouse \/ S.Strong --> Dashing Punch 4. J.D.Fierce \/ C.Jab, C.Jab --> Jab Dashing Punch, S.Fierce You must hesitate for a split second after the Dashing Punch. 5. J.D.Roundhouse \/ C.Jab, C.Jab --> Dashing Uppercut, Dashing Uppercut, S.Fierce Turn the juice loose with this Master Blaster of Disaster combo! Sorry for the corny line, but its possibly the sweetest combo in the game, use the short Dashing Uppercut on both accounts and hesistate for a split second before pulling off the final fierce. 6. J.D.Fierce \/ S.Jab --> Dashing Punch Make sure you charge ahead of time for this combo to work. -------------------------------- [ Tactics ] -------------------------------- Most opponents will block most of Balrog's Dashing attacks, but you can remedy this problem. Try performing a Dashing Uppercut or Dashing Punch just out of your opponent's range then Head Butt them, make sure you don't connect at all with this otherwise you can get countered. ---------------------------- [ Ending: Balrog ] ----------------------------- Here Balrog stands on top of a platform, he has finally reached his goal of being number 1, and exclaims "Only in America Baby!" Here's where the difference between the arcade occurs: SNES/Genesis: Balrog sits on a couch with money around him, and he's also smiling. Arcade: Balrog sits on a couch with money around him, but this time to girls are at the side of him as he holds a chandy in his left hand. ============================================================================= -------------------------------- [ Blanka ] --------------------------------- ============================================================================= Raised in the amazon jungle of Brazil, Blanka(also known as Jimmy) was forced to adapt to the new world after a plane crash. He has learned many attacks from the different animals of the jungle. He gained his electrical ability when he encountered electric eels and the eels had shocked him and sent an electrical current running through him, and thus he can make himself into a giant light bulb! However he wasn't always green, or even an animal, he was once human and he wishes to find his mother. Blanka feels that through the World Warrior tournament he can find a link to his mysterious past and also reunite himself with his mother. Quote: "Seeing you in action is a joke!" --------------------- [ Electricity: Press P(rapidly) ] --------------------- This move has alot of priority. It allows Blanka to become a giant ball of electricity, once opponents get neared him they will get zapped. This is an excellent defender against air attacks and will beat out practically any jumping attacks. However he can be swept from about 3 or 4 steps distance and he is vulnerable to projectiles, but the recovery time is very minimal, and will chip twice if up close. ------------------ [ Rolling Attack: B(charge 2 sec.)F+P ] ------------------ An excellent move to use overall because mainly it has good priority and can be put in two-in-one combos. It does good damage and can counter missed Dragon Punches, but Blanka is still vulnerable to jumping attacks, projectiles, Dragon Punches, and a few standing attacks. The recovery time in this move is quite bad as Blanka will bounce off his opponent if they block. The stronger the button used the faster and more horizontal range that it has. -------------- [ Vertical Rolling Attack: D(charge 2 sec.)U+K ] ------------- This move has good vertical range and will hit opponents above him, it also has a bit of horizontal range in the air so Blanka can counter missed Dragon Punches even if the opponent is still in the air. It doesn't have as much priority as his electricity, but it has more range. The stronger the button used the faster it goes. -------------------- [ Beast Leap: B(charge 2 sec.)F+K ] -------------------- Its a fairly decent attack, the only problem with this move is that your opponent can easily block this after they have thrown a projectile. It has a start up delay where Blanka flips back and then hurls over at his opponent in an arc form going over projectiles, but just barely. You must start this move early and its sorta like a guessing game if you want to counter attack your opponent. The recovery time is fairly decent, but Balrog and E.Honda can counter with either Sumo Headbutt or a Dashing Uppercut. ----------------------------- [ Other moves: ] ------------------------------ ---------------------------- [ Head Bite: F+FP ] ---------------------------- A basic grab move that will have Blanka bite his opponent's head, ram the button for more hits. ------------------------- [ Head Butt: F+SP(close) ] ------------------------ This move double hits if up close and can be canceled into a 2-in-1 combo but you must cancel after the first hit, otherwise your move won't connect. --------------------------- [ Double Hit Knee: F+FK ] ----------------------- As you can tell from the title this move will double hit, and can also be canceled into a special move, but after the first hit. Combos Two-in-One's 1. S.FWD.Strong --> Rolling Attack You must cancel after the first hit, if the move double hits, you were too slow! 2. S.Strong --> Vertical Rolling Attack This combo works best if you are up close to your opponent. 3. C.Forward --> Rolling Attack Other Combos 1. J.D.Fierce \/ S.Jab --> Electricity 2. J.D.Fierce \/ C.Forward --> Rolling Attack You must charge ahead of time for this combo to work, otherwise it won't come out. 3. J.D.Roundhouse \/ S.Strong, C.Fierce 4. J.D.Roundhouse \/ D.Strong, C.Roundhouse ------------------------------- [ Tactics ] -------------------------------- When you use your Rolling Attack you can always expect an opponent to block since you are either in a crouching position or moving back. You might not always land a Rolling Attack, but you can mess opponents up for example: Jab Rolling Attack, wait, Electricity Since you land short in front of the opponent, you can counter if they decide to try and use a special move to counter attack like a Dragon Punch or Flash Kick. Another good tactic is to fake your opponent that you are going to connect with your Rolling Attack. They will block in advance in most cases: Jab Rolling Attack, Head Bite This is sorta like a confusion tactic that can easily fool your opponent, the point of this move is try not to let this connect and you should stop within a step or two in front of your opponent, then while you land immediately press forward and fierce at the same time to catch them off guard. ---------------------------- [ Ending: Blanka ] ----------------------------- In the end Blanka finally finds his mother as they hug and cry, and he is yet to find out about is mysterious past... ============================================================================= -------------------------------- [ Cammy ] ---------------------------------- ============================================================================= Cammy now is a current member of the Delta Red special forces. She has somehow lost her memory in an accident and was founded by Delta Red units. They took her in and she went into training and the units were amazed by her quick reflexes and she was quickly moved to the top ranks in the special op forces. She now enters the World Warrior Tournament to find out about her mysterious past. Quotes: "Your missing teeth will remind you of my victory" "You must enjoy being beat, let me remodel your face one more time" ------------------------- [ Cannon Drill: D,DF,F+K ] ------------------------ An excellent move with alot of horizontal range. It easily combos and can be used to punish mistakes like missed anti-air attacks. It does good block damage and does good damage. The roundhouse version will double hit, blocking or not, when you are close to your opponent. Just watch for the recovery time though because its pretty bad and she will get countered rather easily. ------------------------- [ Thrust Kick: F,D,DF+K ] ------------------------- One of the best anti-air attacks in the game, simply because of the damage and range this move possesses. It has alot of horizontal range, and even her short version has more range than Ken's fierce Shouryuken! This move is easily put in combos and counters alot of attacks. This move has high priority over any jump in attack, but you are not invulnerable to projectiles like the Shatokens. The recovery time is pretty decent compared to most anti- air attacks as she bounces away from a blocked opponent. ---------------------- [ Spinning Knuckle: DB,B,F+P ] ----------------------- The motion might seem a little awkward, but you can make it easier for yourself to do the motion. Simply pretend that this move only has a B,F+P motion and quickly execute the move like a Sonic Boom, except that you don't have to charge for it. There are two very useful tactics involving this move, one its goes through projectiles at start up, and second it does a ton of block damage. Even if the opponent blocks this move you still won't be dissapointed by the damage done. The real downside to this move is that you can't combo it because it starts out too slow and also Cammy is vulnerable to practically any attack besides projectiles during the duration of this move. ------------------------------ [ Other Moves: ] ----------------------------- -------------------------- [ Suplex: F/B+SP or FP ] ------------------------- A powerful move that does alot of damage, use this to counter misses and to give yourself an edge in certain fights. ----------------------- [ Thigh Press: F/B+FK or RK ] ----------------------- A very powerful move that does alot of damage, it also has alot of throw priority and good range. Use this to counter attacks missed by opponents. ------------------- [ Air Body Throw: F/B+SP or FP(air) ] ------------------- An excellent move to use overall, it does alot of damage and can be used to counter mistakes put out by opponents. ------------------- [ Frankensteiner: F/B+FK or RK(air) ] ------------------- An immensely powerful and useful move, the priority on this move rivals Chun- Li's air throw and can even take opponents out of their attacks! Use this whenever possible. -------------------------------- [ Combos ] --------------------------------- Two-in-One's 1. F.Forward --> Cannon Drill 2. C.Short --> Thrust Kick 3. S.Strong --> Cannon Drill Other Combos 1. J.D.Fierce \/ S.Strong --> Cannon Drill 2. J.D.Roundhouse \/ S.Strong --> Thrust Kick 3. J.D.Fierce \/ C.Short, C.Forward This combo is kinda risky because it doesn't knock the opponent down, but the computers puts this combo on me often, so I thought I can add it in! (^_^) 4. J.D.Roundhouse \/ C.Short, C.Forward --> Cannon Drill or Thrust Kick Well here's a little more insurance, this combo does 50% damage and can easily give you a victory, but make sure to cancel quickly! 5. J.SD.Fierce \/ S.Short, S.Short, C.Short, C.Forward --> Forward Cannon Drill or Forward thrust Kick This is possibly the biggest combo Cammy can pull off, she puts on the nacho with this cheap combo and it does about 55% damage, cancel quickly for best results. You may have to skip a short on smaller characters. ------------------------------- [ Tactics ] --------------------------------- Well Cammy has this annoying corner trap that I constantly put on my brother: S.Short, S.Short --> Short Thrust Kick, S.Short, S.Short --> Short Thrust Kick, etc. Very annoying and hard to escape, anti-air attacks(mainly the Shouryuken) can counter this nacho cheese corner trap. Cammy's standing roundhouse can counter alot of jumping attacks, including Chun-Li's annoying Stomp Kick. Make sure you are close to your opponent when you execute the roundhouse, think of this move as her launcher in XSF. The official strategy guide calls it the Handstand Counter. ----------------------------- [ Ending: Cammy ] ----------------------------- Cammy defeats Bison, she goes over him and demands that he tells her everything. Bison is puzzled that Cammy defeated him, he tells her if she remembered him and also tells her about the accident. Cammy doesn't remember, Bison told Cammy that they were both once lovers, but Cammy doesn't believe it. Cammy leaves Bison to rot and she stands outside the Shadowlaw headquarters in Thailand, here she wonders if any of it were true. Then the elite force of Delta Red comes by, they try to cheer her up and tells Cammy that she could never love a criminal like that. Cammy then cheers up and they leave in a nice scene with a helicopter. (In my opinion one of the best endings in the game, or any game for that matter! Its definitely worth the trouble to see it. ============================================================================= ------------------------------- [ Chun-Li ] --------------------------------- ============================================================================= While at a young age her father was killed by the ruthless emperor of China, M.Bison. At this time he was the most feared ruler in the land and her father was killed simply because he refused to give the Shadowlaw his food. She has fought and trained very hard throughout her life to stop this madman and has never gotten the chance to face him in combat, but she believes through the World Warrior tournament she will find the one who has killed her father. Quote: "I am the strongest woman in the world!" --------------------- [ Kikouken: B(charge 2 sec.)F+P ] --------------------- Its a pretty decent projectile and can be used in combos and corner traps. The range of this fireball no longer goes full screen, but it still has alot of range and does good damage. The speed of the projectile is pretty slow and basically anybody can jump over it. It can be used to chip damage and its fairly decent in fireball fights, but only against slow projectiles like the Yoga Fire. ------------------ [ Hyaku Retsu Kyaku: Press K(rapidly) ] ------------------ This move has alot of chipping potiential and does alot of damage, but you cannot get more than two hits out of this move simply because the between hits are blockable. Its a really annoying move that can fustrate the heck out of opponents because it does alot of damage even if blocked and can also be used in a combo. ---------------- [ Spinning Bird Kick: D(charge 2 sec.)U+K ] ---------------- This move is similar to Ryu and Ken's Tatsumaki Senpuu Kyaku except its not quite as useful. It can pass through projectiles, but the priority isn't so great. An opponent can easily block under this move, but if it connects it will do alot of damage as it can string together multiple hits, but the multiple hits are blockable. This move can be used in combos, but the tricky timing makes it useless, but this move can be used to escape from certain situations. -------------- [ Air Spinning Bird Kick: D(charge 2 sec.)U+K ] -------------- Its hard to explain exactly how to do this move, but this version is higher than her standard Spinning Bird Kick and will move to the top of the screen. The way I do this move is after I charge I continue to hold Up then press kick instead of just letting go like her regular Spinning Bird Kick. She can use this move after a wall jump or after a Stomp Kick. ------------------------- [ Stomp Kick: D+FK(air) ] ------------------------- Quite possibly the most dominating jump in attack in the game. It has so much priority that it can even trade hits with a Flash Kick or a Tiger Uppercut. Ryu's crouching fierce isn't even a match for this move and only a few moves will out prioritize this one, mainly the Dragon Punch, Chun-Li's close standing roundhouse or Cammy's close standing roundhouse. The wierd thing about this move is that you can chain it for multiple hits and can be used as an effective air combo! The recovery time is very minimal though. ------------------------ [ Neck Breaker Kick: F+RK ] ------------------------ A rather odd confusion move. Chun-Li will flip over her opponent and hit them on the back of the head with a kick, the confusing part is that opponents often forget which way to block and ends up crossing them up, but in actuallity she never hits the opponent in the back of the head, this is a great way to move over projectiles as well. ---------------------------- [ Flip Kick: F+FK ] ---------------------------- This move is mainly used in combos and it does alot of damage if it double hits. She will flip out of the opponent's way if the opponent manages to block and Ken basically has the best chance to counter with his fierce Dragon Punch. -------------------------------- [ Combos ] --------------------------------- Special Game Notes: Chun-Li -- Chun-Li can bounce off the walls, simply jump towards a wall and quickly hit the opposite direction. -- Take note that she has alot of throw priority including on the ground and in the air, use her throw to counter alot of mistakes. -- She is possibly the weakest character in the game, her attacks do less damage than all other street Fighter characters. Two-in-One's 1. S.Fierce --> Kikouken 2. S.Short --> Hyaku Retsu Kyaku Basically rapidly press the kick button and the Hyaku Retsu Kyaku should cancel on its own. 3. S.Fierce --> Spinning Bird Kick The only tricky part is that you pull off the standing fierce at the midpoint of the move. After you charge down let your controller go at a neutral position then quickly press up and kick. 4. C.Forward --> Kikouken Other Combos 1. J.Fierce \/ S.Strong, C.Roundhouse This her basic chain combo, you should master this one first. 2. S.Strong, S.Fierce 3. C.Forward, C.Roundhouse 4. J.Fierce \/ S.Fierce --> Kikouken The way to perfect this combo is that you must charge ahead of time. 5. J.Fierce \/ S.Fierce --> Hyaku Retsu Kyaku After the two fierces connect rapidly ram those buttons and the move will cancel. 6. J.DN.Forward, J.DN.Forward, J.DN.Forward, J.DN.Forward, J.DN.Forward This is her strongest combo and can easily drain half your opponent's life. Only on Sagat will this hit 5 times, on Zangief, Balrog, and T.Hawk this will hit 4 times, and all other characters it will hit 3 times. 7. J.DN.Forward, J.Roundhouse \/ S.Fierce --> Spinning Bird Kick Quite possibly the most dangerous combo in the game, she is the only character in the game that can jump in with multiple attacks, remember to charge in advance and cancel quickly. -------------------------------- [ Tactics ] -------------------------------- Chun-Li's air throw has amazing prioirity. She can even counter midair attacks like Ryu's Tatsumaki Senpuu Kyaku even in the middle of their move! But the timing is rediculous and will take alot of practice. Chun-Li has this annoying corner trap and it goes like this: Kikouken, C.Forward --> Kikouken, C.Forward --> Kikouken, etc. Its hard to break out of and its also hard to accomplish, alot of practice is need for this to work and a Dragon Punch or a Hyper Fist can break out of it. When an opponent tries to cross you up you can pull a Flip Kick to knock them out of it or a Neck Breaker Kick. ---------------------------- [ Ending: Chun-Li ] ---------------------------- Chun-Li has two endings. In the arcade version you will see her mourning over her father's death at a tomb, while at the home version she stands in her win pose over Bison. You have two choices nonetheless and you can pick the choice of either being a detective or return to the life of a single girl. Single Girl: Appears in a costume of some sort and knocks a guy senseless while having the calm look on her face. The people doesn't realize that she is Chun-Li, winner of the World Warrior tournament, until she gives them a good thrashing of course. Detective: This is basically the same scene as the first one except she is in a detective's jacket and the quotes are different, and she still knocks a few punks senseless. ============================================================================= ------------------------------ [ Dee Jay ] ---------------------------------- ============================================================================= A proud man of his heritage he has trained hard over the years of his western kickboxing style. His other love is his music, he believes that with a good rythmn and kickboxing style, he feels that nothing can stop him from winning the World Warrior Tournament. He has alot of style in his techniques and also one day wishes to become a record music label artist. If he wins this tournament he will feel alot of accomplishment, since being the only person to be a label artist and a street fighting champion. Quote: "Were my combos too much for you mon?" ----------------- [ Double Dread Kick: B(charge 2 sec.)F+K ] ---------------- A very powerful kick that will knock the opponent down. Only the short version of this move will hit once. This move does good block damage and also excellent damage. Sometimes the move will be blockable after the first hit, to remedy this problem make sure you are deep enough to your opponent's sprites. The second kick can be used as a semi-useful anti-air attack, but this move must be started real early. The recovery time and start up delay for this move is very minimal so use this in combos or to take away a bit of life. --------------------- [ Max Out: B(charge 2 sec.)F+P ] ---------------------- Just like Guile's Sonic Boom, it does good damage, can be used in combos, and also the motion is Guile's! The only downside to this move is that it has just as much recovery time as a Hadouken. This can be used to keep people out in fireball fights, but stay away from Sagat and Ryu because their projectiles are much faster. Be sure to charge for this move everytime. ---------------- [ Hyper Fist: D(charge 2 sec.)U+P(rapidly) ] --------------- An immensely powerful move that hits up to four times, as long as you have a rapid fire controller of course! This move can be put in combos and also be used as an anti-air attack. The downside is that when you use it as an anti- air attack the hit is rather weak and the priority is pretty low. To remedy this problem start the Hyper Fist and wait until the opponent is as close to you as possible, the first few frames of animation are invincible and you will do alot of damage with a single hit. This can also be used to go through projectiles during start up and the block damage on this move is mind boggling! Other Moves: ---------------------- [ Shoulder Toss: F/B+SP or FP ] ---------------------- A good throw with a good amount of range, the priority isn't as good as other throws, but its once of the better ones in the game because it'll throw your opponent away from you. ---------------------- [ Backflip Toss: F/B+SP or FP ] ---------------------- Just like his Shoulder Toss, but the range is less, the plus side is the fact that it has more priority. Use this to counter miss attacks. -------------------------------- [ Combos ] --------------------------------- Two-in-One's 1. S.Strong --> Max Out 2. C.Forward --> Double Dread Kick 3. C.Jab --> Hyper Fist Other Combos 1. J.D.Fierce \/ S.Strong --> Max Out 2. J.D.Fierce \/ S.Strong --> Forward Double Dread Kick 3. J.D.Forward \/ C.Short, S.Fierce If you did connect deep enough the fierce will double hit. That's means if you master this combo you can be cruising to a victory, four hit style that is!!!! 4. J.CU.Forward \/ C.Jab, C.Jab, S.Strong --> Hyper Fist Thanks to CAPCOM for this combo. Its Dee Jay's 8-hit monster and is visually impressive and does about 60% damage. Make sure you throw a strong at the midpoint of the Hyper Fist, and charge in advance for this move. But all in all deal this, and you will be king of the street fighting champs!! -------------------------------- [ Tactics ] -------------------------------- Dee Jay doesn't carry much tactics, nor does he need to. His jumping roundhouse is a good move to knock opponents out of the air with. His crouching forward is also a knockdown. Also his crouching roundhouse has been known to go under projectiles! ---------------------------- [ Ending: Dee Jay ] ---------------------------- Dee Jay celebrates his victory with his music. LAter he has become the fastest selling record artist in Earth's history and fans simply adore his excellent music. (Kudos to Capcom for this pretty good ending! ^_^) ============================================================================= ------------------------------- [ Dhalsim ] --------------------------------- ============================================================================= With famine and disease striking his homeland, he has made it his own priority to seek out whoever is responsible. The goal of his has led him to the World Warrior Tournament, he believes whoever is the head of this tournament is the head of Shadowlaw, an evil corrupt ruler known as M.Bison, through the years he has sought to purify his soul with the power of Yoga and he doesn't feel he can rise to another level of consiousness unless he accomplishes his goal of stopping the corrupt ruler. Quote: "I will meditate and then destroy you" -------------------------- [ Yoga Fire: D,DF,F+P ] -------------------------- A pretty good projectile that can keep Dhalsim in those close fireball fights. The only problem with this move is that it travels too slow and opponents will be able to dodge or block the projectile rather easily. It does good damage and good block damage and can be used in an effective two- in-one combo. Just watch for the recovery time because opponents can jump over the Yoga Fire and come in for a combo. ----------------------- [ Yoga Flame: B,DB,D,DF,F+P ] ----------------------- A pretty decent move that can stop jumping in attackers. It does alot of damage and can also be put in combos, but opponents don't really have much trouble going over this move as they can just jump over it and attack Dhalsim. If the opponent is close to Dhalsim the Yoga Flame will not hit, so try to avoid that. ------ [ Yoga Teleport: F,D,DF or B,D,DB+3P or 3K(2P or 2K:SNES only) ] ----- On the SNES version all you need to press are just two punches or two kicks. The Dragon Punch motion plus 2P makes him teleport close and behind the opponent while the Dragon Punch motion plus 2K makes him teleport far and behind his opponent. The reverse Dragon Punch motion plus 2P makes him teleport close and infront of his opponent while the reverse Dragon Punch motion plus 2K makes him teleport away and infront of his opponent. There is a slight recovery time from this move however and opponents can quickly counter. Use this to escape corner traps, projectile fights, or to put pressure on your opponent. --------------------- [ Instant Yoga Spear: D+RK(air) ] --------------------- This move has good priority and can knock opponents out of certain dashing attacks like a Psycho Crusher or Sumo Head Butt. It does a decent amount of damage and has very minimal start up delay and recovery time, just watch for Ryu or Ken who can counter with a Shouryuken. --------------------- [ Instant Yoga Mummy: D+FP(air) ] --------------------- While its not as dominating as his Yoga Spear this move does however, have more range. It does more damage, and the recovery time is put down to a bare minimum. ----------------------------- [ Other Moves: ] ------------------------------ ---------------------- [ 2-Hit Head Butt: FP(close) ] ----------------------- This move hits twice and does good damage, use this in combos. ------------------------ [ Yoga Nuggie: F+SP(close) ] ----------------------- Basically its a grab attack, it doesn't have much priority or range but you can ram the buttons to get more hits and more damage out of it through. ------------------------- [ Arm Throw: F+FP(close) ] ------------------------ A powerful throw, it does alot of damage and has good range and priority over most attacks. Use this to counter missed moves and attacks. -------------------------------- [ Combos ] --------------------------------- Two-in-One's 1. C.Forward --> Yoga Fire 2. C.Firward --> Yoga Flame Other Combos 1. C.Short, C.Forward --> Yoga Flame or Yoga Fire Basically with this combo you must cross your opponent with the slide, time the slide at the last possible second and you will cross them up. 2. S.Jab, C.Jab, C.Roundhouse 3. S.Jab, S.Fierce Make sure you are close to your opponent so the fierce headbutt double hit. 4. Jab Yoga Fire --> Teleport, C.Forward --> Yoga Flame Funky combo, but effective, the real timing is the teleport, use this and mess with your opponent's head! Make sure you teleport behind your opponent and cancel as soon as possible. Also this move must be done from full screen's distance. 5. Jab Yoga Fire, S.Fierce Effective combo and also cheap! MAke sure you are within range of your fierce when you throw the projectile, and don't throw the fierce Yoga Fire otherwise you'll knock them down. This is mainly a sucker combo and only suckers get caught by this combo. (^_^) -------------------------------- [ Tactics ] -------------------------------- Dhalsim can really fustrate the opponent with his cheap tactics mainly this one: Jab Yoga Fire, S.Roundhouse, etc. Its very similar to the Dragon/Fireball pattern. Also you can do this: Yoga Fire --> Teleport, Throw Very effective and very cheesy. ---------------------------- [ Ending: Dhalsim ] ---------------------------- Dhalsim goes back to his family and he teleports out of the Thailand temple. 3 years have passed and he and his son are enjoying a nice meal together, his son asks him what the picture is about and Dhalsim replies that him in his past life. ============================================================================= -------------------------------- [ E.Honda ] -------------------------------- ============================================================================= While growing up in the life of Japan he was always admiring sumo wrestlers and he too hoping to one day become one himself. Now he has after gaining a couple of hundred pounds he has worked his way up to the top of the charts and is known widely in Japan. He also has his own dojo where he teaches potiential sumo wrestlers about discipline and respect for your opponent with these Honda thinks that is what it takes to become a true sumo wrestler. He enters the World Warrior Tournament to teach his students how discipline can show them the way. Quote: "Can't you do better than that?" ------------------ [ Hundred Hand Slap: Press P(rapidly) ] ------------------ An excellent move to use overall because of its damage potiential and the fact that it chips so much damage! This can be used as an anti-air attack but its almost useless since opponents can easily jump in and counter. E.Honda can move a little bit during the duration of this move and can use it after his Bear Hug. -------------------- [ Sumo Smash: D(charge 2 sec.)U+K ] -------------------- Its a pretty decent attack, it longer hits on the way up like in previous games making him vulnerable to jumping attacks. It does however go through projectiles and knocks opponents down. The stronger the button used the more range that it goes. Just watch for the recovery time on this move because he can be knocked down after this move. Sumo Head Butt: B(charge 2 sec.)F+P An excellent move to use because it has alot of range and damage potiential. This move can also combo and can be used to counter missed attacks from screen distance! The recovery time on this move is very minimal and during the first few frames of start up it will pass through projectiles, but only through quick projectiles. ------------------------------ [ Other moves: ] ----------------------------- ------------------------- [ Sumo Splash: D+FK(air) ] ------------------------ A pretty decent move, it has good priority and attack power. The jumping roundhouse is a better alternative to jump in attacks. ------------------------- [ Bear Hug: F+FP(close) ] ------------------------- An excellent move to use because it has good priority and good range. Ram the buttons to get more hits and more damage out of it. ------------------------- [ Sumo Toss: F+SP(close) ] ------------------------ This move has good range, but not alot of priority. use this to counter mistakes or missed attacks. ------------------------ [ Knee Bash: F+RK(close) ] ------------------------- Like the bear hug, it has god range and good priority. Ram the buttons to get more hits and more damage out of it. -------------------------------- [ Combos ] --------------------------------- Two-in-One's 1. C.Strong --> Sumo Head Butt Other combos 1. J.D.Roundhouse \/ S.Jab --> Hundred Hand Slap 2. J.D.Roundhouse \/ C.Strong --> Sumo Headbutt Make sure you charge ahead of time for this combo. 3. J.D.Roundhouse \/ S.Jab, C.Roundhouse 4. J.D.Fierce \/ S.Roundhouse Depending on how deep your hit was, the roundhouse should hit two times. -------------------------------- [ Tactics ] -------------------------------- Not much here. But there is a 60% damage cheesy strategy!: Bear Hug --> Hundred Hand Slap Make sure you ram the buttons to get more hits out of the bear hug, then after the opponent recovers, they will land in drop in front of you! Ram the punch buttons and use Hundred Hand Slap! It doesn't matter if they block because you'll be so deep into the opponent's sprites that the Hundred Hand Slap will hit about 7 times! ---------------------------- [ Ending: E.Honda ] ---------------------------- E.Honda wins the tournament. He goes back home and teaches his students about discipline while eating rice. ============================================================================= ------------------------------- [ Fei Long ] -------------------------------- ============================================================================= With the looks and talents of Bruce Lee, its no question that he is one of the most skilled fighters in the world. He has been asked serveral times to be in movies but has refused. He wishes to live on the legend that his father once possessed(does this mean he's Bruce Lee's son?). When he was young he wish was to be in show-business but his dedication to Kung Fu has paved another road for him. He enters the World Warrior Tournament to see if his skills are good enough to defeat the World Warriors. Quotes: "You must learn to block or my speed will always overcome you" "You have been trained to be a great loser, now you must learn to fight" ----------- [ Rekka Ken: D,DF,F+P(can be done 3 times in a row) ] ----------- An excellent move overall because of its damage potiential, the best part is that Fei Long can chain up to three of these in a row resulting in a powerful three hit combo! Try to avoid using the last Rekka Ken because it will leave him in his pose which leaves him vulnerable to attack. Pester your opponent with the first and second Rekka Kens, then stop and do them again! This way you won't be countered and you can chip away alot of life! ------------------------- [ Shien Kyaku: B,D,DB+K ] ------------------------- Quite possibly one of the coolest looking moves in the game! This move does an unbelievable amount of damage and just as much damage as Ken's Shouryuken! This move is an excellent anti-air attack but like the Flash Kick and Tiger Uppercut, you must use it when your opponent is deep within your sprites. The Roundhouse version will double hit if up close. This move does have a bit of recovery time so avoid using it too often. --------------------------- [ Thrust Kick: F+RK ] --------------------------- This is more like a psych out quick then anything else. It starts out slow but it double hits and Fei Long has almost no recovery time from this move making it hard to counter. I've seen the computer combo this move and I'm still baffled as to how they do it. ------------------------------ [ Other Moves: ] ----------------------------- ---------------------- [ Power Throw: F+SP/FP(close) ] ---------------------- An excellent throw mainly because it has good range and priority. Use this to counter mistakes and missed attacks. -------------------------- [ Hair Throw: F+FK/RK ] -------------------------- Same as above, it has alot of range and priority. Use it to counter missed attacks. -------------------------------- [ Combos ] --------------------------------- Special Game Notes: Fei Long -- Fei Long's crouching fierce is a very useful move, about 2 or 3 of them will dizzy your opponent! Two-in-One's 1. S.Jab --> Shien Kyaku 2. S.Fierce --> Shien Kyaku Other Combos 1. J.D.Roundhouse \/ S.Jab, C.Roundhouse 2. J.D.Fierce \/ S.FWD.Roundhouse I saw the computer to do this combo and was unable to block it, but since the kick has a bit of start up delay I'm not sure how they did it. 3. S.Jab --> Rekka Ken --> Rekka Ken --> Rekka Ken 4. J.D.Fierce \/ S.Fierce --> Rekka Ken --> Rekka Ken --> Rekka Ken Its best if you use the fierce button for the Rekka Ken's. 5. J.Fierce \/ S.Jab --> Shien Kyaku One of my favorite combos in the game, cancel quickly. 6. J.D.Fierce \/ S.Fierce --> Shien Kyaku This one is harder to pull off but it still works, hefty damage if it connects though! -------------------------------- [ Tactics ] -------------------------------- Well not much tactics for Fei Long. You can try this annoying corner trap though: Rekka Ken --> Rekka Ken, stop, Rekka Ken, stop, Rekka Ken, stop, Rekka Ken You can make up your own patterns if you like, but avoid this tactic against Shatokens because they can break out of this trap rather easily. ---------------------------- [ Ending: Fei Long ] --------------------------- A director comes and and says he wants to catch that 4-hit red-dizzy combo on film(sorry I don't remember him having one!). Fei Long however does not want to join the movie industry. Later he opens up his own dojo and trains his style to millions of people. You see a statue commemorating him and students training near his statue. Apparently the style of Fei Long passes onto the people, but the game does somehow mention that he died. ============================================================================= --------------------------------- [ Guile ] --------------------------------- ============================================================================= Serving in the air force Guile is the proud soldier that fights criminals wherever they lurk. He has been known for his Flash Kick and his honor around the military and he seeks out corruption and gives his best effort to stop it. However during his mission in the jungles of Thailand his friend Charlie has died while trying to escape the the camps of Shadowlaw. Guile has been sworn with vengence ever since, and the only way he will find M.Bison is through the World Warrior Tournament. Quote: "Are you bad enough to fight with me?" -------------------- [ Sonic Boom: B(charge 2 sec.)F+P ] -------------------- A prime weapon for Guile mainly because there is almost no recovery time from it! Use this often and then follow up on it to mess with your opponent's head! This projectiles also comes out quick and can be used in combos. Make sure you are charging for this through out the match. -------------------- [ Flash Kick: D(charge 2 sec.)U+K ] -------------------- An excellent anti-air attack that has alot of priority and alot of range. The only problem with this move is that he can trade hits with the opponent rather easily, but to remedy this problem wait until the opponent's sprites are deep within yours and execute the Flash Kick for a clean hit. This move can be put in combos and it comes out very quick and is a good counter against missed attacks. Just make sure not to miss with this move though because hte recovery time is rediculous! ----------------------------- [ Other moves: ] ------------------------------ ----------------------- [ Ground Throw: F+SP(close) ] ----------------------- This move has alot of priority and range, use this to counter missed attacks and special moves. -------------------------- [ Suplex: F+FP(close) ] -------------------------- Like the one above counter against miss attakcs and special moves. -------------------- [ Air Throw: F+SP/FP(air)(close) ] --------------------- The priority on this move is pretty good and also the range, but its not as powerful as Chun-Li's air throw. ------------------- [ Back Breaker: F+FK/RK(air)(close) ] ------------------- This move lacks range and priority but its the strongest throw in the game! It does just as much damage as Zangief's Spinning Pile Driver and is an excellent counter against air attacks. ----------------------------- [ Backfist: F+FP ] ---------------------------- An excellent move to use overall, mainly because it has alot of range, it combos off of his Sonic Boom, and is liable to trade hits or completely nullify fireball throwing opponents! --------------------------- [ Knee Thrust: F+FK ] --------------------------- An excellent move to use because he can follow up with it after his Sonic Boom, and this move has excellent range and does good damage. --------------------------------- [ Combos ] -------------------------------- Two-in-One's 1. S.Jab --> Sonic Boom 2. C.Short --> Flash Kick 3. C.Fierce --> Sonic Boom 4. S.Fierce --> Flash Kick This combo will only work if you throw a fierce at the midpoint of the Flash Kick motion. 5. Sonic Boom, S.Fierce While most two-in-one's involve the special move being the last hit, this involves the special move being the first hit! Other combos 1. J.D.Fierce \/ C.Forward --> Flash Kick 2. J.D.Fierce \/ C.Jab --> Sonic Boom 3. J.D.Fierce \/ C.Fierce --> Sonic Boom, S.FWD.Fierce 4. Jab Sonic Boom /\ J.D.Fierce \/ C.Fierce --> Sonic Boom This is mainly a sucker combo and will only work if you are about 3/4's screen's distance away. 5. J.D.Forward \/ C.Strong --> Sonic Boom, C.Forward 6. C.Jab --> Sonic Boom, C.Strong --> Sonic Boom, S.FWD.Fierce Well Capcom and Gamepro call this the re-dizzy combo, but I'm not sure if this works in SSF2. 7. Jab Sonic Boom /\ J.D.Fierce \/ C.Jab --> Sonic Boom, C.Strong --> Sonic Boom Like number 4 you must be a certain distance away and your opponent has to be dumb (^_^) 8. J.D.Fierce \/ C.Strong --> Sonic Boom, C.Forward --> Flash Kick -------------------------------- [ Tactics ] -------------------------------- Well not much for Guile, you must always charge for your Sonic Boom and go after it and attack your opponent. You can even throw a Sonic Boom, walk up, and throw your opponent! Charging for Guile is the key to winning and always throw an attack after your Sonic Boom if your opponent counters your projectile with theirs. ----------------------------- [ Ending: Guile ] ----------------------------- Guile asks why Bison has killed Charlie, and Guile is angered with revenge. Before he can do anything his wife comes and tells Guile that if he kills Bison he is no better off than he is. Guile knows she's right and leaves Bison. Later they are at the comfort of his own home, but Guile still wonders about Charlie. ============================================================================= ---------------------------------- [ Ken ] ---------------------------------- ============================================================================= The long time friend of Ryu and rival. Ken trained under the same master Ryu did, but Ken grew up differently than Ryu did. Ken was an obnoxiuos boy during his early years and was always out having fun on his family yacht. His parents wanted to change Ken's behavior so they sent him to Japan to learn some discipline. It was then and there that he had met Ryu who would later become his best friend. After his long training Ken went back to his home and later would meet Eliza, who would then become his girlfriend. Ever since he has met her his fighting skills have rapidly deteriorated and since he heard that Ryu was entering the World Warrior Tournament, Ken has also decide to enter the tournament as well. Quote: "Attack me if you dare, I will crush you!" -------------------------- [ Hadouken: D,DF,F+P ] --------------------------- An excellent move overall, it comes out fast, it easily combos, and does good damage. You can even counter missed attacks from a distance with this move, and it also does good block damage. The speed is slower than Ryu's, but Ken has the second fastest projectile in the game and can easily wear down other opponents. -------------------------- [ Shouryuken: F,D,DF+P ] ------------------------- An excellent anti-air attack, it does a ton of damage, probably just as much as Sagat's Tiger Uppercut and also it hits multiple times. The jab version hits once, the strong version is powerful and hits twice, and the fierce version hits three times while lighting your opponent on fire. This move combos in just as easily as Ryu's and it does alot of block damage. The range is tremendous and has excellent horizontal range. Watch for the recovery time on this move though, only the jab version will leave you safe most of the time. -------------------- [ Tatsumaki Senpuu Kyaku: D,DB,B+K ] ------------------- Unlike Ryu's this move can hit up to four times and the first initial hit will hit ducking opponents. This move doesn't knock down like Ryu's but it combos just as easily and it does good damage. The hits alone are rather weak and you will need to get multiple hits to do some real damage. Like Ryu he can successfully aim this in the air to avoid attacks. There is very little recovery time from this move, but Ken can be knocked down or thrown just as he recovers from the move. ------------------------------ [ Other moves: ] ----------------------------- --------------------- [ Shoulder Throw: F+SP/FP(close) ] -------------------- This throw has good range and priority, use this to counter mistakes and also missed attacks. --------------------------- [ Back Roll: F+SP/FP ] -------------------------- Like the throw above, it has good range and priority, its main point is to counter or to cheese your opponent. -------------------------- [ Axe Kick: RK(close) ] -------------------------- This move double hits, but it cannot be comboed, or comboed after. It still does the same amount of damage as his regular roundhouse, so I don't see much point in using this move. -------------------------------- [ Combos ] --------------------------------- Two-in-One's 1. S.Jab --> Hadouken 2. S.Jab --> Shouryuken 3. S.Jab --> Tatsumaki Senpuu Kyaku 4. S.Fierce --> Hadouken 5. C.Fierce --> Shouryuken 6. C.Forward --> Hadouken 7. S.Short --> Shouryuken Other Combos 1. J.D.Fierce \/ C.Fierce --> Hadouken Master this combo and watch 50% of your opponent's life drain away! 2. J.CU.Roundhouse \/ C.Short, C.Roundhouse The CPU does this combo to me all the time, and I'm still baffled as to how he does it, I've managed execute this combo, but only twice! 3. J.D.Roundhouse \/ C.Forward --> Shouryuken 4. J.D.Fierce \/ C.Forward --> Hadouken This is an old skool combo, this does alot of damage and is a must master! 5. J.CU.Roundhouse \/ C.Short, C.Short --> Hadouken cheap! Cheap! Cheap! 6. J.CU.Roundhouse \/ S.Short, C.Short --> Shouryuken 7. J.CU.Roundhouse \/ C.Short, C.Fierce --> Hadouken This isn't as easy as it was in SF2T but it still works. 8. J.D.Fierce \/ /\ J.Fierce --> Tatsumaki Senpuu Kyaku Ken could easily master this in SF2T but I think it still works. 9. J.CU.Roundhouse \/ C.Jab, C.Strong --> Hadouken -------------------------------- [ Tactics ] -------------------------------- Do I even have to mention it? Well if you did forget here ya go. Hadouken, Jab Shouryuken, etc. This is Ken's primo corner trap that's extremely hard to escape from. Also when your opponent blocks your jumping attacks do this: J.D.Roundhouse \/ C.Short, C.Short, C.Short, C.Short, C.Roundhouse --> Hadouken Its annoying, but its use to keep Ken out of certain tight situations. ------------------------------ [ Ending: Ken ] ------------------------------ Here Ken defeats M.Bison then Eliza comes in and worries about Ken. Ken and Eliza later marry each other, the end.(not a bad ending, and it fits his personality as well, Kudos to you Capcom!) ============================================================================= -------------------------------- [ M.Bison ] -------------------------------- ============================================================================= Never has the world seen such a corrupt and insane ruler. He is the leader of Shadowlaw and reigns supreme among the the World Warrior Tournament set up up by him. His fighting power and agility is un-matched and his power is a site to be witnessed. His infamous crime organization has thrown terror upon the world and that has led to a few enemies that have entered the tournament mainly Guile, Chun-Li, and T.Hawk. Quote: "Get lost, you can't compare with my powers!" ------------------ [ Psycho Crusher: B(charge 2 sec.)F+P ] ------------------ An excellent move to use because it has a ton of range and it does a ton of block damage, even if it is blocked it'll do almost as much damage as if the opponent didn't block! Cheap! The combo possibilities are very minimal and this move's prime use is agaisnt missed attacks. However M.Bison can still be hit out of this by alot of jumping attacks, some jabs, and projectiles. The recovery time is minimal, but you can be thrown when you land from this move. ------------------ [ Scissors Kick: B(charge 2 sec.)F+K ] ------------------- An excellent move to use overall mainly because it goes over low attacks and does alot of damage. This move can be used as an anti-air attack but only when you are deep within your opponent's sprites. The range that this move has is determined by the strength of the kick button. Use this in combos and to counter mistakes. The combo possibilities it had in SF2T are now gone, but the recovery time is minimal and it knocks down the opponent. -------------------- [ Head Stomp: D(charge 2 sec.)U+K ] -------------------- Its a so-so good attack. It comes out fast, but its so easily seen that its often blocked. This is mainly used to get around projectiles as Bison flies towards his opponent with a stomp to the head. The recovery time is minimal and this move does good damage. Just watch for jumping attacks and anti-air attacks because he can be taken out of the move rather easily with those attacks. After the Head Stomp M.Bison can go into his flying punch. ---------------- [ Flying Psycho Fist: D(charge 2 sec.)U+P ] ---------------- This is more of a confusion or surprise attack than anything else. It will have Bison flying down and smacking the opponent on the side of the head with his fist. At first it looks like he misses with his Head Stomp and lands on the otherside of his opponent then he comes down with his charged fist, this move cannot be blocked low since its a jumping attack. The recovery time is very minimal on this move. ----------------------------- [ Other Moves: ] ------------------------------ ----------------------- [ Flying Punch: UF/UB+SP/FP ] ----------------------- This move is mainly used after his Head Stomp. You can steer this move away or towards the opponent only after the Head Stomp. You can use this move alone for jump in attacks as well. -------------------------- [ Body Throw: F+SP/FP ] -------------------------- This move has alot of range and alot of priority. Its just incredible! Use this to counter mistakes and missed attacks. --------------------------------- [ Combos ] -------------------------------- Two-in-One's 1. C.Jab --> Psycho Crusher 2. C.Jab --> Scissors Kick Other Combos 1. Head Stomp, Flying Punch Not a combo, but if both moves connect right after each other, its more than guaranteed that your opponent will be dizzy! 2. J.D.Fierce \/ C.Jab --> Psycho Crusher 3. J.D.Fierce \/ C.Jab --> Scissors Kick 4. J.D.Fierce \/ C.Short, C.Jab --> Scissors Kick 5. J.D.Fierce \/ C.Strong, S.Forward -------------------------------- [ Tactics ] -------------------------------- Well not much here. Use your Psycho Crusher and use whatever button that will land you just behind your opponent. When you land immediately throw your opponent! Its cheap but effective! ---------------------------- [ Ending: M.Bison ] ---------------------------- M.Bison stands and watches over a city as his corrupt power takes over the Earth. Can anyone stop this madman?!! ============================================================================= --------------------------------- [ Ryu ] ----------------------------------- ============================================================================= Ryu is the lone warrior that seeks eternal fight. He constantly fights and trains to become the true warrior and was an orphan when Gouken had picked him up and taught him the styles of Shatoken. Through the years he has believe that he can become the eternal champion through mastery of the Hadouken. He has left a scar on Sagat, both physically and mentally, and that has shown was true potiential Ryu has. He has never suffered defeat before, and his long time rival and best friend Ken is always there to fight either against him or by his side. Quote: "You must defeat my Dragon Punch to stand a chance" -------------------------- [ Hadouken: D,DF,F+P ] --------------------------- An excellent projectile. Not only of its range, but also of its damage potiential. This move has alot of speed and will often wear down any other projectile fighter that comes across his path, besides Sagat of course. Use this to counter moves from a distance and also put this move in combos. Watch for the recovery time though because he be easily countered with jump in attacks if he fires his Hadouken up close. -------------------------- [ Shouryuken: F,D,DF+P ] ------------------------- An excellent anti-air attack because it does alot of damage and nothing can put prioritize it. It will even go through projectiles with ease and can be put in combos rather easily. The stronger the button used the more vertical range that it has, but you should mainly stick to the jab version instead. This move will double hit if blocked up close, just watch if you miss because you will be easily countered. MAinly the jab version has almost no recovery time and you can do the Jab Shouryuken over and over again for an unstoppable victory! ------------------- [ Tatsumaki Senpuu Kyaku: D,DB,B+K ] -------------------- This move does good damage and has excellent range, it can be put in combos and also it knocks the opponent down with only one hit! Only during start up is he invincible through projectiles, but ducking opponents can easily avoid any damage. The recovery time on this move is minimal but he can be knocked down after the move. ------------------------------ [ Other moves: ] ----------------------------- -------------------- [ Shoulder Throw: F+SP/FP(close) ] --------------------- This throw has good range and priority, use this to counter mistakes and also missed attacks. --------------------------- [ Back Roll: F+SP/FP ] -------------------------- Like the throw above, it has good range and priority, its main point is to counter or to cheese your opponent. -------------------------- [ Axe Kick: RK(close) ] -------------------------- This move double hits, but it cannot be comboed, or comboed after. It still does the same amount of damage as his regular roundhouse, so I don't see much point in using this move. -------------------------------- [ Combos ] --------------------------------- Two-in-One's 1. S.Jab --> Hadouken 2. S.Jab --> Shouryuken 3. S.Jab --> Tatsumaki Senpuu Kyaku 4. S.Fierce --> Hadouken 5. C.Fierce --> Shouryuken 6. C.Forward --> Hadouken 7. S.Short --> Shouryuken Other Combos 1. J.D.Fierce \/ C.Fierce --> Hadouken Master this combo and watch 50% of your opponent's life drain away! 2. J.CU.Roundhouse \/ C.Short, C.Roundhouse The CPU does this combo to me all the time, and I'm still baffled as to how he does it, I've managed execute this combo, but only twice! 3. J.D.Roundhouse \/ C.Forward --> Shouryuken 4. J.D.Fierce \/ C.Forward --> Hadouken This is an old skool combo, this does alot of damage and is a must master! 5. J.CU.Roundhouse \/ C.Short, C.Short --> Hadouken cheap! Cheap! Cheap! 6. J.CU.Roundhouse \/ S.Short, C.Short --> Shouryuken 7. J.CU.Roundhouse \/ C.Short, C.Fierce --> Hadouken This isn't as easy as it was in SF2T but it still works. 8. J.D.Fierce \/ /\ J.Fierce --> Tatsumaki Senpuu Kyaku Ryu could easily master this in SF2T but I think it still works. 9. J.CU.Roundhouse \/ C.Jab, C.Strong --> Hadouken -------------------------------- [ Tactics ] -------------------------------- DO I even have to mention it? Well if you did forget here ya go. Hadouken, Jab Shouryuken, etc. This is Ryu's primo corner trap that's extremely hard to escape from. Also when your opponent blocks your jumping attacks do this: J.D.Roundhouse \/ C.Short, C.Short, C.Short, C.Short, C.Roundhouse --> Hadouken Its annoying, but its use to keep Ryu out of certain tight situations. ------------------------------ [ Ending: Ryu ] ------------------------------ Sagat and M.Bison stnad in their respected places on top of a platform. The crowd cheers Ryu's name but Ryu is nowhere to be found. Ryu does not believes in ceremonies and he walks off with his belongings and into the sunset to find yet another worthy challenger(Cool ending, and it fits his personality perfectly). ============================================================================= --------------------------------- [ Sagat ] --------------------------------- ============================================================================= With an ambition to seek out a worthy opponent he crushes those who oppose him. He has a patch over his right eye, he recieved it when he fought Dan's father. Apparently he has killed Dan's father for his missing eye. The one true warrior he seeks to fight his Ryu, with Sagat's first defeat at the hands of Ryu he trains hard to one day avenge his defeat. Ryu was the one who left a giant scar on Sagat's chest with a very bloody Dragon Punch after Sagat had thrown Ryu to the ground and had let his guard down thinking he had defeated Ryu. Since the infamous battle in the plains of Austrailia he has been seeking Ryu ever since and by joining the World Warrior Tournament he hopes to find Ryu and even his defeat. Quote: "You are not a warrior, your a beginner!" ------------------------- [ Tiger Shot: D,DF,F+P ] -------------------------- A very fast projectile with speeds that equal Ryu's Hadouken. It can easily take down most jumping opponents and Sagat can wear down basically any projectile besides Ryu. This can be put in combos and it does good damage and good block damage. The real disadvantage is that ducking opponents will easily avoid any damage. ------------------------ [ Low Tiger Shot: D,DF,F+K ] ----------------------- Just like the one above except Sagat can hit ducking opponents as well and can also be put in combos. It has the same speed and damage potiential, but opponents like Zangief can easily jump over this! Try to mix them up and psych out your opponent with these. ------------------------ [ Tiger Uppercut: F,D,DF+P ] ----------------------- I just can't believe how powerful this move is! Its just as powerful as Zangief's Spinning Pile Driver can can easily be put in combos. It has good range and can basically take down any attack. The problem with this move is that it lacks priority unlike the Shatokens. It will not go through projectiles and alot of jumping attacks can easily trade hits with it. To remedy this problem time this move at the last second so that the very few frames of invincible animation can hit your opponent. And unlike the last game Sagat will have an easier time comboing this move. Just watch for the recovery time because he can be easily countered. ------------------------ [ Tiger Knee: D,DF,F,UF+K ] ------------------------ The motion is a little awkward and tough to do but its one of Sagat's main weapons that can easily knock opponents out from a distance. This can be used as an anti-air attack but it must be started early. Sagat can easily combo this move in and it comes out extremely fast and will often catch opponents by surprise, the damage that it does is pretty good but not as much as his Tiger Uppercut, but the roundhouse version will double hit if up close. The recovery time is a bare minimal so use this whenever you get the chance. ----------------------------- [ Other moves: ] ------------------------------ ------------------- [ Double Hit kicks: SK/FK/RK(close) ] ------------------- Basically these kicks will double hit if up close, use them in combos or cancel in two-in-one combos. ---------------------- [ Body Toss: F+SP or FP(close) ] --------------------- This throw has fair range and priority. Use this to counter missed attacks and so on. --------------------------------- [ Combos ] -------------------------------- Two-in-One's 1. S.Jab --> Tiger Shot 2. C.Short --> Tiger Knee 3. S.Roundhouse --> Tiger Uppercut You must cancel quickly after the first hit otherwise it won't connect. Other combos 1. J.D.Roundhouse \/ S.Roundhouse The roundhouse will only double hit on larger characters like Zangief, Sagat, T.Hawk, or Balrog. Use a forward against all other characters. 2. J.D.Roundhouse \/ S.Roundhouse --> Tiger Uppercut You must cancel quickly otherwise it won't connect, so don't let that kick double hit! 3. J.D.Roundhouse \/ C.Short --> Tiger Uppercut 4. J.D.Fierce \/ S.Jab --> Tiger Knee 5. J.D.Fierce \/ C.Short --> Tiger Shot -------------------------------- [ Tactics ] -------------------------------- Well first off Sagat has a fireball pattern like Ken and Ryu: Tiger Shot, Tiger Uppercut, Tiger Shot, Tiger Uppercut, etc. Its very fustrating to get out of and Ken and Ryu will have an easier time breaking out of this trap. Like all characters in the game you can do a special move motion while you are on a knocked down position, use your Tiger Uppercut to stop oncoming attacks and start the motion while you are laying down. ----------------------------- [ Ending: Sagat ] ----------------------------- Sagat has won the World Warrior Tournament but he did not even see Ryu in the tournament. Sagat is proud of the title he has one but still not satisfied and he knows that Ryu did not get lucky on his victory and he still searches one day to even that defeat with Ryu. (Pretty sweet ending might I add!) ============================================================================= -------------------------------- [ T.Hawk ] --------------------------------- ============================================================================= With his homeland being taken away from his people, his people and his family have moved to Mexico. Since then he has swore revenge on M.Bison, the leader of the World Warrior Tournament. His people and family has suffered upon Bison's acts and that is why T.Hawk has entered the World Warrior Tournament, to bring back his homeland not only for his family and people, but also for his pride. Quotes: "Your scream sounds like a pathetic war cry!" "My totem is too great for your desperate fighting techniques!" ------------------------ [ Thunderstrike: F,D,DF+P ] ------------------------ An excellent move and also a powerful anti-air attack. It goes through projectiles and can easily be put in combos. The only problem with this move is that opponents will have an easier time jumping over the move since it goes up diagonally. Its still a powerful weapon though, but just watch for the recovery time. The fierce version will double hit if up close. ---------------- [ The Hawk: D+3P(air)(2P for SNES version) ] --------------- This move is an excellent arsenal for T.Hawk because it allows him to soar over projectiles and deck the opponent. Just make sure you start this move as soon as possible, otherwise the opponent will be able to block after the projectile or even counter you. If blocked T.Hawk bounces away from the opponent, the only thing that will counter is a projectile or a low roundhouse. ---------------- [ Storm Hammer: 360 Degree Motion+P(close) ] --------------- The motion for this is a little harder to do than Zangief's Spinning Pile Driver but its still effective and has excellent range. It does just as much damage as the Spinning Pile Driver though and unlike Zangief, it won't leave him in his miss pose if he misses with the move. The range is less than the Spinning Pile Driver, but it can still be used in an effective two-in-one combo. ------------------------ [ Condor Splash: D+FP(air) ] ----------------------- An excellent move to use, mainly because of the damage and the priority this move possess. It can also be used to cross the opponent up and into a combo. The recovery time is almost nothing and its really hard to counter this move. Use this whenever you jump in for an attack. ----------------------------- [ Other moves: ] ------------------------------ ---------------------- [ Elbow Smasher: F/B+RK(close) ] --------------------- The range is very limited, but since its a hold youc an ram the buttons to get more hits and more damage out of this move. ------------------------ [ Neck Choke: F+FP(close) ] ------------------------ Like the one above, poor range and priority, use this to counter mistakes and ram those buttons to drain the enrgy out of your opponent. --------------------- [ Overhead Throw: F/B+SP(close) ] --------------------- This move has good priority and range, use this to counter mistakes and missed attacks. -------------------------------- [ Combos ] --------------------------------- Two-in-one's 1. J.Jab \/ Storm Hammer 2. S.Short --> Thunderstrike 3. S.Jab --> Thunderstrike Other Combos 1. J.D.Roundhouse \/ C.Jab --> Thunderstrike 2. J.CU.Fierce \/ S.Short, S.Jab --> Thunderstrike 3. J.CU.Fierce \/ C.Jab, C.Jab, C.Jab --> Thunderstrike -------------------------------- [ Tactics ] -------------------------------- Well not much here, use your Hawk to go over projectiles and deck your opponent. Take advantage and start your Storm Hammer motion early while you are knocked down, and if your foe is next to you, snatch 'em! ----------------------------- [ Ending: T.Hawk ] ---------------------------- T.Hawk goes over M.Bison and holds him by the neck. He asks why he has driven his people and family away from his home, M.Bsion replies "because I can take whatever I want..." but T.Hawk tells M.Bison that he knows how to take care of trash like M.Bison. Later T.Hawk returns to his homeland, he finds it lifeless, but T.Hawk won't stop until he has recontructed his homeland and will build it strong to keep out future predators. At the same time the sun rises in his land.(Pretty sweet ending! Kudos to Capcom!) ============================================================================= --------------------------------- [ Vega ] ---------------------------------- ============================================================================= Nicknamed the "Spanish Ninja" why? Because he has studied under the art of Ninjitsu and he has combined it with his Bull fighting to form a nasty combination of speed and agility. But being egotistical he wears a mask to prevent his face from being scarred in battle. He believes he is the most beautiful fighter in the world and believes that beauty is strength. He enters the World Warrior Tournament so show the fighters how beauty is strength. Quote: "Beautiful fighters never lose a battle!" -------------------- [ Claw Roll: B(charge 2 sec.)F+P ] --------------------- This is a pretty decent move to use overall. It hits multiple times and does alot of damage the only problem with this move is that it can be blocked during the middle of this move even if the first hit had connected. The fierce version will go full screen while the other versions will stop after a certain distance. However Vega is also vulneable to knockdowns, dragon punches, and projectiles duiring the duration of this move. ----------------- [ Claw Dive: D(charge 2 sec.)U+K, then P ] ---------------- This is more of a confusion that anything else. It will do good damage, but it is easily seen as Vega jumps off the wall and decks the opponent with a claw slash. Opponents can't block it low, but opponents can knock Vega out of it in the air or when he jumps after a wall. --------- [ Wall Leap: D(charge 2 sec.)U+K, then F+P or K(close) ] ---------- This move is an excellent move overall. It will take the opponent for a suplex ride. This move can catch opponents in the air and is quite fast. But opponents can knock Vega out of it rather easily with jumping attacks or uppercuts. ------------------- [ Claw Thrust: D(charge 2 sec.)U+P ] -------------------- This is also a surprise move than anything else. It does rather weak damage when compared to other attacks, but it comes out quick and its hard to counter. But its also a dead give away when Vega bounces off the wall. Its a quick attack and cannot be comboed. ---------------- [ Double Backflip: 3P(2P for SNES version) ] --------------- This move is pretty useful to get Vega out of certain situations. Just never use this to get out of corner traps because Vega cannot flip forward and he can be hit at the end of this move. During the two flips he is invincible to any attack, but he himself cannot attack either. ---------------- [ Single Backflip: 3K(2K for SNES version) ] --------------- Like the one above except he only does a single backflip. Its invincible to attacks but he cannot flip forward. Avoid using this in corner traps, and only use it to avoid attacks. ----------------------------- [ Other Moves: ] ------------------------------ -------------------- [ Ground Suplex: F/B+SP/FP(close) ] -------------------- A very high priority move, but it lacks the range other throws have. Use this to counter missed attacks and mistakes. ---------------- [ Midair Choke Throw: F+SP/FP(air)(close) ] ---------------- The priority on this move is pretty good and also has good range. The problem with this move is that Vega jumps too high and low jumping opponents are extremely hard to catch. -------------------------------- [ Combos ] --------------------------------- Special Game notes: Vega -- Vega can bounce off the walls, just hit the opposite direction as you jump towards a wall. -- Vega can no longer climb the fence like he did in previous games. Two-in-One's 1. S.Jab --> Claw Roll Other combos 1. J.D.Roundhouse \/ S.Jab, C.Roundhouse 2. J.D.Fierce \/ C.Jab --> Claw Roll You must charge ahead of time for this combo to connect, it doesn't matter if the opponent blocks in the middle of this combo because it drains alot of life anyways! -------------------------------- [ Tactics ] -------------------------------- Not much tactic info on Vega. Although he is the best equipped when going against fireball fighters up close. His superior speed that is unmatched lets him quickly attack his opponent when they throw out a projectile, even Ryu has trouble throwing the Fireball/Dragon pattern against him! Also avoid backflips in corner traps, they just make things worst because it will leave him vulnerable to attack at the end of it. ------------------------------ [ Ending: Vega ] ----------------------------- A picture of Vega has him holding a rose by the mouth. Not really much of an ending here except that he has become the world's biggest narcissist!(very sick!) ============================================================================= -------------------------------- [ Zangief ] -------------------------------- ============================================================================= With his usual run alongs wrestling bears for fun he realizes that his country is in a poor condition and has recieved alot of criticism. He has a strong sense of pride for his country and will do anything for his country. That's why he has decided to enter the World Warrior Tournament not only for his own pride but for his country. Quote: "My strength is much greater than yours!" ------------- [ Spinning Clothesline: 3P(2P for SNES version) ] ------------- This move is an excellent anti-air attack and will literally snuff out any attack your opponent tries to come in with. It does alot of damage, it comes out quick, and has little to no recovery time. This move also cruises over projectiles during start up and can be easily put in combos. Watch for his feet though because he can be easily knocked down. ---------------- [ Spinning Lariat: 3K(2K ofr SNES version) ] --------------- This move is similar to the one above, but this move cannot go through projectiles. It does do good damage, comes out fast and also its a good and quick counter attack. Also its not so reliable to countering jump in attacks, the good side to this move is that Zangief is invincible to low attacks during start up. ------------ [ Spinning Pile Driver: 360 Degree Motion+P(close) ] ----------- Well despite the fact that it is a 360 degree motion, if you've got either a PSX pad or an SNES pad it seems like the only take 215 degree motions because its just so easy to do! Basically if you can perfect the motion roll around the pad and press punch randomly and hopefull it will come out. The priority of this move has been lost and so has its range, but it still has good range and one of the most powerful moves in the game. Make sure you use this when you are close to your opponent otherwise Zangief will go into his miss pose and it will leave him vulnerable to attacks. ------------ [ Siberian Bear Crusher: 360 Degree Motion+K(far) ] ------------ The motion is incredibly easy to do if you have either a PSX or SNES pad. It doesn't matter what kick button you use because they all have the same range and damage potiential. This move does quite a bit of damage and has excellent priority over move attacks and is easily put in combos. The one key thing about this move is that its been known to stop combos, even right in the middle of them! Use this to counter miss attacks. -------------- [ Siberian Suplex: 360 Degree Motion+K(close) ] -------------- Again if you have a PSX or SNES pad this move is very easy to do. Its basically a double slam suplex that does just as much damage as his Spinning Pile Driver. This can also be put in combos and it has high priority and good range. Use this to counter missed attacks. --------------------- [ Diving Knee Drop: D+SK/FK(air) ] -------------------- This move is an excellent arsenal to Zangief's offensive game because it leaves him deep enough so that he can easily combo his opponent with any of his special grabs. It will do good damage and it has decent priority, use this whenever you can. ---------------------- [ Siberian Splash: D+FP(air) ] ----------------------- This move has insane priority and it does alot of damage. Use this move to jump in and and cross up your opponent and combo them. -------------------------------- [ Combos ] --------------------------------- Special game Notes: Zangief -- Zangief has 8 different grabs and throws, it all depends on how close you are to your opponent and what kicks and punches you use. -- Zangief is quite possibly the most dangerous combo character in the game, not only can he easily combo his throws with ease, but he can end matches very quickly with 2 or 3 combos. Two-in-One's 1. S.Jab --> Spinning Pile Driver This combo works easily and it does alot of damage. 2. C.Short --> Spinning Lariat or Clothesline 3. S.Forward --> Siberian Bear Crusher 4. S.Short --> Siberian Suplex Make sure you are close to your opponent for this move to connect. Other combos 1. J.DN.Fierce \/ C.Short --> Spinning Clothesline/Lariat 2. J.DN.Short \/ Siberian Suplex Even if the opponent blocks you'll catch them everytime! This move is very cheap, but master it and you'll master competition! 3. J.DN.Short \/ Spinning Pile Driver Like the one above, even if your opponent blocks, you'll catch 'em! 4. J.D.Fierce \/ S.Strong, C.Roundhouse 5. J.DN.CU.Fierce \/ S.Strong, S.Short, C.Roundhouse 6. J.DN.CU.Fierce \/ S.Strong, S.Short --> Siberian Bear Crusher 7. J.DN.D.Fierce \/ C.Jab, C.Jab, S.Jab --> Siberian Bear Crusher 8. J.DN.Short \/ S.Short, S.Short --> Siberian Bear Crusher 9. J.DN.CU.Fierce \/ C.Jab, C.Jab, C.Jab, C.Jab, C.Roundhouse -------------------------------- [ Tactics ] -------------------------------- There aren't much tactics for Zangief. Avoid jumping over projectiles because he has a hard time going over them and he will be hit by Jab projectiles most of the time. Also combo in your grabs whenever possible and use your Spinning Clothesline to go through opponents projectiles. ============================================================================= ----------------------------- [ Miscellaneous ] ----------------------------- ============================================================================= Well there really isn't much codes in this game besides a few of them. --------------------------------------------------------------- Select more than two of the same character in Group Battle Mode --------------------------------------------------------------- -- Go to Group Battle Mode -- At the message where it tells you to select a number of characters enter the code: -- L, R, L, R, L, R, R, L on your second controller Its exactly what the code says. Normally in group battle mode you can only pick 2 Guile's or 2 of anybody and no more than that. With this code the 1P or 2P side can have up to 8 Ryu's!! ------------------------------------------------------------------- Change key configurations before battle and CPU controlled opponent ------------------------------------------------------------------- -- Enter any mode -- Before the vs screen comes up hold select -- Basically hold select after you've selected your handicap in other modes With this code, just incase you didn't get a chance to alter your configurations you can change them right before battle, also you can set the second player side to CPU. Meaning that a CPU controlled fighter will fight you even if you are in versus mode! -------------------------------------------- View Character Profiles without interruption -------------------------------------------- -- Wait after Ryu throws his Hadouken at intro screen -- You should see character profiles popping up -- Hold down L+R -- Character profiles can be viewed without interruption Basically you must hold down the L+R buttons. If you let go that means the demo will ensue. ============================================================================= ---------------------------- [ Character Stages ] --------------------------- ============================================================================= Just incase you haven't seen this game here's a list and brief description of the character's stages. ------------------------- Balrog: Las Vegas, Nevada ------------------------- Here its the usual casino scene, girls in the background throws flower petals or something and the man in the middle of the screen cheers on the fight. Its a typical street way of Las Vegas. ------------------------------------- Blanka: Jungles of the Amazon, Brazil ------------------------------------- In the background you see tourists taking pictures of the fight. Also a brown shack is to the left and in the far background are the waters of the Amazon. -------------------------------- Cammy: The Great Castle, England -------------------------------- Here the fight takes place on a bridge that connects between the other halves of the castle. A gorgeous mansion can be seen below and the northern lights twinkle in the distance beyond the mountains. --------------------------- Chun-Li: Marketplace, China --------------------------- In this stage there are a few people riding bicycles. A chicken can be seen in a cage and its a pretty busy place along the central marketplace. ------------------------------------- Dee Jay: Jammin Reggae Fest, Jamaica ------------------------------------- Here its an outside restaurant, people are dancing eating, and playing music, all while enjoying the fight. In the far background you can see the sun about to set on the beautiful purple sky along the ocean waters. ------------------------------ Dhalsim: Ancient Shrine, India ------------------------------ In the background is a mural or a carpet of some sort worshipping a god. Elephants in here makes loud sounds as the fight takes place. ---------------------------------- E.Honda: Old Japaneese Dojo, Japan ---------------------------------- Here the fight takes place along the inside of an old dojo. In the back wall is a giant face that moves whenever someone wins a battle. ----------------------------------- Fei Long: Shaolin Temple, Hong Kong ----------------------------------- In this stage lies exotic birds and two dragons. The outer wall can be seen in the top left corner as they fight along side the temple. ---------------------------------------- Guile: Aircraft base in Portland, U.S.A. ---------------------------------------- The battle takes place infront of Guile's other friends, instead his friends are cheering on the fight in Guile's favor as girls squander along their side. In the back is a giant F-16(?) while Guile's friends sits on crates. -------------------------------- Ken: Rhode Island Shores, U.S.A. -------------------------------- Here the people on boats are cheering Ken on. Yachts sail by and a Capcom boat can be seen to the right. The fight takes place along the boardwalk of the New England shoes. --------------------------------------- M.Bison: Old Shadowlaw Shrine, Thailand --------------------------------------- Not sure why M.Bison would let people just sit and watch the fight as free as they want, but oh well. Here the people cheer the fight on as a giant bell sits in the middle of the stage and along side two Pagoda statues to the left and right. --------------------------- Ryu: Goutetsu's Dojo, Japan --------------------------- Here the fight takes place on the roof top of Goutetsu's dojo. The moon can be seen in the background along with clouds moving through the night sky. ------------------------------------------ Sagat: The outskirts of Thailand, Thailand ------------------------------------------ The fight takes place at sunset. A giant Thailaneese statue lies on the grass and the Old Shadowlaw Shrine can be seen in the background. --------------------------- T.Hawk: Town Square, Mexico --------------------------- In this place its very busy with many people selling and buying their goods and the people who watch the fight cheer on T.Hawk. The centenial house can be seen in the background. ------------------------------- Vega: Festive Restaurant, Spain ------------------------------- Here the people dine outside as they sit behind a fence and watch and enjoy the fight. Dancers here electrify the place with enjoyment in the middle of the restaurant. ------------------------------------ Zangief: Russian Power Plant, Russia ------------------------------------ The people here enjoy as they watch the fight and cheer Zangief on. A small bridge carrying oil drums and two people can be seen in the background watch the fight from above. ============================================================================= --------------------------- [ Character colors ] ---------------------------- ============================================================================= Well this section will be brief. There are 8 colors for every character, here's how you aquire them: Jab Punch: Original Color Strong Punch: Champion Color Fierce Punch: Turbo Color Short Kick: New Super Color Forward Kick: New Super Color Roundhouse kick: New Super color Start button: New Super Color Hold any button for 2 sec. Hidden Super color ----------------------------------------------------------------------------- -----------------------------------Credits----------------------------------- ----------------------------------------------------------------------------- -- Capcom(www.capcom.com) For making an excellent game, and for Street Fighter 2! ^_^ -- Gamepro(www.gamepro.com) For their help in some strategies found on this FAQ. -- Gamesages(www.gamesages.com) For providing the codes for this page except for the Key configuration code. Excellent job with the site! ^_^ -- GameFAQs(www.gamefaqs.com) To CJay for his hard work and dedication to the site and for posting up this FAQ. ^_^ -- James Chen(jchensor@ucla.edu) For his fabulous combo system that we've all come to know. ^_^ -- Migs Rustia(www.miggy.net) For his clarification on the combo system. -- Dingo Jellybean(bellybutton21@hotmail.com) For typing up this FAQ. ^_^ ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Time of Completion: 8 hours, 01 minutes, 44 seconds Dingo Jellybean (C) 1999-2000