related to the Street Fighter 2 games. If you've never picked the game up or
gotten into it, fear not, as although the game is very deep, it's rather simple
to learn when you have a character that suits your style of play, as I will
explain in the intro. Vets or beginners, anyone can learn from this. I did this
because there's no central FAQ which covers all of this, so over time I've had
to hunt this down myself. This is all for you guys. New challengers, gogogo!
This information of this largely pertains to Hyper Fighting (aka SF2 Turbo)
since that's what most of us on here play. Please ask any questions you might
have in this thread which aren't answered in this FAQ!
-------------------------------------------------------------------------------
I. Introduction
II. Glossary & Notation
- Joystick Notation
- Six Button Notation
- Miscellaneous Notation
- How to read this guide's stats
III. Game Mechanics
- Combos
- Reversals
- Tick Throws
IV. The Characters
- Ryu
- E. Honda
- Blanka
- Guile
- Ken
- Chun Li
- Zangief
- Dhalsim
- Balrog
- Vega
- Sagat
- Bison
V. Tips
VI. Links
VII. Credits
===================
= I. INTRODUCTION =
===================
I've heard people say that SF2 feels clunky and hard to control, but this is
totally untrue. When playing slowed down versions of the game, it's easy to get
that impression since you really have to make your moves and jumps count, much
like Castlevania, whereas the faster versions can be more forgiving on missed
moves.
I had the original SF2 world warrior as a kid on SNES, but I was never into
fighting games, so I only played it occasionaly and never thought about the
strategy much. That's what got me into this game: strategy. I always had the
impression that fighting games were more about who could bust out the most
combos or whose pattern was the best (which is true for a lot of games), so I
was never interested in learning the game much.
But in SF2, most rounds you'd be lucky to even pull off one combo. The game is
all about zoning, which is keeping your opponent in an ideal position so you
can counter him easier. An example would be Ryu throwing fireballs at you to
limit your options on the ground, to force you into jumping and get hit by a DP
(dragon punch, aka shoryuken). You may be thinking "Well that sounds easy
enough," but it won't work long if you overuse that tactic since your opponent
will probably guess when your fireball comes out and jump in with a smack to
your face before you can react.
Anyway, I'll quit blabbing. My point is that you don't need to be good at
combos and attacking aggressively to win or enjoy this game. The key to winning
at SF2 is TDR: Timing, Distance, and Reaction, as explained in this video:
[url=http://www.youtube.com/watch?v=6OEXzKk5gkQ]http://www.youtube.com/watch?
v=6OEXzKk5gkQ[/url]. Once you have your character's moves and gameplan down,
your focus shifts to predicting your opponent, so it all comes down to mind
games. In a nutshell, SF2 is like really advanced rock paper scissors.
So, if you've read this far and decided you're interested in giving the game a
try, I'll give a short description of each character and their strengths,
followed by plenty more info and tons of links at the end. Don't get
intimidated by the terms, as they're not that complex. Here we go!
===========================
= II. GLOSSARY & NOTATION =
===========================
* anti-air - any attack which knocks a jumping opponent out of the air
* block damage (aka chip damage) - your character will receive a fraction
of damage from blocked special moves. E.g. if your life bar is totally
red and you block a fireball, you'll die.
* combo - any string of attacks where if the first hit lands, the rest is
unblockable
* matchup - a particular match between certain characters. strategy changes
with each matchup. E.g. Ryu vs. Guile
* meaty - descriptor for an attack timed to hit your opponent right as they
get up
* poke - an attack from its max distance to keep your opponent defending
* priority - when both characters attack, depending on the move and
positioning, the one with higher priority will connect
* recovery - the amount of frames your character remains in an animation
after doing a move.
* reversal - going from a non-neutral state immediately into a move:
normal, special, or throw, without ever going to a neutral state (e.g.
after being knocked down, DP on the first frame you get up)
* safe jump - timing a jump in attack (usually a short) so that you hit the
opponent just as they get up, forcing them to block if they aren't
confident with their reversals
* startup - the amount of frames your character remains in an animation
before a move comes out.
* sweep - a low attack which trips your opponent
* throw range - the maximum distance at which you can initiate a throw
=====================
= Joystick Notation =
=====================
* F - Forward - Tilt stick forward/towards the opponent. (X-axis)
* B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
* U - Up - Tilt stick upwards. (Y-axis)
* D - Down - Tilt stick downwards. (Y-axis)
* QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards,
then to downwards and forward, then forward.
* QCB - Quarter circle backward - Tilt stick downwards, then to downwards
and backward, then backward.
* HCF - Half circle forward - Tilt stick backwards, then to downwards and
backward, then to downward, then to downwards and forward, then forward.
* HCB - Half circle backward - Tilt stick forwards, then to downwards and
forward, then to downward, then to downwards and backward, then backward.
* DP - Dragon punch - Tilt stick forwards, then to downward, then to
downward and forward.
* 360/FC - Full circle - Complete a full rotation of the stick.
* 720 - N/A - Complete a 720 degree rotation of the stick.
* Charge - Hold a tilt - Hold the stick in either B or D (Depending) then
move to F or U respectively.
X-axis functions can be used interchangeably with Y-axis functions and vice
versa. X-axis functions cannot be used in conjunction with another X-axis
function and vice versa.
=======================
= Six Button Notation =
=======================
* Jab - weak punch (also called LP)
* Strong - medium punch (also called MP)
* Fierce - fierce punch (also called HP)
* Short - weak kick (also called LK)
* Forward - medium kick (also called MK)
* Roundhouse (RH) - fierce kick (also called HK)
* P - any punch
* PPP or 3P - all three punches simultaneously
* K = any kick
* KKK or 3K - all three kicks simultaneously
==========================
= Miscellaneous Notation =
==========================
* WW = World Warrior
* CE = Champion Edition
* CPS1 = Capcom Play System 1 (Capcom's first arcade engine)
* HF = Hyper Fighting = SF2T = Street Fighter 2 Turbo
* SSF2 = Super Street Fighter 2
* ST = Super Street Fighter 2 Turbo
* DP = Dragon Punch (aka Shoryuken)
* HK = Hurricane Kick
* SPD = Spinning Pile Driver
* TAP = Turn Around Punch
* HHS = Hundred Hand Slap
===================
= State Modifiers =
===================
* st. - The following move should be performed in the standing position
(neutral in the Y-axis). i.e. st.Fierce, perform a Fierce whilst standing.
* cr. - The following move should be performed in the crouched position
(held down in the Y-axis). i.e. cr.Fierce, perform a Fierce whilst
crouching.
* j. - The following move should be performed in the "in the air" position
(After having held up in the Y-axis). i.e. j.Fierce, perform a Fierce
whilst in the air.
==================================
= How to read this guide's stats =
==================================
For each character, there are stats for walking speed and throw range. They are
based on a scale of 1 to 5, calculated using the frame data from T.Akiba's
site.
Walking Speed: Higher number indicates faster speed
Throw Range: Lower number indicates better throw range
=======================
= III. GAME MECHANICS =
=======================
Combos
------
The basic formula for combos usually is a jumping attack, a low crouched
attack, followed by a special move. The key to landing these is making sure
your air attack hits almost at the last possible moment before landing, as too
early will let your opponent recover and counter. A combo is defined as any
string of attacks where if the first hit lands, the rest is unblockable.
To combo into a special move, you simply need to perform the motion for the
special move immediately after the normal attack, almost as if you had never
done the normal. This is called "cancelling" or a "2-in-1" because instead of
remaining in recovery animation after performing the normal, you go immediately
into the special move. The timing takes some practice.
It's easiest to practice these in training mode on HSF2 Anniversary Edition or
Super Turbo for Dreamcast, but if all you have is the SNES version or
something, vs. mode with player 2 idle will work fine too.
Remember: any of the jumping attacks in these combos can be replaced with
another normal. In addition, these can all be done without a jumping attack,
given that the first hit connects.
Reversals
---------
Unless your opponent knows how to safe jump (see glossary), you can counter
any opponent jumping at you while you're knocked down if you have a reversal
move, and if you input the move at the exact frame you get up. You might still
hit them if it's not done on the first frame, but timing it on the first will
guarantee a hit. Each character's reversals are listed in the characters
section.
Tick Throws
-----------
***WARNING***
Many players not only consider simple throws as cheap, but also frown heavily
upon tick throwing as it's "impossible" to counter, as they claim. It's
certainly acceptable to use in tournaments and competitive play, but be careful
about using them in casual games. People can get frustrated or discouraged,
especially if you abuse tick throws repeatedly. So use them when you have to!
A tick throw is done by putting your opponent in block stun by poking or
throwing a fireball, and then throwing them immediately after. The reason this
is so difficult to execute and counter is because the throw must be initiated
on the first frame after the defender recovers from block stun. If the thrower
presses their throw button too early, then just a punch or kick will come out.
The most common tick throw is Ryu/Ken's cr.short x2 (usually meaty) > throw.
The crouched kicks must be timed correctly to guarantee succession of hits,
as well as the throw right after, which must be done after a brief pause. If
the defender is able to reversal this before the throw is initiated, the idea
is for the tick thrower to vary the number of cr.shorts (between 1 and 3) he
does before throwing to mess up their timing.
Most reversals will work to counter tick throws if timed on the first frame
you recover from block stun. It is very difficult, but possible with practice.
The other sure-fire way of countering tick throws is doing a reversal throw.
This is done by pressing your throw button just after recovering from block
stun, just like reversals. Whoever initiates it first gets the throw, but if
both players throw on the exact same frame, it is random who gets thrown.
Tick throws for each character are listed in their string sections.
Projectile Recovery
-------------------
Projectile throwing characters each recover at different speeds after throwing
a projectile. Aside from Guile, who has the quickest recovery, there is little
difference in recovery among the others, but every frame counts in a fireball
war. Here is a list, starting from the quickest recovery to slowest:
1st: Guile
2nd: Sagat
3rd: Ryu
4th: Dhalsim
5th: Ken, Chun-Li
Character Ranking
-------------------------------------------------------------------------------
T. Akiba's Chart | My Chart
---------------------------------------|---------------------------------------
Z D | Z D
H C B a G h B S B P | H C B a G h B S B P
R K o h l n u a a V a i o R | R K o h l n u a a V a i o R
y e n u a g i l l e g s i a | y e n u a g i l l e g s i a
u n d n n i l s r g a o n n | u n d n n i l s r g a o n n
a L k e e i o a t n t k | a L k e e i o a t n t k
i a f m g s | i a f m g s
|
Ryu 5 7 7 6 5 5 6 4 5 6 7 63 3 | Ryu 5 7 7 6 5 5 6 4 5 6 7 63 3
Ken 5 7 7 6 6 4 7 3 6 5 7 63 3 | Ken 5 7 7 6 6 4 7 3 6 5 7 63 3
Honda 3 3 7 6 8 7 9 6 7 6 8 70 1 | Honda 3 3 7 6 8 7 9 6 7 6 8 70 1
Chun-Li 3 3 3 3 3 4 7 3 7 3 6 45 10 | Chun-Li 3 3 3 3 3 4 7 3 7 3 6 45 10
Blanka 4 4 4 7 8 4 8 3 8 6 6 62 5 | Blanka 4 4 4 7 8 4 8 3 8 6 6 62 5
Zangief 5 4 2 7 2 3 4 7 6 3 8 51 8 | Zangief 5 4 2 7 2 3 4 7 6 3 8 51 8
Guile 5 6 3 6 6 7 4 6 4 4 8 59 6 | Guile 5 6 3 6 6 7 4 6 4 4 8 59 6
Dhalsim 4 3 1 3 2 6 6 4 4 4 6 43 11 | Dhalsim 4 3 1 3 2 6 6 4 4 4 6 43 11
Balrog 6 7 3 7 7 3 4 6 6 7 8 65 2 | Balrog 6 7 3 7 7 3 4 6 6 7 8 65 2
Vega 5 4 3 3 2 4 6 6 4 6 6 49 9 | Vega 5 4 3 3 2 4 6 6 4 6 6 49 9
Sagat 4 5 4 7 4 7 6 6 3 4 5 55 7 | Sagat 4 5 4 7 4 7 6 6 3 4 5 55 7
Bison 3 3 2 4 4 2 2 4 2 4 5 35 12 | Bison 3 3 2 4 4 2 2 4 2 4 5 35 12
-------------------------------------------------------------------------------
Ryu +14
Ken +16
Honda +13
Chun Li -1
Blanka +1
Zangief +19
Guile -10
Dhalsim -9
Balrog +22
Vega -10
Sagat -11
Bison -44
Ryu 3
Ken 3
Honda 1
Chun Li 10
Blanka 5
Zangief 8
Guile 6
Dhalsim 11
Balrog 2
Vega 9
Sagat 7
Bison 12
======================
= IV. THE CHARACTERS =
======================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Date of Birth: 7-21-1964 _______ ___ _
Height: 5'10" | __ \ \ / / | | |
Weight: 150lbs. | |__) \ \_/ /| | | |
Blood Type: O | _ / \ / | | | |
Origin: Japan | | \ \ | | | |__| |
Fighting Style: Shotokan Karate |_| \_\ |_| \____/
Walking Speed: 3.8 / 5
Throw Range: 3.7 / 5
Projectile Recovery: 3rd best (out of 5)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Summary
-------
Most straightforward character next to Guile, IMO. His Hurricane Kick hits once
and knocks down, has great damage, and is invincible for the first few frames
so if you're knocked down and the opponent throws a fireball at you up close,
you can hit them with the HK. Ryu does very slightly more damage than Ken, and
walks a little slower, so he's not as in your face as Ken. He also has better
recovery on fireballs than Ken. DP is invincible on startup, so it can pass
through fireballs.
Move List
---------
Hadouken - D, DF, F+P
Hurricane Kick - D, DB, B+K
Shoryuken - F, D, DF+P
Important Things To Know
------------------------
1) Hurricane Kick:
* Knocks down
* Invincible on startup/recovery, so Ryu can HK through fireballs if timed
right
* Does very good damage (sometimes more than a throw!), so trading hits is
favorable for Ryu
* Can go over sonic booms, yoga fires, and low tiger shots
2) Shoryuken:
* Hits on the fifth frame, so it's not always a safe reversal
* Less arc on all of Ryu's dps than Ken's
* Slower recovery than Ken's dp
3) Differences with Ken:
* Walking speed is slightly slower
* Does slightly more damage overall
* Better recovery on fireballs
* Hurricane Kicks are different (see above)
* Slower startup/recovery on shoryukens means less combo potential
Opening Moves
-------------
1) strong hadouken
2) wait for opponent to act
3) cr.roundhouse
Combos
------
Jump in Combos
--------------
______________
| vs. Everyone |
--------------
1) j.fierce or j.roundhouse > st.fierce or cr.forward > hadouken
Note: If the first hit is blocked, you may want to use a cr.roundhouse for
the second hit to push them back farther.
2) j.fierce > cr.short x 1~2 > st.fierce > fierce hadouken
Note: If the first hit is blocked, you can follow up the cr.short(s) with
the mixups in #2 of the Strings section if you'd like. The j.fierce
must not be timed too late for all 4 hits to combo.
3) j.fierce > neutral j.roundhouse > roundhouse hurricane kick
Note: This combo works best on big characters. The second j.roundhouse does
not have to be neutral.
4) j.fierce or j.roundhouse > jab or strong shoryuken
Note: Use this combo if your fierce hit early or if you're not sure you can
combo with a ground attack without getting thrown/reversaled.
_________
| vs. ??? |
---------
5) j.fierce or j.roundhouse > cr.short > roundhouse hurricane kick
Note: The jump in hit can be timed relatively early, which is why this combo
should be used when no other combo will fully connect.
_______________________________________________________________
| vs. Blanka, Guile, Zangief, Dhalsim, Balrog, Sagat, & M.Bison |
---------------------------------------------------------------
6) j.fierce > st.strong > jab or strong shoryuken
Note: The j.fierce in this combo must not hit too deep, or the shoryuken
will not combo. If you think it might not, then use a strong shoryuken
instead. Very high damage combo. Use this when opponent is dizzy and
you're not close enough to crossup.
______________________________
| vs. Zangief, Balrog, & Sagat |
------------------------------
7) j.fierce > st.fierce > roundhouse hurricane kick
8) j.fierce > forward air hurricane kick
Note: The j.fierce in this is usually done early to surprise them. Use this
combo if you catch them undefended mid-jump.
_________________
| vs. Zangief,... |
-----------------
9) j.fierce > st.fierce > strong shoryuken
Ground Combos
-------------
______________
| vs. Everyone |
--------------
1) st.fierce > jab shoryuken
Note: This combo is very useful, has good damage, and usually dizzies. It's
best used to punish whiffed moves like the flash kick and dragon
punches, but must be executed the moment they land, or the fierce will
just knock them into the air. It's also very easy (and common) to use
against dizzied opponents when already up close.
2) cr.short x1-2 > st.fierce > fierce hadouken
Note: This is perhaps Ryu's most important combo. The cr.short is usually
meaty. If blocked, the combo will push them back to a safe distance.
If not blocked, this combo will dizzy 100% of the time, allowing you
to combo them again. Once they start to expect this combo and choose
to block, you can use any of the mixup options after the short on #2
in the Strings section.
3) close cr.strong > cr.fierce or cr.forward > fierce hadouken
4) close cr.strong > cr.short ----> roundhouse hurricane kick
`--> cr.roundhouse > hadouken
Note: If the first two hits of this combo are blocked, go for option 2 here.
The first three blocked hits will put you at a safe distance to throw
a jab hadouken if desired. This combo should generally be done meaty.
Flashy Combos
-------------
______________
| vs. Everyone |
--------------
1) cr.short > st.short > cr.short or cr.strong > roundhouse hurricane kick
Note: You may add a st.short at the start vs. big characters.
______________________________
| vs. Zangief, Balrog, & Sagat |
------------------------------
2) crossup roundhouse > cr.short > st.strong > strong shoryuken
Crossup Combos
--------------
______________
| vs. Everyone |
--------------
1) crossup roundhouse > st.fierce > jab shoryuken
Note: This is one of Ryu's most powerful crossup combos, and is what you
should be going for whenever they're dizzy.
2) crossup roundhouse > cr.short x1~2 > st.fierce > fierce hadouken
Note: If the crossup is blocked, refer to the mixup options in #7 of the
Strings section.
3) crossup roundhouse > cr.strong > cr.fierce > fierce hadouken
Note: Ryu's Touch of Death combo. The strong and fierce are very hard to
link.
4) crossup roundhouse > cr.strong ----> cr.short > roundhouse hurricane kick
`--> cr.forward > fierce hadouken
Strings
-------
1) hadouken > hadouken
2) cr.short x1~3 (usually meaty) ----> throw
`--> cr.roundhouse > hadouken
3) meaty st.roundhouse > cr.forward > hadouken
4) close meaty cr.forward > cr.short > cr.roundhouse > hadouken
5) meaty neutral j.roundhouse > cr.forward or cr.roundhouse > hadouken
5) j.short ----> throw
|`--> cr.short ----> st.fierce > hadouken
| `--> throw
|`--> shoryuken > cr.roundhouse or throw (if they try to sweep)
|`--> cr.forward > fierce hadouken
`--> cr.strong > cr.roundhouse > fierce hadouken
6) j.fierce or j.roundhouse ----> throw
|`--> cr.short > throw
|`--> cr.short > jab shoryuken
`--> cr.short x1-2 > cr.roundhouse > hadouken
7) crossup roundhouse ----> throw
|`--> cr.forward > hadouken
|`--> cr.strong ----> throw
| `--> cr.forward > hadouken
`--> cr.short x 1~3 ----> throw
`--> cr.roundhouse > hadouken
Handling Projectiles
--------------------
1) jab or fierce hadouken
2) neutral jump
3) block
4) jab shoryuken
5) hurricane kick (for sonic booms, yoga fires, and low tiger shots only)
Reversals
---------
1) jab shoryuken
2) short hurricane kick
Anti-Air
--------
1) jab or fierce shoryuken
2) cr.roundhouse
3) neutral j.roundhouse
4) far st.strong/fierce
5) cr.strong
Crossups
--------
1) j.roundhouse
2) j.short
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Date of Birth: 11-3-1960 ______ _ _ ____ _ _ _____
Height: 6'2" | ____| | | | |/ __ \| \ | | __ \ /\
Weight: 304lbs. | |__ | |__| | | | | \| | | | | / \
Blood Type: A | __| | __ | | | | . ` | | | |/ /\ \
Origin: Japan | |____ _| | | | |__| | |\ | |__| / ____ \
Fighting Style: Sumo |______(_)_| |_|\____/|_| \_|_____/_/ \_\
Walking Speed: 3 / 5
Throw Range: 1 / 5
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Summary
-------
Rushdown character, so he can't be very effective when not up close. Has a hard
time against fireballs. The Hundred Hand Slap does excellent block damage. His
standing roundhouse kick sweeps and has very good range (more than Ken/Ryu).
His throw and grab (bear hug) have amazingly good range as well (second best
next to Zangief's SPD). His headbutt move works great for punishing missed
moves, as well as anti-air if you time it late. Crouching fierce trips too.
Standing fierce is his anti-air.
Move List
---------
Hundred Hand Slap - Tap P repeatedly
Headbutt - Charge B, F+P
Sumo Smash - Charge D, U+K
Body Splash - D+MK during jump
Double Knee - B/F+MK when close
High Kick - HK when close
Important Things To Know
------------------------
1) Has very good throw/grab range
2) st.kicks have different sweep ranges, with roundhouse having the most and
good range (more than Ken/Ryu)
3) Hundred Hand Slap does great block damage
Opening Moves
-------------
1) b/f+roundhouse
2) walk up ----> cr.jab
|`--> cr.strong
`--> cr.forward
3) jump towards
4) forward or roundhouse sumo smash
Combos
------
Jump in Combos
--------------
______________
| vs. Everyone |
--------------
1) j.fierce > st.jab > jab hundred hand slap
Note: the st.jab in this combo is optional.
2) j.fierce > st.strong > cr.fierce
3) j.fierce > st.roundhouse
4) j.roundhouse ----> cr.forward
`--> cr.fierce
Crossup Combos
--------------
______________
| vs. Everyone |
--------------
1) crossup forward > cr.forward or st.roundhouse > jab hundred hand slap
2) crossup forward > st.strong ----> cr.fierce
`--> strong throw
Note: If the crossup is blocked, you'll want to go for the strong throw, or
tick damage with slaps.
Strings
-------
1) far cr.jab ---\
far cr.strong -\
far st.strong ----> st.roundhouse
2) cr.jab or far st.jab ----> hundred hand slap
`--> fierce or roundhouse throw
3) j.forward > st.forward ----> strong or fierce hundred hand slap
`--> headbutt
4) fierce throw > crossup j.forward ----> cr.jab > fierce or roundhouse throw
`--> fierce or roundhouse throw
5) roundhouse throw ----> walk up ----> cr.roundhouse
| |`--> cr.jab ----> hundred hand slap
| `--> fierce or roundhouse throw
|`--> j.short ----> st.jab or cr.jab > hundred hand slap
| `--> cr.jab > fierce or roundhouse throw
`--> fierce hundred hand slap > fierce or roundhouse throw
6) close st.jab ----> fierce throw
`--> cr.fierce
7) j.short ----> st.jab > strong or fierce throw
|`--> hundred hand slap
`--> cr.short ----> fierce headbutt
`--> throw
Tricks
------
1) Get your opponent in a fierce grab (bearhug) when they're in the corner.
As they're landing, walk up a little bit then do a cr.roundhouse, which will
cross them up. If that tripped them, cross them up again.
Handling Projectiles
--------------------
1) neutral jump
2) block
3) sumo smash
Reversals
---------
1) headbutt
2) sumo smash
Anti-Airs
---------
1) close st.fierce
2) far st.jab
3) cr.jab
4) far st.strong
5) far cr.forward
6) st.roundhouse
7) close cr.strong
8) jab hundred hand slap
Crossups
--------
1) j.forward
2) j.roundhouse
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Date of Birth: 2-12-1966 ____ _ _ _ _ __
Height: 6'5" | _ \| | /\ | \ | | |/ / /\
Weight: 218lbs. | |_) | | / \ | \| | ' / / \
Blood Type: B | _ <| | / /\ \ | . ` | < / /\ \
Origin: Brazil | |_) | |____ / ____ \| |\ | . \ / ____ \
Fighting Style: Capoeira |____/|______/_/ \_\_| \_|_|\_\/_/ \_\
Walking Speed: 2.8 / 5
Throw Range: 1.2 / 5
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Summary
-------
Very slow walking speed, but very fast in the air. Crouching fierce has amazing
reach, as well as most of his normal attacks. Electricity works great as anti-
air if you're not charged for a rolling ball. Horizontal ball is super fast and
hits on the first frame, so you can never jump in on a good Blanka if he's
knocked down. Vertical ball is great anti-air and hits on the way down (only in
HF). Jumping roundhouse and forward have good range too, so Blanka can easily
whomp you when you throw fireballs up too close.
Move List
---------
Electricity - Tap P repeatedly
Blanka Ball - Charge B, F+P
Vertical Ball - Charge D, U+K
Headbutt - B/F+MP when close
Double Knee - B/F+MK when close
Blanka Bite - B/F+FP when close
Important Things To Know
------------------------
1) Horizontal/vertical ball hits on the first frame, so it's always a safe
reversal
Opening Moves
-------------
1) jump towards
2) far st.short
3) wait for opponent to act
Combos
------
Jump in Combos
--------------
______________
| vs. Everyone |
--------------
1) j.fierce or j.roundhouse > close st.strong > cr.roundhouse or cr.fierce
2) j.fierce > close st.strong > forward vertical ball
Note: Like Guile's standing flash kick combo, the stick needs to be in
neutral when pressing strong, before moving the stick up to do the
vertical ball.
3) j.strong > strong electricity
Note: Make sure to be mashing strong before landing.
Ground Combos
-------------
______________
| vs. Everyone |
--------------
4) vertical ball > fierce horizontal ball
5) close st.strong > close st.b/f+strong (need confirmation)
Crossup Combos
--------------
______________
| vs. Everyone |
--------------
6) crossup vertical ball > close st.strong ----> vertical ball
|`--> strong electricity
`--> fierce horizontal ball
7) crossup fierce > st.strong > roundhouse vertical ball
8) crossup fierce > st.strong x2 > cr.fierce
Strings
-------
1) jab or strong horizontal ball ----> close st.strong > close st.b/f+strong
|`--> cr.forward > cr.forward > fierce
| horizontal ball
|`--> fierce throw
|`--> wait for opponent to act
`--> electricity
2) crossup fierce horizontal ball > st.strong ----> strong electricity
|`--> fierce throw
`--> delayed cr.roundhouse
3) j.short or j.jab ----> fierce throw
`--> st.strong ----> fierce throw
`--> delayed cr.roundhouse
Handling Projectiles
--------------------
1) block
2) neutral jump
Reversals
---------
1) horizontal ball
2) vertical ball
Anti-Airs
---------
1) vertical ball
2) neutral j.fierce
3) far st.strong
4) st.roundhouse
Crossups
--------
1) j.fierce
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Date of Birth: 12-23-1960 _____ _ _ _____ _ ______
Height: 6'1" / ____| | | |_ _| | | ____|
Weight: 191 lbs. | | __| | | | | | | | | |__
Blood Type: O | | |_ | | | | | | | | | __|
Origin: USA | |__| | |__| |_| |_| |____| |____
Fighting Style: Special Forces \_____|\____/|_____|______|______|
Walking Speed: 4.2 / 5
Throw Range: 4.3 / 5
Projectile Recovery: 1st best (out of 5)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Summary
-------
Overall has the best defense, due to the many, many anti-air options he has
available. He has the fastest recovery on his fireballs (even better than Sagat
iirc), and the startup is great too, though cannot keep up in a fireball war.
His flash kick is the best anti-air in the game, as it has incredible range.
Guile is very good at trapping his opponents. Best poke is crouching forward.
Move List
---------
Sonic Boom - Charge B, F+P
Flash Kick - Charge D, U+K
Bazooka Knee - B/F+MK
Upside Down Kick - B/F+HK when close
Important Things To Know
------------------------
1) Has fastest fireball recovery of any character
2) The Bazooka Knee (b/f+forward) move allows Guile to advance forward while
charging
3) The Flash Kick is the best anti-air move in the game, and the roundhouse
version hits twice
4) Many of Guile's normal attacks are easily combo'd into after the opponent
is hit by a sonic boom
Opening Moves
-------------
1) sonic boom
2) cr.forward
3) neutral jump
4) wait for opponent to act
Combos
------
Jump in Combos
--------------
______________
| vs. Everyone |
--------------
1) j.fierce or j.roundhouse > cr.strong or st.fierce > short flash kick
Note: Doing this combo with the st.fierce is one of the most powerful combos
in the game! It is very difficult to execute, as the fierce button
must be pressed while the stick is neutral, in between the flash kick
motion. It's advised to use cr.strong instead if you're not good at
this. This is the combo you want to do when they're dizzy.
2) j.fierce or j.short > cr.short > st.fierce > fierce sonic boom
Note: The cr.short is optional
Corner Combos
-------------
______________
| vs. Everyone |
--------------
1) j.fierce or j.roundhouse > st.fierce > fierce sonic boom > f+fierce
2) jab sonic boom > bazooka knee > jab sonic boom > cr.strong > fierce sonic
boom > f+fierce
3) jab sonic boom > j.fierce > st.fierce ----> fierce sonic boom > f+fierce
`--> forward flash kick
Ground Combos
-------------
______________
| vs. Everyone |
--------------
1) meaty close cr.forward > cr.strong > forward flash kick
______________________________
| vs. Zangief, Balrog, & Sagat |
------------------------------
2) close cr.short x4 > st.fierce
Crossup Combos
--------------
_____________________
| vs. Big characters? |
---------------------
1) crossup fierce > cr.jab x1~2 > st.fierce > roundhouse flash kick
2) crossup forward > cr.strong x2 > short flash kick
Note: Opponent must be crouching for the crossup forward to land.
________________
| vs. Blanka,... |
----------------
3) crossup short > cr.jab x3 > short flash kick
Strings
-------
1) blocked sonic boom ----> cr.jab ----> cr.forward > sonic boom
| `--> wait for opponent to act
|`--> throw
|`--> st.short ----> throw
| `--> upside down kick > jump in combo
|`--> j.jab > st.fierce > sonic boom
`--> b+forward ----> cr.jab > jab sonic boom >
| cr.forward > sonic boom
`--> jab sonic boom
2) close cr.short > st.short x2 ----> cr.short > f+fierce
`--> cr.forward
3) meaty cr.jab x1~3 > throw
4) j.short ----> cr.short > st.fierce > sonic boom
`--> cr.jab > cr.short > cr.forward ----> backhand
`--> wait for opponent to act
Tricks
------
Handling Projectiles
--------------------
1) sonic boom
2) neutral jump
3) jump back
4) block
Reversals
---------
1) flash kick
Anti-Airs
---------
1) flash kick
2) cr.fierce
3) far st.strong
4) close st.forward
5) neutral j.roundhouse
6) j.roundhouse
7) j.fierce
8) cr.forward
9) cr.roundhouse
10) far st.fierce
Crossups
--------
1) j.fierce
2) j.forward (vs. crouching opponents only)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Date of Birth: 2-14-1965 _ ________ _ _
Height: 5'10" | |/ / ____| \ | |
Weight: 169lbs. | ' /| |__ | \| |
Blood Type: B | < | __| | . ` |
Origin: USA | . \| |____| |\ |
Fighting Style: Shotokan Karate |_|\_\______|_| \_|
Walking Speed: 4 / 5
Throw Range: 3.7 / 5
Projectile Recovery: 5th best (out of 5)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Summary
-------
A slightly more aggressive version of Ryu; has more combos available. His
Hurricane Kick doesn't knock down, but it's multi hit. Walks a little faster
than Ryu. His dragon punch has a wider arc than Ryu or Sagat, so he has more
anti-air range, and the strong and fierce DPs can hit larger characters twice.
Fireball recovery is a little slower than Ryu. DP is invincible. Crouching
forward is a good poke to use.
Move List
---------
Hadouken - D, DF, F+P
Hurricane Kick - D, DB, B+K
Shoryuken - F, D, DF+P
Important Things To Know
------------------------
1) Shoryuken:
* Hits on the second frame, so it's always a safe reversal
* Fierce dp has wider arc than any character's dp
* Strong/fierce dps can hit up to 3 times on large characters
* Faster recovery than Ryu's dp
2) Hurricane Kick:
* Hits multiple times in an "eggbeater" fashion
* Moves faster, but does less damage than Ryu's HK and doesn't knock down
* Can go over sonic booms, yoga fires, and low tiger shots
3) Differences with Ryu:
* Walking speed is slightly faster
* Does slightly less damage overall
* Slower recovery on fireballs
* Hurricane Kicks are different (see above)
* Faster recovery/startup on shoryukens allows for more combos
* On MK and HK throws, Ken rolls twice, covering more distance
Opening Moves
-------------
1) fierce hadouken
2) jump towards
3) wait for opponent to act
4) walk up ----> cr.roundhouse > jab hadouken
`--> forward throw or jab shoryuken
Combos
------
Jump in Combos
--------------
______________
| vs. Everyone |
--------------
1) j.fierce > st.fierce or cr.short > jab shoryuken
Note: This is a very powerful combo that is almost a guaranteed dizzy. Use
cr.short instead of st.fierce if you didn't jump as close. If blocked,
use a hadouken attack string.
2) j.fierce or j.roundhouse > cr.forward > fierce hadouken
Note: You're not going to want to use this combo much, except as an attack
string to build pressure, since Ken is best suited to use shoryukens
in combos as opposed to hadoukens.
3) j.fierce > neutral j.roundhouse > roundhouse hurricane kick
Note: This combo works best on big characters. The second j.roundhouse does
not have to be neutral.
4) j.fierce or j.roundhouse > jab or strong shoryuken
Note: Use this combo if your fierce hit early or if you're not sure you can
combo with a ground attack without getting thrown/reversaled.
Crossup Combos
--------------
__________________________
| vs. Everyone except Honda|
--------------------------
1) crossup roundhouse > st.fierce > fierce shoryuken
Note: Ken's Touch of Death combo. For some reason, the fierce shoryuken
doesn't knock Honda down, so only use this as a finisher for him if
he's dizzy.
______________
| vs. Everyone |
--------------
2) crossup roundhouse > cr.short x 1~2 > st.fierce > jab shoryuken
Note: You may do the first short standing if you'd like.
Flashy Combos
-------------
1) crossup roundhouse > cr.jab > st.jab > cr.jab > j.jab > roundhouse hurricane
kick
2) close st.jab > cr.jab > st.jab > fierce shoryuken
Strings
-------
1) hadouken ----> walk up cr.roundhouse > hadouken
|`--> strong or forward throw
`--> walk up jab shoryuken
2) meaty st.short > cr.short > jab shoryuken
3) crossup roundhouse > cr.short x 1~3 ----> cr.roundhouse > hadouken
|`--> strong or forward throw
|`--> jab shoryuken
`--> st.fierce > hadouken
4) meaty close cr.forward > cr.short > cr.roundhouse > jab or fierce hadouken
5) j.short ----> throw
|`--> cr.short ----> st.fierce ----> hadouken
| | `--> jab shoryuken
| `--> throw
`--> shoryuken > cr.roundhouse or throw (if they try to sweep)
6) cr.short x1~3 (usually meaty) ----> throw
`--> cr.roundhouse > hadouken
Handling Projectiles
--------------------
1) jab or fierce hadouken
2) neutral jump
3) block
4) jab shoryuken
5) hurricane kick (for sonic booms, yoga fires, and ground tiger shots only)
Reversals
---------
1) jab shoryuken
Anti-Air
--------
1) jab shoryuken
2) fierce shoryuken
3) cr.roundhouse
4) j.roundhouse
5) close st.fierce
6) cr.fierce
7) far st.strong or far st.fierce
8) cr.strong
Crossups
--------
1) j.roundhouse
2) j.short
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Date of Birth: 3-1-1968 _____ _ _ _ _ _ _ _ _____
Height: 5'8" / ____| | | | | | | \ | | | | |_ _|
Weight: (She won't tell) | | | |__| | | | | \| |______| | | |
Blood Type: A | | | __ | | | | . ` |______| | | |
Origin: China | |____| | | | |__| | |\ | | |____ _| |_
Fighting Style: Kung Fu \_____|_| |_|\____/|_| \_| |______|_____|
Walking Speed: 5 / 5
Throw Range: 3.3 / 5
Projectile Recovery: 5th best (out of 5)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Summary
-------
A very agile character with lots of mobility and a fireball. She's good both at
rushing down and turtling. Her Lightning Kick has great priority and beats
almost every ground move. Her throw range actually isn't that great, but since
she can walk so fast, unexpected throws are a huge part of her game. Her only
anti-air really is her standing roundhouse, which isn't too solid. She has a
big jump arc which can be easy to counter. Standing strong is a really good
poke.
Move List
---------
Lightning Legs - Tap K repeatedly
Spinning Bird Kick - Charge D, U+K (can be done in air)
Kikouken - B, DB, D, DF, F+P
Head Stomp - D+MK in air
Flipping Neck Breaker - F+MK when close
Backflip Kick - F+HK when close
Important Things To Know
------------------------
1) Very fast walking speed and wide jump arc
2) Head stomps can hit up to 4 times
Opening Moves
-------------
1) walk up cr.forward
2) walk up lightning legs
3) far st.fierce
4) fierce kikouken
5) jump back
Combos
------
Jump in Combos
--------------
______________
| vs. Everyone |
--------------
1) j.fierce > st.fierce > short lightning legs
Note: Definitely Chun-Li's most powerful jump in combo. It usually dizzies.
The trick to landing this combo is by mashing the fierce and short
buttons at the same time when you land the j.fierce.
2) j.roundhouse > st.strong > cr.roundhouse
3) j.fierce > cr.forward > st.fierce
4) j.fierce > chest flip kick
Ground Combos
-------------
______________
| vs. Everyone |
--------------
1) close cr.forward ----> st.fierce
`--> chest flip kick
Note: The cr.forward is usually meaty, since your close presence will alert
many to try a reversal move such as a dragon punch, or throw. If they
fail at either, then they'll eat this combo. Mix it up with the chest
flip kick.
2) close st.strong or cr.forward ----> st.strong or st.fierce
`--> cr.forward or cr.roundhouse
3) close st.fierce > spinning bird kick
Crossup Combos
--------------
______________
| vs. Everyone |
--------------
1) crossup roundhouse ----> st.strong > cr.forward > cr.roundhouse
2) crossup roundhouse > st.fierce > short lightning legs
3) crossup fierce > st.strong > cr.forward > st.fierce
4) crossup fierce > st.fierce > fierce kikouken
______________________________
| vs. Zangief, Balrog, & Sagat |
------------------------------
5) crossup fierce > head stomp x4
Strings
-------
1) cr.forward ----> cr.forward
|`--> far st.short > forward lightning legs
`--> forward lightning legs
2) close cr.forward ----> throw
|`--> cr.roundhouse
`--> short lightning legs
3) far st.strong ----> far st.strong
|`--> throw
`--> wait for opponent to act
4) jab kikouken > cr.forward ----> forward lightning legs
`--> throw
5) cr.short or crossup roundhouse ----> throw
|`--> lightning legs
`--> cr.roundhouse
6) j.short > st.jab > throw
7) crossup close st.b/f+roundhouse ----> lighning legs
`--> st.strong ----> throw
`--> cr.roundhouse
Handling Projectiles
--------------------
1) kikouken
2) neutral jump
3) block
4) spinning bird kick
Reversals
---------
1) spinning bird kick
Anti-Airs
---------
1) close st.forward
2) far st.forward
3) neutral j.fierce
4) neutral j.roundhouse
5) far st.jab
6) far st.fierce
7) cr.roundhouse
8) far st.roundhouse
Crossups
--------
1) j.roundhouse
2) j.fierce
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Date of Birth: 6-1-1956 ______ _ _ _____ _____ ______ ______
Height: 7' |___ / /\ | \ | |/ ____|_ _| ____| ____|
Weight: 256lbs. / / / \ | \| | | __ | | | |__ | |__
Blood Type: A / / / /\ \ | . ` | | |_ | | | | __| | __|
Origin: Russia / /__ / ____ \| |\ | |__| |_| |_| |____| |
Fighting Style: Wrestling /_____/_/ \_\_| \_|\_____|_____|______|_|
Walking Speed: 3.1 / 5
Throw Range: 2 / 5
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Summary
-------
The grappler character, all about the grabs and zoning by poking with his
normals. The Spinning Clothesline can pass through fireballs and works as great
anti-air, particularly after wakeup, as well as standing jab and roundhouse.
His best pokes are standing forward and short, and crouching short and
roundhouse. Zangief is big and slow, but he has better defense so he takes
slightly less damage. The SPD has the best range on any throw in the game, and
does incredible damage.
Move List
---------
Spinning Pile Driver - 270+P (3/4 circle from any two points will work)
Spinning Clothesline - PPP
Quick Spinning Clothesline - KKK
Body Splash - D+HP in air
Flying Knee - D+LK in air
Important Things To Know
------------------------
1) Spinning Pile Driver has farthest range of any throw in the game
2) Spinning Clothesline can pass through fireballs, and the quick Spinning
Clothesline leaves Zangief invulnerable to low attacks
Opening Moves
-------------
1) walk up
Combos
------
Jump in Combos
--------------
(vs. everyone):
1) j.fierce or j.roundhouse > st.strong > cr.roundhouse
2) j.fierce or j.d+short > spinning pile driver
Note: The spinning pile driver motion must be completed while in the air
just before landing.
3) j.fierce > cr.jab > cr.short > spinning pile driver
Ground Combos
-------------
______________
| vs. Everyone |
--------------
4) close cr.jab x4 > cr.roundhouse
5) close cr.jab > st.strong > cr.roundhouse
6) st.short ----> cr.roundhouse
`--> spinning pile driver
Note: A blocked st.short puts Zangief at just the right distance to execute
the spinning pile driver, so you may either do that, or link into a
cr.roundhouse.
Crossup Combos
--------------
______________
| vs. Everyone |
--------------
7) crossup d+fierce > cr.short > spinning clothesline
8) crossup d+fierce > st.strong > st.short ----> spinning pile driver
`--> cr.roundhouse
9) crossup d+fierce > cr.jab x3 > cr.roundhouse
10) crossup d+fierce > st.jab x3 > spinning pile driver
11) crossup d+fierce > cr.jab > st.strong > cr.roundhouse
Strings
-------
1) far st.jab --\
far st.short -\
far st.strong ----> cr.roundhouse
`--> jump towards
2) far st.short ----> spinning pile driver
|`--> cr.roundhouse
|`--> walk up strong throw
`--> wait for opponent to act
3) cr.jab ----> cr.jab ----> cr.jab x 1~2 ----> spinning pile driver
| | `--> cr.roundhouse
| |`--> spinning pile driver
| `--> strong throw
`--> strong throw
4) cr.forward ----> spinning pile driver
`--> cr.jab > spinning pile driver
5) close st.short > st.forward
6) j.short > spinning pile driver
7) j.d+short > cr.short > spinning pile driver
Handling Projectiles
--------------------
1) spinning clothesline (PPP)
2) quick spinning clothesline (KKK)
3) block
Reversals
---------
1) spinning pile driver
2) spinning clothesline (PPP)
3) quick spinning clothesline (KKK)
Anti-Airs
---------
1) spinning clothesline (PPP)
2) close st.jab
3) far st.roundhouse
4) cr.roundhouse
5) neutral j.fierce
6) cr.punch
Crossups
--------
1) j.d+fierce
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Date of Birth: 11-22-1952
Height: 5'10" _____ _ _ _ _____ _____ __ __
Weight: 107lbs. | __ \| | | | /\ | | / ____|_ _| \/ |
(He can change | | | | |__| | / \ | | | (___ | | | \ / |
height and weight | | | | __ | / /\ \ | | \___ \ | | | |\/| |
to some extent) | |__| | | | |/ ____ \| |____ ____) |_| |_| | | |
Blood Type: O |_____/|_| |_/_/ \_\______|_____/|_____|_| |_|
Origin: India
Fighting Style: Yoga
Walking Speed: 2.5 / 5
Throw Range: 1.5 / 5
Projectile Recovery: 4th best (out of 5)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Summary
-------
Has the best range of any character due to his long limbs, so Dhalsim's game is
best played from far away, also due to his walking speed being very slow. His
fireballs allow him to trap others easily in conjunction with his pokes. In
addition to his normals, the Yoga Flame and his slides (crouched kicks) are
excellent anti-air. His drill attacks work great to surprise the opponent and
go over fireballs. Yoga Teleport gets him out of traps and corner situations.
His best pokes are crouching strong and standing fierce.
Move List
---------
Yoga Fire - D, DF, F+P
Yoga Flame - B, DB, D, DF, F+P
Yoga Teleport - F, D, DF+PPP or KKK
OR B, D, DB+PPP or KKK
Slide - D+K
Drill Kick - D+HK in air
Head Spear - D+HP in air
Yoga Noogie - B/F+MP when close
Headbutt - B/F+FP when close
Important Things To Know
------------------------
Opening Moves
-------------
1) wait for opponent to act
2) forward slide
Combos
------
Ground Combos
-------------
______________
| vs. Everyone |
--------------
1) jab yoga fire > st.fierce
Note: One of the few combos Dhalsim has, though it's rather gimmicky. To do
this combo, throw an early jab yoga fire when your opponent is getting
up so it goes past them. When they get up, hit them with a st.fierce.
If they didn't block the st.fierce, they'll be knocked into the yoga
fire for a 2-hit combo.
______________________________________________________
| vs. Everyone except Blanka, Chun Li, Vega, & M.Bison |
------------------------------------------------------
2) drill kick > close cr.forward > fierce yoga fire
Note: The drill kick must be timed late, and is usually done as a meaty hit.
If not, you'll get thrown/dp'd, so careful. The timing takes practice,
and it is difficult to get the yoga fire to connect, if not it'll be
blocked vs. all characters but the above mentioned.
Crossup Combos
--------------
______________
| vs. Everyone |
--------------
1) crossup short slide (vs. jump) > cr.jab x2 > cr.forward > fierce yoga fire
Note: This combo is done against jumping opponents, as stated. It is very
difficult to execute, since the cr.jabs and cr.forward are linked.
You can also forego the cr.jabs and do cr.forward x2 if you want.
2) crossup head spear > cr.forward > fierce yoga fire
Note: Very difficult. I've also seen some Dhalsim players do the head spear
not as a crossup, but early and hitting meaty.
3) crossup drill kick > cr.forward x2
Note: Also very difficult to get the drill kick to crossup, but possible
with practice. Very high dizzy potential.
Strings
-------
1) cr.strong ----> st.fierce
`--> st.forward
2) meaty drill kick > close cr.forward ----> fierce yoga fire
|`--> fierce yoga flame
|`--> short slide > yoga noogie or throw
|`--> drill kick
|`--> cr.strong > st.fierce
`--> away j.roundhouse or j.fierce
3) drill kick > throw
4) close cr.forward ----> cr.forward
`--> yoga noogie or throw
5) blocked yoga flame ----> close cr.forward
|`--> yoga noogie or throw
|`--> fierce yoga fire
`--> jab yoga flame
6) short slide ----> yoga noogie or throw
|`--> headbutt
|`--> close cr.forward
`--> yoga flame
Note: Multiple short slides may be used to come within throw range and/or
to confuse opponent. This attack string is usually done meaty, and
can be done repeatedly after yoga noogies.
7) close st.jab > throw
8) head spear > throw
9) (dizzy) close st.strong > throw
Handling Projectiles
--------------------
1) slide
2) cr.punch
3) drill
4) yoga fire
5) yoga flame
6) block
7) neutral jump
Reversals
---------
1) yoga teleport
Anti-Airs
---------
1) slide
2) cr.punch
3) st.kick
4) towards or vertical j.fierce
5) st.fierce
6) close st.jab
7) close st.strong
Crossups
------------
1) drill kick
2) head spear
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Date of Birth: 9-4-1968 ____ _ _____ ____ _____
Height: 6'5" | _ \ /\ | | | __ \ / __ \ / ____|
Weight: 252lbs. | |_) | / \ | | | |__) | | | | | __
Blood Type: A | _ < / /\ \ | | | _ /| | | | | |_ |
Origin: USA | |_) / ____ \| |____| | \ \| |__| | |__| |
Fighting Style: Boxing |____/_/ \_\______|_| \_\\____/ \_____|
Walking Speed: 4.4 / 5
Throw Range: 2 / 5
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Summary
-------
Big character, so he's easier to hit, but reasonably fast on his feet. Can only
punch, but all of his normals and his throw have really good range. His dash
punches and TAP (Turn Around Punch) enable him to charge forward, so the key to
Balrog's success is finding openings in the opponent's defense and keeping the
pressure on. His TAP does more damage as you charge it longer, and can pass
through fireballs (HF only). Standing fierce has amazing range/dizzy
properties, and is his best poke.
Move List
---------
Dash Punch - Charge B, F+P
Dash Uppercut - Charge B, F+K
Turn Around Punch - hold PPP and/or KKK to charge, release to punch
Headbutt Grab _ B/F+FP when close
Important Things To Know
------------------------
1) After doing a dash uppercut, st.strong can usually be link combo'd.
Opening Moves
-------------
1) far st.fierce
2) wait for opponent to act
Combos
------
Jump in Combos
--------------
______________
| vs. Everyone |
--------------
1) j.fierce > cr.short > st.short > dash uppercut > st.fierce
2) j.fierce > dash uppercut > st.strong
Note: Use this combo when you are at the furthest away from your opponent
to do a combo. Use a lighter jump-in if you need to stay closer for
the dash uppercut to connect.
3) j.fierce > st.forward > dash punch or dash uppercut
4) j.fierce > st.short > dash uppercut > dash uppercut > st.fierce
Ground Combos
-------------
______________
| vs. Everyone |
--------------
1) cr.jab x1-3 > st.jab > dash punch
2) turn punch > dash punch > st.fierce
Corner Combos
-------------
_________
| vs. ??? |
---------
1) roundhouse dash uppercut > short dash uppercut (dizzy) > turn punch > cr.jab
x1~3 > st.jab > short dash uppercut
Crossup Combos
--------------
_________
| vs. ??? |
---------
1) crossup fierce > cr.jab x3 > st.jab > dash punch
2) crossup fierce > cr.strong > cr.jab > st.jab > dash punch
3) crossup fierce > st.strong > dash uppercut > cr.strong
Strings
-------
1) cr.short > short dash uppercut ----> throw
`--> away j.fierce
2) throw ----> walk under cr.roundhouse
|`--> fake walk under > cr.roundhouse
|`--> walk under st.forward or cr.jab ----> throw
| |`--> towards j.fierce
| `--> wait for opponent to act
`--> turn punch
3) turn punch > turn punch (use all six buttons)
4) (j.jab) > cr.jab x 2 > cr.strong > short dash uppercut > throw
5) (j.jab) > cr.jab ----> turn punch
|`--> cr.strong > jab dash punch
`--> short dash uppercut > throw
6) blocked cr.forward ----> cr.strong ----> jab dash punch
| `--> throw
|`--> cr.roundhouse
`--> throw
7) meaty turn punch ----> cr.roundhouse
|`--> throw
`--> wait for opponent to act
Handling Projectiles
--------------------
1) neutral jump
2) block
Reversals
---------
none
Anti-Airs
---------
1) short dash uppercut
2) cr.fierce
3) far st.strong
4) far st.jab
Crossups
--------
1) j.fierce
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Date of Birth: 1-27-1967 __ ________ _____
Height: 6' \ \ / / ____/ ____| /\
Weight: 208lbs. \ \ / /| |__ | | __ / \
Blood Type: O \ \/ / | __|| | |_ | / /\ \
Origin: Spain \ / | |___| |__| |/ ____ \
Fighting Style: Spanish Ninjitsu \/ |______\_____/_/ \_\
Walking Speed: 5 / 5
Throw Range: 3.3 / 5
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Summary
-------
Fastest character overall, and the only character to have a weapon, his claw.
Vega is all about poking since his claw gives him very good range. You have to
be one step ahead of your opponent to win with Vega, so you keep them guessing
and on the defense so they can be lured into making mistakes. Vega cannot be
predictable at all. His crouching roundhouse slides and trips. Best poke is
crouching strong. His rolling claw attack is usually easy to predict, so it's
best to only use the jab version. He has limited anti-air options, but standing
forward/strong works from far away, and can escape up-close situations with his
backflips (all 3 kicks) when used liberally.
Move List
---------
Rolling Crystal Flash - Charge B, F+P
Wall Dive - Charge D, U+K
Izuma Drop - F/B+MP or HP during wall dive
Backflip - PPP
Important Things To Know
------------------------
Opening Moves
-------------
1) far st.forward
2) cr.roundhouse
3) wall dive
Combos
------
Jump in Combos
--------------
______________
| vs. Everyone |
--------------
1) j.roundhouse > cr.jab x 2~3
_________
| vs. ??? |
---------
2) j.strong > close cr.forward > cr.strong > cr.fierce
Note: I'm still testing this to see who it works on (most, I think). I can
remember it working on Bison, Honda, and Blanka.
Ground Combos
-------------
______________
| vs. Everyone |
--------------
2) close cr.jab > jab rolling crystal flash > cr.jab
Crossup Combos
--------------
_________________________
| vs. Crouching opponents |
-------------------------
3) crossup strong > cr.jab x 4
4) crossup strong > cr.jab > fierce rolling crystal flash > cr.fierce
Strings
-------
1) cr.roundhouse > cr.strong
2) st.jab > walk up st.jab or throw
3) cr.jab x 1~2 > far cr.fierce
4) cr.strong > jab rolling crystal flash
5) wall dive > izuna drop
6) close cr.forward x2 > cr.strong
Handling Projectiles
--------------------
1) neutral jump
2) block
3) jump towards
4) wall dive (not safe against ken)
Reversals
---------
1) short back slash (3K backflip)
Anti-Airs
---------
1) st.strong
2) far cr.forward
3) j.roundhouse
4) cr.roundhouse
Crossups
--------
1) wall dive
2) j.strong (vs. crouching opponents only)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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;;;;;;;;;;;;;+;;,,,::::::::::;;;:::,.,:':'''',;:++;;++;;;''';;;;
Date of Birth: 7-2-1955 _____ _____ _______
Height: 7'4" / ____| /\ / ____| /\|__ __|
Weight: 283lbs. | (___ / \ | | __ / \ | |
Blood Type: B \___ \ / /\ \| | |_ | / /\ \ | |
Origin: Thailand ____) / ____ \ |__| |/ ____ \| |
Fighting Style: Muay Thai |_____/_/ \_\_____/_/ \_\_|
Walking Speed: 3.1 / 5
Throw Range: 5 / 5
Projectile Recovery: 2nd best (out of 5)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Summary
-------
A powerhouse, but walks as slow as Zangief. He can throw high and low fireballs
which have great recovery, and his fierce/roundhouse fireballs are the fastest
in the game, so he arguably has the best fireball trap. Tiger uppercut isn't
invincible, but it does insane damage (about a third of your life bar). His
standing short and forward can hit twice and combo. Tiger knee can hop forward,
even over fireballs when close enough. Jumping roundhouse has very good
priority.
Move List
---------
Tiger Shot - D, DF, F+P
Low Tiger Shot - D, DF, F+K
Tiger Uppercut - F, D, DF+P
Tiger Knee - D, DF, F, UF+K
Important Things To Know
------------------------
1) Sagat's standing kicks hit from low to high, depending on the strength used.
Short hits low, forward hits straight, and roundhouse hits high. Standing short
and forward can hit twice.
Opening Moves
-------------
1) short low tiger shot
2) far st.strong or fierce
3) neutral j.roundhouse
Combos
------
Jump in Combos
--------------
______________
| vs. Everyone |
--------------
1) j.roundhouse > cr.short or st.short > fierce tiger uppercut
Note: One of the most powerful combos in the game, you should be using this
whenever your opponent is dizzy.
2) j.roundhouse > cr.jab > cr.short > roundhouse low tiger shot
Note: The cr.jab or cr.short is optional.
3) j.roundhouse > cr.short > short tiger knee
4) j.roundhouse > fierce tiger uppercut
Note: Use this combo if your roundhouse hit early or if you're not sure you
can combo with a ground attack without getting thrown/reversaled.
Ground Combos
-------------
______________
| vs. Everyone |
--------------
1) short low tiger shot > roundhouse low tiger shot
Note: You must be fairly close when the first tiger shot hits to be able to
combo the second shot. This works best in the corner.
2) st.forward > cr.short ----> fierce tiger uppercut
`--> tiger knee
Crossup Combos
--------------
_________
| vs. ??? |
---------
1) crossup short > cr.short > st.short > fierce tiger uppercut
2) crossup roundhouse > cr.forward > fierce tiger uppercut
3) crossup roundhouse > cr.strong > cr.short > fierce tiger uppercut
Strings
-------
1) blocked short low tiger shot > roundhouse low tiger shot
2) j.short ----> throw
`--> cr.short or st.short > throw
3) tiger knee ----> tiger knee
|`--> tiger uppercut
`--> throw
4) close st.short > throw
Handling Projectiles
--------------------
1) jab tiger shot
2) neutral jump
3) block
4) jump towards
5) tiger knee
Reversals
---------
1) jab tiger uppercut
2) tiger knee (vs. crossups, to run away)
Anti-Airs
---------
1) fierce tiger uppercut
2) far st.fierce
3) cr.roundhouse
4) far st.roundhouse
5) tiger knee
Crossups
--------
1) j.short
2) j.roundhouse
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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+++++++++++##++++++++++++++++++''+++++++++++++++++++++++++++++++
Date of Birth: Unknown __ __ ____ _____ _____ ____ _ _
Height: 5'11" | \/ | | _ \_ _|/ ____|/ __ \| \ | |
Weight: 254lbs. | \ / | | |_) || | | (___ | | | | \| |
Blood Type: A | |\/| | | _ < | | \___ \| | | | . ` |
Origin: Thailand | | | |_| |_) || |_ ____) | |__| | |\ |
Fighting Style: Ler Drit |_| |_(_)____/_____|_____/ \____/|_| \_|
Walking Speed: 5 / 5
Throw Range: 2 / 5
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Summary
-------
Very good at attacking in the air and from far distances. His head stomp move
can be used to catch your opponent off guard. The Psycho Crusher (flame torpedo
move) knocks down and does good block damage, and is pretty much Bison's only
anti-air. He doesn't have any anti-air normals, so it's easy to jump in on him
if timed right. The Scissor Knee kick is for keeping the pressure on. His best
poke is standing forward or roundhouse. Bison has the widest jump arc, which
can hurt and help him.
Move List
---------
Psycho Crusher - Charge B, F+P
Scissor Kick - Charge B, F+K
Head Stomp - Charge D, U+K
Important Things To Know
------------------------
Opening Moves
-------------
1) wait for opponent to act
2) st.roundhouse
3) forward scissor kick
4) throw
5) back jump
Combos
------
Jump in Combos
--------------
______________
| vs. Everyone |
--------------
1) j.roundhouse > st.roundhouse
2) j.roundhouse > cr.strong > st.forward
3) j.roundhouse > cr.jab > st.jab > short scissor kick > st.forward x 2
Ground Combos
-------------
______________
| vs. Everyone |
--------------
1) close cr.jab x1-3 > st.jab > short scissor kick > cr.strong > st.forward
Crossup Combos
--------------
______________
| vs. Everyone |
--------------
1) crossup roundhouse > cr.jab x3 > st.jab > short scissor kick
(vs. Blanka, Guile, Zangief, Dhalsim, Balrog, & Sagat):
2) crossup roundhouse > st.strong > st.jab > fierce psycho crusher
3) crossup roundhouse > st.strong > cr.jab > cr.forward
Strings
-------
1) st.forward or st.roundhouse > st.forward or st.roundhouse
2) st.short x 1~4 ----> st.roundhouse
|`--> cr.forward
|`--> neutral j.roundhouse
|`--> j.forward (on the way up)
`--> throw
3) roundhouse scissor kick ----> far st.short
|`--> st.forward
|`--> throw
`--> wait for opponent to act
4) jab psycho crusher ----> short or forward scissor kick
slide kick (as it ends) |`--> st.forward or roundhouse
|`--> wait for opponent to act
|`--> throw
`--> towards j.roundhouse
5) crossup forward or roundhouse ----> close st.short x 2 > cr.forward >
fierce psycho crusher |
|`--> throw
`--> cr.forward ----> head stomp
|`--> close st.short ---->
short scissor kick | |
| `-->
throw | `-->
wait for opponent to act |
`--> cr.forward ---->
short or forward scissor kick
`-->
jab psycho crusher ----> cr.forward > roundhouse scissor kick
|`--> short scissor kick
`--> throw
Handling Projectiles
--------------------
1) neutral jump
2) head stomp
3) devil reverse
4) block
5) jump towards
Reversals
---------
1) scissor kick (if their timing is off)
Anti-Airs
---------
1) neutral j.roundhouse
2) cr.forward
3) st.roundhouse
Crossups
--------
1) j.roundhouse
===========
= V. TIPS =
===========
- For charge moves, you can charge before the match while the announcer is
saying "Round 1, Fight!" You can also charge at any time during a match, even
when knocked down, dizzy, jumping, etc. It's very important to almost always be
charging down-back with a charge character, particularly Guile.
- Try mixing up your fireball speeds, such as doing slow one followed by a fast
one, then a slow one again. Sometimes you can trick your opponent into thinking
it's safe to jump, and they'll land on the slow fireball.
- Learn how to "punish" moves for each character. Capitalizing on your
opponent's mistakes is paramount to winning at SF2. E.g. a Ryu player does a
jab dragon punch up close and it whiffs (misses), so you walk within sweeping
distance and trip him just as he's landing. Each character matchup can involve
different ways of punishing moves, so practice getting into the habit of this
against every character.
- If you're somewhat familiar with the game already and all the characters, try
sticking to one character whose fighting style suits yours and learn strategies
for each matchup. This is the best way to get better.=============
= VI. LINKS =
=============
http://www.megaupload.com/?d=KSEOLEW5 - 'Hyper Fighting Dizzy System, Charr guides & strategies'. Goldmine of SF2-HF expert info, strategies, tactics, combos selected from news groups and forums.
http://super-turbo.net/ - Excellent site which contains move lists, combos, and strategies for each character, as well as technical data (character matchups, frame data, etc)
http://shoryuken.com...Fighter_2_Turbo - Has lots of good information on character matchups and strategies. Some characters are totally missing info, however
http://www.youtube.c...ser/superturbor - Tons of great Super Turbo match vids
http://curryallergy.blogspot.com/ - nohoho's blog, which has news about the Japanese Super Turbo scene, and often has links to match vids
http://ggpo.net/ - GGPO! if you want to play SF2 or fighting games in general online, this is the program to get. I often see pro players in there, and always a good challenge. zoast, me, merc, DH, TJ , Ranger, and armor get on pretty regularly
http://forums.shoryu...ad.php?t=113811 - The SF2 Hyper Fighting thread on the shoryuken forums. Tons and tons of great discussion and info in here
http://forums.shoryu...mp;postcount=23 - Lots of links to old SF2 newsgroup posts discussing strategy. Talk about a blast from the past. So funny to read people complaining about throws and what constitutes being "cheap"
http://forums.shoryu...ad.php?t=103126 - A shoryuken forum thread where people discuss Tomo Ohira, the best SF player ever. Very entertaining read with lots of old school arcade stories firsthand from retired top players
http://img233.images...9tomosmlqy5.jpg - Interview with Tomo Ohira, featured in the Gamepro HF guide
- Segment of a cheesy 90s video featuring Tomo Ohira with lots of tips, strategies, and combos. I got most of the combos from my list from this video. The whole thing can be found on Underground Gamer in a bundle called "Street Fighter II Tutorial". Very recommended, if only for the entertainment value
http://www.youtube.c...7C5A033A9B1E2E9 - 'Street Fighter 2 Hyper Fighting - Instructional' Youtube playlist
http://www.seangille...avi/GuileCE.mpg - Video showing what ridiculous combos Guile can pull off with CPS1 chains in Champion Edition
http://www.seangille...avi/GuileHF.mpg - Same as above, but Hyper Fighting
http://www.seangille...avi/GuileWW.mpg - Same as above, but World Warrior
================
= VII. Credits =
================
http://www.shoryuken.com/wiki - Used their Joystick, Six Button, and
Miscellaneous Notation
http://www.megaupload.com/?d=KSEOLEW5 - 'Hyper Fighting Dizzy System, Charr guides & strategies' - Got several combos from this guide















