**************************************************************************** ___________________________ ____________ _______________ _ _ / __/_ __/ _ | __/ __/_ _/ / __/ / __/ // /_ __/ __/ _ | / // / (__ ) / / / / _// _/ / / / _// / / / _ / / / / _// / / // / /___/ /_/ /_/\_>__/___/ /_/ /_/ /_/___/_//_/ /_/ /___/_/\_> /_//_/ _____ _ _ _____ ______ _____ / ____|| | | || __ \ | ____|| __ \ | (___ | | | || |__) || |__ | |__) | \___ \ | | | || ___/ | __| | _ / THE NEW CHALLENGERS ____) || |__| || | | |____ | | \ \ |_____/ \____/ |_| |______||_| \_\ __ ____ ______________ ____________ ____________ ______ / // / // / _ / __/ _ | / __/ / __/ // /_ __/ / \/ / __/ / _ /__ / ___/ _// / / _// / / / _ / / / / / /\ / / / /_//_/____/_/ /___/_/\_> /_/ /_/___/_//_/ /_/ /_/_/ /_/___/ ___ _ _ ___ _ _ ___ _ ___ _ _ ___ __ _ ___ _ ___ _ _ | _| | | . | \/ | . | | | \ | | __| \| | | | | \ | | |_| | | | _| | | | | | _|| | | || || | | | | |___|_|_|_|_|_||_|_| |_|___|_\_| |___|__/|_||_||_|___|_\_| __ _ _ / _| |__._ __ __(_)____ | / | / _ / _/ _| / _/ | \_| |(_| \_ \_ | | |_ \__|_\__;_(__(__|_\___\ _____ ___ ___ _ ___ ___ / ____| ___ ___ _ ___ ___ _ ___ | __| | | __| __| | | __| __| | | __| __| | __| |__ | | | | __|__ | | |__\ | __| | | | __|__ | |__ | |___|_|___|___|___| \_____/|___|_|___|___|___|_|___| **************************************************************************** StreetFighter2 FAQ Version 1/28/94 --kept and maintained by ps1o@andrew.cmu.edu (Phil Stroffolino). The SF2 archive maintainer is a00563@giant.rsoft.bc.ca (Dave Kirsch) If you upload anything into /pub/sf2/upload, please send Dave some mail telling him about it. Host: altair.krl.caltech.edu IP Addr: 131.215.79.100 Directory: /pub/sf2 FTP site is provided courtesy of brown@reed.edu (C. Titus Brown) If you have any additions, corrections, suggestions, comments or gripes, please email ps1o@andrew.cmu **************************************************************************** This is the Street Fighter 2 FAQ listing. This is where the common knowledge, basic information, and trivia about the game SF2 is kept. It is meant to accquaint the new user with the game and answer some common questions that they may have, as well as to compile other interesting information that may be later brought up. This FAQ is divided into four sections for your convenience: (1) general character information (moves & such) (2) version independent questions & answers (trivia & tactics) (3) version specific information (home systems & arcade) (4) FTP information and net etiquette/guidelines Enjoy! **************************************************************************** ***************************************************************************** * * * T H E C H A R A C T E R S * * * ***************************************************************************** NOTATION: Kick: any kick button (Short, Forward, Roundhouse) Punch: any punch button (Jab, Strong, Fierce) --O represents a joystick held to the right. The "O" is supposed to resemble the knob of a joystick. O-- [2 charge] --O and Punch: means to hold the joystick back (left) for approximately two game seconds, then move the joystick forward (right) and press any punch button. I usually press the attack button at the same moment the joystick makes contact with the opposite side when executing a "charge" move. NOTE: Unless stated otherwise, any move description for CE applies to HF, and any move description for HF can be assumed to hold for Super Move descriptions are for characters facing right. Joysticks movements for moves are reversed (mirror image) when a character faces left. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ryu, Japan; Ken, USA: Shotokan Karate "Ryu" means vigorous or abundant (as in successful). It's different from the Ryu in Shou Ryu Ken, which means dragon. "Ken" means fist or punch. A lot of people say that Ken means sword but that's written differently. ---------------------------------------------------------------------------- FIREBALL "Ha Dou Ken" [Wave Motion Punch/Fist] | \ --O and Punch O O FLAMEBALL (Super, Ryu only) O-- / | \ --O and Punch O O O Opponent burns HURRICANE KICK "Tatsu Maki Sen Puu Kyaku" [Tornado Whirlwind Legs] | / O-- and Kick O O Knocks down after 1 hit (CE, Ryu only) Faster (CE, Ken only) Can be done in the air (HF) Hits on the way up (Super, Ken only) DRAGON PUNCH "Shou Ryu Ken" [Rising Dragon Punch/Fist] --O | \ and Punch O O Fierce can hit twice (except Super Ryu) Wide arc (CE, Ken only) Super Ken can hit 2 times with Strong Super Ken can hit 3 times with Fierce Super Ryu knocks down in one hit Throws: Strong, Fierce, Forward, and Roundhouse Double Hit: Close Standing Roundhouse =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chun Li, China: Wushu Chun = Spring, Li = Beautiful Chun Li wins: "Yatta!" [This is similar to alright! Literally, it's "[I] did it!"] ---------------------------------------------------------------------------- SPINNING BIRD KICK "Supiningu Baado Kikku" | [2 charge] O and Kick O | Can be done in the air (HF) Hits on the way up (HF) Knocks down on the way up (Super) FIREBALL (HF only) "Yap!" O-- / | and Punch O O FIREBALL (Super) "Ki Kou Ken" [Spirit Attack Punch/Fist] O-- [2 charge] --O and Punch (Super) LIGHTNING LEG "Yap Yap Yap!": rapidly press Kick Multiple hits HEEL STOMP: down and Forward while in the air Bounces away FLIPPING NECK BREAKER (CE): close, towards/away + Roundhouse Knocks down FLIP AWAY KICK (CE): close, towards/away + Forward Knocks down Hits twice (Super) Throws: Strong and Fierce Air Throws: Strong and Fierce Chun Li can bounce off the walls =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Edmond Honda, Japan: Sumo "Honda" is a common Japanese name, which happens to translate literally to "origin in the fields" ---------------------------------------------------------------------------- SUMO TORPEDO/HEADBUTT "Dos Koi" [Sumo saying with no real meaning] O-- [2 charge] --O and Punch Jab can hit twice SUMO BUTT CRUSH/SUPER HYAKKAN OTOSHI [Super 100-kan Drop] (1 kan is about 3 kg) | [3 charge] O and Kick (HF) O | Can hit twice 2 charge on Super HUNDRED HAND SLAP/HYAKU-RETSU HARITE: rapidly press Punch Honda can move (CE) BODY SPLASH: down (Super) and Forward while flying Grabs: Fierce and Roundhouse Throw: Strong Double Hits: close, standing Forward and Roundhouse, ducking Forward =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Blanka, Brazil: Capoeira ---------------------------------------------------------------------------- HORIZONTAL BALL ATTACK/ROLLING ATTACK O-- [2 charge] --O and Punch VERTICAL BALL ATTACK (HF) | [3 charge] O and Kick O | 2 charge on Super ARCING BALL ATTACK (Super) O-- [2 charge] --O and Kick Can hit twice ELECTRICITY ATTACK/ELECTRIC THUNDER: rapidly press Punch DOUBLE HEAD BUTT: close, towards/away + Strong DOUBLE KNEE: close, towards/away + Forward Grab: Fierce Double Hit: close standing Fierce (classic only) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Zangief, USSR: Sambo ---------------------------------------------------------------------------- SPINNING PILE DRIVER 5/8 circle with joystick and Punch direction of spin determines which side opponent lands on AIR ATOMIC DROP (Super) far, 5/8 circle with joystick and Kick DOUBLE GERMAN SUPLEX (Super) close, 5/8 circle with joystick and Kick SPINNNING LARIAT: all Punch Z can move (CE) SUPER SPINNING LARIAT (HF): all kick Z can move Z can't be swept (HF only) BODY SPLASH: down (HF) and Fierce while flying FLYING KNEE: down and Short while flying STOMACH CRUNCH: up and Fierce while jumping Grabs (previous to Super): Strong/Fierce, standing/crouching at a distance Grabs (Super): Ducking Strong/Fierce, Standing Fierce/Roundhouse Throws (previous to Super): Strong, Forward, Fierce, Roundhouse also ducking Strong/Fierce Throws (Super): Strong, Forward Air Throws (Super): Fierce, Roundhouse Double Hit: close standing Roundhouse =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Guile, USA: Special Forces ---------------------------------------------------------------------------- SONIC BOOM "Sonic Boom" O-- [2 charge] --O and Punch FLASH KICK/SOMERSAULT KICK | [2 charge] O and Kick O | Knocks down (except 1st part of CE, HF Roundhouse Flash Kick) Roundhouse can hit twice (CE, HF only) SIDE SWIPE/INVERTED FLIP KICK: towards/away and Roundhouse KNEE THRUST: towards/away and Forward Throws: Strong, Fierce Air Throws: Strong, Fierce, Forward, Roundhouse Double Sweep: ducking Roundhouse =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Dhalsim, India: Kabaddi ---------------------------------------------------------------------------- YOGA FIREBALL "Yoga Fire" | \ --O and Punch O O YOGA FLAME "Yoga Flame" O-- / | \ --O and Punch O O O YOGA TELEPORT (HF) "Yoga" --O | \ and all Kick or Punch O O or O-- | / and all Kick or Punch O O FOOT DRILL/DRILL KICK: down and Roundhouse while at apex of jump any time in air (CE) faster drill (CE only) YOGA MUMMY/HEAD SPEAR: down and Fierce while at apex of jump any time in air (CE) Grab: Strong Throw: Fierce Double Hit: close standing Fierce Slides: crouching kicks except close Forward, and close short on Classic =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Balrog, USA: Boxing He is named M. Bison ["Mike Tyson"] in Japan. Capcom decided to avoid possible legal troubles with the name and likeness of the boxer in releases outside of Japan. BTW, a Balrog is a powerful monster from Tolkien's Middle Earth novels. ---------------------------------------------------------------------------- DASHING PUNCH O-- [1+ charge] --O and Punch 2 charge, hits ducking opponents (HF) Jab knocks down (Super) DASHING UPPERCUT O-- [1+ charge] --O and Kick 2 charge on Super TURN AROUND PUNCH: hold all punch or all kick [1+ charge] release Longer charge = Greater damage (HF) Punch and kick TAPs have separate charges BUFFALO HEADBUTT (Super) | [2 charge] O and Punch (Super) O | Grab: Strong, Fierce =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Vega, Spain: Savate/Bullfighting He is named "Balrog" in Japan. ---------------------------------------------------------------------------- TUMBLING CLAW/ROLLING CRYSTAL FLASH O-- [2 charge] --O and Punch up to 6 hits (HF) DOUBLE BACKFLIP Back twice rapidly, no buttons (CE only) All Punch (HF) SINGLE BACKFLIP (Super): all Kick OFF-THE-WALL CLAW THRUST (Super) | [2 charge] O and Punch O | WALL SPRING/FLYING BARCELONA ATTACK | [2 charge] O or O and Kick O \ / 4-6 charge in Super unless attacking SCREAMING EAGLE: [Wall Spring] and Punch Knocks down (Super) AIR DROP: [Wall Spring] close, towards/away and Punch Throws: Strong, Fierce Air Throw: Strong, Fierce Slide: ducking Roundhouse Vega can bounce off the walls like Chun Li =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Sagat, Thailand: Muay Thai The huge scar on Sagat's chest is from Ryu's Dragon Punch in the original Street Fighter. ---------------------------------------------------------------------------- HIGH TIGER SHOT "Tiger!" | \ --O and Punch O O LOW/CROUCH TIGER SHOT "Tiger!" | \ --O and Kick O O TIGER KNEE/CRUSH "Tiger Knee" | O and Kick O / Hits twice TIGER UPPERCUT "Tiger Uppercut" --O | \ and Punch O O Throw: Strong, Fierce Double hit: standing Kicks =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- M. Bison, Thailand: Ler Drit He is named "Vega" in Japan. "Ler Drit" is fictional. ---------------------------------------------------------------------------- HELLFIRE TORPEDO/PSYCHO CRUSHER O-- [2 charge] --O and Punch Multiple hits against blocking opponents SCISSOR KNEE O-- [2 charge] --O and Kick 3 Charge (HF only) Knocks down (Super) HEAD STOMP | [2 charge] O and Kick O | DEVIL REVERSE/PSYCHO AIR PUNCH (Super) | [2 charge] O and Punch O | Throw: Strong and Fierce Slide: ducking Roundhouse =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thunder Hawk, Mexico: Indian Style Wrestling ---------------------------------------------------------------------------- TOMAHAWK BUSTER --O | \ and Punch O O Hits twice CONDOR DIVE: [jump, and before you reach the apex] all Punch MEXICAN TYPHOON: 5/8 circle and Punch ELBOW DROP: down + Strong while flying Grab: Fierce and Roundhouse Throw: Strong Double Hit: standing/crouching close Fierce Double Sweep: crouching Roundhouse =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Fei Long, Hong Kong: Kung Fu "Fei Long" means "Flying Dragon" ---------------------------------------------------------------------------- FLAMING LEG/SHIEN KYAKU O-- | / and Kick O O Hits twice CHARGING PUNCH | \ --O and Punch O O Repeat for three hit combo Rushing Double Kick: towards and Roundhouse Standing Double Kick: towards/away and Forward Throws: Strong, Fierce, Forward, Roundhouse Double Hit: close standing Roundhouse =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DeeJay, Jamaica: Western Style KickBoxing ---------------------------------------------------------------------------- MAX OUT "Max Out" O-- [2 charge] --O and Punch DOUBLE ROLLING SOBAT/DOUBLE DREAD KICK O-- [2 charge] --O and Kick Hits twice MACHINE GUN UPPERCUT/HYPER FIST | [2 charge] O and Punch O | Rapidly press punch for multiple hits Throw: Strong, Fierce, Forward, Roundhouse Double Hit: close standing Fierce Slide: ducking roundhouse =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Cammy, England: Special Forces ---------------------------------------------------------------------------- THRUST KICK "Thrust Kick" [Cannon Spike in Japan] --O | \ and Kick O O Knocks down CANNON DRILL "Cannon Drill" [Arrow Spiral in Japan] | \ --O and Kick O O Knocks down Roundhouse can hit twice DOUBLE SPINNING BACKFIST/SPINNING KNUCKLE O-- / --O and Punch O Knocks down Double hit Throw: Forward, Roundhouse, Strong, Fierce Air Throw: Roundhouse, Fierce ============================================================================ Many thanks to kt12+@andrew.cmu.edu for translations and patience... **************************************************************************** * * * T R I V I A, T A C T I C S, & G E N E R A L I N F O R M A T I O N * * * **************************************************************************** 01. What is the correct pronounciation of "Ryu"? 02. What are the different types of dizzies? 03. In a magazine, I saw that you could fight Sheng Long? Is this true? 04. I see the word combo (combination) used all the time. What is it? 05. What is meant by buffering a move? 06. Many people talk about "ticking". What are they talking about? 07. What is considered "cheap"? 08. What is the "Touch of Death (TOD)" combo? 09. Can I prevent the opponent from attacking as they get up? 10. What is Capcom's address? 11. What kinds of memorabilia exist? **************************************************************************** 01. What is the correct pronounciation of "Ryu"? kt12@andrew.cmu.edu explains: First of all, "Ryu" is not pronounced "roo" or "rai yoo." If you want to hear the correct pronounciation, listen closely when Ken or Ryu do their dragon punches. The second syllable is pronounced the same way Ryu's name is pronounced. The initial sound is not a "r" or an "l" but a combination of an "r" and a "y." That's why it's spelled that way. ^_^ If you still care enough to pronounce this correctly, the first thing you need to do is learn how the Japanese "r" is pronounced. The Japanese "r" is said with a tap, like the English "d" or "t." Try saying "roo." Think about what you do with your tongue: you curl up the sides and tip and suspend it in the middle of your mouth. Now try saying "roo" again with your tongue the same way, except this time, lightly press it against the roof of your mouth and flick it off as you sound the "r," as you would when you're making the English "t" sound. Now do the same thing, except instead of trying to say "roo," say "yoo." This is how "Ryu" is pronounced This is hard to explain in writing and you really have to hear it to know what I'm talking about, but this is the best way I can think of to explain it. ============================================================================ 02. What are the different kinds of dizzies? cw21219@uxa.cso.uiuc.edu comments: When a character gets dizzy, either stars or birds appear above his head. Generally, the bird dizziness lasts a bit longer than the star dizziness... It's a good way to judge whether you have enough time to run in and land a combo. Of course I always try to regardless :) On Super there are four kinds of dizzy animations: inkblot@leland.stanford.edu informs: These are grim-reapers, not skulls. As far as I know, they have nothing to do with killing your opponent. The only difference between the symbols floating above your head is how difficult it is to 'RECOVER' (to coin a CPU phrase). Incidentially, here's the list in order of ascending difficulty. Angels - Stars - Birdies - Grim Reapers. ============================================================================ 03. In a magazine, I saw that you could fight Sheng Long. Is this true? No, this is pure bull, and the magazine that originally published this trick did so intentionally, as an April Fool's Joke. A LOT of people fell for this one. :) There are even other magazines that went so far as to doctor up a picture that made it look like Sheng Long actually existed. ============================================================================ 04. I see the word combo (combination) used all the time. What is it? A combination (combo) is a series of moves that, under most conditions, is un-blockable after the first move connects. Please note that I said _most_ conditions. There is always some crack-pot situation where nearly every combo fails, and lots of 'combos' don't work if your opponent's not in the corner. Nevertheless, this is a general (if loose) definition. The simplest combo is 'jab + jab + jabjabjabjab.' It fits the definition, but that is not type of combo that this guide will concern itself with. Rather, this guide is concerned with the BIG combos, the combos that involve special moves and that maximize the penalty for your opponent's mistakes. Combos almost always follow pattern below... JUMPING ATTACK + GROUND (standing or crouched) ATTACK + SPECIAL MOVE The jumping attack + ground attack isn't too impressive, even the computer can pull them off. What defines something as a combo is what comes after the second hit. So let's go through step by step, and look at the execution of a combo: ---------------------------------------------------------------------------- FIRST HIT: Jumping attack ---------------------------------------------------------------------------- The way combos work is that you're hitting your opponent with a new blow before they can recover from the first one. So, the first thing you want to make sure of is that your jumping attack hit's your opponent _late_. That way, you have time to hit the ground and start your next move before they recover from the first blow. Think of it as aiming for your opponent's chest or stomach instead of his head. If the 2nd blow of your combos is getting blocked, you're probably hitting too high. ---------------------------------------------------------------------------- SECOND AND THIRD HITS: Buffering ---------------------------------------------------------------------------- What happens next in dependent on what type of combo you're doing. If you are 2nd hit is a jab or short, you have no problems. Hit the jab/short, then do your special attack (3rd hit) as quickly as you can. End of combo. BUT, if you're playing the right character, and you want to do a bit of extra damage, you're going to have to buffer the special attack. ---------------------------------------------------------------------------- By: T. Cannon Feel free to repost, so long as this document is not copyright 1993 altered in any way. Send comments, suggestions, and corrections to inkblot@leland.stanford.edu ============================================================================ 05. What is meant by buffering a move? A 'buffered' move is a move executed _while_ the move before it (always a 'normal' hit) is still going on. When you finish the special technique, the animation of the normal attack is cut short, and the special attack immediately begins. Because of this, the two blows happen one right after the other with very little pause. This is why combos work. There are two ways to buffer a move. The 'press-press' technique and the 'press-release' technique. I'll use the fierce + fierce dragon punch combo to illustrate each technique: PRESS-PRESS BUFFERING --------------------- Press-press buffering is identical to executing a jab + special move combo. It requires two presses of the button(s). Do execute this type of buffer- ing, press your 'normal' attack button, then do a special technique _right_ after the press. Pretend like you never hit the first button. If you're fast, you'll get the combo. An example is: FIERCE + --O | \ + FIERCE O O Note that the motion of the stick isn't started until after the first button press. If the first button is pressed after the --O , you'll get a throw instead of a combo. Also note that only certain attacks can be used as the lead in of a buffered attack. A roundhouse at the front end of this combo just wouldn't work. In each character guide, I've noted which moves are 'bufferable' in the COMBINATIONS section. PRESS-RELEASE BUFFERING ----------------------- Press fiece and hold it down. Go ahead. Got it held? Good. Now do the stick motion for a DP, and RELEASE the button at the end. If you time it correctly, you get a DP. The computer registers every PRESS and RELEASE of a button as a 'press.' So, it's possible to do a combo like the one mentioned above (the triple DP) with just one press of the fierce button. Here's how it goes... --O | press fierce \ release fierce O O Note that this gives you a crouched fierce + DP combo, where as we got a _standing_ fierce + DP combo using the press-press method. With practice, you can change that press-release to a 'tap.' When you get this good, you can do triple DPs with one tap of the button, just like a normal DP (only the tap is timed differently) IMHO, this is where the confusion on the triple DP arises. People can get 3 hits with one tap, so they assume that they're doing only one move, when in fact they are executing two. The only real disadvantage to this is that you can only use it with combos that require the same button for both attacks. This method would not work for a crouched strong + flash-kick combo. ADVANCED TACTICS ---------------- So what do you do if you want a fierce + jab DP? You could use the press- press method, but I think you'll find the press-release to be easier with practice. So, an option here is to use a 'hold-press' method. In this technique, you press the first button, HOLD it down, then press the second button. An example is shown below. --O | press and hold fierce \ press jab O O Because you never released the fierce button, only one 'press' was registered. If you just tried to press the fierce, the release may trigger a fierce DP instead of a jab DP. Even if you prefer the press-press method, I recommend using this for crouched DP combos. The press-press alternative is.... / press fierce --O | \ press jab O O O The hold-press method may sound complex, but if you can press-release, you can hold-press very easily. The first button press (the 'hold') is timed exactly the same way as the 'press' in press-release. The only difference is that you hold the button down, and hit another button immediately afterwards. A good way to get the second press is to think of it as drumming your fingers. It can be that fast. Note that the hold-press technique can also be used for an easy jab + TU combo. Also, there's no reason to use the hold-press method if you're first button press isn't related to the special technique. Consider the combo below. | press forward \ --O press fierce O O This with give you a crouched forward + fireball combo, even if you use the press-press. The reason is that there's no way the release of the forward button can be associated with the joystick motion. | \ --O + forward isn't a special move, so the computer ignores O O the release. ---------------------------------------------------------------------------- By: T. Cannon Feel free to repost, so long as this document is not copyright 1993 altered in any way. Send comments, suggestions, and corrections to inkblot@leland.stanford.edu ============================================================================ 06. Many people talk about "ticking". What are they talking about? inkblot@leland.stanford.edu authenticates: Back in the early days of Classic, back before combos, back before Guile was overpowering, back when even the best couldn't DP consistently (we're talking about nearly _right_ after the game was released), there was a rather large SF2 tournament in Iceland Bowl, Albuquerque, New Mexico. Guile won the tournament, and here's how: He'd sit in defensive crouch till he could knock you down with a flash-kick. Once he did, it was jab- jab throw. You'd block the jabs, thinking you were safe, but would be thrown anyway. This was the first time anyone had seen anything like this, so countering was all but impossible. So, this Guile player, using only one technique, breezed through _many_ (over 6) rounds of the tournament and won undefeated. After the Guile's victory, there was much wailing and gnashing of teeth. Because the technique was _literally_ inescapable at the time, the players decided that it had to be some sort of over-sight on Capcom's part. They gave it a name, a tick. Why tick? 'Cause that's the sound of the repeated jabs right before you get thrown. *tick tick HUUURRG!* Once they'd named it, it was immediately banned. The house rules all over the city (not just this arcade) suddenly became.... I. Tick your opponent and he gets a free hit (throw at first which later developed into combo) on you II. Tick to win a round and you forfiet the next round. So, the original, formal definition of a 'tick' is throwing someone _right_ after they've blocked one of your attacks. If you did this to a player in Albuquerque, NM (even now), he'd be expecting to get a free hit on you. ANYTHING else you do... fireball traps... sac-throwing... even magic throwing (on Classic) is _not_ a tick under the original definition, so in Albuquerque, it's O.K. caine@uxa.cso.uiuc.edu interjects: In a subsequent mail message, I found out that the jumping in attack in which you make the opponent block then throw is a tick under this defini- tion. Just see the preceeding paragraph. It says "throwing someone _right_ after they've blocked one of your attacks." ============================================================================ 07. What is considered "cheap"? This is actually a tough one to answer. Most people say something is cheap is they can't seem to stop something that kills them. Of course this varies from place to place. You would want to ask many local players what they think. Most things considered "cheap" are playing styles. You might constantly electrocute your opponent w/ Blanka, but he should have blocked. Of you may grab the opponent w/ Honda, then pummel them with a HHS. People may not like this, and you might be called cheap for doing so. One last thing that may be considered cheap is jumping attacks then throwing. This is not uncounterable, but it may be difficult to see. Here are some examples of play styles that may be called "cheap": Fireball Traps Cheesing them w/ Bison Grabbing then HHS w/ Honda Electricity then bite w/ Blanka Zangief's SPD (not!) Doing FB-DP all the time Playing keep away Jumping all the time Picking Vega or Bison (!) Chun Li's flipping neck breaker More or less anything that people might find difficult or nearly impossible to defeat. It might be annoying, but cries of cheap might be heard instead. It might all be related to your skill level in the game as well, or how inventive you are. Most people say that "ticking" is cheap. (See the question.) This is so because it is *easy* to execute and *impossible* to counter. Now, for some master players, this is not so since it is part of how they play against each other (I play this way). To the average player though, such things as jumping a lot, making the opponent block all the time, waiting in the corner after seriously damaging the opponent, etc. might be considered cheap. It's kind of a broad definition, depending on who you ask. Just for the record, I don't think that anything is cheap. As your skills improve, your defini- tion of cheap may or may not change. It depends on how you play, where and who you play against. For all those concerned: this might be an opinion of what cheap is. Most importantly, it may be biased by where I play and who I play against. Ask who you play! ============================================================================ 08. What is the "Touch of Death (TOD)" combo? In the original meaning of the word, it is a combo done with Ken that goes like this: You get the combo on them once, and they are dizzy, you do the combo while they are dizzy, and then that is it, they are KO'd. Its name came about because after the first "touch" the victim is doomed. It is a Pretty effective combo, and you'll see why... It consists of three attacks, hitting usually three times, but occasionally four times, and it involves the three most powerful attacks that Ken possesses. This is it: 1. Jump towards the opponent, hitting with late roundhouse/fierce attack. 2. As soon as you land, immediately follow-up with a standing fierce. Do this along with pressing towards the opponent at the same instant. You should not throw them; you normally have to take a step to do so. 3. Then buffer a Fierce Dragon Punch into the Fierce. It may hit once, so a Jab or Strong DP may be substituted. Four hits can connect if Fierce is used vs. the taller opponents and Dhalsim. If you use a neck kick for the flying attack, you should not have problems getting four hits on most characters. And the neck kick version can be used to bewilder the poor guy who is on the receiving end of this. It can be easily countered by many characters, but if they fail to block at the right time, they will be at a huge disadvantage afterwards. (Note: the standing Fierce needn't be used. You can easily switch this over to a crouching Fierce simply by going towards then down just as you are about to land, then quickly hit Fierce, then move to the diagonal and hit Fierce for the DP.) The timing on this move is perhaps a bit confusing. The hits go like this: smack-smack-smack--smack (the 4th hit sometimes). The button presses aren't too different. I go like this: press---press-press. There has to be a longer delay cuz you have to hit and then land. Yes, the rest of the DP motion has to be crammed into the small space, but if you have done the DP hundreds of times, this shouldn't take long to learn. If you encounter problems, try to first learn a FB combo. If you can do flying attack into standing fierce/FB combo, just put a triple-DP combo in instead of the press-press FB. Read the buffering section, and then this will be a bit clearer. You have to see someone's hands perform the motion to really understand how it goes. Anyways, I hope that this is clearer than mud to most of you... Ryu has a Touch of Death similar to Ken's: the first attack is a neck kick, followed through with a Standing Fierce and Jab Dragon Punch. Now, with Super SF2 out, there appear to be a number of characters with combos that are very similar in effect to Ken's Touch of Death. Some seem to work only if done at the beginning of the round, when dizzies are easiest. Others are inconsistant, or leave the opponent with a sliver of health. The criterion for a TOD combo is that, given the opponent has a full life bar, the first combo dizzies no less than, say 75% (subject to change) of the time, and a follow-up combo exists that will KO the opponent. ============================================================================ 09. Can I prevent the opponent from attacking as they are getting up? Yes, a properly timed attack will prevent the opponent from being able to launch an attack or even throw as they get up. If the defender tries to do anything, even the coveted Dragon Punch, they will get hit by the timed attack and risk eating a nasty combo. Needless to say, the timing and spacing to prevent "wake up DPs" and such is *very* critical. The timed attack can be a jump in or a ground-based strike. Projectiles will not normally work in this situation, since they flicker in and out of existance rapidly. This is easily observed with Ken and Ryu's Fireballs and Dhalsim's Yoga flame. Likewise, wild short kicking, Honda's 100-hands, and Blanka's electricity are often counterable. In addition, one can perform ground based combination attacks that that are not normally true combos. For example, Fei Long can lash out with a late hitting ducking fierce, and follow up with another for a sure hit if the first one lands. Under normal circumstances, the opponent has finished reeling by the time the second ducking fierce lashes out, and can block, but with a timed (late) attack on an opponent that is getting up, the victim (assuming the blow hits, of course) does not begin reeling until just before Fei Long's fist retracts. These types of ground based combos also work on Dhalsim after a teleport. These combos tend to have a lot of dizzying potential as well. You may see them refered to as "meaty" combos on the net. ============================================================================ 10. What is Capcom's address? Capcom 1-4-12 Otedori Chuo-Ku, Osaka 540 Tel.:(81-6)946-6622 President: Kenzo Tsujimoto. ---------------------------------------------------------------------------- Capcom USA 3303 Scott Blvd. Santa Clara, CA 95054 fax: (408)496-5720 phone: (408)727-0400 ============================================================================ 11. What kinds of memorablia exist? As far as I know, there was an extensive marketing program involving the characters of the game. Much of the material has been licensed, but I am unaware of just how much stuff is actually out there. Among the things I know to exist are: t-shirts, coins, a movie, action figures, comic books, plush dolls, posters, and numerable other items such as keychains, etc. The figures are made by Hasbro (G.I. Joe). They bear a striking resemblance to some of the G.I. Joe figures, and have weapons. There are playsets like a vehicle and a fortress (I think). Just imagine SF2 characters living with the Joes. inkblot, wanderer, and asw @leland.stanford.edu collaborate: Written and Directed by: Steven de Souze ("Die Hard", "Die Hard2", "Commando", "Running Man", co-writer of "48 Hours"). Produced by: the Edward R. Pressman Film Corp. ("Reveral of Fortune", "Wall Street", "Hoffa", "Bad Lieutenant", "Conan the Barbarian", "Homicide", "Talk Radio", "Plenty", "Blue Steel", "To Sleep With Anger", "True Stroies", "Badlands", "Das Boot", "The Phantom of Paradise", and others totaling 35). Expected Release: July, 1994 Approximate Budget: $25,000,000 I didn't learn much new information about the movie, I'm afraid. The script is in its final stages, and there hasn't been any casting yet. In any case, they do _not_ plan to cast any known faces (no Arnold as Zangeif, etc. =). The film will be executive produced by "Galaxy Films partner Sasha Harari who, after a successful career in the high technology and computer industry, moved into the film business and produced Oliver Stone's 'The Doors'." The Capcom representative was adament that the film was being directed at an adult audience (they _know_ the kids will go see it, so why direct it at them?). Ryu, Ken, Guile and Chun Li will, of course, be major characters. Originally, Blanka had been written out of the script (oh no!), but the Capcom people pushed hard enough and now he's in. Cammy, T-Hawk, and possibly Fei Long will be in there, but Dee Jay definitely won't. Personal Opinion: To tell the truth, I'm not sure about this one. de Souza has some major action/thriller titles under his belt ("Die Hard", "Running Man"), and Pressman has a few great titles ("Hoffa" "WallStreet"), but he's also got at least one lemon ("Blue Steel"). I've never heard of Harari, so I don't know what to expect there.... I think it's either going to be very good, or very very bad. I wouldn't be so worried if the script was finished and the casting done. If they started tomorrow, they would only have about 9 1/2 months till their expected release date. (ponder). **************************************************************************** **************************************************************************** * * * A R C A D E S P E C I F I C I N F O R M A T I O N * * * **************************************************************************** 01. I've heard that there is a way to find out many times a character has been played on a particular machine. How is this done? 02. I've seen a game where you could do every special move in the air. What kind of machine is this? 03. When will SF3 be released? 04. What are the different types of endings? 05. What are the differences in the versions of the game? 06. How can I get the secret color on Super SF2? 07. What is this Zangief Magic throw I've been hearing about? **************************************************************************** 01. I've heard that there is a way to find out many times a character has been played on a particular machine. How is this done? The code is as follows, on 2P controller: Up-Up, Down-Down, Left-Right, Left-Right, Strong, Jab. It can be put in on the Classic and Champion Edition machines. It may work on some of the Hyper Machines, but most likely not. This is what the numbers on the screen mean (on Classic, numbers 13-16 don't appear): wiwiriya@mailbox.syr.edu provides: 0001 0002 0003 0004 0005 0006 0007 0008 0009 0010 0011 0012 0013 0014 0015 0016 0001 - No idea, probably some sort of "experience points" for 1P side. 0002 - The no. of tokens/quarters put in in the left-hand slot. => It's not the first player. I tried inserting into the right-hand slot and pressing 1P button. The number showed up in 004. 0003 - Same as 0001, but for 2nd player. 0004 - Same as 0002, but for right-hand slot. 0005 - No. of times Ryu has been used. 0006 - No. of times Honda has been used. 0007 - No. of times Blanka has been used 0008 - No. of times Guile has been used. 0009 - No. of times Ken has been used. 0010 - No. of times Chun Li has been used. 0011 - No. of times Zangief has been used. 0012 - No. of times Dhalsim has been used. 0013 - No. of times M.Bison (US version) has been used. 0014 - No. of times Sagat has been used. 0015 - No. of times Balrog (US version) has been used. 0016 - No. of times Vega (US version) has been used. caine@uiuc.edu adds: It turns out that this an operator adjustable feature, and that will explain any machines on which this does not work. As a matter of fact, I have tried this on several HF machines without success. I wonder if it was taken out when the HF chips were put in? ============================================================================ 02. I've seen a game where you could do every special move in the air. What kind of machine is this? It is an illegal "accelerated" version. They are mainly responsible for the creation of HF. They are not as balanced, or as playable as the official one. The are notoriously unpopular. There are many added features in these games, this includes, but is not limited to: all special moves can be done in the air, sinusoidal fireballs, wider-arc Dragon Punch, Fireballs for other characters and extra Fireballs, no charge times, and lots of other "improvements". These machines might go under the name Accelerator, Accelerator II, Quicken, or whatever. If it is not a Classic, CE, HF, or Super, then it is a hack. ============================================================================ 03. When will SF3 be released? No official word on this. Probably a good sign that SF3 is on its way is when a home version of SF2 Super is announced. Don't hold your breath. inkblot, wanderer, and asw @leland.stanford.edu inform: At this time, no one is actively working on SFIII. She said that they'd be crazy not to make one, given the success of SFII, though. In case you're curious, the next game to be released by Capcom will be "Dungeons and Dragons: Tower of Doom", which has a TSR license. (She was a Capcom rep.) ============================================================================ 04. What are the different types of endings? SF2: CLASSIC a. If you finish the game, you get to see your character's ending. b. If you finish the game on one quarter, without challenges, you see the characters fight as credits roll by. c. Finish without challenges, or losing a round, it's the same as b, but you also see mugshots of the programmers. SF2: CHAMPION EDITION Better endings for each character, plus boss endings. Same as for Classic except that if you do (c), it shows the characters attack some of the various inanimate objects such as barrels and oil cans, etc. Endings for the bosses are rather generic with a diamond formation with the champion at the top, and scrolling text rolling by. The endings for the bosses go a little like this: Balrog rises out of the ghetto, an inspiration to young children. Vega is insane, and wants to kill all the ugly people. Sagat chats - comes across as a more intense Ryu. Bison thanks you for helping him achieve world domination. TURBO SF2: HYPER FIGHTING Same as for Champion Edition. The last shot is a platform showing the following: Win with Bison: #1 Bison, #2 Sagat, #3 Vega Win with Sagat: #1 Sagat, #2 Bison, #3 Vega Win with : #1 , #2 Bison, #3 Sagat Ryu does show up on the platform (sellout!), like his ending says he shouldn't. I thought that the fight was all... SUPER SF2 The endings in this game are better done in a way, at least for the boss characters. They each have new text, and also personalized illustrations. Ryu: some better animation in the trees. ChunLi: "choose your own" ending: become detective or single young girl. The graphics for each is identical except that Chun's outfit in the pictures is different, as is the text. Zangief, Ken, Blanka: UNCHANGED. FeiLong: gets a movie offer from a director that wants to capture his "4-hit redizzy combo" (which does not exist) on film, but declines, saying he wants to improve his skills even more; homage to the Lees. T.Hawk: gets back the land that Bison took away. Cammy: her mission is complete, and Bison reveals that she has lost part of her memory, and the she was once in love with him. But, her friends tell her not to believe him, and then she leaves with friends. DeeJay: his music is important to him; becomes a big music star. Balrog: earns the number one title, retires wealthy with two gorgeous women sitting on his lap. Vega: goes back to his mansion, and admires himself. Sagat: broods over Ryu. Bison: achieves his evil goals - the world burns. He also refers to "the Ancient One" -- a hint about SF3..? ============================================================================ 05. What are the differences in the versions of the game? SF2: CLASSIC Early 1991 $3500 new There are 4 versions of the original game, the differences are below: Version 1 and 2: Guile's bugs, no Dhalsim bugs, Ryu/Ken can destroy the car with roundhouse only. Version 3: Guile's and Dhalsim's bugs, no char vs. char. Version 4: No Guile bugs, Dhalsim's bugs though, char vs. char. This is the least balanced of the versions; Guile and Dhalsim were the most dominant. This game is quite slow, the Dragon Punch did not have the knockdown capability among other things. SF2: CHAMPION EDITION Early 1992 $4000 new One version of this game. It sports character vs. character, as well as the ability to play the boss characters. Many graphical changes, as well as changes to the characters. Each fighter has an additional uniform color. The game is quite a bit (about 50%) faster than the Classic. The endings for the characters were revised with better graphics, and the bosses got generic endings... TURBO SF2: HYPER FIGHTING Winter 1992 $500 upgrade This version gives each character a new uniform color along with the Classic colors. Most characters are changed significantly enough so that the game is a bit difficult to catch on to. Many new moves were added, most notable is the ability to do some moves in the air, and the new vertical attacks. This game is 10%-25% faster than CE, depending on the prototype. Some are slower, some faster. There is an appended ending for each character. SUPER SF2 Fall 1993 $??? replacement kit $???? new Here, four new characters are added. The speed has been reduced to slightly faster than CE. Each character now has 8 uniform colors, the 3 from previous editions, plus 5 new ones. There are obviously 4 new backgrounds, some of the existing ones were modified for the better, and the sound has been changed to the Q-Sound system. Some of the characters have new moves, and there have been some touch ups on existing moves, and variations on others. There is at least one other version of SF2 Super. It has been observed that on certain (newer) machines, Zangief's "magic" throw no longer works. Also, on a local machine, you can start a one player game on the P2 side. ============================================================================ 06. How can I get the secret color on Super SF2? Hold down the button you use to select your character for 3 seconds or so, and you can get what is called the "super" secret color. You can't use the 1P or 2P start buttons to get the secret color. Just in case you didn't know, this is how the choices of colors are set up: Jab Strong Fierce Hold button for 3 secs. Classic Champion Hyper/Turbo Super Secret Short Forward Roundhouse 1P/2P Button Super #1 Super #2 Super #3 Super #4 maestas@cs.arizona.edu and caine@uiuc.edu compiled: And here is a complete listing of the colors that are available for all the characters for each of the above listed items: Color definitions (just so you know what I mean on some of these): Chartreuse.. a light yellow-green color, like those green firetrucks. Sandstone... an orange-brown color Magenta..... red-violet Beige....... yellow-brown Tan......... slightly yellowish brown (but more like tanned skin) Fuchsia..... hot pink-violet Olive....... Army drab green color, a greyish green Teal........ Blue-green Aqua........ slightly greenish blue This is a list that was compiled by myself and caine@uxa.cso.uiuc.edu. All of the colors listed are basically arbitrary. Some colors have fancy names others are just plain. However, if you have any conflicts, e-mail me and I will look into the situation. Sorry about some of the designations, I work in a frame shop and we've got a zillion colors of mats to choose from. Legend: Ja- Jab St-Strong Fi-Fierce P#-Player # Sh- Short Fo-Forward Ro-Roundhouse Su-Super (hold 3 sec.) Lt-Light Dk-Dark Br- Bright P - Pale RYU (Gi, headband) Ja - White, Red Sh - Orange, Blue St - Grey, Purple Fo - Lt Blue, Red Fi - Lt Blue, White Ro - Lt Green, Chartreuse P# - Brown, Dk Brown Su - Forest Green, Red KEN (Gi) Ja - Red Sh - Br Green St - Dk Grey Fo - Teal Fi - Indigo Ro - Lt Olive P# - Yellow Su - Bronze E. HONDA (Face paint, Trunks) Ja - Red, Blue & Lt Blue Sh - Lt Purple, Green & Lt Green St - Blue, Red & Lt Red Fo - Teal, Dk & Lt Sandstone Fi - Green, Orange & Lt Orange Ro - Red, Dk & Lt Grey P# - Lt Blue, Dk & Lt Grey Su - Orange-Red, Dk Yellow & Yellow CHUN LI (Outfit, Trim) Ja - Blue, Gold Sh - Dk Grey, Bronze St - Red, Bronze Fo - Br Yellow, Bronze Fi - Grey, Gold Ro - Dk Green, Bronze P# - Lt Purple, Gold Su - Mint Green, Bronze BLANKA (Skin, Hair) Ja - Yellow, Orange Sh - Grey, Dk Magenta St - Blue, Yellow Fo - Dk Yellow, Green Fi - Yellow, Blue Ro - Flesh, Green P# - Teal, Green Su - Beige, Dk Pink ZANGIEF (Trunks, Bracelets) Ja - Red, Gold Sh - Lt Grey, Gold St - Dk Green, Lt Green Fo - Bright Yellow, Peach Fi - Baby Blue, Gold Ro - Green, Gold P# - Bright Blue, Gold Su - Black, Gold GUILE (Fatigues, Hair) Ja - Green/Brown/White, Blonde Sh - Red/Tan/White, Blonde St - Tan/Brown/White, Blonde Fo - Dk Blue/Pink/White, Grey Fi - Blue/Red/White, Blonde Ro - Dk Yellow/Tan/White, Dk Pink P# - Grey/Tan/Lt Beige, Blonde Su - Blue-violet/Brown/Beige, Dk Orange DHALSIM (Skin, Paint, Trunks) Ja - Tan, Red, Beige Sh - Sunburn, ? St - Greyish Purple, Red, Orange Fo - Red-brown, Lt grey-blue, Dk Beige Fi - Brown, Blue, Grey Ro - Mint Green, Bronze P# - Greyish Blue, Lt Pink, Tan Su - Lt Grey, Lt Blue, Lt Purple BALROG (Shirt, Gloves) Ja - Lt Blue, Red Sh - Lt Green, Red St - Gold, Orange Fo - Red, Dk Teal Fi - Orange, Red Ro - Lt Purple, Red P# - Dk Bronze, Red Su - Dk Grey, Red VEGA (Tights, Sash) Ja - Violet-Blue/Yellow, Red Sh - Red/Tan, Black St - Green/Yellow, Yellow Fo - Purple/P Yellow, Orange Fi - Black/Yellow, Br Green Ro - Blue/P Yellow, Purple P# - P Blue/White/P Red, Black Su - Dk Yellow/Yellow, Blue SAGAT (Trunks, Trunk Stripe) Ja - Blue, Red Sh - Purple, White St - Red, Green Fo - Olive, Orange Fi - Lt Beige, Red Ro - Blue-Grey, Lt Blue P# - Dk Grey, Lt Grey Su - Yellow, Black M. BISON (Outfit, Padding) Ja - Red, Grey Sh - Grey-Blue, Red St - Green, Orange Fo - Dk Tan, Dk Grey Fi - Grey, Red Ro - Purple, Green P# - Dk Grey, Lt Grey Su - Bronze, Bronze CAMMY (Outfit, Beret/Gloves) Ja - Olive, Red Sh - Lt Grey-Blue, Orange-Red St - Platinum, Fuchsia Fo - Blue, Red Fi - Hot Pink, Fuchsia Ro - Grey, Red P# - Purple, Fuchsia Su - Bluish Grey, Fuchsia DEE JAY (Pants, MAXIMUM Stripe) Ja - Orange, Dk Orange Sh - Lt Green, Dk Green St - Blue, Dk Blue Fo - Lt Purple, Dk Purple Fi - Green, Dk Green Ro - Lt Olive, Dk Olive P# - Grey, Black Su - Lt Purple, Dk Purple FEI LONG (Pants) Ja - Dk Grey Sh - Aqua St - Purple Fo - Reddish Brown Fi - Olive Ro - Lt Grey P# - Brown Su - Red T. HAWK (Outfit) Ja - Lt Blue Sh - Lt Magenta St - Off White Fo - Pink Fi - Mint Green Ro - Grey P# - Beige Su - Brown ============================================================================ 07. What is this Zangief Magic throw I've been hearing about? Zangief can, under certain conditions, grab an opponent from outrageous distances with a Double German Suplex, a move that normally requires you to be fairly close. In case you are curious, Matthew A Wallace (mwallace@ucscb.UCSC.EDU) wrote: I talked with one of the game's designers, and the glitch is unintentional. They did find out about it before the game shipped, but it was not put in on purpose. So far as is known, Z's "magic" throw requires using Forward kick when executing the move, and it only works in the following conditions: 1) at the start of a round 2) when Zangief gets up after being knocked down 3) after blocking anything 4) after being hit In general, the bug does not work if the opponent is in the air, although at least one exception has been noted - a T. Hawk player was magic thrown on the rebound from a Condor Dive that hit low. The timing is tricky - you need to execute the move at a precise time that varies with each condition. When blocking a fireball, for instance, I've found it necessary to wait a moment after blocking before attempting the move. The Zangief "Magic Throw" bug has apparently been corrected on the newest versions of SSF2. **************************************************************************** * * * H O M E V E R S I O N S P E C I F I C I N F O R M A T I O N * * * **************************************************************************** 01. When will Super SF2 come out? 02. What are the different types of endings? 03. What are the differences in the versions of the game? 04. What are the codes for the SNES SF2 versions? 05. Where can I find Game Genie codes for the SNES? 06. What is SF2IBM? 07. Is there a legal version of SF2 available for PC's? **************************************************************************** 01. When will Super SF2 come out? There has been no official word, but it seems likely that there will be a version for the SNES and Sega Genesis sometime in the future. ============================================================================ 02. What are the different types of endings? SNES: CLASSIC Level 0-2: Why don't you try the harder difficulty level? Level 3-5: Personalized ending for your character Level 6-7: Credits scroll across the screen as characters battle. Level 7: Beat the game without changing characters, a special showing the original eight warriors. Level 7: Don't use any continues, same as above, but all 12. Level 7: Don't lose a round, same as above. Pushing start will make Chun Li's sound of "Ya Tai." SNES: TURBO Level 0-2: Why don't you try the harder difficulty level? Level 3-7: Well, you get the ending for your character. On level 6 and 7, you get a picture of a promotional poster or something. Plus the same ending as in the HF arcade game. If you disable the special moves using the code for a 1P game only, and beat the game on level 3, you will get to see the appropriate poster. And if a 2nd player joins in, you get you special moves back for that fight. I only played this on the default and the hardest level. The default was incredibly easy, and the endings are like for the arcade HF. The hardest level is quite difficult, and it is easy to see how much the computer cheats on everything (Sagat even throws you!). There is a digital picture at the end no matter how you finish, but I was unable to beat it without having to continue at least once. SEGA GENESIS: SPECIAL CHAMPION EDITION Level 0-4: Why don't you try the harder difficulty level? Level 5-7: The ending for your character. On level 7, at the end you see a picture of Chun Li doing a standing forward kick. This game is very much a translation of SNES: Turbo. The computer play is like the SNES. If you have played the SNES version, you have basically played this version. TURBO DUO: CHAMPION EDITION No information available. ============================================================================ 03. What are the differences in the versions of the game? SNES: CLASSIC Summer 1992 $50-70 game This is very similar to the Classic version. You can play char vs. char with a special code. Bosses are also available with a third party device. Most of the game is like Classic, but there are missing frames of animation, a few missing moves, a lot less blood that the arcade, and the sound is not nearly as well done. The characters are smaller in relation to the screen, and there may *slight* play differences as well. SNES: TURBO Summer 1993 $60-80 game Very similar to the arcade with a few easy to pick up tricks and what not. It is faster than the arcade on the normal setting, but everything comes off as normal. The bonus stages are like the old SNES version. Plus there is other stuff like on the SNES, and a way to get the game to go extremely fast... There is a Normal mode, which plays like CE in some ways, and HF in others. The Normal mode utilizes the Disable Special Moves option that is available through a code. 11 speeds are available through the use of a code as well. SEGA GENESIS: SPECIAL CHAMPION EDITION Fall 1993 $45-70 game All in all, this is the SNES: Turbo version for the Genesis. The coded options listed above are built in to the game without codes. There is a group battle mode which is useless. The sound of the game is redone slightly, and in some cases sounds better, even though the quality is lesser. The voices are hoarse sounding, and the sound FX for hitting the opponent are all nearly the same. This game is a decent translation of the arcade game, and plays closer to the arcade than the SNES by the way it feels. This doesn't have the extra sound FX that SNES does, but there are voices for Balrog's TAP and the continue countdown, unlike the SNES. The "skyscraper" introduction from the arcade versions previous to Super is also included, but made more politically correct. TURBO DUO: CHAMPION EDITION Fall 1993 $65-80 game Not much info from me here. It has been highly regarded as a good trans- lation of the game though, except for the sound. ============================================================================ 04. What are the codes for the SNES SF2 versions? The Code (and will hereafter be referred to as the "Code") in question is shown below, and must be done with a fair amount of speed at the specified times, on the correct controller: Direction Down, Button R, Direction Up, Button L, Button Y, Button B. The Sound (referred to as the "Sound") sounds like this: It is identical to the sound when you pick a character from the selection screen. On SNES Classic, the only applicable time to use it is when the CAPCOM logo appears. Using the 1P controller, put the Code in then, just as the CAPCOM logo fades you should finish, and hear the Sound. This will give you Player vs. Player. Using the ABLRXY buttons will give you the original Classic color, and Start will give you the Champion Edition color for that character. If you are going to fight Player vs. Player, then each player will get the color that the first person didn't pick. The rest of the instances apply to SNES Turbo. They are done at different times, and on different controllers. For 10-star Turbo speed, you can begin to put in the Code from 2P controller as the screen with the distant "Street Fighter 2" appears, and as late as when the word "TURBO" scrolls right to left. You need to finish the Code before the whole title screen appears. If you do this correctly, you will hear the Sound. Like said above in the 10-star Turbo section, this is the way to use the Code to disable Special Moves. There are 2 ways to disable Special Moves. One way is to disable all Special Moves for the Player in a 1P match. Do it at the same time as shown for the 10-star Turbo speed mode. I don't know about the Special Moves for the 2P side if he decides to join in, but I would guess that he is the same boat as you: no Special Moves. The other way is in the vs. battle, i.e. a two player game. On the screen after you have selected your characters, you will see the stage select screen. On the 2P controller, input the Code. I'm not sure if you will hear the sound, but you will know for sure when you hit Start on the 2P controller. This will bring up the Special Moves screen, and will enable you to disable any or all of the Special Moves for the characters. To do this before each battle, after you have correctly inputted the Code, you will only need to hit Start on the 2P controller at the stage select screen. If you disable the moves that are specific only to Turbo mode, you can play a Normal game with the Turbo colors at more speeds. The move disable code is the only difference between the Turbo and Normal modes. Otherwise, they are the same, except for the speed and the colors. These are unlike the more numerous changes that were made between the Champion Edition (Normal) and the Hyper Fighting (Turbo) arcade games. The Sega Genesis SF2:SCE allows these options to be selected without codes. ============================================================================ 05. Where can I find Game Genie codes for the SNES? They are too numerous to list here, but there is one very complete and excellent file at the ftp site. It is called codes.game-genie, it is avaiable at the ftp site. This file is updated as new codes are discover- ed by the writers, so any new versions will be there. If you are looking for Game Action Replay codes, look for the file called codes.action-replay. See question #4 in part 3 of the FAQ for the list of files available at the FTP site. They are in the /pub/local/sf2/other/codes.* file names. ============================================================================ 06. What is SF2IBM? It is an illegal version of the game for the PC. It can be found at various FTP sites. The newest version of the game is 1.96. There are a number of patches available for the original, and they aren't necessary to play the game, but they surely make it more fun. You can find more information at the FTP site, in the FAQ for SF2IBM. ============================================================================ 07. Is there a legal version of SF2 available for PC's? It can be found in software stores and is considerably cheaper than any of the versions for dedicated game systems; however, it is not generally considered a very good translation of the arcade version. Buyer beware. **************************************************************************** **************************************************************************** * * * F T P S I T E & T H E N E T * * * **************************************************************************** 01. Where or how can I get more information about SF2? 02. How can I separate SF2 rumors from truths on the Net? 03. I want to post about SF2 on the Net, is there any etiquette that I should observe? 04. I see all these abbreviations used, what do they mean? 05. What about move lists/FAQs for other video games? **************************************************************************** 01. Where or how can I get more information about SF2? If you need something about SF2, chances are that it can be found at the FTP site, as listed in Part 1: General Information, in the listed directory. If not, poke around a little, and if nothing turns up, mail me at ps1o@andrew.cmu.edu FTP site is: Host: altair.krl.caltech.edu IP Addr: 131.215.79.100 Directory: /pub/sf2 /pub/sf2 -------------------------------- SF2FAQ The Street Figher II FAQ SF2INDEX SF2 FTP Site Index (this file) guides/ Strategy for each World Warrior misc/ Misc stuff, interesting things other/ Moves list, combos, throwing, etc. prose/ Fiction involving the World Warriors xtra/ Other game's FAQs, moves, etc. pictures/ GIF and JPG images of the World Warriors /pub/sf2/guides: -------------------------------- balrog.champ.mmsf Balrog by MMSF balrog.champ.pjs Stroffolino Balrog balrog.champ.strachman CE Balrog guide balrog.hyper.3fist.euming Sheng Shou Fang for Balrog balrog.hyper.combos.euming Ming's Balrog combos balrog.hyper.hints.pjs Trouble going from CE->HF w/ Balrog? balrog.super.review.rpm How is Balrog on Super? balrog.super.trap.rpm Trap characters in the corner blanka.champ.mmsf Blanka by MMSF blanka.champ.vs-cpu.etp Beat the computer with Blanka blanka.class.ff Feather Falcon's Classic guide cammy.super.notes.rpm Cammy, the new Super Street Fighter chunli.champ.mmsf ChunLi by MMSF chunli.champ.rjr Another Chunny guide chunli.champ.vs-ken-ryu.nishina Beat Ken and Ryu with ChunLi chunli.class.ff Feather Falcon's Classic guide chunli.super.notes.inkblot Notes about Chun Li in SSF2 chunli.super.review.rpm Play ChunLi on SSF2 deejay.super.review.rpm Overview of DeeJay for SSF2 dhalsim.champ.bodom The complete Dhalsim guide dhalsim.champ.mmsf Dhalsim by MMSF dhalsim.class.ff Feather Falcon's Classic guide dhalsim.super.review.ww Review of Stretch for Super ehonda.champ.maestas Terminator's CE Honda ehonda.champ.mmsf E.Honda by MMSF ehonda.class.ff Feather Falcon's Classic guide feilong.super.fmlin Guide for the new addition in Super guile.champ.mmsf Guile by MMSF guile.champ.pattern.cywang Play pattern Guile on CE guile.champ.trapped.euming Getting Fireball trapped/escaping guile.class.ff Feather Falcon's Classic guide guile.class.vs-ken.larsen Beat Ken and Ryu on Classic guile.hyper.mmsf HF Guile by MMSF guile.super.vs-ken-ryu.scho Tips and tactics for defeating Ken and Ryu ken.hyper.wkbk.inkblot Learn to play Ken on CE and HF ken.champ.mmsf Ken by MMSF ken.hyper.caine Completist's Ken guide ken.hyper.krazy.euming Play Krazy Ken on Hyper mbison.champ.mmsf M.Bison by MMSF mbison.hyper.vs-cpu.stiltman Beat the CPU with Bison on HF mbison.super.notes.stiltman Notes about Super Bison mbison.super.review.rpm Psycho Bison on SSF2 mbison.super.stiltman A guide for the Super mayhem master ryu.champ.mmsf Ryu by MMSF ryu.class.ff Feather Falcon's Classic guide sagat.hyper.wkbk.inkblot T.Cannon tells you how to learn Sagat sagat.champ.inkblot T.Cannon tells you how to win with Sagat sagat.champ.mmsf Sagat by MMSF sagat.super.review.rpm Changes for the former champ thawk.super.review.rpm The big man for SSF2 vega.champ.ff Feather Falcon's CE guide vega.champ.mmsf Vega by MMSF vega.super.review.rpm Vega? On Super? vega.super.vs-cpu.balee Beat the SSF2 CPU with Vega zangief.champ.mmsf Zangief by MMSF zangief.champ.vs-guile.ff Beat Guile with Zangief zangief.champ.vs-ken.ff Beat Ken with Zangief zangief.class.ff Feather Falcon's Classic guide zangief.hyper.hogue HF Zangers by Jowfus zangief.super.hogue Super Zangief guide /pub/sf2/misc: -------------------------------- dhalsim.teleport Where does the teleport put you? faq.header Header for the old FAQ faq.sinister-stairs Really old version of the FAQ help.ftp-mail Help with FTP-Mail help.how-to-ftp Help with FTPing files laughs.mmsf MMSF comedy; a response laughs.stupid-moves Some moves you never knew existed misc.article.sf.boyz News article about SF2 misc.bg-signs The BG signs on the levels say misc.char.info History for the characters misc.char.quotes Quotes for the Warriors misc.char.super.info Info on the new characters misc.music-cd A music CD for SF2 exists misc.newbie.do-dont What to do and not do when you start misc.pinball.rules The pinball game, how to win misc.sounds.snes The SNES sounds listing misc.tourn-rules Make up your own tournament ryu.belt Ryu's belt close-up sagat.muay-thai Interesting fact about Muay-Thai sf2ibm.faq FAQ for SF2IBM sf2ibm.ftp-sites Where to get SF2IBM sf2ibm.info Info about SF2IBM sf2ibm.sprite-data Sprite data for SF2IBM strategy.4-chars.lee Win with 4 of the characters strategy.general.falcon General overview by Feather Falcon super.sf2 The hottest new SF2 version /pub/sf2/other: -------------------------------- beginners.guide Tips to make yourself good fast bugs.classic Classic bugs bugs.magic-throw Guile's Classic Magic Throw codes.action-replay Codes for the GAP codes.genie.classic Codes for SNES Classic codes.genie.ocf Some more codes for the SNES codes.genie.turbo Turbo codes for the SNES combos-buffer.wkbk.cannon Learn combos and buffering with T. Cannon combos-ticks.ff Feather Falcon's combos and ticking guide combos.euming Some dizziness combos to try combos.nishina More general combos combos.prock Beginner to expert combos combos.strachman Another combo listing combos.super.rpm Some truly Super combos cpu-behavior Behavior patterns for the computer dizziness An idea about how dizzies work landing-zone Is there a zone where you land? moves.champ.sinister CE moves list moves.hyper.axl Axl's large move listing moves.hyper.caine Special moves for HF in text moves.hyper.graph Graphical special moves for HF moves.super.caine Addendum for the HF moves list moves.super.mkruse Super SF2 moves and updates moves.super.nishina More SSF2 moves and updates throws.art-of Art of Throwing throws.counter Counter Throwing throws.speed The old throw speed debate /pub/sf2/prose: -------------------------------- addiction.cox.Z Are you an SF2 addict? advice.cox.Z Guile/Chun Li/Vega/Ryu/Bison offer advice balrog.cox.Z Balrog's beginnings balrog.pjs.Z Another Balrog story blanka.cox.Z Tales of the mutant man chunli.cox.Z Chun's early days dhalsim.cox.Z "Concentration" guile.cox.Z "Before" "Debts Unpaid" "Before III" ken-ryu.cox.Z "A Lesson To Remember" mbison.cox.Z "The Seed Of Evil" ryu.muwab.Z Ryu's first story vega.cox.Z "The Drive For Perfection" /pub/sf2/xtra: -------------------------------- ArtOfFighting.moves.Z Galen Komatsu's Art of Fighting move list ArtOfFighting.tips.Z Galen Komatsu's tips on Art of Fighting FatalFury.moves.Z Galen Komatsu's Fatal Fury move list FatalFury.tips.Z Tips on Fatal Fury FatalFury2.moves.Z Ken Alexander's Fatal Fury 2 move list FightersHistory.moves.Z Galen Komatsu's Fighters History move list KnuckleHeads.moves.Z Galen Komatsu's Knuckleheads move list KnuckleHeads.tips.Z Bethany Cox's Knuckleheads strategy guide MartialChampion.moves.Z Galen Komatsu's Martial Champion move list MortalKombat.faq.Z Lei Wang's Mortal Kombat FAQ MortalKombat.text.Z Jim Leonard's listing of text from SNES MK MortalKombat2.faq.Z Mortal Kombat ][ FAQ NBAJam.faq.Z Randolph S. Vance's "How to WIN at NBA JAM!" RGVA.faq.Z Jonathan Deitch's rec.games.video.arcade FAQ SamuraiShodown.faq.Z Ewan Ng's Samurai Showdown FAQ (move list) SegaCD.tips.Z Bob Rusbasan's SegaCD Easter Egg list SegaGenesis.tips.Z Bob Rusbasan's Sega Genesis Easter Egg list TaoTaido.moves.Z Galen Komatsu's Tao Tadio move list Terminator2.faq.Z Randolph S. Vance's "How to WIN at Terminator2" TimeKillers.moves.Z Time Killers move list ToonKombat.faq.humor.Z Toon Kombat FAQ (Mortal Kombat spoof) WorldHeroes.moves.Z Eric Garcia's World Heroes move list WorldHeroes2.moves.Z Galen Komatsu's World Heroes 2 move list /pub/sf2/pictures/gif and /pub/sf2/pictures/jpg: -------------------------------- blanka.gif Blanka (from the SNES SF2 manual) cammy2.gif Cammy (hand drawn greyscale) cammy3.gif Cammy (scanned from magazine) cehonda.gif E. Honda (chinese drawing) cguile.gif Guile (chinese drawing) chunli.gif Chun Li (from the SNES SF2 manual) chunli01.gif Cuun Li (chinese drawing) cken.gif Ken (chinese drawing) cryu.gif Ryu (chinese drawing) dhalsim.gif Dhalsim (from the SNES SF2 manual) ehonda.gif E. Honda (from the SNES SF2 manual) guile.gif Guile (from the SNES SF2 manual) hzangief.gif Zangief (handdrawn) ken.gif Ken (from the SNES SF2 manual) kensnap.gif Ken (scanned snapshot) ken_chun.gif Ken and Chun Li (handdrawn) ryu.gif Ryu (from the SNES SF2 manual) ryusnap.gif Ryu (scanned snapshot) ryu_ken.gif Ryu and Ken (Cross the Time?) sf2cover.gif Scan of the SNES SF2 cover picture zangief.gif Zangief (from the SNES SF2 manual) ============================================================================ 02. How can I separate SF2 rumors from truths on the Net? sinister.stairs@um.cc.umich.edu writes: The newsgroups tend to get a lot of traffic, and are suspect to lots of garbage postings. Keep your eye out for these key phrases, and any other suspicious sounding statements. Read follow-up postings to confirm your beliefs and clear things up. "A friend of mine", "A friend of a friend", "My brother's friend", etc. "credible", "reliable", etc. to describe the above. "I didn't see it myself, but", "I wasn't there but", "I wasn't really paying attention, but", "Out of the corner of my eye", etc. "secret move", "secret screen", "secret character", etc. "secret" Generally, the less people reporting something *and* the less details given, the greater the chance it's bullsh*t. Likewise, the more people agreeing on something *and* giving specifics, the more credible. But you should always question whatever you read, *especially* when reading newsgroups. and caine@uiuc.edu adds: Watch out for flames. The good portion of debatable material about the game has been depleted. Be aware that you may be flamed for a seemingly harmless comment. Take it in stride, and ignore it. ============================================================================ 03. I want to post about SF2 on the Net, is there any etiquette that I should observe? sinister.stairs@um.cc.umich.edu says: Please post to alt.games.sf2 (the SF2 newsgroup) if your site carries it in order to keep bandwidth down. If you post to rec.games.video.arcade, please put "SF2" or "Street Fighter 2" or something thereof in your subject header. As hard as it may be to believe, there really *are* people who do not want to have anything to do with Street Fighter 2. Please respect that, so they can kill SF2 posts. (And likewise, SF2 fans could mark *only* SF2 posts.) If you've heard a neat, unconfirmed trick, don't pass it off as truth. Let everyone know that this *is* a rumor. Otherwise, you'll find people quick to flame, and you probably deserve each and every flame that comes your way. ;-) caine@uiuc.edu adds: READ THIS! Since there are now 6 versions of the game, it makes sense to include an inkling of which game you speak of. So include HF, CE, Classic, SNES, SNES Turbo, or Genesis in your subject header. Without this (unless what you are talking about is obvious) you may get misleading information. In other words, it is correct, but for the wrong game. And likewise, don't post stuff about other games. We have had long running threads that are cross-posts. So, if you cross-post, or if you are follow- ing-up to a post, check if it is cross-posted. If your material doesn't relate, delete the appropriate newsgroups. If you are interested in the home video games systems or arcade games in general, you may not be aware that there are newsgroups for them. They are in the "rec.games.video.*" heirarchy. ============================================================================ 04. I see all these abbreviations used, what do they mean? Here are the most common abbreviations used when talking about a certain character's moves and whatnot. When the abbreviations are used, the character in question is usual mentioned. DP=Dragon Punch HK=Hurricane Kick FB=Fireball TU=Tiger Uppercut TK=Tiger Knee WK=Whirlwind Kick LL=Lightning Leg HHS=Hundred Hand Slap TAP=Turn Around Punch RC=Rolling Claw SB=Sonic Boom RK/FK=Razor Kick/Flash Kick SPD=Spinning Pile Driver SL=Spinning Lariat SSL=Super Spinning Lariat SF2=Street Fighter 2 CE=Champion Edition HF=Hyper Fighting TOD=Touch of Death SNES=Super Nintendo SG=Sega Genesis SF2T=SNES Turbo version SSF2=Super SF2 DRS=Double Rolling Sobot RP=Rushing Punch FL=Flaming Leg TB=Tomahawk Buster MT=Mexican Typhoon BH=Buffalo Headbutt MGU=Machine Gun Upper Here are some common abbreviations used when making comments about some- thing. They are used for short phrases, etc. BTW by the way FYI for your information IMO in my opinion agsf2 alt.games.sf2 rgva rec.games.video.arcade IMHO in my honest/humble opinion FTP file transfer protocol ROTFL rolling on the floor, laughing I'm sure that there are others, and I don't know all of them, but if you see one you don't know, try to match it with the context of the rest of text, and guess at it's meaning. ============================================================================ 05. What about move lists/FAQs for other video games? See the question #1 in Part 3. Keep in mind, though, that none of the material shown in that section of the file index is by me. All the files about other games are written and compiled by other people. **************************************************************************** --------------------------------------------------------------------------- special thanks to Caine Schneider & Mike McCool Without Caine, originator and organizer of most of the above, this glorious document would not exist... Phil Stroffolino ps1o@andrew.cmu.edu ----------------------------------------------------------------------------