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Software Vault - The Gold Collection (American Databankers) (1993).ISO
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SF2.DOC
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1993-04-23
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Street Fighter 2 (Version 1.90) Documentation File
--------------------------------------------------
This game requires a 286 or better CPU, 520K to 580K of free base memory
(and possibly even more depending on the fighters chosen, one or two
players, and if the sound is on), and a VGA adapter with at least 256K RAM.
The configurations SF2WARM.BAT and SUPERW.BAT make it easier to
control your fighter by reducing the number of keys required to
execute a special move (Dragon Punch, Fireball, etc...).
The configurations SF2A.BAT and SUPERA.BAT try to remain true to the
arcade versions of the keys to control the fighters.
All 4 of the configurations are an attempt to enable as many of the
special fighter moves of the "super" version of the original uploaded
SF2 V1.90, add some brand new moves, and fix some bugs.
SF2WARM.BAT starts the slower "easy" version.
SUPERW.BAT starts the faster "easy" version.
SF2A.BAT starts the slower "arcade" version.
SUPERA.BAT starts the faster "arcade" version.
ESC key = Exits Game.
On the selection and configuration screens, a "kick" or "punch" key
works like the ENTER key normally does. Run SF2SETUP.EXE to see which
keys are kicks and punches.
While playing the match, F9 pauses/unpauses the game, F1 starts/exits
a "debugging" mode where information is superimposed on the screen,
and F10 returns to the Street Fighter 2 Logo Screen.
If you play a match against the computer and lose it, then
let the clock run down to zero without hitting a key, the computer
will choose another fighter and start playing matches against itself.
If the screen flickers during the match, run SF2SETUP.EXE and
turn the "Setting Video Blinking" option to the opposite setting.
Changing the "Computer Clock Speed (LandMark Mhz)" in SF2SETUP.EXE
under the "Checking Video Speed (Manual)" option will slow down/speed up
the game movement. A value of 1 makes the game run as fast as is possible.
3750 is the highest possible value that can be input. Since a value of
1000 on a 486DX2/66 made the action a bit too slow, values should probably
be kept well below.
WARNING!! Sometimes the program goes back to DOS at the beginning of a match.
This is probably an "out of memory" problem (or bug).
BUGS!! Sometimes matches have just frozen in mid-action, locking up
the computer.
ALSO: The score will go negative at about 327,600 for both players and
start counting backwards.
Selection Screen
----------------
This is the screen with all the fighters pictured and three options
at the bottom.
Move between the option with the left and right arrow keys.
The left option is "One Player" (you against the computer).
The middle option is "Two Players" (you against another human).
Note: You can also use this mode to practice fighter moves on a
non-fighting opponent.
The right option is "Options" (see below).
Options Screen
--------------
Up and down arrows move between options.
The section with the horizontal bars is the player power section.
The top bars are offensive power for left and right players.
The bottom bars are for defensive power.
Use the left and right arrow keys to increase/decrease power.
The more yellow on the bars means that player will be stronger.
When "One Player" is chosen on the selection screen, the left player is
the computer and the right player is the human.
The section just under the power bars is the number of total matches to
be played. Right arrow increases, left arrow decreases. For example, if
the number is 3, then the first player to win 2 matches is the winner.
The section under the number of matches is the number of seconds that
each match lasts.
The section under the number of match seconds is:
Left = Save and exit Right = Don't save and exit.
Select Fighter Screen
---------------------
Cursor keys change fighter pictures.
Hit "kick" or "punch" key to choose your fighter.
SF2 Moves
---------
Many multiple-key combinations have an effect, such as:
Forward or Backward, then Up = Jump/Flip in that direction.
Forward = f Jab Punch (Punch 1) = p1 |
Down = d Strong Punch (Punch 2) = p2 |
Backward = b Fierce Punch (Punch 3) = p3 | Move
Up = u Short Kick (Kick 1) = k1 |---Component
Forward Kick (Kick 2) = k2 | Descriptions
And = + Roundhouse Kick (Kick 3) = k3 |
Or = / |
Then = , |
REMEMBER! Forward (f) and Backward (b) are RELATIVE to your position
regarding your opponent. So, if you are to the right of your opponent,
if the left arrow key means move left, if the right arrow key means
move right, and the Insert Key means Jab Punch (p1), then Ryu's
Dragon Punch would be Left Arrow Key PLUS Insert Key. If you are to the
LEFT of your opponent, then it would be RIGHT Arrow Key PLUS Insert Key.
SF2WARM & SUPERW SF2A & SUPERA
-------------------- --------------------
Ryu Slow Fireball p1 [Tap twice] d, f + p1
Medium Fireball p2 [Tap 3 times] d, f + p2
Fast Fireball p3 [Tap 4 times] d, f + p3
Dragon Punch f + p1/p2/p3 f, d, f + p1/p2/p3
Hurricane Kick f + k1/k2/k3 d, b + k1/k2/k3
E. Honda Hundred Hands Slap p1 [Tap twice] p1 [Tap 3 times]
Strong Hundred Hands Slap p2 [Tap 3 times] p2 [Tap 4 times]
Fierce Hundred Hands Slap p3 [Tap 4 times] p3 [Tap 5 times]
Sumo Torpedo f + k1/k2/k3 b, f + k1/k2/k3
Dive Attack f + p1 b, f + p1
Jump Hundred Hands Slap f + p2 b, f + p2
Blanka Electric Hedgehog p1 [Tap twice] p1 [Tap 3 times]
Electric Tongue p2 [Tap 3 times] p2 [Tap 4 times]
Electric Star p3 [Tap 4 times] p3 [Tap 5 times]
Short Cannonball k1 [Tap twice] b, f + p1
Medium Cannonball k2 [Tap 3 times] b, f + p2
Long Cannonball k3 [Tap 4 times] b, f + p3
Dragon Punch f + p1/p2/p3 f, d + p1/p2/p3
Swipe Attack f + k1 b, f + k1
Backward Slide f + k2 b, f + k2
Dive Attack f + k3 b, f + k3
Guile Straight Sonic Spinner p1 [Tap twice] b, f + p1
Rising Sonic Spinner p2 [Tap 3 times] b, f + p2
Returning Sonic Spinner p3 [Tap 4 times] b, f + p3
Flash Kick k1 [Tap twice] d, u + k1
Strong Flash Kick k2 [Tap 3 times] d, u + k2
Fierce Flash Kick k3 [Tap 4 times] d, u + k3
Double Kick f + p1 f + p1
Charging Sonic Boom f + p2/p3 b, f + k2/k3
Roundhouse f + k1/k2 f + k1
b, f + k1
Speed Kick f + k3 k1 [Tap 4 times]
Ken Low Fireball p1 [Tap twice] d, f + p1
High Fireball p2 [Tap 3 times] d, f + p2
Straight Fireball p3 [Tap 4 times] d, f + p3
Speed Kick k1 [Tap 3 times] k1 [Tap 3 times]
Dragon Punch f + p1/p2/p3 f, d, f + p1/p2/p3
Hurricane Kick f + k1/k2/k3 d, b + k1/k2/k3
Chun Li Slow Throwing Star p1 [Tap twice] b, f + p1
Rising Throwing Star p2 [Tap 3 times] b, f + p2
Fast Throwing Star p3 [Tap 4 times] b, f + p3
Lightning Leg Kick k1 [Tap twice] k1 [Tap 3 times]
Strong Lightning Leg Kick k2 [Tap 3 times] k2 [Tap 4 times]
Fierce Lightning Leg Kick k3 [Tap 4 times] d, f + k3
Spinning Bird Kick f + p1/p2/p3 d, u + k1/k2/k3
Flying Kick f + k1/k2/k3 b, f + k3
d, f + k1
b, f + k1
Flying Head Stomp b + k2 b, f + k2
Zangief Spin Punch p1 [Tap twice] b, f + p2
Spinning Lariat p2 [Tap 3 times] All 3 punch keys
in any order
Super Spinning Lariat p3 [Tap 4 times] b, f + p3
Jump Kick f + k2 b, f + k2
Flying Punch f + p1 b, f + p1
Flying Foot Spear f + k3 b, f + k3
Dhalsim Slow Yoga Fireball p1 [Tap twice] b, f + p1
Medium Yoga Fireball p2 [Tap 3 times] b, f + p2
Fast Yoga Fireball p3 [Tap 4 times] b, f + p3
Yoga Flame f + p1/p2/p3 b, f + k1/k2/k3
Drill Attack f + k1/k2/k3 d, u + k1/k2/k3
Teleport In Place d, b, f d, b, f
Teleport Forward f, d, f f, d, f
Teleport Backward b, d, b b, d, b
Normally, if one fighter is not being attacked by the other fighter,
the backward key moves the fighter backward and the down and backward
keys together simply put the fighter into a crouch. However, if the
fighter is being attacked, the backward key executes the Block High move
and the down and backward keys together execute the Block Low move.
All fighters have built-in special moves for [d/u + p1/p2/p3]
or [d/u + k1/k2/k3] (Foot Sweeps, Air Kicks, etc...)
and possibly [f/b, u + p1/p2/p3] or [f/b, u + k1/k2/k3]
Or throws (ground or air) for [f/b + p1/p2/p3] or [f/b + k1/k2/k3]
or [d, f/b + p1/p2/p3] or [d, f/b + k1/k2/k3]
Note: If keys not already assigned to a special move.
Of special note are:
E. Honda Flying Butt Flop f/b, u + k1
Sumo Swan Dive f/b, u + k2
Sumo Shake (close in) f/b + p3
Zangief Flying Knee Slam f/b, u + k1
Bear Hug (close in) d, f/b + k1/k3
Bite (close in) d, f/b + k2
Spinning Piledriver (close in) f/b, u + p3
Blanka Flying Foot Spear f/b, u + k3
Bite (close in) f/b + p3
Dhalsim Noogie (close in) f/b + p2
---------------------------------------------------------------------
Feel free to send me your comments.
Hope you have fun with it!
Happy Mayhem!
Stan Warman, Microcomputer Specialist
Sangamon State University
Internet: warman@eagle.sangamon.edu