SF2IBM HF Moves List SFLIU201.ZIP Written by Brian Chan (chanav@sfu.ca) * Changes made in Balrog, Dhalsim, & Andy since V2.00 Well, here is the move list for SF2 HF, in case you didn't know (yeah, right). If you're smart enough to unzip the game, you're smart enough to understand the notation. Enjoy! Facing Right : [UB] [U] [UF] [1] [2] [3] 0 0 0 Jab Strong Fierce \ | / 0 0 0 [B] 0-- --0 [F] / | \ 0 0 0 0 0 0 Short Forward RoundHouse [4] [5] [6] [DB] [D] [DF] RYU/KEN Fireball [D] [F] + [1|2|3] Dragon Punch [F] [D] [F] + [1|2|3] Cyclone Kick [D] [B] + [4|5|6] Throw Opponent Close [B|F] + [2|3|5|6] E.HONDA Hundred Hand Slap [1111|22222|333333] Sumo Head Butt [B] [F] + [1|2|3] Sumo Butt Crush [D] [U] + [4|5|6] Throw/Grab Opponent Close [B|F] + [2|3|6] Double Knee Close [B|F] + [5] CHUN LI Kikkoken [B] [D] [F] + [1|2|3] Lightning Kick [4444|55555|666666] Spinning Bird Kick [D] [U] + [4|5|6] Throw Opponent Close [B|F] + [2|3] Air Slam Close in Air [none|B|F|UB|UF] + [3] Flip Kick Close [B|F] + [5] Flipping Neck Breaker Close [B|F] + [6] BLANKA Electricity [1111|22222|333333] Horizontal Roll [B] [F] + [1|2|3] Vertical Roll [D] [U] + [4|5|6] Bite Close [B|F] + [3] Double Head Butt Close [B|F] + [2] ZANGIEF Lariat [1] + [3] Super Lariat [4] + [6] Spinning PileDriver Close [U] + [3] Throw/Grab Opponent Close [B|F|DB|DF] + [2|3|5|6] GUILE Sonic Boom [B] [F] + [1|2|3] Blade Kick [D] [U] + [4|5|6] Knee Hop [B|F] + [5] Throw Opponent Close [B|F] + [2|3] Upside-down Kick Close [B|F] + [6] Air Slam Close in Air [none|B|F|UB|UF] + [3] Back Breaker Close in Air [none|B|F] + [3] DHALSIM Yoga Fire [D] [F] + [1|2|3] Yoga Flame [B] [D] [F] + [1|2|3] Yoga Spear [D] [B] + [3] Yoga Mummy [D] [B] + [6] Teleport [F] [D] [F] + [3|6] or [B] [D] [B] + [3|6] Throw/Grab Opponent Close [B|F] + [2|3] BALROG Charging Straight [B] [F] + [1|2|3] Charging Upper [B] [F] + [4|5|6] Level 1 TAP [1] + [3] Level 2 TAP [1] + [2] + [3] Level 3 TAP [Charge Down] [B] [F] + [3] Grab Opponent (Head Butt) Close [B|F] + [2|3] SAGAT High Fireball [D] [F] + [1|2|3] Low Fireball [D] [F] + [4|5|6] Tiger Uppercut [F] [D] [F] + [1|2|3] Tiger Knee [B] [F] + [4|5|6] Throw Opponent Close [B|F] + [2|3] M.BISON Psycho Crusher [B] [F] + [1|2|3] Scissor Kick [B] [F] + [4|5|6] Head Stomp [D] [U] + [4|5|6] Throw Opponent Close [B|F] + [2|3] ANDY BOGARD (Vega's face) Hishoken [D] [B] + [1|3] Shoryudan [D] [F] + [1|3] Zaneiken [B] [F] + [1|3] Reppadan [B] [F] + [4|6] Dash Backwards [B] [B] [B] Crawl Forwards [DF] Super Reppadan [Charge Down] [D] [F] + [6] Throw Opponent Close [B|F] + [3] SFLIU Combos One of the nifty features of the SFLIU patch is the ability to perform combos. A combo in SF2IBM is done much like a combo in the arcade. One simply triggers a special move before a normal move has finished attacking. For example, for Ken's Fierce/Fierce/DP combo, trigger a DP sequence after Ken's fist has connected for the second fierce, while the fist is still retracting. This "buffering" causes the animation sequence of the fierce punch to "interrupt" into a DP sequence. The timing of the keystrokes would be something like: "Tap...TapTap". Practice the timing for combos - you might learn how to perform a combo in the arcade by playing SFLIU! :) Examples of some combos would be: Ken/Ryu: Fierce/Fierce/DP, Roundhouse/Forward/Fireball Guile: Fierce/Fierce/Blade Kick, Forward/Strong/Sonic Boom Chun Li: Fierce/Fierce/Lightning Kick Dhalsim: Short Slide/Yoga Fire Balrog: Fierce/Jab/Short/Charging Straight Sagat: Fierce/Short/Tiger Uppercut, Roundhouse/Jab/Tiger Knee M.Bison: Roundhouse/Jab/Torpedo