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- 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
-