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- TRO/HED NFO FILE [Part Two] Written By Lithium
- Well, here it is... This version of Street Fighter II is superior
- to all of the others for a few good reasons: First of all, the air-slams
- for Chun-li and Guile now are working. Secondly, nearly all of the moves
- from the Capcom Accelerated have been added in. (Turbo hyper-fighting)
- Third, new and better sfx have been included and the characters now actually
- say the winning messages. Besides these, other improvements such as
- the new moves from Championship Edition and hundreds of other small changes
- have been put into this release.
-
- Anywayz, the controls on this game are slightly different from those
- in the arcade. For this reason, I have included doc's (which you are now
- in the middle of reading) on all of the character's super-moves. The few
- major diff's from the arcade are that:
- 1) You do not have to charge for ANY of the moves.
- 2) Dhalsim can do all of his super moves in the air. However, it is not
- recommended that you do them there because if you are hit it can screw
- up your game. Dhalsim's Corkscrew moves are different too. They can
- only be executed under the circumstances that an air-throw can. (You
- must both be in the air and very close to one another)
- 3) E Honda can also do his butt-splash in the air, but it is not recommended
- for the same reasons as Dhalsim....
- 4) Chun-li can not throw fireballs for technical reasons... like I didn't
- feel like taking the time to add a new graphic to her .re file
- 5) Dhalsim can not teleport because it would just make him too AWESOME
-
- Oh, btw, Ryu can now hurricane kick over fireballs with the correct
- timing (just like the arcade), Ken has his humongous arc super-uppercut,
- and Zangief's spin-punch can go through fireballs with correct timing.
- Anyway, 'nuff bullshit- here are the moves:
-
- RYU/KEN
-
- Super-Uppercut: Forward,Down,Forward,Punch (Each punch does a diff. size)
- Fireball: Down,Forward,Punch (Each punch does a diff. speed)
- Hurricane Kick: Down,Back,Kick (Each kick does a diff. speed/length)
-
- E. HONDA
-
- Flying Head-Butt: Back,Forward,Punch (Each punch does diff speed/length)
- Hundred-Hands: Punch,Punch,Punch
- (Jab goes backwards,Strong stays in position and
- Fierce goes forwards)
- Butt-Smash: Down,Up,Roundhouse
- Squeeze: Fierce in close proximity
- Throw: Forward button in close proximity
-
- BLANKA
-
- Electricity: Punch,Punch,Punch (varying length of time)
- Ball: Back,Forward,Punch (varying speed/length)
- Upwards Ball: Down,Up,Roundhouse
- Bite: Fierce in close proximity
-
- GUILE
-
- Sonic Boom: Back,Forward,Punch (varying speed)
- Sonic Kick: Down,Up,Kick (varying height)
- Bunny-Knee: Forward,Forward Kick button
- Aerial Throw: Fierce in the air
-
- CHUN-LI
-
- Lightning Kick: Kick,Kick,Kick (varying length of time)
- Flip-Over-the-Head: Roundhouse when close to opponent
- Aerial Throw: Fierce in the air
- Helicopter Kick: Down,Up,Kick (varying speeds/lengths)
-
- ZANGIEF
-
- Lotsa throws/squeezes: Just push diff. buttons when in close proximity
- Spin-Punch: Punch,Punch,Punch
- (Jab goes backwards, Strong stays in place, Fierce goes forwards)
-
- DHALSIM
-
- Nugie: Forward in close proximity
- Flame: Back,Forward,Punch (Varying lengths of time)
- Fire: Down,Forward,Punch (varying speeds)
- Torpedoes: Roundhouse/Fierce (You must do it in the air while both you
- and opponent are close to one another)
- Slide: Down,Kick
-
- I think that those are all of the moves... of course I have not bothered to
- list all of the throws. Well, that's about it. Hopefully you'll find this
- game fun- I think it's probably the best SF to date. Well, Peace!
-
-