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Classic Fond 1
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1993-01-26
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4KB
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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!