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- /___/ /_/ /_/\_\__/___/ /_/ /_/ /_/___/_//_/ /_/ /___/_/\_\ /_//_/
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- / _ /__ / ___/ _// / / _// / / / _ / / / / / /\ / / /
- /_//_//___/_/ /___/_/\_\ /_/ /_/___/_//_/ /_/ /_/_/ /_/___/
- ___ _ _ ___ _ _ ___ _ ___ _ _ ___ __ _ ___ _ ___ _ _
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- | (_| / ' / / | / _/ |__ | | | | __|__ |
- \__|_\_,_(__(__|_\__\ |___|_|___|___|___|
-
- FREQUENTLY ANSWERED (ASKED) QUESTIONS
- Last Revised 08-25-93
- Version 04.60
-
-
- ****************************************************************************
-
-
- Kept, compiled, and maintained by:
- caine@mrcnext.cso.uiuc.edu (Caine Schneider)
- and
- mlm@mrcnext.cso.uiuc.edu (Mike McCool)
- If you have any additions, corrections,
- suggestions, comments, or the like,
- please e-mail one of the above.
-
- Special thanks to the following:
- gkomatsu@uhunix.uhcc.hawaii.edu (the above header)
- inkblot@leland.stanford.edu (buffering/combos/ticks)
-
-
- ****************************************************************************
-
- This is, if you haven't already guessed, the Frequently Asked Questions
- about the game Street Fighter 2. With any luck, the FAQ should always be
- posted bi-weekly. Of course, that is subject to change, but if so, there
- will be a post saying when it will be posted.
-
- Ahh, yes! The FAQ. What a fantastic place to put all the most commonly
- asked and answered questions from the newsgroups rec.games.video.arcade,
- alt.games.sf2. A lot of this stuff comes right from the people who post to
- those newsgroups, and that makes this thing really the work of everyone who
- posts *useful* or *insightful* information that may lead to better playing
- in the game itself. But along with all this comes the other stuff, other-
- wise known as crap, but we can ignore it since we all knows what it looks
- and smells like :). Anyhow, a few things to point out: This is NOT, I
- repeat, not a strategy guide or moves list. I would add one to it, but why
- waste the bandwidth? No long info guides either. Those things are huge,
- and this thing would be 6 times bigger than it is already.
-
- Please note that I tried (for lack of a better answer) to answer the ques-
- tions on my own, relying on what I know and have read elsewhere. If you
- have a better answer to any question, or think an outdated question needs to
- be updated (like Classic matchups, HINT!), go ahead and mail it to me, and I
- will see what I can do. If you happen to be the writer of a file, and need
- to change or update it, tell one of the guys who keeps this thing.
-
- Last thing: I tried to be as accurate as I could. I'm human you know, so
- I do make mistakes once in a while, so if you see something, tell me! So do
- not come crying back to me when you post something and you say, "But it says
- in the FAQ...". Yeah, I know what an attitude, but there is a lot of stuff
- here. Not everything can be exactly right, I try to close as possible, so
- don't take everything literally, use your good judgment, which I know you
- all have. On errors, sometimes it's not my fault, but I should have caught
- the error. Either way, the idea is to be as error-free as possible, and I
- hope that is how things are. Enjoy!
-
-
- ****************************************************************************
- ** Table Of Contents **
- ****************************************************************************
-
- ** General Questions **
- 01. Which character is the best? How do characters compare against one
- another?
- 02. I've heard that there is a way to find out many times a character has
- been played on a particular machine. How is this done?
- 03. What is the correct method for doing Sagat's Tiger Knee?
- 04. How can I do Dhalsim's teleportation move?
- 05. Can Ken do a Hurricane Kick over Fireballs (from the ground in HF)?
- 06. What do the characters names mean? Also, what are they saying, and
- what does it mean?
- 07. How did Sagat get that HUGE scar on his chest?
- 08. What's the deal with the final four character's names?
- 09. How is "Ryu" pronounced?
- 10. When I get dizzy, sometimes there are birds above my character's head,
- and other times, there are stars. Does this affect the dizziness?
- 11. I've seen a game where you could do every special move in the air.
- What kind of machine is this?
- 12. When will SF3 be released?
- 13. In a magazine, I saw that you could fight Sheng Long by getting to
- M. Bison without getting hit by any other characters. Is this true?
- 14. Where or how can I get information about <xxx>?
- 15. How can I separate SF2 rumors from truths on the net?
- 16. I want to post about Streetfighter II to the net, is there any
- etiquette that I should observe?
- 17. I see all these abbreviations used, what do they mean?
- 18. What about move lists/FAQs for other video games?
-
- ** Technical Play and Strategy Questions **
- 01. I see the word combo (combination) used all the time. What is it?
- 02. What is meant by buffering a move?
- 03. Many people talk about "ticking". What are they talking about?
- 04. What is considered "cheap"?
- 05. What is the "Touch of Death (TOD)" combo?
-
- ** Information about the Versions **
- 01. What are the different endings for the different versions?
- 02. What's the scoop on the versions of the game?
-
- ** Info on the home and PC versions **
- 01. I've heard talk about a PC SF2. What is it and where can I get it?
- 02. What is the character vs. same character code for the SNES?
- 03. Can I play Balrog, Vega, Sagat, and M. Bison in SNES?
- 04. What are the Game Genie codes for SF2: SNES? What do they do?
-
- ** FTP Index **
- /pub/local/sf2
- /pub/local/sf2/guides
- /pub/local/sf2/jpg
- /pub/local/sf2/misc
- /pub/local/sf2/misc/prose
- /pub/local/sf2/other
-
-
- ****************************************************************************
- ** General Questions **
- ****************************************************************************
-
- 01. Which character is the best? How do characters compare against one
- another?
-
- These are my ratings for matchups in SF2-CE based on my experience. A
- score given to a character is the number of times he can win out of ten
- when fighting master vs. master.
-
- Character Chance of defeating: Total % chance
- used Ryu Ken ChL E.H Zan Bla Dha Gui Bal Vega Sag Bis Score winning
- ----------------------------------------------------------------------------
- Ryu 5 6 7 8 5 5 4 7 9 4 3 4 67 55.8
- Ken 4 5 7 8 5 4 3 4 8 3 3 4 58 48.3
- Chun Li 3 3 5 4 4 3 6 2 6 5 6 4 51 42.5
- E. Honda 2 2 6 5 7 6 3 2 8 6 2 4 53 44.2
- Zangief 5 5 6 3 5 5 4 3 7 5 3 6 57 47.5
- Blanka 5 6 7 4 5 5 7 6 2 5 7 3 62 51.7
- Dhalsim 6 7 4 7 6 3 5 5 9 1 4 4 61 50.8
- Guile 3 6 8 8 7 4 5 5 10 6 3 6 71 59.2
- Balrog 1 2 4 2 3 8 1 0 5 3 2 2 33 27.5
- Vega 6 7 5 4 5 5 9 4 7 5 6 5 68 56.7
- Sagat 7 7 4 8 7 3 6 7 8 4 5 4 70 58.3
- M. Bison 6 6 6 6 4 7 6 4 8 5 6 5 69 57.5
-
- Rank Character Score %age Crushes Crushed by
- -----------------------------------------------------------------
- 1) Guile 71 59.2 Balrog (10) Sagat/Ryu (3)
- 2) Sagat 70 58.3 E. Honda (8) Blanka (3)
- 3) M. Bison 69 57.5 Balrog (8) Guile/Zangief (4)
- 4) Vega 68 56.7 Dhalsim (9) Guile/E. Honda (4)
- 5) Ryu 67 55.8 Balrog (9) Sagat (3)
- 6) Blanka 62 51.7 CL/Dh/Sag (7) Balrog (2)
- 7) Dhalsim 61 50.8 Balrog (9) Vega (1)
- 8) Ken 58 48.3 Bal/E.H. (8) Dha/Veg/Sag (3)
- 9) Zangief 57 47.5 Balrog (7) Hon/Gui/Sag (3)
- 10) E. Honda 53 44.2 Balrog (8) Ryu/Ken/Gui/Sag(2)
- 11) Chun Li 51 42.5 Dha/Bal/Sag(6) Guile (2)
- 12) Balrog 33 27.5 Blanka (8) EVERYONE!
-
- Guile is the most powerful character when matched against all of the
- characters. However, often only a few characters are selected to be
- played in a match. These are the characters which have few enemies.
-
- Blanka is powerful because his natural enemy (Balrog) is seldom played.
- Ken, Ryu, and Guile used to be more dominant at UIUC before Sagat players
- got better. <euming@mrcnext.cso.uiuc.edu>
-
- Of course this is a biased file. But, this guy has more experience than
- most of the people on the net. I thought it was realistic when I saw it at
- first (I play at UIUC). However, I am working on a HF matchuips file that
- is in the process of being compiled. It should reflect the matchups of
- characters here this school, but should be fairly accurate as an overall
- guide for the characters. <caine>
-
-
- ============================================================================
-
- 02. I've heard that there is a way to find out many times a character has
- been played on a particular machine. How is this done?
-
- On many of the SF2 machines (version doesn't matter), you can put in the
- following sequence of moves with the 2-player joystick, while a DEMO fight
- is going on: Up, Up, Down, Down, Left, Right, Left, Right, Strong, and then
- Jab. This displays a couple rows of numbers at the top of the screen. The
- lowest row is how many times each player has been played since the machine
- was last reset or turned on. The numbers follow the character selection
- screen in this manner: Ryu, Honda, Blanka, Guile, Ken, Chun, Zang, Dhal,
- Balrog, Vega, Sagat, and Bison. So the 5th number is how many credits have
- used Ken as their character to fight with. I don't know what the other
- numbers mean. On Classic, the last four numbers don't appear. I have tried
- this on the HF machine here, and it didn't work, but it did work when it was
- still a CE, so they must have removed it, but here is what the numbers mean
- in case you happen to spot them: <caine>
-
- 0001 0002 0003 0004
- 0005 0006 0007 0008 0009 0010 0011 0012 0013 0014 0015 0016
-
- 0001 - No idea, probably some sort of "experience points" for 1P side.
- 0002 - The no. of tokens/quarters put in in the left-hand slot.
- => It's not the first player. I tried inserting into the right-hand
- slot and pressing 1P button. The number showed up in 004.
- 0003 - Same as 0001, but for 2nd player.
- 0004 - Same as 0002, but for right-hand slot.
- 0005 - No. of times Ryu has been used.
- 0006 - No. of times Honda has been used.
- 0007 - No. of times Blanka has been used
- 0008 - No. of times Guile has been used.
- 0009 - No. of times Ken has been used.
- 0010 - No. of times Chun Li has been used.
- 0011 - No. of times Zangief has been used.
- 0012 - No. of times Dhalsim has been used.
- 0013 - No. of times M.Bison (US version) has been used.
- 0014 - No. of times Sagat has been used.
- 0015 - No. of times Balrog (US version) has been used.
- 0016 - No. of times Vega (US version) has been used.
-
- I am not sure about 0001 and 0003, so if anybody has any idea what they are,
- please email me. <wiwiriya@mailbox.syr.edu>
-
- It turns out that this an operator adjustable feature, and that will explain
- any machines on which this does not work. <caine>
-
-
- ============================================================================
-
- 03. What is the correct method for doing Sagat's Tiger Knee?
-
- There are two methods that work. See the moves list for the correct
- motion. Which one you use should be determined by how effectively you can
- do it. I guess neither can be called correct, but I've seen it argued that
- the shortest joystick motion should be the _correct_ one. You decide:
-
- | \ --O O and kick *OR* / or | then O and kick <caine>
- O O / O O /
-
- The SNES SF2:Turbo manual shows the following method, I guess it works for
- the SNES, but I don't know about the arcade:
-
- | \ O and then kick
- O O /
-
-
- ============================================================================
-
- 04. How can I do Dhalsim's teleportation move?
-
- This question has been asked so frequently, that I thought that I should
- include it in the FAQ. The symbol "|" means or. This is out of my HF
- moves guide called moves.hf.graph. <caine>
-
- Teleportation --O | \ and all Kick|Punch
- O O Other side of opponent
-
- O-- | / and all Kick|Punch
- O O Same spot or thereabouts
-
- The SNES SF2:Turbo manual indicates that punches and kicks put you in
- locations closer to or further from the opponent, but I don't remeber which
- is which.
-
-
- ============================================================================
-
- 05. Can Ken do a Hurricane Kick over Fireballs (from the ground in HF)?
-
- I had tried and tried this many times months ago. It NEVER worked. And
- it will never work. He's not invincible at the beginning of his HK like
- Ryu. He can only HK over Sonic Booms and Yoga Fireballs. If you have a
- problem with this, mail me, and I'll prove it. Of course, this in CE or
- HF. In Classic, Ken and Ryu cannot HK over Yoga Fireballs and Flames. And
- since I got some stupid comments about how you can do air HK with Ken, I
- added the ground thing into the question. <caine>
-
-
- ============================================================================
-
- 06. What do the characters names mean? Also, what are they saying, and
- what does it mean?
-
- First, the names:
- RYU means vigorous or abundant (as in successful). It's
- different from the ryu in shou ryu ken, which means dragon.
-
- KEN means fist or punch. A lot of people say that Ken means
- sword but that's written differently.
-
- CHUN means spring and LI means beautiful.
-
- HONDA is just a common Japanese name. The E stands for Edmond.
-
- The sayings:
- RYU/KEN
- Dragon punch -- shou ryu ken
- shou: rising
- ryu: dragon
- ken: fist/punch
- Hurricane kick -- tatsu maki sen puu kyaku
- tatsu maki: tornado
- sen puu: whirlwind
- kyaku: leg(s)
- * Some people think that this means dragon kick but this is a
- * mis-translation of the word tatsu maki. (Tatsu itself means dragon.)
- Fireball -- ha dou ken
- ha: wave
- dou: motion
- ken: fist/punch
- * This is not wave energy punch as EGM claims.
-
- E. HONDA
- Torpedo -- dos koi
- * This is a sumo saying that has no real meaning. It's
- * like the huh! when the characters throw.
-
- CHUN LI
- Wind kick/throw -- yap
- * This doesn't mean anything.
- Spinning bird kick -- supiningu baado kikku
- supiningu: spinning
- baado: bird
- kikku: kick
- * This is just spinning bird kick said with a Japanese accent. I
- * have no idea how EGM decided that she is saying ha dou che.
- * When she wins -- yatta!
- * This is similar to alright! Literally, it's "[I] did it!"
-
- The other characters speak English so it should be pretty obvious
- what they are saying. <kt12+@andrew.cmu.edu>
-
- The following is from Bethany Cox (coxb@carleton.edu):
- BTW one *teeny-tiny* thing you might want to add to the SF II FAQ under #06,
- "What do the characters' names mean?" You mention that the name "Honda" is
- a common Japanese name [which is true enough]. It is in fact written with
- the Chinese characters that the Japanese use to mean "origin" and "field"
- [pronounced "hon" and "da", resepctively, in this reading]. I'm taking this
- from the book "Kanji & Kana", which upon one page literally shows the the
- name "Honda" written with these two characters.
-
- So "Honda" literally translates to "orgin in the field" or thereabouts.
- It is very common for Japanese names to have translations like this:
- "Yamashita" roughly translates to "base of the mountain"; "Tanaka" to
- "middle of the field", etc. Of course, the translations may well have no
- more bearing on the individual [there are plenty of people named "Tanaka"
- who do not live in the middle of the a field, to be sure] just as the
- English names "Smith" & "Glassmaker" have lost their original connotations.
-
-
- ============================================================================
-
- 07. How did Sagat get that HUGE scar on his chest?
-
- He got it from Ryu's Dragon Punch in Street Fighter I. <GamePro SF2 SG>
-
-
- ============================================================================
-
- 08. What's the deal with the final four character's names?
-
- Due to legal reasons, the names of the last four computer opponents were
- switched around in foreign releases of SF II. In Japan, M. Bison was meant
- to sound like M. Tyson. Well, when coming over to the US or elsewhere,
- Capcom decided to avoid any possible legal troubles with the name and
- likeness of Bison and the way (our) Balrog looks. BTW, Balrog is some
- demon from the Tolkien books. It was some type of demon. In the SF2 comic
- books from overseas, Bison is made to look like a devil!
-
- M. Bison (boxer) in Japan, Balrog elsewhere
- Balrog (pansy) in Japan, Vega elsewhere
- Sagat (kickboxer) in Japan, Sagat elsewhere
- Vega (dictator) in Japan, M. Bison elsewhere
-
-
- ============================================================================
-
- 09. How is "Ryu" pronounced?
-
- RYU is most closely pronounced like "Roo." "Ree-you" or "Rye-you"
- are other ways of saying it. I've been told that the actual pronunciation
- is the first, though. And that would make the other two ways obviously not
- correct. Read the comment below for a little lesson in Japanese.
- <sinister.stairs@um.cc.umich.edu> <caine>
-
- The 'r' sound in Japanese doesn't really exist as we say it. It is really
- a kinda cross between an r and l. If you put the tip of your tongue at the
- front roof of your mouth and then try to say Ryu all as one syllable then
- you will get a "L"-ish sounding "R" sound. This is the proper way to say
- RYU. I speak Japanese...it's my major. <jbhartl@eos.ncsu.edu>
-
-
- ============================================================================
-
- 10. When I get dizzy, sometimes there are birds above my character's head,
- and other times, there are stars. Does this affect the dizziness?
-
- When a character gets dizzy, either stars or birds appear above his head.
- Generally, the bird dizziness lasts a bit longer than the star dizziness...
- It's a good way to judge whether you have enough time to run in and land a
- combo. Of course I always try to regardless :) <cw21219@uxa.cso.uiuc.edu>
-
-
- ============================================================================
-
- 11. I've seen a game where you could do every special move in the air.
- What kind of machine is this?
-
- It is an illegal "accelerated" version. They are mainly responsible for
- the creation of HF. They are not as balanced, or as playable as the
- official one. The are notoriously unpopular. <caine>
-
-
- ============================================================================
-
- 12. When will SF3 be released?
-
- I've only heard a rumor that game creation and programming has begun.
- Until I hear official word on this subject, I'd say that nothing has been
- started on this game, considering how well SF2 is doing. <caine>
- Here is something a bit more concrete:
-
- Just thought I would pass this along. It is from the latest issue of
- _Diehard Gaming Magazine._ They say that SF3 will contain only Ryu and Sagat
- from SF2, plus there will be 14 new characters with new special moves, etc.
- I'm sure this is very early, so things will probably change, but I thought
- all you SF players would get a kick out of it. :-) <duffy@mik.uky.edu>
-
- After reading this on the net, there was another comment that was logical
- as well: It said that this made sense. Why? Look at the endings for all
- the CE characters. Everyone of them except Ryu and Sagat have a resolved
- ending. Ryu waits for the next great fight, and Sagat only wishes to
- defeat Ryu. So if Ryu is there, Sagat will be there, too. <caine>
-
- The latest release date has been put at September 93 as stated in _Replay_
- magazine, an arcade industry publication.
-
- And the latest installment in this saga has SF3 delayed indefinitely since
- there were fights amongst the programmers, and hence Capcom is rumored to be
- serving up *another* version of SF2 with 4 additional characters as first
- leaked waaayyy back in the spring.
-
-
- ============================================================================
-
- 13. In a magazine, I saw that you could fight Sheng Long by getting to
- M. Bison without getting hit by any other characters. Is this true?
-
- No, this is pure bull, and the magazine that originally published this
- trick did so intentionally, as an April Fool's Joke. A LOT of people fell
- for this one. :) There are even other magazines that went so far as to
- doctor up a picture that made it look like Sheng Long actually existed.
-
-
- ============================================================================
-
- 14. Where or how can I get information about <xxx>?
-
- This is a general answer for a general question. The newsgroups are often
- subject to receiving many requests for move lists or information on how to
- do something, or a request for a guide to a certain character. At the very
- end of the FAQ, there is a list of all the files available via anonymous ftp
- from a site that the writers hold an account on. They are in charge of put-
- ting new material in the site. Below is a summary of what you can find.
-
- Movelists for Classic/CE/HF; Bugs for Classic/CE;
- Guides for EVERY character (some are better done than others);
- Beginner's help and guides; Listings of some combos;
- How to throw and counterthrow effectively;
- Archaic info about Ryu's belt, the background signs, etc;
- Stuff about the characters; tournament rules;
- Lots of stuff.
-
- I don't want to put a list here, because it would be pointless to repeat
- the stuff since it is down below. I just want an earlier mention of it
- in the FAQ. <caine>
-
-
- ============================================================================
-
- 15. How can I separate SF2 rumors from truths on the net?
-
- Alt.games.sf2 and rec.games.video.arcade is awash with people full of
- shit. If someone posts using the following phrases/words, you can have your
- doubts:
-
- "A friend of mine", "A friend of a friend", "My brother's friend", etc.
- "credible", "reliable", etc. to describe the above. "I didn't see it
- myself, but", "I wasn't there but", "I wasn't really paying attention,
- but", "Out of the corner of my eye", etc. "secret move", "secret screen",
- "secret character", etc. "secret"
-
- Generally, the less people reporting something *and* the less details
- given, the greater the chance it's bullshit. Likewise, the more people
- agreeing on something *and* giving specifics, the more credible. But you
- should always question whatever you read, *especially* when reading
- newsgroups. <sinister.stairs@um.cc.umich.edu>
-
-
- ============================================================================
-
- 16. I want to post about Street Fighter II to the net, is there any
- etiquette that I should observe?
-
- Please post to alt.games.sf2 (the devoted Streetfighter newsgroup) if your
- site carries it in order to keep bandwidth down.
-
- If you post to rec.games.video.arcade, please put "SF2" or "Street Fighter
- 2" or something thereof in your subject header. As hard as it may be to
- believe, there really *are* people who do not want to have anything to do
- with Streetfighter II. Please respect that, so they can kill SF2 posts.
- (And likewise, SF2 fans could mark *only* SF2 posts.)
-
- If you've heard a neat, unconfirmed trick, don't pass it off as truth.
- Let everyone know that this *is* a rumor. Otherwise, you'll find people
- quick to flame, and you probably deserve each and every flame that comes
- your way. ;-) <sinister.stairs@um.cc.umich.edu>
-
- READ THIS! Since there are now 4 versions of the game, it makes sense to
- include an inkling of which game you speak of. So include HF, CE, Classic,
- or SNES in your subject header. Without this (unless what you are talking
- about is obvious) you may get misleading information. In other words, it is
- correct, but for the wrong game. Thanks, Ming. <caine>
-
-
- ============================================================================
-
- 17. I see all these abbreviations used, what do they mean?
-
- Here are the most common abbreviations used when talking about a certain
- character's moves and whatnot. When the abbreviations are used, the
- character in question is usual mentioned.
-
- DP Dragon Punch HK Hurricane Kick
- FB Fireball TU Tiger Uppercut
- TK Tiger Knee WK Whirlwind Kick
- LL Lightning Leg HHS Hundred Hand Slap
- TAP Turn Around Punch RC Rolling Claw
- SB Sonic Boom RK/FK Razor Kick/Flash Kick
- SPD Spinning Pile Driver SL Spinning Lariat
- SSL Super Spinning Lariat SF2 Street Fighter 2
- CE Champion Edition HF Hyper Fighting
- TOD Touch of Death SNES Super Nintendo
- SG Sega Genesis
-
- Here are some common abbreviations used when making comments about some-
- thing. They are used for short phrases, etc.
-
- BTW By the way IMO In my opinion
- a.g.sf2 alt.games.sf2 r.g.v.a rec.games.video.arcade
- IMHO In my honest/humble opinion
- FTP File Transfer Protocol
- MMSF Modern Museum of Street Fighter (a person)
-
- I'm sure that there are others, and I don't know all of them, but if you
- see one you don't know, try to match it with the context of the rest of
- text, and guess at it's meaning. <caine>
-
-
- ============================================================================
-
- 18. What about move lists/FAQs for other video games?
-
- I happen to gather all these from the Net. I have the FAQ or move lists
- or whatever you want to call it for the games listed below... None of this
- stuff is my own work, so if I remembered to leave it on the original file,
- the person who wrote it gets credit, not me. <caine>
-
- Art of Fighting
- Fatal Fury
- Fatal Fury 2
- Mortal Kombat
- NBA Jams
- Sega CD
- Sega Genesis
- Terminator 2
- Time Killers
- World Heroes
-
-
- ****************************************************************************
- ** Technical Play and Strategy Questions **
- ****************************************************************************
-
- 01. I see the word combo (combination) used all the time. What is it?
-
- A combination (combo) is a series of moves that, under most conditions, is
- un-blockable after the first move connects. Please note that I said _most_
- conditions. There is always some crack-pot situation where nearly every
- combo fails, and lots of 'combos' don't actually work when your opponent's
- not in the corner. Nevertheless, this is a general (if loose) definition.
- The simplest combo is 'jab + jab + jabjabjabjab.' It fits the definition,
- but that is not type of combo that this guide will concern itself with.
- Rather, this guide is concerned with the BIG combos, the combos that involve
- special moves and that maximize the penalty for your opponent's mistakes.
-
- Combos almost always follow pattern below...
-
- JUMPING ATTACK + GROUND (standing or crouched) ATTACK + SPECIAL MOVE
-
- The jumping attack + ground attack isn't too impressive, even the computer
- can pull them off. What defines something as a combo is what comes after
- the second hit. So let's go through step by step, and look at the execution
- of a combo:
-
- ----------------------------------------------------------------------------
- FIRST HIT: Jumping attack
- ----------------------------------------------------------------------------
- The way combos work is that you're hitting your opponent with a new blow
- before they can recover from the first one. So, the first thing you want
- to make sure of is that your jumping attack hit's your opponent _late_.
- That way, you have time to hit the ground and start your next move before
- they recover from the first blow. Think of it as aiming for your opponent's
- chest or stomach instead of his head. If the 2nd blow of your combos is
- getting blocked, you're probably hitting too high.
-
- ----------------------------------------------------------------------------
- SECOND AND THIRD HITS: Buffering
- ----------------------------------------------------------------------------
- What happens next in dependent on what type of combo you're doing. If you
- are 2nd hit is a jab or short, you have no problems. Hit the jab/short,
- then do your special attack (3rd hit) as quickly as you can. End of combo.
-
- BUT, if you're playing the right character, and you want to do a bit of
- extra damage, you're going to have to buffer the special attack.
-
- ----------------------------------------------------------------------------
- By: T. Cannon Feel free to repost, so long as this document is not
- copyright 1993 altered in any way. Send comments, suggestions, and
- corrections to inkblot@leland.stanford.edu
- ----------------------------------------------------------------------------
-
-
- ============================================================================
-
- 02. What is meant by buffering a move?
-
- A 'buffered' move is a move executed _while_ the move before it (always a
- 'normal' hit) is still going on. When you finish the special technique, the
- animation of the normal attack is cut short, and the special attack
- immediately begins. Because of this, the two blows happen one right after
- the other with very little pause. This is why combos work. There are two
- ways to buffer a move. The 'press-press' technique and the 'press-release'
- technique. I'll use the fierce + fierce dragon punch combo to illustrate
- each technique:
-
- PRESS-PRESS BUFFERING
- ---------------------
- Press-press buffering is identical to executing a jab + special move combo.
- It requires two presses of the button(s). Do execute this type of buffer-
- ing, press your 'normal' attack button, then do a special technique _right_
- after the press. Pretend like you never hit the first button. If you're
- fast, you'll get the combo. An example is:
-
- FIERCE + --O | \ + FIERCE
- O O
-
- Note that the motion of the stick isn't started until after the first button
- press. If the first button is pressed after the --O , you'll get a throw
- instead of a combo. Also note that only certain attacks can be used as the
- lead in of a buffered attack. A roundhouse at the front end of this combo
- just wouldn't work. In each character guide, I've noted which moves are
- 'bufferable' in the COMBINATIONS section.
-
- PRESS-RELEASE BUFFERING
- -----------------------
- Press fiece and hold it down. Go ahead. Got it held? Good. Now do the
- stick motion for a DP, and RELEASE the button at the end. If you time it
- correctly, you get a DP. The computer registers every PRESS and RELEASE of
- a button as a 'press.' So, it's possible to do a combo like the one
- mentioned above (the triple DP) with just one press of the fierce button.
- Here's how it goes...
-
- --O | press fierce \ release fierce
- O O
-
- Note that this gives you a crouched fierce + DP combo, where as we got a
- _standing_ fierce + DP combo using the press-press method. With practice,
- you can change that press-release to a 'tap.' When you get this good, you
- can do triple DPs with one tap of the button, just like a normal DP (only
- the tap is timed differently) IMHO, this is where the confusion on the
- triple DP arises. People can get 3 hits with one tap, so they assume
- that they're doing only one move, when in fact they are executing two.
-
- The only real disadvantage to this is that you can only use it with combos
- that require the same button for both attacks. This method would not work
- for a crouched strong + flash-kick combo.
-
- ADVANCED TACTICS
- ----------------
- So what do you do if you want a fierce + jab DP? You could use the press-
- press method, but I think you'll find the press-release to be easier with
- practice. So, an option here is to use a 'hold-press' method. In this
- technique, you press the first button, HOLD it down, then press the second
- button. An example is shown below.
-
- --O | press and hold fierce \ press jab
- O O
-
- Because you never released the fierce button, only one 'press' was
- registered. If you just tried to press the fierce, the release may trigger
- a fierce DP instead of a jab DP. Even if you prefer the press-press
- method, I recommend using this for crouched DP combos. The press-press
- alternative is....
-
- / press fierce --O | \ press jab
- O O O
-
- The hold-press method may sound complex, but if you can press-release, you
- can hold-press very easily. The first button press (the 'hold') is timed
- exactly the same way as the 'press' in press-release. The only difference
- is that you hold the button down, and hit another button immediately
- afterwards. A good way to get the second press is to think of it as
- drumming your fingers. It can be that fast. Note that the hold-press
- technique can also be used for an easy jab + TU combo. Also, there's no
- reason to use the hold-press method if you're first button press isn't
- related to the special technique. Consider the combo below.
-
- | press forward \ --O press fierce
- O O
-
- This with give you a crouched forward + fireball combo, even if you use the
- press-press. The reason is that there's no way the release of the forward
- button can be associated with the joystick motion. | \ --O + forward
- isn't a special move, so the computer ignores O O
- the release.
-
- ----------------------------------------------------------------------------
- By: T. Cannon Feel free to repost, so long as this document is not
- copyright 1993 altered in any way. Send comments, suggestions, and
- corrections to inkblot@leland.stanford.edu
- ----------------------------------------------------------------------------
-
-
- ============================================================================
-
- 03. Many people talk about "ticking". What are they talking about?
-
- Back in the early days of Classic, back before combos, back before Guile
- was overpowering, back when even the best couldn't DP consistently (we're
- talking about nearly _right_ after the game was released), there was a
- rather large SF2 tournament in Iceland Bowl, Albuquerque, New Mexico.
-
- Guile won the tournament, and here's how: He'd sit in defensive crouch
- till he could knock you down with a flash-kick. Once he did, it was jab-
- jab throw. You'd block the jabs, thinking you were safe, but would be
- thrown anyway. This was the first time anyone had seen anything like this,
- so countering was all but impossible. So, this Guile player, using only one
- technique, breezed through _many_ (over 6) rounds of the tournament and won
- undefeated.
-
- After the Guile's victory, there was much wailing and gnashing of teeth.
- Because the technique was _literally_ inescapable at the time, the players
- decided that it had to be some sort of over-sight on Capcom's part. They
- gave it a name, a tick. Why tick? 'Cause that's the sound of the repeated
- jabs right before you get thrown. *tick tick HUUURRG!* Once they'd named
- it, it was immediately banned. The house rules all over the city (not just
- this arcade) suddenly became....
-
- I. Tick your opponent and he gets a free hit (throw at first which later
- developed into combo) on you
-
- II. Tick to win a round and you forfiet the next round.
-
- So, the original, formal definition of a 'tick' is throwing someone _right_
- after they've blocked one of your attacks. If you did this to a player in
- Albuquerque, NM (even now), he'd be expecting to get a free hit on you.
- ANYTHING else you do... fireball traps... sac-throwing... even magic
- throwing (on Classic) is _not_ a tick under the original definition, so in
- Albuquerque, it's O.K. <inkblot@leland.stanford.edu>
-
- In a subsequent mail message, I found out that the jumping in attack in
- which you make the opponent block then throw is a tick under this defini-
- tion. Just see the preceeding paragraph. It says "throwing someone _right_
- after they've blocked one of your attacks." So this is a tick, but the
- counter for it (ie sac-throw) is not. Go figure, eh? <caine>
-
-
- ============================================================================
-
- 04. What is considered "cheap"?
-
- This is actually a tough one to answer. Most people say something is
- cheap is they can't seem to stop something that kills them. Of course this
- varies from place to place. You would want to ask many local players what
- they think. Most things considered "cheap" are playing styles. You might
- constantly electrocute your opponent w/ Blanka, but he should have blocked.
- Of you may grab the opponent w/ Honda, then pummel them with a HHS. People
- may not like this, and you might be called cheap for doing so. One last
- thing that may be considered cheap is jumping attacks then throwing. This
- is not uncounterable, but it may be difficult to see. Here are some
- examples of play styles that may be called "cheap":
-
- Fireball Traps Cheesing them w/ Bison
- Grabbing then HHS w/ Honda Electricity then bite w/ Blanka
- Zangief's SPD (not!) Doing FB-DP all the time
- Playing keep away Jumping all the time
- Picking Vega or Bison (!) Chun Li's flipping neck breaker
-
- More or less anything that people might find difficult or nearly
- impossible to defeat. It might be annoying, but cries of cheap
- might be heard instead. It might all be related to your skill level
- in the game as well, or how inventive you are.
-
- Most people say that "ticking" is cheap. (See the question.) This is so
- because it is *easy* to execute and *impossible* to counter. Now, for some
- master players, this is not so since it is part of how they play against
- each other (I play this way). To the average player though, such things as
- jumping a lot, making the opponent block all the time, waiting in the corner
- after seriously damaging the opponent, etc. might be considered cheap. It's
- kind of a broad definition, depending on who you ask. Just for the record,
- I don't think that anything is cheap. As your skills improve, your defini-
- tion of cheap may or may not change. It depends on how you play, where and
- who you play against. For all those concerned: this might be an opinion of
- what cheap is. Most importantly, it may be biased by where I play and who
- I play against. Ask who you play! <caine>
-
-
- ============================================================================
-
- 05. What is the "Touch of Death (TOD)" combo?
-
- In the original meaning of the word, it is a combo done with Ken that goes
- like this: You get the combo on them once, and they are dizzy, you do the
- combo while they are dizzy, and then that is it, they are KO'd. It's
- meaning came about from one touch, and your dead. Pretty effective combo,
- and you'll see why... It consists of three attacks, hitting usually three
- times, but occasionally four times, and it involves the three most powerful
- attacks that Ken possesses. This is it:
-
- 1. Jump towards the opponent, hitting with late roundhouse/fierce attack.
- 2. As soon as you land, immediately follow-up with a standing fierce. Do
- this along with pressing towards the opponent at the same instant. You
- should not throw them; you normally have to take a step to do so.
- 3. Then buffer a Fierce Dragon Punch into the Fierce. It may hit once, so
- a Jab or Strong DP may be substituted. Four hits can connect if Fierce
- is used vs. the taller opponents and Dhalsim. If you use a neck kick for
- the flying attack, you should not have problems getting four hits on most
- characters. And the neck kick version can be used to bewilder the poor
- guy who is on the receiving end of this. It can be easily countered by
- many characters, but if they fail if blocking at the right time, they
- will be at a huge disadvantage afterwards.
-
- (Note: the standing Fierce needn't be used. You can easily switch this
- over to a crouching Fierce simply by going towards then down just as you
- are about to land, then quickly hit Fierce, then move to the diagonal and
- hit Fierce for the DP.)
-
-
- The timing on this move is perhaps a bit confusing. The hits go like this:
- smack--smack-smack-smack (the 4th hit sometimes). The button presses aren't
- too different. I go like this: press---press-press. There has to be a
- longer delay cuz you have to hit and then land. Yes, the rest of the DP
- motion has to be crammed into the small space, but if you have done the DP
- hundreds of times, this shouldn't take long to learn. If you encounter
- problems, try to first learn a FB combo. If you can do flying attack into
- standing fierce/FB combo, just put a triple-DP combo in instead of the
- press-press FB. Read the buffering section, and then this will be a bit
- clearer. You have to see someone's hands perform the motion to really
- understand how it goes. Anyways, I hope that this is clearer than mud to
- most of you...
-
- Other characters may have a "Touch of Death" combo, but they are not known
- or are very difficult to pull off. <caine>
-
-
- ****************************************************************************
- ** Information about the Versions **
- ****************************************************************************
-
- 01. What are the different endings for the different versions?
-
- CLASSIC
- a. If you finish the game, you get to see your character's ending.
- b. If you finish the game on one quarter, without challenges, you see the
- characters fight as credits roll by.
- c. Finish without challenges, or losing a round, it's the same as b, but
- you also see mugshots of the programmers.
- <sinister.stairs@um.cc.umich.edu>
-
- CHAMPION EDITION
- Better endings for each character, plus boss endings. Same as for Classic
- except that if you do c, it shows the characters attack some of the
- various inanimate objects such as barrels and oil cans, etc. Endings for
- the bosses are pretty generic. <caine>
-
- TURBO/HYPER FIGHTING
- Same as for Champion Edition. The last shot is a platform showing the
- following:
- Win with Bison: #1 Bison, #2 Sagat, #3 Vega
- Win with Sagat: #1 Sagat, #2 Bison, #3 Vega
- Win with <xxx>: #1 <xxx>, #2 Bison, #3 Sagat
- Ryu does show up on the platform (sellout!), like his ending says he
- shouldn't. I thought that the fight was all... <caine>
-
- SUPER NES
- Level 0-2: Why don't you try the harder difficulty level?
- Level 3-5: Personalized ending for your character
- Level 6-7: Credits scroll across the screen as characters battle.
- Level 7: Beat the game without changing characters, a special showing the
- original eight warriors.
- Level 7: Don't use any continues, same as above, but all 12.
- Level 7: Don't lose a round, same as above. Pushing start will make Chun
- Li's sound of "Ya Tai." <GamePro SF2 Strategy Guide>
-
- SUPER NES TURBO
- Level 0-2: Same as for regular on SNES
- Level 3-7: ???
-
- I only played this on the default and the hardest level. The default was
- incredibly easy, and the endings are like for the arcade HF. The hardest
- level is quite difficult, and it is easy to see how much the computer cheats
- on everything (Sagat even throws you!). There is a digital picture at the
- end no matter how you finish, but I was unable to beat it without having to
- continue at least once.
-
-
- ============================================================================
-
- 02. What's the scoop on the versions of the game?
-
- CLASSIC Early 1991 $3500 new
- There are 4 versions of the original game, the differences are below:
- Version 1 and 2: Guile's bugs, no Dhalsim bugs, Ryu/Ken can destroy
- the car with roundhouse only.
- Version 3: Guile's and Dhalsim's bugs, no char vs. char.
- Version 4: No Guile bugs, Dhalsim's bugs though, char vs. char.
- This is the least balanced of the versions; Guile and Dhalsim were the
- most dominant. This game is quite slow, the Dragon Punch did not have
- the knockdown capability among other things.
-
- CHAMPION EDITION Early 1992 $4000 new
- One version of this game. It sports character vs. character, as well as
- the ability to play the boss characters. Many graphical changes, as well
- as changes to the characters. Each fighter has an additional uniform
- color. The game is quite a bit (about 50%) faster than the Classic.
- The endings for the characters were revised with better graphics, and
- the bosses got generic endings...
-
- TURBO/HYPER FIGHTING Winter 1992 $500 upgrade
- The newest version gives each character a new uniform color along with
- the Classic colors. Most characters are changed significantly enough
- so that the game is a bit difficult to catch on to. Many new moves were
- added, most notable is the ability to do some moves in the air, and the
- new vertical attacks. This game is 10%-25% faster than CE, depending on
- the prototype. Some are slower, some faster. There is an appended
- ending for each character.
-
- SUPER NES Summer 1992 $50-70 game
- This is very similar to the Classic version. You can play char vs.
- char with a special code. Bosses are also available with a third party
- device. Most of the game is like Classic, but there are missing frames
- of animation, a lot less blood that the arcade, and the sound is not
- nearly as well done. The characters are smaller in relation to the
- screen, and there may *slight* play differences as well.
-
- SUPER NES TURBO Summer 1993 $60-80 game
- Exactly like the arcade with a few easy to pick up tricks and what not.
- It is faster than the arcade on the normal setting, but everything comes
- off as normal. The bonus stages are like the old SNES version. Plus
- there is other stuff like on the SNES, and a way to get the game to go
- extremely fast...
-
- SEGA GENESIS Projected Fall 1993 $65-80(?) game
- This game will be like the Champion Edition. One will be able to play
- all 12 of the World Warriors in this version and fight character vs.
- same in this game without the use of special codes or third party devices.
- I haven't had the opportunity to view the picture with a comb, but this
- is what I have picked up from what I have seen and heard:
-
- o The characters are slightly larger than in the SNES version.
- o The colors are lacking a bit in shading.
- o There is a "scoreboard" if you will that contains all the life bars
- and scores, etc. It has no background behind it, so it is a black
- band across the top with the info in it.
- o There WILL be special six button controllers available for the game,
- including ones like the Arcade Power Stick and the regular Gen pad.
- It CAN be played with the 3-button standard, using the Start button
- to toggle between the punch and kick button functions.
-
- The above needs to be updated.
-
-
- ****************************************************************************
- ** Info on the home and PC versions **
- ****************************************************************************
-
- 01. I've heard talk about a PC SF2. What is it and where can I get it?
-
- It is an arguably legal/illegal version of the game for IBM compatibles.
- The graphics appear to be taken from a Classic or Super NES version. The
- animation is somewhat choppy, and the reaction slow, but overall, a decent
- hack. It can be downloaded from various FTP sites across the nation.
- Beware that certain FTP sites have banned this game from their archives.
- It comes in many versions, with latest being 1.84 and 1.90. Recently, there
- have been many patches by individuals, rather than the creator of the game.
- The best patch is the sf_rucky patch that fixes Dhalsim, and fixes some of
- the bugs that had been bothering many players. One of the other patches
- returns the controls to the original arcade type, plus fixes several of the
- throw bugs. It also adds the teleportation move for Dhalsim. Check the
- index for the for the file that has the listing of the sites. <caine>
-
-
- ============================================================================
-
- 02. What is the character vs. same character code for the SNES?
-
- This code will allow you do play same char. vs. same char. with the
- CE colors. Nothing else. No extra speed. No playing the Boss characters,
- and no extended DP for Ken :(. Nothing new. When you see the Capcom logo
- appear on-screen, quickly do this: Down, Button R, Up, Button L, Button Y,
- then Button B. If the code works, you'll hear the same chime as if you
- selected Game Start or V.S. Battle. <GamePro SF2 Strategy Guide>
-
-
- ============================================================================
-
- 03. Can I play Balrog, Vega, Sagat, and M. Bison in SNES?
-
- All that can be said is that it is possible with the aid of another
- device. The Game Genie has a code that works , but it doesn't work quite
- right. The moves aren't done as they are in CE. See the list of files
- below for the files containing these codes.
-
-
- ============================================================================
-
- 04. What are the Game Genie codes for SF2: SNES? What do they do?
-
- They are too numerous to list here, but there is one very complete and
- excellent file at the ftp site. It is called codes.game-genie, it is
- avaiable at the ftp site. This file is updated as new codes are discover-
- ed by the writers, so any new versions will be there. If you are looking
- for Game Action Replay codes, look for the file called codes.action-replay.
-
-
- ============================================================================
-
- Did we leave something out? If so, then check the files list below, and
- what you're looking for may be in one of them. If you're not sure, e-mail
- one of those guys listed at the beginning of the FAQ. For some reason, I
- think that they will know. If it's not in one of the files, or questions,
- and you think it should be included, e-mail the said persons and complain!
- It will be taken care of.
-
-
- ****************************************************************************
- ** FTP Index **
- ****************************************************************************
-
- Here is a list of many, many files that have been pulled off the Net and
- put into a directory at a local ftp site. Some of it has not been posted,
- such as a lame HF moves guide that Caine made :). Below is this listing.
- Some of the questions above refer here, so find the name of the file that
- was referenced, and download it! We hope that we haven't missed anything.
- If you have any problems, comments, suggestions, etc., you know who to
- contact. This is an anonymous local ftp site: mrcnext.cso.uiuc.edu . If
- you don't know how to ftp a file, mail Caine, and he can get a file that
- explains how to do so. But, don't act so fast, read on...
-
- If you don't have ftp access from your site, you can use the ftpmail
- server at <decwrl.dec.com>. For information, send an e-mail message to
- <ftpmail@decwrl.dec.com>, with the word 'help' as the only text in the
- message body, and with no subject header. You will get e-mail back telling
- you how to use ftpmail. If you have problems or questions concerning ftp-
- mail, send e-mail to <ftpmail-request@decwrl.dec.com>.
-
- This is the directory listing for the FTP site, mrcnext.cso.uiuc.edu.
- Each file has a very brief desciption of what it is in it. Hopefully,
- there are no typos in the listings. If you want any of the files, but
- you are too lazy to FTP (you bum! :), then mail caine@mrcnext.cso.uiuc.edu
- and state which file(s) you want. DO NOT reply to this if it was posted!
-
- /pub/local/sf2
- --------------
- FAQ The Godlike FAQ listing version 4.48
- HOW_TO_FTP A guide on how to ftp (ironic, isn't it?)
- INDEX Yer lookin' at it!
- OLD_FAQ.SS The old vers. of the FAQ by Sinister Stairs
- header The header grafix for the FAQ
- guides/ Strategy for each World Warrior
- jpg/ JPG format pix of the SFer's
- misc/ Misc stuff, interesting things, stories
- other/ Moves lists, combos, throwing, etc.
-
- /pub/local/sf2/guides
- ---------------------
- balrog.3fist Sheng Shou Fang for Balrog; Eu-Ming Lee
- balrog.combos Ming's Balrog combos
- balrog.hf-hints.pjs Trouble going from CE->HF /w Balrog?
- balrog.mmsf The long lost Balrog by MMSF
- balrog.pjs Stroffolino Balrog (newest) guide
- balrog.strachman CE Balrog guide
- bison.mmsf M. Bison by MMSF
- blanka.cpu.ce How to beat up CPU Blanka
- blanka.falcon Falcon's Blanka guide
- blanka.mmsf Blanka by MMSF
- chunli.falcon Falcon's Chun Li guide
- chunli.mmsf Chun Li by MMSF
- chunli.rauser Chun Li guide
- chunli.vs-ken-ryu Tips for defeating Ken/Ryu with Chun Li
- dhalsim.ce.falcon Falcon's Dhalsim for CE
- dhalsim.ce.odom Brian Odom's complete Dhalsim
- dhalsim.falcon Classic Dhalsim guide from Falcon Feather
- dhalsim.mmsf Dhalsim by MMSF
- guile.falcon Yet another Falcon guide; Guile
- guile.flash-combos Combos involving a buffered Flash Kick
- guile.handcuffs-fake Throw your opponent around like a yo-yo!
- guile.hf.mmsf HF Guile by MMSF (comments only)
- guile.hints Helpful hints for Charlie's pal
- guile.mmsf Guile by MMSF
- guile.moves Moves list for Guile, by Philips
- guile.patterns Crying Freeman's pattern Guile
- guile.sb-rk-theory Can you keep a RK charged after a SB?
- guile.vs-blanka How to beat Blanka w/ Guile
- guile.vs-fb-trap Incineration of Guile thread response
- guile.vs-ken-ryu Win vs. Ken or Ryu
- honda.ce.maestas Terminator's CE Honda.
- honda.falcon A guide for every taste, Falcon's Honda
- honda.mmsf E. Honda by MMSF
- ken.hf.caine HF/Turbo Ken guide (long)
- ken.kray-z.euming Eu-Ming's style guide to Kray-Z Ken
- ken.mmsf Ken by MMSF
- ken.ryu.falcon Classic strategy for Sheng Long's student's
- ken.workbook.cannon Get started with Ken, a beginner's guide
- ryu.combos Some good combos for Fireball master
- ryu.mmsf Ryu by MMSF
- ryu.workbook.petit CJ Petit want you to learn Ryu
- sagat.cannon Tom Cannon's start on a Sagat guide
- sagat.mmsf Sagat by MMSF
- sagat.workbook.cannon Learn Sagat w/ help from T. Cannon
- vega.falcon Falcon helps you with Spanish Fighter
- vega.mmsf Vega by MMSF
- zangief.falcon Falcon's tips for a Russian's conquest
- zangief.jowfus Justin Hogue's Zangief guide/HF updated
- zangief.mmsf Zangief by MMSF
- zangief.vs-guile Trash Guile w/ Zangief
- zangief.vs-ken Ram his head to the ground one last time
-
- /pub/local/sf2/jpg
- ------------------
- ryu_ken.jpg Ryu and Ken standing back to back, JPEG fmt.
- ken_chun.jpg Ken in background, Chun Li in foreground, JPEG
-
- /pub/local/sf2/misc
- -------------------
- prose/ Prose about the World Warriors
- bg-signs That sign, what's it say!?
- capcom-address The address of the big company
- char.info Info on all the World Warriors
- char.martial-arts What martial art does s/he practice?
- char.quotes CE/HF quotes for characters
- ibm.ftp-sites Listing of sites where SF2-IBM can be found
- ibm.info Info about IBM SF2 game
- ibm.sprite-data Info for sprites on the PC
- mmsf-laughs Cheap laughs from MMSF; response
- music-cd A music CD with songs for the Warriors
- newbie.do-dont Newbie pointers
- pinball.rules Stuff about the pinball game
- ryus-belt Close of his belt reveals...
- strategy.4-chars.lee Strategy for some of the fighters
- strategy.general.falcon Falcon's overview
- tourn-rules Capcom's tournament rules
-
- /pub/local/sf2/misc/prose
- -------------------------
- addiction.cox Are you an SF2 addict?
- advice.cox Guile/Chun Li/Vega/Ryu/Bison offer advice
- balrog.cox Balrog's beginnings
- blanka.cox Tale of the mutant man
- bison.cox "The Seed of Evil"
- chunli.cox Chun's early days
- guile.cox "Before" "Debts Unpaid" "Before III"
- ken-ryu.cox "A Lesson To Remember"
- vega.cox "The Drive For Perfection"
-
- /pub/local/sf2/other
- --------------------
- beginners.guide A guide for beginners; recommended
- bugs.classic How to do Classic bugs
- bugs.magic-throw Details on the Magic Throw
- ce.matchups Ming's UIUC matchups listing
- classic.ce.differences Differences between the versions
- classic.hf.differences Discussion about how these are different
- codes.action-replay Game Action Replay codes
- codes.game-genie Huge Game Genie Codes list
- codes.stats Find out how many times <x> was played
- combos.euming General combos from Eu-Ming
- combos.nishinaga General combos from John Nishinaga
- combos.prock Andrew Prock's Beginner to Expert Combos
- combos.shortlist Short listing for a few characters
- combos.strachman Strachman's combo listing
- combos.ticks.falcon Falcon's combos and ticking guide
- combos.workbook.cannon Learn combos and buffering with T. Cannon
- computerbehavior The CPU's behavior pattern
- dizziness Any idea on how dizziness might work
- landing-zone Jumping in 'landing zone'?
- moves.ce.sinister Graphical CE moves listing version 2.1
- moves.hf.axl Move list for HF by Axl (not Rose)
- moves.hf.caine Abbreviated special moves listing for HF
- moves.hf.graph Graphical HF moves listing
- moves.hf.mac.rich.hqx A Mac format HF/CE/Classic guide
- moves.hf.mac.rich.readme Read this file before you get the actual...
- snes.faq Common questions about SNES version
- snes.sounds Sound ID list for SNES version
- throws.art-of Art Of Throwing; Eu-Ming Lee; A MUST
- throws.counter Counter Throwing; Eu-Ming; MUST HAVE
- throws.speed The old throw "speed" debate; an idea
-
- If you have something, and you think it should be added to the list, post
- it to alt.games.sf2 only or mail it to one of us. We'll know what to do
- with it.
-
-
- ****************************************************************************
-
- --
- Internet: musjndx@gsusgi2.gsu.edu Fidonet : Jonathan Deitch@1:133/411.7
- jdeitch@gisatl.fidonet.org Bellnet : 1 - 404 - 261 - 3665
- -----------------------------------------------------------------------------
- Atlanta 1996 !! | Play Pinball !! | Don't Panic ! | "I hate it when I can't
- --------------------------------------------------| trust my own technology!"
- "Thrills! Chills! Magic! Prizes!" -- Hurricane | -- Geordi LaForge
-
- Gene Roddenberry, Isaac Asimov, Jim Henson, Dr. Seuss, Mel Blanc ... Sigh ...
-
-
-